XCOM 2
Marbozir's Amalgamation Campaign Tweaks
14 Comments
IndiePoppinOff 20 Aug @ 8:22pm 
Would this mod with tweaks break the game if I added more amalgamation mods on top of your existing modlist?
Skit 1 Jun @ 7:29pm 
Is there an AML profile we can load?
Rel3ellion 25 May @ 7:43am 
Now i know i definately dont want to =) just watched your video for Warlock stronghold - and its nuts! 3 hours and 100 enemies.
Marbozir  [author] 24 May @ 3:19pm 
@Rel3ellion Sounds like you're using A Requiem For Man: Strongholds Standalone mod, which is not part of the modlist exactly because of this - it makes Chosen Stronghold extremely challenging. I only ever recommend using it if you're REALLY certain you want to.
Rel3ellion 16 May @ 4:19pm 
this is quite NUTS! what are you supposed to do with the 35 enemies grouped in ascencion chamber? I dont think its the limit. i just dropped it. once past force 14-15 it is imposible to play. one big slogfest + endless reinforcements. thanks but no thanks!:lunar2020stubbornhorse:
Marbozir  [author] 11 Apr @ 6:51pm 
I felt no need for any of that in my campaigns tbh. Yeah, it can be very challenging, especially later on, but it was meant to be. I did win two campaigns with it, and played several unfinished ones to test various settings. Keep in mind my config edits already delay Force Level increase very slightly (on Legend anyway, I played and tested it on Legend only) and speed up all of the research (by 25%) except weapons (weapons are slowed down a bit, since all other research is faster). One major factor in research speed is the number of scientists though, as well as the Res&Dev facility (with staffed scientists), which is pretty much a must have.
^-^ 7 Apr @ 4:18pm 
This modlist need to be paired with something to slow down the game progression (Delayed Force Increase, -50% Reduced XP Gains, 2x slower Avatar progress second wave option).

Because there is so much stuff added to the game is no time to research and build anything since you are forced to invest in weapons and armor to keep up with the strong enemies. Even the 5 tier weapons get obsolete too quick.
Hillhome 21 Jan @ 5:38pm 
Given that you are using Protoype Armoury - how did you get the Ballistic Shield upgrades to show up?? I am honestly not even sure if that is the ultimate culprit but I can't think of anything that might be interfering. This is because the Ballistic Shield upgrade triggers globally just like armor would of course but since everything is individual it seems to break. I'm stumped.
My Balls Itch 23 Dec, 2024 @ 5:43pm 
Is there a mod(s) that affect how EXO/Spider suits show up? They seem to be missing for me despite having the correct technologies
Oniwabanshu 15 Dec, 2024 @ 4:45am 
@Haywire The setting is in the XComGameBoard.ini file.
Haywire 10 Nov, 2024 @ 12:13am 
Is there directions somewhere to make the change to the ambush risk? I don't really want all these other tweaks. Thanks! 😊
Marbozir  [author] 25 Oct, 2024 @ 3:43pm 
I actually made a small change in pod generation rules, to avoid some of the edge cases I ran into. Though it won't really affect difficulty much, some missions and enemies are still going to be tough. I also added Timer Tweaks for WotC mod to the list, to make mission timers a bit longer - some of them were way too tight with this modlist, so this should make it more manageable.
Jappie 25 Oct, 2024 @ 6:00am 
Is the increase in enemy difficulty not a bit steep? Any way to reduce this is abit or does gameplay effect it?
Jappie 18 Oct, 2024 @ 8:06am 
Been playing couple of hours and it's nice and though. The times missions are hard but doable.

Maybe you can check the text of the siterips (if the text is long it's not all visible).
Are the flood ment to focus on XCOM and not Advent? The advent shoot them but they mostly just walk towards Xcom even past Advent. The lost seem to hit before you take the action. Maybe part of the mod and makes it harder to play them.

But enjoying the mod and trying to get my sickbay not to big