XCOM 2
Long War of The Chosen MOD Collection
129 Comments
Tiaz  [author] 12 Jul @ 12:59pm 
Just delete config file and that it.
ArachnidCommunist 12 Jul @ 12:29pm 
Overall this mod just does not deliver on what I think it was meant to do - offer a way to use some mod jam elements without using others. I cannot understand why there needs to be an integrated class overhaul that cannot be disabled
Tiaz  [author] 10 Jul @ 12:56pm 
@Infinity Prodigy
My mod don't do anything with MEC Troopers check again that you have all researches and upgrades done.
Infinity Prodigy 9 Jul @ 2:50pm 
I've noticed I can't make MEC Troopers for some off reason - using your Long War of the Chosen 2025 mod collection too. Just letting you know.
ArachnidCommunist 18 Jun @ 4:11am 
Of course I do? how would I have a SPARK otherwise
Tiaz  [author] 18 Jun @ 2:12am 
Do you have dlc Shen last gift its needed for LWOTC?
ArachnidCommunist 17 Jun @ 3:54am 
@Harbinger I had Mechatronic Warfare perk pack enabled already, so that's not it
Tiaz  [author] 16 Jun @ 8:45am 
Its from Kiruka's Class overhaul when im back from vacation will do some tuning in all classes
Garr Incorporated 16 Jun @ 7:17am 
Can I ask regarding the Sharpshooter tree? When chatting on LWotC Discord server I was reminded that on SSgt Marksman tree has Reposition, and Sniper tree has Low Profile. Latter being Stay on Target makes sense with Lead the Target in the skill tree. Wanted to clarify if keeping Low Profile on the Marksman tree was a deliberate decision or a follow-up from Kiruka's Overhaul of vanilla classes?
Harbinger 13 Jun @ 8:36am 
@ArachnidCommunist Try Mechatronic Warfare Perk Pack. Had the same issue, and this one seems to work.
Tiaz  [author] 13 Jun @ 12:45am 
I'm on vacation for about 2 weeks sorry but i cant help you now
ArachnidCommunist 12 Jun @ 2:55pm 
My SPARK is missing the Paladin rnak ability in the War Machine row/ I'm clearly missing some mod, but which is it?
TrueAvarus 5 Jun @ 6:45am 
Absolute legend you are mate
Tiaz  [author] 28 May @ 12:16pm 
UPDATE:
Added Bulky and Hack Defense also to Light\Heavy Spark Armors.
Thanks to @Garr Incorporated
Garr Incorporated 27 May @ 1:04pm 
If the MECs can't equip them - sure. That makes sense.
Tiaz  [author] 27 May @ 1:03pm 
For MEC Troopers functionality so if it's added for MEC Troopers then i will not make change to give it to Spark's heavy/light armour.
Garr Incorporated 27 May @ 12:44pm 
Vanilla LWotC has no Bulky. It comes from your config in Config\XComWeaponSkinReplacer.ini.
It adds Bulky to all default Spark armours. Mainly for MEC trooper functionality.
Tiaz  [author] 27 May @ 12:26pm 
Checked with pure LWOTC 1.2 only installed and SPARK heavy/light armours dont give Bulky and hack defense.
Garr Incorporated 27 May @ 12:04pm 
I do not know any other mod currently in use that adds abilities for interaction with modded enemies... Maybe it's inherited from some of the configs you used?
Tiaz  [author] 27 May @ 11:45am 
I did not make any changes to SPARK heavy/light armours they come from LWOTC 1.2 and if i remember they don't give hack defense or bulky
Garr Incorporated 27 May @ 11:04am 
By the way: the modifications you made to the SPARK armours, like Bulky and hack defence, do not spread to the newly introduced Light and Heavy versions of it. Please adjust.
Tiaz  [author] 25 May @ 12:23pm 
It works the same as the Volatile Mix ability; that's adds 2 damage to the grenades. Heavy Hitter will add +2 damage to all attacks. So if you have both perks, it will do 4 damage.
Garr Incorporated 25 May @ 6:12am 
Is Heavy Hitter providing damage to Flashbangs an intended behavour of the ability?
Garr Incorporated 23 May @ 11:44pm 
I assume that that mod was not updated in a while and did not include the new animations that exist for the knives in LWotC 1.2 (quick stab from the side rather than the sword motion).
Tiaz  [author] 23 May @ 11:28am 
They have animation based on [WOTC] Iridar's LW2 Laser and Coil Weapons - Assets.
Garr Incorporated 23 May @ 11:07am 
Question regarding Laser Cutlass (and probably the gauss knife as well).
Have you not managed to make them located in the new correct spots for their new animations, or is its classic "sword" position due to me only partially using this mod?
Tiaz  [author] 22 May @ 10:54am 
UPDATE:
Added config for ablative armor changes in LWOTC file is in Long War of The Chosen folder XComLW_Overhaul.ini default quoted out.

;[LW_Overhaul.X2Ability_LW_GearAbilities]
;CERAMIC_PLATING_HP=4
;ALLOY_PLATING_HP=5
;CHITIN_PLATING_HP=6
;CARAPACE_PLATING_HP=7
Tiaz  [author] 19 May @ 9:30am 
UPDATE:
All autopsies now give back corpses that they use.
Tiaz  [author] 16 May @ 5:29am 
Fixed.
lety4ayavoropaeva 15 May @ 4:43pm 
and similarly [ShadowOps_Dragoon_Redux X2SoldierClassTemplate]
lety4ayavoropaeva 15 May @ 4:33pm 
it seems in
[PR_Heretic X2SoldierClassTemplate]
there is a missing line at the beginning
!SoldierRanks=()
otherwise there will be a conflict with the original mod
Tiaz  [author] 11 May @ 12:27pm 
Its compatible and sure use it
lety4ayavoropaeva 11 May @ 11:22am 
Is the mod compatible with Mod Jam+ Refinements by Illogical ?
And do you recommend this mod?
Garr Incorporated 11 May @ 10:27am 
Talks with Ted revealed an issue common in people using incomplete collections: your mod adds configs for Psionics Ex Machina MELD Standalone and modifies the loot tables to include Meld. But since I have no Meld mods enabled I get no loot from the missions. I will proceed to fix this locally, since it is a personal issue.
Tiaz  [author] 11 May @ 10:12am 
@Aonova
I dont have any bugs with Flawless if you encounter some pls write to me.
Aonova 11 May @ 9:50am 
Question: the 2024 collection includes stuff that vastly inflates resources per mission/xcom AP/hacking stat etc. -- are configs for mods like "Flawless" affected by this?

I'm wondering if this balance is intended, since a bog standard install of the 2024 list with AML is giving me sort of wild numbers by default. (I understand how to tweak the configs for taste, just wanted to experience your intended balance.) I personally had to tweak flawless config since it was giving me glitched rewards (infinite flash grenades for example -- that cant be intended for lwotc?)
Tiaz  [author] 11 May @ 9:33am 
In LWOTC only full salvage missions gives corpses, if you have some bugs with that mission there must be from LWOTC not from this MOD.
Garr Incorporated 11 May @ 9:30am 
Not sure if it is something with your mod or vanilla LWotC. Just did an early Standard UFO mission (April 9th, lucked onto a mission), and the loot was enemy corpses and loot from the bodies. Nothing regarding alloys, elerium or even straight supplies. Is this an unintentional consequence of the mod, an intentional limit on early power, or something from "vanilla" LWotC you do not know about?

Can provide a save file and full modlist if necessary.
Tiaz  [author] 11 May @ 4:28am 
UPDATE:
Fixed Dark Event Ability LightningReflexes Typo.
lety4ayavoropaeva 11 May @ 3:58am 
I found a bug, it is also present in your version https://discord.com/channels/590853492084572170/1370556725740048467
Tiaz  [author] 10 May @ 5:13am 
@Garr Incorporated
Some of the perks are here because I love old things like Light Em Up. Crate Recovery functions this way because of my changes.
Garr Incorporated 10 May @ 2:45am 
Also curious whether Crate Recovery behaving identical to Smash & Grab (i.e. reinforcement timer instead of regular reinforcements) is kept from some old version or changed specifically for this modpack.
Garr Incorporated 10 May @ 2:42am 
Right, while we're on the topic, since you kept Grenadier intact, can you check the 1.2 Technical tree as well? I know you have your own thing, but there are some adjustments you might want to consider.

Also, in 1.2 Light Em Up was replaced with Marauder: function identically, but Marauder is more compatible since it's from WotC.
Tiaz  [author] 9 May @ 10:43pm 
No need for that.
lety4ayavoropaeva 9 May @ 12:14pm 
@Tiaz
Great!

In theory, you still need to add mods with which there is a more obvious interaction.
Most mods either have no loading sequence links - and then it doesn't matter, they will start in the middle,
but many are set to start after LWOTC or TedJam
The game won't understand who to start first, your mod or the mod to which the bridge was made.
For example, in my opinion it is missing, but I could be wrong:
+RunAfter=KirukasSparkLWOTC_M2
+RunAfter=DragoonLWOTCRedux
+RunAfter=HereticClass-LWOTC
+RunAfter=HijackerClassLWOTC
+RunAfter=KirukasLWOTCClasses
+RunAfter=KirukasSparkLWOTC_M2
+RunAfter=DualWieldedPistols
+RunAfter=WOTCMoreSparkWeapons
+RunAfter=TruePrimarySecondaries
Tiaz  [author] 9 May @ 10:27am 
@lety4ayavoropaeva
Fixed
lety4ayavoropaeva 9 May @ 10:23am 
@Tiaz
A couple of months ago, an update was released
Heretic Class - LWOTC
The edit lines from this mod type
-SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="
stopped working and a conflict began
Tiaz  [author] 9 May @ 10:07am 
UPDATE:
Grenadier skill tree updated to LWOTC patch 1.2. Thanks, Garr Incorporated for reporting this.
Garr Incorporated 9 May @ 9:16am 
I assume the changes to classes I encountered are from this mod - it is the only large overhaul I used to try and get back into LWotC. This results in an interesting change of class dynamics. Some I like, but the grenadier makes me question some things.

Mainly because the most recent LWotC version of 1.2 changes Grenadier noticeably. The larger quantity of grenades now comes less from skill tree and more from the grenade launcher itself. Heavy Ordnance comes with Magnetic GL, and Full Kit comes with the Beam GL. Now either you have changed this back to how it was before (that is, GLs granting greater range and manoeuvrability), which means I will need to adapt back to this cruel reality... Or you did not change the class despite such modifications to its primary mechanics - which results in your ability tree requiring an update. Please check.
Tiaz  [author] 2 May @ 5:47am 
Thats all you need to do.