Multiple Sitreps WoTC + LWoTC
Multiple Sitreps Chaos lets XCOM 2: War of the Chosen put more than one sitrep on the same mission.
The game still rolls its own sitreps first, this mod then rolls additional sitreps on top, with a lot of control so you can tune how extreme things get.
Works for WOTC and LWOTC.
On every normal mission preview screen (the mission popup on the strategy layer):
1. The base game (and other mods) add their sitreps as usual.
2. This mod:
– Optionally removes some sitreps you never want to see.
– Decides how many extra sitreps to add using configurable chances.
– Picks those extra sitreps from all sitreps the game considers valid for that mission, minus:
– Anything already on the mission.
– Anything you put into the exclude list.
– Anything that conflicts with a sitrep already present.
– Applies optional weights and groups, so some sitreps (or groups of sitreps) are more or less likely to appear.
All choices and rolls can be logged to the console/log file if you want to see exactly what is happening.
This is very useful when you’re first tuning your config: you’ll see how many extra sitreps the mod wants to add, what was available, and what was actually rolled.
Each entry is a percentage chance (0–100) to add one more sitrep.
Example above means (ignoring other options):
– First extra sitrep: 50% chance.
– Second extra sitrep: 50% chance.
– Third extra sitrep: 40% chance.
– Fourth extra sitrep: 30% chance.
– etc.
The number of successful rolls = the number of extra sitreps the mod will try to add.
Controls how the sitrepRollingChances array is processed:
– false – Every chance is rolled independently.
– true – Stop on first failure.
– Roll index 0; if it succeeds, roll index 1; if that succeeds, roll index 2, etc.
– As soon as one roll fails, the mod stops and no later entries are checked.
– true – The mod always starts from sitrepRollingChances[0] even if the mission already has sitreps from vanilla/other mods.
– false – The number of existing sitreps shifts the starting index.
– Example: the mission already has 2 sitreps → the mod starts from sitrepRollingChances[2].
This lets you decide if “crowded” missions should get fewer extra rolls or not.
By default the mod respects game sitrep requirements:
– Force level ranges
– Required dark events
– Other internal conditions
If you set this to true, the mod will ignore those requirements and may roll sitreps that game would normally not allow for that mission.
Use this very carefully – it can lead to:
– Very hard sitreps appearing early.
– Lore- or logic-breaking combinations.
Any sitrep in sitrepsToExclude is never considered by this mod when adding extra sitreps.
– If some other mod or vanilla adds them, they remain.
– This only affects the additional rolls from Multiple Sitreps Chaos.
If you list a sitrep here, and it is already present on a mission when you open the screen, this mod will remove it.
This is the “nuke from orbit” toggle for sitreps you never want to see.
Each entry is a comma-separated group of sitreps that must not appear together.
Example:
– If CollectorsForces is already in the mission sitreps, then CollectorsIncursion will be skipped when rolling, and vice versa.
– The group is symmetric: any sitrep in the group conflicts with all others in that group.
Any mission whose type matches an entry here will not receive additional sitreps from this mod.
The mod supports weights so some sitreps or groups are more likely than others.
If a sitrep or group doesn’t have its own weight specified, this value is used.
– name – sitrep template name (as used in other configs, e.g. CollectorsIncursion).
– weight – how likely this sitrep is compared to others.
Any sitrep not listed here is still eligible; it simply uses defaultRollWeight.
Parameters:
– name – your custom group name, must not match sitrep name.
– weight – weight of the entire group when rolling among other sitreps and groups.
– sitreps – list of sitreps that belong to this group.
– max – maximum number of sitreps from this group that can appear on a mission due to this mod.
– If max = 1: only one member of the group can ever appear on a mission → similar to a conflict group but with weighted internal selection.
– If max > 1: the group can contribute multiple sitreps across multiple rolls, up to max.
– When rolling, the group competes with individual sitreps based on its weight.
– If the group is selected, the mod then rolls one member from the group, using their individual weights (from Sitreps= definitions or defaultRollWeight).
– You can also put the same sitrep into multiple groups to effectively increase its overall chance to appear.
The long RaiderFactionsGroup example in the INI is used to treat many different raider-faction sitreps as one logical “raider” option. Otherwise, with so many raider sitreps, they would crowd out everything else.
– Sitreps_Add <SitrepName> – force a sitrep to be added to the next mission (if not already present).
– Sitreps_Remove <SitrepName> – force a sitrep to be removed from the next mission.
– Sitreps_RemoveAll – remove all sitreps from the next mission when you open the screen.
– Sitreps_Roll – re-run this mod’s sitrep roll logic for the next opened mission.
– Sitreps_EnableConsoleLog <true/false>
– Sitreps_PrintAvailableSitreps
