XCOM 2
GnaRs LW2 Tactics Plus
78 Comments
Iceberg 2 Mar, 2018 @ 2:17pm 
You can easily modify the PCS with the combat sims variable in the classdata file found in the config folder. Just make sure the squaddie rank says 1 and not 0. I found that the file had it set to zero. It unlocks on rank up though so if you already ranked up you'll need to modify the variable for the next rank. I wouldn't play with the class unless you're ready to edit the ini and rearrange the perk tree though.
pauloel7 31 Oct, 2017 @ 7:39pm 
Sure, thanks! No worries - moved on to WotC... but this is a great project... hope you keep it up!

Indeed I found where to config the angles directly in the XcomGameCore.ini file.
GnaReffotsirk  [author] 31 Oct, 2017 @ 8:32am 
It's XcomGameCore.ini for the angles. Sorry for the late reply. Been AFK for a while.

I may be able to get around and follow through with your guys' request. But no promises.
pauloel7 28 Aug, 2017 @ 1:32pm 
Why Chrono Support class has no personal combat sims (PCS)? The slot is disabled! Can it be enabled in some .ini file? Where?
pauloel7 24 Aug, 2017 @ 8:31pm 
Hey Gna, what about gremlin grab loot for chrono infantry? Can you work that mod integration out?
pauloel7 4 Aug, 2017 @ 7:45pm 
What about "MIDSHORT_COIL_RANGE" - is this SMG?
pauloel7 4 Aug, 2017 @ 7:11pm 
In XcomGameData_WeaponData.ini file, "FLAT_CONVENTIONAL/MAGNETIC/BEAM_RANGE" refers to what weapon in the game?
pauloel7 3 Aug, 2017 @ 1:06pm 
Another thing, how does one change marksman rifle stats?! I could not find where in the weapons.ini file for neither marksman nor carabine weapons are listed there.
pauloel7 3 Aug, 2017 @ 1:04pm 
Sure, thanks!
Nijugo-Cinq 29 Jul, 2017 @ 4:26pm 
@pauloel7 Faceless don't use cover/can't be flanked
pauloel7 29 Jul, 2017 @ 3:53pm 
Actually, franking bonus did show up for another enemy... it had not shown for a faceless. I am not sure.... perhaps these configs are in some ini file?
pauloel7 29 Jul, 2017 @ 9:26am 
No worries, found the pertinent ini to hit chances recalibration by distance and weapon - makes sense.

Something else came up. I am trying out the recon class and noted an interaction issue I need your help with. The soldier is not getting the flanking bonus, and that is a big issue for him since his primary function includes flanking. Why is that happening? How can I solve it?
pauloel7 25 Jul, 2017 @ 12:51am 
@GnaReffotsirk: Neat work, thanks for sharing! I got here by looking for aiming angles mods... and found there no other decent option. I wonder how this new grand scheme works for sharpshooters... it does not add up for me... starting off 25 below (65 base aim in vanila vs. 40 here) and much higher cover bonuses (+15/+10)... which they will not be able to offset with range, angle or flank like the remainder soldier... and heigh bonus is too little to cover for aim (to hit) stats impact (40 for low cover and 35 for high). Therefore, how do you see aiming mechanics to work for sharpshooters? Thank you again!
The BlackVision 8 Jul, 2017 @ 4:09am 
Would also request that the class names are added to the mod description in the meantime - is not easy finding which mod adds them, and if they were named in the description (Chrono Support and Pyro Gunner for those wondering), they'd at least come up in a search.
The BlackVision 8 Jul, 2017 @ 4:01am 
Could the additional classes be seperated into a different mod or made optional please? I love the tactical changes, but don't think they necessitate additional classes, especially given that they don't really match up to the lore of the game and Long War 2.

Great as an option, but shouldn't be a requirement.
KW17 23 May, 2017 @ 2:00pm 
At first I was reluctant to install this mod, because I thought it would work too much in X-COM's favor. But thankfully I was wrong, and did everything to bring back that old school feeling of pain.
RemTM 11 Mar, 2017 @ 4:35am 
I ran into that issue early on when playing with LW2. Never played the DLC before LW2 after all. I just got used to it. Bit annoying, but I haven't heard of a fix for it yet.
GnaReffotsirk  [author] 11 Mar, 2017 @ 4:12am 
Yeah. The only issue I'm having is sparks seem to not end turn when using overdrive. I don't recall if this occurs with vanilla as well. But test confirms that vanilla does prevent the spark ending its turn after all free actions have been taken.
RemTM 11 Mar, 2017 @ 3:12am 
Hmm... Area Suppression works fine, but the regular suppression is greyed out for me... it might be one of my other mods screwing with it, but I just thought I'd bring it up anyway.

Welp, if viper poison didn't do anything, then I guess the immunities are still working. Still haven't had a chance to test it myself though.
GnaReffotsirk  [author] 11 Mar, 2017 @ 2:41am 
My spark have been shot at with viper poison without effect. I think you are correct with hard limit.
RemTM 11 Mar, 2017 @ 2:29am 
Well, I can now confirm that whatever you did has fixed the Sparks for the most part. Shredder gun is back, and I can also still use suppression and rapid fire. Not sure on the robot immunities however, cause the icon for it has disappeared. I'll let you know once my Spark starts burning or gets poisoned. =P

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=881180208

I suspect the issue might actually be due to some sort of hard limit on the total number of abilities a class can have, based on what I've noticed you doing in the ini file.
GnaReffotsirk  [author] 10 Mar, 2017 @ 7:32pm 
Yeah. I don't know why LW2 works differently than vanilla with regards to classes. In vanilla, the edits would have only allowed these to pop in the gts.

I use Commander's Choice. I may remove these eventually.
Fidelfc 10 Mar, 2017 @ 6:48pm 
"Added two optional soldier types available in the GTS"

I'm sorry, but they are added to the main game from start, not only GTS, in only think it should be clearer, and i think they are totally unnecessary in the scope of the mod. I can (and WILL) delete them, but i really believe it should be clearer.
GnaReffotsirk  [author] 10 Mar, 2017 @ 6:28pm 
it's up at xxi. You can remove them by deleting their entries in classdata.ini
Fidelfc 10 Mar, 2017 @ 4:01pm 
Don't you think you should mention that your mod add 2 classes to the game? I spent hours trying to find the culprit for this.
GnaReffotsirk  [author] 10 Mar, 2017 @ 6:37am 
Alright, Rem, night.
RemTM 10 Mar, 2017 @ 6:19am 
Getting late on my end, so I'll continue testing this tomorrow... but I can try looking up how that other mod added the suppression ability onto the Spark. Might allow you to add the Area Suppress and Rapid Fire. Anyways, gnight~
GnaReffotsirk  [author] 10 Mar, 2017 @ 6:03am 
just the ini. I don't see suppression in mine. Makes me sad.
RemTM 10 Mar, 2017 @ 5:59am 
Well, I should've expected this, but: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=880540007

Keep in mind that this was another Spark sent out prior to the changes you did, and therefore doesn't have a Shredder Gun equiped (cause I had sent another Spark on a mission after your changes, and I had to equip a Shredder gun as it wasn't equiped by default..

I'll let you know when I get a Spark with the right equipment on a mission, and then we'll see how it goes. But as you can see, the only thing available is regular suppression. I think some other mod added that on my Sparks though, so that might not actually be from your mod here. No more Rapid Fire or Area Suppression.

Out of interest, what have you been doing to try to fix this issue? Anything else you do besides the ini files?
RemTM 10 Mar, 2017 @ 5:24am 
Well I downloaded the updated files (at least Steam is making me believe that it did), and so far an in-progress map seems to be unaffected (ie SPARK is still missing Shredder Gun).

Loading up a save file while in the Avenger however allows me to see this...
http://gtm.steamproxy.vip/profiles/76561198073606586/screenshot/158029025463968023

I guess this was what you meant. I'll see if I can load a mission soon with a Spark and see how it goes...
GnaReffotsirk  [author] 10 Mar, 2017 @ 5:02am 
Rem, I've updated the mod. I have succeeded in returning the Spark's heavy weapon. Not sure if this will still allow Rapid Fire / Suppression.
GnaReffotsirk  [author] 10 Mar, 2017 @ 4:32am 
Thanks Rem. I swear, last night, I deployed two Sparks and blasted aliens with their blasters.
RemTM 10 Mar, 2017 @ 1:31am 
Yeah, I also had the same issue, which is why I wasn't sure if this was the cause or not. I have quite a few save files to fall back on, allowing me to do a bit of testing, but at the very least the most recent saves still have the shredder gun missing from the sparks.

Currently doing a massive check on all the ini files I have to see if they caused it, but apart from LW2 itself, yours is the only one that directly touches it. I'll try to run some more tests and go back further in my save files to see if I can figure out the issue.
GnaReffotsirk  [author] 9 Mar, 2017 @ 11:52pm 
I'll have to recheck. Something's not right. The ini has been reverted but still my spark had no shredder.
GnaReffotsirk  [author] 9 Mar, 2017 @ 11:28pm 
RemTM, yes. I'm sorry. I made an error in the ini. Updating now.
GnaReffotsirk  [author] 9 Mar, 2017 @ 11:20pm 
no. this doesn't remove it.
RemTM 9 Mar, 2017 @ 10:41pm 
Currently trying to track down what removed the Shredder gun from SPARKS in my game... any chance this mod removed it? I noticed you did make a change to SPARKS, but I haven't figured out if this mod was the cause or not.
GnaReffotsirk  [author] 3 Mar, 2017 @ 12:45pm 
I'm glad you are enjoying it as I am, Johann. As for your question, no, advent damage is retained as with default long war 2. No changes.
johann.berjot 3 Mar, 2017 @ 12:43pm 
Precision about the nerfed attack of the advent troops : I was speaking about the dammage per hit.
johann.berjot 3 Mar, 2017 @ 12:39pm 
I start a campaign with this mod and it feels just right, especially on a Iron Man run - my only concerns would be :

- The advent troops seem to have really too much nerfed attack - it supposed to be way better than your starting rifles (maybe i'm just lucky ?).
- I toned down the bleeding time to 4-6 turns, it seems fair enough.
- Starting bonus of three (orange) hit point seems too much of a security. 2 was stressing in a good way.

Keep everything that put must of luck out of the equation - it feels like the good way, it allows much more interresting strategy and game reading : you win because you were smart, you lost because you were outnumbered - NOT because you were unlucky.

'LW Tactic Plus' juste made it to my favorite, thanks for your work.
Xenos 28 Feb, 2017 @ 4:10pm 
Played a bit more, managed to win a "swarming" supply mission. It was tense and very fun, but a bit too easy. I have the following suggestions, if you're interested:
1) 8 turns bleedout timer is really too long.
2) 4 points of ablative armor are too much, I would reduce it to max. 3.
3) I like the fact that you can go in even with low levels of infiltration and have some big battles, so the number of enemies is fine, but they seem unable to understand the new aiming angles. I would increase their aim a bit to compensate.
4) I would also reduce just a touch the angle bonuses, because they can mare for too many guaranteed shots.

All in all, it's a very good mod and a way "saner" version of Long War, but it needs to be a bit tougher.
GnaReffotsirk  [author] 28 Feb, 2017 @ 5:42am 
All up to you. It gets harder in my experience. That or I'm just playing it wrong.
Xenos 28 Feb, 2017 @ 4:31am 
I'm at the beginning, like fifteen missions in, but so far I managed to get flawless on most of them. I asked because I was considering installing some difficulty-enhancing mods alongside this (the changes are generally very good for my tastes).
GnaReffotsirk  [author] 28 Feb, 2017 @ 4:06am 
The goal is to allow players to lower the enemy count if he chooses to pay intel.

It gets harder though at higher Global Alert/Vigilance, on my current running campaign. I'm at 68 legions, and regions at 10 is almost impossible to win even at light.

I'm looking to set the levels more fairly, and allow the player to breeze through missions if he manages well.

My vision is to allow players to choose soldiers appropriate to a mission, and not force him to use rockets and granades all the time, or stealth without encounter, to reach a playable mission.

How far are you into your current game?
Xenos 28 Feb, 2017 @ 3:45am 
Playing this, I've generally had the impression it lowers the difficulty. Especially the new infiltration system basically allows to tackle most of the missions. Is my impression correct?
GnaReffotsirk  [author] 26 Feb, 2017 @ 3:57pm 
yes
Xenos 26 Feb, 2017 @ 3:55pm 
I've noticed my plating is now 4-strong. Is it a change due to this mod?
GnaReffotsirk  [author] 26 Feb, 2017 @ 3:45pm 
Working on it right now.
D1Z4STR 26 Feb, 2017 @ 3:15pm 
LW2 just updated :masonfist:
GnaReffotsirk  [author] 23 Feb, 2017 @ 11:02am 
Please check the Change Notes for more information. Thank you.