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- Secondary Weapons like Sawed-Off Shotguns, Arc Throwers and Holotargeters were missing there baseline abilities like Point-Blank, Holotarget or Stun. Those have been added so they should work properly now!
DISCLAIMER: For this to work you will need to subscribe to the "[WOTC] WSR Weapon Skin Replacer - Core" mod. You can find it in the steam workshop or in the updated curated mod list.
- Psi Gauntlets T2 and T3 have been fixed (T2 / T3 were not equippable)
- localization updates to enabling traits (changed the color and position of all the enabling traits for more clarity)
-Sniper Rifles now have baseline squad sight
-tier0 augments have been removed (too cheap and quickly made obsolete by the first upgrade, chance too need augments has been adjusted down a bit)
-reenabled combat intelligence
-Jedi Holocrons & Biotic Amps fixed
-rebalancing of most ability costs in the supported submods, over 1000 changed ability-costs!
To smooth out the balance differences between most of the mods in the pack we tried to categorize all the skills into some broad categories like: Defense, Concealment, Aoe, etc... and gave diffent point values to them.
Afterwards we combed through over 1000 skills and evaluated them. The Median Cost of a Trait is now 25AP.
Depending on combat intelligence soldiers will now recieve 45AP or more per Rank-up. That should allow you to pick 2 out of 3 traits on average.
This an early Revision of the AP-changes. Expect Imbalance, expect skills that we missed in our list, expect same-ish traits with different costs.
The Balancing effort is an ongoing process. If you find something that seems weird or incosistent please reach out. We will try to fix it in a future update.
Special credits to Mrvecz for the rebalancing ideas.
HP: Increased the amount of HP you can buy before diminishing returns kick in. This should make it a bit more easier to level up HP.
Aim: The most important stat for most classes. RPGOs balancing made it a bit too easy to get 100+ aim soldiers at an early stage of the game. We made the diminishing returns kick in slightly earlier, so it is a little bit harder to stack aim. This makes it still very possible to get 100+ aim soldiers, although you have to invest more points or use equipment to increase your aim.
Defense: Diminishing returns come in sooner as the RPGO value was very high. Should still be a while before you notice the defense stat cost increasing.
Mobility: unchanged
Will: Just as defense: Diminishing returns come in sooner and you will need to heavily invest into will to notice it.
Hacking: Diminishing returns come in a bit earlier to incentivize using mk2 and mk3 gremlins.
Dodge and Psi Offense: Both have received very small nerfs, so the diminishing returns kick in a little earlier.
Long War of the Chosen uses values for weapons, equipment, armor and your soldiers abilities to determine, how long it takes to infiltrate a mission (basically a soldier in a WAR-Suit with Rockets and Grenades needs more time to infiltrate than a Shinobi with a sword and SMG). RPGO and its subclasses introduces several new weapons, abilities and equipment which have no "infiltration values" assigned to them.
This patch rebalances the infiltration and covertness values of many weapons, abilities and equipment. You can find a detailed list of changes here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2774354113/3187991824505860070/
This is the first iteration of Infiltration Value Balance. There are plenty of more abilities and items that could provide infiltration modifiers. If you have an idea about giving an ability or item an infiltration modifier feel free to address it in the discussion thread above.
There are few more little fixes that are included in the update:
Great parts of the balancing ideas and implementation regarding stat upgrade balance and infiltration balance have been created by Mrvecz, so big shoutout to him for bringing the issues up and providing valuable input and suggestions for balancing LWOTC and RPGO out!