XCOM 2
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Additional Mission Types Redux
 
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Sep 11, 2017 @ 12:55pm
Jun 18 @ 2:38pm
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Additional Mission Types Redux

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In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
79 items
Description
The expansion added a lot, but there's still a couple spots that could use filling.

Currently adds:

Emergency Extraction - Council Mission Type
A resistance operative has been made and has requested for an emergency extraction. The good news is that a faction operative and a local resistance cell responded.

The bad news is that now they need help. Which is where XCOM comes in. Due to ADVENT's lock down of the area, Firebrand will need to drop off XCOM and take some turns to come back for the evac. Prepare for reinforcements and a SITREP that'll vary depending on the operative:
  • Reaper - The Lost
  • Templar - Psionic Storm
  • Skirmisher - Show Of Force
The faction soldier on the ground will follow direct orders from the Commander, though they will return to their faction after mission completion: the resistance cell will operate independently.


Rescue Haven Survivors - Retaliation Mission Type
The people of this haven tried evacuating before the ADVENT retaliation, managing to take what supplies and resources they could carry, but ADVENT caught up with them as they were moving through an abandoned city. Now they need our help.

Works like a bit like a LW2 mission: you need to escort surviving resistance personnel, both armed and unarmed, to the designated evac point. Some will already be under XCOM's control, while others will need one of the squad to rescue them.

Every civilian rescued will contribute rewards to XCOM.

Don't linger too long once you start evacuating people, ADVENT and the Lost will keep coming as long as you remain in the AO.


Neutralize Avatar Project VIP - Sabotage Mission Type
A port from the original additional mission types mods. Effectively a Neutralize Target mission set in an Avatar Project facility. Timer will not start until concealment is broken.

Escort Res. Operative To ADVENT Facility - Guerilla Op Mission Type
A resistance operative has managed to help expose an access port to a workstation, and is in the AO ready to assist XCOM with the objective. A mirror to the Neutralize Field Commander mission type, using Hack Workstation as a base.

Prepare for surprise reinforcements with no evac, however. 1 wave for Veteran and below, 2 waves for Commander+.

There are both tactical and strategic bonuses for keeping the operative alive, and accomplishing the primary objective with them.

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208 Comments
Aug 12 @ 1:07pm 
I use it since it was released, and did not have any problems with it.
kevin-red Aug 12 @ 1:05pm 
Save yourself a lot of grief, don't use this mod. You will usually crash upon trying to complete the mission.
jaskes Aug 6 @ 9:35am 
Does it work if installed midgame?
DukeBurger Jul 26 @ 9:32am 
Does anyone else have the problem were the starting reinforcement pod in the "Rescue Haven Survivors" doesnt spawn , bradford still warns me about it but the dropship flare or psi portal never appears .

The reinforcement waves that appear at the end of mission spawn without issue tho.
badassgrunt Jul 21 @ 1:08pm 
2 quick questions:
1: I noticed in the mod's folder there's an ai .ini. Will that conflict with A Better Advent? I'm fairly early in the campaign already and haven't run into any trouble so I dunno.
2: Is there an easy way to make the new missions appear more frequently?
Daryl Dixon Jul 16 @ 2:37pm 
Are you going to add Haven Siege to this eventually, or PR tour?
Mildly Nuclear Jun 23 @ 11:15am 
It says it requires WOTC, so I wonder.
002 Jun 23 @ 10:41am 
So this still works with WOTC?
Alex Nares Jun 7 @ 5:53pm 
This is a fantastic mod. I have been using it for a long time. However, I had to reduce some of the unit counts on EmergencyDefense and TerrorEscape, due to performance issues.

I just ran into a bug. On the mission "Escort Resistance Operative to Hack Workstation", after hacking the objective and triggering the waves, the Reinforcement Timer does not count down (it just stays at 2). However, after 2 turns, the objective proceeds as normal, there's just no timer updates. Here was a log entry in the system that I think is related:

[5302.54] Warning: SeqAct_ActivateRemoteEvent Obj_OperativeEscort.TheWorld:PersistentLevel.Main_Sequence.SeqAct_ActivateRemoteEvent_49 failed to find target event: SITREP_Waves_CancelReinforcements
José Jun 6 @ 2:24pm 
Any chance you could add some of Fireborn's mssions to this pack? His missions are very good, but they make Lost and Abandoned as well as abandoned plots unplayable.