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RRRA Mission Pack 1

Mod load order:

RRRA Mission Pack 1
RRR Armaments
The load order of Dynamic Europa shouldn't matter for this mod

What does this mod do?

TL;DR 4 new missions, 2 of which have unique NPCs, harder spec ops fights, more loot from said fights

Restrict endgame missions from spawning early game

All of the usual EHA spec ops missions (Marauder, Infiltrator, Protectorate, Vanguard, Black Ops) now spawn at specific difficulties in the campaign and stop spawning later on and get replaced almost exclusively with spec ops headquarters missions in the last biome which have around 10 special forces operators in a mission.

New Missions Types

2 New unique missions have been added: Coalition Ranger Operations and Somali Takeover both of which give some important loot items if you decide to attack them

Note: If you want these missions to show up you need to start a new campaign, If you don't want them to show up or don't want to use dynamic europa then start a new campaign, make sure to save and exit and then enable my mod (This should remove the dynamic europa dependancy but will also stop the new missions from spawning)

Harder Special Forces Fights

All special forces are now under combat stimulant and will sometimes get back up from their DBNO state unless you finish them off but they also yield more loot per mission.
High amounts of preparation is advised before undertaking any of these missions.

Expanded loot drops

Special forces now have around a 5-17% chance to drop prototype sticks.
Black ops loadouts have also been adjusted to feature the entirety of black ops weapons and armor, meaning you won't be only getting the same couple guns and armor every time you do that mission; they also have increased prototype stick drop rates and can occasionally drop a black ops backpack.

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Зависимости мода

Логотип мода

DynamicEuropa

Логотип мода

RRR Armaments

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