XCOM 2
Partisan War -OUTDATED-
311 Comments
Jesterofgames7712 6 Jan, 2017 @ 6:07am 
question
Are you still gonna be doing this with the annoucment of Long war 2?
TCliff 2 Jan, 2017 @ 11:27am 
I reach a point in each game where enemies stop spawning. Its very annoying :(
binscattic 25 Dec, 2016 @ 2:30pm 
Once i had two soldiers bleeding out i rescued them , but then i saw that one had died, is that normal?
DaddyHammer 25 Dec, 2016 @ 2:14am 
Hi i have problem with this mod , rescue civilians mission i dont have civilians . maby u can fix it thx
Nazo 2 Dec, 2016 @ 6:43pm 
most of the missons that send reneforcments send in the drop ships but show no enemys
binscattic 3 Nov, 2016 @ 2:53pm 
Overwatch not working ? atleast not in the first mission
Dreyfus0414 9 Oct, 2016 @ 6:57pm 
I was testing the smg with one rookie side by side with another on an open street. 1 has and smg and 1 has a rifle. They could move the same amount of tiles in a blue move. I will check to see if my mods are conflicting. But it looks like the smg is glitched
Dreyfus0414 9 Oct, 2016 @ 6:53pm 
thanks
JayBee 🔰  [author] 9 Oct, 2016 @ 6:50pm 
The SMG does provide extra mobility as well as a smaller detection radius when the holder is concealed.

I'll double check this week in case something became bug in a patch.
Dreyfus0414 8 Oct, 2016 @ 10:33am 
Why doesn't the smg provide extra mobility? Does it have a purpose?
JayBee 🔰  [author] 7 Oct, 2016 @ 12:29pm 
I'm doing an update this weekend which I hope will deal with the 0 enemies on drop ships and low enemy counts occassionally.

I had an operation on Sept 12 so things have been quite slow getting done.
Tanatos 4 Oct, 2016 @ 7:20am 
hey baxter, I have a good idea if it is at all possible, that can be taken except the rookies is only one class of any kind in the squad if necessary with upgrades 2 or so. I pick even with the many classes in person usually 3 or 4 take with of a kind and it would then be determined even more interesting I think. :)
Alpha the Mage 5 Sep, 2016 @ 6:10am 
@Jesterofgames7712: It's ok. I thought you know something about a new DLC. BTW, if you really want some mods for sparks, you can check: the spark pugilist mode-transforms the spark into a boxer or lw mecs as sparks-all the xcom enemy within variants with new skills but without grenade launchers. Or you can try the playable aliens mode-you can command an advent mec-it has an awesome grenade launcher.
Jesterofgames7712 4 Sep, 2016 @ 9:32pm 
@GG i ment shens last gift I ment recent DLC Not new curse steam for not leting me edit comments

oh also I Just ment the spark in general

again sorry for the misunderstanding
Alpha the Mage 4 Sep, 2016 @ 8:39pm 
@Jesterofgames7712 : New DLC? What new DLC? What new Spark? If you want a Spark variant there are a lot of mods for Sparks. And again WHAT NEW DLC? YOu know something we don't?
Jesterofgames7712 4 Sep, 2016 @ 7:52pm 
You know I can't WAIT to see all the changes made because the new DLC

because i can't wait to see what you do with the new Sparks
yendorciv 3 Sep, 2016 @ 8:01am 
@Wloczykij That's the problem I was having. I've tried everything, fully uninstalling, deleting everything, but nothing worked. I came back here to see if anybody else had this issue and to see if it was fixed. Partisan war is great, but I can't keep playing it and then have this issue show up
JayBee 🔰  [author] 30 Aug, 2016 @ 9:04am 
FYI there are three 'specialized' weapon techs with insane research times, obviously ignore them as they are in there just so I can do some live testing for the future weapon update. :)
JayBee 🔰  [author] 26 Aug, 2016 @ 9:08am 
@Eduardo Good to hear from you, much fun coming. :)
Eduardo 24 Aug, 2016 @ 8:29am 
Hey guys, good to see you again.
I was a little bit worried that Partisan War had been left on hiatus, but seeing a new update always makes me happy. I'm glad that life isn't so crazy for you anymore.
JayBee 🔰  [author] 23 Aug, 2016 @ 12:58pm 
New update is up, lots more to come now that we're active again from the summer. =)
JayBee 🔰  [author] 23 Aug, 2016 @ 12:58pm 
@Farewell You should be able to do environmental damage, I do when I play. Having said that all of the weapons have less environmental damage, but it's usually only a drop of 20%-30%. Some explosives are better tailored to it, for example the Anti-Personnel (AP) Grenade does hardly any, the High Explosive (HE) Grenade does quite a bit more than usual.

@Patriot Well that's interesting, I'll explore that. =D

@Raidriar We have a CS (o-chlorobenzylidene malononitrile) military tear gas grenade coming. It'll basically sort of do what you are thinking. Other than that we've 2 other grenades we'll probably introduce but nothing final.

@Hell_Nicco Yes, very much yes, we will be integrating that as priority 2 just after weapons update which is priority 1, in some cases we'll have alternating patches to rework one or both along with other changes.

@Morrogander, well that's nice to hear, we're just getting back into high gear on XCom 2 after a summer of insanity with life.
JayBee 🔰  [author] 23 Aug, 2016 @ 12:51pm 
@Fuzzywuzzy I'll be incorporating and integrating something later.

@Bear I'm going to have to review everything again and see what is up.

@Wloczykij Haven't seen that before and its the first report so I can't say how to fix that except reloading which you probably already did.
MORROGANDER 19 Aug, 2016 @ 5:19pm 
Great now I don't need to wait a long war 2 anymore!
[HN] 13 Aug, 2016 @ 4:22am 
Any plan to balance the mess that is the Long war Alien Pack ?
Scarface One 27 Jul, 2016 @ 11:49pm 
Hey guys me again and I just had two ideas. (If it hasn't already been done) Have you thought about Acidic Weaponry? At first I thought maybe just a Acid Pistol, but only one class can use a pistol so maybe full scale weapons! They would do less damage then Plasma, but would burn through armor and cause burning if the target is hit. The downsides are that they have very low ammo and are less powerful as a Plasma version. Or you could just make acidic rounds that would be made via Proving Ground? Idea 2: Grenade mixing! Combining two grenades into a super grenade! Like a Gas Grenade mixed with a Smoke Grenade that makes an enemy sick and can't see! Let me know what you think.
Vanguard 24 Jul, 2016 @ 3:38am 
Advent Officers with the return fire ability are able to return fire affter being skulljacked.
IllI 20 Jul, 2016 @ 7:54pm 
I have one thing to say that after install this mod I can no longer do environment damage like destory walls or covers.Is that a setting of this mod?Or just a sort of bug?I have fewer tactic choice now,and even less fun.but I still love this mod.so plz help me.waitting for a solution
Włóczykij 20 Jul, 2016 @ 11:48am 
Hello. Recently, I have problems with your mood (I suppose because it is the only one in my mood intrusive in this part of the game), namely in the middle of the game when the mission of the "one standing UFO" disappear all the characters NPC from the map (except the Team), and from this port each mission it is 0 enemies and other characters. You know what it is and how to fix it?
Dreyfus0414 18 Jul, 2016 @ 2:20pm 
for adding in new weapon tiers, have you considered using the "tier 1 weapon port" models for a bridge between gauss and starting weapons?
Baanth 12 Jul, 2016 @ 9:13am 
Looks interesting! Are you looking at adding or making sure Second Wave options work with your mod?
JayBee 🔰  [author] 10 Jul, 2016 @ 9:52am 
@michael Soldier fatigue is being reintegrated, it'll be re-added soon once I fix up a few things. :)

@Eduardo The Long War Laser Pack will be added in as a priority to go along with another weapon tier, that and fixing those other bugs are what is happening this week. Having said that the weapons damages and stats will be adjusted so that lasers will do a little less than plasma (5 weapon tiers total)- so the top end damage will be mostly the same. The Long War Perk Pack will also be integrated after the weapons are, all soldier classes will be updated to that style of 3 perk options. Enemy power does scale so it'll remain balanced aside from tweaks from time to time. =)

@King That is a planned feature though not integrated yet, having said that the cost of higher end weapons and armor have been and will continue to be balanced for a higher cost.

Eduardo 9 Jul, 2016 @ 5:03am 
Now that the long war laser pack has been released, will you incorporate it to this mod? Also an idea that I've thought about: there is a mod called mercenary plasma weapons, it's a cosmetic replacement for beam weapons, and it's really well made. I think that these weapons can be made into an end game weapon tier(comes after beam), as for balancing issues, the weapons would not be op since the end game enemies will be a lot stronger than in vanilla( this is planned for Partisan War right?).
michael199310 7 Jul, 2016 @ 1:41pm 
Thanks for the answer, I'm trying the mod right now.
Soldier Fatigue doesn't seem to work but I had this mod subscribed earlier... I just disabled it in the starting menu, should I unsub as well?
EDIT: with unsubbed Soldier Fatigue mod, the feature doesn't work either ;(
JayBee 🔰  [author] 7 Jul, 2016 @ 9:30am 
@Michael The core mod extends the campaign game by modifying a host of settings to work together so that it remains balanced. It adjusts enemies so they are more granular and that they gain strength and ability over time with smaller increases to match the pace of the game. It adds some techs and variant aliens to make for a more diverse game.

It also does integrate a variety of other mods as well so they remain balanced and requires less effort by players to work out mod conflicts.

Grimmy's loot mod is not balanced with Partisan War, Additional Dark Events should work fine as would Additional Mission types- not quite the same but close. True Concealment and More Squad Sizes are fine (the latter will be integrated in the near future.

Lots of things still to add but with real life there's only so much that can be done at one time. :)
michael199310 7 Jul, 2016 @ 6:18am 
Forgive me for this <possibly> stupid question... but what exactly does this mod do? Is this a collection of smaller mods, integrated with each other? Or those mods are just an addition to some sort of 'core'? I would like to try that out but I'm using quite a number of other mods which are not listed as 'integrated' into Partisan, especially Grimmy's Loot, Additional Dark Events, Additional Mission Types, True Concealment and More Squad Size.The rest are just cosmetic mods like ADVENT armour and Capnbubs. Are those mods compatible with Partisan?
Eduardo 6 Jul, 2016 @ 5:00pm 
Good to see you again, and I'm glad that you recovered from your health issues. That Lidzilla and powered up enemies sound fun and evil. Looking forward to it.
Dreyfus0414 6 Jul, 2016 @ 9:58am 
Thanks
JayBee 🔰  [author] 6 Jul, 2016 @ 9:52am 
@Shpee Yes, there's two more tiers of weapons that were about to be released before I had the medical issues, I had to fix a couple things before releasing them so I'll get on that and release 1 of the tiers once I confirm it's all working properly. Also, yes, it's the weapon power levels are adjusted to more integrate with the granular increase to enemy power, so it is supposed to be a little more noticeable and challenging if you take too long to research.

@Belase Yes, there are already more powerful version of enemies of all sorts, there isn't currently a Chryssalidzilla but it will also be added- I was hoping to script in 3 missions for it but we'll see how that goes.
JayBee 🔰  [author] 6 Jul, 2016 @ 9:52am 
I've been in and out of the hospital since the last time I posted so I'll track things down and sort them out with the current changes.

@Yendorciv probably the lack of enemies is from base game, I'll review the codex and fix that- not sure why that's happening but I'll remove codex changes and then add them back while verifying it's working properly., and I know there's an occasional empty reinforcement ship so I'll fix that too.

@Raidriar, in time, been very busy though and a bit sick.


The Do-It-All Badger 5 Jul, 2016 @ 6:46pm 
So... Is this mod gonna give us giant/souped up versions of regular enemies? One of the biggest things I miss from the old Long War mod is being able to fight Chryssalidzilla...
Dreyfus0414 1 Jul, 2016 @ 10:48am 
Hello Im new to this mod but I'm really liking it. one question though, Because of the fact that gauss weapons are much weaker are there more tiers of weapons? Or Am I stuck with low damage tech to increase challenge?
Scarface One 21 Jun, 2016 @ 12:22pm 
Hey J G it's been awhile. It seems a number of huge bugs relating to XCOM 2 or PW have been reported and this might be a bad time to be asking, but any chance of changing the date on the " June Beast"? Like I said it might be a bad time to be asking, but then again maybe not. I do have a "official" name for the "June Beast", but if you aren't being a busy mod wizard and you get around to it you might want to change the name and besides it would ruin the enemy's identity.
yendorciv 19 Jun, 2016 @ 9:26am 
I uninstalled the game, deleted the xcom 2 folder and then reinstalled everything. I started a new campaign and I'm getting No enemies again. This is probably a main game bug, but I didn't have this issue with the 6 campaigns before this. Also, the kill a codex task never shows as complete. not sure if its related. The only mods I'm using are the ones listed as compatible with Partisan War. Does anybody have an ideas?
JayBee 🔰  [author] 16 Jun, 2016 @ 11:15am 
@Kristophy I hope you enjoy it, please leave any feedback as you do your second play through. :)
✠۞ҜℜأᎦϮO𝖕𝔥ץ☣ 15 Jun, 2016 @ 7:25pm 
sweet that would be awsome i dont feel like ive acheved anything like i did in long war athough the game play is bad ass. i will dowload your mod on my secont play through. :).
JayBee 🔰  [author] 15 Jun, 2016 @ 10:40am 
@xodarap777 Yea, we're integrating ABA as well but it's a slow process.

@yendorciv Haven't heard of it happening in Partisan War, I'll keep a look out.

@Kristophy That's true, it's an option for the future.
✠۞ҜℜأᎦϮO𝖕𝔥ץ☣ 14 Jun, 2016 @ 8:13pm 
there is a mod for adding advent forces to your sqaud that might be kind of cool?
yendorciv 11 Jun, 2016 @ 8:20am 
Is anybody else having issues where no aliens show up in a mission? the phantom chamber will show 0 aliens and it is accurate. It seems to happen when the avatar project counter is one away from full or it is full. I've uninstalled the game, deleted all files except saves and it still happens. I assume something in the save is corrupt, but I'm not starting over again
xodarap777 10 Jun, 2016 @ 4:24pm 
@Raidriar Yes, there's an ADVENT Priest mod floating around - I added it along with Spectrum enemeis, A Better Advent, ABA better pods plus, and ABA all the enemies, and the priest shows up reasonably often and is fairly effective. In small pods, he's not a pain because he dies easily and I focus him down, but in large pods, it creates a great tactical trade-off: Do I kill the healer who likely won't kill me, or focus down the heavy hitters first? (I of course hit their hard hitters first, which generally gives their priest a few turns of annoying me with heals and support)