Second Wave: Red Fog Commanders Choise Perfect Information Green Fog Dynamic War Aiing Angles
MODs: Enhanced Tactical Info Line-of-Sight Indicators Virtual Reality Training DR Chipping DRChipping-ETIPatch_1.1.txt Sequential Overwatch Reveal Mod
PS. My final thoughts. The modification has too many missions. Missions have too small rewards. I understand that this was supposed to be but ... playing at a high level ... essentially at every level ... people are struggling to optimize their maximum growth. So the biggest challenge of this modification is to do as a mission because they are theoretically possible to do.
What's more, it is not understood how many missions a month is the basis, therefore the player tries to make them as many as possible.
Within 21 days I had over 50% of soldiers not exhausted - ready to fight - I did not miss any mission - so it is possible not to miss any oso... ~ 27 missions per month. This is way too much for me.
Is there any chance of perk effects being listed on equipment that gives perks? Particularly when the perk is changed from Long War or EW. Because as cool as perk based equipment is, I've no desire to blindly learn all the perks of this mod so I can play it competently. That said, what I saw before I decided to give another mod a try I did rather like, so I may well come back to this anyway.
Ah, sorry about this, the descriptions take a lot of time to update and perk descriptions take up a lot of space. The best way to learn is through experimentation, but if you really need to know in advance the info is wrapped up in my planning spreadsheet linked at the top of the Docs > Readme and right here: https://docs.google.com/spreadsheets/d/1WTsjPWEha-87qwnx4s_QceIff--JcIFC9KmE7dAzts0/edit?usp=sharing
Mostly I just wouldn't sweat it, think of the perks as icing on the cake and experiment freely and I think you'll find a lot to like. You can also check out my or Faleg's youtube LPs.
I am considering one final update for this mod, a mixup to the Rocketeer-specific items that would require a weight rebalance across the board, but I think make things just a touch more interesting... I think I wanted to make rocket ammunition items (extra shredder, extra standard rocket) provide perks that really shape the feel of a rocketeer so a specific rocketeer isn't tied to being "the one with the big blast radius" or "the one with the long-range rockets" for the whole campaign.
But after that, well, I thought I might give the mod over to the community for caretaking.
I probably won't continue my youtube campaign. There's one last update I've been thinking about and I've been caught up in work and designing other games (working on a tabletop RPG where you could do XCOM or anime... something that handles any kind of genre or mix of genres). Still, I find the itch coming back every now and again. But playing (and recording) are massive time sinks that I don't think I can manage right now.
That's expected. Use SHIVs, abuse the Psych Eval penalties when possible, and skip missions when necessary. There are plenty of resources and the penalties for missing a mission are greatly reduced. Every decision is meaningful.
Hi! Very late to the show I just discovered this wonderful mod but after having installed it it seems I'm still playing standard Long War mod because the difficulty level is not "strategic, tactical, hope etc" but "normal, classic etc" also weapons don't have perks in their description and a lot of other things. I copied the files in the zip and pasted them in the game folder under steam overwriting the long war files. Am I missing something?
Hi! Coming back to this awesome mod AGAIN after a long break. I think I found a problem with the Sovereign Minigun. Its giving an extra +48 to hit in my game. XD
It could be that my game skill has just improved, but it seems to me that alien progression on Hope is a little slow. Also, I just had two Terror Missions spawn at the same time on one continent. I've never had that happen before in all my time playing Long War.
Yep, that's correct. The Mec balance is likely sketchy right now but I figured I'd aim for fun first and then tune them down if necessary. Think of it like the ballistic shotgun mixed with the cannon ; )
And yeah, the terror mission frequency is actually the same as LW, you can technically get 4 in a week if you're... lucky... It's basically two at the end of one month and two at the beginning of the next. But there's a 2 mission cap on terror missions per month if that helps ease the pain any.
...Wow. Where the Hell has THIS been?! I wish I knew of this before I started a new game again. Hrmm... might be worth starting over a third time to give this a shot. I do have two questions however:
1. About the Mecs, Do they retain their classes such as Jaegar 'n Archer, or was that scrapped? Is there anything that goes into more detail about them?
2. Is this EVEN MORE difficult than Long War, or more of a rebalance and reworking? I love LW's difficulty, but it is a bit ridiculous at times. Namely, Outsiders with five bars of health and eighteen perks, or Mechtoids with six bars of health, Double Tap, & Heat Ammo.
Hi there Random Hopping Sheep. I've been playing this mod off and on a while I'll take a stab at answering your questions.
1. There is still a mec class for each soldier class. The classes have been renamed and the perks redone. I think the author has made some perk lists somewhere around the website. Check the various options under Forums tab and also check the read me tab.
2. The mod is mostly a rebalance, but because the author has both added the number of perks on enemies and greatly randomized the perks that enemies receive the likelihood of encountering a greatly enhanced enemy or group of enemies containing extremely nasty perk combos is high. To counter this extra perks have been given to soldiers in the form of perks attached to items. Difficulty can rise and fall over the course of the game with random perk combos biting you hard and it can come out a bit gonzo in the end. I find the unpredictability and chaos more entertaining than standard Long war.
Whoa, looks like I haven't been paying attention to my forums, thanks for the cover Csaran! I think he got it sheepthathops. For difficulty I'd say that you are most likely, even on the hardest game mode, to find it easier to handle than Impossible LW but you can expect some horrible surprises occasionally... or regularly towards the end. For mecs, checkout the google doc planning sheet linked in the description as it has all the perks and stats on equipment up-to-date (w/o enemy spoilers). If you aren't used to factoring in the perks you get from equipment in addition to the soldier builds then the perk trees can seem skewed, but the basic idea behind the mec builds is that they are highly configurable via equipment.
Sadly the CTDs are just vanilla issues... I'd save before the base fight begins, as the base defense is the most reported crash in the game but people have had luck starting the mission over. As creator of the game I give you my blessing to end that mission via console command if it gets in your way.
I can't save because of ironman. How to end this mission? It hasn't even started. Game crashes on geoscape when accelerating time with ufo moving towards my base. I have played this game the whole month (real life) I just won't quit because of this bug.
I did some googling but I couldn't find a way out of that one, I would suggest not playing in Ironman mode as vanilla XCOM:EW (that base defense!) is too buggy to trust a hundred+ hours of your life too. I'm sorry p6kocka, but I'd restart without Ironman if I were you. I find the game's simply fun to play, whatever part of it I'm in.
318 comments
https://www.twitch.tv/quisatzleto
Second Wave:
Red Fog
Commanders Choise
Perfect Information
Green Fog
Dynamic War
Aiing Angles
MODs:
Enhanced Tactical Info
Line-of-Sight Indicators
Virtual Reality Training
DR Chipping
DRChipping-ETIPatch_1.1.txt
Sequential Overwatch
Reveal Mod
PS.
My final thoughts. The modification has too many missions. Missions have too small rewards. I understand that this was supposed to be but ... playing at a high level ... essentially at every level ... people are struggling to optimize their maximum growth. So the biggest challenge of this modification is to do as a mission because they are theoretically possible to do.
What's more, it is not understood how many missions a month is the basis, therefore the player tries to make them as many as possible.
Within 21 days I had over 50% of soldiers not exhausted - ready to fight - I did not miss any mission - so it is possible not to miss any oso... ~ 27 missions per month. This is way too much for me.
That said, what I saw before I decided to give another mod a try I did rather like, so I may well come back to this anyway.
https://docs.google.com/spreadsheets/d/1WTsjPWEha-87qwnx4s_QceIff--JcIFC9KmE7dAzts0/edit?usp=sharing
Mostly I just wouldn't sweat it, think of the perks as icing on the cake and experiment freely and I think you'll find a lot to like. You can also check out my or Faleg's youtube LPs.
But after that, well, I thought I might give the mod over to the community for caretaking.
And yeah, the terror mission frequency is actually the same as LW, you can technically get 4 in a week if you're... lucky... It's basically two at the end of one month and two at the beginning of the next. But there's a 2 mission cap on terror missions per month if that helps ease the pain any.
1. About the Mecs, Do they retain their classes such as Jaegar 'n Archer, or was that scrapped? Is there anything that goes into more detail about them?
2. Is this EVEN MORE difficult than Long War, or more of a rebalance and reworking? I love LW's difficulty, but it is a bit ridiculous at times. Namely, Outsiders with five bars of health and eighteen perks, or Mechtoids with six bars of health, Double Tap, & Heat Ammo.
1. There is still a mec class for each soldier class. The classes have been renamed and the perks redone. I think the author has made some perk lists somewhere around the website. Check the various options under Forums tab and also check the read me tab.
2. The mod is mostly a rebalance, but because the author has both added the number of perks on enemies and greatly randomized the perks that enemies receive the likelihood of encountering a greatly enhanced enemy or group of enemies containing extremely nasty perk combos is high. To counter this extra perks have been given to soldiers in the form of perks attached to items. Difficulty can rise and fall over the course of the game with random perk combos biting you hard and it can come out a bit gonzo in the end. I find the unpredictability and chaos more entertaining than standard Long war.
Hope you enjoy the mod sheepthathops!