XCOM 2
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[WotC] RW Better Mission Result Based Autoadjusting Difficulty
 
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Feb 2 @ 9:08am
Feb 9 @ 6:54am
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[WotC] RW Better Mission Result Based Autoadjusting Difficulty

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In 1 collection by krumiro
Realistic War... or the "Mine Yours" Collection... ;)
21 items
Description
;My "Enemy Force Level" (a Default-XCom2 Value used to determine the Amount/Type/Tier of randomly generated Enemies in Missions and gradually increasing from 1 to 20 by +1 every 10days) helpfully also decreases/increases after each Mission based on Casualties (No Wounded, Wounded, 33% Killed, 50% Killed, 100% Killed) and based on Mission Result (Successful/Failed) automatically preventing me from gradually becoming overpowered/overloser, yours?

;Self-adjusting difficulty is something I've always "manually" practiced in any game (by manually tiny-stepping down/up difficulty after losing/winning each mission or match and therefore making the game's Difficulty naturally "oscillate" around the most appropriate for me). I`ve also always practiced it with XCom1/2 but I kind of like the Time-Costs settings of Legendary Difficulty so this Mini-Mod is designed to obtain the same result (make Difficulty naturally oscillate around the most appropriate for the player) but altering a different Difficulty parameter which represents Enemy Strength and, this time, automatically instead of manually... ;)

;YOU CAN CHANGE THE VALUES TO THE DESIRED ONES IN THE .INI FILE (And don't you dare asking where the .INI file is... seriously??? ;) )
;The two below "Casualties" and "Mission Result" Modifiers are cumulative. For Example: +1 (No Wounded) -1 (Mission Failed) = +0.

;CASUALTIES MODIFIER
EnemyForceLevelChangeWithNoWounded = 1
EnemyForceLevelChangeWithJustWounded = 0
EnemyForceLevelChangeWithBetween01And33PercentKilled = 0
EnemyForceLevelChangeWithBetween34and50PercentKilled =-1
EnemyForceLevelChangeWithBetween51and100PercentKilled =-2

;MISSION RESULT MODIFIER
EnemyForceLevelChangeWithMissionAccomplished = 0
EnemyForceLevelChangeWithMissionFailed = 0

;ENEMY FORCE LEVEL (CURRENT --> CHANGED) SHOWN IN MISSION SUMMARY
MissionSummaryText = "(Enemy Badassness:"
IPreferEnemyForceLevelToBeShownInPercentagesInsteadOfFractionsOf20 = true
;This way instead of increments of 1 from 1 to 20 it will be shown in increments of 5% from 5% to 100%... I kinda prefer it... kinda looks more professional... ;)

;ENEMY FORCE LEVEL
;Used by Default-XCom2 to autogenerate Enemies in all Missions "except" Storyline Missions. In Default-XCom2, increasing by default by 1 every 10 days (every 15 in highest difficulty), without the influence of this Mini-Mod the enemy reached full strength after 7 months (after 10 months in highest difficulty):
;Force Level 1: Sectoids, Officers or Troopers available as leaders. Troopers available as followers.
;Force Level 2: Turrets available.
;Force Level 3: Stun Lancers available as followers.
;Force Level 4: Vipers available as leaders.
;Force Level 5: MECs available as leaders.
;Force Level 6: Mutons available as leaders.
;Force Level 7: Troopers removed, Codexes available as leaders, Advanced Troopers and Sectoids available as followers. Berserkers available.
;Force Level 8: Officers upgraded to Advanced Officers, Vipers and Shieldbearers available as followers, Turrets upgraded to Heavy Turrets.
;Force Level 9: Sectoids not available as leaders (but only as followers).
;Force Level 10: Lancers upgraded to Heavy Lancer, Muton available as followers.
;Force Level 11: Viper and MEC not available as leaders (but only as followers), MEC available as followers, Archon available as leaders.
;Force Level 12: Heavy MECs available as leaders. Chryssalids available.
;Force Level 13: Mutons not available as leaders (but only as followers), Codex available as followers, Codex leader chance reduced, Advanced Trooper upgraded to Elite Trooper.
;Force Level 14: Andromedon available as leaders, Heavy Turrets upgraded to Super Heavy Turrets
;Force Level 15: Advanced Officer upgraded to Elite Officer, Shieldbearer upgraded to Elite Shieldbearer.
;Force Level 16: Sectopods available as leaders, Heavy Lancer upgraded to Elite Lancer. Chryssalids increase amount.
;Force Level 17: Archons available as followers.
;Force Level 18: Gatekeepers available as leaders, MEC not available, Heavy MEC available as followers.
;Force Level 19,20: Weak Pods become stronger.

;CLASS OVERRIDES:
;+ModClassOverrides=(BaseGameClass="UIMissionSummary"

;INCOMPATIBILITY LIST
;WOTC Nice Mission Debriefing
;Please help me to update this list...


DONATIONS
Are you so full of gratitude for this Mini-Mod that you will just explode if you don't offer me a beer?
Need me to add an option you like?
Want to help to keep this mod “surviving” XCom updates?
You’d like me to make it compatible with your favourite Mod?
Seen a bug and want to help me find the time to squash it?
XCom Modding is fun but doesn't pay the rent and free time is limited… Donations are NOT mandatory but if you want to "motivate" me to escalate this mod maintenance (or your suggested idea) higher on my free-time priority list… here is the Paypal link and I'll have a beer (or maybe lunch) in your honour. ;)
https://www.paypal.me/krumiro


DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for “+ModClassOverrides=(BaseGameClass=“
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the “=“ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly).
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9 Comments
Latis Jul 9 @ 7:40pm 
this mod i think overrides "Flawless" mod :(
van the man May 14 @ 3:13pm 
Thx for this mod. This circumvents a lot of the balance problems with Xcom mod playing - I get a mix of player power and enemy power increases, and plus there's my own skill level, and for Xcom to even be playable amidst this environment, this is absolutely necessary IMO. Thx thx thx
krumiro  [author] Feb 26 @ 6:40am 
Hi, Thunder. Firaxis is kind enough to allow the player to choose for each enemy type the Force Level "Range" within which they appear simply by editing the .INI files that XCom2 provides... I've never done it because I personally like the Default XCom2 Force Level Range Choices made by Fireaxis and prefer to simply "move up and down the Force Level Slider" through my personal Mini-Mod by disgustingly winning / disastrously losing missions... ;) but if you look into XComEncounterLists.ini you'll see lines such as:

SpawnDistribution[1]=(Template="Viper", MinForceLevel=4, MaxForceLevel=10, MaxCharactersPerGroup=1, SpawnWeight=16)

I haven't tried because never felt the need to but I have a strong feeling it is the right place you want to put your hands in... ;) SpawnWeight=16, if you are wondering, is the "probability" with which a Viper is randomly chosen (for example: double probability than an enemy with SpawnWeight=8 and half probability than an enemy with SpawnWeight=32...)
Thunder Feb 18 @ 7:25pm 
I found this helpful in that regard (about the automatic advancement of FORCE LEVEL and how to slow it down):
http://steamcommunity.com/workshop/discussions/-1/412446292773370341/?appid=268500
Thunder Feb 18 @ 7:16pm 
Is there any way for me to modify the vanilla FORCE LEVEL "+1 each 10 days" to "+1 each 20 days"? Do you know where do I find that value?


I'd like to see the new kind of enemy (temporary stronger unit) to be central for 3 missions at least (originally in Xcom1-2 I felt it like that before all the expansions) while now I get 1 new unit each mission (or even two), which is too fast for my longer-than-normal campaign and recruitments.

Example: I get vipers for the first time but the next mission I get another unit and 3 missions later vipers are not even there anymore. Instead I'd like to experience the vipers a little longer as the actual major threat (minimum 3 missions).
Alex Nares Feb 18 @ 12:33am 
Been using this for a while now. I love it. However, I made a few adjustments for my personal taste:

;CASUALTIES MODIFIER
EnemyForceLevelChangeWithNoWounded = 1
EnemyForceLevelChangeWithJustWounded = 0
EnemyForceLevelChangeWithBetween01And33PercentKilled = -1 (originally 0)
EnemyForceLevelChangeWithBetween34and50PercentKilled =-2 (originally -1)
EnemyForceLevelChangeWithBetween51and100PercentKilled =-3 (originally -2)

;MISSION RESULT MODIFIER
EnemyForceLevelChangeWithMissionAccomplished = 0
EnemyForceLevelChangeWithMissionFailed = -1 (originally 0)

Mission failures usually result in losing contact with a country, which really hurts XCOM, so -1 force level seems appropriate.


@Aegelweard
Yes, enemy strength should get to 20 if you keep getting flawless missions.
Aegelweard Feb 15 @ 2:31am 
I like the idea. Though if I keep on doing flawless missions enemy strength will get to 20 anyway, right?
Alex Nares Feb 9 @ 5:09pm 
I'm gonna try this out. Great concept! I, too, am a huge fan of auto-adjusting difficulties. Excited to see how it goes.
krumiro  [author] Feb 9 @ 4:35am 
Just uploaded an Update adding an option allowing to customize your own Mission Summary Text for Force Level Change.. ;)