XCOM 2
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Strategy Overhaul : Maximum Security 2.3
   
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Aug 19, 2021 @ 7:49pm
May 14, 2023 @ 1:33pm
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Strategy Overhaul : Maximum Security 2.3

In 2 collections by MrCloista
Modpocalypse: Amalgamation (Campaign 3)
514 items
Modpocalypse: Beyond Legendary - streamed campaign
463 items
Description
v 2.3 Added Force Level gating to the harder schedules.


This mod reintegrates the removed Compound mission type into Covert Infiltration's Activity Chains.


The Compound mission type is the 'rescue soldier captured by the Chosen' type first seen when rescuing Mox.

Compound missions will now appear during Informant and Personnel rescue chains.

2.0 Update: Major Balance Changes

This mod now makes several major balance changes to the CompoundRescueOperative mission type, and also some further changes to the Compound mission type as a whole (which should also affect other mod added missions of this type).

Security Level (Compound Mission Type change)
This mod changes the alert states linked to the alert levels :
  • On Guard - remains unchanged (level 2).
  • Alarmed - Security now shows as Alerted at level 3 (was 5) - Alarmed has no mechanical effect.
  • On Alert - Security now shows as On Alert at level 5 (was 8) - This is when 1st Reinforcement drops and they start hunting known Xcom soldiers.
  • MAX Alert - remains unchanged (level 10).

Compound Rescue Operative Mission Def/Schedule changes
  • Max Soldiers - set to 6 (was 3)
  • Vigilance Dark Event - The Vigilance Dark Event (Increased Detection Radius) is Forced ON.
  • New Mission Schedules - There are now 7 new/replacement Schedules for this mission type, with 2-4 Turrets and 6-9 pods.
  • New Pods - Larger and More Challenging pods have been added, including a BOSS pod.

Compatibility
  • Diverse Aliens By Force Level - There is a confirmed working exclusion for this mod.
  • Diverse Alien Pods - There is an exclusion included (seems to work inconsistently).
  • Increased Pod Size By Force Level - There is an exclusion included (seems to work inconsistently).
  • AS Diverse Aliens By Force Level is a combinationm of the 2 other mods, it is highly recommend that this is the mod you use alongside this mod, to prevent the preset pods from messing up.
  • Mods that add other Compound mission types - this mod now runs as a different mission family so will not add these missions to Covert Infiltration. If you want to change this behaviour add Compound mission family to the settings in XcomMissionSources.ini


    Credit as always to RustyDios for the modpreview image, and also helping with balance.



    Enjoy!! If you like what I do, please Buy my Cats a Bag of Treats[www.buymeacoffee.com]
49 Comments
Stukov81-T.TV Jan 8, 2024 @ 8:22am 
This mission is for Covert Infiltration and will spawn during a campaign
Nєx 一 红龙 Jan 7, 2024 @ 7:21pm 
if I dont get the mission for rescue Mox, how can i spawn it?
Stukov81-T.TV Nov 7, 2023 @ 2:05pm 
you CAN set a different squadsize quite easily :)
Koohan Nov 7, 2023 @ 1:21pm 
Got it. I was just thinking that balancing it around a mini squad would have helped in adding more diversity in the kind of missions we get in CI ;)
(or maybe even different squad requirements, sometimes you need just 3, sometimes its a high security compound and you need more... )... just blabbering, great mod ;)
MrCloista  [author] Nov 5, 2023 @ 3:28am 
Oh yeah, you get this one wrong and it's a squad wipe even at 6.
Stukov81-T.TV Nov 5, 2023 @ 2:30am 
and for this mod ... trust me, you would not like only 3 :)
MrCloista  [author] Nov 5, 2023 @ 2:29am 
@Koohan the problem with the original 3 man run type was they were really really easy.
Koohan Nov 5, 2023 @ 1:18am 
Havent tried the mod yet since im in the middle of a run, I had no idea that compound save mox type mission were removed from CI. I like the intention of your mod and i'll prbanly download it once i finish this run, but I think it's too bad that we have to go full squad, I think it's good to have different missions and the 3 man vanilla thing was a nice change on the standard full squad we have all the time
MrCloista  [author] May 8, 2023 @ 9:32am 
@Zelfana they'll be removed next time i update this. @silverleaf1 Entirely dependent on having Lost World active or not, they aren't in the standard encounter ids.
RustyDios May 7, 2023 @ 3:22am 
If you have Lost World //Sitrep .. yes
Why would it not be intended ?