XCOM 2
Long War of the Chosen [Experimental]
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Update: 14 Dec, 2024 @ 4:04pm

RC1:

  • Updated golden path missions. They now properly scale with campaign difficulty which wasn't actually working before.
  • Golden Path network tower schedule completely revamped, more enemies but spread out much more instead of all clumped at the end, designed to separate the engagements some.
  • Psi gate: the solo chryssalids are now closer together instead of being spread out really far, and the gatekeeper now spawns with 7 followers so it's an actual fight and not just bullying the gatekeeper.
  • Blacksite and Forge were not adjusted beyond implementing the previosuly unused schedules.
  • All GP missions now have Easy schedules for rookie, Standard for Veteran, Hard for Commander, and Extreme for Legend. Previously, the Extreme schedules were intended to apply to Legend with Show Of Force active.
  • Show Of Force no longer applies to golden path missions.
  • Infighter now works against all melee attacks.
  • Soul Storm is now a proper self target instead of the 1 tile range grenade targeting from LW2.
  • Fixed some typoes in localization and AI config.
  • Fixed Double Tap not being bound properly on technical XCOM row
  • Updated Chinese localization from Moonstone.
  • Changed the "shotgun" category to a config list for abilities such as Slug Shot, Trench Gun, and Street Sweeper.

Update: 5 Dec, 2024 @ 8:58pm

Beta V51

  • More robust fix for multiple things happening on geoscape at the same time, disabled the previous stopgap fix.
  • Lead The Target should be back to the previous behavior of ignoring shadowstep since it's not classed as a reaction shot.
  • Pod Diversity system now has an array of units to remove from reinforcement pods. Used to stop modded enemies with gremlins from crashing the game if they spawn as reinforcements.
  • Increased the frequency of infiltration alert modifier updates to fix situations of 100-101% and guarded. This may lead to missions getting "vulnerable" more often due to more rolls so may require additional changes to that calculation.
  • Added an information popup to let players know when Vulture was given to them.
  • Fixed a bug that caused missions that were infiltrating when the region is liberated, but aborted to count as failed. If the mission was "prevent a data leak" this would cause the region's haven advisor to be permanently locked.



  • Spark armors HP changes:
  • Armor HP allowed you to send out 1 HP sparks with high HP still, combined with the baseline repair and lack of will allowed wounds to basically be ignored. the spark armors are nerfed HP wise and the HP moved to stat progression on levelup instead. so net HP for lategame sparks is still relatively similar.
  • Spark HP growth from 4 to 8 (now at 1 per rank), make up for some HP loss from armors.
  • Spark Medium Armor HP is decreased to 2/4 HP instead of 4/8 HP for plated/powered tiers.
  • Spark heavy Armor HP reduced to 2/4 HP from 7/11 HP for plated/powered tiers. In compensation, they gain 15 dodge (so 25/35) to increase grazes and tankiness that way.
  • Spark Light Armor HP changed to 0/2 HP instead of 2/4 HP for plated/powered tiers, the mobility they give is very strong. In compensation, they gain 5 defense (so 15/20) so they are shot at less.
  • You'll need to respec Sparks using the RespecSelectedSoldier console command or manually adjust their HP stat with other console commands to get the updated HP.

Update: 27 Nov, 2024 @ 8:59am

Revert Avenger flight time changes because it caused long pauses during UFO chases

Update: 25 Nov, 2024 @ 10:54pm

  • "Sabotage" lib3 type now has supplies added if no POIs are available to spawn
  • Center Mass now no longer applies damage if a unit is immune to the weapon's damage type.
  • Faceless check now adds 1 when checking if the proportion of faceless in a haven is above a certain amount to account for if this unit would push it over the edge (note that for jailbreaks, multiple units are created at the same time, so can still get cases where the number is above the set proportion)
  • Flying time scalar for Avenger changed freom 3000 to 1, Flying time scalar for Skyranger changed from 1800 to 1. This means flying will take basically no time on the geoscape now (for reference, sitting idle at the geoscape has a time scalar of 60). Ideally this should solve all issues caused by multiple events happening while flying somewhere such as forced mission launch, covert action return, etc.
  • More localization updates

Update: 15 Nov, 2024 @ 8:51am

beta v50

  • Hunter's Tracking Shot replaced with a new implementation that removes the tracking animation and solves some edge cases with the AI being weird. The intended behavior is unchanged.
  • Fix more holes in new maps.
  • Prototype Plasma Blaster damage nerfed from 4-8 to 4-7 and crit damage from 3 to 2. It was a bit too powerful relative to the shredder gun with 2 charges + no damage falloff.
  • Geoscape is now put into flight mode when entering squad select and UFO chases, this stops mission popups or other events from interrupting things that shouldn't be interruptable.
  • Darkclaw localization is now hardcoded to say Darkclaw because the dynamic replacement code wasn't working right for it and would say "Primary Weapon" instead.
  • Fixed Roust not benefiting from High Pressure Tanks (likely caused by the Technical rework).
  • All "special" technical rockets (Concussion Rocket, Shredder Rocket, EMP Rocket), now scale with gauntlet tier.
  • Added armor to the configurable list of stats that underinfiltration penalties can apply. Not implemented for base LW.
  • Other small localization updates.

Update: 3 Nov, 2024 @ 8:20am

  • Fixed gremlin damage broken by last update
  • Fixed unlimited uses of Overdrive Serum

Update: 2 Nov, 2024 @ 9:06pm

  • Bugfixed the Facility Lead covert op so it should show up now, to go with the reduce avatar progress covert op being nerfed.

Update: 2 Nov, 2024 @ 8:43pm

Beta V49:

  • Removed Lead The Target from Revert Overwatch Rules Change config. This broke it activating on attacks, but will mean it activates in cover more.
  • Heavy SPARK armor loses 1 HP and 1 mobility at both Plated and Powered tiers.
  • Acid Grenade/Bomb rupture changed from 2/3 to 1/2, and Shred changed from 4/5 to 2/3, toning them back some since they got the massive AOE increase as well as the big shred/rupture increase before.
  • Capacitor Discharge now pierces armor.
  • Reduce Avatar Project Progress Covert Op reduction changed from 3/2/2/2 to 2/1/1/1.
  • Stun Strike cooldown increased from 2 to 3 turns.
  • Chameleon Suit now gives 1 HP and 5 Dodge in addition to the infiltration bonus.
  • Chain Lightning and Chaining Jolt "jump" range changed from 6 tiles to 4 tiles. Chain Lightning got buffed with the bugfix to its count, and Chaining Jolt was very strong as well with how far it jumped.
  • Templar Shield ablative changed from 5/9/14 to 5/8/12.
  • Overdrive Serum, Sustaining Sphere, and Refraction Field items are now no longer consumed after use. Costs/corpses have been adjusted for them as a result.
  • Sustaining Sphere now applies a 2 HP wound reduction effect when it triggers.
  • Updated localization for Chaining Jolt to mention it replaces Combat Protocol.
  • Updated Chinese localization.

Update: 25 Oct, 2024 @ 8:01pm

  • Bombard, Javelin Rockets, and Total Combat now can properly stack with other bonus range modifiers.
  • Fixed some more references to the old effect name for Full Override, hacked robots that can transfer to outposts should now be able to evac from missions.
  • Added Storm Eagle Replacer to the list of incompatible mods (it breaks infiltration).

Update: 19 Oct, 2024 @ 11:33am

beta v48:

  • Added more guardrails around psi ops to hopefully prevent them from getting stuck in the training tube slots
  • Localization updates for both English and Chinese stuff.
  • Blinding Protocol is now not locked to Gremlin (for use by modded classes that use Spark BIT).
  • Chosen Kidnap ability now requires them to have LOS on who they are kidnapping.
  • Battlescanner should now show as a free action when Rapid Deployment is activated.

    More Heavy Weapon tweaks:
  • Shredder gun and Shredstorm cannon cone length increased by 1, cone width decreased by 2, damage decreased by 1.
  • Plasma Blaster gains 1 charge base (to 2 charges), loses 1.5 damage and 1 pierce.
  • New stock heavy weapon: Prototype Plasma Blaster: unlocks automatically and is unlimited. Has a base damage of 6, 2 spread, 3 crit, 1 pierce, 1 rupture, 15 environmental damage, alternative to shredder gun since LW disables the other items that would compete with it like flamethrower and rocket. It's marked as default for now for visiblity.
  • Plasma Blaster cost changed from 85 supplies to 75 supplies, and crystal cost changed from 15 to 8.
  • Shredstorm/Shredder Gun / both Plasma Blasters have a 1 turn cooldown added for situations where units can have multiple of them.