No Casework Rewards

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Author: ADVENT Avenger

Last revision: 8 Nov, 2020 at 19:10 UTC (1)

File size: 158.72 KB

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Description:

Taking on a lead mission no longer advances the story faster. Every mission is 1 day. Why would anyone release this mod you ask?

This had a major disadvantage of making you skip content and arrive at the end of the chapter too soon. You were weak and frail, not leveled up properly and Sacred Coil dismembered you in Act 1 because you decided to do all the golden path content instead of sidestories.

Not anymore chief. Pick anyone you want.

This does -somewhat- (negligibly if you are a decent player) make the strategy layer game harder because your unrest -might- go up faster if you don’t manage it well. Pick "Extended City Anarchy" if you are afraid. But you won’t do that, you’re a good cop. You want to take on missions.

V2.0 – Some Anarchy missions gave Days rewards, this is now fixed also. Nothing in game now gives Case Lead days. The actual reward itself has been zeroed out, so anything that awards it will be 0.

V2.1 – More rewards for Purple missions. It gives 50% of the regular credits reward and i added 100% of an Intel reward, which makes them equivalent to a Orange mission in value. Orange missions sometimes have guns or equipment, so if you dont like the equipment offered, consider the Purple mission a "baseline" fallback option for Intel and Credits. They are also harder usually, so enjoy the Intel.

V2.2 – Tech 3 now gives a bonus Unrest on District MISSIONS performed (same as Finance, but not on situations) instead of doing nothing.

The reward is for all Lead Missions after the intro and before the conclusion only. Intro has no special rewards and the conclusion is always -City Anarchy.

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Revisions:

Old revisions of this mod are available below. Click the link to download.