XCOM 2
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Urgent Campaign 2
   
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61.013 KB
29 Jun, 2018 @ 11:22pm
8 Jul, 2018 @ 11:16pm
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Urgent Campaign 2

Description
Why use this mod?
  • Attempts to reduce late-game boringness/easiness (after obtaining and using plasma tech for an extended period of time)
  • Attempts to reduce campaign length (by adding urgency to story missions)
  • Adds bonus resources so the above difficulty increase doesn't make campaigns impossible to win

What does this mod do?
  • Reduce max avatar project blips from 12 to 4
  • Remove avatar starting progress from 3 to 0
  • Alien facilities start with 0 avatar progress (but still generate avatar blips over time)
  • Adds one-time elerium core proving grounds projects
  • Increased starting intel to 10x of vanilla values
Overall strategic difficulty is increased.

What is this mod compatible with?
I'm not sure of all the specifics. I just know, as of this post, that this mod works with WotC vanilla commander ironman playthroughs (and works with multiple DLCs). I have only played through a partial campaign with this mod.

Credits
The "Elerium Core Crafting" mod as I borrowed and modified some code.
1 Comments
Lochnagar 15 Sep, 2019 @ 6:12am 
Edit - Great idea. The pressure you feel in the game gives a new perspective to the challenge. Happened to me that at certain point the avatar project reached four blips and none were from alien facilities. I was umprepared for the gate mission but managed to win and got the necessary relief. Won the game and the countdown reached about 5 hours to doom.
The relative easyness of the endgame still present ant it didnt work too well with "A better campaign" mod due to the excessive challenge since you have to rush the initial missions, but after all it seems to be a must have mod.