XCOM 2
Long War of the Chosen [Experimental]
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Update: 21 Feb, 2024 @ 10:29pm

beta v20:

  • Spark: Concentration replaced with Untouchable in the tier 3 xcom deck.
  • Magnum now properly functions for autopistols, and also applies to every pistol attack.
  • tweaked pod diversity system for more diverse pods (4 sectoid/4 vipers in 6 unit pods should now be gone).
  • Chosen should now move more aggressively towards XCOM when they are out of LOS and have no other actions.
  • Ready For Anything should now work with pistol primary modded classes.
  • Single target suppression can now stack - should fix infinite suppression bug.
  • Brawler range increased from 4 tiles to 5 tiles.
  • Added a guaranteed stun lancer spawn to the Chosen Supply Raid missions.
  • Tweaked the calculation used if multiple dark event sitrep rolls per mission is enabled in config.
  • Chosen Sabotages now proc sooner in the month. Changed from 10-20 days to 7-14 days.

Update: 21 Feb, 2024 @ 5:54pm

  • Put the new debug logging behind a config toggle
  • Fixed issue where no valid map for a mission would cause an infinite geoscape hang.

Update: 21 Feb, 2024 @ 2:07pm

  • Added more debug logging for mission generation to try to catch the cause of some hangs.

Update: 20 Feb, 2024 @ 6:32pm

beta v19

  • Spectral Stun Lancers cannot cause units to go unconscious anymore. 1 AP stun max.
  • All Spectral Stun Lancer tiers now use the tier 1 weapon, so deal the same damage and do not scale.
  • LW now saves the LW force level back to the mission, should fix some issues with RNFs (including the chosen) being the wrong force level.
  • Added some more debug logging for sitrep validation and mission creation.
  • More small localization tweaks.

Update: 19 Feb, 2024 @ 5:48pm

  • Redid schedules for Chosen Supply Raid mission types. Pods are more spread out now so shouldn't chain activate the entire map during the chosen fight.
  • Chosen Kidnap cooldown increased from 1 turn to 2 turns
  • Reduced the HP of Spectral Stun Lancers to 4/7/8/10/10 on Legendary, 3/5/7/9/9 on Commander, and 2/4/6/8/8 on Vet/Rookie
  • Slight tweak to new Hunter AI to prioritize getting flanks even more.
  • Added one of the city center maps to the "Large Map" list that wasn't previously there.
  • SPARKS now need to be at least 50% HP in order to be allowed on missions.

Update: 18 Feb, 2024 @ 12:22am

Beta v18

Reworked Chosen Hunter.

  • Hunter loses squadsight and the mobility debuff/increase mechanic on the prime reactions.
  • Ideal weapon range cut from 25 to 12.
  • Hunter AI changed to prioritize getting flanks on reaction movements, even if it means leaving himself flanked sometimes. Goal being to keep him close and attempting to engage instead of just running away.

Other things:
  • Conventional and Laser Sparkrifles lose 0.5 average damage. Conventional one is now 6-8 damage, laser one is now 7-10 damage.
  • Spark ablative is now changed to 3/4/5 per tier - this was supposed to happen with the HP growth changes to shift their tanking into HP damage/repairs a bit more.
  • CCS should now properly trigger on offensive actions including Stasis
  • Removed the schedules that don't have lancer corpses guaranteed from the covert op troop column.
  • Small localization changes to improve clarity on a few perks.

Update: 15 Feb, 2024 @ 11:11pm

  • More Abilities enabled for use with Double Tap.
  • Added a forced infiltration status update when clicking on a mission on the geoscape (hopefully fixes "guarded" at 100% issues).
  • Spark Repair: ablative HP restored by Repair set to 0. Sparks now have 4 HP of stat growth in their levelups (1 HP every other rank).
  • The "kill all enemies" objective on UFO missions should now be marked as failed if the distress beacon is not disabled in time.
  • "Pull Advisors" button replaced with a button that opens haven management instead. Button will not be present on missions that can't be backed out of, such as UFO/CAD.
  • Added config to exclude a bugged modded map from the map pool.

Update: 12 Feb, 2024 @ 10:02pm

bugfixes:

  • Compound Rescue mission will spawn evac automatically if alert level 10 is reached wtihout activating the VIP.
  • Fixed issue with Tired soldier duration not displaying in barracks.
  • Fix environmental damage of conventional Vektor Rifle.

Update: 11 Feb, 2024 @ 9:35pm

beta v17 -

  • Tweaked Hunter's AI again so they use the pistol a bit more as a first action given they have quickdraw.
  • Hopefully fixed issues that might result from a unit having the Templar focus gain abilities from mutliple sources.
  • Spark Kinetic Strike cooldown is now reduced by 1 if Concussive Strike is taken.[/ul]

    Golden Path changes to make it less boring to do, since most of the time when these are being done the game is already won and just waiting around for these missions to infiltrate.

  • Shadow Chamber build time reduced from 45 days to 21 days base.
  • Golden Path missions changed from 2x base infiltration to 1.25x base infiltration time.

Update: 10 Feb, 2024 @ 8:28pm

  • Dense Smoke now grants a free smoke grenade in addition to the +10 defense.
  • Hunter Rifle attacks now back to not costing ammo due to issue with the AI. Instead, after going through the priority shot trees, he now has a 70% chance to use the main rifle and 30% chance to fall back to the pistol standard shot.