XCOM 2
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[WotC] Tactical Combat Overhaul
   
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26 Nov, 2021 @ 1:04am
24 Dec, 2022 @ 7:46am
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[WotC] Tactical Combat Overhaul

Description
Introduction

Have you ever wondered if it is fair for your conventional weapons to be on par with high-tech alien magnetic and beam ones? Do you feel that XCOM 2 is way too fast-paced, but Beta Strike option simply isn't for you? Then you should absolutely give this overhaul a try.

This mod has been derived from one of my older mods called Vanilla Balance Overhaul. As I was a bit too excited to try out new things at the time, it slowly moved away from what it was meant to be: a rebalance mod with the aim to slow down tactical combat while making various defensive options more appealing. What you see here is a lightweight and improved version of the mod aimed at accomplishing the abovementioned purpose.

Main changes

XCOM power levels:

One of the goals of the mod is to improve the player's experience by balancing the equipment around both sides of the conflict. XCOM is on the run fighting with makeshift gear and limited combat experience after all. Offensive power of pretty much every XCOM weapon, item and ability is reduced. Various defensive tools such as vest items received a buff to compensate. In addition, some abilities and items (e.g. Combat Protocol, Flamethrower) as well as weapon range bonuses/penalties have been tweaked to make them fulfill a more unique role.

Changes to mission limiters:

The main aim of Tactical Combat Overhaul is to slow down the game while making defensive approach more appealing. As such, the timers on timed missions are increased by around 50% on Guerilla Ops and 34% on Council ones. The amounts of containers on Supply Extraction and health values of armed civilians on WotC Retaliation are increased. The minimum amount of saved civilians required to win basic Retaliation is reduced.

Hunker down rework:

It is impossible to ignore Hunker Down when talking about defensive tools. However, this ability is nothing more than an eyesore on the HUD in vanilla, used only to put out an occasional fire. The mod fixes that. Hunker Down now works outside of cover and costs only one action point, making it a great alternative to moving or reloading before performing other actions. These buffs come at a low cost of -5 defense.

Enemy changes:

Tactical Combat Overhaul implements some simple changes to make enemy encounters more engaging. Ranged enemies now use proper weapon range bonuses. Some units also recieved small changes to their stats. ADVENT troops learned to use Hunker Down when under pressure and all enemies are now more willing to use Overwatch (and grenades) if chances to hit are too low.

Geoscape changes:

There are some changes to the strategy layer of the game. You may now recruit unlimited number of soldiers from every faction. Alien Rulers are set to begin spawning a bit later to make them easier to manage. Soldier health recovery speed has also been altered to reduce the unfair sick times for minor wounds.

And more! (Check the full changelog for details.)

Compatibility

This mod does not override any classes and accomplishes most of the changes through ini file edits. Therefore, it should be save to use alongside other content mods. In fact, I recommend installing some vanilla bug fixes for improved experience.

Supported languages: English, Russian.
Popular Discussions View All (3)
4
24 Mar, 2022 @ 2:06pm
PINNED: Feedback and bug reports
Nider001
2
24 Dec, 2022 @ 7:57am
Combining the AI from Advent Future Complete and Blessings of the Elders
Darkling
0
1 Jan, 2022 @ 5:29am
PINNED: Full Changelog
Nider001
30 Comments
Lebowskichild 15 Jun @ 10:59am 
@Nider001 That is fantastic!

Thank you so much for the information and the hard work you put in to the mods you've made. I appreciate your time and effort.
Nider001  [author] 15 Jun @ 10:45am 
@Lebowskichild, that mod should indeed do the trick. The AI in xcom is managed entirely through config, so copying the file just like you described (or adding new text lines to an existing one) is a correct way. Good luck!
Lebowskichild 15 Jun @ 7:34am 
Hi@Nider001, thank you for your response.

In regard to adding the hunker down ability to the enemies, there is this mod, however there is no A.I. included. Would this work with your A.I.?

https://sp.zhabite.com/sharedfiles/filedetails/?id=1541012085

Also, would you remember if creating specific A.I. is only doable in SDK, or can I create A.I by simply adding the XcomAI.ini to another mod and add some of your lines/edited lines to make them work?
Nider001  [author] 15 Jun @ 2:57am 
@Lebowskichild, oh boy, I've stopped modding xcom years ago and the source code is currently on another PC, so I'm afraid I won't be of much help here.

If I remember correctly, my custom hunker down AI is shared by all units that have this ability. Your best bet is to look through my AI config file to find the relevant section (the hunker-down-related entries should be grouped together) and copy it. Keep in mind that my custom logic is designed around hunker down not ending the turn on use.

Adding the hunker down ability itself to advent units is the tricky part, because (again, if I remember correctly) the ability is added dynamically through custom code, not through config.
Lebowskichild 15 Jun @ 1:34am 
Hello @Nider001

I wonder, is there a way to simply add the hunker changes from this extensive mod? I love the ideas here, and have been looking for a way to add hunker to enemies, so that using fire DOT on them is nerfed. The fact that setting enemies on fire prevents them from taking many actions and sometimes leads to them just running around like headless chickens is very OP.

Are there config lines in this mod that I can strip away to add AI to enemies I choose, so that they hunker to put out fire and then use their second action point, or even move to cover and then hunker?
Nider001  [author] 22 Dec, 2022 @ 6:38am 
@Anakameron, you are welcome!
Anakameron 21 Dec, 2022 @ 5:15pm 
Just wanted to say I've crossed this mod's changes over into A Better Weaponry + Weapon and Item Overhaul and combined with Covert Infiltration and a handful of mods to make armor much more prevalent and WOW it's an amazing experience. The gameplay for tactical missions is much more focused on maintaining and regaining concealment for hit and run or just straight up stealthing missions. Losing concealment generally means things are going south and you now have to deal with the fallout, which is probably my favorite part of the whole XCOM series.

I'm still balancing as I play, but just wanted to say thank you very, very much for completing my perfect setup with this wonderful idea of a mod. Expanding on the "ragtag resistance" feel is a great concept IMO.
Nider001  [author] 16 Dec, 2022 @ 10:22pm 
@Anakameron, feel free to start a new discussion topic if you deem it necessary
Anakameron 16 Dec, 2022 @ 8:23pm 
@Darkling I'd love that, thanks. Not sure how many others would be interested in the configs, but you could see if Nider001 will pin it in a discussion. Otherwise, you could just send them to me.
Darkling 16 Dec, 2022 @ 4:37pm 
@Anakameron I've run this with ADVENT Avengers AI mods. Only Blessings of the Elders and Advent Future needed integration. If you'd like I can pass on the config changes - just let me know how. ps. I'm also on Discord