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Xcom 2 remove timers
Xcom 2 remove timers








xcom 2 remove timers

Assigning more resistance members to the "intel" job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. The mission is not visible at this time the local haven must collect enough intel to reveal the mission. Missions spawn automatically as the days pass, and expire after a given window of time.

  • Loot - if yes, alien corpses and material will be recovered if the battle is won if no, only actual 'item' loot (such as datapads) is recovered.
  • Countdown Exit - squad has to wait until exit area becomes active.
  • Fixed Exit - squad has to reach exit area.
  • Evac Flare - squad can call the Skyranger to be able to evacuate the mission.
  • Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert.
  • No - squad goes directly into combat, skipping infiltration.
  • 100% - infiltration needs to reach at least this value before mission can be launched.
  • Yes - the squad can infiltrate the site to reduce enemy strength.
  • Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.
  • This timer starts only after you break concealment. You can still complete a mission after such a timer reaches zero but it will become harder with each wave.
  • Reinforcement timers are delays before increasingly strong reinforcements start dropping.
  • When the timer reaches 1, the last turn start (there is no "0 turns left" turn). Any soldier still on the map when the timer reaches 0 is lost (captured).
  • Evac timers put an absolute limit on mission duration.
  • Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.
  • Objective timers only affect the primary objective.
  • This value is increased by + 4 in Rookie difficulty and by +2 in Veteran.
  • This table compiles the information contained in LW2's configuration files regarding missions. In general, at 0% infiltration, Enemy Activity Level will be several steps higher than the baseline at 200% infiltration, it will be a few steps lower, to a minimum of "Extremely Light". When preparing to infiltrate, base Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration the actual Enemy Activity Level depends on your infiltration rate (for more information, see the Infiltration page).

    xcom 2 remove timers

    Activity Level is calculated as (Enemy Units - 4)/3, and described as "light", "heavy", etc these categories correspond to the table below. Enemy Activity Level refers to the quantity of enemies deployed on a map.










    Xcom 2 remove timers