XCOM 2
[WOTC] Avatar Project Reworked
50 Comments
Dragon32 18 Jun @ 2:04am 
@Mr Gold
The actual game's not changed since October 2018 with Tactical Legacy Pack release. If it worked last November it'll work now.
Mr Gold 18 Jun @ 1:34am 
anyone know if this mod still works?
JU12000  [author] 19 Nov, 2024 @ 5:34pm 
It should, it's only a configuration file change as far as I remember.
NvMe 令 19 Nov, 2024 @ 1:43pm 
Update: the mod seems to be working just as the description intended!

I’m wondering, if I turn off this mod in my current save that has it on will it revert back to usual?
NvMe 令 17 Nov, 2024 @ 12:54am 
cool!, i personally havent seen any more facilities show up in my current game mid save. Thanks for taking the time to comment :lunar2019piginablanket:
JU12000  [author] 16 Nov, 2024 @ 4:01pm 
It was still working when I last played earlier this year. There have been no updates since then so I believe it should be working. Feel free to let me know if it's not.
NvMe 令 16 Nov, 2024 @ 2:05am 
anyone know this still works as of november 2024?
JU12000  [author] 4 Jan, 2024 @ 4:14pm 
Correct, the intervals are all in map hours.
Dragon32 4 Jan, 2024 @ 3:38am 
@huntersorce20
Not sure but I assume that's in hours.
huntersorce20 3 Jan, 2024 @ 6:00pm 
I'm having trouble understanding some of the items in the configs. like FacilityDoomGen i think is when existing avatar facilities generate more progress dots, but it says things like MinInterval=200, MaxInterval=300, and idk how to translate the 200/300 into game time. or FacilityDestructionDoomDelay= 450, what does that mean, and how do i translate 450 into game time?
JU12000  [author] 30 Nov, 2023 @ 9:39am 
No problem, I'm glad you enjoy it and good luck with modding!
ZakaVtuberTTV 29 Nov, 2023 @ 5:59am 
Thank you and no big deal if you don't know specifics! I sort of got into modding this game a bit after it's prime so it's fine. I'm still am seeing if this completely works or not mid game install cause after adding it in the fortress in the ocean added a doom pop but the time between pops is definitely much longer than prior so I'm guessing most things are working as intended. Thank you so much for this nice mod!
JU12000  [author] 28 Nov, 2023 @ 11:44pm 
@certified gamer It's been 6 years since I actually looked at the ini but I have a sneaking suspicion that interval is referring to the 7 day cooldown between when you remove progress from the Avatar project and the next time Advent is able to make progress (by building a facility or otherwise). If you write the specific entries you're wondering about it might jog my memory but I no longer have the source for this and it's been way to long for me to give you a confident answer.
ZakaVtuberTTV 28 Nov, 2023 @ 9:11pm 
Just curious, but looking through the mod ini since im playing through the game on commander for the first times and with a good bit of mods for the first time, what does "interval" mean generally speaking? I understand just about all of the other lingo in here but this is the only one where I'm not too sure just how much time this is supposed to represent.
JU12000  [author] 2 Oct, 2023 @ 1:42pm 
@joser1215614 Untested and I haven't really played XCOM2 in a while. If it works please let me know so I can mark it as compatible.
Dragon32 30 Sep, 2023 @ 6:57pm 
@joser1215614
No. Obviously from the name this isn't Long War of the Chosen.
joser1215614 30 Sep, 2023 @ 11:02am 
LWotC?
[FT] STRlCE 17 Aug, 2023 @ 1:40pm 
@Lochnagar the original mod this is a port of literally aims to give players a bit of more freedom and the possibility to extend their campaign/have more control over the campaign's length without tampering with the base difficulty. If you want a challenge, don't download this.
Kevin from HP Customer Service 3 Feb, 2023 @ 5:01pm 
Mid-campaign?

About to try it out, will remove Fortress doom ticks with console and enable this, will report if issues, will not report if no issues.
JU12000  [author] 11 Apr, 2022 @ 2:49pm 
I've never tested it with LWOTC but I can't think of a reason off the top of my head that it wouldn't.
Jake 8 Apr, 2022 @ 7:10pm 
does this work with long war of the chosen
Dragon32 23 Feb, 2021 @ 4:15pm 
Inardesco 23 Feb, 2021 @ 1:07pm 
For some reason the advent blacksite (main mission quest) crashes upon mission succes?
JU12000  [author] 7 Dec, 2020 @ 6:28pm 
@Lukewarm_Sky nice, I always thought if I revisited this it would be cool to make the build times speed up the longer the campaign got, to simulate the aliens getting better at creating the black sites over time.
Lukewarm_Sky 6 Dec, 2020 @ 2:33am 
I edited the build days from 20-29 to 21-28 cause i like the thought of thinking it like '3 to 4 weeks' :P
JU12000  [author] 17 Aug, 2020 @ 6:09am 
@AcidLite Doubling the Avatar Time start setting will actually make it start twice as late, I don't recommend changing when the timer starts, you can however adjust how many points facilities generate each time to increase the difficulty of the Avatar project.
JU12000  [author] 17 Aug, 2020 @ 6:08am 
Without more information I can't answer that question, it sounds like you have not installed the mod or are using it with another mod that edits the Avatar Timer. @GargakOfTheEast @Shinigami-ESP
ESP|Shini 12 Aug, 2020 @ 4:41am 
Why does the ocean installation keep counting points?
GargakOfTheEast 7 Apr, 2020 @ 7:30pm 
Doing the blacksite mission did not reduce the Avatar Project's progress.
AcidLite 22 Oct, 2019 @ 1:09pm 
So I love the idea of this mod and I am trying it out. I have it set for Avatar Time doubled, I am about 9 missions in. And There is barely any Avatar points up. I am wondering if it takes a wow for the Alien Facilities to get going cause by now I usually have about 4-6 more bars up. Or if the mod doesn't work with the doubling of the Avatar Project Time start settings?

If it doesn't work with the mod, is it safe to remove the mod mid game?

Are there ways to add points to the Project via Cheats?
Kikibreeki 21 May, 2019 @ 4:43pm 
savegame compatable?
JU12000  [author] 24 Apr, 2019 @ 5:34am 
@Lochnagar, I've found that playing on higher difficulties, because advent generates facilities so quickly, a seek and destroy strategy is the only way to win the game. Though if you tweak the files and find a setting you think is more balanced please share what you did.
Lochnagar 23 Apr, 2019 @ 8:19pm 
Nice mod, but it makes the game too easy. It would be challenging if the mod makes the player "races" towards the end as soon as he can, so he doesnt get overwhelmed by the progress of so many facilities. Or the player could decide to follow a strategy of seek and destroy facilities. As it stands, the mod fails to achieve this.
JU12000  [author] 29 Nov, 2018 @ 3:23pm 
@Talonblaze I'm honestly not sure. I imagine it works as intended and doubles all the facility point generation times in lieu of doubling the point generation times of the fortress. Try it out and let me know as I'd be interested to learn, also it would let me fix the mod if that option broke it.
Talonblaze 29 Nov, 2018 @ 9:25am 
Silly question, but with the advanced settings when starting a campaign in normal WOTC; there is an option to double AVATAR times, how does it affect this mod, if at all?
JU12000  [author] 5 Jul, 2018 @ 6:15pm 
@Gheraz You may have a problem running my version because it requires a check to see if WOTC is installed, though I don't see why AnonymousCheese's version isn't working. Try starting a new campaign and seeing if it works then, if it still doesn't work it could be that there was an update that changed the ini file names or layouts.
Gheraz 5 Jul, 2018 @ 4:45pm 
Hi JU12000, I have an ongoing campagin on Vanilla+Shen and I'm just 1 shadow research away from entering the final mission.
I'd like to extend this campaing indefinitely, so I've activated your mod, but after few days into the worldmap I got a doom point into the main Avatar tower, so I guess something is not working.

I've tried to regenerate game INIs, but it doesn't seem to solve the problem.
I even tried to install the original version by AnonymousCheese but that doesn't seem to work either.

Any suggestion? :P
krumiro 5 Jun, 2018 @ 4:39am 
Fantastic! This is exactly like the Mod I had in mind to make! You saved me a LOT of hours! THANSK! (the great feeling of finding already existing the mod that you are about to start! LOL)

By the way this fantastic Mod is great in combination with my Mod "RW Better Mission-Result Autoadjusting Difficulty":
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1289214205
E altar 4 Jun, 2018 @ 4:03pm 
@JU12000 make no mistake this mod is FANTASTIC, i realy lets you craft your own story of the war and does take a lot of the teduim and rush out of the game GOOD JOB:steamhappy:
JU12000  [author] 4 Jun, 2018 @ 12:24pm 
@E altar to make when the project starts reliant on killing the chosen would mean I would have to go into the code, but I could think about making another version of the mod to do just that. This was only a straight port of the old mod up to WOTC but I like your idea

@krumiro Yes you're correct, the rate remains unchanged but it is now possible to remove all avatar progress by simply destroying all avatar facilities meaning that with proper managment you can feasibly play the game forever now as the "doom clock" is effectively removed.
krumiro 4 Jun, 2018 @ 6:10am 
Oh my god I love this Mod! One question JU12000: Did I understand correctly that with this Mod the Avatar Progect Bar "increases by the same rate as before"?... being the only difference than before that each Avatar Tower Dot is now applyied to an existing Avatar Facility instead of to the Avatar Tower (but leaving the "Dots Increase Rate" unchanged)? Thanks!
E altar 12 Feb, 2018 @ 5:01pm 
honestly especialy in WOTC i would like the avatar project to start after you kill the chosen ....
it's so front loaded, here have xcom start+faction+lost+chosen+avatar+rulers .. in like a week you have evething dumped on you

but i like this mod and what it does THX for the wotc update
JU12000  [author] 9 Nov, 2017 @ 3:57pm 
If it removes them from the facilities themselves then this mod won't affect the Covert Action of the base game. I'll still have a look.
Dragon32 9 Nov, 2017 @ 3:56pm 
I'm pretty sure I saw, after a Covert Action completed, the geoscape camera pan to a facility and its pips were removed. That's without this mod though.
JU12000  [author] 9 Nov, 2017 @ 3:13pm 
If the Covert action removes progress from the fortress (the one in the ocean) then it won't have any effect (I assume that's what it does). I havn't been able to test it yet but let me know. I know LW2 has a way to circumvent this problem and I can't imagine it would be too difficult to implement.
EasyName12345 9 Nov, 2017 @ 2:22pm 
How does this work with Avatar Progress Reduction Covert Actions? Does it take away Pips on from the new Facilities?
talemore 9 Nov, 2017 @ 1:28pm 
Let us light the fuse in advent, let them burn, let them burn, blacksites we have lit in advent.
Dragon32 9 Nov, 2017 @ 10:23am 
Oh nice, thanks for the port JU12000. I always intended to try a campaign with the original but never got to it. Looks like I don't have an excuse now.
Miko - Heroic Studio 9 Nov, 2017 @ 9:36am 
Interesting idea. Curious to see what additions you may add to it.
[=VF=]-Ray Jefferson 9 Nov, 2017 @ 4:11am 
Yes thanks man.