XCOM 2
Restored SITREPs
173 Comments
Dragon32 Apr 29 @ 6:25am 
@PhilipFryJunior
Comment out ( ; ) the lines that add them in the .ini, the lines starting with a +
PhilipFryJunior Apr 29 @ 5:47am 
Hi, I'm planning to start a new modded CI campaign. And I don't want to see those two sitreps: Chemical Leak and Low Visibility.

Can anybody kindly teach me how to get rid of them?
b9thirty99 Apr 27 @ 11:44am 
Your mods are some of the most unique, but they also the ones that give most of the headache with compatibility and conflicts.
Tenebris Sep 2, 2024 @ 7:48pm 
So Fireteam just straight up doesn't work, yes?

Because I am around July, Force Level 10, and have a mission with 12 enemies with the Surgical Sitrep, but 16 enemies With Fireteam (reloaded save and reloaded the same mission generating)
Osrio Sep 24, 2023 @ 2:06pm 
Has anyone else had an issue where it feels like Fireteam gets rolled what feels like every other mission?
Rikimaru Jun 29, 2023 @ 8:23pm 
I can see why some of them where cut!
Low Vis is such a ball ache and Chemical Leak has enemies just strolling into the acid and dying before XCOM is revealed lol

I did really enjoy Chemical Leak tho. Very fun idea

Also, I think Clockwork is right because I noticed that too.
I think I'm gonna try disable that one.
Clockwork May 8, 2023 @ 4:48am 
Low vis seems to only apply to XCOM, enemies both activate and target from outside the quasi blindness range.

Looking at MrMister's post back in 2020, guessing the same fix that LW did to this SitRep back in 2020 was not applied here.
Kevin from HP Customer Service Jan 19, 2023 @ 9:05am 
Everything seems to work flawlessly other than chemical leak which I have since disabled.

Most of the acid spills disappear after 1 or 2 turns, plus the acid liquid on the floor doesn't display on all camera angles, as I rotate it around (not the smoke particle effect, that one is fine). Weird, but I cannot be arsed to find out why
Dęąth Viper Oct 19, 2022 @ 2:31pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
NG Jun 18, 2022 @ 3:31am 
Trash mod. Fireteam modifier is so unbelievably broken you're just sending two people to die each mission. Good luck trying to kill even the first two enemies that can chain detain your squad members preventing you from even having a turn. What a joke.
LeyShade Apr 12, 2022 @ 3:31pm 
@AceOfCaydes - Because they were... advanced?
AceOfCaydes Mar 13, 2022 @ 11:29pm 
Advanced should have been left to rot in the code
Got a retaliation mission with that SITREP before I even got to the magnetic tech level
And for some reason these elites units were using tier 3 tech and could one or two shot all my soldiers
I want someone to explain to me how that makes an sense
davidtriune Mar 7, 2022 @ 6:44pm 
FYI i made a permanent version of Black Ops https://steamcommunity.com/sharedfiles/filedetails/?id=2775330897&searchtext=

thanks to @RealityMachina for the code!
5ColouredWalker Aug 12, 2021 @ 11:45pm 
Just had a problem with Advanced it looks like. Rolled on a Retaliation mission, thinking Oh Shit because enemies would be even more advanced.
Instead got single individual pods, nothing dangerous, but no civilians spawned, making the mission an instant loss.
Shaolin Aug 6, 2021 @ 2:49pm 
It would be nice if the descriptions of Sitreps would not lie to you so it can just screw you over. "Once Xcom completes objective, launch reinforcements">continues to just throw 2 full pods of reinforcements at a random turn, wrecking my entire squad, nice.
kenanthebarbarian Jun 2, 2021 @ 8:03pm 
PSA: The Waves SITREP does not appear to work if you're using the [WOTC] Faction Anchor [BETA] mod. I had no reinforcements drop in even after all originally spawned units were killed, and I'm guessing it was because the aforementioned mod maintains one invisible pawn enemy unit on the map at all times. Please correct me if I'm wrong.
SapphicKerfuffle Mar 28, 2021 @ 8:44am 
...I got a sectopod at force level 10 with the advanced sitrep...its one thing to have more advanced units its another to basically encourage a squad wipe
Dragon32 Mar 14, 2021 @ 1:40pm 
@FreeHK&TaiwanNo.1(13Crusader13)
That's a good idea, thanks for posting

Whilst I haven't had that problem with that SitRep I'll definitely remember this if it turns out to be a problem.
Rikimaru Mar 14, 2021 @ 4:15am 
Thank you for reply
Free HK :steamthumbsup:
Rikimaru Feb 27, 2021 @ 10:53am 
For someone just getting this mod, are there any others I should disable to avoid problems?
VoidLight Nov 18, 2020 @ 7:41am 
@The Wasteman

You can easily remove it in the .ini by adding an ; in front of it.
Waste Nov 15, 2020 @ 5:41pm 
chemical leak softlocks game, just this one sitrep ruins this otherwise good mod
silverleaf1 Oct 1, 2020 @ 12:04am 
@RealityMachina Is the warning about possible crashes still valid? I have used this for a long time with a lot of mods and it has never given me a problem, at least not that I could notice. I really like how you made it easy to configure this mod.
ImLinkn Aug 15, 2020 @ 9:12pm 
Wonder if it's feasible to move the Waves reinforcement turn count to .ini.
Dragon32 Aug 10, 2020 @ 12:59pm 
@RealityMachina
Reading the latest update:
"Fixed Advanced (and Surgical and Fireteam) sitreps not properly reducing pod size when proc'd."

Makes me wonder if this now deprecates Surgical SitRep Fix ?

BTW, in my current campaign a week or two back I'd had Advanced proc, and the pods were reduced to one.
Campion 🐰 May 12, 2020 @ 9:52pm 
I got a Fireteam mission with MocX (6 soldier squad, including Psi unit) sitrep into the lategame.

This was about as doable and gun as it sounds, lmao
MrMister Apr 22, 2020 @ 6:26am 
BTW, I noticed in the recent LWOTC integration of sitreps [github.com] that they "fixed" Low Visibility so that enemies retain the reduced sight radius after they activate.
ModusPwnens Mar 28, 2020 @ 8:13pm 
Priority Objective/Ambush - ADVENT will launch multiple reinforcements once XCOM completes the mission objective.

Just a note to people running this. This tooltip is inaccurate. The reinforcements will spawn after breaking concealment, on the objective itself, before completion.

This happened to me on a sabotage transmitter mission.

The reinforcements do not arrive after objective completion, they arrive before. Huge difference when you're planning which guerilla ops to take.
DragonKingAbashī Mar 25, 2020 @ 3:13am 
For the record, I have used this mod for over a year now and had no issues. It does not change the game's difficulty much since sitreps are random. If anything, it makes it a bit easier.
Punful Guy Mar 24, 2020 @ 10:47pm 
@Be Vegan You're downvoting an optional mod because of its very own purpose as well as added difficulty? That's...Odd. Chris does need to do more research of his own on the mods he enables which comes up in all of his lets plays, I think he'd only want 4 or 5 of these. All of the sitreps can be disabled or enabled in config.
Be Anti-Speciesist Mar 24, 2020 @ 10:20pm 
Had to give this mod a downvote, because even though this mod does seem to be causing problems for some folks in terms of glitches or brokenness, this mod is just brutal and these sitreps were cut for a reason. There are better ways to make your game harder if that's what you need, and a lot of them are more interesting than this. STAY AWAY. Mr. Odd's most recent playthrough of the game with this mod shows why it's just a bad idea to include it.
GreatOldOne Oct 13, 2019 @ 9:52am 
The Black Ops Sitrep caused a crash when firing out of (re)concealment in a UFO mission. Repeated Crash report went on it.
Maxidonis Aug 15, 2019 @ 4:15pm 
Other than that Advanced worked perfectly and I had a lot of fun with it. Fought an Archon, a Chryssalid, and 3 Berserkers on Beta Strike with corporals and sergeants armed with 2/3 Mag gear and basic armor.
Maxidonis Aug 15, 2019 @ 4:11pm 
I have quite enjoyed this mod so far, I have run into one problem though. I had this mod combined with your More Mission Sitreps mod and got the Advanced stirep on a Haven Assault Mission. I got through the mission without a scratch and without a single dead civilian, but I had already failed the mission. That happened because there was only 5 civilians on the map to begin with, so I couldn't save 6. I am assuming that the advanced sitrep also changed the number of civilians and resistence, not just the aliens. The only other mod I have that I can think of that might have any affect (though I doubt it does) is the Civilians Revamped mod.
TheAshenHat Jul 15, 2019 @ 5:13am 
watch out for the chem leak sitrep, its keeps reliably freezing my game
Dęąth Viper Jun 6, 2019 @ 6:52pm 
can you guys make a mod that allows multiple sitreps to occur during 1 mission?
Dragon32 Jun 3, 2019 @ 8:59am 
@Bobelium:
Edit this mod's XComGameData.ini and add a semi-colon in front of those you want to disable, for e.g.
[XComGame.X2SitRep_DefaultSitReps]
;+SitReps="ChemicalLeak"
Calasari Jun 2, 2019 @ 11:28pm 
Hello,
first of all these are some great sitreps. I would like to use the mod but is it possible to turn of some of them? Priority Objective is a save way to loose atleast one soldier with better advent and stronger mid-late game enemies and Chemical leak isn't very interessting to me
Flambeau200061 May 11, 2019 @ 3:37pm 
@Dragon32
Thanks, going to try this one with my next new game.
Dragon32 May 11, 2019 @ 10:48am 
@Flambeau200061:
I haven't noticed any. SitReps I definitely remember: Low Visibility; Chemical Leak; Fireteam. Maybe: Waves and Phalanx.
Flambeau200061 May 11, 2019 @ 9:57am 
"May cause crashes"? Anything serious? I'd really like to try this out, but only if it doesn't break an Ironman run.
ptt172906 Mar 29, 2019 @ 8:28pm 
恢复被选择的战争中被切割的场景。可能会导致崩溃。特别是这恢复:消防队-小队人数限制为两名。任务也相应调整。优先目标/伏击-降临将发射多个援军一旦XCOM完成任务目标。化学品泄漏-任务地区将出现高浓度的酸池。由于菌种上可能出现酸池,XCOM在任务开始时将有两轮暂时的酸免疫。低能见度-该地区的不利条件降低了XCOM和敌人的能见度。敌人的任何攻击都会自动被擦除。黑色行动-如果XCOM杀死所有可见的敌人在他们的回合结束之前,XCOM将重新获得隐藏前进-敌人的领域单位比正常更先进,但在数量上减少。海浪-降临将继续发射增援,以保持地图上的敌人数量最小,直到XCOM完成目标。方阵-敌人单位的数量有所减少,但将围绕目标:准备重型战斗。
Void Mar 23, 2019 @ 9:03am 
I've got Chemical Leak and every enemy started with acid damage applied.
Bryan=0101 Mar 16, 2019 @ 11:00am 
This mod is perfect accept for the AI being unable to avoid the acid
「 LiTe Em uP 」 Dec 30, 2018 @ 3:14am 
any way to edit amd increase frequency of these sitreps?
「 LiTe Em uP 」 Dec 27, 2018 @ 4:04am 
any known incompatibilties??
yes_commander Dec 17, 2018 @ 10:37am 
Okay. I had a Low Vis mission where my team was surrounded on all sides thanks to Yellow Alert Gameplay and shots were coming out of nowhere and the enemies were going crazy with overwatches. It was rough, but the grazed enemy shots kept it from being a total slaughter so thanks for including that part. ;)
RealityMachina  [author] Dec 17, 2018 @ 10:31am 
Yeah I don't think the AI behaviour trees (what enemies use to decide what to do) obey the LOS stat, so I resorted to having enemy shots always graze to help deal with that.
yes_commander Dec 16, 2018 @ 10:28am 
Enemies don't seem to be subject to the same penalties as my troops when Low Visibility procs. Either that, or MOCX troops (even Rebellious MOCX who ought to be on their own independent sight-line basis) get to benefit from ADVENT/alien LoS for squad sight.
KT Chong Nov 1, 2018 @ 12:29pm 
Yeah @ Calgore, it does not make sense for a resistance camp to settle right in the middle of a chemical leak zone unless people there wanted to get cancer.