XCOM 2
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Success-based Dynamic Force Level
   
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14 Mar, 2016 @ 12:44am
17 Mar, 2016 @ 6:37pm
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Success-based Dynamic Force Level

In 1 collection by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
65 items
Description
Changes the force level of the campaign depending on how well or pooly you did on a mission, affecting the strength of the aliens that can appear on missions. Does not affect the number of aliens that can appear on missions, nor the default generation of force level over time.

Force level itself works on a 1 to 20 scale, with 1 representing the absolute minimum force level the game can use to spawn enemies (think basic troopers, officers, and sectoids) whereas 20 is the absolute highest it can go.

By default it's set up so +2 is added on Flawless, +1 on Excellent, 0 on good, -1 on Fair, and -2 on Poor, and 0 on mission aborts. This can be adjusted at XComSuccessDifficulty.ini located at (whereever you have XCOM 2 installed)\steamapps\workshop\content\268500\645146227\Config
88 Comments
ragnakore 31 Jan, 2023 @ 5:48am 
Bradford: "Commander! Dont win this mission!"
Rtma Eros Paragon 16 Apr, 2020 @ 11:07am 
Wait, Never mind, it was a win with Good status, I got an Excellent and went up 1, it's working. -.=.-
Rtma Eros Paragon 15 Apr, 2020 @ 10:48am 
This looks like a nice skill based adjustment system, perform poorly, it will help you to keep up, if you smashing everything with impunity, well, I hope you like Sectopods in June (Whatever is earliest). :3
Vaeringjar 1 Feb, 2020 @ 12:38pm 
hey man I'm not new to modding but I'm new to modding XCom 2, and since there's no manual way of setting forcelevel I'm looking at making it myself. Could you share the sourcecode for this mod? Would make my life much easier XD
Waves 29 Nov, 2019 @ 2:23pm 
Does this still work for WoTC?
ryanasdf17 1 Dec, 2018 @ 7:54am 
ROOKIES FOR THE BLOOD GOD!!!
qwop 10 Jul, 2018 @ 8:43am 
I'd like to know if the vanilla force increase(+1 per 10.5 days) would still happen after installing this mod. I want the force level to be increased not only when winning missions but by elapsed time as well.
PossumFlavored 26 May, 2018 @ 7:21am 
also, does this disable normal force level growth?
PossumFlavored 26 May, 2018 @ 1:09am 
is abort if you refuse a mission or abort when you evac out?
Daemonjax 10 Mar, 2018 @ 9:11am 
Another thought: Even though the game only tracks integer values for force levels, the mod itself could still track fractional values and apply them accordingly. Even if we can't add a value to a savegame, it could be stored in an ini variable. This would let us set maybe something like 0.66 for flawless and 0.33 for excellent.