XCOM 2
Long War of the Chosen [Experimental]
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Update: 19 Jul @ 4:54pm

  • Fix some map pieces that spawned inaccessible evacs
  • Fixed some TJ related stuff with Insanity/Schism interaction.
  • Marked one of the new maps as Large so it gets extra turns on the mission timer since the hack objective is pretty far from the spawn.

Update: 17 Jul @ 10:52pm

  • Fixed an interaction with SPARK Sacrifice and multi-stage abilities such as Rapid Fire and Chain Shot
  • Fixed Blood Trail and Depth Perception adding dodge to units that had negative dodge.

Update: 16 Jul @ 10:36pm

  • Fix another map traversal issue with a Train hack parcel
  • Remove some old code that caused units in shadow to sometimes be undetectable.

Update: 15 Jul @ 9:13pm

  • Fixed another ability tag collision
  • more bugfixes for water world avatar spawning
  • removed some abilities from the Reliable Ever Vigilant config that shouldn't be there.

Update: 14 Jul @ 9:02am

  • Fix for some mod-added perks not working correctly with LW Gauntlet charges
  • Removed Extract missions from the new pier/bridge city center maps
  • Capacitor Discharge range buffed from 24m to 28m, so it's actually (slightly beyond) vision range now.

Update: 10 Jul @ 4:32pm

  • More map fixes (pathing issues, misaligned cover)
  • Fixed issue with Overbearing Superiority sometimes not being active during a mission on a unit holding the Disruptor Rifle.
  • Fixed issue causing Close Encounters and Hit and Run to still activate even on turns when Run and Gun is used in certain situations.
  • Cleaned up some logspam

Update: 8 Jul @ 6:13pm

  • More map fixes (some misaligned cover and see through walls).
  • Supply Extraction missions now put markers on the crates you have spotted.
  • Marked a few more abilities to not pan the camera so enemies with them don't move the camera turn 1.
  • Capped minimum rocket scatter to 0 just in case somebody does something silly.
  • Added a new mod compatibility config to allow priority-based overrides of enemy AI trees using LW's existing infrastructure.

Update: 6 Jul @ 12:27pm

  • More map fixes
  • Some small localization updates
  • Fixed a PCP that spawns you under an ADVENT detection tower.
  • Added a system to config disable PCPs
  • Updated the pod diversity system to better handle rolling leaders for enemy spawning sitreps such as Psionic Storm or Automated Defenses for LW's open pods that still supply an encounterlist.

Update: 4 Jul @ 10:53am

  • More map fixes from some of the new things. Underground evac spots, invasive trees, and badly constructed railroad tracks :)
  • New experimental system to shuffle maps when missions are rolled. The game only marks a map as used when you load into a mission, so the same map can get pulled for missions that are generated at the same time. This should alleviate this by removing plots that are already in use by available missions from the possible plots list before sitrep/etc validation is started.

Update: 29 Jun @ 10:28pm

  • More minor map tweaks
  • Update Chosen Avenger Defense to use separate parcels and disable the base ones instead of relying on a name match to overwrite them. Should hopefully fix the rare "no X4 spot to plant" issue