XCOM 2
[WOTC] IronLordByron's Resistance Order Overhaul
96 Comments
Stukov81-T.TV Oct 18, 2024 @ 10:21pm 
The Armour Upgrade changes the Vest into an Upgrade. So it is no longer a Vest
SculptedFool Oct 18, 2024 @ 3:05pm 
SculptedFool Oct 18, 2024 @ 3:05pm 
do the vest orders require the vest to be in a vest slot?, because I'm using a mod that turns vests into armor upgrades you can equip and I'm not getting the nanoscale vest buff.
cifrah Apr 13, 2024 @ 2:21am 
Is the mission generated by:

[ResCard_StealSparkCore X2StrategyCardTemplate]
DisplayName="Steal AI Core"
SummaryText="Grants a monthly covert action that spawns a Recover Item mission with an increased force level of between 0 and 1. This mission rewards a Spark instead of its typical reward on completion."
QuoteText="Don't worry, if this AI goes rogue I'll build an even smarter and more destructive AI to put it down."
QuoteTextAuthor="Shen"
cifrah Apr 12, 2024 @ 4:07pm 
Hello,

I'm facing an issue in Long War of the Chosen where a squad stuck in infiltration is now unavailable after the mission expired at month's end. The mission icon appeared on the geoscape, reached 200% infiltration, then disappeared without the ability to launch it, leaving my soldiers indefinitely unavailable.

I’ve restarted the game and checked for mod conflicts, but no luck. There are no console commands I’ve found that address this either. Can anyone offer a solution or direct me to tools or commands to recover my squad from this phantom mission? I’m unable to progress in my campaign due to this bug.

Thanks for any help!
Profligate Feb 16, 2024 @ 7:12am 
I think the best/most interesting changes this mod bring is by include some risks in using certain resistance orders. Makes them infinitely more interesting than vanilla resistance orders
Gamecles Sep 10, 2023 @ 6:20am 
Now I have no orders of any type for some reason.
ShinyNobody May 25, 2023 @ 9:22am 
I cannot find what the sitrep Advent Crackdown is doing? does anyone know?
Kinsect Apr 14, 2023 @ 10:44pm 
what was the base game's resistance orders strengths values and how do I set most of them back to normal? I want to still use some of them alongside the new ones
Kinsect Apr 12, 2023 @ 4:07pm 
can this work alongside Allies unknown's Resistance Order's?
it doesn't break them right
MrMister Mar 21, 2023 @ 10:28am 
Another small bug: Shining Centaur Shieldrender Technique gives also gives Shieldrender to ripjack users, but it's a bit bugged for them: they run to the turget and slide-shoot with their primary weapon. It also fails to benefit from Blademaster.
MrMister Mar 6, 2023 @ 6:14am 
Also, if everything that's in Src is what got compiled into Content, you accidentally left in a ful Examples.uc from LW.
MrMister Mar 6, 2023 @ 6:09am 
Relevant to what Stukov said, it seems that your XComResCArds.ini has a diplicated [NewResistanceOrders.X2EventListener_Strategy] section at the beggining of the file. Not sure if that has any effect on anything though.
Stukov81-T.TV Feb 21, 2023 @ 8:58am 
upon review it looks like cards in the wildcard slots get properly removed, but the cards in the faction slots stay
Stukov81-T.TV Feb 20, 2023 @ 8:39pm 
Is anybody else trying to play with the consumable resistance order setting? The game definetly writes down consumable at the various order for me. But somehow the orders are not removed at the end of the month. But I am pretty sure it worked in the past. Any idea what i made wrong?
MrMister Jan 18, 2023 @ 12:59am 
Can anyone confirm that Noisemaker Protocol's bonus damage of 1 to Ultrasonic Lures works? I do get the bonus charge on Gremlins, but not the bonus damage.
Darkling Dec 30, 2022 @ 7:34pm 
Antimemetic Patterning doesn't seem to work when the vest has been converted to an armour augment via [WOTC] Armour Upgrades
Aza Dec 22, 2022 @ 7:30pm 
Hmm... Work fine with lwotc but, rescue scientist mission don't give scientist reward at the end.
How i fix it ?
uberjammer Dec 16, 2022 @ 8:54pm 
"5 You need to start a new campaign to take advantage of these, and this will have undesirable results if you enable it mid-campaign."
Little bit confusing - does "these" refer to the resistance orders, or to the Abilities Added by Resistance Cards in number 4?
TT-84 [FIN] Oct 11, 2022 @ 9:22am 
For some reason Antimemetic Patterning gave me Shadowstep.
I understood that Antimemetic Patterning should give Phantom?
A total stranger Oct 6, 2022 @ 8:15pm 
Unrelatedly, the flavor texts on the resistance order cards are precious and have greatly enriched my game :D
A total stranger Sep 26, 2022 @ 7:17am 
Playing a very long-form campaign, and noticed a thing I wasn't expecting; I'm not getting resistance order Covert Actions anymore.
Is this because there is a cap in the base game on the orders you can have that just so happens to be the same as the amount of vanilla orders, or am I just being very unlucky or something?
25Hour  [author] Sep 3, 2022 @ 8:30pm 
Yikes. Hm... I'm not actually sure I can modify how LWOTC treats the missions I generate. Possibly I'll just have to disable those if the mod is enabled; which is a bummer, but not sure if there's a good alternative.
Rikka Arashi Aug 29, 2022 @ 4:59pm 
noticed that if using Lwotc or another mod that adds infiltration, if a squad is infiltrating a mission given by this mod and it expires (through the end of the month), that squad is stuck infiltrating a mission that no longer exists and are essentially lost

that aside have seen no other issues using it with lwotc except the mission type were you move to the vip then defend until the evac arrives, the infiltration mechanic dose not effect the mission. thats understandable though given that mission type was removed in Lwotc
Durandal Aug 21, 2022 @ 11:22pm 
Nice, thank you for the fix!
25Hour  [author] Aug 20, 2022 @ 12:02pm 
Okay, the good news: root cause discovered and uploaded a fix. Core problem was that there was a piece of logic introduced which caused the deactivation functions for resistance cards to get run multiple times after removal. Yikes.

The bad news is that this will have impacted not *just* resistance contacts but also lab research bonuses, an invisible value which is also affected by the order. The patch notes include instructions on how to use the new console commands I introduced to fix these values in your campaign.
25Hour  [author] Aug 19, 2022 @ 6:46pm 
Reproduced the bug! Looking into root cause.
25Hour  [author] Aug 18, 2022 @ 7:18am 
I'll see if I can repro this tonight; didn't catch anything obviously wrong in looking over the code (it's not particularly different from the base game's implementation of +/- resistance contact cards), so I'm thinking it might or might not actually be this mod doing it. But it's worth checking out on my end to be sure.

In any case, I'm happy to add a console cheat command to boost resistance comms capacity back up to where it should be. Look for it in the next update.
Durandal Aug 17, 2022 @ 10:33pm 
There appears to be an issue with the Labs to Comms Repurposing card. I slotted it in during the second month, and eventually removed it at the start of the fourth month when I had enough contacts (4/8, taking me down to 4/5). At the end of that month, I had 7/7 contacts. After slotting cards at the beginning of the FIFTH month - and not touching this card at all - I lost 3 more contacts again, bringing me to 7/4 contacts, which should not be possible. Is there any way to fix this or is my campaign toast?
25Hour  [author] Aug 13, 2022 @ 3:39pm 
Note that this won't fix the chosen in the game this has already happened in, but it'll at least stop it from occurring in future runs.
Malek Deneith Aug 13, 2022 @ 2:53pm 
Great to hear!
25Hour  [author] Aug 13, 2022 @ 2:33pm 
Both issues should be fixed! Thanks for calling that out.
Malek Deneith Aug 12, 2022 @ 2:13pm 
For the record some weirdness did occur with the Hunter - as sun as monthly rollover happened he got upgraded a tier out of sudden. Assassin was in training this month so it might be that with his "unplanned" reveal the game got confused and applied the training to both of them? Not sure though. (Saw this happen once before since installing the mod, in an aborted run, but back then circumstances were even more unclear and focus was on the "chosen actions get no description" bug that got fixed in the meantime)
25Hour  [author] Aug 12, 2022 @ 2:04pm 
Good catch, I'll take a look at those.
Malek Deneith Aug 12, 2022 @ 1:11pm 
Put in one of those "you get a mission with X reward each month" cards and noticed two things:
- at least with Covert Infiltration the covert op to unlock the mission has (base) duration of 0 days
- it looks like those missions can spawn outside of contacted territory and through that they can "unlock" a new chosen ahead of time which feels a bit awkward (hopefully it won't cause any issues, time will tell)
Vaultwulf Aug 9, 2022 @ 2:37pm 
Excellent! Thank you!
25Hour  [author] Aug 9, 2022 @ 1:18pm 
Should be compatible! For re-enabling cards you go to the part of the config where the strength of the card is set to 99, and then just delete those lines (since then they'll be implicitly restored with whatever the order's original strength was.)
Vaultwulf Aug 9, 2022 @ 11:59am 
Also for any vanilla orders I would like to re-enable I should change the strength from 99 to 1? With the exception of Recruiting Centers or Stay With Me which I should not re-enable as you mentioned.
Vaultwulf Aug 9, 2022 @ 11:48am 
Greetings, I'm really looking forward to trying this out. Looks great!. Question: IS this compatible with this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1578816491
Krakenous Aug 5, 2022 @ 2:30pm 
Happy days, fixed! Many thanks :).
25Hour  [author] Aug 5, 2022 @ 8:56am 
Yup, should be fixed now. Let me know if you see any problems.
Krakenous Aug 5, 2022 @ 2:59am 
Heh, I bet! That's fair. Plus I agree with you, I do like those sort of things where it's like "hey, this thing will now happen...but you need to do this and field this" kind of like only being allowed to field robotic units and rookie humans, but something something this or that. I am really enjoying the ones I've seen so far, there is a couple that I don't specifically see use for due to my play style, maybe 1 or 2 I've seen that could be incentivised a bit more so but overall, these are great and I appreciate your work :).

I see you've just pushed another update so I'll check later today this evening and see if that's sorted it out 👍
25Hour  [author] Aug 4, 2022 @ 2:04pm 
Oh, I have a whole folder of resistance card ideas that I get to in-order-of-feeling-like-it. The tricky thing is getting ideas that are both at the intersection of (A) things the engine easily supports (there are a lot of things super-restrictive and hardcoded that I have to work around; I think the weapon tiers of militias might fall into this category) and (B) things that would actually be cool to do in practice.

I also tend to bias a lot in the direction of making resistance orders where the player has to do *something* to benefit from the resistance order, or orders where their usefulness depends a lot on what your roster of soldiers looks like.
Krakenous Aug 4, 2022 @ 1:40pm 
Hey no worries :). I figured I'd start with key mods that add or alter some kind of strategy element or localisation thing. So, with regards to below comment and CI/SO that wasn't it, tried a few other older mods but then thought as this mod impacts the little cards I'd test disabling this. In doing so, this immediately rectifies the issue.

Sounds good :), I'll keep an eye out. Side note, do you plan any more whacky cards or ideas? I was thinking about one that could effectively make the resistance defense missions who usually have bang average weapons/stats, suddenly start fielding advanced tier equipment. Almost like the "advanced aliens" sitrep but a card for XCOM. Might potentially be too OP or upset compatibility with Militia Overhaul but if love to see some more whacky stuff, if possible :).
25Hour  [author] Aug 4, 2022 @ 1:06pm 
Think I found the cause-- it's almost certainly my mod that's doing it. I can fix it tonight.

The root cause is that I have some new tag expander code meant for compatibility with a different mod. It goes through and updates the get-summary-text function for all "strategy cards", which I believed to only refer to resistance order cards but it turns out that Chosen Actions are *also* strategy cards, and the function's not set up to handle that.

I think if I simply push an update to exclude those I can get the text back to normal; I should be able to do that tonight. Thanks for the investigative work!
Malek Deneith Aug 4, 2022 @ 8:47am 
@Krakenous - a question: do you have perhaps Covert Infiltration installed, and if you do did you perchance do the "Prevent Chosen Activity" covert action?

I'm asking because the error you mention has come up on modding discord recently - myself and one other person had it - and prior to your report here my assumption was that said covert action is the culprit on account of having done it shortly before the bug appeared, and it directly relates to the mechanic that bugged out. So if you have CI and used that op then it might not be Resistance Order Overhaul that is the culprit, but if you DO NOT share this circumstance that could clear CI of suspicion.

Either way saving a log file from a game session that has a monthly rollover that shows this bug might be useful for modders trying to pinpoint the source of the issue too.
Krakenous Aug 3, 2022 @ 4:55pm 
Oh yikes, it is this mod! Something is upsetting the localisation for Chosen planning activities and thus with this mod enabled you get the following happening:

https://i.imgur.com/mBAENIk.png

^ if that doesn't work for some odd reason the little yellow boxes say: "Error in GetSummaryText function" for each box. So "training" has this and "retribution" basically, all of the little planned activity cards.
Krakenous Aug 3, 2022 @ 1:11pm 
Will do I'll test it tonight ill sift through potential suspects with anything localization related. Really not sure why anything would touch that unless something was adding or modifying chosen planned activities, hmm.
25Hour  [author] Aug 3, 2022 @ 12:45pm 
(That said if you discover that the problem goes away when you disable this mod, please do let me know.)
25Hour  [author] Aug 3, 2022 @ 10:10am 
Don't think so, no.