XCOM 2
Long War of the Chosen [Experimental]
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Update: 14 Oct, 2023 @ 8:35pm

RC17

  • New Covert Op 2: Locate Advent Detachment
  • This covert op spawns a small troop colum type mission. It gives corpses, but caps at str 4 and does not remove any strength from the map. Also proof of concept and numbers may need tweaking.

More Reaper/Banish stuff
  • Reaper gets their shooting xcom row abilities back.
  • Staying at -20 aim per shot.
  • Banish now has 2 charges and no cooldown.
  • Once you use the 2 initial charges, Banish is now on a 5 turn cooldown.
  • New MSGT ability, replacing Death From Above: True Predator
  • True Predator provides 1 additional charge for Banish before it turns into cooldown based ability. It also reduces the cooldown by 1, and sets the aim modifier back to -15 per shot. It also increases the range for Knife Encounters by 1, and allows the Death Dealer crit damage in shadow to work against unflankable enemies.
  • Death From Above now in the tier 4 xcom deck.

Update: 12 Oct, 2023 @ 7:06pm

RC16:

  • Re-fixed network tower objectives display (wasn't showing the Neutralize All Enemy Targets at start again).
  • New Covert Op mission now only can spawn in unliberated regions.
  • Nerfed the new warlock spawns cooldowns. 5 turns for Spectral Zombies, 6 turns for Spectral Army.
  • Added some dummy Lost units for Bestiary compatibility.
  • Fix concussion rocket localization.

Update: 11 Oct, 2023 @ 10:42pm

RC16:

Hunter tweaks:

  • Hunter now starts at 50% mobility for his reaction moves
  • Hunter gains 2 mobility every time they take damage, resetting on alien turn start.
  • Should make him more interesting to fight without him constantly just running to the edge of the map.

Experimental new covert ops mission:
  • New Covert Op added: "Find a Supply Depot"
  • Marked as 'medium' difficulty, with same time and fail chance as ops such as the recruit scientist/engineer, gain resistance contact, or similar.
  • Completing this covert op will immediately spawn an infiltration mission with a 6-7 day timer to do a new type of crate race
  • New crate race has 18 crates (so 50% more max reward), Advent marks 3 every other turn, RNF timer is 1 turn longer than standard crate race.
  • Balance passes might be needed on the new mission, either for amount of rewards or time commitment. This is more a proof of concept of doing some more interesting stuff with covert ops.

    Enjoy!

Update: 10 Oct, 2023 @ 7:16pm

RC15
Chosen Rework stuff:

  • Hunter now has a 30% mobility debuff to his prime reaction movement, and an extra -4 meters to grapple range (on top of the -10 from before).
  • Hunter Omnivision swapped for standard Squadsight.
  • Big Warlock changes:
  • Now, the first prime reaction when flanked is to drop into stasis and use Spectral Army (the stun lancer spawn). This has a 3 turn cooldown (actual turns, not prime reaction)
  • The first prime reaction when not flanked is to summon Spectral Zombies (the self destructing ones). This has a 2 actual turn cooldown.
  • Warlock mobility when moving during prime reactions reduced by 40%.

The goal with the warlock changes is to make the fight more about the psi powers and less of the Warlock running and hiding. Turn 1, the summons happen, XCOM deals with them and gets a bit of damage in, warlock ideally gets one turn. next turn, the summons are dealt with, and the Warlock himself can be killed. If XCOM takes too long, he gets more spectral summons.

Other changes:
  • Fixed incorrect weapon tier value for laser pistol.
  • Spider Suit and Wraith suit build cost reduced to the cost of the resarch, so the research isn't cheaper than building them. (70 to 50 supplies for spider suit, 120 to 100 for wraith suit).
  • Roust burn chance increased from 20% to 75% so hopefully it has a use as a more reliable burn on a single target when needed.
  • Blood Thirst ability now defaults to the T1 damage when used with weapons that aren't a Katana - improved mod compatibility.

Update: 7 Oct, 2023 @ 9:35pm

RC14

  • Fixed Advanced Priests having dodge on Rookie they shouldn't have
  • Added a new Second Wave option for "Hybrid Difficulty." This new option increases the tactical difficulty by one level above the strategy difficulty (based on the standard Difficulty setting). For example, this setting allows tactical missions to be played at Legend difficulty, while the strategy layer remains at Commander. The setting does nothing if you're already on Legend, and for some reason I can't get it to apply to Gatecrasher, but it applies to all other missions. It's still experimental, so it might not work as expected.

Update: 5 Oct, 2023 @ 3:51pm

  • Added geoscape pauses at 125% and 150% infiltration breakpoints
  • Added yellow alert effect properly to the yell mechanic, so civilians and falling back units properly put units on yellow alert.

Update: 4 Oct, 2023 @ 7:24pm

RC13

  • Integrated Ecounter List Cleaner
  • Added config compatibility system for Dark Event mods to properly enable their sitreps for LW's sitrep system
  • Removed some forced spawn Codexes that could break some Troop Column pods when Codexes have not been unlocked by the story quests yet.

Update: 3 Oct, 2023 @ 4:00pm

  • Fixed issue with ghost crates on smash n grabs after change
  • Made the Common PCS hack reward easier to get

Update: 2 Oct, 2023 @ 8:18pm

1.1.0 RC12

  • Bump version number
  • Fix Full Override units having hacked flyover every turn
  • Fix Paramedic again (dash abilities now added to normal Medikits again),

Update: 2 Oct, 2023 @ 6:59pm

  • Smash N Grab missions above FL7 now have ~10% chance of having a "large depot" sitrep, which will cause them to spawn 7 or 8 crates, for a bit of a mixup on the risk/reward mix.