XCOM 2
Additional Mission Types Redux
464 Comments
liftedBodhi Jun 12 @ 3:34pm 
Does this mod work with long war of the chosen. I use to play this mod on vanilla xcom 2 and loved it. Can some one tell me if it does?
pas May 3 @ 12:33pm 
I am giving this mod a try and it is nice to have new mission types, so thank you. My first mission was the Escort Resistance Operative to the hacking station. Once I got there, the operative had an option to disable all enemy weapons. I used that option but there was no effect. The advent came out moving and shooting next turn with no reloading necessary.
Dragon32 Apr 25 @ 8:00am 
@Tortus
If you can't get it working have a look at the "Diverse Aliens By Force Level" mod, you can probably duplicate what Configurable... does
Tortus Apr 24 @ 6:42pm 
Binary search shows that Configurable Pod Sizes is somehow preventing the resistance survivors from spawning. When it is disabled, they spawn fine even with 385 other mods. Will try to see if I can figure out why.
Tortus Apr 24 @ 4:46pm 
I don't know if it's of any help, but I found this in my launch log:

[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_ChosenSelector_EmptyFallback'
[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'ResistanceSurvivors'
[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'ResistanceSoldiers'
[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'ResistanceSurvivors_GroupTwo'

I can definitely see EncounterIDs with those names in the config of the mod, though, so idk.
Tortus Apr 24 @ 3:33pm 
Anyone else experience resistance haven survivors just not spawning at all on the Retaliation mission?
Dragon32 Feb 12 @ 10:49am 
@battleangel30
Best think of WotC as XCOM 2.5, it's so different from the base game. If there's a mod with versions for both then only run the version for the game you're playing.
battleangel30 Feb 11 @ 4:20pm 
I was talking about that one for base game.
Dragon32 Feb 11 @ 12:08pm 
@battleangel30
Which other mod? RM has a version of this for the base game, which you shouldn't try and run with WotC
battleangel30 Feb 11 @ 11:06am 
Is there a difference between redux and the additional mission mod.....do i need both or one or the other?
PatoManco Jan 10 @ 10:25am 
Does anyone know if it can be configured to have more frequent missions?
PatoManco Jan 9 @ 10:51pm 
Has anyone tested if it is compatible with the Mission Mania MOD [WOTC]
_m_a_ Dec 18, 2024 @ 7:38am 
can i disable Rescue Haven Survivors - Retaliation Mission Type?
Too much soldiers to control
Lebowskichild Nov 16, 2024 @ 12:16pm 
Massive thank you @Dragon32, your suggested mod will be very helpful for the future.

I have had this problem before with this mod. I reloaded an earlier save and the mission generated differently, which worked fine.

I did change these lines in XComMissions.ini

DurationOfAssault_Legend= from 4 to 3
DoubleRNFTurns_Legend= from 2 to 1

The first line being 4 originally ticked to 3 and then wouldn't go lower.

Also there was a SitRep on the busted mission that added Advent Loot boxes, however, none were actually present. This made me wonder if it was a Map issue.

Also I couldn't find an objective ID for hold position in this mod, to try and force the win through console command. So again thanks for the suggested mod that gives "EndBattleForceWin".
Dragon32 Nov 16, 2024 @ 8:23am 
@Lebowskichild
I don't recall that ever happening for me when I've run that mission type.
This mod has an "EndBattleForceWin" console command which may work. Make sure you've got a save before using it: https://steamcommunity.com/sharedfiles/filedetails/?id=3113132590
Lebowskichild Nov 16, 2024 @ 3:11am 
Hello all, could anybody tell me, is there a fix for the timer never counting down on the Emergency Extraction - Council Mission Type mission added by this mod?

I clear the initial enemies on the map, activate the VIP I'm attempting to extract, and then the reinforcements start to drop with a 2 turn wait. However the timer remains at 3 and never changes.
Dragon32 Nov 6, 2024 @ 7:12am 
@alareeqi10
That's not from this mod.
alareeqi10 Nov 5, 2024 @ 8:42pm 
Show of force mission got bugged. how can i get the objective id so i can use the console command to force complete it
RakkoHug~<3 Sep 16, 2024 @ 5:02am 
BUG: Rescue Haven Survivors does not properly count survivors at the end of mission debriefing.
RakkoHug~<3 Sep 16, 2024 @ 4:18am 
BUG: Activation circle for Rescue Haven Survivors mission type does not work properly. It actually requires XCOM agents to stand directly adjacent to the civilian to activate them.
RakkoHug~<3 Sep 16, 2024 @ 4:13am 
BUG: Rescue Haven Survivors mission type does NOT respawn Evac points if it gets destroyed, thus it becomes impossible to complete the misson.
leslie.drew Sep 2, 2024 @ 3:53am 
@Soul can you please I've been waiting a month for an answer on how to remove that lost mission on this mod. I just wanted to let you know that I uninstalled the mod until you tell me how to remove it.
silverleaf1 Aug 29, 2024 @ 1:19am 
@RealityMachina Judging by comments a possible addition would be to allow players to select which missions to add.
4rrakis Aug 4, 2024 @ 6:13am 
No, it does not.
Wrath Aug 4, 2024 @ 6:13am 
Works with LWOTC ?
leslie.drew Jul 29, 2024 @ 4:38am 
@Soul I also want to remove this mission because it's tricky even if I have the mod that removes The Lost. Can you tell me how please?
Soul Jun 18, 2024 @ 7:01am 
not gonna lie that retaliation with the lost and stuff is a real pain.
Its not "hard",its long and tiring.
having to control 10 dudes + the civs making each turn take ages,I'd rather have resistance be its own thing again,I'm gonna remove that one.
Rest is nice tho
steamt Apr 12, 2024 @ 10:39am 
Emergency Extraction. VIP was killed. Got the voiceover indicating that extraction would be available shortly but no timer and extraction was never available. Playing with lots of sitreps and various mods.
Mask Mar 1, 2024 @ 1:27pm 
Yeap, I added the same mod now. Hopefully it works.
Lebowskichild Mar 1, 2024 @ 12:22pm 
You may have got lucky with your rolls with regards to the character classes you got. Only ever receiving modded versions.

I use this mod to easily disable any class don't want to show up.

https://steamcommunity.com/sharedfiles/filedetails/?id=2956818409
Mask Mar 1, 2024 @ 12:16pm 
Hmm. Thank you I'll do that. However, on my previous campaigns I didn't encounter this. I'm confused why would I need to do this now? :D
Lebowskichild Mar 1, 2024 @ 11:13am 
The "Rescue Stranded Agents" mission is a WOTC added mission, not a mission added by this mod.

If you are using class mods, you probably need to disable the Vanilla ones, or they could still be generated as reward soldiers.
Mask Mar 1, 2024 @ 10:43am 
I got something weird going on. On "Rescue Stranded Agents" mission I randomly get vanilla classes for some reason. That didn't happen before. I started a new campaign and now it does. Should I disable vanilla classes with the mod or can I fix that some other way?
Lebowskichild Feb 2, 2024 @ 2:06pm 
Just wanted to add fair warning to anyone using this mod. Having gone through this comments section, it seems there is a problem with the evac timer getting stuck. I personally cannot finish the EMERGENCY EXTRACTION mission and get endless reinforcements with a timer stuck at 3.

I'm wondering if there is a connection to a Chosen being involved, as they pause timers and maybe when it is killed the timer does not re engage correctly.

Anyway, time to start a fresh campaign again I guess.
VS-lockon Nov 23, 2023 @ 4:36am 
Additional Mission Types: LWotc Edition?
ptkaczuk Oct 26, 2023 @ 2:00pm 
Additionally number of pod reinforcement is random from 1-4 and sometimes 0 for few turns. It is weird Anyway but when I saw 4 pods at the same time 3 custodians and 1 omega berserker not to mention 8 additional units like chrysalids, bio vipers. This is crazy. How to chew such HP and survive. I still keep backup of save before this mission and I tried sometimes to figure this out if it is doable on Ironman legendary with additional faction during this mission. Dark Eldars and Renegades are so annoying. Mandalorians probably would be annoying too.
ptkaczuk Oct 23, 2023 @ 12:04pm 
This mission is almost undoable on legendary ironman with additional factions and with better enemies. In 90% other factions trigger operative and next round they kill him ( worse case scenario if they have close combat specialists and they are close enough to operative so basically he is dead while moving). So there are 2 options they shouldn't trigger or they shouldn't targeting him in at least 1 rounds after triggering. I tried it more then 10 times and I was able to do it twice. First mission was done when was low force level so it was possible to kill everyone, there was no omega berserkers or armored berserks or custodians in packs. 2nd time I have 2 additional soldiers during mission one from advent one from resistance and luckily operative was trigged by faction which ended movement and later went other direction and additionally side where I went with operative was free from pods.
gustavius3 Sep 22, 2023 @ 6:56am 
Rescue haven mission had a slight conflict with the resistance contacts sitrep, flagged them as civi's to rescue but gave no control, carefully and in the nick of time evac'ed my people then to watch the computer kill the contact and fight about five pods of lost with grenades, went so fast my save where i could force an evac disappeared..
HaziTru Jul 30, 2023 @ 8:04pm 
I'm sure your not updating this anymore but yeah I had to uninstall. The recover affiliate operative mission is extremely unbalanced and caused me to ruin my ironman legend playthrough. I defeated all the enemies got to the vip. Then each turn I get 2 reinforcements drop pods with 4 enemies in each so that's 8 enemies per turn and I had to wait out 4 turns. After 2 turns there was 14 enemies and they wiped my squad. Extremely unbalanced. If you maybe put 2 enemies in each drop pod or just 1 drop pod per turn it would be more balanced. Sucks because I like the other missions. But yeah definitely got to uninstall.
S. Agent Gadriel Jun 25, 2023 @ 6:39pm 
Rescue Haven Survivors refuses to spawn civilians for me, thus resulting in an auto-fail.
mingmong01 May 23, 2023 @ 3:25pm 
Had the 'infinite' rescue haven survivors again I read in some of the comments about dropping with resistance contacts lost and mocx squad sit reps. I don't have mocx mod. I believe lost is always in the mission so I think resistance contacts might be the issue. Is there a way to block the specific sit rep in this case?
Petch666 May 17, 2023 @ 10:56pm 
My Rescue Haven Survivors - Retaliation Mission Type never show up, how do I fix this?
Dragon32 May 8, 2023 @ 1:22pm 
@Clockwork
OK, ABA isn't something I use but I hear what you're saying about balancing a load of mods.
Clockwork May 8, 2023 @ 8:09am 
Not that i've spotted, but wondering if there is something similar in ABA or another mod. Had to tweak YellowAlert mostly due to this style of evac, coming out swinging on reinforcements was doing my head in. The Advent psi ops might have to go as well because of the shield on drop and sustain.

The joys of trying to balance a multitude of mods.

Right now i've tweaked it down to 3 turns to evac and set all pod sizes to 2 in case it was using the late spawn numbers (don't think so as the double drop first two turns was working.) Will have to wat for the next one to test but between this and the prison break chain on my newest campaign, i think almost 60 non Lost in a single mission is a new record for me. It's less the numbers than the hp you need to burn through in an incredibly tight number of turns where even the best result is generally a score of injuries and everyone shaken.
Dragon32 May 8, 2023 @ 3:02am 
@Clockwork
Are you using something like "Increase Pod Size By Force Level"? That could be increasing the pod sizes on these missions.
Clockwork May 7, 2023 @ 9:23pm 
Is the 'Rescue Resistance Operative' mission? Seems to occur a disturbingly high frequency maybe due to the SO bridge.

I also find these overtuned and an awful slog on Legendary, okay as a one off, but the frequency of every rescue mission (sci's, engi's, rewards intercepted) resulting in this type of mission is too much.

Wasn't going to comment but looking into the config to tweak before giving up: the mission doesn't behave as described out of the box and can't spot why or mod conflicts - my pods on legendary are always 3-4 soldiers, instead of the config 2, so generally have ~16 Advent in the first 2 turns and 24 (a whole new mission) when your evac spawns... if you are able to escape on that first turn.

A pod of Archon kings might be easier... always thought it was tuned to classes that could kill multiple enemies pre-colonel in a turn but looks like it is dropping more enemies than defined even at low force levels, maybe a reinforcement by FL overriding that i haven't spotted?
Kevin from HP Customer Service Jan 21, 2023 @ 10:20am 
I'm having trouble since I can't evacuate the Militia fighters in the haven escape mission, currentrly trying to figure out an easy way to give militia rifle users the evac ability
Kevin from HP Customer Service Jan 17, 2023 @ 5:55pm 
Hey RealityMachina, I'm trying to get some pointers on how to integrate militia overhauls that use custom pods into your missions, like "A Better Militia"?

I'm reading through both mods' EncounterLists but tbh I have no idea which ones are safe to replace (if any) with the custom EntrenchedGuard pods that such mods use.

EDIT: figured it out
4rrakis Dec 20, 2022 @ 9:11am 
@dustadon Nope.
Boyrdee Dec 20, 2022 @ 7:18am 
LWOTC ?? or NO