XCOM 2
Long War of the Chosen [Experimental]
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Update: 5 Feb @ 8:53pm

  • Single target suppression debuff no longer stacks
  • Serial should no longer apply critical chance penalties to non-primary weapon
  • Fixed issue where Serial damage falloff resetting if you save/load
  • Improved handling of some event listeners that were modifying history
  • Fixed number of charges in Homing Mine localization
  • Fixed a UI bug where Covert Action Failure chance would not reset after closing and re-opening the covert action screen
  • Refactored Alien Ruler handling. Fixes inconsistent pod size issues, and infiltration preview is now correct for missions with rulers on them (it wasn't handling the swaps properly)
  • Alien Ruler base appearance chance increased from 50% to 60% so they show up a bit more. The missions they are on are unchanged (troop columns, UFOs)
  • Fixed the German description for Liberation 1 not specifying it as a Liberation mission

Update: 28 Jan @ 9:33am

  • Fixed Watch Them Run not applying the Covering Fire effect (needed to actually make its overwatch work with Covering Fire)
  • Fixed Hunker Down removing Burning (accidentally caused last update)
  • Fixed missing AbilityDescName for Laser Pistol

Update: 27 Jan @ 6:12pm

more fixes for 1.2.2:

  • Fixed the new throwing knife animation not showing up
  • Fixed the Reinforce activity (moving str) not excluding regions that are starting an invasion or are the recipient of a reinforce activity themselves from the checked region as being a source region for the strength
  • Improved internal handling of Phosphorus, SharpshooterAim, and Deep Cover effects for better mod compatibility
  • Fixed Moving Target using old config and giving 50 defense instead of 15
  • Fixed Serial damage falloff being able to cause shots to do 0 damage
  • Fixed Bring Em On not being bound to the weapon properly on a few XCOM deck setups
  • Fixed some old typoed config mapping the golden path missions to LW UI stuff
  • Added the [x] button to remove a single attachment from weapons in armory weapon upgrade

Update: 24 Jan @ 7:11pm

1.2.2 Test:

  • Fixed Low Profile providing defense against melee attacks.
  • Fixed None Shall Pass triggering when the unit is still concealed. It now works the same as bladestrom/CCS and will activate after concealment is broken.
  • Fixed some handling of events that could cause some effects to be removed prematurely. For example, this fixes the Steady Weapon bonus missing from the Extended Information flyover.
  • Fixed Bluescreen Round's disorient chance against robotic units not working at all.
  • Fixed display of the crit bonus and armor piercing bonus for the Anatomy perk
  • Refactored pod diversity system code to improve handling of encounterlist merging
  • Fixed some localization


  • Added Stun Lancers, Priests, and Purifiers to FL4/5 Alien Followers, to increase diversity of big alien pods at those FLs. These pods are often on UFOs or Supply Raids and would spam Vipers and Sectoids only.
  • Tweaked the reward soldier generation class rolls. Previously, LW used a base game function that tries to pick the most "needed class" based on some Firaxis-created criteria. 1.2.1 changed it to be fully random when I was fixing another mod<>mod interaction issue. Now, it uses a weighted random, building the full random deck list and then adding the "needed classes" to that to double the chance of those classes being rolled.

Update: 18 Jan @ 2:56pm

  • Fix bug where captured soldiers who died during the rescue mission would keep showing up.
  • Fixed handling of the RewardUnitGenerated event to allow other mods to interact with units generated as mission rewards and black market soldiers.

Update: 17 Jan @ 10:26pm

Sync version 1.2.1 with main release listing

Update: 18 Dec, 2024 @ 9:06pm

  • Sync experimental with latest workshop hotfix.

Update: 15 Dec, 2024 @ 10:07pm

RC2:

This is the version that will go live on the main workshop item assuming no other issues are found with it.

  • Infiltration UI now properly handles missions that are spawned in liberated regions.
  • Boost button tooltip now properly handles golden path missions.
  • Disabled XCOM reinforcements on the UFO Avenger Defense mission, since you get 12 people and the people sent out are often unequipped.
  • Skyranger travel speed is sped up massively, infiltration haltpoint changed back to 100% and UI padding time changed from 2 hrs to 0.5 hours.
  • Chryssalid Soldier and Hive Queen now have proper custom attacks instead of using the base chryssalid attack with a hidden damage boost ability. Improves UI in F1, and fixes issue with chryssalid poison doing way more damage than intended.
  • Chryssalid Soldier now has 10/20/30/40 base crit chance, and Hive Queen now has 20/35/50/60 base crit chance. This makes combatives tanking them much riskier, which it should be given these are massive units. Hive Queen loses 2 base damage to compensate.
  • Upgraded exotic grenades (fire, gas, acid, EMP bomb) now consume the base variants to build in exchange for one of the corpses, so it's now 1 corpse + 1 base grenade instead of 2 corpses to build the upgraded ones.
  • Final new version popup enabled for testing.

    Full LWOTC 1.2 changelog:
    https://docs.google.com/document/d/1BR6eezkN_qqgQX7ifrIrlJqFoYK_OSihDoQGX7tXNBc/edit?usp=sharing

Update: 14 Dec, 2024 @ 4:04pm

RC1:

  • Updated golden path missions. They now properly scale with campaign difficulty which wasn't actually working before.
  • Golden Path network tower schedule completely revamped, more enemies but spread out much more instead of all clumped at the end, designed to separate the engagements some.
  • Psi gate: the solo chryssalids are now closer together instead of being spread out really far, and the gatekeeper now spawns with 7 followers so it's an actual fight and not just bullying the gatekeeper.
  • Blacksite and Forge were not adjusted beyond implementing the previosuly unused schedules.
  • All GP missions now have Easy schedules for rookie, Standard for Veteran, Hard for Commander, and Extreme for Legend. Previously, the Extreme schedules were intended to apply to Legend with Show Of Force active.
  • Show Of Force no longer applies to golden path missions.
  • Infighter now works against all melee attacks.
  • Soul Storm is now a proper self target instead of the 1 tile range grenade targeting from LW2.
  • Fixed some typoes in localization and AI config.
  • Fixed Double Tap not being bound properly on technical XCOM row
  • Updated Chinese localization from Moonstone.
  • Changed the "shotgun" category to a config list for abilities such as Slug Shot, Trench Gun, and Street Sweeper.

Update: 5 Dec, 2024 @ 8:58pm

Beta V51

  • More robust fix for multiple things happening on geoscape at the same time, disabled the previous stopgap fix.
  • Lead The Target should be back to the previous behavior of ignoring shadowstep since it's not classed as a reaction shot.
  • Pod Diversity system now has an array of units to remove from reinforcement pods. Used to stop modded enemies with gremlins from crashing the game if they spawn as reinforcements.
  • Increased the frequency of infiltration alert modifier updates to fix situations of 100-101% and guarded. This may lead to missions getting "vulnerable" more often due to more rolls so may require additional changes to that calculation.
  • Added an information popup to let players know when Vulture was given to them.
  • Fixed a bug that caused missions that were infiltrating when the region is liberated, but aborted to count as failed. If the mission was "prevent a data leak" this would cause the region's haven advisor to be permanently locked.



  • Spark armors HP changes:
  • Armor HP allowed you to send out 1 HP sparks with high HP still, combined with the baseline repair and lack of will allowed wounds to basically be ignored. the spark armors are nerfed HP wise and the HP moved to stat progression on levelup instead. so net HP for lategame sparks is still relatively similar.
  • Spark HP growth from 4 to 8 (now at 1 per rank), make up for some HP loss from armors.
  • Spark Medium Armor HP is decreased to 2/4 HP instead of 4/8 HP for plated/powered tiers.
  • Spark heavy Armor HP reduced to 2/4 HP from 7/11 HP for plated/powered tiers. In compensation, they gain 15 dodge (so 25/35) to increase grazes and tankiness that way.
  • Spark Light Armor HP changed to 0/2 HP instead of 2/4 HP for plated/powered tiers, the mobility they give is very strong. In compensation, they gain 5 defense (so 15/20) so they are shot at less.
  • You'll need to respec Sparks using the RespecSelectedSoldier console command or manually adjust their HP stat with other console commands to get the updated HP.