XCOM 2
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A Harder War: Night Mission Rules
   
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1 jul 2023 om 19:15
13 aug 2023 om 18:55
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A Harder War: Night Mission Rules

In 1 verzameling van ReshiKillim
Reshi's Requiem (And other Reshi stuff)
17 items
Omschrijving
What Is This?

A Mod that applies a special Ruleset to XCOM 2, with an intent to replicate a more Classic X-COM Experience. Depending on the Environment, when Tactical Operations are conducted during The Night, in an Alien Facility Map, or conducted Underground, XCOM Operatives have varying configurable Sight Range Penalties.

Why Is This?

Because I'm an evil, evil woman who, for some unknowable reason, wants to make the game entirely unnecessarily difficult in entirely needless ways that nobody even asked for. So I made a tweaked approximation of Classic X-COM UFO Defense's Night Mission Rules in XCOM 2. And also because I felt Scouting Abilities and Equipment, such as Battlescanners, were underappreciated.

Required Mods

While nothing is actually required aside from The Highlander, it is strongly recommended that you use The Mighty RustyDios's amazing Full Shadow Report to warn you of when you're actually facing Night Missions.

Compatibility

Compatible with anything but a laid back and easy going, alien stompin', table flippin', XCOM Night Clubbing experience.
Populaire discussies Alles weergeven (1)
0
6 jul 2023 om 3:45
Korean translation
Brain_is_Back
74 opmerkingen
ReshiKillim  [auteur] 27 apr om 12:02 
@havokscorp Generally, I would say yes, but definitely not mid-tactical save. But to avoid bugs, it might be better to just modify the sight modifier values in the config.
havokscorp 27 apr om 5:42 
is this safe to remove mid campaign?
WaldoTheRanger 26 feb om 9:00 
Yeah sorry I got into a bit of complaining there

Alright then. I have no idea what's happening to me and I'll accept that.

I also love classic xcom, but this was getting to be campaign ending for me, thus I adjusted it

Thanks for the awesome mod regardless, I didn't mean to sound ungrateful
ReshiKillim  [auteur] 20 feb om 18:01 
@WaldoTheRanger Whether or not it counts as a Night Mission is actually based on what Light Map the game uses during Map Generation, which is determined by the Geoscape's time of day, and is also affected by Skyranger flight times, as time passes during Skyranger flight. Various mods could alter the factors involved, so I don't think there's any sane way I could set up the UI specifically to address this issue on my end without stepping on a lot of toes.

As for the goggles, they work the way they do simply because I didn't want to completely nullify, or even partially nullify the Night Blindness mechanic. This mod is more of a homage to Classic X-COM UFO Defense's Night Missions than anything else, which is also why the penalties are what they are. And these are actually much more forgiving than Classic UFO Defense's Night Missions.
WaldoTheRanger 20 feb om 11:46 
I also disagree with nightgoogles being an ability and not a permanent affect. I understand if it's a coding limitation, but surely the batteries on even basic nods are not that shitty, right?

speaking of which, basic, early game nods would be cool.
maybe as something that you can occasionally buy on the black market?

Lastly, looking down at the other comments, I'm guessing @Skarsatai 2.0 is also seeing the same problem I am.
Curious if you think my theory would explain what you're seeing too
WaldoTheRanger 20 feb om 11:38 
So, just to be clear, you didn't mess with the things in the game code that determines what is night mission or not?

if so, is it possible that the times that the clock tells you are UTC, and the mission generation is affected by timezones?

after more observation, I think this would finally explain the behavior I'm seeing.

If this is the case, an update to the UI (if possible) would be much appreciated.

As it is, I have never found a reason to equip any items that counter lost sight radius, because it's way too hard trying to figure out when they'll actually help or not.

Also I think that some penalties are a bit too harsh and not quite realistic. I have some reasoning, the main one being moonlight, but I digress. I've changed them for myself.
ReshiKillim  [auteur] 21 nov 2023 om 18:03 
@TrooperCoon In theory, it should be safe. But, as with any mid-campaign mod removal, I would make a backup save just in case.
TrooperCoon 21 nov 2023 om 3:00 
would it be safe to remove this mid campaign? i realized that the combination of this and double pod count is beating my ass too hard and i want to back off a bit lmao
ReshiKillim  [auteur] 23 sep 2023 om 17:12 
@clw6 That is entirely working as intended. ADVENT, Aliens, Robotics (and thus Sparks/Proxians/SHIVs/etc), are unaffected. The Night Mission Mechanics in this mod are designed to replicate an experience similar to the Classic X-COM UFO Defense Night Missions.
clw6 23 sep 2023 om 16:57 
A great idea but the same night rules do not apply to Advent? The underground missions are hell bc they can detect you as normal but you have to get within 5-6 tiles to even see them.