XCOM 2
Lightweight Strategy Overhaul
198 Comments
Drex Jun 4 @ 11:56am 
thanks
Dragon32 Jun 4 @ 10:46am 
OK. No, they are fundamentally incompatible.
Drex Jun 4 @ 7:45am 
yes why?
Dragon32 Jun 4 @ 7:26am 
@Drex
lol, seriously?
Drex Jun 4 @ 7:17am 
Does it work with long war please?
☥¤§ÑîGHTMÃRɧ¤☥ Apr 26 @ 1:46pm 
anyway to make those vehicles in the screenshots drivable? similar gameplay like fallout tactics had?
Димапилорама Mar 7, 2024 @ 2:13pm 
How about making a bonus soldier provide depend on soldier's class (And make it configurable for mod compatibility). For example Reaper gives 'Stealth Insertion' sitrep, Sharpshooter - 'Location Scout' sitrep and so on.
Rtma Eros Paragon Mar 1, 2024 @ 11:59pm 
Okay, Reinstalling the mod seems to have fixed it, nevermind. -.3.-
Rtma Eros Paragon Mar 1, 2024 @ 8:35pm 
Having a problem with resistance command defence mission, every time I go to start the mission it crashes after the firebrand loading screen, I don't know what to do.
LegendaireNic Feb 28, 2024 @ 1:11pm 
I had a question, does the ''anti-heat'' researches interfer with the end-game research? When you're done researching everything, the game gives you random breakthroughs to complete. Do these researches stop that because they're technically techs?
Etienne Sep 26, 2023 @ 1:58am 
To the author: on the global map there is a line "ASSIGN XCOM ADVISER". Is it possible to put it in a localization file? Thanks.
vulgar_monkey Aug 13, 2023 @ 7:26am 
Hi! Love the concept, and am currently about halfway into a campaign with a couple of continents on medium heat. I'm just about managing so far, but am looking at the config out of curiosity in case I ever need to do some balancing against all the other force/enemy mods I have, and have a question.

If I understand right, each mission success adds 25f, and default decay is 0.25f.....soooo, in order to passively break-even I'd need to wait 100 days after a single mission success? Or 62.5 days with a scientist?

That sounds like heat increase would be inevitable even when trying to mitigate by spreading activity across regions? Or is it basically expected that we proactively use Covert Ops for heat reduction quite regularly? .......or, alternatively, am I just missing something with my math? :P
Kawapatch Jul 4, 2023 @ 12:25am 
Hello! I was wondering if it's possible to adjust how soldiers gain XP whilst advising a haven? Can't seem to find anything pertaining to it in the config files but would love to reduce its rate or even turn it off. Either way, thanks for the great mod!
Straker Apr 20, 2023 @ 1:07pm 
This shouldn't be used with LWotC, right? As it's basically a lightweight version of the strategy changes that offers?
RedDobe Feb 28, 2023 @ 11:08pm 
The engineer rebates don't actually give you any kind of rebate. It says it does but the cost is still the same for a radio tower.
blizzardcaster Aug 18, 2022 @ 8:24pm 
is this like long war with removing the normal monthly attacks?
RealityMachina  [author] Jun 11, 2022 @ 12:58pm 
They're not hard requirements, no. I would still recommend keeping Pyrrhic Victories on but covert action missions can be discarded with a CI installation since CI basically overhauls mission generation entirely.
Jess Jun 10, 2022 @ 11:54pm 
Does this still require the dependency mods if used with CI?
TROCH22 May 25, 2022 @ 5:33am 
any way to adjust the xp gained by soldiers advising havens?
Dragon32 Apr 12, 2022 @ 6:22am 
@Frizzeldian12
That's a Long War 2 mod, which is for the base game not WotC, so probably not.
SilentSam7 Apr 8, 2022 @ 3:18pm 
Did I install this right? How do you contact regions, and why is their no contact in Eastern Europe?
DEMOCRACY MANIFEST Feb 18, 2022 @ 6:09pm 
@Smersh It's compatible now. There's a bridge mod for it that makes it compatible.
Rockfire ✘ Dec 9, 2021 @ 11:08am 
Is it possible this could be integrated into Covert Infiltration mod? Having to do mission chains rather than Tygan researching to lower heat would make more sense and fit better with the mods concept.
N O r Dec 3, 2021 @ 9:39pm 
is this compatible with Mission Difficulty Variety:?

https://steamcommunity.com/sharedfiles/filedetails/?id=2556670777
neIVIesis Sep 5, 2021 @ 1:34pm 
I love all the features of the mod, and after using it for a while, the one thing I'd like to disable is the variable force level. I don't mind penalties for high heat, but changing enemy unit composition in some zones and not others breaks the gradual evolution that aliens do in response to Xcom.

I would have preferred that instead of changing FL and enemy composition up and down in terms of the alien tech tree, this was done by adding more enemy pods or larger pods of the current tech tree.

In any case, is there a way via config to disable the FL changing based on heat?
RedDobe Aug 9, 2021 @ 1:19pm 
Smersh - no, It’s explicitly written on the compatibility page that it is not. I don’t have think handy.
Smersh Aug 9, 2021 @ 12:09pm 
Does this work with the Covert Infiltration mod?
Loel Lyons Aug 1, 2021 @ 7:27am 
is there a way to see what the heat penalties for a continent are? +3 force level or whatnot?
Kakroom May 15, 2021 @ 8:24pm 
I want to edit the mod so that the presence of an alien facility on a continent adds heat there. However, in the mod's xcomgamestate_Lscc it has this

(base did a thing heat + story/facility bonus + # of aliens killed + chosen appeared * [squad size taken on mission / max squad size ])

Is that facility bonus implying what I want in the mod is already in the mod?
RedDobe Mar 3, 2021 @ 3:39pm 
@mike_calhoun - It’s a bug with the mod and has to be fixed by RM.
M0NSTER Mar 3, 2021 @ 12:28pm 
Despite the game telling me I am getting a rebate when building my towers, I don't :( Any ideas as to what would prevent this from happening? I had the exact amount of supplies needed to built the tower, 250, said I would get something like 61 supplies back, but still at 0.

My shifty engineer pocketing my rebate?
LightenedDark Feb 19, 2021 @ 12:06pm 
I don't see an entry in the ini's to change which personnel type gives which boni. I want to swap them all around (scientists & engineers give +1timers, soldiers give intel/resistance rebate). Can that be done or exposed in the ini's?
BigHillsBigLegs Feb 17, 2021 @ 5:53pm 
I noticed that sitreps occur less often. Is this part of the mod until the heat rises?
Loel Lyons Jan 25, 2021 @ 2:41pm 
started a new campaign and its working great. getting medium heat warnings, losing supplies, very pleased with the additional layer of tension. nice work!
SuperDigga Jan 18, 2021 @ 2:36am 
I was looking for something similar to LW2 resistance management for my WotC play, before I move to LWotC. Subbed and will check it out soon.
Loel Lyons Jan 16, 2021 @ 8:13pm 
does this conflict with anything? I can see the heat tags and apply advisors, but the heat levels havent increased at all. Ive done about 20-25 missions including Landed Ufo, Haven Assault, and Facility Lead. all the heat levels remain at low
Sgt. 2-Star Dec 23, 2020 @ 11:46am 
LOL the mod Tags
Swanky Nov 4, 2020 @ 1:43pm 
The new update is a pretty steep overhaul from before, I like it. Makes it quite necessary to use the anti-heat operations later on. Had a mission in medium heat that added more advanced aliens to a rescue mission (where you have to rescue one guy and two soldiers). Spawned in 4 Gatekeepers and some other goons, ended the mission with around 80 kills and around 20 resurrected zombies by a Gateway. Brutal stuff that can change midgame quite a lot. Not that it's a bad thing. I'm not so sure about the chance to come back with negative traits, though. At one point my Infirmary felt like it had revolving doors, but luckily the chance can be adjusted.
Swanky Oct 23, 2020 @ 1:27am 
You also get less resources out of a supply drop if it's on a continent with high heat. Also, if you decide to do a reduce heat mission, those can be brutal. Had one with two Berserker Omegas with 2 EU Berskers following each, alongside 2 other pods. You can also customize some of the mods stats so heat becomes even more important.
DragonKingAbashī Oct 19, 2020 @ 6:05am 
It does more than increase the force level at high heat. As the mod notes, it also prevents concealment at the start of a mission. It probably does more, I just don't know since it has been a while since I used it. Though, I am adding it to my next test run to see how it will interact with some of my new mods.
leonkame Sep 8, 2020 @ 1:49am 
...
Now, I have a command PrintCellStates and it looks like i have values for cells so i can confirm the mod is working correctly.

But values are between 50 and 158 and the medium level is 600 if I remember well so something IS/WAS not working to increment those values (End of campaign, tier 3 armor etc..., low heat). I'll check during some day/week if values increase normally now and I'll say it here.

I use the mod loader and i have almost 400 mods but not one is conflicting with this line so I don't understand why it was commented. RM, an idea ?

Thanks.
Regards,
leonkame Sep 8, 2020 @ 1:48am 
Hello,

I read all comments and found the command PrintCellStates to check state of cells.
Funny things begins here: I had no command PrintCellStates (in console, using tab) so i rechecked all conf file of the mod and i found these lines:

From file XComEngine.ini:
[Engine.Engine]
+ModClassOverrides=(BaseGameClass="UIStrategyMapItem_Continent", ModClass="LightStrategyChanges.UIStrategyMapItem_Continent_LSC")

The second line (ModClass...) was commented and as it looks important (loading a part of the engine related to the Map) I tried to uncomment it.
....
leonkame Aug 14, 2020 @ 6:55am 
Hello RM, Same problem here, almost end of the campaign now on Legend, and always Low Heat everywhere. I started with Highlander classic and at mid campaign, changed for a mod to Highlander Beta (with no consequencies). Nothing move up or down... sad.
RedDobe Jun 8, 2020 @ 7:00pm 
So I am 21 days into a campaign, have completed 4 successful missions including gate crasher, and the total combined heat after the first heat transfer is less than 70. Immediately before the transfer the total combined heat was just under 80. Is heat loss intentional during the transfer? And after 4 successful missions plus 40 dead aliens shouldn't the total heat be much higher? Something is off here.
RedDobe May 18, 2020 @ 4:53pm 
I believe there need to be some adjustments after the latest highlander update transfers heat. In my most recent legendary campaign the heat never went above low in the starting continent. I realize that I can adjust the numbers but just wanted to provide feedback for the default settings. Thanks for the great work RM.
MrMister Mar 28, 2020 @ 6:46am 
You should mention in the description that a fix for this is to use the "GiveTech Tech_LSC_StartGOp" command after performing one of the normal guerrilla ops to spawn another heat reduction mission for free.
MrMister Mar 28, 2020 @ 4:56am 
It is a known and unfixable bug that if you do the heat-reducing research and spawn its guerrilla mission, and then the game's normal round of guerrilla missions for the month spawn before you do the anti-heat guerrilla mission, then you have to choose between heat reduction and dark event countering missions, as doing either makes the others disappear, right?
DukeBurger Mar 21, 2020 @ 6:21am 
Is anyone else having issue were the emergency override ability is causing the timer to freeze for the whole mission?
Rtma Eros Paragon Mar 7, 2020 @ 7:46am 
This looks fascinating, gonna give it a try. :3
Aurelius Feb 29, 2020 @ 8:11am 
I really like the concept of this mod. What's not super great is the research balance on Legend. Everything already takes eons on Legend, so running anti-heat research is very undesirable to keep up with the tech race.

There also seems to be a difficulty cliff between low and medium heat, especially if you're running enemy or difficulty mods. For example I ran into a pod of Advent Custodians at Force Level 14, and I sort of just laughed and evaced that mission.

Increased FL makes the game harder proportionate to other mods, so that is little to do with this mod. However, I think that the research-time balance is something worth looking into on the harder difficulties. Right now it feels like a choice between spend crucial research time or hit medium heat and have supply raids become brutal.

A possibility would be to add additional means of managing heat, which still require time or resources -- covert actions, resistance cards, or guerilla tactics. Just some ideas anyhow. Cheers!