XCOM 2
[WOTC] Covert Infiltration
 This topic has been pinned, so it's probably important
WOTCStrategyOverhaul  [developer] Aug 5, 2021 @ 10:47pm
Compatibility List
Trusted members of our community are maintaining a complete compatibility list for people to easily find which mods are usable and where their bridge mods are. View the compatibility spreadsheet here[docs.google.com]!

The spreadsheet does not cover all mods out there - you are welcome to share your experiences in the comments below. Our community maintainers will be monitoring this thread for things to add to the spreadsheet.
Last edited by WOTCStrategyOverhaul; Aug 11, 2021 @ 8:43am
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Showing 1-15 of 97 comments
SOGA-THE-KILLER Aug 7, 2021 @ 9:44am 
Sensor fences also crashed my game when avatar project was revealed.
jahsinha Aug 7, 2021 @ 4:56pm 
Does this Gate Crasher change impact mods that made Gatecrasher longer? I'm thinking of Alex Nares GateCrasher X2, a mod that has been a staple for a few campaigns now. It doubles the enemies and makes it so you use more of the map.
https://steamcommunity.com/sharedfiles/filedetails/?id=2102497952&searchtext=GATE+CRASHER+x2
ophanbmw Aug 7, 2021 @ 7:36pm 
Iridar's 5 tiers weapon mod conflicts with prototype armoury, obviously. Or will there be a bridge mod? I'm not even sure I should post this here.
Astral Descend  [developer] Aug 8, 2021 @ 2:11am 
Originally posted by jahsinha:
Does this Gate Crasher change impact mods that made Gatecrasher longer? I'm thinking of Alex Nares GateCrasher X2, a mod that has been a staple for a few campaigns now. It doubles the enemies and makes it so you use more of the map.
https://steamcommunity.com/sharedfiles/filedetails/?id=2102497952&searchtext=GATE+CRASHER+x2
That mod will likely either break our Gatecrasher or just won't do anything at all
lordabizi Aug 8, 2021 @ 2:20am 
Originally posted by ophanbmw:
Iridar's 5 tiers weapon mod conflicts with prototype armoury, obviously. Or will there be a bridge mod? I'm not even sure I should post this here.
Iridar's Five Tier overhaul can be made compatible with a simple change in its ini's. It's explained in the bottom of the "Configuration" section of Iridar's mod.
Last edited by lordabizi; Aug 8, 2021 @ 5:27am
Zigg Price Aug 9, 2021 @ 9:09pm 
Has anyone tried Pyrrhic Victories mod? Or are there enough changes to the victory conditions of missions that it is no longer necessary?
Astral Descend  [developer] Aug 9, 2021 @ 10:51pm 
Originally posted by PM_Zigg Price:
Has anyone tried Pyrrhic Victories mod? Or are there enough changes to the victory conditions of missions that it is no longer necessary?
It works, quite a few people in beta used it
WOTCStrategyOverhaul  [developer] Aug 11, 2021 @ 8:50am 
We have switched from a static list here to a community-maintained compatibility spreadsheet! Check the main post above for a link and more information.
Zigg Price Aug 12, 2021 @ 4:39pm 
Anyone working on other Claus Bridge Mods? Looks like it should be easy enough to get things like Custodians to work, I just have a hell of a time getting the mod dev kit to work. LoL.
TeslaRage Aug 12, 2021 @ 5:07pm 
Which mods from Claus do you think need bridging? Majority of them should be compatible out of the box.
Haywire Aug 12, 2021 @ 7:33pm 
Hive More says to get rid of Ambush Missions but no directions on how one does that. Are there directions somewhere for us simple folk? lol
jahsinha Aug 12, 2021 @ 9:00pm 
Thanks for the reply on, Alex. Another issue I had: Diverse Alien Pods by Force Level.
Initially, used that but the pods were way too much - never had the issue before but mission 3/4 with 6 Faceless (looks like it literally duplicated a pod) , Advent, the Lost, in just the starting zone was..crazy. I stopped that campaign and reverted back to Ginger's mod. Not sure but on the Tactical side, it does seem like there are more enemies because of CI? I don't use the Force display mod by Cloista but perhaps there is a Force level change happening sooner? I've used my setup w/o CI and the enemy count this early in the game was not nearly as much
Last edited by jahsinha; Aug 12, 2021 @ 9:02pm
TeslaRage Aug 12, 2021 @ 9:06pm 
Originally posted by jahsinha:
Thanks for the reply on, Alex. Another issue I had: Diverse Alien Pods by Force Level.
Initially, used that but the pods were way too much - never had the issue before but mission 3/4 with 6 Faceless (looks like it literally duplicated a pod) , Advent, the Lost, in just the starting zone was..crazy. I stopped that campaign and reverted back to Ginger's mod. Not sure but on the Tactical side, it does seem like there are more enemies because of CI? I don't use the Force display mod by Cloista but perhaps there is a Force level change happening sooner? I've used my setup w/o CI and the enemy count this early in the game was not nearly as much

My understanding is early missions are made harder because you can bring out full squad size (6 by default) right out the gate unlike in vanilla where you start with 4 first. The force level progression is not changed. I understand what you are saying - my set up was considered "balanced" before CI, and when I started CI it felt harder. Its just a matter of re-balancing your setup. I have not had issue with DABFL so maybe that's a separate discussion altogether on DABFL.
TeslaRage Aug 12, 2021 @ 9:07pm 
Originally posted by Haywire:
Hive More says to get rid of Ambush Missions but no directions on how one does that. Are there directions somewhere for us simple folk? lol

I am trying to figure out a nice way to show that in the spreadsheet. If you need it soon, ping me on CI Discord and I can tell you.

EDIT: Screw that, I have updated the spreadsheet with instructions on how to make The Hive More play nice with CI. Enjoy!
Last edited by TeslaRage; Aug 12, 2021 @ 9:33pm
Haywire Aug 12, 2021 @ 10:29pm 
Thanks Tesla! I had just taken out the mod for now. I'll put it back in and check out the directions. :-)
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