XCOM 2
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[WotC] Mission Overhaul: Mercury
   
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34.806 MB
Oct 15, 2019 @ 7:22pm
Mar 26, 2020 @ 8:22am
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[WotC] Mission Overhaul: Mercury

In 1 collection by ∑3245
E3245's Master Mod Collection for War of the Chosen
98 items
Description
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DESCRIPTION
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This mod makes some dramatic changes to four missions: Protect the Device, Extract VIP, Neutralize Target, and Rescue VIP. See the features below for more information.

Mission Overhaul - Core is REQUIRED as this mod uses logic from the universal subsystems that are contained in that mod.

If you have issues with this mod or spotted a bug, please report it in the Bug Report Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.


If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

So I have quite a bit of people saying they want to donate, so here's my Patreon: https://www.patreon.com/E3245
I will link my Patreon for ORIGINAL mods, like this one, and not ports. I won't put my mods behind a paywall and I won't montenize my mods.

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FEATURES
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  • PROTECT THE DEVICE \\
    • Mission is now wave defense.
    • Introducing a new feature to the mission: TurretFall Sitrep. If you built the Defense Matrix, you can skydrop a turret to a location. You only have two charges for the whole squad (4 if you bought the facility upgrade), so make them count!
    • You have 5 turns to prepare defenses against the onslaught of Alien and ADVENT reinforcements dropping in.
    • After 5 turns, you must defend the device for 5/7/8/9 turns [Rookie, Veteran, Commander, Legend, respectively] while more reinforcements drop in the vicinity of the device.
    • After the device is finished, you can either leave or sweep the area of hostiles to finish the mission.
    • The number of reinforcements drop is 2 on the next turn, and 1 more on the turn after. If the max number of units in the field is more than 5, then the reinforcements stop dropping.
  • RESCUE VIP \\
  • EXTRACT VIP
  • NEUTRALIZE TARGET
    • Timers are no longer hard-timers, meaning that if the clock hits 0, you don't lose the mission!
    • At 0, infinite reinforcements will drop near the Evac zone and attempt to kill you or the VIP.
    • Occasionally there will be a lull in their reinforcements, allowing you to escape. Failure to escape will make even more reinforcements appear.
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KNOWN ISSUES
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  • None so far.
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TODO
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  • Fix some bugs, if any.
  • The Mission Overhaul packs.
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COMPATIBILITY
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  • It should work right out of the box, regardless of your mod setup.
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F.A.Q
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Q: I hate this part of mission where X. I demand you change it!

A: Sorry, but this mission stays. I'm not rewriting the entire mission since it takes forever to do.

Q: What is this mission overhaul that you mentioned?

A: Coming soon!

Q: Is it safe to add this mod in the middle of a campaign?

A: Yes! You can add it mid campaign with little to no issues. Do not however, enable it during a tactical mission, as that could cause unexpected bugs, not limited to a CTD!

Q: Vanilla version?

A: Not really, no.

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CREDITS
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Coding:
  • E3245 for editing the mission logic for the missions listed above in features.
  • Iridar for implementing the Turret Drop ability + visualization.
  • Numralan, of the Deployable Turrets mod, for inspiration for TurretFall.

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S). ALL RIGHTS RESERVED.

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LOG
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Release ver: 1.016:
  • Fixed a bug where the Counter Ops sitrep would appear on other missions.
Popular Discussions View All (3)
27
Jan 23 @ 4:25pm
PINNED: Bug Report Thread
∑3245
5
Dec 4, 2019 @ 5:58am
PINNED: General Feedback Thread
∑3245
0
Jan 2, 2021 @ 4:44pm
Any Way to Disable Changes to "Protect the Device?"
Wet Dog Squad
96 Comments
Rikimaru Feb 9 @ 5:58pm 
I had it pop up in a legacy mission campaign.
Evac'ing counts as a fail, even with Phyrric Victories mod and the 5 combat rounds complete. :steamthumbsdown:

I'm guessing it's because 'kill all enemies' objective wasn't complete.
No updates in 4 years and too much of a slog, even on the easiest difficulty. Gotta delete
Risitas_Fanboi Feb 5 @ 1:14pm 
How do I make it so that Protect the Device missions dont take place in goddamn underground maps?. Like the mission works well when its in a regular map but whenever they take place in an underground map the mission shits itself. TurretFall sitrep doesnt appear in these missions, the reinforcements spawn in the weirdest way possible and the underground maps are horrendous to play in general so I dont wanna see that mission type spawn in underground maps
MaCC165 Jul 4, 2023 @ 11:24am 
+arrMissions=(MissionName="MRExtract", sType="MRExtract", \\
MissionFamily="Extract", \\
MapNames[0]="Obj_ExtractVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\
MaCC165 Jul 4, 2023 @ 11:24am 
i think it were the mapnames in the missiondef of evenmorerobots, so it matches the names of the
mission overhaul mercury: these 3 missions have to look like this

+arrMissions=(MissionName="MRRescueVehicle", sType="MRRescueVehicle", \\
MissionFamily="Rescue", \\
MapNames[0]="Obj_RescueVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\

+arrMissions=(MissionName="MRRescueAdventCell", sType="MRRescueAdventCell", \\
MissionFamily="Rescue", \\
MapNames[0]="Obj_RescueVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\
GrimAtrament Jul 4, 2023 @ 10:17am 
RambelZambel sorry what do we add if we have even more robots?
DommyMothy Jul 4, 2023 @ 1:28am 
About deplying PtD turrets: because it's a Sitrep, I take it it's RNG whether PtD spawns with that sitrep? If so, is there a way to guarantee it? I have an upgraded Matrix but not seeing where or how to deploy them during setup.
DommyMothy Jul 2, 2023 @ 4:51am 
You'll need to config edit if you use other mods. It's not playable otherwise.

I experienced Protect the Device with Yellow Alert, Beta Strike, and ABA on Legendary. The last 3 of the 9 holdout turns I just ran to break line of sight, and evaced once the device finished.

We did fine for 6 turns and were about to clean sweep without injuries. Downed 10 enemies. There were 4 left. But then it spawned two reinforcements directly on top of our cover and we were all needing to reload, so I ran to cheese the timer.

To make this play nice, add "ProtectTheDevice" to Yellow Alert's exception list. And edit this mod's XcomMissions.ini and change "CombatPhase_RNFUnitCap" to whatever is manageable for you. By default it's set to 5 meaning if <5 enemies are alive it'll drop double reinforcements next turn.
exultiaa Feb 3, 2023 @ 8:33pm 
holy... did a protect the device with CI, ABA, and Yellow Alert on commander difficulty. Brought the best of the best with the best gear i had, on FL 9 and it just wasn't enough. if you play with mods similar to those you may want to consider changing the ini files a bit
MaCC165 Jan 24, 2023 @ 2:10pm 
beware if u use "even more robots" mod, there u have to tweak the missiondef.ini, cause it has its own vip and extract missions, just look in the mercury missiondef extract and 2x vip, there are 2 lines u have to change and add:
MaCC165 Jan 24, 2023 @ 2:07pm 
i found it, its yellow alert 2.0, u have to delete the content folder of ya 2.0, then it works