XCOM 2
Longer Campaign
61 Comments
CKW9394 Sep 19 @ 7:12pm 
For anyone having trouble running this with WOTC, just go to your PC's workshop folder (e.g.,
...\Steam\steamapps\workshop\content\268500\641794739\) and edit "LongerCampaign.XComMod" with Notepad. Add the following line to the bottom of the file: RequiresXPACK=true
Selmo Jun 9 @ 6:08am 
Whole mod is just ini edit you can do it for yourself. But for lazy people there is this: https://steamcommunity.com/sharedfiles/filedetails/?id=2851542705
shodanpc Apr 14 @ 8:47am 
Please come back! Your people are waiting.
SpartanH347 [FR] May 7, 2023 @ 12:59pm 
Still not back :/
SpartanH347 [FR] Sep 5, 2021 @ 4:55pm 
"Either way I'm back and plan to begin supporting many of my projects again in the coming days." lmao
Dainy May 15, 2020 @ 8:24am 
Need update plz
Кингронд Jun 27, 2018 @ 8:10am 
Work with WOTC?
Sumatris Jun 11, 2018 @ 9:55am 
Hm... sixteen months since the mod author's last lifesign. I just came across this mod while looking for ways to draw out my WOTC campaigns, but it seems it is no longer being supported. S. Flo, if you're reading this, please update your mod for WOTC :-).
[UFKM]truppp Sep 27, 2017 @ 9:11am 
Seconded, please update for WOTC! I can't play standard campaign length (ridiculously short research) and I'm getting kinda frustrated with L/I.
lordofwinds Sep 16, 2017 @ 4:52pm 
Most wanted mod for WOTC. Please update if you can.
JurisDocta Sep 3, 2017 @ 12:24pm 
Please update for WOTC
MoonPiron Feb 26, 2017 @ 3:46am 
I wish this mod would be updated and the issue with avatar project not slowing down would be fixed. Love this mod, but purely impossible to play with this bug.
wookiecop Feb 16, 2017 @ 8:04am 
long war 2
S.Flo  [author] Feb 13, 2017 @ 10:16am 
Hiya everyone! Sorry for the radio silence and lack of updates. The past year's been insane for me. Either way I'm back and plan to begin supporting many of my projects again in the coming days. Stay tuned for more info.
Mulqueeny Sep 30, 2016 @ 2:42am 
Does this conflict with "No Avatar Project" mod?
JB-emmanuel-Zorg Sep 23, 2016 @ 12:28am 
Cosmic, thanks! you just put the sun on the next weeks of my life! :)
Cosmic Castaway A90 Sep 22, 2016 @ 1:25pm 
@JB
If this is the latest mod that you subscribe to and use then yes, it should be working perfectly fine. I've been playing on commander without any DLC and the avatar project's speed is slowed as it should be.
JB-emmanuel-Zorg Sep 22, 2016 @ 10:35am 
so? i would like to try this mod, but at the beggining of the comments, all was ok (apparently) , and now, there is problem? some said that the avatar project is not slowed? i would like to play without DLC (pure vanilla) and commander level, someone can tell if the avatar speed, in this case, is slowed or not at all? please. :)
Cosmic Castaway A90 Sep 18, 2016 @ 10:45am 
If you're having issues with the mod not working properly, try loading it last like Deckape964 has. I tried it and so far it seems to be working.
Deckape964 Sep 16, 2016 @ 5:49pm 
Its working for me im into my 3rd month. I have all the longwar Mods and some UI ones, Im running @ veteran and the excavation and avatar time are like ledgend I installed it last.
ManuelJPV Sep 14, 2016 @ 4:23am 
I think unfortunately this project was abandoned :(
Cosmic Castaway A90 Sep 4, 2016 @ 1:55pm 
I can also confirm that launching the game through the custom mod manager creates red screens that constantly flicker. This issue an dthe Avatar Project not being slowed seem to be fairly common, will there be an update in the near future?
_Zee Aug 15, 2016 @ 7:21pm 
I can also confirm that the avatar project is not being slowed at all with this mod. There were 3 facilities up and running, more than 2 contact points away for all, and I barely had Plated Armor researched, let alone Mag Weapons. It is literally impossible to stop the avatar project at these rates. Everything is slowed down except the Avatar Project. Please update, thanks. :)
Alpha the Mage Aug 10, 2016 @ 7:38pm 
It doesnt slow down the avatar project. Time for research is x4 but the avatar project is proceeding as normal. Update the mod for the dlc. :steamsalty:
Lanko Jul 17, 2016 @ 3:53pm 
If you are using Long War's Perk Pack, be warned it resets the XP requirements of soldiers. I couldn't find XP data here, so I guess this didn't modify XP values?
Raines Jul 5, 2016 @ 4:35pm 
Does this mod also slow down missions like the Ops or retaliation missions? Because with vanilla I get next to no time to scan for anything!
Rockstteady Jul 5, 2016 @ 3:40pm 
Is it working on the last two expansions? I've just bought the game and i was wondering if i could extent the length of it
Insufferable Smartypants May 26, 2016 @ 4:54pm 
Sweet mod! Any chance that you might make a version for Legendary Difficulty?
KeithA Apr 17, 2016 @ 9:34am 
Hey, just wanted to thankyou for the mod. Keep up the good work! You need a donte button :)
Daan Apr 12, 2016 @ 10:29am 
When I launch the game throguh modmanage (in order to play a mod) I keep getting red screens.. I know everybody says "well just add the -noredscreen -review thign to x-com.exe" however, I cant play the mod that way can I? Or amI missing something?
Nogen Apr 6, 2016 @ 10:32am 
I started a new campaign yesterday using this mod (I already started a couple of other campaign with it, but restated over for diverse reasons) and I am now at the point to contact my very first territory, the one with the blacksite.

I am playing on commander difficulty, so the require intel should be 70 (as stated by the tooltip and in the .ini file). However, the cost is 161. Yet, I am just after the first supplies drop and there is no Dark Event active. Even if it was this, the Dark Event associated to intel double all cost, which would mean a cost of 140, not 161.

Can someone help me with this? Is there somewhere in the .ini files I could dig to fix this?
Gerishnakov Apr 3, 2016 @ 5:52am 
@broskiier if this mod also increases the amount of money you start with, then I've also experienced 'hangovers' from this mod.
broskiier Mar 31, 2016 @ 11:42pm 
Hi, I've decided to play a vanilla game and have turned off and unsubscribed from your cool mod. However, I'm still getting longer campaign lengths for certain things. Is there a way to do a "hard" reset on this mod?
Blastom Mar 29, 2016 @ 10:40pm 
:( It's hard to say about the Avatar Project, sorry for that. I can just recall that it's much later than the first muton appeared when the Avatar Project has been filled the first time.

The timer to alien victory lasts for 14 days instead of 21 days as in legendary.

Probably I was unlucky on wounds this time :) or accurately not so many wounds in previous playthroughs.
Match Mar 29, 2016 @ 7:36pm 
Looks like I've encountered a bug. For some reason I'm not getting any missions to pop up, and no longer have a retaliation timer
S.Flo  [author] Mar 29, 2016 @ 11:00am 
Thank you for the feedback! There's a ton of variables that govern this stuff, so it's vital that I know what I may have missed.

I'll look at funding. Very possible I missed some stuff there.

When you refer to the progress of the Avatar Project, what exactly is keeping at the same rate as lower difficulties? Facility construction? The progression of the static counter? Or just the behaviors in general?

Lastly, are you sure the wounding wasn't just a bout of bad luck? I directly copied the wound times from Legendary, and I know from looking at the code that governs it that the random spread on those timespans is actually pretty huge.
Blastom Mar 29, 2016 @ 7:16am 
It's really fun to play with all pods active mod :) As I need to drop the difficulty a bit, but keep the pace of legendary.
Some things I found in this version are not quite close to the legendary difficulty.
The early game economy is definitely tighter than legendary due to lower funding from alien deris and some sources.
Both the process and the final counter of the avatar project is still the same as lower difficulty.
The wound time is longer than legendary as well, as I noticed - lots of soldiers are wounded for 42 days - I've never seen such a long time in legendary.
Hope you can have those tiny points improved. Great mod overall.
gunnergoz Mar 26, 2016 @ 8:12pm 
I like the premise but find that it is way too restrictive of $$ in the early weeks and months, what with doubled costs for medkits, flares, etc. That may be one way of going about lengthening the game, but I"m not quite aboard yet. More missions are fine and more strategy map tasks are good too, even if nerfed down somewhat, but the $$ must flow! Just my 2 bits, your mileage may vary.
Spiner909 Mar 26, 2016 @ 11:45am 
How does this mod affect mission frequency? My only problem with marathon is how I end up barely going a week without a mission (this was a different mod, not yours).
S.Flo  [author] Mar 19, 2016 @ 4:49pm 
I'll update it on Nexus later this afternoon. It's much more obnoxious to deal with than the Steam Workshop and I forgot, so thanks for the reminder.

Not sure about the force fix. Depends on how the game handles altering .ini values on a loaded gamesave.
Luk Mar 19, 2016 @ 11:18am 
Any chance you will update your mod on nexus? :)
andbruu Mar 19, 2016 @ 12:30am 
Do I need a campaign restart to get the project/force fix? And if so, will it fix retro, or only future progress?
S.Flo  [author] Mar 18, 2016 @ 8:29pm 
No problem! Let me know if anything's still acting up.
Meloncat Mar 18, 2016 @ 4:50pm 
Awesome! Thanks for the update. I was getting really frustrated on vanilla impossible so I really want to do a campaign of commander difficulty with your mod. Appreciate the hard work
S.Flo  [author] Mar 18, 2016 @ 10:52am 
Just addressed Avatar Project progression and alien force progression. Missed a few variables.

Should be more fair on lower difficulties again. Sorry about that.
Meloncat Mar 17, 2016 @ 6:26pm 
I have to determine if this is because my campaign started on legendary (I switched to commander in the campaign), but I was facing Mutons on the very first terror mission (the scripted one you get in the first month), and I was facing some advanced troopers in the next mission. And I hadn't even -begun- to research magnetics.

I'll see if that happens when I start a campaign on commander.
BOYCOTT S-T-E-A-M! Mar 15, 2016 @ 10:23pm 
Does this mod alter the force progression of the aliens or do they still advance at the same rate?
Sturm Krahe Mar 13, 2016 @ 10:42am 
I'm enjoying this mod pretty well so far, but I certainly think it needs more work. The Avatar Project still is moving pretty fast, and most of my lineup spends their time in the hospital these days over the smallest injuries, and it doesn't seem to slow down encounters with new alien types at all. Mutons showed up and I was still using conventional weapons and armor, partly my fault but it seems to me that it slows down some aspects of the game more than others.
Narrelama Mar 13, 2016 @ 7:55am 
The latest patch ♥♥♥♥♥♥ up several of the cooler non-cosmetic-only mods. So what the ♥♥♥♥ is Firaxis up to?
Naledge Mar 11, 2016 @ 4:01am 
@coolguard. That isnt a mod issue. Thats something with this patch. I just got 3rd tier weapons and nothing is showing up. I dont even have this mod ingame.