All Pods Active

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Author: Axio

Last revision: 24 Feb, 2016 at 07:12 UTC

File size: 78.85 KB

On Steam Workshop

Description:

Update: Initial reports are that this does not yet work with WotC. But I’m not able to update or test this mod at this time (Haven’t even purchases WotC yet, probably will eventually though).

Are you tired of having your success come down to whether you accidentally activated an extra enemy pod or not in a mission? Do you hate avoiding flanks because you might wake up another alien group?

This mod removes that from the game entirely. All pods start on the map awake on non-concealment maps.

Full squad concealment maps start normally so you can still setup the initial ambush and positioning. After you break concealment, the other enemies will activate and scamper at the start of your *next* turn (not during the turn you break concealment) so you do get a little more leeway on concealment maps.

You’ll want to lower the difficulty or use some other mods to give you an edge, since this makes the game harder.

Please let me know if you find a mission where something goes wrong. Many people have reported playing all the way through the campaign with this mod now so I think it’s pretty safe to use.

I believe this mod should be compatible with just about any other but let me know if you find a problem.

Like normal, XCOM makes you continue to use any mod with any saved game once you play with it. However this mod should work fine with the "Ignore Missing DLC" mod since it makes no custom changes to the gamestate or save files.

Nexus Mods Version: http://www.nexusmods.com/xcom2/mods/421