XCOM: Chimera Squad

XCOM: Chimera Squad

68 ratings
No Casework Rewards
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
162.170 KB
14 Oct, 2020 @ 4:18pm
8 Nov, 2020 @ 11:10am
15 Change Notes ( view )

Subscribe to download
No Casework Rewards

Description
Taking on a lead mission no longer advances the story faster. Every mission is 1 day. Why would anyone release this mod you ask?

This had a major disadvantage of making you skip content and arrive at the end of the chapter too soon. You were weak and frail, not leveled up properly and Sacred Coil dismembered you in Act 1 because you decided to do all the golden path content instead of sidestories.

Not anymore chief. Pick anyone you want.

This does -somewhat- (negligibly if you are a decent player) make the strategy layer game harder because your unrest -might- go up faster if you don't manage it well. Pick "Extended City Anarchy" if you are afraid. But you won't do that, you're a good cop. You want to take on missions.

V2.0 - Some Anarchy missions gave Days rewards, this is now fixed also. Nothing in game now gives Case Lead days. The actual reward itself has been zeroed out, so anything that awards it will be 0.

V2.1 - More rewards for Purple missions. It gives 50% of the regular credits reward and i added 100% of an Intel reward, which makes them equivalent to a Orange mission in value. Orange missions sometimes have guns or equipment, so if you dont like the equipment offered, consider the Purple mission a "baseline" fallback option for Intel and Credits. They are also harder usually, so enjoy the Intel.

V2.2 - Tech 3 now gives a bonus Unrest on District MISSIONS performed (same as Finance, but not on situations) instead of doing nothing.

The reward is for all Lead Missions after the intro and before the conclusion only. Intro has no special rewards and the conclusion is always -City Anarchy.
24 Comments
Juravis  [author] 20 Feb, 2023 @ 12:38am 
I disagree with the excessive part as it does not imbalance the game, only provides you a way to actually control better city problems if you happen to use a Tech Tier 3 in your block (which is already somewhat later game, you don't have T3 Tech until past midgame probably). Also Elerium rewards are the worst of all the rewards.

Your idea is really cool but i am mostly retired from coding unless it's to fix glaring game breaking bugs, sorry. My code is open however and you are free to make a new one and copy the entire thing integrally and change it as you see fit.
KT Chong 19 Feb, 2023 @ 4:21pm 
With your mod: completing a mission in a Rank-3 Technology district rewards -2 Unrest plus another -2 Unrest by default, for the total of -4 Unrest. So, completing one mission rewards -4 Unrest on a district. That seems excessive.

Here are my suggestions for what each RANK-3 Field Team should reward:

• Finance: +5 Credits income. -1 district Unrest for completing district Situations. (No change)

• Security: +5 Intel income. -2 district Unrest every FRIDAY. (No change)

• Technology: +5 Elerium income. -1 Hidden Target district Unrest on district Missions.

So, for Rank-3 Technology Field Team: Replace the original "+1 Operation Reveal point bonus reward" with "-1 Hidden Target district Unrest", on district Missions.

The "Hidden Target" district is the main purple district for each operation. It is also called the Investigation district or Operation district.
KT Chong 19 Feb, 2023 @ 4:13pm 
As for purple missions:

Completing a purple mission should reward "-2 Unrest for the Hidden Target district", i.e., the purple district, (instead of "+2 Days Toward Operation Reveal".) That is it. Simple and straightforward. You do not even have to mess with/over-complicate the additional rewards, which should just stay the same.

So, simply replace +1/+2 Operation Reveal point with -1/-2 Unrest for the Hidden Target district. That way, the changes made by your mod would feel balanced, consistent and symmetrical with the rest of the game.
Juravis  [author] 18 Feb, 2023 @ 9:14pm 
I am pretty sure it stacks, but I wouldn't bet my mother on it. In all honesty, i devised the bonus to fill up the gap. District rewards are already garbage in my humble opinion and i would not have made them the way they are at the moment. I just worked out as best as i could to remove the base game bonus one which was rendered obsolete with this mod.
Juravis  [author] 7 Jul, 2022 @ 7:33pm 
This mod will ease your pain (but not make it disappear completely) if you do all side missions
jasrule26 7 Jul, 2022 @ 12:45pm 
they are right, i got demolished in sacred coil act 1 lamo, had to go through 3 times to barely win
Juravis  [author] 20 Nov, 2021 @ 9:48pm 
Cripplingly was the correct word. You would often be underpowered for future challenges by skipping ahead and basically were penalized for taking purple missions.
Ryusuta 20 Nov, 2021 @ 8:40pm 
Awesome. That sounds like a lot of fun! The game was cripplingly short when I first played through it, and was looking for ways to expand the game a bit to get more missions out of it.

I'll give this a go next time I play through. Thank you so much!
Juravis  [author] 20 Nov, 2021 @ 11:30am 
That is entirely correct
Ryusuta 20 Nov, 2021 @ 7:59am 
So... I could use clarification on what this mod does.

If I'm not mistaken, beating a purple mission advances the day counter by more than one normally, and with this mod, it only advances a day, letting you play more missions before a new purple one is ready. Is that about right?