XCOM 2
A Harder War: Night Mission Rules
80 Comments
표백된고양이 Nov 23, 2024 @ 7:15pm 
When I check this mod, all letters in korean translation are marked with question marks. So after overwriting the original content of XComGame.kor with the content registered in the korean translation discussion, I saved it in UTF16-LE format.
RustyDios Aug 26, 2024 @ 5:52am 
Not really anyway to adjust that, the shadow chamber time report is an "estimated" time of arrival.
Actual flight time of the skyranger may differ.... something something, code reports one thing, then decides on mission launch to do something else, grumble grumble ...
Darquan Aug 25, 2024 @ 7:22pm 
A great mod thanks. A little odd we can still see the pod activation even though beyond sight range.

Im playing LWOTC and the times given by the shadow chamber dont match with the geoscape time, 8 hours out, any way to adjust that?
Taylem Aug 9, 2024 @ 1:02pm 
Lack of affecting aliens is the only reason why I don't use this.
LightenedDark Jul 5, 2024 @ 12:35pm 
I agree with clw6. Would it be possible to add in an .ini setting to reduce all lost/alien/neutral faction units to also have the penalties applied to them? The mod's sort of not playable otherwise when you're activating pods who shoot you even though you can't see them (especially with yellow alert where the pod activation is more intelligent)
Kawapatch Jun 26, 2024 @ 8:11am 
For those playing this with [WOTC] Unit Flag Extended and are experiencing duplicate status icons for night blindness, make sure to disable one of the icons either in this mod or that mod's config. Found in XComWOTCLootIndicator_Extended.ini in both mods, this mod has a purple icon whilst Unit Flag has a purple or an advent red icon depending on if you set coloured icons to true in that mod's config. I personally disable the icon in this mod's config and let Unit Flag deal with all the icons but it's up to you. Hope this helps someone!

Icon from this mod's config:
+EffectStatusIcons=(EffectName=NightBlindness, IconPath="img:///UILibrary_NightMissionItems.Status_Night")

Icon from Unit Flag Extended's config:
+EffectStatusIcons=(EffectName=NightBlindness, IconPathM="img:///UILibrary_UIFlagExtended.status_night", IconPathC="img:///UILibrary_UIFlagExtended.statuscol_night")
ReshiKillim  [author] Apr 27, 2024 @ 12:02pm 
@havokscorp Generally, I would say yes, but definitely not mid-tactical save. But to avoid bugs, it might be better to just modify the sight modifier values in the config.
havokscorp Apr 27, 2024 @ 5:42am 
is this safe to remove mid campaign?
WaldoTheRanger Feb 26, 2024 @ 9:00am 
Yeah sorry I got into a bit of complaining there

Alright then. I have no idea what's happening to me and I'll accept that.

I also love classic xcom, but this was getting to be campaign ending for me, thus I adjusted it

Thanks for the awesome mod regardless, I didn't mean to sound ungrateful
ReshiKillim  [author] Feb 20, 2024 @ 6:01pm 
@WaldoTheRanger Whether or not it counts as a Night Mission is actually based on what Light Map the game uses during Map Generation, which is determined by the Geoscape's time of day, and is also affected by Skyranger flight times, as time passes during Skyranger flight. Various mods could alter the factors involved, so I don't think there's any sane way I could set up the UI specifically to address this issue on my end without stepping on a lot of toes.

As for the goggles, they work the way they do simply because I didn't want to completely nullify, or even partially nullify the Night Blindness mechanic. This mod is more of a homage to Classic X-COM UFO Defense's Night Missions than anything else, which is also why the penalties are what they are. And these are actually much more forgiving than Classic UFO Defense's Night Missions.
WaldoTheRanger Feb 20, 2024 @ 11:46am 
I also disagree with nightgoogles being an ability and not a permanent affect. I understand if it's a coding limitation, but surely the batteries on even basic nods are not that shitty, right?

speaking of which, basic, early game nods would be cool.
maybe as something that you can occasionally buy on the black market?

Lastly, looking down at the other comments, I'm guessing @Skarsatai 2.0 is also seeing the same problem I am.
Curious if you think my theory would explain what you're seeing too
WaldoTheRanger Feb 20, 2024 @ 11:38am 
So, just to be clear, you didn't mess with the things in the game code that determines what is night mission or not?

if so, is it possible that the times that the clock tells you are UTC, and the mission generation is affected by timezones?

after more observation, I think this would finally explain the behavior I'm seeing.

If this is the case, an update to the UI (if possible) would be much appreciated.

As it is, I have never found a reason to equip any items that counter lost sight radius, because it's way too hard trying to figure out when they'll actually help or not.

Also I think that some penalties are a bit too harsh and not quite realistic. I have some reasoning, the main one being moonlight, but I digress. I've changed them for myself.
ReshiKillim  [author] Nov 21, 2023 @ 6:03pm 
@TrooperCoon In theory, it should be safe. But, as with any mid-campaign mod removal, I would make a backup save just in case.
Nero Nov 21, 2023 @ 3:00am 
would it be safe to remove this mid campaign? i realized that the combination of this and double pod count is beating my ass too hard and i want to back off a bit lmao
ReshiKillim  [author] Sep 23, 2023 @ 5:12pm 
@clw6 That is entirely working as intended. ADVENT, Aliens, Robotics (and thus Sparks/Proxians/SHIVs/etc), are unaffected. The Night Mission Mechanics in this mod are designed to replicate an experience similar to the Classic X-COM UFO Defense Night Missions.
clw6 Sep 23, 2023 @ 4:57pm 
A great idea but the same night rules do not apply to Advent? The underground missions are hell bc they can detect you as normal but you have to get within 5-6 tiles to even see them.
ShinyNobody Sep 17, 2023 @ 3:02am 
Sry fo late response RL strikes back. The googles activation does not show up. If they should appear where grenades and abilities are then they are 100% missing for me.
What could overwrite the ability?
ReshiKillim  [author] Sep 12, 2023 @ 7:55am 
@Skarsatai 2.0 Not possible to force it via command, no.

@ShinyNobody They can only be activated at night, they do absolutely nothing during day.
Skarsatai 2.0 Sep 12, 2023 @ 7:48am 
question. sometimes in rual / urban Wilderness Dark night the night mission rules do not apply and I have full range sight. Is it possible to force it via command ?
ShinyNobody Sep 9, 2023 @ 11:18pm 
wait a minute XD. I need to manual activate them? That explains a lot. How do i do that? in my abilitys i dont see a thing for that.
ReshiKillim  [author] Sep 9, 2023 @ 10:30pm 
@ShinyNobody If you want to test if they're working with your mod setup, which they should be unless some weird mod you have installed is somehow disallowing modifiers to sight range on your units, which would normally prevent the night blindness from doing anything as well, Console Command in an enemy unit at the edge of your Soldier's vision range during a night mission, activate the goggles, and then move the soldier back a couple tiles. If the Soldier is at the front of the group, it should also visibly extend some of their sight range.
ShinyNobody Sep 9, 2023 @ 6:51am 
How can i check in mission if the googles are working?
LeyShade Sep 2, 2023 @ 9:54am 
@ReshiKillim - Thank you for the confirmation. We appreciate it. If there is anything we can do to assist, please let us know. And if you'd like to see our edits to those missions, we're happy to pass them along.

Thank you for the continued amazing content you provide for the community.
ReshiKillim  [author] Sep 2, 2023 @ 9:49am 
Syusa's Trail will be eventually getting released as a separate mod, once I'm done tinkering with it.
LeyShade Sep 2, 2023 @ 9:10am 
@ReshiKillim - Would like to speak to you directly as the AML O+E was originally concepted around original Syusa content that's deprecated. Explained here .

Wether Syusa's missions are planning to be rereleased, or wether funding or alternative development is needed to enable such, maybe a matter for private discussion.
ReshiKillim  [author] Sep 1, 2023 @ 10:53pm 
@LeyShade I'm not exactly sure what you're talking about, please clarify?
LeyShade Aug 31, 2023 @ 11:48am 
@ReshiKillim - Sorry to post on mod page, please remove once seen. Please contact me regarding the AHW content, including deprecated ones, as would like to better understand the future AHW direction so can appropriately adapt my pack from Syusa content.
missymcmuffin Aug 29, 2023 @ 8:14am 
Hihi... for the Night Ops Goggles, is it possible for the eStat_Offense be separated into its own config please? Currently it is shared with AHW_NIGHTGOGGLE_SIGHT. Just wanted the goggles for sight bonus with 0 aim bonus.

No idea how simple this request is. If it is not, please ignore me. And only if it aligns with your plans yah. I am just along for the ride. Thank you for reading =) cheers...
ReshiKillim  [author] Aug 23, 2023 @ 8:49pm 
@ShinyNobody It is completely doable, but not something I plan to add to this mod, as I personally don't use the Gene Mods myself.
ShinyNobody Aug 23, 2023 @ 10:53am 
An idea for a addition. There are gene mod mods.It is possible to make a gene mod that would stop that effect? i never modded but that sound interesting. But i dont know if that would even work.
ReshiKillim  [author] Aug 21, 2023 @ 9:09pm 
@hassanrokhri31 That icon is added as support for the Unit Flag Extended mod, it won't appear without that mod being installed.
HKR31 Aug 21, 2023 @ 1:49am 
On gruffles video there was a purple icon indicating night blindness
but I only had the regular red debuff indicator
how to turn on purple icon?
ReshiKillim  [author] Aug 16, 2023 @ 3:24pm 
Only Organic XCOM Units. May affect Playable Alien/ADVENT Units depending on what mod you're using and how it works. Sparks, ADVENT, Aliens, Shivs, if you have a mod that lets you build them, etc, are unaffected, even if you acquire them by sitrep (unless using a hypothetical really weird mod that does things in a really weird way, but that's highly unlikely).

This is intended to be a close approximation of how Night Missions worked in the Classic X-COM UFO Defense, with some differences.
ShinyNobody Aug 16, 2023 @ 12:30pm 
does this affect also aliens sight?
ReshiKillim  [author] Aug 15, 2023 @ 10:35pm 
@LeyShade It should be entirely possible, yes, but it's not something I'm looking to do, as the only real weather conditions X2 has is rain. Otherwise, it's just time of day.
LeyShade Aug 15, 2023 @ 10:55am 
@ReshiKillim - would it be possible, or would you be willing per say, to expand or make a similar module that does the same thing for weather/enviromental conditions, to truly esculate the torture?
ReshiKillim  [author] Aug 13, 2023 @ 8:04pm 
@WaldoTheRanger Sunrise and sunset environments are not affected by Night Rules, biome and weather have no effect whatsoever. Only things that matter is the Time of Day or map type
roughlobster Aug 13, 2023 @ 7:38pm 
@WaldoTheRanger, The answer your looking for is in the first paragraph of the description. (Clue - "Depending on the Environment").
WaldoTheRanger Aug 13, 2023 @ 11:56am 
Ah nope. Did not clear up

Got a "Shadowy" Debuff at 13:45 geoscape time just now
WaldoTheRanger Aug 13, 2023 @ 11:55am 
Just trying to explain what looked like weird behavior to me

Ah well.
Been awhile since I cleaned my mod configs, maybe it'll clear up after I do that
RustyDios Aug 13, 2023 @ 11:31am 
I think you are reading too much into it. The game simply has "day" and "night" missions.. loosely based around the Geoscape clock and mission start time.

If the game determines it's a night mission, you get a sight penalty. Simple.
WaldoTheRanger Aug 13, 2023 @ 9:27am 
I mean I've seen the modifiers in the ini for after it's already determined it's night, so I know map type does have affect there

but like, for example, does colder enviroment change how early it is when night kicks in?
WaldoTheRanger Aug 13, 2023 @ 9:24am 
Aight. Maybe I was imagining it

Does weather or biome impact it at all?

Or maybe I'm just underestimating what difference early morning or late evening makes
ExitSign Aug 13, 2023 @ 8:17am 
@ReshiKillim Hi, could you remove or comment the 'LOG statements from X2Condition_NightTime? Those are run very very often and removing them will reduce frame-time in those cases. Thanks!
ReshiKillim  [author] Aug 12, 2023 @ 3:41pm 
@WaldoTheRanger As far as I'm awarem Day/Night is based on geoscape clock during map generation. Which means, the only time counted is the time at what you arrive to the mission site, rather than the time at which you dispatch the skyranger
WaldoTheRanger Aug 12, 2023 @ 3:08pm 
yeah I think that's the care
I've gotten both night missions that should have been day, based on geoscape clock, and day missions that should have been night
I'll need to pay closer attention to what they are when they generate
WaldoTheRanger Aug 12, 2023 @ 1:51pm 
I'm having a lot of missions say that they're in day time, but still give me the shadowy affect

Using LWotC

Could it be that the day/night determination is applied on mission generation, instead of mission launch?

That matters cause those are often different in LW
GrimAtrament Aug 11, 2023 @ 12:38pm 
now i want a flashlight item to increase visibility. XD
missymcmuffin Jul 16, 2023 @ 7:38pm 
Ahh okie. Thank you. Thought i was going crazy not seeing any of it =D patiently waiting then ^^
ReshiKillim  [author] Jul 16, 2023 @ 6:48pm 
@missymcmuffin That's not implemented yet, still a work in progress, at some point I'll be adding a little Current Geoscape Time is Day/Night panel on previewing missions (what determines whether a mission uses night mission rules or not) independent of Full Shadow Report