Additional Mission Types: LW2 Edition

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Author: RealityMachina

Last revision: 13 Jun, 2017 at 19:14 UTC

File size: 2.57 MB

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Description:
Latest Update

Changed mission schedules of Neutralize Advent Project VIP so it doesn’t have 30+ enemies at maximum infilitration.

Description

NOTE: If you’re having further issues with difficulty due to mods and what not, how the mod sets up the mission type(s) can be found at XComMissions.ini, located at (wherever XCOM 2 is installed)steamappsworkshopcontent268500846087073Config

Patreon – really like my mods that much? Feel free to contribute here: https://www.patreon.com/RealityMachina

Haven Siege – The local resistance fighters has managed to hold off ADVENT in time for XCOM to arrive, but have been whittled down to their last line of defence. Hold off ADVENT’s siege long enough for the non-combatants to evacuate.

Afterwards, you can try to secure the area after denying ADVENT their goal, or you can just evac the area right afterwards.

It was essentially already an alternative take on LW2’s Haven Defence, with the added option of successfully fighting off the ADVENT incursion instead of needing to run away.

The turns required for 2 pods per every other turn and the number of resistance fighters on Haven Sieges can be customized in XComHavenSiege.ini.

PR Tour – Someone high up connected to ADVENT is doing a PR tour in the outlying areas to convince people to move to the ADVENT City Centers. Take care of them while they’re out, but be careful, ADVENT’s willing to pull out some big guns if the VIP ends up biting it during the mission.

By big guns I mean Firebrand stays out of the fight for 2 more turns, even if the timer had already expired (it will restart it in that case), and the pace of reinforcements increases.

Evac is required for the mission.

Basically a hybrid of attack and defence, you’re given nearly all the time in the world to try setting up, but once you start the fireworks, you better dig in for a bit of a fight.

Rescue VIP from Rioting City – A relatively ranking resistance member has been captured, but Resistance provocateurs have managed to set off riots to distract ADVENT while XCOM goes in to rescue them. Once you have the VIP or clear the area, Firebrand who won’t be able to approach the city for 8 turns, and reinforcements will come in regularly. Surviving resistance provocateurs will try to hook up with XCOM and will be willing to help out.

Reworked to remove the first timer to account for low infilitration missions, + out of time reinforcements have been tweaked so they’re survivable with the evac delay.

City Center Item Recovery – ADVENT’s movement of forces to the rural outbacks to try to deal with us, has opened a gap in their city defences. While we can’t linger too long, we can snatch and grab an item important to their operations in the process.

Like a vanilla item recovery mission, except the timer won’t start ticking until combat has started.

Neutralize Advent Project VIP – one of the various science personnel vital to the Avatar Project’s process has gotten complacent and stayed in a single facility we can raid. We can deal a significant blow to the Elders’ progress if we can take them out.

Like a neutralize mission, except as a counterpart to traditional Sabotage missions. Timer will also not start until combat has started, to help compensate for the increased amount of enemies.

Essentially, the major difference is that it’ll hook into LW2’s system of doing things (ie PR Tour and Rioting City will require infiltrations, the latter to represent the resistance planning when to start the riots with XCOM), along with using Rebels from your haven instead of randomly generated resistance fighters, though it will create new rebels if you don’t have enough for a mission.

It will also use a soldier liaison if available, along with Resistance MECs on Haven Siege.

ISSUES:

Enemies Don’t Seem To Be Spawning/Missions are acting weird
Clear out your config files in your DocumentsMy GamesXCOM2XComGameConfig folder. Game doesn’t like alterations to XComMissions.ini when it’s not regenerated afterwards.

If this issue is confined to reinforcements only, you most likely have an issue with two different alien enemy mods conflicting with each other (like ABA2 and Advent Specter), please check their XComMissions.ini to resolve the issue. (ABA2 has a guide on what to change)

Reinforcements on Haven Siege are unbeatable! – you can adjust when the mission goes into two reinforcement per every other turn mode (or even just disable it entirely) in the XComHavenSiege.ini in the mod’s config folder, located at (wherever XCOM 2 is installed)steamappsworkshopcontent268500647242867Config

Wait didn’t that guy die… – Well ok two things, trying to hook into LW2’s Outpost System was like trying to pull teeth from a raging Berserker. This shouldn’t be a problem, but it’s quite possible some people may end up surviving missions they should’ve died in.

A Note on Config Variables – changes to them work on missions that haven’t been initialized yet (ie you haven’t started them yet).

Thanks

Thunderbeast for making the Korean localization.

Mike The Muton for making the thumbnail image.

Papas con mojo for making the Spanish localization.

MantLemon for making the Chinese localization.

Agano for making the French localization.

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