XCOM 2
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Marbozir's Amalgamation Campaign Tweaks
   
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Oct 13, 2024 @ 4:47pm
Jul 11 @ 8:33pm
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Marbozir's Amalgamation Campaign Tweaks

In 1 collection by Marbozir
Marbozir's Amalgamation Modlist
481 items
Description
Marbozir's Amalgamation Config Tweaks

This mod contains all of my personal config tweaks that I use with my Amalgamation Modlist.
IT'S NOT MEANT TO BE USED ON ITS OWN.

What this mod does:

Game Pacing & Difficulty Curve

Research
  • All research (including breakthroughs) is faster, except weapon research, which is slower.

Force Level
  • Progression is slightly smoothed out via Diverse Aliens by Force Level adjustments (extra enemies have reduced Force Level, +/- 1 FL variance added).
  • Force Level increase on Legend difficulty changed to 15-16 days (average 15.5).

Enemy Timings
  • MOCX / Exalt arrival is slightly delayed (early May target).
  • Increased missions between Chosen appearances to 2 (though Covert Infiltration mechanics can still cause back-to-back encounters).

Economy & Rewards
  • Increased loot drops (2 timed loot per mission guaranteed).
  • Soldier rewards from missions capped at Captain rank once Force Level 15 is reached.
  • Point of Interest scanning times on Legend difficulty (Covert Infiltration) changed to 8-9 days.

Soldier Fatigue
  • Maximum Will loss per mission reduced from 0.33 to 0.25.
  • Will recovery is slightly faster.

Soldier Progression & Customization

Stats & Abilities
  • Adds Will and Hack Defense randomization (via Advent Not Created Equal).
  • Soldier Conditioning significantly rebalanced: Stat ranges changed, guaranteed ability count based on combat intelligence (1/1/2/2/3).
  • Point Based Not Created Equal pool increased from 85 to 95 points.
  • Removes vanilla randomized Will to prevent double-dipping with Point-Based Not Created Equal.
  • Makes higher combat intelligence slightly more common (40% Normal, 30% Above Avg, 18% Gifted, 10.8% Genius, 1.2% Savant).
  • Limits the "System Infiltration" ability to only be usable if the soldier has a Hacker's Laptop equipped.
  • Removes Blend, Battle Space, and Over Exertion as GEMs (potential conflict with Amalgamation skills causing Will loss).

Classes & Promotion
  • Increases Amalgamation class choices to 5 when promoting a rookie (via Choose My Class).
  • Increases Amalgamation class choices in the GTS to 10.
  • Sets the soldier from the "Rescue Resistance Leader" covert action to the Psionic class (via Rusty's Psionic Mod), making this class unavailable through normal training (effectively a 4th hero class).
  • Sets Denmother to a specific Amalgamation class combination (Sharpshooter - Combat Medic - Keeper).
  • Changes captured MOCX / Exalt soldiers to use appropriate Amalgamation classes (Psionic for Psi Operatives).
  • Makes some balance changes to Rocketeer specialization.
  • Allows soldiers to gain promotions through covert actions (via Covert Experience).

Strategic Layer & Base Management

Resistance Orders & Continent Bonuses
  • Removes "Between the Eyes" and "Recruiting Centers" Resistance Order cards.
  • Removes "Between the Eyes" and "Recruiting Centers" as Continent Bonuses.
  • Increases the number of starting Resistance Order cards from 1 to 2.

Covert Actions & Points of Interest
  • Removes the "Exhaustive Training" Covert Action.
  • Restores Grenade/Ammo, Heavy Weapon, Supply Raid, and Alloys Points of Interest.
  • Removes Prototype Points of Interest (due to poor interaction with Five Tier Weapon Overhaul).
  • Removes Interception covert action chains.

Base & Crew
  • Increases starting crew limit to 35 (up from 30). Crew limit upgrades increased to +15 and +25 (via Living Space Redux).
  • Disables the old vanilla Laboratory and Workshop buildings (as they are replaced by Combined Workshop and Laboratory).
  • Reduces the faction loyalty required to jailbreak additional faction soldiers.

Tactical Combat & Enemy Adjustments

Enemy Spawning & Placement
  • Mostly removes ambush risk (due to issues with incorrect enemies appearing).
  • Mostly excludes MOCX / Exalt from appearing in missions featuring the Chosen.
  • Excludes Rulers from showing up in missions with the Lost.
  • Excludes the Chosen from Raider Ambush and Raider Base Takedown mission types.

SITREPs
  • Removes Heavy Fog and Shield Deployment SITREPs (from A Requiem For Man: Gameplay Mutators).
  • Removes Bio Troop Deployment SITREP.
  • Removes the +2 pod size modifier from the Purge Deployment SITREP.
  • Removes the +2 pod size modifier from the Muton Brigade SITREP.

Specific Enemy Unit Changes
  • Disables Ruler movement reactions, keeps anti-cheese reactions (via Lethal Ruler Rework).
  • Re-enables previously cut Chosen strengths and weaknesses.
  • Removes frost immunities added by Frost Munitions mod.
  • Removes Infection Forms and Carriers from the Flood enemy type.
  • Removes deflect chance from Bio Assault Troopers; increases their base health as compensation.
  • Reduces Hive Guard's deflect chance to 1% (from 20%) (The Hive mod).
  • Reduces Hive Queen's large heal ability to 10 (from 20) (The Hive mod).

Dark Events
  • Disables some Dark Events originating from A Requiem For Man: Gameplay Mutators.

Weapons, Items & Loot

Loot Tables & Items
  • Removes Stun Grenades from loot tables, replaces them with Elerium Cores (Raider Faction: SCP Foundation MTF mod).
  • Removes LW2 Psi PCS and Hacking PCS from loot tables (in favor of Psionics Ex Machina and Failsafe Hacking PCS).
  • Removes some items added by Tesla Loot Mod.
  • Removes the ability to sell TeslaRage's Loot Mod lockboxes on the Black Market.
  • Adds the Beam Grenade Launcher item to the Tesla Loot Mod pool.

Weapon Balancing
  • Disables Nukes (from Rocket Launchers 2.0 mod).
  • Reverts Chosen Weapons back to their default stats (undoing Tesla Loot Mod changes).
  • Gives SMGs +1 shred but lowers crit bonus per tier (to 1/1/1/2/2 from 2/2/2/3/3) to improve shredding availability in Amalgamation.
  • Changes GOC weapons (Raider Faction: Global Occult Coalition mod) to match beam tier base damage; reduces clip sizes.
  • Changes Beam Gatling Rifle and Vorpal Gatling Rifle (Armored Viper mod) stats: base damage matches beam assault rifle, Beam keeps +1 shred, Vorpal gets +3 pierce, both have clip size 3.

Mod Integration & Compatibility Fixes
  • Changes Geoscape speed setting within "Still Stop Wasting My Time" back to default x1.0 (Tactical speed ups remain). This is due to the fact accelerated Geoscape can lead to bugs.
  • Ensures the XCOM row display option is disabled when using the Amalgamation Classes mod.
  • Ensures Tesla Loot Mod functions correctly alongside Five Tier Weapon Overhaul.
  • Ensures Five Tier Weapon Overhaul functions correctly with single-build weapon mods.
  • Adds a missing display name for the Flood Tank Form enemy.
  • Adds a missing display name for the Claymore item within Amalgamation class specializations.

UI & Quality of Life
  • Auto-Selects certain Second Wave options on game start for convenience (you can still change them however you wish).
  • Turns on icons indicating weapon types used by each soldier on the soldier list screen (via Detailed Soldier Lists Redux).
13 Comments
Skit Jun 1 @ 7:29pm 
Is there an AML profile we can load?
Rel3ellion May 25 @ 7:43am 
Now i know i definately dont want to =) just watched your video for Warlock stronghold - and its nuts! 3 hours and 100 enemies.
Marbozir  [author] May 24 @ 3:19pm 
@Rel3ellion Sounds like you're using A Requiem For Man: Strongholds Standalone mod, which is not part of the modlist exactly because of this - it makes Chosen Stronghold extremely challenging. I only ever recommend using it if you're REALLY certain you want to.
Rel3ellion May 16 @ 4:19pm 
this is quite NUTS! what are you supposed to do with the 35 enemies grouped in ascencion chamber? I dont think its the limit. i just dropped it. once past force 14-15 it is imposible to play. one big slogfest + endless reinforcements. thanks but no thanks!:lunar2020stubbornhorse:
Marbozir  [author] Apr 11 @ 6:51pm 
I felt no need for any of that in my campaigns tbh. Yeah, it can be very challenging, especially later on, but it was meant to be. I did win two campaigns with it, and played several unfinished ones to test various settings. Keep in mind my config edits already delay Force Level increase very slightly (on Legend anyway, I played and tested it on Legend only) and speed up all of the research (by 25%) except weapons (weapons are slowed down a bit, since all other research is faster). One major factor in research speed is the number of scientists though, as well as the Res&Dev facility (with staffed scientists), which is pretty much a must have.
^-^ Apr 7 @ 4:18pm 
This modlist need to be paired with something to slow down the game progression (Delayed Force Increase, -50% Reduced XP Gains, 2x slower Avatar progress second wave option).

Because there is so much stuff added to the game is no time to research and build anything since you are forced to invest in weapons and armor to keep up with the strong enemies. Even the 5 tier weapons get obsolete too quick.
Hillhome Jan 21 @ 5:38pm 
Given that you are using Protoype Armoury - how did you get the Ballistic Shield upgrades to show up?? I am honestly not even sure if that is the ultimate culprit but I can't think of anything that might be interfering. This is because the Ballistic Shield upgrade triggers globally just like armor would of course but since everything is individual it seems to break. I'm stumped.
My Balls Itch Dec 23, 2024 @ 5:43pm 
Is there a mod(s) that affect how EXO/Spider suits show up? They seem to be missing for me despite having the correct technologies
Oniwabanshu Dec 15, 2024 @ 4:45am 
@Haywire The setting is in the XComGameBoard.ini file.
Haywire Nov 10, 2024 @ 12:13am 
Is there directions somewhere to make the change to the ambush risk? I don't really want all these other tweaks. Thanks! 😊