XCOM 2
[WOTC] LordAbizi's Battlefield Leadership Training
 This topic has been pinned, so it's probably important
lordabizi  [developer] 11 May, 2023 @ 11:15pm
Appendix C: Interaction with various game mechanics
In an attempt to create a mod that integrates organically into various game systems, an effort was made to tie this mod into several other game mechanics. These various interactions will be summarized in this appendix.

Officer Salary
Each officer requires an additional salary, and the total salaries of all officers will be deducted at the end of the month. This is mentioned in the end of month report screen.

Chosen
The Chosen don't like XCOM's officer system, and will attempt to sabotage it. This mod introduces a new Chosen sabotage action that will target the officers in your squad. This is done in a mostly harmless way - the Chosen will just misplace some documents.

Bonds
A level 2 or above bondmate of a Field Officer or above will be named Second In Command. This allows them to help the officer during a mission. For full details, see Appendix A.

Ability Points & Combat Intelligence
Officer training costs ability points. High combat intelligence will make officer training faster.

Sitreps
The mod adds sitreps that can make an officer of a certain rank required on several missions. By default this includes the story missions, alien facilities, and several others. This is completely configurable, see XComAbiziOTS.ini.

Covert Actions
Covert Actions that deal with the Chosen, so the 3 Hunt The Chosen covert ops, and Sabotage Chosen activity covert op, will require an officer on them. This is configurable, and can be used on other Covert Actions. See XComAbiziOTS.ini.

Covert Infiltration
This mod has additional interaction with the Covert Inifltration mod. It is possible to configure Infiltrations to require Officers. However, currently there's no way to indicate in the UI which slot is the one requiring an officer. As a result, this feature is currently disabled. For the details, see XComAbiziOTS.ini.

AWC Abilities
This mod introduces a new ability "Born To Lead". This ability can show up on random soldier's AWC ability list (or XCOM deck). This ability speeds up their officer training, and allows them to use Command and Emergency Command without ending the turn. Classes that use a "curated" XCOM deck (like Proficiency classes) need some config handling to allow them to get the ability. See XComClassData for the instructions on how to achieve that.

Negative Trait
The mod introduces a new Negative Trait: Mistrust Of Authority. The trait is gained by getting hit after being targeted by an officer ability earlier in the mission. Soldiers with the trait have a chance to panic when being targeted by an Officer ability. As all traits, it can be cured in the infirmary.

Other mods
Some behavior can be defined with the configs at the end of XComAbiziOTS. In short, a user may specify an ability name, a character template name, a soldier class name, or a unit value name, and specify some specific rules that would apply to such characters. The currently supported rules are: ban from training, count as officer (for the purpose of the officer requirement for covert ops/ sitreps mechanic), or edit training time. For further details, see the documentation inside the config file.
Last edited by lordabizi; 12 Jul @ 9:56pm
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Showing 1-9 of 9 comments
silverleaf1 14 May, 2023 @ 1:26pm 
Question: Do covert actions count as missions? Or do they count if ambushed? Or do not count?
silverleaf1 14 May, 2023 @ 1:33pm 
I have activated the additional covert actions. I will let you know how it goes.
lordabizi  [developer] 14 May, 2023 @ 9:21pm 
To the best of my knowledge, mission counter increases during any tactical -> strategy transfer involving that soldier. So ambushes do, but normal covert ops don't.
silverleaf1 16 May, 2023 @ 2:44pm 
@LordAbizi I am using the options for officers on covert actions. So far, it seems that the officer slot defaults to the first of the required ones. I will let you know if that changes.
silverleaf1 16 May, 2023 @ 2:50pm 
@LordAbizi Nothing in the covert action screens give the reason a mission can not be done, but the option to start actions that can not be done are greyed out.
lordabizi  [developer] 16 May, 2023 @ 9:32pm 
Yes, the officer is always the left-most slot (that's the "first" one, and that's what it should be).
And yes, if a covert action slot requires an officer, then it'll display this requirement in the screen (just like in one of the images in the mod preview).
RolandJ 12 Jul @ 1:16pm 
If this is an accurate assumption, could you add this entry to the main post of this page, please? On my first two blacksites, I've been unable to start them without a leader. I didn't expect this, as it seems undocumented. Requiring a leader at the blacksites is a good addition, it'd just be nice to have it stated. Thanks for the mod!!!

Blacksites
A leader of a certain rank is required to be in the squad for all Advent Blacksite missions.
Last edited by RolandJ; 12 Jul @ 5:13pm
lordabizi  [developer] 12 Jul @ 9:56pm 
It's kind of addressed in the "sitreps" section in this appendix. I suppose I can add the word "facilities" to that paragraph (which is what I suppose you mean - there's only one blacksite in the game...)
RolandJ 18 Jul @ 3:35pm 
Thanks! I didn't even realize the resulting missions were considered "facilities" instead of "blacksites". I therefore would not have CTRL+F'd for "facilities". So, to help such users and get less requests from such users, perhaps include the keyword "blacksite" in your facilities blurb. Blacksite is the most memorable term, as the plot mentions it repeatedly.
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