XCOM 2
[WOTC] Covert Infiltration
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
WOTCStrategyOverhaul  [desarrollador] 5 AGO 2021 a las 22:47
Compatibility List
Trusted members of our community are maintaining a complete compatibility list for people to easily find which mods are usable and where their bridge mods are. View the compatibility spreadsheet here[docs.google.com]!

The spreadsheet does not cover all mods out there - you are welcome to share your experiences in the comments below. Our community maintainers will be monitoring this thread for things to add to the spreadsheet.
Última edición por WOTCStrategyOverhaul; 11 AGO 2021 a las 8:43
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Mostrando 1-15 de 98 comentarios
SOGA-THE-KILLER 7 AGO 2021 a las 9:44 
Sensor fences also crashed my game when avatar project was revealed.
jahsinha 7 AGO 2021 a las 16:56 
Does this Gate Crasher change impact mods that made Gatecrasher longer? I'm thinking of Alex Nares GateCrasher X2, a mod that has been a staple for a few campaigns now. It doubles the enemies and makes it so you use more of the map.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2102497952&searchtext=GATE+CRASHER+x2
ophanbmw 7 AGO 2021 a las 19:36 
Iridar's 5 tiers weapon mod conflicts with prototype armoury, obviously. Or will there be a bridge mod? I'm not even sure I should post this here.
Astral Descend  [desarrollador] 8 AGO 2021 a las 2:11 
Publicado originalmente por jahsinha:
Does this Gate Crasher change impact mods that made Gatecrasher longer? I'm thinking of Alex Nares GateCrasher X2, a mod that has been a staple for a few campaigns now. It doubles the enemies and makes it so you use more of the map.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2102497952&searchtext=GATE+CRASHER+x2
That mod will likely either break our Gatecrasher or just won't do anything at all
lordabizi 8 AGO 2021 a las 2:20 
Publicado originalmente por ophanbmw:
Iridar's 5 tiers weapon mod conflicts with prototype armoury, obviously. Or will there be a bridge mod? I'm not even sure I should post this here.
Iridar's Five Tier overhaul can be made compatible with a simple change in its ini's. It's explained in the bottom of the "Configuration" section of Iridar's mod.
Última edición por lordabizi; 8 AGO 2021 a las 5:27
Zigg Price 9 AGO 2021 a las 21:09 
Has anyone tried Pyrrhic Victories mod? Or are there enough changes to the victory conditions of missions that it is no longer necessary?
Astral Descend  [desarrollador] 9 AGO 2021 a las 22:51 
Publicado originalmente por PM_Zigg Price:
Has anyone tried Pyrrhic Victories mod? Or are there enough changes to the victory conditions of missions that it is no longer necessary?
It works, quite a few people in beta used it
WOTCStrategyOverhaul  [desarrollador] 11 AGO 2021 a las 8:50 
We have switched from a static list here to a community-maintained compatibility spreadsheet! Check the main post above for a link and more information.
Zigg Price 12 AGO 2021 a las 16:39 
Anyone working on other Claus Bridge Mods? Looks like it should be easy enough to get things like Custodians to work, I just have a hell of a time getting the mod dev kit to work. LoL.
TeslaRage 12 AGO 2021 a las 17:07 
Which mods from Claus do you think need bridging? Majority of them should be compatible out of the box.
Haywire 12 AGO 2021 a las 19:33 
Hive More says to get rid of Ambush Missions but no directions on how one does that. Are there directions somewhere for us simple folk? lol
jahsinha 12 AGO 2021 a las 21:00 
Thanks for the reply on, Alex. Another issue I had: Diverse Alien Pods by Force Level.
Initially, used that but the pods were way too much - never had the issue before but mission 3/4 with 6 Faceless (looks like it literally duplicated a pod) , Advent, the Lost, in just the starting zone was..crazy. I stopped that campaign and reverted back to Ginger's mod. Not sure but on the Tactical side, it does seem like there are more enemies because of CI? I don't use the Force display mod by Cloista but perhaps there is a Force level change happening sooner? I've used my setup w/o CI and the enemy count this early in the game was not nearly as much
Última edición por jahsinha; 12 AGO 2021 a las 21:02
TeslaRage 12 AGO 2021 a las 21:06 
Publicado originalmente por jahsinha:
Thanks for the reply on, Alex. Another issue I had: Diverse Alien Pods by Force Level.
Initially, used that but the pods were way too much - never had the issue before but mission 3/4 with 6 Faceless (looks like it literally duplicated a pod) , Advent, the Lost, in just the starting zone was..crazy. I stopped that campaign and reverted back to Ginger's mod. Not sure but on the Tactical side, it does seem like there are more enemies because of CI? I don't use the Force display mod by Cloista but perhaps there is a Force level change happening sooner? I've used my setup w/o CI and the enemy count this early in the game was not nearly as much

My understanding is early missions are made harder because you can bring out full squad size (6 by default) right out the gate unlike in vanilla where you start with 4 first. The force level progression is not changed. I understand what you are saying - my set up was considered "balanced" before CI, and when I started CI it felt harder. Its just a matter of re-balancing your setup. I have not had issue with DABFL so maybe that's a separate discussion altogether on DABFL.
TeslaRage 12 AGO 2021 a las 21:07 
Publicado originalmente por Haywire:
Hive More says to get rid of Ambush Missions but no directions on how one does that. Are there directions somewhere for us simple folk? lol

I am trying to figure out a nice way to show that in the spreadsheet. If you need it soon, ping me on CI Discord and I can tell you.

EDIT: Screw that, I have updated the spreadsheet with instructions on how to make The Hive More play nice with CI. Enjoy!
Última edición por TeslaRage; 12 AGO 2021 a las 21:33
Haywire 12 AGO 2021 a las 22:29 
Thanks Tesla! I had just taken out the mod for now. I'll put it back in and check out the directions. :-)
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