XCOM 2 War of the Chosen

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0
DLC Options

Alien Hunters DLC

Set which locations and items from the Alien Hunters DLC are enabled. none: All Alien Hunters DLC locations and items are disabled. no_integrated_dlc: Experimental Weapons location is disabled; for playing without the Integrated DLC option. no_alien_rulers: Alien Ruler locations are disabled; for avoiding tedious encounters. all: All Alien Hunters DLC locations and items are enabled.
25
0
0
0
0

Shen's Last Gift DLC

Enable locations and items from the Shen's Last Gift DLC.
25
0
0
Goal Options

Goal

Set the goal of the seed. alien_fortress: Beat the Alien Fortress Assault mission. (final mission) network_tower: Beat the ADVENT Network Tower Assault mission. (second to last mission) chosen_stronghold_1: Beat any Chosen Stronghold Assault mission. chosen_stronghold_2: Beat any two Chosen Stronghold Assault missions. chosen_stronghold_3: Beat all three Chosen Stronghold Assault missions. alien_fortress and network_tower (without extra considerations) are only recommended for async settings. For sync settings, try chosen_stronghold_1 or chosen_stronghold_2 first and experiment from there.
25
0
0
0
0
0

Campaign Completion Requirements

Require these objectives to be completed for the final mission to be unlocked. Set all if you wish to experience a more vanilla XCOM 2 story progression. 'PsiGateObjective': Require completion of the psi gate research. 'StasisSuitObjective': Require completion of the stasis suit research. 'AvatarCorpseObjective': Require acquisition of an avatar corpse.

Exclude Post-Goal Locations

Exclude locations that are considered more difficult than the selected goal event. These locations will not contain important items or items from other worlds. Recommended when using an early goal option, e.g. in sync settings. NOTE: This option requires enabling additional vacant locations, e.g. through Enemysanity or Itemsanity.
0
25
0
Location Options

Enemysanity

Enable locations for the first kill of each enemy type.
0
25
0

Itemsanity

Enable locations for the first use of each item type.
25
0
0

Ranksanity

Shuffle soldier rank-up locations and promotion items. none: Do not shuffle soldier promotions. base_classes_only: Only shuffle promotions for the four base soldier classes. no_spark: Only shuffle promotions for the four base soldier classes and the three faction hero classes. no_faction_heroes: Only shuffle promotions for the four base soldier classes and SPARKs. all: Shuffle promotions for all eight soldier classes.
25
0
0
0
0
0

Global Promotions

Enable global promotions for all soldier classes, including those not covered by Ranksanity. This adds no locations to the multiworld but rewards default promotion items for rank-up events of all classes, meaning when one soldier reaches a certain rank, all soldiers of the same class will now have that rank going forward. Recommended if you want insurance against DeathLink without enabling full Ranksanity (as it "saves your progress").
25
0
0

Chosen Huntsanity

Shuffle Chosen Hunt covert actions and their rewards, i.e. Resistance Faction influence and Chosen Stronghold missions.
25
0
0
0
Item Options

Progressive Items

Force these items to be collected in order. Valid values: 'GunTech', 'GunTech+' (includes [Tech] Modular Weapons), 'ArmorTech', 'ArmorTech+' (includes [Tech] Hybrid Materials), 'SwordTech', 'GREMLINTech', 'PsionicsTech'

Split Progressive Items

Split eligible progressive items into separate upgrade tracks. none: Progressive items are not split and may contain upgrades from disparate tracks. vanilla: Progressive items are partially split while maintaining vanilla grouping of upgrades. Example: '[Tech] Progressive Gun' contains upgrades for all guns in an order consistent with the tech tree. With the vanilla option, it is split into '[Tech] Progressive Rifle/Shotgun' and '[Tech] Progressive Cannon/Sniper', inspired by the vanilla upgrades provided by individual techs.
25
0
0

Chosen Weapon Fragments

Split Chosen weapons into two or three fragments each. Collect all fragments to unlock the corresponding tech. This should decrease the likelihood of receiving Chosen weapons too early and trivializing the game. NOTE: This option requires enabling additional vacant locations, e.g. through Enemysanity or Itemsanity.
25
0
0
0

Early Proving Ground

Force the Proving Ground to be unlockable very early (sphere 1).
0
25
0
Filler Options

Resource Share

Set the share of filler items to be resources.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Weapon Mod Share

Set the share of filler items to be weapon upgrades.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

PCS Share

Set the share of filler items to be PCSs.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Staff Share

Set the share of filler items to be staff.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Trap Share

Set the share of filler items to be traps.
This is a range option.

Accepted values:
Normal range: 0 - 100
25 ❌
0 ❌
0
0
0
0

Active Traps

Allow these traps to be shuffled into the item pool. Valid values: 'DoomTrap', 'MarketTrap', 'YapTrap', 'ADVENTTrap', 'AlienTrap', 'AmmoTrap', 'PanicTrap', 'EarthquakeTrap'

Nothing Share

Set the share of filler items to be nothing.
This is a range option.

Accepted values:
Normal range: 0 - 100
25 ❌
0 ❌
0
0
0
0
Randomization Options

Enemy Rando

Enable enemy shuffle, randomizing both scripted and procedural encounters.
25
0
0

Enemy Plando Preset

Override enemy plando with a preset configuration. custom: All enemies are shuffled by default. Edit enemy plando manually for finer control. advent_only: Only ADVENT enemies are shuffled. aliens_only: Only alien (non-ADVENT) enemies are shuffled. separate: ADVENT and non-ADVENT enemies are shuffled separately.
25
0
0
0
0

Enemy Plando

If enemy rando is enabled, constrain enemy placements. Define explicit shuffle groups with the 'forced' key. Exempt enemies from shuffling with the 'fixed' key. Example: { 'forced': [ [['Sectoid', 'Muton'], ['Viper', 'Archon']], [['Adv'], ['Adv']] ], 'fixed': ['Gatekeeper', 'Sectopod'] } Sectoids and Mutons will be replaced by Vipers and Archons randomly. All ADVENT enemies will be replaced by random ADVENT enemies. Gatekeepers and Sectopods will not be shuffled. All other enemies will be shuffled among each other.
This option cannot be modified here. Please edit your .yaml file manually.

Remove Corpse Costs

Remove corpse costs from all items. Recommended if enemy rando is enabled.
25
0
0
Config Options

Hint Research Projects

Enable research project hints in the Avenger laboratory and shadow chamber. Can be changed in-game via Mod Config Menu. off: Reveal no item info and don't create server hints. partial: Reveal item categories but don't create server hints. full: Reveal all item info and create server hints.
0
25
0
0

Skip Tedious Missions

Automatically skip these mission types when they are spawned from a regular calendar event. Can be changed in-game via Mod Config Menu. Valid values: 'SupplyRaid', 'CouncilMission', 'ResistanceOp'

Disarm Covert Action Risks

Disable these covert action risks. Can be changed in-game via Mod Config Menu. Valid values: 'Ambush', 'Capture'

Supply Raid Reward Base

Set the amount of resources that are rewarded for skipped supply raids. The base represents a percentage of set maximum values for supplies (200), alien alloys (80), elerium crystals (40) and elerium cores (3). The error determines the range of possible values, e.g. 35-65% for default settings. Can be changed in-game via Mod Config Menu.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Supply Raid Reward Error

Set the amount of resources that are rewarded for skipped supply raids. The base represents a percentage of set maximum values for supplies (200), alien alloys (80), elerium crystals (40) and elerium cores (3). The error determines the range of possible values, e.g. 35-65% for default settings. Can be changed in-game via Mod Config Menu.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Extra XP Gain

Set the amount of extra XP that soldiers gain passively. Each time an enemy dies, each soldier has the given fraction of a kill attributed to them, speeding up promotions. Because this system is agnostic to who got the final hit, soldiers with low kill counts will benefit more from the increase. In general, the effect will be much stronger than it seems; the default setting for example will work out to a 35% increase in XP from kills, but something like a 140% increase in XP from assists, meaning the actual bonus lies somewhere in between. Can be changed in-game via Mod Config Menu.
This is a range option.

Accepted values:
Normal range: 0 - 200
0 ❌
25 ❌
0 ❌
0
0
0
0

Extra Corpse Gain

Set the amount of extra corpses that each enemy drops. Can be changed in-game via Mod Config Menu.
This is a range option.

Accepted values:
Normal range: 0 - 5
0 ❌
25 ❌
0 ❌
0
0
0
0

DeathLink

When one of XCOM's soldiers dies, everyone else who enabled DeathLink dies, and vice versa. Can be changed in-game via Mod Config Menu.
25
0
0

DeathLink Chance

Set the probability of a received DeathLink packet killing one of XCOM's soldiers. Yes, it's random. That's XCOM, baby! Can be changed in-game via Mod Config Menu.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Instant Rookie Training

Make training rookies in the GTS instant. Can be changed in-game via Mod Config Menu.
25
0
0

Instant SPARK Construction

Make constructing SPARKs in the Proving Ground instant. No effect if Shen's Last Gift DLC is disabled. Can be changed in-game via Mod Config Menu.
25
0
0

Refund SPARK Costs

Get construction costs refunded when a SPARK is destroyed. No effect if Shen's Last Gift DLC is disabled. Can be changed in-game via Mod Config Menu.
25
0
0

Replace Faction Heroes

Gain automatic replacements for dead or missing faction heroes. Can be changed in-game via Mod Config Menu.
25
0
0

Disable Day One Traps

Disable traps received before the first day of a campaign. Can be changed in-game via Mod Config Menu.
0
25
0

Disable Turn One Traps

Disable traps received before the first turn of a mission. Can be changed in-game via Mod Config Menu.
0
25
0
Mod Options

Active Mods

Activate these mods from the x2wotc/mods directory. This is only relevant when modding *the APWorld* (NOT the game), leave empty if you're unsure what that means. Read about APWorld mods at https://github.com/Snyax/X2WOTCArchipelago/blob/main/worlds/x2wotc/docs/apworld_mods.md List all available mods with the /mods client command.
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.