About this mod This mod is mostly centered around making the campaign twice as long on all the difficulties along with some tactical and strategic tweaks . Permissions and credits Author's instructions File credits SakuraKoi - Thanks for helping me on the forum



hairlessorphan - Thank you for providing fix for UI glitch for more soldiers ! He credited the longwar team for idea that led to solution so big thanks to both of them :) Donation Points system This mod is not opted-in to receive Donation Points Changelogs Version 1.3 FIX : Doubled the time in which facilities "produce" doom and raise the counter : this should slow down doom to allow player staying ahead of the final doom endgame counter .



Version 1.2 - FIX Number of enemies : Changes in old version didn't affect number of enemies at all it seems . This new version should fix that , so enemy pods should be bigger . For people that are used to normal number of enemies and are happy with them , there is version in optional files that they can use

Version 1.1 - FIX : value for delay of doomsday counter was double to allow twice as long campaign as intended . This should prevent aliens reaching the doom to end the game and player not having enough intel to expand properly







Version 1.0 - 6 - 8 soldiers : More tactical options and mixing teams , what's not to like



- low cover 30 , high cover 55 now : you will always try to find flanking positions with this change



- AI enemies limit : there was limit of number of enemies that AI throws at you on all difficulties but legend . This is now turned off for all dificulties



- AI nerf turned off : There was some things like aim assist , upthrottle , downthrottle that are supposed to even out difficulty on tactical maps and this was turned off on all difficulties



- Aliens and advent use abilities more often : these values are set to vanilla legend settings so expect more aggresive aliens



- research time and cost doubled



- building time and cost doubled



-items cost doubled



- enemy spawning was upped for about 25 percent , so difficulty of the game would balance out due to player having more soldiers



- status effects 50 % greater for aim and mobility nerfs , damage is unchanged (flashbang now gives 30 aim penalty instrad of 20 etc.) : no more advent grunt shooting me in full cover with disoriented soldier ! Nuff said :)



- panicked units have -50 instead of -35 aim (they are berserking and shouldn't have time to aim )



- units in high ground have 10 percent buff on defense : So , high ground is even more important



- Fear the overwatch ! : overwatch shots were -30 aim and -40 aim for dashing , that means that dashing lancer has full cover in open field agents overwatch and normal movement over open field is better then low cover ?! No Way ! set to 15 and 30



-suppresion is -50 aim for both xcom and aliens (was 35 for aliens)



- training and respec takes twice as long



-healing takes twice as long (field bigger teams !)



- alien campaign progression is halved , in terms of mission difficulty and dark event progression :Since campaign is twice as long , you have more time with your new toys untill badass aliens arrive . This shouldn't change overall difficulty since you need twice the time to research and get resources for new toys



- tech reduction on black market is only 25 percent now



- deadeye sniper skill nerfs aim by 15 instead of 25 since I never used it with -25 aim , we'll see if you like this change



- snake people don't have 12m long tongue now to pull you : They still have 6m , but we had to leave them something :)



- Damage on all weapons and skills for both aliens and xcom is -1 now : Realisticly , this makes early game easier and gives you more tactical flexibility . Only gremlins attack was left unchanged (guaranted damage attack , not those stronger skills)



- 50% more XP needed for soldiers



- Number of dark events was turned down to 1 first month and 2 on other months: Before , I mostly got one dark event that raised the doomsday counter and I rarely picked something else . This makes a campaign little easier but I feel like I have some options in choosing counter operation now

Donations Premium membership donations accepted

The campaign on veteran is over for me !



I had a great time and didn't sleep until I finished it :)

There are few things that I didn't love and I tried to incorporate tweaks to tone them down in this mod .

These were some of my concerns , and primary focus :



- campaign is short : sure , you can crank it up on legend but just look at several youtubers that have enormous difficulty with it , and they are just beginning ! Mission selection is such that , on veteran , aliens are as good as your team in terms of power , but of course you can wipe the floor with them with careful strategy but on legend , everything takes twice as long so , to anyone playing on legend i say : good luck !



- cover system too low defense : I changed these to long war values as I think this represents the core of tactical gameplay and flanking . This was one of the first things I wanted to change with xcom EU, same stuff here



- too few soldiers on missions : I like to have more flexibility with picking teams for a fight , so 6-8 teams are here !



- Damage too high in the beginning : Beginning of the game is much harder than later parts in part of even lowliest troops able to one shot you easily and you can have very much trouble getting of the ground , so damage on everything is set 1 lower (you and aliens) . Mid and late game , this will not be noticeable but in the beginning , it can save you a lot of hassle









Recommendation:



I have tried to keep the same structure across all diffculties so they still do basically the same things : easy is easier, veteran is normal, classic is hard, and legend is twice as long and hard (so four times as long as normal vanilla game)



This was done to offer something to broad range of player skills but if you have already beat vanilla ,

I recommend Veteran difficulty



update :

I got rocked on Classic so I switched to Veteran . The sectoids kept MCing , and a lot of troops were dying ... I guess the AI tweaks work :)







requirements :



- clean install of xcom2



This is essential because the whole mod is made to be easy to install and select when running the game , and it takes values that are in default ini files and then replaces them with tweaked values . If you change the ini files yourself ,you might mess up the loading of the mod . I haven't tested it with other mods yet but if you find something that you think will be good addition , just contact me and I'll see if it can be incorporated or loaded together with TrueGuerilla .





Installation :



drop the file in your "xcom2/xcomGame/mods" folder and unpack .



You'll need to create the folder if it isn't there. The mod should be visible in the launcher; if it isn't, it's not being loaded.





uninstallation :



delete the folder from xcom2/xcomgame/mods folder







ChangeLog 1.3:



- FIX : Doubled the time in which facilities "produce" doom and raise the counter : this should slow down doom to allow player staying ahead of the final doom endgame counter .





ChangeLog 1.2:



- FIX Number of enemies : Changes in old version didn't affect number of enemies at all it seems . This new version should fix that , so enemy

pods should be bigger . For people that are used to normal number of

enemies and are happy with them , there is version in optional files

that they can use





ChangeLog 1.1:



- FIX : value for delay of doomsday counter was double to allow twice as long campaign as intended . This should prevent aliens reaching the doom to end the game and player not having enough intel to expand properly







ChangeLog 1.0:



I will try to write any change along with reasoning for that change here



- 6 - 8 soldiers : More tactical options and mixing teams , what's not to like



- low cover 30 , high cover 55 now : you will always try to find flanking positions with this change



- AI enemies limit : there was limit of number of enemies that AI throws at you on all difficulties but legend . This is now turned off for all dificulties



- AI nerf turned off : There was some things like aim assist , upthrottle , downthrottle that are supposed to even out difficulty on tactical maps and this was turned off on all difficulties



- Aliens and advent use abilities more often : these values are set to vanilla legend settings so expect more aggresive aliens



- research time and cost doubled



- building time and cost doubled



-items cost doubled



- enemy spawning was upped for about 25 percent , so difficulty of the game would balance out due to player having more soldiers



- status effects 50 % greater for aim and mobility nerfs , damage is unchanged (flashbang now gives 30 aim penalty instrad of 20 etc.) : no more advent grunt shooting me in full cover with disoriented soldier ! Nuff said :)



- panicked units have -50 instead of -35 aim (they are berserking and shouldn't have time to aim )



- units in high ground have 10 percent buff on defense : So , high ground is even more important



- Fear the overwatch ! : overwatch shots were -30 aim and -40 aim for dashing , that means that dashing lancer has full cover in open field agents overwatch and normal movement over open field is better then low cover ?! No Way ! set to 15 and 30



-suppresion is -50 aim for both xcom and aliens (was 35 for aliens)



- training and respec takes twice as long



-healing takes twice as long (field bigger teams !)



- alien campaign progression is halved , in terms of mission difficulty and dark event progression :Since campaign is twice as long , you have more time with your new toys untill badass aliens arrive . This shouldn't change overall difficulty since you need twice the time to research and get resources for new toys



- tech reduction on black market is only 25 percent now



- deadeye sniper skill nerfs aim by 15 instead of 25 since I never used it with -25 aim , we'll see if you like this change



- snake people don't have 12m long tongue now to pull you : They still have 6m , but we had to leave them something :)



- Damage on all weapons and skills for both aliens and xcom is -1 now : Realisticly , this makes early game easier and gives you more tactical flexibility . Only gremlins attack was left unchanged (guaranted damage attack , not those stronger skills)



- 50% more XP needed for soldiers



- Number of dark events was turned down to 1 first month and 2 on other months: Before , I mostly got one dark event that raised the doomsday counter and I rarely picked something else . This makes a campaign little easier but I feel like I have some options in choosing counter operation now







