Squad Notoriety

If you liked this item, please rate it up on Steam Workshop page.

Author: RealityMachina

Last revision: 31 May, 2017 at 16:53 UTC

File size: 614.4 KB

On Steam Workshop

Description:

Adds in a notoriety system to encourage less usage of all your all-colonel A-teams all the time for missions.

LATEST UPDATE:

Notoriety alert and detection modifiers should now work as intended. Wanted "posters" will fallback to sorting by rank if no notorious soldiers are detected.

Description

Squad Notoriety adds notoriety to your soldiers after mission completions that will give them debuffs in various tiers. This decays over time (ie waiting enough time after a mission will have a Colonel to have completely clean notoriety.), and is also randomized a bit with -24 hours to +24 hours, depending on how the RNG rolls, and is also affected by civilian deaths that happen on a mission.

The formula works like so:

[default notoriety time + (number of civilians died * default civilian loss time)] * Rank.

Any defined spread is added or subtracted to that depending on how the RNG rolls.

This is all combined and averaged out between soldiers on a squad, with increasing penalties as the average passes tiers:

Once a squad hits an average of 10 days+ active notoriety, every soldier will experience vigilance-like effects while in concealment. I hadn’t tested it, but it will most likely stack with Vigilance if it’s active.

Once a squad hits an average of 20 days+ active notoriety, an extra reinforcement will be called down and will land in the mission area in 3 turns after mission start. This is set to ADVx3_Standard by default.

Once a squad hits an average of 30 days+ active notoriety, a detection radius debuff to the point you will be spotted once you get into visual contact with anybody will be applied, and the extra reinforcement will be upgraded to ADVx3_Strong.

Once a squad hits an average of 40 days+ active notoriety, a map alert will be activated on the squad when they start combat, causing all pods to converge on the squad’s position.

These penalties do not apply to missions set in Wilderness or Shanty plot types by default, and you will gain notoriety at half rate on those missions.

Wanted posters seen in city centers and slums have also been re-worked so they use the four most notorious soldiers (or random if there’s nobody with notoriety), instead of just your top four soldiers every time.

The variables governing the mod can be found in DocumentsMy GamesXCOM2XComGameConfigXComNotoriety.ini, or altered in-game with Mod Config Menu.

Issues & Compatibility

MCM Values are a bit wonky upon initial load, I highly suggest double checking the .ini after first load or altering them in the MCM. (Any alterations you make will be accurate, it just doesn’t use the right values all the time for first loads as far as I’ve tested.)

MCM has no support for name types so visually it’ll look like it can’t remember your pod selection, but the .ini itself will have whatever pods you pick once you save and exit.

Works with mods like LWToolbox that override the squad select screen.

Will work with Fatigue in case you’re a complete masochist.

Overrides the class "XGBaseCrewMgr" for notoriety-based wanted posters. That feature will not work with any mods that also overrides that class.

Credits

Thanks to MantLemon for making the Chinese localization.