XCOM 2
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[WOTC] Storyteller's Strategic Overhaul
   
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27 Dec, 2019 @ 7:07pm
10 Mar, 2020 @ 12:03pm
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[WOTC] Storyteller's Strategic Overhaul

In 4 collections by Apple Juice for the Merry
NevikTheStoryteller's Livestream Modlist || (All DLC & 400+ Mods) XCOM 2 War of the Chosen
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[WOTC] NevikTheStoryteller's Superclass Challenge Collection
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[WOTC] NevikTheStoryteller's Corpocratic Demon Cult Modlist (Pre-LWOTC Modlist)
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NevikTheStoryteller's Covert Infiltration Penultimate Modlist (800+ Mods)
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Description
My harddrive decided to suddenly die on Christmas morning, but through some chance technical trickery I have saved this mod from the brink of oblivion. I do not consider this mod complete nor properly tested beyond ensuring it does not crash or cause major issues, so bear this in mind. This mod has been split into two mods to appropriately section off the scope of the changes between the Tactical and Strategic worlds.

EDIT: After a few days of work on both the Tactical and Strategic overhauls, I now consider these mods to be much more in a state of satisfactory completion, and ensured to the best of my ability that they are stable and most effectively integrate the new gameplay concepts. Leave a comment if you find any issues with the mod that I didn't catch.

Storyteller's Tactical Overhaul can be found here:
https://steamproxy.net/sharedfiles/filedetails/?id=1946822116

This is a collection of experimental changes I have been altering and playing with for a few months, based loosely off of GnaRs WotC Tactics mod. These changes are born of curiosity and intrigue for experimental gameplay rather than polished gameplay balance, so if you enjoy experiencing new takes on how XCOM plays then this mod is for you. These changes favor using defense and tactics as your "health bar" rather than individual durability for units or even Avatar Project pips. Mind over matter on the battlefield, unfolding chaos in the overworld, and thus a story unfolds.


Strategic Changes:
-- Start the game with 500 Supplies and 800 Intel with a few samples of Alloys and Elerium, culminating Bradford's hard work preparing the resistance for 20 years and allowing for expansion into the many territories filled with ADVENT facilities.
-- Avatar Project Facilities may now be built on any and every continent across the world, up to 1 Facility for each of the 16 continents simultaneously. All Facilities will appear together on Day 31, shortly after the Avatar Project's reveal, covering the world in doom. Facilities are replaced extremely quickly and easily by ADVENT, but any progress a facility has gained will be lost when XCOM succeeds in destroying it, and destruction of any facility will heavily delay the Avatar Project globally.
-- Avatar Project can only acquire new progress from Facilities and not the Avatar Project site itself.
-- There is no longer an Avatar Project progress speed-up penalty for skipping missions.
-- Avatar Project progress is randomized and highly unpredictable in progress interval and power, but will be heavily delayed upon disruption.
-- Alien Victory Imminent Countdown extended to exactly 100 days.
-- Factions start on meet by giving you 1 order slot instead of 0 and 5 resistance order cards each up from 2.
-- Recruits each cost 50 supplies (up from 15-40 depending on difficulty) and take significant time to reach the Avenger after recruitment. Arrival progress will be tracked on the sidebar like any other task.


Enjoy, Commander.
20 Comments
MestreArielton 6 Jun @ 12:24am 
I'm using this mod but the avatar project is not reducing by anything. Anyway I can change or see why that is happening?
Jade Harley Gaming 17 Mar, 2023 @ 5:15pm 
Uhhh I cant see the doom counter with this mod?
Dęąth Viper 19 Oct, 2022 @ 1:47pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Dęąth Viper 9 Jan, 2021 @ 10:05am 
This is actually really cool and underrated. Good ideas and execution man!
silverleaf1 28 Nov, 2020 @ 8:24pm 
@Apple Juice for the Merry I am using this in my current campaign. It seems with the 100 days to do something about the completion of the Avatar Project that it is too easy to control the Avatar Project via covert actions. And since facilities will rapidly reappear the need to expand to get access to a facility is eliminated.
CDXarcana 7 Jun, 2020 @ 7:14am 
Thanks for the clarification Mod Author. Will use this one over that mod then, since I like the changes you've made. More power to you. Cheers!
Apple Juice for the Merry  [author] 7 Jun, 2020 @ 5:13am 
@CDXarcana
This mod was inspired after playing for a long time with that Avatar Project Reworked mod actually. The main difference between that mod and this one is that this mod covers the entire globe in instant facilities.
Apple Juice for the Merry  [author] 7 Jun, 2020 @ 5:10am 
@CDXarcana
You are correct, this mod makes Avatar Project Progress exclusive to ADVENT's research facilities, the ocean marker is made purely symbolic.
CDXarcana 7 Jun, 2020 @ 12:47am 
Excuse me, Mod Author, just want to clarify something with regards to Avatar Project progress. Are doom pips now exclusively generated by Facilities, and no longer by the Avatar Stronghold in the middle of the ocean? Since I have a mod installed that kind of does the same thing.

https://steamproxy.net/sharedfiles/filedetails/?id=1195663165
Boba Fett 26 Apr, 2020 @ 10:27am 
This mod sound like XCOM ufo defense. Just got the game and felt I wanted to play something like that and XCOM enemy unkown. Look forward to trying this mod out.