XCOM 2
Strategy Overhaul : Maximum Security 2.3
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 ?
silverleaf1 May 7, 2023 @ 2:59am 
@MrCloista I had this mission occur with the lost present. Is that intended?
Zelfana Oct 15, 2022 @ 2:25pm 
Getting some ImportText errors from the "commented out" lines:

Error: Redscreen: ImportText (arrMissions): Unknown member ;MissionSchedules in: (MissionName="CompoundRescueOperative", sType="CompoundRescueOperative", MissionFamily="Compound_CI", MapNames[0]="Obj_CompoundRescueOperative", MapNames[1]="UMS_MissionCore", MapNames[2]="UMS_NoMissionTimer", MapNames[3]="UMS_NoReinforcements", RequiredPlotObjectiveTags[0]="Compound", RequiredParcelObjectiveTags[0]="Rescue", MissionObjectives[0]=(ObjectiveName="VIP", bIsTacticalObjective=false, bIsStrategyObjective=true, bIsTriadObjective=true), MissionSchedules[0]="MSCompound_LP_Standard", ;MissionSchedules[1]="MSCompound_LG_Standard", ;MissionSchedules[2]="MSCompound_VP_Standard", MissionSchedules[1]="MSCompound_VG_Standard",
...

Probably still working okay but should maybe remove the lines anyway.
Epigamesh Dec 30, 2021 @ 3:21am 
@MrCloista Exactly what I did ; I totally forgot about this behavior in vanilla.
MrCloista  [author] Dec 29, 2021 @ 2:30pm 
It's vanilla behaviour I think when you rescue the vip by NOT hacking the door n bypassing the alarm
Epigamesh Dec 29, 2021 @ 1:58pm 
This is so well done that I haven't yet managed to succeed this mission once (it really feels like assaulting a high security base and I like it. I do no despair either to find one day a viable strategy for this rescue mission).
I might have noticed a small bug (although on a heavily modded playthrough) : when rescuing the VIP, a new extraction point appeared, even if I could place extraction points everywhere I wanted since the start of the mission (in fact, it replaced an already existing extraction point I had planified before). Is that an intended behavior ?
Deadput Oct 14, 2021 @ 10:47am 
I've never heard it happen for an Xcom VIP, but I've heard and witnessed the bug where extracting a Dark VIP last would kill them.

Don't know if there is a mod that fixes that.
MrCloista  [author] Sep 7, 2021 @ 1:31am 
@MausbeN_Pro - according to Astral Descend, that sounds like the vanilla bug that happens when you extract the soldier with the vip last. Make sure to extract them before at least 1 other soldier.
Alecthelm Sep 7, 2021 @ 1:00am 
done the same mission(save ftw.) as on 24.8.- and boy, it was an hard one, great changes!
Vaultwulf Sep 5, 2021 @ 9:37pm 
Max Soldiers - set to 6 (was 3) Love this change! :steamthumbsup:
MrCloista  [author] Sep 4, 2021 @ 4:52pm 
Never seen it so no idea sorry
MausbeN Sep 4, 2021 @ 4:51pm 
I've had a bug on my last 3 playthroughs where i extract the VIP and the game doesnt recognize that theyre no longer on the field and now on the skyranger, forcing me to "fail" the mission beacause i "never extracted the target". Irritating, but if due to a conflicting mod that would make sense. are there any known mods that cause this issue to happen?
Coley Sep 2, 2021 @ 5:24pm 
I'll try that out and let you know how that goes, thanks for the help!
MrCloista  [author] Sep 2, 2021 @ 4:29pm 
I've attempted to make an exclusion for those 2 mods and it doesn't seem to work properly,I'm looking into it. HOWEVER, if you change to Diverse Aliens By Force Level, the exclusion for that mod seems to work fine, and it is a combo of those 2 mods.
Coley Sep 2, 2021 @ 4:10pm 
I use Increased pod size by force level yes, I should've mentioned that I run with that, apologies
MrCloista  [author] Sep 2, 2021 @ 3:33pm 
It's the same mission family, so it'll take some things from this mod (the security level changes). There are other mods that could be interfering- do you run Diverse Alien Pods or Increased Pod size by Force Level?
Coley Sep 2, 2021 @ 11:40am 
Hey MrCloista, I'm not 100% sure but It seems that the 'avoid security robots' mission types from Even More Robots messes with this mod. Had that pop during a rescue engineer compound mission early on in my campaign. There were only 3 aliens on the map, no security drones from EMR, or turrets from this mod. I guess I would need to somehow disable those mission types from interfering with this mod? if that's possible. Unless i'm missing something and that particular mission isn't tied to this mod.
Stukov81-T.TV Aug 28, 2021 @ 4:06pm 
Awesome Mod, I always like to have more diversity in a campaign
MrCloista  [author] Aug 27, 2021 @ 2:00pm 
That's hardcoded vanilla behaviour i currently haven't worked out how to change @Lux Manifestus
Lux Manifestus Aug 27, 2021 @ 12:39pm 
May I make a configuration request to remove the maximum alert level trigger when picking up the prisoner? I like an option to completely stealth missions and it seems to make the hacking option of avoiding the door alarm moot, as it will effectively just be set off the following turn when the objective is picked up. Great mod, it fits in well with the Covert Infiltration overhaul; enjoying it.
MrCloista  [author] Aug 27, 2021 @ 11:32am 
@killerm12 this doesn't touch gatecrasher...
KILLERm12 Aug 27, 2021 @ 10:52am 
I am getting a glitch where this appears for the first mission, and is bugged with no way to end it.
RustyDios Aug 26, 2021 @ 10:16pm 
These new balance changes are nice.. !!
Alecthelm Aug 23, 2021 @ 5:54pm 
tried it, and yes, 2 lt. ranked reapers do it quite smooth, but anyway, nice one looking forward to your traps you balance in;)
MrCloista  [author] Aug 23, 2021 @ 4:30pm 
as it stands it'll usually be rather easy as long as you can stealth good, the balancing will make it more difficult, but also allow you more flexibility.
Alecthelm Aug 23, 2021 @ 9:34am 
ok, so ill get it that way, that its better to wait for balancing as playing it straight away in an ongoing campaign, bcs my soldiers would eat them up on the mission, gainig free ep correct?
MrCloista  [author] Aug 21, 2021 @ 1:52am 
Just so everyone is aware I am currently testing some balance changes to make the mission type reflect the mod name better.
RustyDios Aug 20, 2021 @ 12:40pm 
CI by default removes this mission type as a possible 'rescue' type mission, due to how easy the mission type is. It can really throw the balance of a campaign.

CI rescue captured soldiers missions normally use the other "extract/rescue VIP" type missions.
This mods adds the cut type (compound rescue with stealth/alert mechanics) back into the RNG pool as a type that can spawn.
Lux Manifestus Aug 20, 2021 @ 12:33pm 
There are no missions to rescue captured soldiers in Covert Infiltration? How does this differ from other rescue units missions in Covert Infiltration?
Duk of Deth Aug 20, 2021 @ 7:47am 
I see. A mod modding a mod. Np.
MrCloista  [author] Aug 20, 2021 @ 7:44am 
@laurence_smith you are correct this is in unmoved WotC. HOWEVER, it is removed in the Covert Infiltration mod. This re-enables the mission type for use with Covert Infiltration.
Duk of Deth Aug 20, 2021 @ 6:52am 
I just checked - the name of that mod is "Always Recruit and Rescue". It ensures that you always get to recruit more faction soldiers [up to the max allowed] and you also always get the rescue missions. Like with Mox you still need to find the facility before launching the rescue.
Duk of Deth Aug 20, 2021 @ 6:50am 
Mind you I have a mod that ensures that once someone is captured, you always get that mission in the next cycle [month] so is that what is being done here.
SgtoPereira>>> Aug 20, 2021 @ 6:49am 
Thanks
Duk of Deth Aug 20, 2021 @ 6:47am 
This mission is in the game. To have it come up one needs to have someone get captured during a covert op. That's it. However, having someone get captured will greatly raise the information bar, so be warned.
MrCloista  [author] Aug 20, 2021 @ 6:38am 
Nope should be fine to add at any time as it only adds to configs not replaces them.
SgtoPereira>>> Aug 20, 2021 @ 6:37am 
Sorry for the question .. but to install this Mod is it necessary to start a new campaign (playing with WOTC Covert Infiltration) ?
MrCloista  [author] Aug 20, 2021 @ 6:03am 
It's the Chosen Captuee mission with the alert levels (which you can see in the modpreview image).
TotalKhonest Aug 20, 2021 @ 4:11am 
Is the compound mission type the one you got when some of your soldiers were kidnapped by the Chosen? Where you infilitrate an ADVENT facility in the wilderness?
Dev Aug 20, 2021 @ 3:06am 
Where can I learn more about what the Compound mission type actually is?