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The idea has merit though and I wanted to voice that it has been heard. I will see what spare modding time the new year brings. :)
I'm using Playable Aliens and Non-Skirmisher Hybrids with Extract Corpses. I have been having (an admittedly minor) issue where if I knock the last enemy unconscious, the mission ends before I can drag them to a Skyranger evac point. I get a corpse even though I'm taking extra risks to bring them in alive.
It would be nice if, when all enemies are dead, I can take a few extra turns to do battlefield cleanup before mission ends and potentially recruit a few extra troops. (Ideally, the faction anchor would self destruct if there are no unconscious enemies on the map, but I recognize this would take extra coding on a mod that hasn't otherwise needed an update in a year.)
This mod functions correctly in that regard in that the mission won't end until they are all dead.
You have likely hit an issue where there is a single/pod of Lost in some corner of the map, or indeed INSIDE a shipping container (the most common cause of this issue).
If you feel this mod is stopping your mission from ending, you can use the console-commands as discussed in the description to kill-off the anchor and return to 'normal' gameplay rules.
Personally, if I start a lost mission without a third party, I use
X2AllowSelectAll true, followed by tab to select it, move the cursor to it
KillClosestUnitToCursor
to remove it. This may cycle your through some enemies showing their location but I prefer that over a couple lost just seeming to randomly run away and the continuous lost waves that result.