XCOM 2
Long War of the Chosen [Experimental]
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Update: 9 Oct, 2024 @ 9:25am

  • Fixed a hole in one of the supply extraction maps
  • Swapped the position of Chaining Jolt and Failsafe in the Specialist tree, as Chaining Jolt is very powerful
  • None Shall Pass now can't trigger on own turn
  • Adjusted Null Ward and Mind Merge to better handle modded psi amps. No changes to any settings, let me know if something breaks with these two perks.
  • Adjusted some aspects of the enemy AI to make things more consistent. High priority targeting now has a minimum hit chance instead of only checking for flanks. Sectopods now check for an enemy in range before using Lightning Field. Moving Melee has a visiblity check added in the target selection. Drone movement change to also have a check for unit concealment status. These changes should make the AI more consistent with its decisionmaking.

Update: 4 Oct, 2024 @ 3:40pm

  • Disable a Sabotage Facility map that is too small for LW missions.
  • Added a new version of the map that's bigger and fits better (can also be used for ATT type supply raids).
  • Moved non-drone pods back by 5 tiles on all Facility schedules to space stuff from spawn a bit more.
  • Fixed an issue with some covert ambushes having no enemies spawn tied to Show Of Force being active.

Update: 1 Oct, 2024 @ 6:59pm

  • Fix issue with Enhanced Layered Armor causing concealment to break at mission start.

Update: 1 Oct, 2024 @ 10:19am

  • Fix Iron Curtain damage in MJ/TJ environments
  • Fix yellow alert patrol behavior again.

Update: 29 Sep, 2024 @ 2:22pm

Beta V47:

  • Waterworld updates:
  • Fully redone to use custom mission scripting for both parts, allowing for further changes.
  • Adjusted part 1 schedules back to their intended spawning spots since they were not updated for WOTC making the mission 2 parts, meaning they were pushed forward leading to the 20 enemy turn 1 activations. Now they are back in their proper positions.
  • Fixed the missing 8 man starting pod for the first Avatar, that was not used and instead only had the base game Avatar + 2 Archons pod.
  • Permanently removed chosen from spawning part 2.
  • Tweaked the RNFs for part 2 a bit more, updated some of the "weak" spawns, and added a forced boss unit spawn after the 3rd avatar spawns in.
  • Mid-campaign compatible, code to patch existing campaigns is in place. Will need to use the console command Ted_ClearWaterworldCache to clear a cache I can't auto patch easily. Patching code has a config to turn it off in XComLW_Overhaul.ini if you're playing with other modded final missions.

    Other changes:
  • Priest Stasis now has a 1 turn global cooldown
  • Lead The Target now uses weapon typical AP
  • Adjusted LOP on a few city center maps that tended to spawn invasions with everything against the border.

Update: 25 Sep, 2024 @ 8:43am

  • Bugfix interaction between Enhanced Layered Armor and Impenetrable strength.

Update: 24 Sep, 2024 @ 4:32pm

  • Improved handling of no-scatter mod-added rocket launcher abilities (mainly relevant for Mod Jam.
  • More updated perk icons for less duplicates.

Update: 23 Sep, 2024 @ 2:45pm

  • Fix Chain Lightning only hitting 4 targets instead of the stated 5.

Update: 23 Sep, 2024 @ 1:22pm

  • Fixed some more gamestate handling for pod job system stuff.

Update: 21 Sep, 2024 @ 8:56pm

beta v46: More bugfixes for Enhanced Layered Armor not clearing properly.