XCOM 2
Long War of the Chosen [Experimental]
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Update: 1 Oct, 2023 @ 5:12pm

RC11

  • Minimum number of crates on a Smash N Grab mission changed from 4 to 5
  • Infrastructure for Smash N Grabs now supports up to 12 crates instead of 6.
  • More crate spawn points added to Smash N Grab objective buildings.
  • Early game Smash N Grabs now have 2 roll groups in the boxes, instead of just one. The new 2nd roll group will roll 50/50 between a small amount of supplies and a small amount of elerium crystals. Values for supplies/elerium in the first roll group have been reduced to compensate.
  • Paramedic now can't target objectives
  • Paramedic Heal and Paramedic Stabilize now properly work with modded medikits by using a config list.
  • Hyperreactive Pupils PCS is now +15 aim instead of +10 aim aftermissing a shot.
  • Infil calcs now have +2 hours of padding on them to help people from getting caught off guard by skyranger travel time.

Update: 29 Sep, 2023 @ 9:53pm

  • Disabled locks blocking PCSs from being replaced. All PCSs are now always equippable.
  • Fixed config typo
  • Protect Research (Facility Lead) missions now can only spawn starting in June. On Legendary, you also need to liberate at least one region to get them now too. Activating the Avatar project earlier meant that these missions started spawning earlier than previously, giving extra missions earlier. This changes that back some.

Update: 24 Sep, 2023 @ 1:21pm

1.1.0 RC10

  • Redid some UI code to hopefully solve more crashes. Changes do need proper testing for controller compatibility, if controller stuff breaks, please report it.
  • Fixed chosen getting multiple AP on their prime reaction from Cyclic Fire and Rapid Fire.
  • Fixed some issues where chosen were randomly spawning after they were defeated.
  • Slightly tweaked crate race rewards for a bit more variance, and early game smash n grabs are now a bit more consistent with supply rewards.
  • Abilities that Bloodlust affects is now exposed to config.
  • Avatar reveal is now at 2 pips on the main fortress instead of one, so it doesn't seem as early and also delays the facility lead mission spawns a bit.
  • Added config option to disable Templar's auto-respec if you want the old Templar still.
  • Added an icon for Wrath Against Unworthy (the Disruptor Rifle ability to always crit psionic units)


Update: 17 Sep, 2023 @ 3:34pm

1.1.0 RC9

  • Redid infiltration estimate calculations so they are now accurate for missions that aren't in the 100-125% range.
  • Templars from previous verisons are now automatically reset and given the new skill tree. You will need the plugin mod if you are using Kiruka's Faction Overhaul.

Update: 16 Sep, 2023 @ 9:31am

  • Fixed LWSetForceLevel console command not properly adjusting Chosen level
  • Disabled some logging that was causing hangs upon mission selection.

Update: 15 Sep, 2023 @ 8:06am

Revert optimization change that unintentionally broke starting campaigns.

Update: 14 Sep, 2023 @ 6:57pm

  • Fixed missing base dodge stats for Skirmisher and Reaper
  • Fixed hero units not able to rescue civilians during invasions
  • Added 1 str to the Force Level UFO mission chain
  • Added the underinfiltration sitrep to Secure UFO missions
  • You Cannot Hide nerfed from +100 to +30 aim
  • Fixed localization for Concussion Rocket and Heavy Ordnance
  • Stopped LW from running campaign creation code in the shell, speeds up opening the game

Update: 10 Sep, 2023 @ 10:46pm

1.1.0 RC7 small update

Update: 10 Sep, 2023 @ 9:20pm

1.1.0 RC7

  • Fixed bug with Level 5 Chosen on stronghold showdowns all being replaced with level 1 Warlock

Update: 5 Sep, 2023 @ 6:05pm

  • Added some more logging for retaliation buckets
  • Templar now has +2 additional aim growth (+1 each LCPL and CPL), and has Blademaster in the T2 xcom deck instead of Combat Engineer