XCOM 2
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Description
XCOM2 - Big Action Edition

So this is an attempt to put together a challenging game mode that uses more soldiers than are needed for careful vanilla play.
Assumption is Legendary Ironman settings and presumes a degree of competence playing the game.

These mods are all game altering. Cosmetic stuff not included, nor the informational mods. I've had a lot of problems with the 'camera stuck under the avenger' bug and these listed mods all work fine. I don't run with many UI mods as these seem to be the biggest culprits.

The Concept
I want to play with a few new classes, and I want to cycle through more troops without having a permanent A team. I want to deal with the deck I'm dealt rather than picking an A-team for every mission. I want more troopers on the field so I can have more epic battles.

Difficulty
We spike the difficulty with...
  • A Better Advent 2 - This is a highly polished enemy mod that increases pod intelligence, composition and as the game goes on, pod size. A one-stop-shop for making Advent far less stupid.
  • Wound Recovery Times - This is an ini tweak to make wounds scale better. Light wounds have lower recovery times, but heavy wounds can be up to three months to recover (without a staffed AWC) See Discussion for settings.
  • Soldier Fatigue Updated - Forces troop rotation, especially when combined with...
  • Squad Notoriety - This forces quite an extreme squad rotation if you can't play around the deficits that a high notoriety team provides.
  • Squad Morale - Not only do they get tired, and famous, they get demoralised too.
  • Better Scanning Sites - Because we have to do a mission to get our rewards, we fatigue more soldiers. Sending fatigued soldiers out becomes an option/requirement in order to complete the story missions as well as scanning missions. We also have to tweak the XP curve a bit because our troops are doing more missions. The default 'doubling' feels too heavy handed as we're running Fatigue & Notoriety, but it does need tweaking a bit. See ini edits discussion for details.
  • Grenade Damage Fallof - Reduces the power of grenades which are pretty OP.
  • Extended/Additional Dark Events - Not really more difficult, but shakes things up a bit.
  • Psi Rebalance - I basically agree with everything the author put in the mod description. Psi is a game changer for every playthrough I've done and rather than just not use it, I've opted for this version instead.

Ease
We make things easier with...
  • Long War Toolbox - Start with a squad of 6. Get the GTS Squad I & II upgrades when you're eligeable.
  • Custom Classes - My Paragon Class mod, using LW Perks is where I want the balance to be.
  • Configurable mission timers to add 1+(0-3) turns to all timed missions. Sometimes it's really easy, sometimes it's bloody hard. This can also work out of favour on new 'survive for x turns' missions.

Both
  • Long War Toolbox - Not Created Equal, Red Fog (all), Hidden Potential OFF as it clashes with Morale.
  • Varied Mission Types - These can provide a much needed source of rookies and xp but the missions are tough in the first months.
  • Various ini Tweaks to alter the game experience.

If It's Too Hard
If these settings are too difficult, you can add some optional extras. Ive not added them to this collection, but you can search them out easily enough if you like.
  • Starting scientist & engineer (you get to start with a single scientist & engineer and can get cracking immediately. Helps the early game quite a bit.
  • Scientist staffed AWC (uses a scientist to staff the AWC rather than an engineer)
  • Landed UFO from day 1. I've only ever had a downed UFO on my first playthrough on Rookie difficulty. I've never seen it since on Legend, and I like the idea of actually seeing one occasionally. UFOs are tougher than Supply Raids (IMO) so this is a mixed blessing.

Overall Comment
I'm still playing through this set of mods - playtesting and updating the collection. With MoreScanningSites it's getting quite long war-esque. The overall campaign length is about the same but it takes a lot more missions to get there, as every reward has a mission attached and with more enemies, it all takes longer.
I'm finally getting to know my 30-40 troop roster and everyone is getting a turn on the field. I have maybe two A list troopers, but everyone else is not far behind.
There are some RNG elements that are game changers. 50% reduction in scan times, and 50% reduction in current research as hack rewards, as well as rushed researches from the Black Market can really give you a leap forward. Especially with more loot allowing you to collect datapads for Intel. If RNG swings the other way though, the game can get ugly fast. Not sure how to counter this (other than remove that functionality) Mag weapons and a few promotions quickly make your squad a force to be reckoned with.

To Do
There are some popular mods I haven't included because I haven't tried them yet, and some I want to refine.
  • Grimy's Loot Mod : On the surface it looks like it makes things a lot easier, so I haven't tried this yet.
  • XP curve : Still needs some tweaking I think. There are more missions per month, but your soldiers are wounded, notorious, fatigued, or stressed, so you're rotating and not levelling up as fast as you would if you didn't run those mods. My final playthrough before publishing this collection will be at about 1.5x the Legend requirements.

Tried and removed...
  • Psi Rookies : I thought that Psi rookies would reduce the game changing impact Psi can have, but it didn't. I was just OP earlier.
  • Early Game Difficulty : I tried shifting the HP awards from level ups, to adding them to the HP at the beginning (all troopers start with 8 HP and only get another +2 with promotions, rather than 4HP then another +6 in promotions) It worked, but the housekeeping of altering all the classes, as well as all the class mods was a pain in the backside. Especially when a class was updated and the edits were over-written.
  • Armour as Armour : I'm going to go back to this one. My only campaign of this expired with the Doom counter. It makes early game a bit easier, and late game far more challenging - which is a great thing. I was panicking about meeting Sectopods & Gatekeepers though. Must come back to it.
  • All Soldiers Gain XP : This makes the early game too easy unfortunately.
  • Engineer2Scientist : Again, this reduces the Engineer requirement allowing an easily staffed AWC which mitigates a lot of the wound timer changes. Staffing an AWC should have an impact, and this mod removes that impact.
Items (26)
Additional Mission Types
Created by RealityMachina
This mod adds in additional mission types to spice up your campaigns, ranging from Guerilla Ops to Retaliations. LATEST UPDATE: Added two new mission types. You can grab Mod Config Menu here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=667104300 ...
Configurable Mission Timers
Created by wasteland_ghost
DESCRIPTION: Allows for flexible configuration of tactical mission timers via ini: disable timers, set fixed value, set random value, add or subtract turns globally or per mission type. Use it if you are familiar with ini editing or don't mind to learn abo...
Long War Toolbox
Created by Pavonis Interactive
By Pavonis Interactive http://www.pavonisinteractive.com A set of extensions and configurable options for XCom 2, including: * Fully supported squads of up to 12 soldiers * Not Created Equally (Randomized initial stats) * Hidden Potential (Randomized level...
Scanning Sites Plus
Created by GrimyBunyip
Feature #1 Scanning Sites Award Missions Scanning sites won't always award their loot immediately They will, most of the time, spawn a mission you must complete to acquire the reward. This feature can be disabled in the INI's Feature #2 More Scanning Sites...
Soldier Fatigue Updated
Created by Numbers
This mod recreates the fatigue system from the original Long War. Upon returning from a mission every soldier will recieve fatigue. If a fatigued soldier goes out on a mission, they will function normally on the mission but will recieve a wound at the end....
Extended Dark Events [Vanilla]
Created by altskop
UPDATE: Integrated Communications Events were changed and are now customizable through the XComDarkEvents.ini . Two new variables were added - ClassicMode and ThatsJustBullshit, both set to false by default. ClassicMode defines which units will receive Squ...
Additional Dark Events: More Casual Edition
Created by RealityMachina
UPDATE (13/03/2017): Fixed Avenger Watch not working as intended NOTE: Requires a new game to take effect. Adds the same kind of dark events as Additional Tactical Dark Events, except toned down a bit in difficulty as I realized maaaaybe not everybody want...
Squad Notoriety
Created by RealityMachina
Adds in a notoriety system to encourage less usage of all your all-colonel A-teams all the time for missions. LATEST UPDATE: Notoriety alert and detection modifiers should now work as intended. Wanted "posters" will fallback to sorting by rank if no notori...
Grenades Damage Falloff
Created by -bg-
Recreates how grenades work in Long War, where grenades deal only full damage at the center of the target, and slowly falls off in damage (and environment destruction) as it goes further away from the center, with 3 parameters to customize through INI: ful...
WAR Suit Provides Bulwark
Created by Juravis
- Removes Shieldwall from the WAR Suit. - Adds Bulwark to the unit instead. Note that this is always active unlike Shieldwall. It also works better, unless you fixed Shieldwall by modding because it's not implemented correctly. -= KNOWN ISSUES/TECHNICALITI...
Spectrum: Aegis Division
Created by Yzaxtol - Mike
This mod contains 3 new enemies that are wielding the latest ADVENT technologies: Shield Vests These vests provide significant protection against attacks and will constantly regenerate at a slow rate. New Enemies: AEGIS Trooper: Advent Trooper wearing a Sh...
Grimy's Morale Mod
Created by GrimyBunyip
Description This mod is my take on a more interactive fatigue system. We Darkest Dungeon Now. Making Willpower Important A soldier's willpower now represents their level of fatigue. A Use for the Bar/Memorial The Bar/Memorial has 4 R&R slots by default. Yo...
Long War Perk Pack
Created by Pavonis Interactive
By Pavonis Interactive http://www.pavonisinteractive.com This mod adds more than 70 new and reworked abilities to assign to soldiers, gear or aliens, adds UI support for choosing between three perks per soldier level as well as additional levels, reworks t...
Long War SMG Pack
Created by Pavonis Interactive
By Pavonis Interactive http://www.pavonisinteractive.com Adds three new submachine gun-type weapons to the game, one per tech level, for the XCOM side. They offer bonus mobility, concealment and close-range accuracy, at a penalty to damage and long-range a...
Even More Maps!
Created by McDenny's 09
This mod adds, currently, five edited parcels and 11 PCPs from the base game and 32 new plots. I plan to later add more parcel and PCP edits and originally built plots, parcels and PCPs. **PLEASE REPORT ANY MAP ERRORS** Parcels: Advent Recruitment Edit - A...
Advanced Modular Weapons
Created by S.Flo
Ever wondered why you could miss out on a weapon upgrade slot depending on your regional bonuses? Well wonder no longer! Advanced Modular Weapons adds a new project to the Proving Grounds that unlocks an additional upgrade slot for all of your soldier's pr...
Maps by Vozati [Vanilla Edition]
Created by Vozati
This map pack adds 27 New Map Plots, 8 Parcels and 1 PCP into the map pool for Vanilla XCOM2 only. The War of the Chosen version can be found over yonder...
Additional Proving Ground Engineer
Created by lyravega
WoTC Version adapted by ADVENT Engineer Vanilla version not tested with DLC / Does not work with WotC Upgrade the Proving Ground facility and add an additional Engineer to further increase the manufacturing speed. The upgrade costs some supply, and require...
World Expansion Project: ADVENT
Created by Beacon
World Expansion Project: ADVENT Latest Update: 22/02/2016 - Added new ADVENT Landing Pad for the CityCentre The first release of the World Expansion Project, 'WEP: Advent' adds a number of new ADVENT map PCPs and Parcels to the XCOM 2 map generation pool, ...
More Maps Pack [Non WOTC]
Created by tdDaz
Wrath Of The Chosen Note : I recommend disabling MMP until I have rebuilt the mod for Wotc. It may work (I haven't tried it yet) as it's a very compatible mod (no code additions or changes) but i'd hate to be responsible for bugs or serious issues in your ...
BleedOutMod
Created by Emily
IMPORTANT: I am no longer an active modder and I don't own War of the Chosen. -bg- is a quality modder and I'd suggest you use his Bleedout Duration Customizer instead. Randomises the bleedout timer and increases the chances of XCOM operatives bleeding out...
PsiRebalance
Created by LeaderEnemyBoss
Rebalances the way the Psi Operative gains abilities and nerfs some of it's abilities. Title art by https://www.facebook.com/jujibla/ The Psi Operative is a unique class in XCom 2. While I like it's unique feel, I still have some problems with it. One of X...
Paragon Class Rebalance
Created by harlequin565
Paragon Class Pack 6/1/17 Update incoming with Assasinate fix, icon colour fix, and various typos. Removed logging from assasinate to save your poor HDs If there's anything else you think needs adding/fixing/modifying, speak shortly! Don't want to update t...
ADVENT SPARK: Prototype
Created by Kobazco
UPDATE 7/9 : Removed combat protocol as a quick fix. Currently working on adding Sacrifice. REQUIRES SHEN'S LAST GIFT ADVENT has gained access to Julian's several prototype SPARK units, and are now deploying them in battle in their... battered state. This ...
Long War Alien Pack
Created by Pavonis Interactive
By Pavonis Interactive http://www.pavonisinteractive.com This mod adds a series of new enemies to XCOM 2. It is an update to the Muton Centurion pack and replaces it entirely. It includes: * Muton Centurion, a Muton leader with the ability to inspire its a...
A Better ADVENT 2
Created by DerBK
-- A Better ADVENT 2 -- -- Enemy Overhaul -- -- by DerBK -- -- Full Release 2.05 -- ____________________ NOT COMPATIBLE WITH WAR OF THE CHOSEN! For ABA:WotC go here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1126623381 ____________________ Fin...
Popular Discussions View All (1)
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18 Dec, 2016 @ 10:55pm
INI Edits
harlequin565