XCOM 2
Long War of the Chosen [Experimental]
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Update: 7 May @ 10:22am

  • Fix the spike not being targetable in Avenger Defense missions

Update: 2 May @ 9:59pm

  • Fixed the issue that caused alerted pods to "freeze" for 1 turn after being given a job by the pod job system. This will restore LW2 behavior, but may be a significant balance change for faster mission types such as most GOPs, since now a yellow alerted pod will run into you 1 turn sooner than it would previously, speeding up engagements.
  • Relays and Disruptor Spikes are now invulnerable to AOE environmental damage/burning. Fixes some cheese/edge cases that can happen when they randomly catch fire and just explode regardless of their HP. Let me know if there are any issues with relay/spike HP as I had to redo how the handling for that works.
  • Improved the functionality of the SelfCooldown_LW localization tag. Abilities using it should now better handle cases where their cooldown is modified by another ability, and it can update dynamically depending on whether the soldier has taken the cooldown-reducing perk.
  • Updated German and Chinese translations.
  • Disabled the Repression activity from being created entirely. While it never did anything, it would still get made and could bloat strategy saves so this will reduce save bloat a bit.

    Hopefully this is now the actual 1.2.3 final version.

Update: 21 Apr @ 8:33am

  • Finally fixed the duplicate item bug caused by bonus items on chosen strongholds.
  • other localization updates.

Update: 12 Apr @ 8:56am

  • Redid the gops sewer map so it plays better, uses some unused map pieces, and doesn't have LOS straight from the spawn to the objective
  • Fixed some config typos
  • Disabled a map from a standalone map mod that would spawn you under lamp posts

Update: 8 Apr @ 9:46pm

getting close to release (hopefully), so a few more bugfixes and a balance change

  • Localization updates
  • Robots controlled via Full Override should no longer display the "hacked" flyover every turn
  • Fixed the chosen not dropping alloys/elerium when killed (caused by the fix for killing the chosen crashing Linux users)
  • Failsafe's AP refund is now capped at 1 per turn.

Update: 2 Apr @ 2:24pm

1.2.3 experimental round 2. More bugfixes added.

Update: 20 Mar @ 9:11pm

Version 1.2.3 test:

more bugfixes and localization updates, no significant balance changes.

Changelog at the end of the main LWOTC 1.2 changelong document: https://docs.google.com/document/d/1BR6eezkN_qqgQX7ifrIrlJqFoYK_OSihDoQGX7tXNBc/edit?tab=t.0

Update: 28 Feb @ 10:44pm

Sync version 1.2.2 Steam with Experimental.

Changes since last experimental update:

  • review all effects that modify damage to ensure they aren't doing anything if an attack does not hit.
  • redid the config for Ready For Anything to not manually index the array, so other mods can edit it more easily.

Update: 20 Feb @ 6:29pm

  • Fixed issue with Serial sometimes healing targets on misses. (also reviewed all damage modifying effects to catch other instances of the issue).
  • Fixed issue with Mayhem only applying to normal hits and not to grazes or crits.
  • Fixed handling of new SPARK items not unlocking if playing with the Lost Towers mission enabled, and exposed LW's handling to config for compatibility with other mod-added items.
  • minor localization updates

Update: 13 Feb @ 11:55am

  • Chain Lightning and Chaining Jolt jump rage increased from 4 to 5 tiles because it interacts weird with large units (Sectopods/Gatekeepers), and undoes the nerf a bit.
  • Disabled a buggy map that spawned unusable evac zones (ABN_GOps_Skyranger, not sure what map mod it's from)
  • Fixed Slash, Knife Fighter, and Drone Stun being usable through walls if the attacking unit did not have direct LOS to the target, but other units on the attacker's team provided vision.