XCOM 2
Long War of the Chosen [Experimental]
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Update: 22 Jun, 2024 @ 9:09am

Added a new console command LWOTC_FixChosenKnowledgeForNewScaling
This will multiply the current chosen knowledge by x10 to adjust existing campaigns for the recent changes. ONLY USE THIS ONCE to fix an in progress campaign, it has no safeguards.

Update: 21 Jun, 2024 @ 8:48pm

  • Fix localization for Vampirism's new effects

Update: 21 Jun, 2024 @ 7:26pm

beta V35

  • Chosen Knowledge rescaled from 100 to 1000. This allows more granular control of their knowledge gain. First chosen gains 100 per month, second chosen gains 80, and 3rd chosen gains 65. Capture is 25 knowledge.
  • Chosen Avenger Defense enemy count reduced further, as part of the fact that CAD is being moved slightly earlier again. It's not expected that Master Sergeants are being rushed fast enough to avoid the mission completely.
  • Fixed M2 archons and drones taking fall damage given they fly.
  • Redid how golden path missions are spawned behind the scenes so you shouldn't get blacksite and forge/psi gate in the same region anymore.
  • Reduced potential for extremely high wound timers for soldiers that are wounded to 1-10% of their HP.
  • Spark healing rate set to 140 (the base soldier heal rate with both infirmary and scanning at Templar HQ)
  • Supply Retaliation: initial RNF timer from 3 to 4, and subsequent RNF timer from 2 to 3. This doesn't affect the first two RNF that drop on turn 1, but delays the subsequent RNFs by 1 turn, and puts 2 turns between RNF drops instead of 1.

Update: 18 Jun, 2024 @ 9:07pm

Beta v34:

SPARK changes:

  • Ablative removed from all SPARK armors.
  • +2 HP added to SparkSoldier and LostTowersSpark character templates. You may need to manually increase your unit's HP by 2 if you aren't creating new SPARKs
  • Plated and Powered Spark Armors receive +1 armor.
  • Plated Spark Armor defense changed from 10 to 5, and Powered Spark Armor defense changed from 20 to 10.
  • Mechatronic Warfare proving ground project cost increased from 50 supplies to 80 supplies, 10 alloys, and 5 elerium crystals to match that of subsequent sparks.
  • Removed the code requiring SPARKs to be at least 50% HP to be sent out, it didn't work 100% properly and autofill squad bypassed it anyways.

    These changes will reduce the durability a bit by forcing wounds/recovery to bring their power level down some while still keeping the strong squaddie kit and higher offensive power (and fun in tactical).

    Chosen Weapon tweaks:
  • Chosen Shotgun (Arashi), Chosen Assault Rifle (Disruptor Rifle), and Chosen Sniper Rifle (Darklance) receive 2 weapon mod slots.
  • Darklance loses the +10 aim and +1 magazine size base stats it originally had as compensation for no weapon mods slots.
  • Disruptor Rifle loses the +1 magazine size it had since it now gets weapon mod slots.
  • Overbearing Superiority crit bonus nerfed from +20% to +10% since the weapon now gets weapon mod slots. This also nerfs the Warlock slightly if he rolls the ability.
  • Arashi crit damage reduced from +8 to +5 back to coil crit damage. In compensation, Vampirism can now overheal with extra ablative HP similar to Soul Steal. The overhealing is 2 ablative HP per instance of damage dealt. The ablative expires after 3 turns, like soul steal. There is no cap on the total amount of ablative that can be generated per mission, but the overhealing does not trigger if the soldier has 8 or more ablative HP already. This will differentiate the weapon more and provide additional tanking ability.

    Other changes:
  • Attempted to fix issue with indirect fire marked abilities grazing or missing when they should not. This includes Fuse, Grenades, and similar.
  • Infrastructure change to XModBase code to update some abilities to more modern WOTC coding practices. This shouldn't have a noticable impact on gameplay other than improved performance for abilities using this code.



Update: 15 Jun, 2024 @ 3:19pm

  • Plasma Blaster buffed. Damage now 10-15, Rupture changed from 1 to 2, Armor Pierce changed from 0 to 3.
  • Reaper Aim growth nerfed from 26 to 18 by reducing later rank growth.
  • Blood Trail damage bonus nerfed from 2 to 1, as it was very strong.
  • Homing Mine damage nerfed from 8 to 5, and shred reduced to 1. Charges dropped from 4 to 3
  • None Shall Pass is redone. It now no longer counts as a reaction attack, so will shoot through Lightning Reflexes/Shadowstep, can actually crit as it says. It now can't trigger multiple time vs the same enemy on the same turn. It also can no longer trigger on XCOM's turn.
  • Chryssalid Soldier now gives 2 chryssalid corpses, and Hive Queen now gives 3 chryssalid corpses.
  • small localization improvements.

Update: 13 Jun, 2024 @ 9:16pm

  • Fixed missing Vektor Rifle attachment icons and Alloy/Plasma throwing knife inventory icons
  • Chosen Avenger Defense enemy count now scales with difficulties. Enemy count is now 34/38/42/44 for Rookie/Veteran/Commander/Legendary.
  • Updated Ghost Grenade to hopefully prevent duplicate Ghost Grenade items from appearing in the player's inventory
  • infrastructure update to XModBase free utility item effect to hopefully improve handling of items that have custom abilities.

    Let me know if there are any weird issues related to this.

Update: 1 Jun, 2024 @ 12:17pm

  • Fixed missing Vektor rifle attachment icons
  • Fixed buggy interaction between CCS and Stasis
  • Fixed another bugged spawn on abandoned city covert action ambush mission.

Update: 29 May, 2024 @ 9:54pm

  • Fixed duplicate passive perk for Slug Shot in F1
  • tweaked Hunter's cover weight in movement profile.
  • Removed duplicate flyover from Damage Control
  • Removed success flavor text from failed covert ops.
  • Removed 2 faceless from the "lots of faceless" str6 lib3 Dark VIP Vehicle schedule.

Update: 24 May, 2024 @ 2:05pm

beta v33

  • Fixed issue with inconsistent aim bonus from Slug Shot
  • Removed "The Lost" sitrep from Secure UFO missions
  • Increased the Hunter's ideal weapon range from 12 to 15
  • Refactored Close Combat Specialist to improve performance. Let me know if there are issues with it.
  • Chosen Stronghold Part 1 now uses a custom schedule instead of the base game one, so I can swap to LW encounterlists for the pods.
  • Removed some outdated pistol slot patching code that was causing issues with modded classes.

Update: 21 May, 2024 @ 3:51pm

test upload from laptop to verify content files are the same. No actual code changes.