XCOM 2
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[WOTC] Rebalance difficulty Curve [BETA]
   
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2.340 MB
24 Oct, 2018 @ 7:47am
26 Oct, 2018 @ 3:21am
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[WOTC] Rebalance difficulty Curve [BETA]

Description
This mod is abandoned, use https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1550396115&searchtext=Increase+Pod+Size+By+Force+Level


This mod is in BETA.

This mod rebalance the difficulty of the campaing.

-------- How? -----------

-Increase the size of pods each ≈ 2 months by +1, to a maximum of +3.

-Weapon damage modified:
Conventional: unmodified
Magnetic: From 5-7 to 4-6
Beam: From 7-9 to 5-7

-Damage of enemies slightly reduced.

----------- COMPATIBILITY ---------------

This mod should be compatible with any mod that does not modifique the pod composition.


9 Comments
Time to Treatment 26 Oct, 2018 @ 11:43pm 
Only increase the size of enemy pods and the number of pod would be great. Anyway, thanks for this mod.
rzL 26 Oct, 2018 @ 2:25pm 
haven retaliations might be a problem with big pods, as when activated they can target multiple civilians per turn, could result in unwinnable missions
Jellyfish89 25 Oct, 2018 @ 4:15pm 
I like the idea of making the pod part an indenpendent mod
hectorzx  [author] 25 Oct, 2018 @ 12:46pm 
@Dragon32 I tried to make it by coding, but there are so litte documentation and you have to guess all, so i did the easy way (This is my firts mod). I read about the Highlander but its is a litte confuse to me what it is and how it work.


The breakthroughs changes does not seems to work, anyways i think it is ok with the default times and i am going to reverse that.
Dragon32 25 Oct, 2018 @ 10:50am 
*1 of 2*
This looks interesting, hectorzx. As this changes XComSchedules.ini I think it will also have problems with "Yellow Alert Spawning" and "Randomized Enemy Pod Formations". Those don't change XComSchedules.ini to alter pod composition, but to change EncounterZonePatrolDepth

Not sure if you're much of a coder (I know I'm not) but my understanding is that using some of the hooks added by the Highlander ( like this [github.com]) would allow such pod changing with less compatibility issues.

Did the Magnetic (9600 points) and Beam (7200 points) breakthroughs get swapped? In my last WotC playthrough I only researched the Beam breakthrough.
Dragon32 25 Oct, 2018 @ 10:50am 
*2 of 2*
I think 8x the vanilla breakthrough time maybe a bit long. IIRC all breakthroughs were always ten days of research time, regardless of the number of scientists. I really doubt anyone would spend 80 days researching that so it's effectively removing it from the game.

I was tempted to try this (I'd probably remove the weapon changes as I want to try out laser and coil weapons this time round, I've already altered their values to sit between the vanilla tiers) but the changes to XComSchedules.ini really preclude that. And that's the bit I'm most interested in.

Hopefully others give this a whirl.
hectorzx  [author] 25 Oct, 2018 @ 2:22am 
@Rhalius If you can one shot enemies in late game it is gonna be the same, because of some OP abilitys, so does not matter if there are 4 or 7 enemies.
Anyways, if more people only wanna the increase of pod sizes, i can create another mod with only that.
Rhalius 24 Oct, 2018 @ 1:09pm 
I think just the extra enemies might be enough, especially for those who are running mods that added some tough new enemies.