There is already a research bounty (usually a research gateway unlocking other research or missions or other stuff),
see here:
https://openxcom.org/forum/index.php/topic,5227.msg79244.html#msg79244After discussion on Discord (Solarius, Warboy), I added an item bounty as well... in case you can't put such item into a terrain or into a ship/UFO (as it is normally done).
I decided to add only a single item, for the following reasons:
1. It is easier for player to spot 1 item called "Mission Bounty" in the debriefing "recovered items" GUI than it is to spot several random items. I also suggest giving bounty item a low listOrder, so that it appears on the top of the list
2. You can use this item in manufacturing and turn it into not only any number of items... but also into engineers, scientists, soldiers or crafts. This is more flexible and also allows you to wait until you can actually use the bounty... e.g. until you have a free hangar for a craft or free space for a new staff member.
3. I'm lazy
The bounty item is added into base stores automagically, after any "successful" mission.
OpenXcom counts as success:
- normal mission: killed or stunned all aliens
- destroy objective(s) mission: at least 1 survivor, objective(s) already destroyed and no next stage... even if you abort the mission afterwards with at least 1 soldier in exit area (e.g. TFTD alien colony)
OpenXcom counts as failure:
- normal mission: all soldiers lost
- normal mission: aborted
- destroy objective(s) mission: no survivors or aborted while not all objective(s) destroyed yet or not last stage yet
Vanilla ChronoTriggers FORCE_WIN and FORCE_LOSE will override the above, ChronoTrigger FORCE_ABORT will behave the same way as if you aborted a mission.
alienDeployments:
- type: STR_LOC_GDX_PRISON
unlockedResearch: STR_LOC_GDX_PRISON_DONE
missionBountyItem: STR_LOC_GDX_PRISON_BOUNTY_ITEM # item added after successful mission
Suggestions, improvements, critique, etc. are welcome...