[WOTC] Storyteller’s Strategic Overhaul

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Authors: Apple Juice for the Merry, Nevik The Storyteller

Last revision: 10 Mar, 2020 at 19:03 UTC

File size: 144.27 KB

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Description:

My harddrive decided to suddenly die on Christmas morning, but through some chance technical trickery I have saved this mod from the brink of oblivion. I do not consider this mod complete nor properly tested beyond ensuring it does not crash or cause major issues, so bear this in mind. This mod has been split into two mods to appropriately section off the scope of the changes between the Tactical and Strategic worlds.

EDIT: After a few days of work on both the Tactical and Strategic overhauls, I now consider these mods to be much more in a state of satisfactory completion, and ensured to the best of my ability that they are stable and most effectively integrate the new gameplay concepts. Leave a comment if you find any issues with the mod that I didn’t catch.

Storyteller’s Tactical Overhaul can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1946822116

This is a collection of experimental changes I have been altering and playing with for a few months, based loosely off of GnaRs WotC Tactics mod. These changes are born of curiosity and intrigue for experimental gameplay rather than polished gameplay balance, so if you enjoy experiencing new takes on how XCOM plays then this mod is for you. These changes favor using defense and tactics as your "health bar" rather than individual durability for units or even Avatar Project pips. Mind over matter on the battlefield, unfolding chaos in the overworld, and thus a story unfolds.

Strategic Changes:
— Start the game with 500 Supplies and 800 Intel with a few samples of Alloys and Elerium, culminating Bradford’s hard work preparing the resistance for 20 years and allowing for expansion into the many territories filled with ADVENT facilities.
— Avatar Project Facilities may now be built on any and every continent across the world, up to 1 Facility for each of the 16 continents simultaneously. All Facilities will appear together on Day 31, shortly after the Avatar Project’s reveal, covering the world in doom. Facilities are replaced extremely quickly and easily by ADVENT, but any progress a facility has gained will be lost when XCOM succeeds in destroying it, and destruction of any facility will heavily delay the Avatar Project globally.
— Avatar Project can only acquire new progress from Facilities and not the Avatar Project site itself.
— There is no longer an Avatar Project progress speed-up penalty for skipping missions.
— Avatar Project progress is randomized and highly unpredictable in progress interval and power, but will be heavily delayed upon disruption.
— Alien Victory Imminent Countdown extended to exactly 100 days.
— Factions start on meet by giving you 1 order slot instead of 0 and 5 resistance order cards each up from 2.
— Recruits each cost 50 supplies (up from 15-40 depending on difficulty) and take significant time to reach the Avenger after recruitment. Arrival progress will be tracked on the sidebar like any other task.

Enjoy, Commander.

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XCOM 2: War of the Chosen