XCOM 2
553 ratings
[WotC] Mission: Prison Break
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.524 MB
1 Jul, 2019 @ 7:02pm
5 Nov, 2021 @ 11:37pm
13 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WotC] Mission: Prison Break

In 1 collection by ∑3245
E3245's Master Mod Collection for War of the Chosen
98 items
Description
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
DESCRIPTION
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.

If you have one of those campaigns with a lot of captured troopers and not enough time to get them, then this mod is for you! This mod adds a brand new mission, a derivative of the Rescue Soldier mission, called Prison Break. The rewards for completing this mission are intel and 6 Captured Soldiers or random high ranking soldiers or rookies, IF they survive. To get this mission, you must complete the "Locate ADVENT Prison Compound" Covert Action, just like the Rescue Soldier mission. If it doesn't initially show up, just wait until the next month for it to show up. It will only show up once every month until the end of the game.

When the game generates this mission, it follows a specific order when picking the VIPs, detailed below:
Captured Soldier by rival Chosen -> Captured Soldier by ADVENT -> Random High Ranking Soldiers or Rookies.

There is no restriction to the number of soldiers XCom can take with you, but this mission will not be easy, and ADVENT will not take this show of force very lightly. There is no restriction for the Chosen to also appear. I've tested this mission many times with different scenarios but not with other mods, so it should be solid if you play a mostly vanilla playthrough that doesn't significantly alter the Strat layer.

AS OF VERSION 1.100:
If the number of captured soldiers by the rival chosen + ADVENT is less than 8, the mission will instead generate a highly configurable variety mission: dubbed Variety 01. This mission will pick from a variety of personnel, including scientist, engineers, and faction soldiers, with a chance of them not appearing. So now you can have missions with less than 6 prisoners. You can configure the chances to get a certain personnel more often than others.
The standard prison mission will always pick 6, but you can customize the chance of each reward. This will apply to both Variety 01 and the Standard Prison Break mission.

If you have issues with this mod or spotted a bug, please report it in the Bug Report Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.

If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
MISSION SPOILERS AHEAD!
READ AT YOUR OWN RISK!
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.

The objective of this mission is simple: infiltrate the ADVENT Prison compound and either hack or destroy the jail doors, or you can use a big brain move and wraith suit inside the cells. You can Evac out of the mission BEFORE rescuing the prisoners if the aliens are too tough for you, but the mission will be considered a failure and you may not have another shot at getting those prisoners out. If you rescue the prisoners, prepare to stand your ground.

HEADS UP!
This mission contains special rules on Evac-ing. The rules are:
  • (d3 + 1 extra turn [To compensate for activating on the current turn]) + value of TurnsUntilEVACArrivesModifier.
  • For example, if the game rolls a 3, then:
    (3 + 1) + 2 (The default Value of TurnsUntilEVACArrivesModifier) = 6
  • Once the Skyranger arrives, you have, by default, 4 turns to Evac everyone out.
  • When the timer hits 0, the Skyranger must evade the LZ, and you'll have to survive an additional amount of turns dictated by the formula above until the Skyranger returns.

If you dislike this restriction, you can edit XComMissions.ini and disable the special rules on Evac, and restore normal Evac rules. Some parts of the mission can be configured as well. You can also disable the popups in this mission too.


-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
FEATURES
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
  • New Mission that allows you to rescue more prisoners or recruit more soldiers! Be prepared to stand your ground.
  • Uses Special Evac Rules! Read above at your own risk!
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
KNOWN ISSUES
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
  • You can't play it via Skirmish mode or TQL. Haven't figured that out yet.
  • Crashes with certain mods enabled. No root cause identified so far.
  • The mission timer doesn't appear next to the mission for some reason. Will investigate later.
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
TODO
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
  • Fix some bugs, if any.
  • More missions or other mods.
  • More variations of this mission.
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
COMPATIBILITY
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
  • It should work right out of the box, regardless of your mod setup.
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
F.A.Q
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.

Q: I hate this part of mission where X. I demand you change it!

A: Sorry, but this mission stays. I'm not rewriting the entire mission since it takes forever to do.

Q: Is it doable? Can you give us any advice before tackling this mission?

A: It's definitely doable, but you might want to bring more medikits. As long as you push back and prevent Aliens or others from shooting the prisoners, you're should be fine.

Q: Is it safe to add this mod in the middle of a campaign?

A: Yes! You can add it mid campaign with little to no issues. You have to wait until the Covert Action list refreshes, which is when you get the supply drop.

Q: Vanilla version?

A: Not really, no.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
CREDITS
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.

Coding:
  • E3245 for assembling the mission logic and all of the other coding stuff.
  • Iridar for his Duke Nukem Class/Mission mod.
  • RealityMachina for his Genji Redux mod.
  • Pavonis Interactive for the code that adds some necessary mission logic.
  • tracktwo and paledbrook of the LWotC team for the Destroy Evac code.

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S). ALL RIGHTS RESERVED.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.
LOG
-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.

Release ver: 1.200:
  • Fixed longstanding issue where the covert action will not show up ever.
  • Reduced the min and max distance where the Evac Zone can be placed (Min: 15, and Max: 28).
  • Increased TurnsUntilEVACLeavesModifier from 4 turns to 5 turns.
  • Updated Localization and renamed some XComMissions.ini variables.
  • RNFPodChance_OPNx2Strong chance was reduced from 90% to 75%.
  • RNFUnitCap was reduced from 7 to 5.
Popular Discussions View All (3)
54
30 Mar @ 5:21pm
PINNED: Bug Report Thread
∑3245
9
2 Jan, 2020 @ 11:08pm
PINNED: General Feedback Thread
∑3245
0
1
23 Oct, 2021 @ 4:01pm
Traditional Chinese
stappy82
170 Comments
Captain Lost 13 Jul @ 12:04am 
People who are also having the "no evac zone" bug: the console command EnableGlobalAbility PlaceEvacZone let me get out of it fine by placing my own.
MrT 8 Jul @ 5:11am 
Ran into a number of issues trying mission and going to have to disable it.

Mission described atleast 2 scientist as reward.
Prison cells contained 2 Sci and about 4 regular prisoners.
Had to hack every door individually making rescue while fighting vast numbers of enemies a challenge even with a squad of 7.

After configuring mission for my difficulty and attempting it again I only lost 1 soldier and 1 prisoner.
Back on avenger I only received 1 scientist and prisoners I rescued had no clear benefit or sign of existence.
Paul 4 Jul @ 9:20am 
If you don't do the mission when it first appears are all of your captured soldiers killed?
Dood! 1 Apr @ 4:56am 
LWOTC player here. Mission looks fun and every thing seems to work once started. However, I ran into a bug prior to starting where if the infiltration timer runs out then the mission disappears and any infiltrating units become unrecoverable. I have to start the mission immediately once I get it or it will bug out like this for me.
Wroxetter 30 Mar @ 5:23pm 
LWotC player here playing with about 420 mods, no crashes or anything but The prisoners are totally unresponsive, I can't select them I can't even 'splode them with grenades.
c0ERCI0n 22 Feb @ 3:52am 
Played this last night. DAMN this was a great mission!

The dynamic of trying to get everyone into the evac zone in the time window, without just sprinting madly through enemy fire, works really well. I failed to get everyone out the first time, but foolishly did evac SOME of my troopers, and so the remaining 3 soldiers and a rescued prisoner had to survive until the 2nd attempt. It was INTENSE - never been so proud of my lads ;) Got everyone out eventually and with an enormous Advent killcount.

For anyone yet to play this - take some plasma grenades to see if you can blow a hole in the side of the wall - should make it way for the prisoners to get out!

Only one suggestion on the mod - I didn't realise that Firebrand would return to the SAME SPOT on subsequent evacs. After the first evac zone evaporated, I wrongly assumed the 2nd zone could spawn anywhere, rather than on the same spot.
SuperDigga 27 Jan @ 3:15pm 
LWotC player here, just did the mission. Works fine. Also, wow.. just wow.. Intense.. Many thanks.
Sensei Obake 25 Nov, 2023 @ 8:52am 
"There is no restriction to the number of soldiers XCom can take with you"

Im limited to 4 soliders during this mission. Is that typical?
ImaKittyCatMeow 4 Jul, 2023 @ 12:29pm 
If anyone is having the issue of the evac point not spawning in once the timer is up (like you hear the sounds and see the light from firebrand but no blue flares) the best workaround I've found for this bug is that you call the skyranger to pick you up before you start actually engaging advent, then when the time comes for it to spawn the evac point after opening the cells, it still wont but then it'll allow you to call it in again, kinda sucks that it breaks since its a fun mission... not sure why it does but that's what I've done and it went fine.
roughlobster 22 Jun, 2023 @ 9:19am 
WOW what a mission !! 2 hours of mayhem but got my team out. Running 500+ mods (inc. CI) and had no problems during the mission or with the soldier rewards afterwards. Great mod, prison break with a twist.
Keep up the good work, thanks.