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- The only orderings that should matter are All The Enemies which should load after the enemy mods. On the first mission, don't enable the Codex mod. If a custom class (one with new abilities) isn't on this list, I looked at it and thought: "overpowered!" or if its a base class ability mashup, I looked at it and thought, "I'd rather just bring a" whatever base class I'd build instead. I like vanilla's balance and think the ranger class is fine (avoid using swords, Play safe from stealth, etc). Mods that use words like "huge boost" and "better than originals" won't be added unless they feel like it was something vanilla was missing.
- After enabling all the mods and making the .ini changes listed below, use the mod manager (it gives you the option of mimicing my order) to launch Xcom 2. Don't forget to enable the codex squadmate AFTER the first mission.
- New Classes: (custom classes with infinite heals or that have squaddie moves that are better than base class non-squaddie levels are too powerful, ie Tinkerer)
- Rifleman class: http://steamcommunity.com/sharedfiles/filedetails/?id=619043519
- Juggernaut class: http://steamcommunity.com/sharedfiles/filedetails/?id=634831620
- Infantry class: https://steamcommunity.com/sharedfiles/filedetails/?id=632648555
- Trooper class: https://steamcommunity.com/sharedfiles/filedetails/?id=618090572
- Rogue class: https://steamcommunity.com/sharedfiles/filedetails/?id=618036260
- Spectre Class: https://steamcommunity.com/sharedfiles/filedetails/?id=703505233
- *Raider class: https://steamcommunity.com/sharedfiles/filedetails/?id=622082219
- Sabateur Class: https://steamcommunity.com/sharedfiles/filedetails/?id=730660269
- *XFactor Mutant: https://steamcommunity.com/sharedfiles/filedetails/?id=642030322
- Recon Class: https://steamcommunity.com/sharedfiles/filedetails/?id=735144645
- Gunner Class: https://steamcommunity.com/sharedfiles/filedetails/?id=620461247
- Headhunter Class: https://steamcommunity.com/sharedfiles/filedetails/?id=678149207
- Fury Class: https://steamcommunity.com/sharedfiles/filedetails/?id=682736717
- Lone Wolf: https://steamcommunity.com/sharedfiles/filedetails/?id=699011611
- *Guerilla Class: https://steamcommunity.com/sharedfiles/filedetails/?id=647619537
- *Super soldier: https://steamcommunity.com/sharedfiles/filedetails/?id=630899127
- *Guardian Class: https://steamcommunity.com/sharedfiles/filedetails/?id=619040017
- Shocktrooper: https://steamcommunity.com/sharedfiles/filedetails/?id=631056086
- Engineer: https://steamcommunity.com/sharedfiles/filedetails/?id=621922759
- Samurai: https://steamcommunity.com/sharedfiles/filedetails/?id=656290341
- SEAL: https://steamcommunity.com/sharedfiles/filedetails/?id=657639914
- Spec Ops = https://steamcommunity.com/sharedfiles/filedetails/?id=711592447
- CPU = https://steamcommunity.com/sharedfiles/filedetails/?id=692636897
- Spy = https://steamcommunity.com/sharedfiles/filedetails/?id=690708534
- Technician = https://steamcommunity.com/sharedfiles/filedetails/?id=681852981
- Tank = https://steamcommunity.com/sharedfiles/filedetails/?id=660821167
- Sniper = https://steamcommunity.com/sharedfiles/filedetails/?id=658531225
- Sentinel = https://steamcommunity.com/sharedfiles/filedetails/?id=660260589
- Assassin = https://steamcommunity.com/sharedfiles/filedetails/?id=619045526
- REJECTED CLASSES: (I tried them and they don't ... "work" well. They can't pull their weight like everyone thinks is true for their poorly built rangers).
- Bruiser Class = https://steamcommunity.com/sharedfiles/filedetails/?id=659582342
- Codebreaker = https://steamcommunity.com/sharedfiles/filedetails/?id=666723734
- Lone wolf = https://steamcommunity.com/sharedfiles/filedetails/?id=621995493
- *Officer Class = http://steamcommunity.com/sharedfiles/filedetails/?id=626299567
- New Options:
- Long war SMGs: https://steamcommunity.com/sharedfiles/filedetails/?id=577409322
- New GTS purchasables: http://steamcommunity.com/sharedfiles/filedetails/?id=708349496
- Choosable AWC perks (and rerolls): http://steamcommunity.com/sharedfiles/filedetails/?id=625272665
- *Grimy's loot mod (requires mod everything & mod config menu): https://steamcommunity.com/sharedfiles/filedetails/?id=650277509
- Grimy's loot mod (alien expo): https://steamcommunity.com/sharedfiles/filedetails/?id=685391337
- *Additional mission types: https://steamcommunity.com/sharedfiles/filedetails/?id=647242867
- *Black Market Intel https://steamcommunity.com/sharedfiles/filedetails/?id=706956593 with intel conversion 34%
- *Blackmarket corpses: https://steamcommunity.com/sharedfiles/filedetails/?id=687662081
- Heal Grenade: https://steamcommunity.com/sharedfiles/filedetails/?id=738103726
- Medibot Gremlin: https://steamcommunity.com/sharedfiles/filedetails/?id=698849061
- Reusable Overdrive Serum: https://steamcommunity.com/sharedfiles/filedetails/?id=691187108 (Let's face it. You'd never make a medkit either if it got used up)
- Cut psionics content: https://steamcommunity.com/sharedfiles/filedetails/?id=631207500
- Xcom Energy Shields: https://steamcommunity.com/sharedfiles/filedetails/?id=623434810
- *Craft Loot: https://steamcommunity.com/sharedfiles/filedetails/?id=643812550
- Combat knives: https://steamcommunity.com/sharedfiles/filedetails/?id=677573817
- Longwar Leaders: https://steamcommunity.com/sharedfiles/filedetails/?id=577517577
- Mech breacher: https://steamcommunity.com/sharedfiles/filedetails/?id=647998839
- Additional PCS: https://steamcommunity.com/sharedfiles/filedetails/?id=631297571
- High Quality Rounds: https://steamcommunity.com/sharedfiles/filedetails/?id=673661958
- Proving Grounds Lock n Load: https://steamcommunity.com/sharedfiles/filedetails/?id=634277911
- *Choose Continent Boni: https://steamcommunity.com/sharedfiles/filedetails/?id=635087575
- Not Created Equal: https://steamcommunity.com/sharedfiles/filedetails/?id=626232835
- Cut Ammo Content: https://steamcommunity.com/sharedfiles/filedetails/?id=629253419
- Psi rifle: https://steamcommunity.com/sharedfiles/filedetails/?id=700409105
- Choosable Proving Ground: https://steamcommunity.com/sharedfiles/filedetails/?id=636193478
- Set HQ: https://steamcommunity.com/sharedfiles/filedetails/?id=635253356
- *Playable codex (after 1st mission): https://steamcommunity.com/sharedfiles/filedetails/?id=636587393 [Consider it a unique unit like the SPARK]
- *Commanders' (facility) OCD: https://steamcommunity.com/sharedfiles/filedetails/?id=676982856
- Masterwork armor: https://steamcommunity.com/sharedfiles/filedetails/?id=731151522
- Armor Stat Customizer: https://steamcommunity.com/sharedfiles/filedetails/?id=620678749
- Spectrum Aegis Enemies: https://steamcommunity.com/sharedfiles/filedetails/?id=725196351
- Metal Over Flesh: https://steamcommunity.com/sharedfiles/filedetails/?id=720053228 (only balanced for a 1 spark play-through)
- *Fucking New Guy: https://steamcommunity.com/sharedfiles/filedetails/?id=690155065
- *Grimy PCS Expansion: https://steamcommunity.com/sharedfiles/filedetails/?id=698792377
- Flame Viper = https://steamcommunity.com/sharedfiles/filedetails/?id=715318608
- Potential Team Perks = https://steamcommunity.com/sharedfiles/filedetails/?id=695216006
- Buildable DLC weapons = https://steamcommunity.com/sharedfiles/filedetails/?id=687211262 (otherwise unluck + evac mission = screwed)
- Enhancement objects = https://steamcommunity.com/sharedfiles/filedetails/?id=733191411
- *Partially Gifted = https://steamcommunity.com/sharedfiles/filedetails/?id=649477316
- Utility Slot Sidearms = https://steamcommunity.com/workshop/filedetails/?id=688644689
- *Elerium Armor Upgrading = http://steamcommunity.com/sharedfiles/filedetails/?id=624294299
- *Disable Any Class = https://steamcommunity.com/sharedfiles/filedetails/?id=656267587 (helps for GTS vs RNG manipulation)
- Scientist Staff Slots = https://steamcommunity.com/sharedfiles/filedetails/?id=764416009 (Don't make grenades or bombs w/ scientist staffed)
- *Ultimate Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=627228121 Is used due to a conflict with the above
- Info & Quality:
- Instant Avenger Menus: http://steamcommunity.com/sharedfiles/filedetails/?id=628187112
- continue button: http://steamcommunity.com/sharedfiles/filedetails/?id=639497066
- Expanded Mission Names: https://steamcommunity.com/sharedfiles/filedetails/?id=679527387
- Mission time remaining: https://steamcommunity.com/sharedfiles/filedetails/?id=626589171
- Lifetime stats: https://steamcommunity.com/sharedfiles/filedetails/?id=634754304
- Gotcha flank preview: https://steamcommunity.com/sharedfiles/filedetails/?id=629910798
- free reload indicator: https://steamcommunity.com/sharedfiles/filedetails/?id=633710077
- free camera rotation: https://steamcommunity.com/sharedfiles/filedetails/?id=616359783
- evac all: https://steamcommunity.com/sharedfiles/filedetails/?id=618669868
- blackmarket usage: https://steamcommunity.com/sharedfiles/filedetails/?id=648410303
- Afteraction days wounded: https://steamcommunity.com/sharedfiles/filedetails/?id=637551769
- Mission Award Variety: https://steamcommunity.com/sharedfiles/filedetails/?id=643760572
- Weapon strip: https://steamcommunity.com/sharedfiles/filedetails/?id=618504171
- no startup movies: https://steamcommunity.com/sharedfiles/filedetails/?id=618203782
- mod every weapon color: https://steamcommunity.com/sharedfiles/filedetails/?id=622863565
- grenade nonsnapping: https://steamcommunity.com/sharedfiles/filedetails/?id=629228359
- Tech Tree: https://steamcommunity.com/sharedfiles/filedetails/?id=630693520
- Stop wasting my time: https://steamcommunity.com/sharedfiles/filedetails/?id=620600092
- Show enemies on mission planning: https://steamcommunity.com/sharedfiles/filedetails/?id=635257372
- Perfect Information: https://steamcommunity.com/sharedfiles/filedetails/?id=625737801
- Upgrade reminder: https://steamcommunity.com/sharedfiles/filedetails/?id=624726628
- *Show me the Personel: https://steamcommunity.com/sharedfiles/filedetails/?id=638033313
- *Mod menu https://steamcommunity.com/sharedfiles/filedetails/?id=667104300: 6% light, 26% heavy, 45%weapon, 30%armor, lockbox: 5,20,50, upgrades:15,3060, equipment: 30,60,120
- *Show Me the skills (updated): https://steamcommunity.com/sharedfiles/filedetails/?id=727367694
- Additional Icons: https://steamcommunity.com/sharedfiles/filedetails/?id=646244015
- Early look customization: https://steamcommunity.com/sharedfiles/filedetails/?id=620530611
- Beastiary: https://steamcommunity.com/sharedfiles/filedetails/?id=727794431
- More Buff details: https://steamcommunity.com/sharedfiles/filedetails/?id=709499969
- Accurate Soldier XP: https://steamcommunity.com/sharedfiles/filedetails/?id=631392567
- Reliable Smoke boundaries: https://steamcommunity.com/sharedfiles/filedetails/?id=650751923
- Make PCS & Weapon upgrades available: https://steamcommunity.com/sharedfiles/filedetails/?id=734892507
- Redshirts (lol): https://steamcommunity.com/sharedfiles/filedetails/?id=628851301
- Background Quotes: https://steamcommunity.com/sharedfiles/filedetails/?id=726181082
- Randomize Bios: http://steamcommunity.com/sharedfiles/filedetails/?id=630738292
- Faster Run Menu: https://steamcommunity.com/sharedfiles/filedetails/?id=618145233
- Stop Scan on Recovery: https://steamcommunity.com/sharedfiles/filedetails/?id=659625342
- Upcoming Events in Hours: http://steamcommunity.com/sharedfiles/filedetails/?id=627156954
- Wider View: https://steamcommunity.com/sharedfiles/filedetails/?id=695546876
- Hide HP on Squad Selection: https://steamcommunity.com/sharedfiles/filedetails/?id=718281467
- Quick Reload: http://steamcommunity.com/sharedfiles/filedetails/?id=643302414
- KillCounter Reminder: https://steamcommunity.com/sharedfiles/filedetails/?id=749138678
- Enchanced Recruiting View: https://steamcommunity.com/sharedfiles/filedetails/?id=718878303
- Visible rulers in Shadow Chamber = https://steamcommunity.com/sharedfiles/filedetails/?id=685123711 (note the compensating buff)
- Tactical Killcounter = https://steamcommunity.com/sharedfiles/filedetails/?id=643507985
- *Tactical Flyover = https://steamcommunity.com/sharedfiles/filedetails/?id=657304953
- Capped Scroll Speed = https://steamcommunity.com/sharedfiles/filedetails/?id=772577316
- Muted Voices = https://steamcommunity.com/sharedfiles/filedetails/?id=637077429
- Bug Fixes:
- over 100% hit minus dodge: http://steamcommunity.com/sharedfiles/filedetails/?id=637362134
- hunter fix: http://steamcommunity.com/workshop/filedetails/?id=727080319
- GTS SPARK perks: http://steamcommunity.com/sharedfiles/filedetails/?id=726633556
- True concealment (probably doesn't counter triple enemies...): https://steamcommunity.com/sharedfiles/filedetails/?id=618077830
- Skulljack fix [minor, but noticable bug]: https://steamcommunity.com/sharedfiles/filedetails/?id=636893854
- AWC Squadsight fix: https://steamcommunity.com/sharedfiles/filedetails/?id=638229956
- Configurable protect device: https://steamcommunity.com/sharedfiles/filedetails/?id=634951246
- Turret Bulwark (+1 armor makes the game a little harder) https://steamcommunity.com/sharedfiles/filedetails/?id=718133656
- *larger Spawn (+9): https://steamcommunity.com/sharedfiles/filedetails/?id=637375137
- Free carry and drop: https://steamcommunity.com/sharedfiles/filedetails/?id=660720275
- Heals Persist after mission: https://steamcommunity.com/sharedfiles/filedetails/?id=690713958
- Moddable DLC weapons: https://steamcommunity.com/sharedfiles/filedetails/?id=717783955
- Stop Drop and Roll: https://steamcommunity.com/sharedfiles/filedetails/?id=621434779
- Flamethrower Panic fix: https://steamcommunity.com/sharedfiles/filedetails/?id=641475667
- Deploy Wounded on Else Doom: https://steamcommunity.com/sharedfiles/filedetails/?id=673212545
- Surrender: https://steamcommunity.com/sharedfiles/filedetails/?id=707109252 I lost a soldier to this and thought "Do they give no quarter?"
- *Avenger Defense: https://steamcommunity.com/sharedfiles/filedetails/?id=674260951 Logically follows the doubled squadsize because its not multiplied
- VIPs hold loot: https://steamcommunity.com/sharedfiles/filedetails/?id=720485713
- Quickdraw Fix: https://steamcommunity.com/sharedfiles/filedetails/?id=700550966
- Gremlin's Grab Loot: https://steamcommunity.com/sharedfiles/filedetails/?id=675346883
- Free Reload later: https://steamcommunity.com/sharedfiles/filedetails/?id=670217680
- Scalable blastpadding = https://steamcommunity.com/sharedfiles/filedetails/?id=657441902 (shredding still scales BETTER)
- Reusable Hunter's axe = https://steamcommunity.com/sharedfiles/filedetails/?id=728432028
- Nobody Saw that = https://steamcommunity.com/sharedfiles/filedetails/?id=753971312
- *Extract Corpses = https://steamcommunity.com/sharedfiles/filedetails/?id=766512413
- Slow Doom Meter = https://steamcommunity.com/sharedfiles/filedetails/?id=623885440 (I couldn't some finish testing past April. The exact order of missions was:1af, 1go, 1cm, 20day facility, 1rs then 1dm, 1af, 1dm, 2af, 1af, 1dm, 1sr, 1cm. You can lose the game within 60 days! it seems your better off keeping the facility count to 0. The doom meter won't make you lose games once you understand it, but it will annoy you with silly missions.)
- Difficulty Increases:
- Can't execute rulers: https://steamcommunity.com/sharedfiles/filedetails/?id=683125051
- Longwar Aliens (Muton centurion): https://steamcommunity.com/sharedfiles/filedetails/?id=577474474
- Elite viper: https://steamcommunity.com/sharedfiles/filedetails/?id=634377972
- Advent Psi operative: https://steamcommunity.com/sharedfiles/filedetails/?id=628352640
- advent officer reinforcements: https://steamcommunity.com/sharedfiles/filedetails/?id=626617018
- Additional Dark Events: https://steamcommunity.com/sharedfiles/filedetails/?id=626109271
- Improved AI: http://steamcommunity.com/sharedfiles/filedetails/?id=618390218
- A better advent:https://steamcommunity.com/sharedfiles/filedetails/?id=628891110
- A better advent all the enemies: https://steamcommunity.com/sharedfiles/filedetails/?id=690477767
- Triple Enemies: https://steamcommunity.com/sharedfiles/filedetails/?id=722983842 +200% difficulty!
- AI hunker on panic: https://steamcommunity.com/sharedfiles/filedetails/?id=632750136
- Fatigue (updated): https://steamcommunity.com/sharedfiles/filedetails/?id=694223407
- Ruler +HP Dark event: https://steamcommunity.com/sharedfiles/filedetails/?id=683156300
- Spliced Snakes: https://steamcommunity.com/sharedfiles/filedetails/?id=641477359
- Slower While Carrying: https://steamcommunity.com/sharedfiles/filedetails/?id=641978206 Those TIMED kidnapping missions are gonna be tough...
- *"Extended" dark events: https://steamcommunity.com/sharedfiles/filedetails/?id=652169373
- *Dark Event Timers: http://steamcommunity.com/sharedfiles/filedetails/?id=650254263 (In vanilla, you ignore the 30day dark events)
- Bio Troops: https://steamcommunity.com/sharedfiles/filedetails/?id=750704140
- *Squad Notoriety: https://steamcommunity.com/sharedfiles/filedetails/?id=677096274 (We are "a complete masochist")
- Advent recon = https://steamcommunity.com/sharedfiles/filedetails/?id=632036075
- headhunter = https://steamcommunity.com/sharedfiles/filedetails/?id=710122811
- Venator = https://steamcommunity.com/sharedfiles/filedetails/?id=687067268
- Sectoid commander = https://steamcommunity.com/sharedfiles/filedetails/?id=655821827
- Muton Demolisher = https://steamcommunity.com/sharedfiles/filedetails/?id=637434617
- *Delayed Evac = https://steamcommunity.com/sharedfiles/filedetails/?id=766513507
- Black Ice Codex = https://steamcommunity.com/sharedfiles/filedetails/?id=766768567
- Longwar Monster Reinforcements = https://steamcommunity.com/sharedfiles/filedetails/?id=770169637
- Suffer Mappack = https://steamcommunity.com/sharedfiles/filedetails/?id=771147826
- Difficulty Decreases:
- Hack gains: http://steamcommunity.com/sharedfiles/filedetails/?id=639884488
- *Success-based Dynamic Force Level: http://steamcommunity.com/sharedfiles/filedetails/?id=645146227
- Sword buffs (I rarely use'm) = https://steamcommunity.com/sharedfiles/filedetails/?id=619477247
- Suppression+ [a fix, otherwise useless]: https://steamcommunity.com/sharedfiles/filedetails/?id=628207417
- squad cohesion: https://steamcommunity.com/sharedfiles/filedetails/?id=660665065
- more squad size: https://steamcommunity.com/sharedfiles/filedetails/?id=619895689
- Flawless mission benefits: https://steamcommunity.com/sharedfiles/filedetails/?id=729580495
- *Points of Interest: http://steamcommunity.com/sharedfiles/filedetails/?id=661212980
- *Less Awful Continent Boni: https://steamcommunity.com/sharedfiles/filedetails/?id=651210562
- Beed Out: https://steamcommunity.com/sharedfiles/filedetails/?id=621423047
- Enhanced (Consistent) levelup: https://steamcommunity.com/sharedfiles/filedetails/?id=723376582 Nothing says gaining 4 levels like getting only +1hp!
- *Better Lab: https://steamcommunity.com/sharedfiles/filedetails/?id=681723388
- Better Aim (Tame): http://steamcommunity.com/sharedfiles/filedetails/?id=618909136
- Expanded Loot: https://steamcommunity.com/sharedfiles/filedetails/?id=620445360
- Smoke NINJA VANISH: https://steamcommunity.com/sharedfiles/filedetails/?id=738751056
- Better Supperior Attachments (geometric not arithmetic) = https://steamcommunity.com/sharedfiles/filedetails/?id=620669020
- Balanced Snipers = https://steamcommunity.com/sharedfiles/filedetails/?id=627463677
- Ammo & vest Slots = https://steamcommunity.com/sharedfiles/filedetails/?id=674420475
- Skip Free Alien Move = https://steamcommunity.com/sharedfiles/filedetails/?id=623053621 (No need to adjust the other scamper mods. With more enemies at once than you can shoot at, it changes the game far less than you'd think)
- Map Variability:
- more maps pack: https://steamcommunity.com/sharedfiles/filedetails/?id=625430712
- Even more maps: https://steamcommunity.com/sharedfiles/filedetails/?id=703734451
- Vozati maps: https://steamcommunity.com/sharedfiles/filedetails/?id=655847458
- WEP maps: https://steamcommunity.com/sharedfiles/filedetails/?id=626303273
- Edit the following ini locations:
- A) In \Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultGameCore.ini since we have +5aim rounds, we'll need to up tracer rounds "[XComGame.X2Effect_TracerRounds]"'s "AimMod=15". If you've ever felt that nanomedkits should be twice as good as regular ones, feel free to change "NANOMEDIKIT_PERUSEHP=8" here. Also consider "UnitHeightAdvantageBonus=40", uncommenting the UnitHeightDisadvantagePenalty=-10 so you don't need https://steamcommunity.com/sharedfiles/filedetails/?id=666874717. Similarly consider "LOW_COVER_BONUS=15" & "HIGH_COVER_BONUS=30". If you've ever thought missing a skulljack IN MELEE RANGE was dumb (similar to the sword fix), you can change "[XComGame.X2AbilityToHitCalc_StasisLance] BASE_CHANCE=100". Also if you thought that suppression was too weak for you (it is), consider "AlienTargetAimPenalty=-50". Also the DELAY on hearing aliens is a little long, so you can "TurnsUntilIndicator=1". The camera delay's are all too long, so how about "LookAtEvacZoneDuration=1.5", "LookAtZombieDurationSec=1" and "LookAtUnburrowDurationSec=1". Of course the hack rewards are very short-lived (making you put it off and then forget about them) so they need doubling for all 15 "MinTurnsUntilExpiration=" & "MaxTurnsUntilExpiration=" entries. This ini also has some RNG we will tame: ' "BlackMarketAlloys_01",Loots[0]=(Chance=100,MinCount=20,MaxCount=30,TemplateName="AlienAlloy" ' will become ' "BlackMarketAlloys_01",Loots[0]=(Chance=100,MinCount=30,MaxCount=30,TemplateName="EleriumDust" ' because we will never buy alloys. Similarly maximums & change the AlienAlloy to EleriumDust for the _02 and _03. ' "BlackMarketDust_01",Loots[0]=(Chance=100,MinCount=15" ' , ' BlackMarketDust_02",Loots[0]=(Chance=100,MinCount=25, ' , ' BlackMarketDust_03",Loots[0]=(Chance=100,MinCount=40 '.
- B) Speaking of base game INI's, how about less waiting: \Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultGameData.ini "Acceleration=(X=0.10, Y=0.10, Z=16.0)" and "MaxSpeedFlying=0.2". Since we are pushing AWC away from the early game, let's nerf it: "XComHeadquarters_MinAWCTalentRank=6" but the choosable perks allows uncapped perks, so we'll chose two and stop there. "MaxScanDays[3]=2 ;Impossible" helps us avoid RNG manipulation. But I hate having to make multiple trips just to see if they are interested in the things I want to sell. If they aren't interested, we know you won't sell it. After all we could just 'not play' and wait, so we should triple this and then double it for all of the items we keep adding in that act as filler to what we really want to sell: "NumInterestItems[3]=18 ;Impossible". Again, since we are just going to save-and-reload: revealing dark events shouldn't drain your resources: "StartingIntelCost[3]=0 ;Impossible". Lastly, since we are tripling the enemies, we should keep the loot proportional to help balance out grenade massing: "TimedLootPerMission=3". We don't need to "NumDarkEvents=2" & "FirstMonthNumDarkEvents=1" for the permanent dark events thanks to slow avatar. To kickstart the midgame: "StartingStaffPOITimerDays=14" , "StaffPOITimerDays=14" , "MaxDaysToShow[3]=25" , "MinAlienDatapadIntel[3]=150" , "MinAdventDatapadIntel[3]=100" , "MinIntel=15". Due to the Craft Loot mod, the total number of research items have been doubled, so "NumTechRushes[3]=6" . Lastly to help the game move faster, we should do: "MaxEncounters=1" , "MinFortressAppearDays[3]=30" , "FacilityDoomGen=(NumFacilities=1, MinInterval=1050, MaxInterval=1050, Difficulty=3" for all 5 instances. Don't forget "MaxNumGuerillaOps=2". "MinEncounters=1" & "MaxEncounters=1" also helps for the 1 pod/mission baseline
- C) Finally, the whole reason anyone should go into the .ini files. \Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultStrategyTuning.ini has the upkeep vanilla upkeep costs. In order of stomachability they are: 30SC, 25PG, 60RC, 20PR, 25GTS, 35AWC, 105PL, 35WS, 35lab, 20DM. If you are a completionist, you'll be pissing away almost 400 in supply just to let the buildings sit empty, much less use them. The lower half importance rooms are where players will think about just not playing that part of the game. If it's better to not play a game, it is bad game design. Do remember that the Defense Matrix is only for one mission and requires building time and an engineer to run properly. The workshop and lab are both cheaper to just higher a staff member rather than hemorrhage supply after the 3rd month. That's not to mention the power costs which you may want to adjust as well. Find "[Laboratory_Diff_3 X2FacilityTemplate]" + "[Laboratory_AdditionalResearchStation_Diff_3 X2FacilityUpgradeTemplate", "[Workshop_Diff_3 X2FacilityTemplate]" + "[Workshop_AdditionalWorkbench_Diff_3 X2FacilityUpgradeTemplate]", "[PsiChamber_Diff_3 X2FacilityTemplate]" + "[PsiChamber_SecondCell_Diff_3 X2FacilityUpgradeTemplate]", "[UFODefense_Diff_3 X2FacilityTemplate]" + "[DefenseFacility_QuadTurrets_Diff_3 X2FacilityUpgradeTemplate]" and "[AdvancedWarfareCenter_Diff_3 X2FacilityTemplate_Infirmary]" and set the UpkeepCost to 0+0 (WS+upg), 0+0 (lab+upg), 35+30 (Psi+upg), 0+0 (DM+upg), and 15 (AWC).
- D) \Steam\steamapps\workshop\content\268500\645146227\Config\XComSuccessDifficulty.ini reads: "FlawlessChange=0
- ExcellentChange=0
- GoodChange=0
- FairChange=-1
- PoorChange=0
- AbortChange=0"
- E) Steam\steamapps\workshop\content\268500\639884488\Config\XComHackPlus.ini can give us hacking as a free action (we all failed our first hacking mission because we dashed to the hostile terminal) plus 4 for any success and the diminishing returns starts at 150 so as to not punish your selection of high-hacking score rookies with the variable rookie stats mod. At most the free hacking gives a hacker an extra action, two if you are lucky.
- F) In \Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultGameBoard.ini avoids RNG: "MaxScanDays[3]=4", "MinDespawnHours[3]=432 ;Impossible" , "MinLinksPerRegion=3" , "MinSupplyDrop[3]=70" , "MaxMakeContactDays[3]=6" , "MaxBuildHavenDays[3]=5" . Also we want to not get certain things AT ALL (due a bug in vanilla Xcom2 where it eventually "runs out" of POI).
- H) We need "UpkeepCost=0" for each instance in \Steam\steamapps\workshop\content\268500\681723388\Config\XComStrategyTuning.ini else the lab would overwrite the above.
- I) \Steam\steamapps\workshop\content\268500\706956593\Config\XComBlackMarketTradesIntel.ini needs a SALE_PERCENT=35 . Please Note that you should NOT trade for intel items that are from mods, yet.
- J) \Steam\steamapps\workshop\content\268500\647242867\Config\XComHavenSiege.ini needs "ReinforcementTimer = 0" to avoid having 100+ enemies per mission. If we weren't messing with the pod numbers and had double sized squads: "FighterCount = 8"
- k) In \Steam\steamapps\workshop\content\268500\635087575\Config\XComChooseContinentBonusesConfig.ini the ContinentBonuses for [0] to [5] should be: UnderTheTable, QuidProQuo, PursuitOfKnowledge, AllIn, FutureCombat, ArmedToTheTeeth
- L) The Supersoldier class's \Steam\steamapps\workshop\content\268500\630899127\Config\XComClassData.ini needs ' +AllowedArmors="soldier" ' before the first "+SoldierRanks="
- The Guerilla class's \Steam\steamapps\workshop\content\268500\647619537\config\XComClassData.ini needs "+bAllowAWCAbilities=1" before "+AllowedArmors"
- The Raiders class's Steam\steamapps\workshop\content\268500\622082219\Config\XComClassData.ini needs "+bAllowAWCAbilities=1" before "+AllowedArmors="
- The XFactorMutant class's \Steam\steamapps\workshop\content\268500\642030322\Config\XComClassData.ini needs both "+bAllowAWCAbilities=1" and ' +AllowedArmors="soldier" '. It also needs "+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")" and "+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol") instead of its pistol only defaults
- The Junkrat class's \Steam\steamapps\workshop\content\268500\621995493\Config\XComClassData.ini needs both "+bAllowAWCAbilities=1" and ' +AllowedArmors="soldier" '
- The Guardian class's \Steam\steamapps\workshop\content\268500\619040017\Config\XComClassData.ini needs both "+bAllowAWCAbilities=1" and ' +AllowedArmors="soldier" '
- The Officer class's \Steam\steamapps\workshop\content\268500\626299567\Config\XComClassData.ini needs both "+bAllowAWCAbilities=1" and ' +AllowedArmors="soldier" '
- The Samurai class's \Steam\steamapps\workshop\content\268500\656290341\Config\XComClassData.ini should have ' (AbilityName="MeleeShredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)) ' so that shredding applies to the primary weapon since we won't be using the sword. :)
- The Codebreaker class's \Steam\steamapps\workshop\content\268500\666723734\Config\XComClassData.ini needs "+bAllowAWCAbilities=1"
- The Shocktrooper class's \Steam\steamapps\workshop\content\268500\631056086\Config\XComClassData.ini needs both "+bAllowAWCAbilities=1" and ' +AllowedArmors="soldier" '
- The Playable Codex solider's \Steam\steamapps\workshop\content\268500\636587393\Config\XcomGameData_CharacterStats.ini needs 2 "+CharacterBaseStats[eStat_HP]=5" , 3 "+CharacterBaseStats[eStat_FlankingCritChance]=50". Then the XComClassData.ini needs both "+bAllowAWCAbilities=1" and ' +AllowedArmors="soldier" ' on every X2SoldierClassTemplate entry.
- M) We want \Steam\steamapps\workshop\content\268500\674260951\Config\XComAvengerDefense.ini to have +MaxActiveSoldiers=20
- N) \Steam\steamapps\workshop\content\268500\676982856\Config\XComCommandersOCD_DefaultConfig.ini has "+iPowerCoil=10" & "+iPowerCoil=11" & "iStartingEmptyRoom=4". Now copy the XComCommandersOCD_DefaultConfig.ini we just changed to \Documents\My Games\XCOM2\XComGame\Config\XComCommandersOCD.ini . Do note that this is the only time we change these local values (which override the global ini's we normally change). Yes I am aware that the global .ini's we change could be reset by an update to the mod.
- O) \Steam\steamapps\workshop\content\268500\652169373\Config\XComDarkEvents.ini needs "+SATELLITE_DATA_SCAN_RATE_DURATION_HOURS = 9576" for consistency. As the largest 4 digit multiple of 24, I don't trust alterations to the rather buggy dark event xcom2 code.
- P) \Steam\steamapps\workshop\content\268500\650254263\Config\XcomDarkEventsConfig.ini is used to make dark events permanent via
- DARK_EVENT_MIN_DURATION = 399;
- DARK_EVENT_MAX_DURATION = 399;
- DARK_EVENT_MIN_LONG_DURATION = 399;
- DARK_EVENT_MAX_LONG_DURATION = 399;"
- Q) \Steam\steamapps\workshop\content\268500\638033313\Config\XComShowMeThePersonnel.ini should have "STATS_VERTICAL = true;"
- R) \Steam\steamapps\workshop\content\268500\727367694\Config\XComUISquadSkills.ini need "STATS_VERTICAL = true;" or the scroll bar from additional squad size will go over top
- S) \Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultGameData_SoldierSkills.ini can speed up zombie lag via "SECTOID_REANIMATION_ZOMBIE_RISE_DELAY=2.0"
- T) \Steam\steamapps\workshop\content\268500\620678749\Config\XComArmorStatCustomiser.ini has -10%crit on kevlar for +10%aim and -10will for +10 defense
- U) \Steam\steamapps\workshop\content\268500\698792377\Config\XComGameData_CharacterStats.ini needs all the "+HackRewards=GrimyCommonPCSReward" commented out. Also XComGameData.ini should have all the PowerLevel=3 MinBoost equal to what is on the MaxBoost to avoid the desire to reroll.
- V) \Steam\steamapps\workshop\content\268500\677096274\Config\XComNotoriety_Defaults.ini needs "NOTORIETY_TIME=60", double notoriety levels, & "SpawnTileOffset=10"
- W) \Steam\steamapps\workshop\content\268500\647242867\Config\XComHavenSiege.ini needs "FighterCount = 4" because it is not at all balanced for Triple Enemies (105 enemies!)
- X) \Steam\steamapps\workshop\content\268500\649477316\Config\XComPartiallyGifted.ini needs "NumOfTrainingDays = 5", "WillBasedSuccess = false" & "MaximumTimes = 2"
- Y) Copy XComGame.upk & XComGame.upk.uncompressed_size from \Steam\steamapps\workshop\content\268500\637375137\CookedPCConsole to \Documents\My Games\XCOM2\XComGame\CookedPCConsole
- Z) \Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultGameData_CharacterStats.ini needs the first ""SightRadius]=27" with "SightRadius]=28" replace all "SightRadius]=27" with "SightRadius]=20" & "DetectionRadius]=12" with "DetectionRadius]=9"
- AA) \Steam\steamapps\workshop\content\268500\651210562\Config\XComGameData.ini can re-add the disabled continent bonii. Therefore will will comment out all lines with "AllIn" , "SpyRing" , "ToServeMankind" , "HiddenReserves" or "SpareParts" . It should have "PursuitOfKnowledgeBonus[3]=100 ;Impossible" which is a x5 upgrade ... and it still probably is probably the 7th best continent bonus. Another sci lab isn't as good as instant armor and vests late game...
- BB) \Steam\steamapps\workshop\content\268500\687662081\Config\XComCorpses.ini needs "ADDITIONALFORCELEVELS=1" & "PERCENTCHANCE=100"
- CC) \Steam\steamapps\workshop\content\268500\643812550\Config\XCOMWorkshopButton.ini has "UpgradeSlotResearch = true" , "CraftGrimy = true" , delete all "Elerium = 10, " & "Elerium = 15, " & "Elerium = 25, ". Replace the first "CorpseAdventOfficer" & "CorpseAndromedon" with "CorpseCyberus" then replace "CorpseGatekeeper" with "CorpseAdventOfficer". I rarely use repeaters because you can't count on them and more than you would count on missing your 85% shots. Maybe they are powerful in the slow hacking 2v1 world of vanilla, but with triple enemies its now 2v3 and slow hacking is long gone.
- DD) \Steam\steamapps\workshop\content\268500\650277509\Config\XComGameCore.ini needs ' "BlackMarketPCS_01",RollGroup=4), Loots[4]=(Chance=100 ' for BlackMarketPCS_02 and BlackMarketPCS_03.
- EE) \Steam\steamapps\workshop\content\268500\657304953\Config\XComFlyoverTimings.ini should have all the entries with "Time" halved
- FF) \Steam\steamapps\workshop\content\268500\661212980\Config\XComStartingPointsOfInterest.ini needs 2 "MIN_POI_ON_BOARD = 3"
- GG) We are disabling (from starting characters) all classes that aren't Gunners, Infantry, Juggernauts, Recon Operator, XFactor Mutants, Sentinels, Specialists or Grenadiers. We can train all the rest at the GTS: sharpshooters, etc.
- HH) \Steam\steamapps\workshop\content\268500\690155065\Config\XComGrimyFNG.ini needs all the costs QUARTERED. Uncomment the last two lines.
- II) Steam\steamapps\workshop\content\268500\624294299\ConfigXComEleriumGrounds.ini needs "EleriumCoreElerium=1" and a zero dropped from the 3 time entries
- JJ) \Steam\steamapps\workshop\content\268500\766512413\Config\XComExtractCorpses.ini needs "FultonCharges=6" , "FultonSupplyCost=105" , "FultonBlackMarketCost=45" due to triple enemies
- KK) \Steam\steamapps\workshop\content\268500\766513507\XComDelayedEvac.ini needs "EvacCountdownTurns=1" & "ExclusionRadius=2"
- LL) \Steam\steamapps\workshop\content\268500\627228121\ConfigXComUltimateWorkshop.ini has "EXPERIMENTAL_REQUIRE_ELERIUMCORE = false"
- MM) certain modders were too lazy to correctly name their mod id. change Steam\steamapps\workshop\content\268500\623885440\MyXCOM2Mod.XComMod to SlowDoomMeter.XComMod ... also Steam\steamapps\workshop\content\268500\636587393\MyXCOM2Mod.XComMod should really be renamed too.
- If you want the same difficulty in a fast game as shown on season 5's Let's Play, make all the "MaxSpawnCount=1" in \Steam\steamapps\workshop\content\268500\722983842\Config\XComMissions.ini and turn off the extra squadsize upgrades. Now there are no extra pods ignoring your continued grenade blasts from 90 feet away. That always bothered me, along with the "don't agro more enemies!" problem. The numbers work out like this:
- Easy mission, pre upgrades: 1 pod of 8 enemies, 4 soliders = 1v2 (note that this is still harder than vanilla balance)
- Harder missions: 1 pod + 1 drop of 9 enemies, 6 soldiers = 1v3
- Haven missions = 1 pod + 4 drops of 9 enemies, 6 soldiers = 1v7 but luckily, you can kite, evac, and still not lose corpses.
- compare that to:
- Haven missions = 4 pods + 4 drops of 9 enemies, 12 soldiers = 1v6 ... so unless you are REALLY ON TOP OF the drops, this could be easier!
- If you want to take a LONG time equipping 12 soldiers and swapping between them and having long 5-6 (+reinforcements) pod fights, do the following. I did this for season 4. Enjoy:
- There are still some soldier level requirements for increased squad sizes that are missing. Let's add some for levels 2 and 3. \Steam\steamapps\workshop\content\268500\619895689\Config\XcomMoreSquadSizeUpgrades.ini allows 2 MORE 'built-in' squadsize, but we can't add a "Squadsize V & Squadsize VI". The original progression is 50,75, 125,200. The incremental pattern is +50,+25,+50,+75,+50,+100 so the costs would be 50,75,125,200,250,350 if we could add more upgrades. Okay but what about a squad size upgrade for rank 1? If you had just wiped your team and had to recruit all rookies, it would be a prerequisite that you'd have to wait for. Lastly, there could technically be a squad size upgrade without a rank requirement (ie rookie). You can't have any more earlier rank numbers because there are none. These two 'easier' squad size upgrades would follow the pattern backwards: ie. (+50,-25),+50,+25,+50,+75,+50,+100 for a progression of -25,25,50,75,125,200,250,350. You'll notice that this neatly doesn't change the total. The negative number even makes sense. The squad pitches in to cover your costs. True, it's less glory & loot, but their chances to live are much higher! That's why we start at 4+(2)+2 soldiers. It also gives an even 4 base, 4 auto-upgrade & 4 manual upgrade split.
- The costs (250+350) for the level 2,3 upgrade are going to be divided evenly among the existing upgrades (600/4=125). This gives a progression of 175,200,250,325:
- [MoreSquadSizeUpgrades.MSSU_UIScreenListener]
- +StartingSquadSize=8
- +SquadSizeIIICost=250
- +SquadSizeIIIRequiredRank=6
- +SquadSizeIVCost=325
- +SquadSizeIVRequiredRank=7
- [MoreSquadSizeUpgrades.MSSU_UISquadSelect]
- ; If this is set to true, the unit selection icons on the squad-select screen will shrink to try to fit everyone
- ; If false, you will need to use a scroll-bar with 8 players
- ; If you are having compatibility with other mods, try turning this off
- +TryToFitEveryoneOnSquadSelectScreen=false
- I am aware that the above is a bit front-loaded (the extreme early game is very hard) and gives the player more late-game power (which increases the fun). It also means you don't have to rush the AWC early just to get a five man squad, which always felt awkward to me. Lastly the cost for 6 and 7 is more expensive, so there is a slight mid-game nerf here, which also feels balanced. We'll have to edit the \Steam\steamapps\workshop\content\268500\708349496\Config\XComAcademyConfig.ini as well. The small excerpt is:
- "SQUAD_SIZE_I_SUPPLY_COST = 175; Default 50
- SQUAD_SIZE_I_RANK_REQUIREMENT = 4; Default 3
- SQUAD_SIZE_II_SUPPLY_COST = 200; Default 75
- SQUAD_SIZE_II_RANK_REQUIREMENT = 5; Default 5"
- If we start out with 8 soldiers, we'll need another B team of rookies. Therefore \Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultGameCore.ini should have "NUM_STARTING_SOLDIERS=16" and also double the number of possible recruits "StartingNumRecruits[3]=20 ;Impossible".
- Want more? Add all the silly voice and texture packs you want. See my custom class tutorial if you want to put to shame the Long War Studios class mod idea of more choices per level-up.
- Dynamic Force level values reasoning (which you don't care about):
- On my first run (non-ironman), I rushed expansions and the game got incredibly difficult (1 turn of whole squad just to kill 1 enemy). It lead to a painfully slow game (2hr minimum per mission) when using the load game feature to test the mechanics. Slow change is always better if you're not under immediate time constraints, so the possible values are 1, 0 and -1. Since its easier, let's start with the bottom mission type: aborted missions. These presumably include unaccepted missions, so the value has to be 0 or the two other guerilla ops missions would eventually throw the balance way off. Poor missions are either thrown or miserably failed. Since we can't punish one without rewarding the other, its value should also be zero. Fair missions are ones you struggled to suceed on and had multiple casualties of more than a third but less than a half (3-5 for an 8-12 sized squad xor N/A or 2 or N/A for a 4 or 5 or 6 sized squad). It seems like your tried hard and it was too difficult. Clearly this deserves a negative value and our only slow integer option is -1. Good missions are a success but you've lost someone but less than 1/3 of your squad (2-3 for an 8-12 sized squad or 1 for a 4-6 sized squad). This soldier can either be your top soldier or he can be in a rookie red shirt. Now if you lose your optimus prime, you deserve a negative diffculty adjustment. But if you lose another ensign rikki, then it's not as bad. Paying 40 (or 80 with the dark event) for keeping the difficulty progression down is a decent price to pay, as long as its not abused. Excellent missions are ones you either did really well on, or played very carefully to avoid a soldier death. Clearly this type of mission has no cannon fodder. So either it deserves either a +1 or 0 because the diffulty was just enough to keep you on your toes. It's basically the same as the Flawless missions, except you problably pulled a mech into battle to early and it grenaded one of your guys for a measly +3 auto damage. So flawless missions are at most a little too hard, but you totally rocked it, or at last way too easy and you mopped the floor with the enemies. Just like excellent missions, acing a mission shouldn't punish you for your success, however. You should never be encouraged to low-ball. An entire campaign without a flawless mission indicates a rigged system or a terrible player. Both are undesirable, so we are forced to assign a 0 to this mission type and excellent missions. A player will still aim for a Flawless mission because of an additional mod. Completely lacking in a way to increase difficulty isn't a shame. It can always be done in game by passing time. Therefore we have a symetrical progression of 0,0,-1,-1,0,0 for vanilla encounter levels. For fewer encounters we are going to have a smaller squad. Fair missions are available only for a limited window: exactly the window we need to make the game harder. That's why we use 0,0,0,-1,0,0 as the progression for season 5.
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