XCOM 2
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A Harder War: Night Mission Rules
   
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Jul 1, 2023 @ 7:15pm
Aug 13, 2023 @ 6:55pm
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A Harder War: Night Mission Rules

In 1 collection by ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 items
Description
What Is This?

A Mod that applies a special Ruleset to XCOM 2, with an intent to replicate a more Classic X-COM Experience. Depending on the Environment, when Tactical Operations are conducted during The Night, in an Alien Facility Map, or conducted Underground, XCOM Operatives have varying configurable Sight Range Penalties.

Why Is This?

Because I'm an evil, evil woman who, for some unknowable reason, wants to make the game entirely unnecessarily difficult in entirely needless ways that nobody even asked for. So I made a tweaked approximation of Classic X-COM UFO Defense's Night Mission Rules in XCOM 2. And also because I felt Scouting Abilities and Equipment, such as Battlescanners, were underappreciated.

Required Mods

While nothing is actually required aside from The Highlander, it is strongly recommended that you use The Mighty RustyDios's amazing Full Shadow Report to warn you of when you're actually facing Night Missions.

Compatibility

Compatible with anything but a laid back and easy going, alien stompin', table flippin', XCOM Night Clubbing experience.
Popular Discussions View All (1)
0
Jul 6, 2023 @ 3:45am
Korean translation
Brain_is_Back
80 Comments
표백된고양이 Nov 23, 2024 @ 7:15pm 
When I check this mod, all letters in korean translation are marked with question marks. So after overwriting the original content of XComGame.kor with the content registered in the korean translation discussion, I saved it in UTF16-LE format.
RustyDios Aug 26, 2024 @ 5:52am 
Not really anyway to adjust that, the shadow chamber time report is an "estimated" time of arrival.
Actual flight time of the skyranger may differ.... something something, code reports one thing, then decides on mission launch to do something else, grumble grumble ...
Darquan Aug 25, 2024 @ 7:22pm 
A great mod thanks. A little odd we can still see the pod activation even though beyond sight range.

Im playing LWOTC and the times given by the shadow chamber dont match with the geoscape time, 8 hours out, any way to adjust that?
Taylem Aug 9, 2024 @ 1:02pm 
Lack of affecting aliens is the only reason why I don't use this.
LightenedDark Jul 5, 2024 @ 12:35pm 
I agree with clw6. Would it be possible to add in an .ini setting to reduce all lost/alien/neutral faction units to also have the penalties applied to them? The mod's sort of not playable otherwise when you're activating pods who shoot you even though you can't see them (especially with yellow alert where the pod activation is more intelligent)
Kawapatch Jun 26, 2024 @ 8:11am 
For those playing this with [WOTC] Unit Flag Extended and are experiencing duplicate status icons for night blindness, make sure to disable one of the icons either in this mod or that mod's config. Found in XComWOTCLootIndicator_Extended.ini in both mods, this mod has a purple icon whilst Unit Flag has a purple or an advent red icon depending on if you set coloured icons to true in that mod's config. I personally disable the icon in this mod's config and let Unit Flag deal with all the icons but it's up to you. Hope this helps someone!

Icon from this mod's config:
+EffectStatusIcons=(EffectName=NightBlindness, IconPath="img:///UILibrary_NightMissionItems.Status_Night")

Icon from Unit Flag Extended's config:
+EffectStatusIcons=(EffectName=NightBlindness, IconPathM="img:///UILibrary_UIFlagExtended.status_night", IconPathC="img:///UILibrary_UIFlagExtended.statuscol_night")
ReshiKillim  [author] Apr 27, 2024 @ 12:02pm 
@havokscorp Generally, I would say yes, but definitely not mid-tactical save. But to avoid bugs, it might be better to just modify the sight modifier values in the config.
havokscorp Apr 27, 2024 @ 5:42am 
is this safe to remove mid campaign?
WaldoTheRanger Feb 26, 2024 @ 9:00am 
Yeah sorry I got into a bit of complaining there

Alright then. I have no idea what's happening to me and I'll accept that.

I also love classic xcom, but this was getting to be campaign ending for me, thus I adjusted it

Thanks for the awesome mod regardless, I didn't mean to sound ungrateful
ReshiKillim  [author] Feb 20, 2024 @ 6:01pm 
@WaldoTheRanger Whether or not it counts as a Night Mission is actually based on what Light Map the game uses during Map Generation, which is determined by the Geoscape's time of day, and is also affected by Skyranger flight times, as time passes during Skyranger flight. Various mods could alter the factors involved, so I don't think there's any sane way I could set up the UI specifically to address this issue on my end without stepping on a lot of toes.

As for the goggles, they work the way they do simply because I didn't want to completely nullify, or even partially nullify the Night Blindness mechanic. This mod is more of a homage to Classic X-COM UFO Defense's Night Missions than anything else, which is also why the penalties are what they are. And these are actually much more forgiving than Classic UFO Defense's Night Missions.