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Evac'ing counts as a fail, even with Phyrric Victories mod and the 5 combat rounds complete.
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
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", \\
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", \\
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.