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About this mod

A fix to Long War 1.0's multiple bugs and late game problems. Offers significant balance, quality of life, and gameplay improvements. Tries to stay true to the original Long War 1.0 gameplay.

Requirements
Permissions and credits
Changelogs
Version 1.18.30 Released! 

What is this Mod?
This is a modification of a modification. :)  The popular Long War 1.0 modification for XCOM:EU/EW was amazing and very successful.  However, there was still room for improvement... thus this mod.

Regarding the First Mission:
The first mission is challenging. It is intended to act as a litmus test to guide you in selecting a difficulty.  If you fail the first mission you may consider dropping the difficulty a notch.  Injuries and even a death on the first mission is not unreasonable as it is intended to mimic the difficulty you would experience in some of the tougher battles in the mid-late game.

Regarding Overall Difficulty:
In general, Normal difficulty is easier and Impossible is harder. Veteran long war players who are new to this mod should seriously consider dropping their difficulty a level or two as the mod can take some experience to get used to. The difficulty curve is also adjusted so that the game starts off easier and gets more difficult as it progresses: expect to find the game easy in the beginning and significantly harder as the game progresses. Captures and interrogations are now required research and getting them early is important to not slow down research.  Destroyers are more difficult to shoot down and attempting to in the early-mid game is not advised.  As well, landed UFOs and swarming abductions are more challenging -- treat them with respect and do not rule out retreating.

Recommended Second Wave Options:
This mod is balanced around and intended to be played with Green Fog and Red Fog.
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MAIN GOALS

1) Eliminate the reverse difficulty curve
2) Make easier difficulties easier
3) Discourage abusive and tedious strategies (e.g. shadow device stacking, first turn kills, pulling enemies, etc.)
4) Encourage engaging choices (air combat stances, equipment slots, base construction, etc.)
5) Improve choices on the perk trees (so more perks/builds are reasonable and competitive)

6) Improve underused or underpowered items
7) Make parts of the game less frustrating (e.g. Psi training, arcthrower capturing) while still preserving difficulty
8) Make cover and cover-based strategies more valuable in the mid-late game
9) Remove the feeling of needing to play around pod mechanics
10) Stay close to the gameplay of LW 1.0


I have played quite a few campaigns of LW 1.0 (mostly on I/I) and consider myself to be an experienced player but by no means have the best answer to everything.  If you find that this mod has strayed from any of the above goals please let me know in the comments section so I can improve and/or fix it.   This has gone through many versions with many player testers.  I hope you enjoy.
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INSTALLATION


Required files:  XCom:EW, Long War 1.0

1) Unzip the zip

2) Copy the files from the 'Config' folder into XCom-Enemy-Unknown\XEW\XComGame\Config:

3) Copy the files from the 'Localization\INT' folder into XCom-Enemy-Unknown\XEW\XComGame\Localization\INT:

4) Copy the files from the 'CookedPCConsole' folder into XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole:

5) Play the game!

You may want to backup the files that this mod changes before installing.

The directories are mostly commonly found with this path: "C:\Program Files (x86)\Steam\steamapps\common\"

LW Rebalance will only work with campaigns that were started with LW Rebalance.  Different versions of LW Rebalance are mostly compatible with each other.  I recommend checking version differences to determine how significant changes were and if they would affect your game before you upgrade to a new version.
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INCORPORATED MODS

Meld Alarm (by Eclipse666): http://www.nexusmods.com/xcom/mods/540/?

Customized Unique Soldier Stats /w Carlock (by Eclipse666, vazeron1): http://www.nexusmods.com/xcom/mods/606/?
EXALT Intel Tweak (by Eclipse666): https://www.nexusmods.com/xcom/mods/695/?
Exalt Reminders (by Eclipse666): http://www.nexusmods.com/xcom/mods/595/?

Hunker Down Fine Tune (by wghost81): https://www.nexusmods.com/xcom/mods/474/?
Enhanced Tactical Info (by Eclipse666): http://www.nexusmods.com/xcom/mods/554/?

Realistic Mission Intel (by Cryptic C62): http://www.nexusmods.com/xcom/mods/697/?
Assorted small AI fixes (by kawyua): http://www.nexusmods.com/xcom/mods/684/?
Exalt Explosives (by oakeman): https://www.dropbox.com/s/msc1122akmxfbfj/FixExaltUsingGrenadesAndRockets.zip?dl=0
Next/Prev tabbing order (by oakeman and Amineri): https://pastebin.com/jrWECLyy
Sequential Overwatch (By szmind): https://www.nexusmods.com/xcom/mods/704?
Better blueshirts (by Dustin): http://www.nexusmods.com/xcom/mods/665/?

Additional Species (by amaciel81): http://www.nexusmods.com/xcom/mods/619/?
Steam Vent Location Tweak (by Eclipse666): http://www.nexusmods.com/xcom/mods/699/?
Virtual Reality Training (by Eclipse666): http://www.nexusmods.com/xcom/mods/569/?
Long War Beta 14 HP Display Mod (By Ellatan): http://www.nexusmods.com/xcom/mods/503/?
DW Fix (By Lemaign): https://pastebin.com/PDBTiGEQ
Line of Sight Indicators (by tracktwo): http://www.nexusmods.com/xcom/mods/666/?
LoadoutManager (by tracktwo): http://www.nexusmods.com/xcom/mods/656/?
Cleanse of the Clones (by SirDrD): http://www.nexusmods.com/xcom/mods/514/?
Campaign Summary (by tracktwo): https://www.nexusmods.com/xcom/mods/626/?
Squadron Unleashed (by szmind): https://www.nexusmods.com/xcom/mods/710/?
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THANKS AND ACKNOWLEDGEMENT

Thanks to szmind for Squadron Unleashed, Sequential Overwatch as well as many many pieces of code and help with coding.Thanks to AzXeus for teaching me how to code and helping me with a lot of the coding.
Thanks to tracktwo for so much of the amazing code: Line of Sight Indicators, LoadoutManager, XCOM Scamper, Campaign Summary, etc.
Thanks to Dustin and Terrible Name for helping me with conceptual code problems and getting through some difficult coding.
Thanks to SpazmoJones (aka Eclipse666) for the meld expiration timers, carlock, exalt reminders, steam vent, and enchanced tactical info.
Thanks to Cryptic C62 for his map category modifications.
Thanks to kawyua for the AI modifications.
Thanks to oakeman for his help fixing exalt using explosives when disabled and proper tabbing through of soldiers.
Thanks to The Iron Rose (aka vazeron1) for his help with customizing the unique soldiers.
Thanks so much to Forefal-, Lafiir, bigjet, Youge, Tacklezz, and LateNight_Rax for their feedback and tireless beta testing.
Also tremendous thanks to johnnylump, wghost81, and Amineri and everyone else who has made LW such an amazing game.
_____________________________________________________
STRATEGIC-LAYER CHANGES

  • Difficulty changes (other LW 1.0 difficulty changes still apply)
  • Normal:             100% XCom funding    Base HQ Power 50   Start cash 1000   Start Panic  200   UFO Alloy/Elerium 100%
  • Classic:        80% XCom funding    Base HQ Power 40   Start cash 800     Start Panic  400   UFO Alloy/Elerium   80%
  • Brutal:          60% XCom funding    Base HQ Power 35   Start cash 600     Start Panic  600   UFO Alloy/Elerium   60%
  • Impossible: 50% XCom funding    Base HQ Power 30   Start cash 500     Start Panic  800   UFO Alloy/Elerium   50%

  • Updated all descriptions of perks, weapons, items, etc.
  • All weapons, armor, UFOs, items, etc. have their weight, duration, blast radius, range, damage, cooldown, etc. listed for easy view within the game itself.  I basically moved the entire UFOpedia into the game so you never have to look anything up.  This is essential because it would be frustrating to have to check this page and the UFOpedia combined to figure out what the stats of items were.

  • Map categories are updated to make more sense and be more useful
  • This is a modification of the map category reorganization mod created by Cryptic C62
  • Commercial District: Bar/Terror, Commercial Alley/Restaurant/Street (+EWI/Terror), Convenience Store/EWI/Terror, Fast Food/EWI, Gas Station EWI, Liquor Store, Meld Tutorial, Office Paper EWI, Police Station, Portent, Slaughterhouse A, Truckstop/EWI, Large Scout City, Small Scout Nuked City, Small Scout Roadhouse, Boulevard/Euro
  • Compound: Industrial Office, Military Ammo, Office Paper/Terror, Research Outpost
  • Waterfront: (unchanged) Chryssalid Hive, Pier A/Asia/Terror
  • Roadway: Deluge, Highway 1/Bridge/Fallen, Street Hurricane/Terror, Street Overpass
  • Railway: Confounding Light, Street Overpass EWI, Train Station, Trainyard
  • Construction Site: Demolition EWI, Highway Construction/EWI, Rooftop Const/Asia
  • Cemetery: Cemetery Grand, Low Friends, Small Cemetery
  • Wilderness: Cliffside, Scorched Earth, Creepy Forest, Deep Woods, Forest Trench, Hillside, The Barrens, Badlands, Forest Grove, Overlook A, Wildfire
  • Rural: Farm Outskirts, Furies, Stonewall, Dirt Road, Farm
  • Water Channel: Winding Stream, Marshlands, Quagmire, River, River Valley, Rocky Gorge
  • Unknown: All Council Missions, all Alien Base Assaults, all Battleships, Gangplank

  • Terror Missions increase panic on countries/continents by 15/5 but each civilian saved reduces panic by 1/0.3
  • Terror Missions have only a 50% chance to kill a civilian off screen each turn (from 100%)
  • For each civilian you lose the panic goes up by 1 (from 3) in the country and 0.3 (from 1) in the adjacent countries to a max of around 15 (from 45) in the country and 5 (from 15) in the adjacent countries
  • DW does double this and you still lose the country straight out if you fail the terror mission
  • If you do well you can still actually improve the panic situation
  • This is a little more realistic as the number you save shouldn't be so essential
  • With the huge weight of the terror missions before it was too easy to lose countries after each mission even if you did reasonably well, this helps prevent that
  • The terror panic modification and off screen civilian deaths makes it possible to actually lower panic in terror missions
  • It also makes saving people during terror missions feel like a reward instead of preventing a punishment
  • You break even (0 net panic) if  you rescue 15 civilians and reduce panic if you save anymore than that

  • The 50% chance for satellites to remove 5 panic at the end of each month occurs at 80-100 panic (from 95-100)
  • The 10% chance for satellites to remove 5 panic at the end of each month occurs at 50-100 panic (from 80-100)
  • If there is a satellite on the continent of a country it locks the defection chance at 80% (from 95%)
  • If there is a satellite in a country it locks the defection chance at 50% (from 80%)
  • Gives players a little more control over panic levels and defection rates with satellite placement

  • If a country has 4 bars of panic (from 4.75 bars) it may defect at the end of the month
  • Overall starting country panic levels increased by 25%
  • Starting country panic levels are more even -- Specifically: panic chunks to 1 (from 3)
  • With less panic from terror missions and satellites the aliens needed some help so the threshold to defect was lowered and initial levels increased
  • The difference between starting country panic levels was made more even so you didn't start with countries already defecting
  • Warning: you will likely a few more countries to panic off the bat when playing on impossible (compared to LW 1.0)

  • Failing an abduction causes 5 continent panic (from 20) and 5 country panic (from 25)
  • Failing an abduction in a country with panic of less than 2 bars will double panic increases
  • Failing an abduction in a country with panic of less than 1 bar will triple panic increases
  • The decrease in abduction panic from failing makes it less punishing to lose or skip an abduction
  • +1 panic bar in the country and +1/2 in the continent when you fail an abduction (x2 or x3 if it was a low panic country)
  • The increase in panic in countries with low panic is realistic and puts pressure on XCOM if they are doing well and eases up if they are doing poorly

  • Having one of your satellites shot down increases panic in the country by 10 (from 25) and continent by 5 (from 5)
  • Makes it less punishing for something that is difficult to control

  • Initial Panic spread out slightly more to 200/400/600/800 (from 500/600/700/800)
  • Makes the difficulties of abductions more reasonable as the panic is a major factor in abduction difficulty
  • This then also makes the game difficulties a little more distinct

  • Panic increases for undisturbed regular UFO missions increased to 3 (from 2)
  • Panic decreases for completing an abduction increased to 3 (from 2)
  • More panic generation throughout the campaign, encouraging you to end it early as the entire world panics more and more
  • Panic still remains constant for successful abduction missions

  • Panic increases for undisturbed bombing raids increased to 14 (from 8)
  • More panic generation throughout the campaign, encouraging you to end it early as the entire world panics more and more

  • Panic reduction for adding a satellite to a country reduced to 5 (from 10)
  • Makes overall a little harder to reduce panic and a net panic increase when a satellite is shotdown and then you replace it

  • Passing an exalt mission only lowers panic by 5 (from 20)
  • Council missions that lower panic only lower it by 5 (from 20)
  • Makes it overall a little harder to reduce panic
  • Stops 0.5 DW games from getting a significant advantage in panic reduction each month

  • Failing a council mission raises panic by only 5-10 (from 20-40)
  • Council missions grant a little more cash
  • Makes it less devestating when you do fail a bomb mission or something (remember 0.5 DW games can double everything)
  • The extra cash helps make the council missions feel more rewarding

  • Aliens gain 20% more resources for successful harvest missions and lose 20% less from having their UFOs shotdown
  • Overall it makes them more aggressive as they'll have a more resources
  • See: https://www.ufopaedia.org/index.php/Alien_Resources_(Long_War)

  • Items sold on the grey market sell for 50-80% less
  • Meld sells for 3 (instead of 4)
  • Alloy/elerium sells for 2 (instead of 3)
  • Discourages early game selling and makes later game research and tech are more attainable (because you didn't sell as many resources)

  • Non-satellite countries now grant 30% income on all difficulties (from 50/40/33/25%)
  • This also acts as an income surge on the harder difficulties in the early and mid game (helps with reverse difficulty curve) but makes cash a little tighter in the late game (helps with the reverse difficulty curve)
  • Putting up satellites is now just as rewarding on all difficulties

  • Reduced the amount of alloy/elerium/meld you get from intact alien corpses by 80%
  • Allows explosives to be used without as much worry about loss of resources (though you still lose the corpse)
  • This encourages other means of acquiring the resources instead of worrying about how you kill someone in battle

  • Added in an automatic reminder to scan for exalt after missions and failed intel scans
  • This is a modification of the EXALT Scan Reminder mod by SpazmoJones (aka eclipse666)
  • When multiple missions occurred at once it was easy to lose track of when you should be scanning
  • The reminder frequency is set as an approximation of when exalt will hit (and is not 100% accurate)
  • Depending upon your difficulty and game circumstances you may want to scan before or after the reminder

  • The hyperwave relay now displays up to 12 species (from 8) and how many distinct species there are
  • This is a modification of the Additional Species mod by amaciel81
  • If there are more than 12 species the extra species will not display
  • There are still bugs with the hyperwave relay that sometimes lead to inaccuracies - don't rely on it too much

  • Exalt scan cost does not increase with each successive scan
  • Exalt reward for mission complete to 50/40 (from 150/120)
  • Failing an exalt mission increases panic by 1 bar in that country
  • Minimizes the effect of exalt being a benefit due to cash influx from the missions
  • It made no sense that scans became successively more expensive and at the end of each month became cheap again
  • Encourages passing and not skipping the exalt missions
  • Overall the player should have incentive to kill Exalt as soon as possible

  • Countries never request satellite transfers and can request sectoid corpses, drone wrecks, alloys, elerium, meld, and weapon fragments from the start
  • Countries will give more credits for successfully filled requests
  • Requests will be more various in terms of reward and what is requested
  • Countries will not request live aliens
  • Countries will request more of your equipment
  • Countries that offer soldiers as a reward will have their soldier's rank based on the defense of that country (little shield icon)
  • You do not need to research anything to open up these requests
  • Stops satellite request spam from blocking reasonable requests
  • Opens up options to the player for earlier cash at the cost of their resources
  • Rewards players for holding on to resources into the late game
  • Discourages players capturing and housing many aliens (from turning into an XCOM Zoo)
  • The rank of the reward soldiers will be based on the country defense value as follows: 0-20%=SPEC, 20-40%=LCPL, 40-60%=CPL, 60-80%=SGT, 80-100%=TSGT 

  • The "super sky-ranger" upgrade has been removed
  • OTS squad size upgrade ranks required to 80/250 (from 40/115) and cost to 500/1000 (from 200/200)
  • The big missions you will still only get 8 soldiers max, making them (fitfully) the most difficult missions
  • Stops the crowding and tedium that sometimes occurred from more than 8 soldiers
  • The upgrade from 6 to 7 and 7 to 8 occurs throughout the game instead of just at the beginning and has a significant cost associated; both help stop the reverse difficulty curve

  • Injuries last 50% longer
  • There is no additional fatigue for officers, genemods, and psionics
  • Fatigue is reduced by 25%
  • Getting injured takes you out for a while and a perfect mission isn't one where no one dies, but where no one gets injured
  • This helps vary your teams as when someone gets injured they are out for a while
  • It also makes the difference between 1hp and critically wounded and dead not so painstakingly sharp
  • The fatigue is the balancer, as way less fatigue makes up for the increased injury time
  • Less overall fatigue means you can play with fewer soldiers which makes you a little more intimate with each of them
  • Also, psionics were a little weak and the fatigue was making it worse -- same with officers and gene mods
  • Note that if you exhaust a fatigued soldier you're looking at around 1 month of injury time (instead of 15 days)

  • Fixed a LW 1.0 bug that gave soldiers too little fatigue when dynamic war was on
  • The way fatigue was handled in LW 1.0 dynamic war (when it was less than 1) gave soldiers a 50% discount on the additional fatigue
  • This overcompensated for the decreased number of missions in dynamic war which led to troops getting too much experience

  • Fixed a LW 1.0 bug that caused dynamic war to significantly increase the number of base assaults
  • Fixed a LW 1.0 bug causing less threat when you assault the aliens in a DW game
  • These are modifications of mods created by Lemaign
  • In LW 1.0 base assaults were triggered at 4 threat but the threat numbers were doubled in DW so it has to be triggered at 8 threat in a DW game
  • In LW 1.0 you didn't gain enough threat if you were playing a DW game when assault enemy bases

  • Fixed a LW 1.0 bug that displayed inaccurate damage and crit damage of items and weapons on the item card
  • Item cards now display only base damage, range, and crit % for weapons
  • The bug was damage upgrades not getting displayed correctly (e.g. alien grenade foundry project), crit values being too low, and damage ranges being too wide
  • The new item card display is more clear and easier/quicker to understand what the weapon is capable of

  • The first mission of the game contains 10/10/13/16 aliens on normal/classic/brutal/impossible (from 10)
  • Your soldiers will no longer equip the ceramic plating on the first mission
  • Acts as a bit of a difficulty check for newer players to help gauge their appropriate difficulty level
  • The ceramic plating is a 'taunting' tank item that is not ideal on non-tank units and thus was more of a bane than boon on the first mission

  • Dynamic war will modify the # of exalt clues you received
  • Overall # of clues received reduced by 30%
  • This is a modification of the 'EXALT Intel Tweak' by Eclipse666
  • Prevents DW games from making it unreasonable to find the exalt HQ in time (as it was in LW 1.0)
  • Slows down overall clue rate so that you don't locate the exalt base too early

  • Terror missions time to respond decreased from 24 hours to 8 hours
  • Didn't really make sense that the aliens are killing everyone and you can just sit and wait on it
  • I also like the increased strategic decisions about keeping more of your A/B-Team prepped

  • Abductions contain an average of 9/12/17/22 aliens on light/moderate/heavy/swarming (from 8/11/14/17)
  • Abduction missions are more likely to be a lower difficulty -- The difficulty is 0.5 levels lower on average
  • More difficult abduction missions grant more cash and the cash is randomized between 80-120%
  • Makes the difficulty more of a factor when attempting an abduction mission
  • The increased likelihood of easier missions makes up for the increased difficulty of the abduction missions
  • Keeping panic low is more important as higher panic = more difficult abductions
  • Light/Moderate/Heavy/Swarming abductions grant 100/150/220/340 cash (from 80/90/100/115) and this number is randomized between 80-120%

  • Starting country bonuses and in-game continent bonuses were balanced; in-game country bonuses removed
  • Balancing of continent/starting perks, removing obsolete ones
  • In-game country bonuses were often too insignificant to worry about, or if you did worry about them they were more of an inconvenience (e.g. feeling compelled to hold back promoting some snipers until you get the +2 defense bonus)

  • Psi Training Changes
  • The chance to become a psionic is 2x[will-35] (from 1x[will-5])
  • Each level after is 2x[will-y] where y is 20/25/30/55/65 for psionic levels 2-6
  • Psionic training times increased by 50%
  • This makes it significantly more predictable and faster to train someone up to mind control once they are psionic because their success rate will be higher
  • To compensate it's now much harder to get someone to become a psionic (anyone with less than 35 will cannot become a psionic)

  • Added in a 2nd wave option called "More than PI (#32)"
  • Basically, it's "More than Perfect Information".  More than PI displays popups of hit and crit chances for many abilities to make it even easier to tell what hit and crit chances were occuring during battle

  • Strict Screening 2nd wave option grants all soldiers +5 will
  • Makes it more reasonable to acquire psionic soldiers on strict screening games

  • You cannot remove soldiers from Psionic training once they start
  • Consistency with MECs and gene mods
  • Prevents moving soldiers in and out repeatedly to maximize your rosters response times

  • Psionic soldiers can be chopped into MECs
  • They will lose all psionic abilities when chopped
  • Allows wounded psionics to become good MEC candidates
  • Officers can still not be chopped

  • You do not require mind control to use the gollop chamber, only mind merge
  • Speeds up the end game a lot as you not longer need to get rank 5 psionics, only rank 3

  • You start with 2 SHIVs, 15 set soldiers and 3 random soldiers (from 40), and a spare Satellite
  • Soldiers cost 50 to recruit (from 25), start with 3 interceptors (from 4), and 15 of the soldiers you start with are always the same
  • Newly hired recruits take 18 days to arrive (from 9)
  • At the end of each month XCOM recruits soldiers (for free) to fill your roster
  • Discourages players from not using worse soldiers and even sometimes 're-rolling' soldiers
  • Gives players easy access to early SHIVs (which are really effective in the early game) and strongly encourages use
  • You start with more cash to allow you to purchase soldiers/interceptors instead of just starting with them (gives you more flexibility)
  • The increased soldier cost is to make soldiers feel more valuable and to make recruiting a lot much less financially feasible
  • The soldiers you gained each month ensure that if you're doing bad you get free soldiers, that you get more soldiers as the game goes on
  • The spare satellite is so that if your original gets shot down you aren't completely blind to UFOs if you forgot to build a spare
  • The soldiers you gain are: 6-10 for the first month, 4-6 for 2nd, 3-5 for 3rd, 2-4 for 4th, 1-3 for 5th, 1-2 for 6th and beyond

  • Skeleton key cost to $500,80M,120E,200A (from $200,10M,40E,10A)
  • As counter-intuitive as it may seem, in LW1.0 it is actually beneficial when the aliens set up bases. This is because you get increased meld from canisters, can raid the bases to get lots of resources, and will set back alien research significantly when you do raid them. The skeleton key change makes it so you get no net resource gain but still set back the alien research.

  • Friends in Low Places, Confounding Light, Gangplank, Deluge, and Furies all start 1 month later
  • Due to increased difficultly with the new pod mechanics and their enemies being hardcoded

  • Start date of the game changed to 2018 (from 2016)
  • More up-to-date ;)
_____________________________________________________
FACILITY/RESEARCH CHANGES


  • Starting Satellite Uplink now starts in the top left corner (instead of just to the left of the elevator)
  • Makes it easier to design your base

  • Satellite Uplink/Nexus engineers required to 20/20 (from 10/20)
  • Getting a full continent covered in the first month is unrealistic now
  • Slows down satellite expansion
  • Makes the nexus more competitive
  • The number is lower than expected because scientists and engineers are less common

  • Laboratories/Workshops cost 350 (from 200) and require 20/20 (from 10/10) for the initial and 20/20 more (from 10/10) for all subsequent 
  • Makes some starting bonuses more reasonable
  • Since both laboratories and workshops are not mandatory and only serve to accelerate xcom progress it was reasonable to target these to slow down overall progress

  • Laboratories provide 50% bonus research (from 20%) and their adjacency bonus is 20% (from 10%)
  • Boost to laboratories as bonus research at 20% was not that effective in the rebalance

  • Autopsies and Interrogations are required for many more techs (see tech tree image above)
  • Interrogation techs now show up in your research list even when you don't have the item prerequisites
  • Autopsy and interrogation descriptions will hint at which technologies they unlock
  • It now actually is a good tactics to research the technologies that have ***PRIORITY*** beside them
  • Makes autopsies and interrogations a fundamental part of basic research
  • Previously it was smart to skip interrogation in the early and mid game as there was little benefit in it; this fixes that
  • Interrogation techs show up in your research list so you can tell which ones you still need to do (instead of always having to remember, write down, or figure out which you needed)
  • The descriptions are to minimize the need to go look at the tech tree

  • Research credits now grant 50% faster research (from 20-25%)
  • Makes up for the necessity to deviate and pick up interrogations
  • Makes interrogations even more important
  • The benefit is 75% with Expertise from South America

  • Beam lasers technology is 75% cheaper and 4x faster to research
  • Makes basic laser weapons a quick tech upgrade

  • No research or foundry project will require alien plasma weapons
  • Prevents the feeling that you need to mass capture aliens

  • Increased the time to research UFOs increased by 10x
  • They are actually quite powerful technologies and previously were very quick
  • This gives the player a research sink in case you were slow on captures and had nothing else to research
  • This makes their value more apparent and more of a choice (instead of just auto-research them all)

  • All autopsies and interrogations take twice as long to research
  • Makes them non-trivial technologies that you have to weight whether or not you want to acquire them (instead of just auto-research them all)

  • The following technologies can be researched 2x faster and 50% cheaper: Advanced Body Armor, Alien Command and Control, Mind and Machine, Alien Computers, Xenogenetics, Sectoid Autopsy, Sectoid Interrogation, and Alien Biocybernetics
  • Less waiting in the end game, if you're ready to do the temple ship you can get there easier and faster
  • Makes it a little faster to get into MEC, captures, early armors, and psionics

  • Alien Command and Control requires only Sectoid Command Interrogation (and not Ethereal Interrogation)
  • Speeds up the end game a lot as you no longer need to capture and interrogate an ethereal to pass the game

  • UFO Analysis research now provides 30% more elerium and alloys (from 20%) and 30% more damage against their repsective UFOs (from 10%) but requires a longer time to research
  • Provides an outlet for extra research
  • Makes the research choices more distinctive/impactful

  • Changed times from 0-2 days to display in hours (from 0-1 days only displaying in hours)
  • Makes it a little easier to read 

  • The Gollop Chamber can be built twice as fast
  • Improves end game speed

  • Improved Salvage, Alien Metallurgy, and Alien Nucleonics grant +50% of their resources (from +20%)
  • Allows you to have more of an impact on which resources you want to increase the supply of

  • Rushing a foundry project/facility/item requires only 20% more resources (from 50%) and 5/5/2 meld (from 20 or 2+itemcost/40 more meld)
  • Makes it far more reasonable to rush something from a resource perspective

  • Rushing a project decreases the time to 1/5 (from 1/2)
  • It was too weak and almost never used at 1/2
  • At 1/5 it should see more strategic use
  • Note: it may not be exactly 1/5 as the number of engineers available and how many are required can alter the decrease to be more or less

  • Alien Containment Facility alloys to 0 (from 20), cash to 100 (from 200), maintenance to 10 (from 30), power to -1 (from -10)
  • It was sometimes restrictive (in cost) and because it is a necessity for technology it should not be restrictive at all

  • Countries no longer provide scientists and engineers
  • Makes council request and fulfilling them more important
  • Note: you will not have the option of building a laboratory or workshop until you get 15 scientists or engineers, respectively

  • Slots available for the psi labs, gene labs, and repair bay (MEC chopping) reduced to 2 (from 3)
  • Puts a cap on how fast and how much we can mass psionics, genetic enhancements, and MECs

  • Scientists are 1.67x as effective (almost half research time)
  • Makes up for losing some of them from country supply

  • Bug Fix: Assembly Line correctly gives 2 workshops
  • Semi-Bug Fix: Advanced Preparations puts the laboratory and workshop on opposite sides of the elevator
  • In LW 1.0 Assembly Line was bugged and gave laboratories instead of workshops
  • In LW 1.0 Advanced Preparations put the laboratory and the workshop both on the right of the elevator seriously hampering adjacency bonuses

  • Steam vents will only occur on the bottom row (except for Ring of Fire upgrade)
  • This is a modification of Steam Vent Location Tweak by eclipse666
  • Prevents getting one of your steam vents beside your starting satellite uplink (which made it fairly useless)
  • Prevents variation in steam vent location on the 2nd or 3rd row (which was a little too powerful and encouraged mass restarting)

  • Thermal generators on steam vents grant 30 power (from 25)
  • Elerium generators grant 25 power (from 35)
  • Fission generators grant 12 power (from 8)
  • Makes the steam spaces more key to utilize (instead of ignore) leading to more various base structures

  • Excavation costs increased to 50/100/200/400 (from 10/20/40/80)
  • Makes base building more varied and accommodates the increased income we receive
_____________________________________________________
AIR GAME CHANGES

  • Squadron Unleashed Mod Incorporation:
  • You can now send squadrons of aircraft against UFOs (Highest ranked pilot determines how many aircraft you can send)
  • You can now send damaged (over 50% health) aircraft against UFOs
  • Lead formation grants +10 aim to the UFO and XCOM aircraft and doubles the damage the XCOM aircraft receives
  • Mid formation has no modification to aim or damage
  • Rear formation grants -10 aim to the UFO and XCOM aircraft and halves the damage the XCOM aircraft receives
  • One aircraft will be the active aircraft (randomly chosen from lead formation, then mid formation) and the others are supporting
  • You can only withdraw the active aircraft
  • Aircraft boosters only work on the active aircraft 
  • Supporting aircraft will retreat at 25% remaining health
  • When the active aircraft retreats, a new active aircraft will be chosen from the supporting aircraft (randomly from lead of formation, then mid of formation, then rear of the formation)
  • The UFO will target the active aircraft 50% of the time, and a random supporting aircraft the other 50% of the time
  • Both active and supporting aircraft fire at full power all the time
  • Incorporated szmind's amazing "Squadron Unleashed" mod - HUGE thanks to szmind and his amazing work with that mod as he helped me incorporate and fix it so it works well within the rebalance.  It's incredible stuff.
  • You can always send 2 interceptors out, Lt's can send 3, Majors can send 4, and Cmdr's can send 5 (so it's 2,3,3,4,4,5 from 1,2,3,4,5,6) - This allows you to always be able to send out a squadron (which feels cool), makes that initial rank feel important (so ranks feel like they matter), and makes the strength of xcom not so various throughout a campaign (helps make it easier to balance and accommodate fluctuations in how players are performing as the majority of the game will be with 3-4 planes)
  • Enemy UFOs have no stance and the weapon item card does not show UFO stances anymore - Stops gaming the UFOs and it was getting a little too convoluted with all the different stance combinations to figure out a reasonable strategy quickly
  • Stances/aggro are replaced with formation positions: You can set your formation in the squadron to either Lead, Mid, or Rear and have +10/-10 aim/dodge for Lead and vice versa for Rear.  Lead aircraft will receive double damage and rear aircraft will receive half damage. Lead aircraft will always be chosen over Mid aircraft which will always be chosen over Rear aircraft when selecting the active aircraft.  It makes for some very interesting strategy and the dynamics are more clean.
  • Formation positions have no extra effects on modifying hits or misses above the +10/-10 (in the original Squadron Unleashed they have a 23% chance) - A little more straight forward
  • The UFO will target the active aircraft 50% of the time and a random supporting aircraft 50% of the time (in the original squadron unleashed mod it was always targeting the active and all misses targeting supporting aircraft).  The UFOs will also have it's normal aim on shots against supporting aircraft (instead of 0/20/40% automatically based on supporting aircraft stance). - Makes a little more sense as it wasn't realistic that each miss had a chance to hit every single supporting aircraft like they were all in a line in front of the UFO
  • Fixed promotions to work with dynamic war and set a minimum number of kills you need for promotions to 1/2/3/4/5 so that you never actually skip ranks - Though this means at DW values less than 0.5 your pilots will rank up slightly slower than what is fair
  • The list of interceptors does not re-sort itself everytime you select an interceptor of different aggro - Was sometimes annoying and would lead to misclicking and lack of awareness of which plane was where on the list  (thanks to szmind for the code)
  • UFOs will target supporting aircraft in lead formation twice as often as supporting aircraft in mid formation and 4x as often as supporting aircraft in the rear of a formation. Note: this does not change the amount of shots or damage the UFO deals, just what the targeting priority of the UFO is - This basically means that the formation position of your supporting aircraft makes a difference.  The active aircraft will always take 50% of the UFOs shots, but the supporting aircraft will divide the remaining 50% amongst them.  If you had 3 supporting aircraft (2 leads and 1 mid) the leads would each have a 20% chance of being targeted and the mid would have a 10% chance of being targeted.

  • Shooting down a UFO grants 50-100% of its alloys (from 30-45%)
  • Destroying a UFO grants 25-75% of its alloys (from 7-18%) but the cash bonus is reduced by 80%
  • Prevents bad luck from ruining the game by locking you out of alloys and makes it easy to get alloys without doing landed UFOs
  • The cash bonus was reduced to accommodate for all the extra alloys received

  • DR is the amount of damage reduced from each weapon hit
  • Penetration is the amount of DR that is bypassed
  • So a UFO with 200% DR would take no damage from any weapon with less than 100% penetration -- a weapon with 150% penetration would do 50% damage
  • For example: a 300 dmg shot with 50% penetration against a UFO with 125% DR would do 300 - 300*(1.25-.5) = 75 damage 

  • Each kill a pilot gets grants +1 aim and there is no aim cap (from +3 aim and +1% damage with a 30 aim cap) 
  • It was too penalizing to lose high level pilots and now it is not so mandatory to have them (late game UFO stats were balanced around this)

  • Fixed a LW 1.0 bug where renaming ships would reset their rank
  • Quality of life change

  • Critical hits do 150% damage (from 200% damage)
  • A little less extreme while fighting so planes don't disappear in a single shot as much and fights are more predictable

  • Chance to critically hit is now clamped between 0 and 100% (from 5-25%)
  • Makes it so the minimum crit chances aren't affecting normal ship weapons so it's easier to see your DPS (as weapons with 0 crit would previously gain 5 crit which is a really hidden mechanic that isn't obvious enough to players)

  • Aim now clamped between 0 and 100% (from 5-95%)
  • Normal hits do 80-120% damage (from 100-150% damage)
  • Critical hits to 150% damage (from 200% damage)
  • Damage Reduction can reach 100% (from 95%)
  • Makes it so you can have ships that still suffer at the low end of aim and 100% is reasonable to achieve
  • Keeps it consistant with crit and DR
  • A little less extreme while fighting -- also makes the displayed damage a reasonable calculation (instead of the minimum)
  • Max damage is 1.2 * 1.5  = 180% damage instead of 1.5 * 2 = 300% damage

  • Aircraft weapons are now all long range graphically
  • Helps clear things up about what's going on in the chaotic battle view

  • You can't send the same aircraft back at a UFO repeatedly anymore
  • Refuel time increased to 16 hours (from 4)
  • It now must reach home and refuel before re-engaging
  • Stops some unintended behaviour (thanks to szmind for the code)
  • Extra refueling time prevents the feeling that you have to spam start/stop on UFOs until you planes can relaunch against them

  • All ships explode (instead of being shotdown) at an x% chance where x is the overkill damage divided by 5
  • To figure out the chance you'll destroy a UFO the formula is %chance = 1 - (0.5^[dmg/500]) (I hope)
  • Makes it so early game there are mostly shot down UFOs and later game more destroyed UFOs
  • Having all ships the same means that you don't have to try and recalculate for each ship and you can easily understand an apply the values

  • DW modifies the kills you need to rank up your pilots and modifies the %aim bonus that kills net you
  • This is awesome and should have been in regular LW 1.0.  It makes it so rank ups aren't half as effective in DW 0.5 games

  • Adjusted what the UI Weaponcard considers a fast, medium, or slow rate of fire
  • Because weapons generally fire slower

  • UFOs do not gain aim/damage bonuses and their hp gain is +10% per month (except scouts/fighters which are +50% per month)
  • It's a lot easier to calculate the variables of the air battles and thus use strategy to win when the variables are not changing
  • The health means that the air game still gets a lot more difficult and even later game scouts get pretty tanky

  • UFOs have 50%/40%/20%/0% less health on normal/classic/brutal/impossible
  • This is a big and really fantastic change
  • This makes it so that air game actually changes difficulty based on the difficulty you choose
  • Now impossible can have a more challenging air game and normal can have an easier one (instead of always trying to balance one setting for all 4 difficulties)

  • Removed wingtip sparrowhawks as a researchable tech
  • It made it very difficult to calculate air battle outcomes and made the air battles too chaotic when viewing
  • It minimized the importance of the distinct qualities of each weapon so choosing a specific weapon became less important

  • Medium UFOs and Large UFOs are easier to hit (50% more aim and 100% more aim to xcom aircraft, respectively)
  • It makes a lot of sense that the bigger ships are easier to hit and is balanced out in ship stats

  • Alloy gain per UFO changed to 20/40/80/100/160 (from 28/42-48/56/70/84)
  • Makes the larger ships worth the plunder and helps balance out the alloy gain curve as we were getting a little too much early

  • LW 1.0 Bug Fix: Shooting down a UFO no longer grants 100% elerium and instead grants 10-20%
  • It was supposed to be that elerium was unstable and often destroyed when a UFO was shot down and destroyed.  However, a part of the LW 1.0 code was not working due to a bug which made shotdown UFOs give full elerium so everyone always was stock piling or selling it. 
  • Now landed UFOs or UFOs shot down with EMPs are the best source of elerium (as intended)

  • Rework on UFO air weapons
  • UFO Plasma I:                 500dmg per 1.0s,     50% penetration,   30 aim,     +0dmg/mo,   +0aim/mo
  • UFO Plasma II:              1250dmg per 2.5s,   100% penetration,   40 aim,     +0dmg/mo,   +0aim/mo
  • UFO Fusion Lance:       3000dmg per 3.0s,   150% penetration,   50 aim,     +0dmg/mo,   +0aim/mo
  • The increased aim of the UFO weapons Increases the strategic importance of the air stances
  • With Plasma I it's easy to avoid an interceptor death -- as the UFO weapons get stronger it becomes more difficult

  • Rework on XCOM air weapons
  • Avalanche Missile:  140dmg per 2.0s,       0% penetration,   40 aim,    Potential: 70dmg/s,     Realized: 28dmg/s,  UFO Destruction: 18%
  • Stingray Missile:  1300dmg per 10.0s,     50% penetration,  30 aim,   Potential: 130dmg/s,    Realized: 39dmg/s,  UFO Destruction: 84%
  • Phoenix Cannon:     400dmg per 2.0s,     75% penetration,   20 aim,   Potential: 200dmg/s,    Realized: 40dmg/s,  UFO Destruction: 43%
  • Upgrade:                   400dmg per 2.0s,   125% penetration,   20 aim,   Potential: 200dmg/s,    Realized: 30dmg/s,  UFO Destruction: 43%
  • Laser Cannon:          300dmg per 2.5s,       0% penetration,   50 aim,   Potential: 120dmg/s,    Realized: 60dmg/s,  UFO Destruction: 34%
  • Upgrade:                    450dmg per 2.5s,       0% penetration,   50 aim,   Potential: 180dmg/s,    Realized: 90dmg/s,  UFO Destruction: 46%
  • Plasma Cannon:     1250dmg per 2.5s,   100% penetration,   20 aim,   Potential: 500dmg/s,  Realized: 100dmg/s,  UFO Destruction: 82%
  • Fusion Lance:         3000dmg per 3.0s,   150% penetration,   15 aim,  Potential: 1000dmg/s, Realized: 150dmg/s,  UFO Destruction: 98%
  • EMP Cannon:            490dmg per 3.5s,   200% penetration,   50 aim,    Potential: 140dmg/s,   Realized: 70dmg/s,  UFO Destruction: 49% 
  • Avalanche missiles are useful all game for shooting down enemy UFOs instead of destroying them
  • Stingray are highly damaging but slow and cause UFO destruction
  • Lasers are king against scouts/raiders but weak against armored targets (fighters/destroyers/larger UFOs)
  • Cooldown and damage is increased on later weapons to make more UFOs explode in the air and therefore less missions in the late game
  • EMP is for helping ensure UFOs crash land instead of exploding, especially with the increased aim it's easy to use in defensive stances
  • The low aim and high damage on the plasma and fusion weapons makes skilled pilots, aim modules, friendly skies, and more aggressive stances more effective in the end game

  • Rework on UFOs/Planes
  • Scout:                     HP:500,        DR:0%,     Pen:+0%
  • Fighter:                   HP:500,      DR:75%,    Pen:+0%
  • Raider:                  HP:4000,        DR:0%,    Pen:+0%
  • Destroyer:             HP:4000,      DR:75%,    Pen:+0%
  • Destroyer II:         HP: 6000,    DR:125%,    Pen:+0%
  • Overseer:              HP:4000,    DR:100%,    Pen:+0%
  • Harvester:          HP:10000,    DR:150%,    Pen:+0%
  • Abductor:           HP:10000,    DR:225%,    Pen:+0%
  • Transport:          HP:14000,    DR:150%,     Pen:+0%
  • Terror Ship:        HP:14000,   DR:175%,     Pen:+0%
  • Battleship:          HP:20000,   DR:175%,     Pen:+0%
  • Assault Carrier: HP:20000,    DR:200%,     Pen:+0%
  • ---------------------
  • Interceptor:       HP:2500,    DR:0%,      Pen:+0%
  • Firestorm:          HP:5000,    DR:100%,    Pen:+0%
  • Assault carrier and abductors are now very difficult (pretty much impossible?) to kill. This helps increase late late game mission variety if you had air dominance by including terror missions and abductions on urban maps instead of just ufos being shot down.
  • Trying to shoot down the overseer should be easier.  Previously only plasma, EMP and fusion could realistically down it.  Now gauss/stingray can actually damage it and plasma/fusion do more damage.  You should be able to spread your airforce out more to try to find and down the overseer, especially with the increased interception time.  Even interceptors can do some damage to help drop the overseer now.

  • Interceptor map speed increased by 50%
  • They are still significantly slower than the firestorm
  • This makes it easier to cover large continents by helping prevent UFOs from getting away

  • Penetrator weapons foundry project bonus damage penetration reduced to +10% (from +25%)
  • Makes weapons that have the bonus of higher penetration more useful (instead of being obsoleted from the acquisition of this project)

  • Armored Fighters grants +1000 hp
  • Helps make the mid game interceptors and firestorms more able to handle Plasma II UFO weapons

  • Improved countermeasures dodge rate to 5% (from 15%)
  • Due to decreased alien aim this was reduced to compensate

  • EMP chance to recover artifacts on shot down planes increased to 70-100% (vs 20-50% without EMP)
  • EMP chance to recover elerium on shot down planes increased to 60-70% (vs 10-20% without EMP)
  • Makes EMP a more useful tool for gathering resources though it's less useful for shooting down planes

  • You can no longer transfer damaged interceptors to a different continent or change their loadout (you must repair them first)
  • Interceptor repair time to 400 hours (from 600)
  • Interceptor weapon equip time for researched air weapons to 1 day (from 7 days)
  • Interceptor cost to 500 (from 300)
  • Makes it less gamey (no swapping out to other continents to repair and sending back and no taking weapons of recently damaged craft and swapping to new craft after each engagement)
  • Makes expansion and investment into the air game more costly which should make alterior investments more attractive (balancing where to spend credits)

  • Friendly Skies aim bonus to 35 (from 15)
  • Gives players more control if they want the air game to be easier
_____________________________________________________
TACTICAL-LAYER CHANGES

  • The F1 ability now displays super enhanced tactical information
  • This is a modification of the Enchanced Tactical Info mod created by SpazmoJones (aka Eclipse666) partly by myself (Ucross) and partly by szmind
  • Extra information includes: Soldier XP and Psi XP (XP values take mission completion bonuses into account), soldier current mobility, a count of active aliens for each alien type, a count of aliens killed (in total -- not just for the selected soldier), and XP earned for each kill (appears over the dead alien)
  • On top of that you have the ability to view similar information on autopsied aliens
  • DR is separated into static and %-based in the F1 display

  • New Pod Triggering Mechanics
  • Revealing a pod now reveals all other pods that that pod can see
  • At the end of each alien turn any active pods will reveal any inactive pods they can see
  • LW 1.0 Bug Fix: Pods that are revealed during the alien turn will not get an additional turn after being revealed
  • Thanks to szmind for the code!
  • This is a huge change in gameplay
  • It is a nice realism touch (as aliens would call for help from any of their buddies they can see when they see you)
  • It means when you are fighting a pod you will always be able to immediately approach that pod without worry about "pod mechanics" and triggering an inactive pod
  • It prevents feeling like you have to "game" the pod mechanic
  • It means you don't have to sit back when fighting a pod worried that if you move foward another tile you'll trigger another pod
  • If you are fighting the aliens you can feel confident that no other pod is within sight range of the triggered pod
  • Comments like this from levand "However, I find it quite immersion breaking that (especially at higher difficulty levels) pod activation is, by far, the most important tactical consideration. Reliably pull one pod at a time, and you can't lose. Accidentally activate 3, and you are screwed." or this from gotoucanario: "pod activation is easily what I dislikethe most of EU/EW and Xcom 2. I hate that most of the time I am more concerned on not popping another pod than dealing with the current pod, I hate that 50% of the time I want to do something aggressive I won't because there's a good chance I'll meet another pod and get insta flanked by the alien's free move. Feels like a good portion of winning is centered around "gaming" the game rather than legit tactics." won't apply anymore.  
  • Pods being revealed on the alien turn which would scamper and then get another turn always felt really unfair so it's really nice that this is fixed as well

  • XCOM gets to "Scamper" when triggering a pod
  • When you trigger any enemy pod, your units with no remaining actions get 1 free action to reposition themselves
  • This does not work on units that have steadied their weapon, are suppressing, overwatching, or hunkered
  • Thanks to tracktwo for this amazing code!  
  • This works very similar to the alien scamper that they get when they are revealed (except xcom can't overwatch)
  • It prevents triggering a pod on the end of your turn and then getting destroyed by the aliens on their turn
  • You can tell which units it is affecting as their health pips have turned purple but they can still move

  • LW 1.0 Bug Fix: Explosives that penetrate cover (HE grenades, rockets, etc) now will avoid the DR from cover if there is no cover between where the explosive detonated and the target unit
  • Thanks to szmind for putting the code together
  • This is a 'quality of life' fix

  • Modified the speed keys: Alt-F7 = Normal speed, Alt-F8 = 1.5x normal speed, Alt-F9 = 2x normal speed (from 1, 1.15, 1.5)
  • This is still .ini adjustable if you wish

  • Minimum and maximum number of aliens on non-hardcoded missions clamped at 3*#pods to 8*#pods and a minimum of 8
  • Prevents pods from getting too small (making it too easy) or too large (causing bugs)

  • Multi-action perks display a pop-up signifying that the unit has received an action discount
  • The popup makes it easy to understand when units are receiving a discounted action

  • There are only 4 MEC Classes: 
  • Jaeger (Sniper/Scout), Marauder(Infantry/Assault), Goliath(Gunner/Rockteer), Shogun(Medic/Engineer)
  • A lot of the MEC classes in LW 1.0 overlapped in functionality and it wasn't ideal
  • This makes it easier to acquire a specific MEC class as 2 of the soldier classes will promote to each MEC class

  • Terror Mission pods reduced by 30%
  • Overseer mission # of aliens increased by 6
  • There were too many in terror missions and it was triggering a few too many at once due to the concentration
  • The overseer mission was a little too easy for such a climatic part of the game

  • Acid grants -5 DR (from the greater of -3 DR and 50% of the DR)
  • Simplification and acts as a buff

  • Shotguns lose their +50% DR penalty, but gain a penalty against hardened targets (hardened grants 50% DR instead of 30%)
  • Now they aren't worse against cover DR, absorption fields, damage control, innate DR, etc
  • Overall this is a buff to shotguns

  • MEC Close Combat perk does not increase the damage of the KSM anymore
  • Slight nerf to damage on KSM (due to thumper dmg increase and keeping it relatively balanced)

  • Enhanced Lasers (and thus the item Enhanced Beam Optics) is now available after researching Beam Lasers (instead of Advanced Beam Lasers)
  • Puts a much needed damage upgrade to laser weapons on the table a lot earlier

  • Environmental damage is now standardized
  • Normal Weapons:                                       3x their damage in environment damage
  • MEC,SHIV, and Large Aliens Weapons:   6x their damage in environment damage
  • Explosives:                                                 10x their damage in environment damage
  • You can now easily calculate the enivornment damage values of all weapons (e.g. a rocket does 7 normal damage and 70 enviromental damage)
  • The values of enviro damage are reasonable (in LW 1.0 it was a little silly - e.g. a laser rifle did more enviro damage than the MEC pulse canon!)
  • Overall this is a significant reduction in explosive envirodamage
  • Strategies based around cover are more apparent throughout the game
  • HE grenades are still effective (without sapper) at destroying most light terrain (think: tables, walls, chairs, garbage can, etc.)
  • In the early game there will be more seemingly indestructible cover and you'll have to use other options besides grenades 
  • Overall you should find the common strategy of "destroy cover -> kill all exposed units" less common

  • HP color is green/purple based on if the unit is active/inactive and armor is white
  • This is a modification of the Long War Beta 14 HP Display Mod by Ellatan
  • Makes it easier to see if your soldiers have used their turn or not

  • Aim bonuses and penalties for being close increased
  • Shotgun to 8 per meter (from 6)
  • Normal weapons to 5 per meter (from 3)
  • Sniper/Strike Rifles to 8 per meter (from 5)
  • Range at which these bonuses/penalties are applied increased to 10 tiles (from 8.8)
  • Note: This works for both xcom and aliens
  • Helps prevent close proximity misses
  • Encourages closer range play and less "destroy from a distance"
  • Makes the difference between weapons more distinct
  • Close range combat is more rewarding (for both you and the aliens)

  • Limited Squadsight is now +5 tiles (from +3.8 tiles)
  • Helps open up the space units with limited squadsight can work in

  • Many of the aim/crit/etc. bonuses and maluses were rounded to the nearest 5
  • Makes it easier to calculate how your soldiers will perform in battle

  • Full Cover grants 50 defense (from 45)
  • Helps lengthen fire fights and make units in full cover more safe

  • Cover damage reduction is now percent based (instead of static DR) and acid works on it
  • Partial Cover: 10% DR
  • Full Cover: 30% DR
  • Hunkering: 50% DR
  • Tenacious Defense: 20% DR
  • Will to Survive: 40% DR
  • To summarize: Full cover grants 50Def and 30%DR.  Partial cover grants 30Def and 10%DR.
  • DR stacking had a problem with trivializing many encounters when it was less percent-based
  • This change makes cover DR stronger against high-damage weapons and much weaker (i.e. not abusive) against low-damage weapons

  • Boosted the stats of reward characters, but lowered their ranks
  • Set the mobility of Glenn Friendly and the Furies (instead of random)
  • All bonus perks removed from reward characters
  • Added Carlock as a reward character for completing his mission
  • This is a modification of the Customize Unique Soldiers and Add Patrick, "The Plumber" Carlock merged mod created by The Iron Rose aka vazeron1 and SpazmoJones aka Eclipse666
  • The ranks were a little high making some soldiers your highest ranking soldiers when you acquired them
  • Carlock's head is different to make it work with players who do not use the Slingshot DLC
  • All reward characters lose their bonus perks (if they had them; this does not affect psionic abilities) as the bonus perks restricted which class they could become and would bug out if you picked a class with that perk
  • The stats were increased to make sure they were always at least decent soldiers (e.g. in hidden potential games)
  • The mobility was made static (instead of random between 11-15) so that you didn't get a 11 mobility of any of them and have it be an under-performing character or a 15 mobility and have it be a little too strong

  • Overwatch fire (and all reaction shots) occur sequentially instead of simultaneously (like in XCOM 2)
  • This code was developed by szmind
  • Acts as a buff to overwatch into the late game
  • Stops situations where 1 drone uses up all of your overwatch shots
  • Sometimes some shots will still occur simultaneously

  • Tabbing and reverse tabbing through soldiers will now occur in a consistent order
  • Thanks to amineri and oakeman for finding and fixing the relevant code

  • Landed UFOs gain 1-4 months (1:normal, 2:classic, 3:brutal, 4:impossible) of research for the purposes of which aliens can appear
  • This makes landed UFOs more challenging missions
  • They are reasonable to skip because doing so has minimal penalty
  • This does not increase the technology and strength of the aliens you'll face, just the types of aliens you might encounter
  • The reasons landed UFOs have more difficult enemies is because the aliens expect them to land and bring an elite guard to protect them

  • Will penalty when critically injured to 0 (from 5)
  • I couldn't think of a good enough game play reason to keep the will penalty in as it felt too punishing despite it's realism
  • The soldier is already out for a really long time and can't partake in the rest of the battle; no need for a will reduction as well

  • Basic kill XP to 5 (from 20)
  • Advanced kill XP to 10 (from 40)
  • Takes some of the focus off killing and puts it more on simply completing the mission
  • Reduces gamey tactics (e.g. trying to "give" kills to certain units or sticking around on extraction missions to gain experience)

  • Panicking (except for chain panic) is 30% more likely to occur
  • Makes will and officers more important
  • Chain panic is when you panic from seeing someone else panic
  • High likelihood of chain panicking was poor/frustrating gameplay, so it was excluded from the increase

  • The AI cares less about firing at their suppressor and will make more ideal decisions when being suppressed
  • Helps prevent suppression from being gamey and too powerful

  • Large mechanical units get normal reaction fire dodging instead of no reaction fire dodging
  • It's not as advantegous as it was in LW 1.0 to suck up reaction shots with heavy MECs so there is less need for this overly complicated ability 

  • Hacking EXALT arrays only has a 50% (from 100%) chance to disable each exalt soldier
  • You can now trigger multiple arrays on the same turn
  • Hacked exalt have a debuff represented by a downward facing red arrow beside their character to show they have been debuffed
  • If you want to for sure check which exalt have the disable debuff you can check on their F1 info screen when targeting them
  • This makes exalt missions quite different as there are many more engagements 
  • Previously the exalt missions were too much of a cake walk: just chain the towers (gaining complete immunity -- which is key) and mow down the exalt at point blank
  • Allowing multiple arrays to trigger will possible disable more soldiers on the same turn 

  • You can only bring in 2 and 4 operatives on Exalt Covert Op Extraction and Exalt Data Recovery missions, respectively
  • There are 50% less exalt on Covert Op Extraction missions and 30% less on Data Recovery missions
  • Makes the missions more unique and thus the overall game more various

  • Exalt will rarely use grenades and/or rockets when disabled
  • Thanks to oakeman for finding and modifying the relevant code
  • Makes exalt missions a little safer

  • Weapon Fragments increased by 15% on brutal difficulty, 25% on classic difficulty, and 50% on normal difficulty
  • The less aliens and more frequent light missions were yielding too low fragment amounts - this should accommodate for that

  • Red fog mobility cap to 9 (from 6), is not decreased by will, but does lower will (up to 35) as well
  • The low movement is the most fun part of red fog
  • The will effect makes red fog useful against sectoids
  • The will effect means your psionic units are more effective against low health aliens

  • Green fog has an aim/will/mobility% chance to reduce aim/will/mobility by 1-2 each turn (from 1 aim/will every turn)
  • Green fog has a will/2% chance to not affect a soldier each turn (from just occurring every turn)
  • Green fog is inactivated on base defenses and exalt missions (from active at all times)
  • Green fog does not affect SHIVs
  • Makes the effect overall less (especially on soldiers with low aim/will)
  • Makes it less punishing in longer battles as the effect per turn gets smaller and smaller
  • Makes it random: so you can have a soldier heavily affected or one that was hardly affected at all
  • Base defenses are challenging enough and technically would not have green fog; Same with exalt missions
  • Stops the problem when you get to that 30th turn of not caring about the effect and camping again
  • Pulling back from active pods and letting the enemy approach you can turn a 7v7 into 7 1v7s and as such is VERY powerful; green fog nerfs it
  • Pulling back can be incredibly effective but takes a lot of turns and is boring; it's ideal to discourage
  • Mobility was included on the stat loses to more evenly spread out the green fog affect (instead of focusing on shooting and psionic classes)
  • The fact that the soldier avoids the effects of green fog (will/2)% of the time means that will is good at preventing green fog accumulation
  • Example: a soldier with 50 will would only be affected by green fog 75% of the time

  • Meld expiration sounds tweaked: No Pulse = 3+ turns left; Slow Pulse = 2 turns left; Fast Pulse = last turn
  • This is a direct import of the Meld Alarm mod created by SpazmoJones (aka Eclipse666)
  • Makes it easier to determine when the meld will expire

  • Added more variety to the weapons, items, and armor that blueshirts bring into Base Defense
  • This is a modification of the Better Blueshirts mod by Dustin
  • Makes it so if you have more advanced equipment your soldiers will use it
  • Weapons cap at Pulse; Armors cap at Aegis

  • Adjusted model sizes and icons of weapons and MEC armors slightly
  • Sniper rifle slightly longer; sawed-off shotgun, SMG, and machine pistol slightly smaller
  • Makes the weapons a little more distinct and more reasonable for their weights
  • MECs more appropriately look like they fit their tankiness

  • Pressing 'k' will automatically hunker down your unit (from being up a confirmation screen)
  • This is a modificaiton of the Hunker Down Fine Tune mod by wghost81

  • Cinematic Mode aim bonus to 35 (from 15)
  • Gives players more control if they want the ground game to be easier
_____________________________________________________
ALIEN CHANGES

  • Difficulty changes to aliens (replaces LW 1.0 alterations)
  • Normal:        -50% hp*    -20 def     -1 dmg    -10 aim          0 will
  • Classic:        -25% hp*    -10 def      0 dmg       -5 aim          0 will
  • Brutal:          -10% hp*        0 def      0 dmg        0 aim     +15 will
  • Impossible:    0% hp*        0 def    +1 dmg      +5 aim     +25 will
  • *All partial hp is rounded up

  • HEAT Ammo always and only occurs on: Sectopods, Heavy Floaters, Exalt Heavies, and Exalt Elite Heavies
  • HEAT Warheads never occurs on enemies
  • HEAT is such an important perk to be aware of that it could be very frustrating when you did not know an enemy had it
  • This makes it simple to figure out who has it so you can reasonably prepare for the extra damage

  • Alien pod leader's initial hp boost is increased by 1-2 hp (depending upon the enemy)
  • More clearly identifies who the leader is and who you have to worry about having nasty perks
  • Makes leaders a little tougher

  • Exalt units are more distinct with multiple modifications to their perks
  • Exalt Operatives (+hp), Exalt Snipers (+aim, -hp, -will), Exalt Heavies (--hp, -mob, -aim, -will), Exalt Medics (+mob, +will, -hp, -aim)
  • Makes fighting exalt more various depending upon the type of exalt you are fighting
  • Makes it easier to identify distinct exalt types
  • Exalt heavies were significantly nerfed due to their strong rockets that can be very devastating
  • Exalt operatives gained hp to take the roll of a front line tank and make it not too easy to eliminate exalt in alpha strikes (esp with the reduced health on the heavies)
  • The perk modifications is mostly a gain of WtS on Elite Operatives and Elite Medics, HEAT Ammo on all Heavies, and Savior/Paramedic on all Medics

  • Multiple minimally effective perks (hyper-reactive pupils, depth perception, deadeye, fortiores una, etc.) have been removed
  • The list of perks aliens could sometimes get was more in the realm of overwhelming than fun, this helps a little while having a minimal overall effect

  • Sectoid health to 5 (from 3), aim to 60 (from 65), will gain reduced by 35 during the first 2 months, and lose the ability to suppress
  • They were a little too easy in the early game but their psionics were a little too strong/oppressive
  • The lower aim will encourage the use of psionic abilities a little more and make them easier to deal with in shootouts
  • Losing suppression means they will use more of their psionic abilities which was more effective than the suppression

  • Floater mobility to 14 (from 13), health to 7 (from 5), gain a 15% chance to pickup lightning reflexes at 180 research, leaders do not gain Close Combat Specialist, and all lose the ability to suppress
  • The lack of CCS is to encourage close-quarters combat
  • Slightly more mobile to make them more of a threat at closing in (improves their AI from sitting on overwatch as often)
  • The LR pick up was to act as a small check against overwatch builds
  • Health makes them slightly tankier
  • The lack of suppression is to prevent them from wasting their turns

  • Heavy Floater mobility to 14 (from 12), health to 16 (from 14), has a 15% chance to gain lightning reflexes at 180 research, and all lose the ability to suppress
  • Accommodates for their significantly decreased grenade range
  • Consistency with normal floaters
  • Slightly more tanky
  • The LR pick up was to act as a small check against overwatch builds
  • The lack of suppression is to prevent them from wasting their turns

  • Muton health to 12 (from 8), starts with Will to Survive, damage to 5/7 (from 6/8)
  • The muton specific Light Plasma Rifle no longer grants +6 aim
  • Helps encourage fire fights due to larger health pools and less aim
  • Muton specific Light Plasma Rifle changed for consistency with the other alien light plasma rifles
  • Will to survive makes their cover more important

  • Muton Elite health to 24 (from 20), base DR to 2 (from 0)
  • They start with Danger Zone, Shredder Ammo, Will to Survive, and Tenacious Defense
  • They do not pick up Tandem Warheads at 420 research
  • Shredder ammo does not trigger on grenades for aliens (only when shooting)
  • Helps encourage fire fights due to larger health pools and more DR
  • Losing tandem keeps the grenades doing a little less cover destruction
  • Will to survive makes their cover more important
  • Shredder ammo only trigger on shots and not grenades is a LW 1.0 bug fix as shredder ammo is not supposed to apply to grenades but was for aliens

  • Muton Berserker will to 30 (from 80), gains Smart Macrophages (immunity to acid), health to 28 (from 20), damage to 14 (from 10)
  • Give them another counter and increase the usefulness of psionic abilities
  • Makes the beserker more of a reasonable threat that is harder to kite and kill (it was a pretty minor threat in LW 1.0)

  • Sectopod hp to 45 (from 35), Chest Cannon damage to 20 (from 11), Cluster Bomb damage to 30 (from 7), aim to 100 (from 80), starts with Absorption Fields/Damage Control/Fortified/HEAT Ammo, initial DR to 2
  • Makes them harder to taken down in 1-2 focused turns
  • Encourages HEAT, chem, or high base damage weapons to deal with (as opposed to just anything)
  • Completely resists criticals
  • They do serious damage now and have significant base DR
  • Makes Cluster Bomb a lot more dangerous -- for a 2 turn attack it was pretty weak (compared to, for example, ethereal rift which is single turn) -- also, it tends not to hit directly causing minimal damage
  • Sectopods are supposed to be enemies you do NOT want to see and that when you do see will be difficult to destroy without taking casualties

  • Sectoid Commander health to 20 (from 15), aim to 60 (from 65), will to 120 (from 90)
  • The lower aim will encourage the commander to use psionic abilities more often
  • The extra will is to accommodate for mind control being more difficult to hit with to

  • Ethereals lose hardened, tactical sense, and reflection but gain distortion, health to 26 (from 20), and will to 150 (from 120)
  • Ethereals also gain an ability to panic (50% chance at 60 will) the entire XCOM team when you first see each one
  • Ethereals are no longer hardened as it really didn't make sense for such frail bodies in robes and no longer reflect damage (made it too frustrating to attempt to damage them with low hit chances) but gain Distortion (50% dodge, virtual immunity to explosives)
  • Overall, this actually doesn't change them that much except for making explosives ineffective against them
  • Hardened was 30-50% DR and -60% crit so losing that and gaining Distortion (50% dodge) is a bit of a wash
  • This accomplishes a few things:
  • 1) It makes a lot more sense that an 'ethereal' unit is not hardened and instead could dodge more
  • 2) Shotguns were too weak against them, this makes them more like other weapons
  • 3) Reflection was fairly poor verisimilitude and poor gameplay due to frustration with low chance shots
  • 4) Explosives were buffed in the rebalance and were too effective at dropping ethereals
  • Now you pretty much have to get close if you want to drop an ethereal
  • Both sectopods and ethereals are enemies you really don't want to see as they are designed to make it difficult to deal with them without suffering casualties
  • The will boost was to help ethereals be more resistant to high level xcom psionics with neural feedback (as it was a little too strong otherwise)

  • Seekers gain the hardened trait and base health to 5 (from 4)
  • Makes them more threatening early game
  • Hardened trait makes all alien mechanicals consistent with the hardened trait and starting at 2DR

  • Mechtoids start with Absorption Fields, Damage Control, Covering Fire, Opportunist, and Rapid Reaction
  • Mechtoids lose Combined Arms
  • Their damage is increased to 10 (from 8), mobility to 12 (from 14), and health to 20 (from 25)
  • Encourages HEAT or high damage weapons to deal with (as opposed to just anything)
  • Helps resist high damage crit builds
  • Mobility reduction helps accommodate for the weaker capability to pin them with suppression
  • Covering Fire + Opportunist + RR makes them harder to avoid when in overwatch mode

  • Zombie damage to 5 (from 7), health to 16 (from 12), and *most* regen to full life each turn (from no regen)
  • It was too difficult to recover from losing a guy to a chryssalid when the zombies did a lot of damage
  • The regen makes sense thematically
  • The regen gives them some staying power if you don't kill them the first turn (makes them a more unique enemy)
  • Overall they are less damaging but a harder to kill -- be careful, it's easy to get swarmed by now
  • For some reason some zombies will not have any regen - I can't fix this

  • Chryssalids gain 0.5 DR, health to 6 (from 8)
  • The DR is to help them survive explosives a little easier and make it consistent with the chitin plating
  • The health reduction is to make up for the hardened perk granting DR

  • Thin men health to 7 (from 5)
  • They all gain concealment and Death From Afar at 240 research (from 25% gaining DGG at 90 research)
  • They all gain squad sight at 240 research (from 10% at 550
  • Slightly too easy in the early game
  • Slight discouragement for overwatch walls, forcing x-com into action during the mid-late game
  • Buff to thin men in the mid-late game and encourages xcom to use battle scanners

  • Outsiders base DR to 1 (from 0), health to 12 (from 10), lose the ability to suppress, gains an extra DR at 120 research, damage to 7 (from 6), and start with Close Combat Specialist (instead of gaining it half way through the game and only on leaders)
  • Makes early large landings more risky and normal early outsiders a much larger threat
  • Multiple outsiders are now difficult to tackle with ballistics and lasers only (due to lower damage output and difficulty in getting in close)
  • The loss of Suppression was because they were often alone where suppression was a bad choice, plus their high aim and damage made suppression a worse choice

  • Drones deal 2 damage (from 3), aim to 70 (from 60), DR to 2 (from 1), health to 2 (from 3)
  • Makes them a little less terrifying early game, while still challenging to kill
  • DR boost was to make all alien mechanicals consistant with hardened and starting at 2DR

  • Cyberdisc mobility to 16 (from 18), AI will fire at long range, starts with Covering Fire and Opportunist, aim to 100 (from 70)
  • Mobility reduction helps accommodate for the weaker capability to pin them with suppression
  • Covering Fire + Opportunist makes them harder to pin down in overwatch mode
  • AI changes allows them to fire when they are at long range instead of forcing them to either move or overwatch
  • Aim is to increase it's ability to hit units in heavy cover or just to hit at all when being suppressed

  • All aliens have 0 innate defense (except for Sectoid Commanders: 20 def, Chryssalids/Ethereals: 60 def)
  • All aliens have 0 defense growth
  • All aliens do not gain Shock-Absorbent Armor (except for the uber ethereal)
  • Accommodates the decreases in aim progression xcom experienced
  • Helps reduce the trivialization of early game enemies in the late game
  • Makes it easier to calculate likelihood to hit a target
  • The lack of shock-absorbent armor is to allow xcom to get close without punishment (as its more engaging gameplay)
  • Chryssalids/Ethereals/Sectoid Commanders are now difficult to eliminate at long range encouraging different tactics to deal with them (explosives especially)

  • Damn Good Ground removed from floaters and heavy floaters
  • Death From Afar added to exalt snipers and exalt elite snipers at level 5
  • The new DGG was buggy on fliers and really the snipers would be best for this ability (since it only works when landed)

  • Mutons and cyberdisk grenade range to 10 tiles (from 9.4)
  • Heavy floater grenade range to 7.5 tiles (from 9.4)
  • Makes muton and cyberdisk grenades a little more threatening
  • Heavy floaters were a little too oppressive with their grenades (and the perks they got) because it was often a full pack of them
  • With this change heavy floaters feel a little more fair (it's kinda like they don't get bombard)

  • Doubled the hp, aim, will, DR, and regen of all alien upgrades after 500 research is accumulated
  • After 1200 research the upgrades are quadrupled
  • This makes it so if you are stalling and dominating the aliens they will present more and more of a challenge as the game goes really late

  • Uber Ethereal health to 70 (from 60) and gains [15hp, 5 regen, and 20 will] at 500/600/700/etc. research
  • Uber Ethereal loses Lightning Reflexes, Shock-Absorbent Armor, and Absorption Fields
  • The longer you wait, the stronger he gets
  • Makes it so the final end boss stays a challenge even if you decide to wait 3 years before attempting him
  • The loss of SAA and Absorption Fields is to prevent damage bypassing attacks from having the monopoly on effectiveness against him (it? her?)
  • The loss of LR is because it wasn't ideal to make OW builds ineffective (as they already were not that effective)
_____________________________________________________
SOLDIER STAT/ABILITY CHANGES

  • Civilians have 4 hp (from 3 hp)
  • On terror missions when enemies have that 100% accuracy shot there is more of a chance that a civilian might survive such a shot.  Makes those terror missions feel a little more fair.

  • Rookies start at 4-8 hp (from 3-5), 53-77 aim (from 58-72), 0 defense (from -5 to 5), 12-14 mobility (from 11-15), and 5-55 will (from 16-44)
  • Soldiers have random overall stats: some soldiers are overall stronger and some overall weaker (not balanced by weighting)
  • The initial 15 soldiers are set and are unique (always the same -- you can change this with the Fresh Recruits second wave option)
  • Defense was standardized at 0 to prevent abusing alien AI with intersquad defense values
  • Health was increased to make it less likely to have soldiers die and instead just become injured
  • This also removes innately negative defensive values
  • The increase will range gives psionic access to classes that might not have otherwise been able to become psionic
  • The increased hp, aim, and mobility ranges was to make our soldiers a little more distinct from each other
  • Soldiers are not equivalent in terms of stat distributions to give the player some variation in overall strength of their soldiers
  • Average total soldier stats (weighted scores) from campaign to campaign vary by ~1% -- so re-rolling for a "good set" of soldiers should be insignificant and not worth the effort
  • Note: Initial soldiers are still all perfectly even with the "strict screening" second wave option
  • Note #2: Unique rookies that are of the 'heavy' class (gunner/rocketeer) will not be able to equip a sidearm

  • Soldier Stats: Half of the stats are awarded at specialist and the rest evenly over the remaining promotions
  • This decreases the strength difference between high ranking soldiers and low ranking soldiers so it's not so punishing when you lose an A-team member and have to replace them
  • This helps stop a reverse difficulty curve by making us stronger off the bat but less strong in the later game

  • Hidden potential makes the stats random (from 50% to 150%) at each promotion
  • Works as expected for Aim and Will
  • Mobility is not randomized
  • HP is randomized but you can only gain a max of 1 hp each promotion (look in dgc.ini for the exact values)
  • Overall hidden potential units will have the same average stats as non-hidden potential units at max level

  • Fixed LW 1.0 Bug: Customized unique soldiers (e.g. Van Doorn, Freaky, Zhang, etc.) will now receive the country starting bonuses (e.g. Survival Training = 2hp) and second wave options will affect them (e.g. Strict Screening and Cinematic Mode)
  • This was left off in LW 1.0 so it's nice to have now

  • Added in a 2nd wave option called "Fresh Recruits (#33)" that makes the initial soldiers you start with random
  • The initial soldiers you start with are now set, so if you like how in LW 1.0 you could always start with a random group you can enable this option

  • Added in a 2nd wave option called "Balanced Soldiers (#31)" that balances soldier stats like they were in LW 1.0 (Removes the randomness to starting stats)
  • Basically gives and takes away soldiers stats so they are all relatively equal when considering their overall stats (like LW 1.0)
  • Weighting of stats: M=8, HP=4, A=2, W=1

  • Soldier experience changed to 100,500,1000,2000,3500,5000,7000 (from 120,350,700,1200,2000,3000,4200)
  • Delay the final perks and make it less ideal to go for and consistently field a full Team of MSGTs, help prevent a reverse difficulty curve
  • This makes late game missions feel more important as you will still be growing many more of your soldiers and feeling like you are getting more out of those missions
  • Early game is higher to make it easier avoid 'over leveling' so you don't focus on not getting kills on troops with max experience and to allow you to play more with those soldiers at that level (instead of just 1 or 2 battles with them at those levels)

  • You can no longer select a random subclass if you don't like either of the two class options
  • It was bugged in that merged perks did not work with the random subclass function
  • It was also a little unrealistic to make it random
  • If you really care about the class you can always turn on commander's choice

  • Base health modifies fatigue and injury times: 
  • For each health above/below average, fatigue and injury times are reduced/increased by 5%, and vice versa
  • Averages = 6hp for soldiers, 10hp for MECs
  • Gives base health a stronger role vs armor health
  • Makes health more useful vs other stats
  • This means the "survival training" country bonus (+2 HP) gives your soldiers 10% reduced injury and fatigue times

  • Ranks required for OTS officer upgrades increased to 10/50/100/150/200 (from 20/45/75/110/150)
  • Number of missions a solder must undertake to be promotable to 2 (from 5)
  • So you aren't maxing out mid game and have nothing to grow into
  • Encourage a wider roster (compared to focusing on your A-Team)

  • OTS Upgrade "Tactical Officers" institutes the PFC Training Program (PFCs gain 20xp/day)
  • OTS Upgrade "Field Officers" institutes the Specialist Training Program (SPECs gain 40xp/day)
  • OTS Upgrade "Commanding Officers" institutes the Lance Corporal Training Program (LCPLs gain 50xp/day)
  • This is a modification of the Virtual Reality Training mod by Eclipse666
  • It makes it so PFCs are not such a burden in the mid game and PFCs/SPECs/LCPLs are not such a burden in the late game

  • MSGTs have a 5/10/20/40% chance to gain +1 mobility/health/aim/will after each mission, but for each point higher/lower than the base stats, there is a 1% decreased/increased chance of acquiring the bonus
  • Increases the feel of soldier progression during the later ranks when promotions take longer to acquire
  • Makes it more worthwhile to still bring them in

  • Neural Feedback does more damage, is MUCH more likely to activate, and range to full visual (from 8 tiles)
  • Formula changed from [(1.3 * casterWill - targetWill) / 10] to [10 * casterWill / targetWill]
  • The range means any ally your soldier can see can trigger neural feedback if they can also see the psi attacker
  • To trigger Neural Feedback you have to pass a will test vs the psionic attacker, you now gain 100 will for the purposes of that test so that the majority of the time you will be triggering
  • At similar will to an opponent it will do 10 damage, if you have half your opponent's will it will do 5, and if you have double it will do 20

  • Mindfray damage to 2 (from 1) and also lowers defense by 25, cooldown to 3 turns
  • It was too weak before
  • Makes the ability more useful and more of a threat when the enemies use it
  • Helps reduced mindfray spam by increasing the cooldown

  • Pyrokinesis, Distortion Field, and Regen Biofield removed as Psionic options, Psi Panic and Distortion Field swapped places, technology requirements modified for many psionic abilities (see tech tree image above)
  • Pyrokinesis could lead to many abusive situations and this was not fixable
  • Regen Biofield was really poor and hard to make effective
  • Distortion Field had some bugs that could not be fixed where you would sometimes not get the defense bonus and the visual effect was sometimes quite annoying
  • Swapping Panic and DF and their requirements gives access to psi panic earlier and makes the choices more competitive at those 2 levels
  • Starting with 5 of the psionic abilities unlocked from the get go allows psionics to come on earlier and stronger

  • Mind Merge grants +10 aim, +25 crit, +25 will, and +25% DR (for humans) and health (for aliens)
  • A reasonable buff for DR and prevents static-DR stacking abuse

  • Mind control success modifier from -35 to -50
  • Psi Panic success modifier from -10 to 20
  • Mind control was borderline abusive so this helps keep it in check now that it will be available to more psionics
  • Psi panic wasn't abusive and a buff was needed

  • Gene mods have rebalanced costs, occur a lot quicker, and have altered techs requirements (see tech tree image above)
  • Accommodates for the increased value of meld and strength of the techs
  • Makes it so gene modding a soldier doesn't take them out of battle for lengthy periods of time
  • Makes interrogations (seeing how the aliens used their tech) more central to the game
_____________________________________________________
SOLDIER PERK CHANGES


-- See the perk tree image above for a graphic of all perks and stats for each class -- 

  • Field Medic grants Paramedic when leveling up
  • Savior grants Revive when leveling up
  • Sentinel grants Opportunist and Covering Fire when leveling up
  • Rapid Reaction grants Opportunist and Covering Fire when leveling up
  • Reconnaissance grants Low Profile when leveling up
  • Will to Survive grants Steadfast when leveling up
  • Fortified grants Steadfast when leveling up
  • Brawler grants Opportunist when leveling up
  • Makes less ideal perks more competitive
  • Allows for more choice diversity by bundling paired perks that were always selected together anyway
  • Aliens do not get the second perk if they have the first (it only affects xcom when they level up)

  • Will to Survive grants +40% DR in cover and Steadfast
  • Biotanks can now survive heavy damage shots more easily (due to percent based DR instead of static) and aren't so abusive against static DR

  • New Perk added: Tenacious Defense
  • Tenacious Defense grants, when in cover and unflanked, 20% crit resist and 20% DR -- it also grants +2 armor health at all times
  • The crit resist is important because biotanks don't have access to resilience anymore and crits can ruin tanks

  • New Perk added: Advanced HEAT Tech
  • Advanced HEAT Tech increases the bonus damage of HEAT Ammo and HEAT Warheads to 150% 
  • Increases the effectiveness of HEAT on the engineer and rocketeer in the mid-late game
  • Makes mechanical enemies more reasonable to kill

  • New Perk added: Medikit
  • Medikit grants 2 free uses of a medikit
  • Spreads out the ability to heal to more classes without using item slot

  • New perk added: Death from Afar
  • Activates when firing at squadsight range and grants +10 aim and removes the critical hit penalty
  • A new perk for snipers and Jaegers with distinct gameplay that encourages you to keep your unit at range

  • New perk added: Distortion
  • Aim-based attacks will miss 50% of the time, explosions will dissipate dealing 0-1 damage, and nearby allies in cover gain +10 cover-based defense
  • A perk for ethereals to accommodate for them losing hardened

  • New perk added: Brawler
  • Grants 50% DR within 4 tiles of the enemy. Grants Opportunist.
  • A perk for the assault and maruader that further distinguishes them from other classes and boosts their CCS.

  • Hardened grants 30% DR (it still grants 60 crit resistance) and 50% DR against shotguns
  • This makes exposed and armored (i.e. hardened) targets much more resistant in general (specifically this is a buff to MECs/SHIVs)
  • It's somewhat more realistic
  • This is important to help chryssalids not die so easily from aoe effects (as they love to group up in front of you)

  • Battle Scanner perk renamed to Reconnaissance, allows the first battle scanner used each turn to be free, does not increase range
  • Buff to the scout and it's use of the battle scanner
  • The perk having the same name as the item was confusing
  • Decreased throw range helps prevent alpha strikes

  • Resilience renamed to Fortified and grants an additional 1 DR 
  • It only is used on mechanical units (thus the name change) because it took away some of the strategy of trying not to be flanked on biologic units, which wasn't ideal
  • The 1 DR boost is to make it slightly stronger

  • Close Encounters reduces mobility by 50% after activating
  • Hit and Run triggers off of any standard shot against an uncovered unit (now triggers on flying units) but the soldier/MEC cannot fire after triggering it
  • Makes you hit and run more often and you can't hit and hit
  • Distinguishes CE from HnR

  • Smoke and Mirrors: Using a support grenade as the first action does not end the turn. Grants 2 smoke grenades and increases the number of support grenades and battle scanners from each other source by 1.
  • Part of the effort to have items not named the same as perks
  • Support grenades incorporate: flash bangs, psi grenades, chem grenades, and smoke grenades
  • Note: this does not allow you to throw a battle scanner for a half action (battle scanner is no longer a support grenade -- as it gets pick up in the reconnaissance perk)

  • Lone Wolf grants +10 aim, +10 crit, and +10 defense (from just +10 aim and +10 crit)
  • Slight buff for better competition on the trees

  • Deadeye grants +30 aim against flying units (from 15)
  • Makes units with the perk more distinct

  • Aggression grants the primary weapon +3 crit damage if within 4 tiles of the target (from 0)
  • Buff to the perk to make it a strong competitive perk on the trees
  • Encourages close quarters combat

  • Bring 'Em On grants the primary weapon +1 damage during critical hits plus a 10% chance (per enemy in sight -- squad sight counts) for an additional +4 damage during critical hits (from 1.5 + 1.5 per every 3 enemies)
  • Only works on primary weapons (from primary + sidearms)
  • Only working on primary weapons is to stop 2 damage pistols from critting for large amounts of damage
  • The crits get very large if you see a lot of enemies

  • Precision Shot damage to +3 during critical hits (from 2-4), does not remove squadsight crit penalties, and works on strike rifles
  • Precision shot is now: +30% crit, +3 dmg during criticals, and unlimited range on sniper and strike rifles
  • More simple calculations, usability, and understanding of the skill
  • Makes it a reasonable choice for strike rifle snipers as well
  • Makes it so squadsight shots still have a draw back, even when using precision shot

  • Concealment grants +20 defense
  • Buff to the perk and the defensive aspect of the scout

  • Collateral Damage does 50% damage (from 1 damage) and requires a full ammo clip
  • The LW 1.0 wiki was wrong suggesting it previously did 33% damage
  • This is a significant buff to the damage aspect of collateral damage but a nerf to the ammo required

  • Flush grants +40 aim (from +30)
  • Slight buff for balance on the trees

  • Blood Call (Muton Perk) grants +6 movement (from +4) and 30% DR
  • Makes it a more effective move when the AI does it (instead of as much of a poor choice)

  • Javelin Rockets grants +0% range (from +25% range) and +2 penetration
  • Nerf on range to minimize longer range sniping and accommodate for the extra range that jellied elerium grants
  • Significant buff to make the rocketeer more relevant in the mid-to-late game
  • Note: in LW 1.0 it was +25% range but was incorrectly described as +33% range

  • Mayhem grants +6 damage to sniper rifles, +4 damage to strike rifles, +3 damage to rockets, +2 to grenades/mines
  • Mayhem grants +2 unmodifiable damage to suppression that penetrates all DR
  • Buffs and nerfs to the perk to make it competitive on the trees
  • Doesn't affect arc rifles due to redesign of the arc rifle
  • Doesn't affect SAW/LMG for tree balance
  • The unmodifiable damage that penetrates all DR is for consistency as the LW 1.0 version was very buggy

  • Ranger grants 10 aim to sidearms (the aim bonus does not affect aliens) and +1 mobility
  • Makes the perk more useful for classes with poor aim
  • Makes the perk and classes that pick it up more distinct by offering a significant advantage for sidearm use

  • Sprinter grants 3 mobility (from 4)
  • Slight nerf, just due to balance on the perk trees

  • Damage control grants 30% DR (from 1.5 DR) but lasts for 1 turn (from 2)
  • This means taking multiple hits per turn is less damaging
  • This also means you can't purposefully get hit to be more protected on the following turn
  • Changing it to a percentage (instead of flat DR) means that it's less likely to completely prevent incoming damage (for both xcom and aliens)

  • One For All grants 30% DR (from 1), and sets defense to 0 (regardless of buffs)
  • It was a little too insignificant for such a cool ability
  • Base defense is the defense from equipment (not perks or abilities)
  • The base defense was set to 0 because defensive MECs were too strong when using One For All and it was a little unrealistic to have a stationary MEC using OfA and having 50 defense
  • Note that the "regardless of buffs" means that no matter what the MEC will have 0 defense - this is partly due to coding necessities beyond my control
  • The % DR was to help the MEC against high damage long range shots

  • Shock-Absorbent Armor grants 30% DR (from 33%) against damage within 8 tiles (from 4 tiles)
  • Needed a buff
  • Encourages more engaging game play by allowing players to get closer and let melee enemies get closer

  • Absorption Fields grants 30% DR (from 40% after 2)
  • This is a slight buff
  • Makes damage calculations a lot easier
  • Previously it was too weak on high DR units (which is where you'd want it the most)

  • Jetboot Module grants 4 mobility on use
  • Significant buff to a weaker perk

  • Executioner grants 10 aim and 60 crit (from 10 aim and 10 crit) against targets at or below 50% health 
  • Embodies what the perk infers: you execute someone when they are low in life
  • Also gives a much needed buff due to new positions on the perk trees

  • Extra Conditioning grants +3 armor health (from 1-4)
  • It was a little too hidden how much health you were getting with each armor type

  • Each repair servos heals 1 hp (from 1/2 an hp each) and you start with 0 servos (from 6)
  • You also don't lose repair servos on damage and only gain 1/2 a repair servo for each damage you take
  • Helps tanks who take lots of damage over multiple shots not lose all their servos

  • Reactive Targeting Sensors grants 10 aim on all reaction shots
  • It was too weak due to the requirement that you were attacked to trigger it
  • Now it's an overall buff to reaction fire with the benefit of firing for free when you are attacked

  • Combat Drugs grants 10 aim (from 0), 20 crit (from 20), 30 will (from 20), +1 smoke grenade charge, defense to 30 (from 20), and increases radius by 0% (from 25%)
  • Dense smoke grants 20% DR, +1 smoke grenade charge, and 50 defense (from 40)
  • Combat Drugs now serves as an effective offensive boost
  • The tone down on radius is to attempt to reduce likelihood of full-squad coverage with smoke

  • Grenadier makes grenades used as the first action only cost half an action and grants +2 tile range to grenades
  • So a unit with grenadier can fire two grenades in a single turn if he/she doesn't move (like Light 'Em Up for grenades)
  • It isn't the primary perk on the engineer anymore and acts to turn the engineer/infantry into a grenadier

  • Sapper now grants +1 damage, +2 penetration (from 0), and 3x enviromental damage
  • Buff to make it a balanced choice on the trees
  • Makes it more useful against targets in cover (as you'll be throwing it to help destroy their cover)

  • Snap shot now removes all penalties for moving and shooting and grants +10 aim for the purpose of minimizing rocket scatter
  • Makes the snap shot rocketeer more viable

  • Fire in the Hole grants +15 aim (from +10)
  • Slight buff for balance on the perk tree

  • Packmaster grants 2 additional restorative mist items (from 1) and does not affect other MEC equipment
  • It also does not affect the number of charges on the stun rifle (previously called the arc thrower)
  • Buff to the Shogun MEC's ability to heal (as the only MEC with packmaster)

  • Field Medic grants 2 medikit charges (from 1)
  • Savior only increases healing by +2 (from +4)
  • Gives the medic some earlier access to medikits
  • Stops healing from getting to high hp levels (at 12hp heals you stopped carrying if you took 6 or 10 damage)

  • Holo-Targeting renamed to Holo Rounds
  • Holo rounds lasts for 3 turns (from 1) when granting and aim bonus
  • Holo rounds grants the soldier with the perk +3 damage when hitting mechanical units
  • Holo rounds is applied to targets during overwatch shots and with collateral damage (not sure why it wasn't before)
  • Buffed to make it more appealing, renamed to more accurately represent it's role   
  • Explanation: Holo Rounds are ammunition that is electronically charged as it leaves the barrel. When it is fired at a target if the bullets are within a certain range they transfer some of the charge to the target. The charge is at a certain frequency allowing allies weapons to hone in on it (+10 aim). If the ammunition directly hits the target, the charge transfers completely to the target causing overloading/frying of circuits (+3 damage). It's called holo because when viewing the charge in the aiming receptacles the aliens looks like a hologram helping identify where they are.

  • Shredded lasts the entire battle (from 2-4 turns)
  • Shredded targets now take +50% damage (from +40%)
  • Makes more sense as shredded armor should not really repair itself
  • Buff to shred (and more simple calculations)

  • Disabling shot aim to 0 (from -10) and no longer receives a damage boost from any source
  • A 10 aim boost to make the shot easier to hit with
  • The damage is always 1 now

  • Ready for Anything grants +10 aim on reaction shots and +2 ammo
  • It needed a significant buff due to competition on the trees

  • Lightning Reflexes dodges 50% of subsequent reaction shots (from 70%)
  • Makes it a little less likely to clear a full room full of overwatch for both aliens and xcom

  • Shock and Awe grants 2 extra normal rockets (from 1)
  • Buff for balance on the perk tree

  • Sharpshooter perk crit to 15 (from 10), aim against targets with full cover to 15 (from 10)
  • Fixed a LW 1.0 bug where sharpshooter would still give you the aim bonus if you were flanking the target in full cover or firing off a suppression shot at a target in full cover (suppression shots automatically remove all cover defense)
  • The perk needed a slight boost to stay competitive

  • HEAT Ammo and HEAT warheads grant 75% more damage (instead of 50%)
  • This is being increased for a few reasons:
  • To act as a deterrence to your MECs and SHIVs against enemies with HEAT
  • To encourage distinction between your soldiers depending upon enemies you are facing
  • To help counter the stronger DR mechanicals you'll be facing

  • Vital Point Targeting only works on biologic units
  • Nerf and distinction of the ability

  • Rapid Fire only works for the primary weapon
  • Small change that was necessary as 1 ammo sidearms were bugged and could still first twice with rapid fire
  • Also helps keep the more damaging sidearms in this rebalance in check

  • Bioelectric Skin range increased to 10 tiles (from 7.5)
  • Makes it better at scouting

  • Double Tap grants +20 aim on the 2nd shot
  • Makes it more competitive and more unique vs other abilities
  • Also, there is some truth behind the 2nd shot being more accurate when double tapping

  • In The Zone reworked:
  • When this soldier fires a shot with a steadied weapon, the shot is a free action and 'In The Zone' activates. When active: all shots are free, aim and crit is reduced by 10 for each previous shot that turn, and the soldier is restricted to shooting, steadying their weapon, overwatching, reloading, hunkering, or activating One For All.
  • With the alterations to the perk tree and enemies ITZ is not as strong as it used to be, this is a buff to compensate
  • The fact that you can trigger off any shot is a large buff which is necessary as cover destruction is a little more difficult in this rebalance
  • The fact that you cannot move and fire and trigger ITZ is to prevent it from being too strong and encourage the roll of stationary sniper a little more

  • Command can be used once each turn (from a 4-turn cooldown)
  • Makes higher ranked officers a little stronger as they can now use command every turn

  • Initial Officer Perk: 'Lead by Example' grants 1 mobility, 10 will, and 2 armor health
  • Officers should always have been a little more kick ass
  • Makes an officer tank a more competitive options vs the psionic tank

  • Officer Perk at Captain: 'Semper Vigilans' increases defense in cover by 10 (from 5)
  • When using SHIVs or MECs to tank this does little (as they don't gain the defense and are the ones taking the hits) so it was only strong for teams that had primary biotanks and/or no tanks
  • Fortiores Una (the competitive perk) on the other hand was good in all situations
  • So Semper vigilans was boosted for balance but it was overbalanced a little to increase the value of cover in the mid-late game when cover becomes a little less valuable

  • Officer Perk at Captain: 'Fortiores Una' works on the entire squad (from only those near an officer), does not require cover (from only in cover), and grants 0.5 DR (from 0.667-1 DR)
  • This means it now also works on the officer himself: further opening up the option for officers to be biotanks
  • Makes the ability easier to use

  • Officer Perk at Major: 'So Shall You Fight' to +50% mission XP for SGT rank or higher (from +25% kill xp)
  • Makes it an interesting choice compared to Into The Breach and helps take the focus off of kills

  • Officer Perk at Major: 'Into the Breach' to +200% mission XP for SGT rank or lower (from +25% mission XP)
  • Makes it much easier to level up lower ranked troops
  • Helps make losing soldiers not so bad as your barracks should have a lot of SGTs ready to go

  • Officer Perk at Field Commander: 'So Others May Live' caps at +6 aim/will (from +8)
  • Nerf to make it more reasonably competitive against combined arms
_____________________________________________________
WEAPON CHANGES

  • Laser weapons have their aim bonus increased to 10 (from 6) and do 4 base damage (from 5)
  • Make laser a better bridge option to gauss
  • Make laser more distinct (helps make different tiers of weapons still useful even after you get a new tier)

  • Gauss weapons damage penetration to 1 (from 0.33), ammo to 0 (from +1), and have -5 aim (from 0)
  • Makes them more distinct
  • The 0.33 damage penetration was a little too light
  • Quenchgun upgrade increases this to 2 penetration (from 0.66)

  • Pulse weapons crit to 0 (from 8), base damage to 6 (from 7), have +5 aim (from 0), and their crits do +100% damage (from +50%)
  • Makes them more distinct (e.g. for a crit focus infantry or sniper)
  • Makes them useful even after you get plasma

  • Plasma weapons have a significant meld cost and take longer to research but their unique bonuses have been increased in effectiveness (see in-game) and they require UFO power sources to produce (instead of alien plasma weapons from captures)
  • They still give significant damage over pulse and are still more effective
  • Skipping pulse right to plasma is a lot more intimidating with the high meld cost and longer research times
  • Realistically plasma is more like the blaster launcher now -- something you CAN get but is a serious task
  • Removing the need to capture aliens is to remove the pressure for XCOM to turn into a zoo and to make UFO power sources (and their acquisition) more important

  • Damage of weapons in the same technology tier differ based on proportions
  • Weapon damage bases are 4/4/6/6/8 damage for ballistic/laser/gauss/pulse/plasma
  • Pistol, Machine Pistol, SMG, Carbine: 75% of base
  • Assault Rifle, Shotgun: 100% of base
  • Battle Rifle, SAW, Strike Rifle: 125% of base
  • Sniper Rifle, LMG: 150% of base
  • MEC/SHIV weapons: 200% of base
  • All damage increases are rounded down (e.g. a gauss battle rifle will do 6 * 1.25 = 7.5 rounded down to 7) but weapons which lost the 0.5 damage (due to rounding down) receive a +5 aim bonus
  • The main purpose of this is so weapon upgrades are proportional and the extra damage on weapons like LMG and battle rifle are still useful come late game, and the damage decreases of weapons like SMGs and carbines don't become so insignificant to become overpowered late game
  • This proportional damage only applies to primary weapons and sidearms

  • Shotguns gain extra base damage when within 10 tiles (+5% per tile up to +50% at point blank) 
  • Ballistic and Plasma shotgun mobility to +1 (from 0), Laser shotgun mobility to +2 (from 0)
  • Shotgun reaction range reduced to 7.5 tiles (from 8.8 tiles)
  • This acts as a huge damage boost at close range
  • Ballistic shotguns used to do 6 damage in LW 1.0, now they do 4-6 damage
  • The mobility alterations are for balancing the tiers and making them all somewhat useful
  • The reaction range was changed due to increased damage of shotguns when the target gets closer -- this seemed like a more ideal time to fire an overwatch as previously it was often just slightly too far away

  • MEC Weapons can now steady aim and have a +10 tile squadsight range (from +5 tiles)
  • Makes sense on a humanoid type unit and is necessary for ITZ to proc
  • Increased SS range helps make it useful on the MECs

  • SMGs have 3 ammo (from 2)
  • Carbines have 15 aim (from 6) and 20 crit (from 4)
  • Makes them both more competitive

  • Battle Rifles mobility to -2 (from -1), crit to 0 (from 10), and loses the aim malus when firing after a costly action
  • They were a shoe-in against the assault rifle the majority of the time, this helps make assault rifles more viable and battle rifles more niche
  • The aim malus after costly actions was removed because it was too penalizing on the classes that often wanted to use the battle rifles (classes with LeU or DT)
  • The aim malus after costly actions also felt punishing which wasn't ideal
  • The lower crit makes the battle rifle not a shoe-in on high crit builds (where it often would be because of the amplified damage)

  • Sawed-off Shotgun range increased to 3.8 tiles (from 1.9 tiles), aim to 0 (from -12), crit to 50 (from 5), damage to 4 (from 6), and has a 20 credit cost
  • Makes it more useful and distinct (flanks have 100% crit)
  • Also makes building 30 off the bat not something you automatically do
  • It is also affected by the increased base damage when within 10 tiles (so it will usually be doing 6 damage)

  • Mag Pistols foundry project renamed to High-Capacity Pistol Magazines, crit bonus to 0 (from 8), grants +1 ammo (from 0)
  • The crit was almost a negative on pistols as you used them to subdue enemies
  • The ammo makes the upgrade worthwhile

  • Pistol cost decreased by 66%, ammo to 1 (from 2), damage to 75% of base (from 50% of base)
  • Autopistol cost decreased by 66%, aim to 0 (from -8), ammo to 3 (from 2)
  • The 'Ammo Conservation' foundry project does not upgrade ammo for pistols anymore (only primary weapons)
  • Makes them more reasonable to attain and slightly more effective
  • Autopistols are now regular pistols with 1 more ammo and 1 less mobility

  • Arc Rifle redesigned
  • It can be created as soon as alien computers is researched
  • Damage:1 (+9 against robotic targets), Crit:0, Aim:15, Ammo:1, Mobility:0, Range:18.8
  • Grants Disabling Shot
  • Assault, Engineer, Medic, Sniper, Scout, and Infantry only
  • The Arc Rifle is designed to combat any robotic threat
  • It is easy to handle and will severely damage any robotic target but has limited ammo
  • Gives us more early game options for countering mechanical units and makes the rifle fill a unique niche

  • Sniper rifle damage to 150% (from 125%), ammo to 4, crit to 30 (from 20), range to 37.5 (from 125), and penetration to 2 (from 0)
  • Ballistic sniper rifle ammo to 4 (from 5) 
  • The range is exactly double normal weapon range
  • Helps make the sniper rifle more competitive against the strike rifle
  • Removes unlimited squadsight as it could encourage some very abusive situations
  • The ballistic change was to put it in line with all other sniper rifles

  • Gauss Long Rifle renamed to the Anti-Materiel Long Rifle, penetrates all DR, does not grant HEAT or affect the hardened perk, aim to -15, and has 4 ammo (from 1)
  • New name is to make it more obviously distinct (along with the new anti-materiel rifle)
  • Ammo buff is to make it more user friendly
  • Penetration (and not HEAT) is to make it effective against high DR biologic targets too (e.g. Muton Elites)

  • Strike rifle grants 1 penetration (from 0), ammo to 4 (from 3), and mobility to 0 (from -1)
  • Ballistic marksman's rifle ammo to 4 (from 5)
  • Balance vs the other options
  • The ballistic change was to put it in line with all other strike rifles

  • Alloy Strike Rifle renamed to Anti-Materiel Strike Rifle, penetrates all DR, aim to -10 (from 0)
  • This change gives the scout (and the sniper) more DR bursting power
  • The AM Strike Rifle mimics the change from the sniper rifle to the AM Long Rifle

  • LMG grants Danger Zone, can move and fire, loses Squadsight, aim to -10 (from 0), mobility to -3 (from -2), ammo to 6 (from 8)
  • SAW mobility to -2 (from -1), ammo to 4 (from 6)
  • The LMG squadsight was borderline abusive when the AI couldn't respond well to it
  • This change makes the LMG a weapon that is quite strong but still fills a similar roll to LW 1.0 as it cannot move around easily
  • Gets rid of the annoying "press backspace" to end your turn problem
  • Mobility is to decrease the effectiveness of the gunner class slightly as it is very strong
  • The -10 aim and Danger Zone make the LMG a more ideal weapon if the gunner is going to be suppressing more than shooting

  • Rocket launcher/Recoilless Rifle/Blaster Launcher damage to 7/10/10 (from 7/9/12) and radius to 6 tiles (from 3.8)
  • Recoilless Rifle weight to 2 (from 1)
  • Shredder rockets do full damage (from 50%) and have a 80% radius (from 150%)
  • Helps make rockets more significant due to generally more tanky enemies
  • They are much easier to hit with and much easier to hit multiple targets with due to the very large AoE
  • Blaster Launcher damage reduced because that weapon is just stupid good even without the increased damage
  • Makes the shredder rockets more like a normal rocket (except doesn't penetrate/destroy cover, smaller radius, and shreds targets)
_____________________________________________________
OFFENSIVE EQUIP CHANGES

  • Neural Gunlink will malus to 0 (from -12), weight to 0 (from -1), and aim/crit to 10/10 (from 12/12)
  • Buff to psionics

  • HE grenade damage to 7 (from 3), upgraded damage to 10 (from 3), range to 7.5 tiles (from 9.4)
  • AP grenade damage to 4 (from 4), upgraded damage to 6 (from 6), range to 12.5 tiles (from 9.4)
  • Alien grenade damage to 8 (from 5), upgraded damage to 8 (from 5), range to 10 tiles (from 9.4)
  • Alien grenade foundry project no longer grants HE grenades +40% radius
  • This makes HE/AP more competitive throughout the game and acts as a buff to grenades
  • The grenades are now more distinct (HE = short range high damage, AP = long range no cover destruction, Alien = light, middle of the road)
  • The alien grenade foundry project now upgrades the damage of HE grenades instead of increasing the blast radius

  • Alloy Bipod aim to -5 (from 0), but confers platform stability and is equippable by both the sniper and gunner (from just sniper)
  • Encourages stationary fire from snipers and gunners

  • Scope aim to +5 (from +8), weight to 0, and the foundry perk only grants +5 crit (from +10)
  • Nerf to offensive items, encouraging more defensive or supportive choices

  • Laser Sight aim to 0 (from +5), crit to +10 (from 0), mobility to 0 (from -1), and is not affected by the foundry scope upgrade
  • Makes the laser sight a nice light-weight option for increasing crit and more distinguished from the scope

  • Targeting Module weight to 0 (from 1)
  • Buff as it now replaces the laser sight (but can still work in conjunction with it)

  • Marksman's scope aim to +5 (from 0), mobility to 0 (from -1)
  • Buffs the use of the item on a strike rifle scout

  • Illuminator gunsight loses executioner and aim/crit to 10/15 (from 12/12)
  • The illuminator gunsight executioner perk was useless if you wanted to equip it on someone who already had the perk

  • Hi Cap mags mobility to 0 (from -1) and can not be equipped by the gunner or sniper
  • Ammo Drum aim to 0 (from -4) and mobility to -1 (from -2)
  • Make the items more competitive
  • Prevents use of bonus ammo on SHIV/MEC where it was more powerful and encourages more of the SHIV/MEC items on those units

  • Shredder Ammo can be equipped by the Scout, Infantry, Assault, Medic or Engineer (from Assault and Engineer)
  • Opens up the ability to shred to more classes

  • Breaching Ammo nullifies the additional DR penalty that shotguns have when firing at targets with the hardened perk
  • Against hardened targets, shotguns will be doing the same damage as regular weapons
  • This ammo makes them much stronger anti-chrys and anti-zerker weapons and effective against mechanical units
  • It works great on CCS builds as melee aliens that charge you are hardened

  • Armor Piercing ammo penetration to 1 (from 2), and can be equipped by anyone
  • With the prevalence of %-based DR, 1 penetration is often worth more than 1 damage making this item still quite powerful at 1 penetration
  • There was little reason to restrict access to this item

  • Reaper Pack grants +30 crit (from +15)
  • They were too weak previously

  • Plasma Stellerator grants +2 damage (from +1)
  • It was too weak at +2 when we were dealing with plasma weapons

  • Flak ammo grants the greater of 3 or 30% extra damage against flyers (from 2 or 20%)
  • It needed a buff

  • Quench guns foundry project now correctly gives double damage penetration (from 1 to 2)
  • It was bugged in LW 1.0 and didn't do anything
_____________________________________________________
ARMOR CHANGES

  • Armor rework
  • 1-Tac Armor                    HP:5,  Mob:0,  DR:0.0
  • 2-Phalanx Armor            HP:5,  Mob:1,  DR:0.5, half build cost
  • 3-Carapace Armor         HP:7,  Mob:1,  DR:0.5
  • 4-Aegis Armor                HP:8,  Mob:2,  DR:0.5
  • 5-Titan Armor                 HP:14, Mob:0, DR:1.0
  • 6-Archangel Armor        HP:14, Mob:0, DR:1.0, Flight (6 fuel), Item Slots:1
  • 7-Vortex Armor              HP:10, Mob:2, DR:1.0, Will:30, No Fatigue, Psi Only
  • ------------------
  • 0-Leather Jacket    HP:0,   Mob:5, Covert Ops Only
  • 1-Tac Vest                       HP:3,  Mob:2 
  • 2-Aurora Armor              HP:7,   Mob:3, Will:20, DR:0.5, Psi Only
  • 3-Kestral Armor              HP:4,   Mob:3, Grapple
  • 4-Banshee Armor           HP:5,   Mob:4, Grapple
  • 5-Corsair Armor             HP:9,   Mob:3, Grapple
  • 6-Seraph Armor              HP:8,   Mob:3, Flight (3 fuel), Item Slots:1
  • 6-Shadow Armor            HP:6,   Mob:3, Grapple, Ghost Mode, Item Slots:1
  • Makes aegis into titan less likely to be the only armor you build for your soldiers in the later game
  • Increases our ability to withstand return fire due to increased HP
  • Makes choosing which armor to equip more engaging and strategic
  • Less item slots on armors with flight mode compensates for the benefits of flying: 1) +20 aim, 2) very long "limited" squad sight, 3) great vantage
  • Less item slots on Shadow Armor compensates for the strength of ghost mode
  • Covert Ops armor slots to 0 to prevent players from selecting units loaded with 9 grenades as a 'covert op'

  • Vortex armor requires 100 meld to build
  • Vortex armor helps gate the final mission with meld encouraging aggressive play to get the meld to help untrivialize later missions
_____________________________________________________
DEFENSIVE EQUIP CHANGES

  • Reinforced Armor hp to 3 (from 1), DR to 1.5 (from 1), defense to -10 (from -6), mobility to -2 (from -2)
  • Ceramic Plating hp to 2 (from 1), DR to 0.5 (from 0), defense to -10 (from 0), mobility to -1 (from -1)
  • Alloy Plating hp to 3 (from 2), DR to 0.5 (from 0)
  • Chitin Plating hp to 2 (from 3), DR to 0.5 (from 0), mobility to 0 (from -2), melee DR to 50% (from 40%)
  • Allows for less injuries to the front line and encourages using more defensive items
  • Allows the 'taunting' effects desired for biotanks to be possible from the start of the game
  • Chitin plating acts as the most expensive but most superior plating and is fast (like chryssalids were)

  • Impact vest renamed to Regenerator Vest
  • Grants 2 health, 1 DR, and Repair Servos, assault only
  • Can be produced as soon as the experimental warfare foundry project is researched
  • It comes online early
  • Buff to tank assaults to give them a method to heal themselves that they really needed as they are often away from the medic on the front lines

  • Alien trophy mobility to 0 (from -1)
  • Slight buff

  • Chameleon suit hp to 1 (from 0), mobility to 0 (from -1), grants Tactical Sense, and LR dodges subsequent shots at 90% (from 50%)
  • Encourages use of more defensive items
  • Acts as a boost to the scout's ability to use lightning reflexes (vs the Assault or Pathfinder)
  • Note: lightning reflexes, in this rebalance, grants 90% dodge on the first shot and 50% on subsequent shots

  • Shadow Device renamed to Elerium Emitter: blast radius decreased to 0.6 tiles (from 2 tiles), will penalty removed, range increased to 12.5 tiles (from 9.5), grants +2 DR, grants +2 mobility (from -1)
  • Shadow devices were abusive -- chaining them was very strong and the use of them as a get-out-of-jail-free card was far too powerful
  • This change should prevent the abuse that while still making them useful
  • They now can target only 1-3 soldiers but get extra range, will, mobility, and DR
  • Since they don't benefit from Packmaster and/or S&M, they are ideal items for psi tanks or classes that need to move fast, and the DR helps a lot



  • "Jellied Elerium" foundry project also grants +2 tile range to rockets
  • Buff to mid-late game rockets

  • "Improved Arc Thrower" foundry project renamed to "Elerium Batteries": has the effect of increasing the motion tracker and stun rifle charges by 1
  • The stun rifle buff wasn't that great and this is a nice way to increase scouting and capturing into the mid game
  • With the new pod reveal mechanic some additional scouting was warranted

  • Combat Stims adrenaline rush perk removed, activated DR to 50% (from 40%), and do not require a use on activation
  • This makes it an ideal item for a tank and competes against the other DR and HP granting tank items
  • The abuse with adrenaline surge was gamey and not ideal
  • They are useful on non-tanks as well due to the free activation and mobility boost

  • Psi Screen grants 20 defense (from 0), DR to 0 (from 1), will to 20 (from -12), mobility to 0 (from -1)
  • This is an item for a psionic that wants some extra defense and mobility
  • The DR stacking was getting too high and was sometimes abusive so some items lost their DR
  • Useful for covert-ops and will-stacking psionics 

  • Respirator Implant mobility to +1 (from -1), reduces the effect of green fog by half, health to 0 (from 1)
  • Makes it more competitive against other stronger defensive items
  • Acts as a survivability buff to non-tank assaults and scouts who need to sit on the front lines

  • Mind Shield will benefit to +30 (from +25) and steadfast perk removed
  • Steadfast was a mostly useless perk on someone with high will... really didn't make sense
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OTHER EQUIPMENT CHANGES

  • Arc Thrower renamed to Stun Rifle, capture rate almost doubled, is a primary weapon (looks like a rifle when equipped), reduces throw range by 50%, weighs 0 (from 1), 1 ammo only (unaffected by perks/items), can be equipped by scout/infantry/assault/medic/engineer, disables use of consumable items when it is your primary weapon, and (with the field repairs foundry upgrade) will fully heal a MEC/SHIV
  • Putting a stun rifle on a soldier is costly because it removes the primary weapons from one of your soldiers
  • The capture factor was increased from 0.61 to 1.1 (almost a double increase) which should give you 90% or higher capture in ideal situations
  • So, if you get an enemy to 1-2hp (or 1-5hp with improved stun rifle) you're more likely to get a capture instead of playing the RNG game
  • The lack of consistency and the inconvenience was a frustrating part from LW 1.0 - this should help while still making it costly to attempt a capture
  • The full heal on a MEC/SHIV is to make the field repairs foundry upgrade still useful
  • The halved throw range is so that you can't avoid the negatives of hampering one of your soldiers by equipping it on a grenadier or support class
  • The disabled use of consumables when the stun rifle is your main weapon is because there is a bug if you use a consumable with the stun rifle as your primary weapon (you get a weird movement glitch) -- so just switch to your pistol (press 'x' - there is no image to click on) if you want to use a consumable
  • In LW 1.0 it was not uncommon for XCOM to turn into zoo keepers trying to collect as many aliens (instead of focusing on saving the human race) as they could because it wasn't that costly.  These changes are an attempt to curb that habit and to make it costly (but more predictable) to attempt a capture.

  • Flashbang radius to 4 tiles (from 2.5) and range to 12.5 tiles (from 9.4)
  • Psi Grenade radius to 5 tiles (from 4), mobility to 0 (from -1), will to 0 (from -10), range to 12.5 tiles (from 9.4)
  • Both were a little weak before as so many things became resistant to it - this should help
  • Psi Grenade can reasonably reach some air units

  • Chem grenade range to 12.5 (from 9.4), radius to 3 (from 2.5), and works on cover DR
  • Significant buff

  • Smoke grenade range to 12.5 (from 9.4) and grants 30 defense (from 20)
  • Makes smoke easier to use

  • Fuel cells give 9 fuel (from 6) and have no weight (from 2 weight)
  • Makes fuel cells a more reasonable item

  • Motion Trackers restricted to Scout only (from soldiers/SHIVs), mobility to 0 (from -1), range to 30 tiles (from 21.9), charges to 2 (from 3)
  • Helps distinguish the roles of the classes
  • Helps keep scouts as a highly mobile class
  • Allows you to move further 'safely' when using the motion tracker

  • Cognitive Enhancer aim to 5 (from 0), crit to 5 (from 0), defense to 10 (from 0), will to 10 (from 5)
  • Neuroregulator will to 20 (from 10) and mobility to +1 (from -1)
  • Makes them more useful items as a reward for downing exalt
  • They should be stronger for items you only ever get a single copy of

  • Walker Servos grants the Jetboot Module perk and mobility to 0 (from +2)
  • Jetboot module is a lot more powerful and this item wasn't strong enough for an end-game item

  • Medikit Upgrade (foundry project) grants +1 healing (from +3)
  • Prevents medikits from healing too much which can sometimes make larger damage hits not that significant

  • Mimic beacon range to 12.5 tiles (from 16.9), is restricted to one slot, will to 0 (from -10), and radius to 8 tiles (from 14.4)
  • It was OP in many situations and using multiples of these with explosives would trivialize some (many?) missions if used abusively
  • The previous 14.4 range would commonly pull other pods and would often be either a bad idea (pulled too many pods, overwhelmed) or an abusive one (all pods gathered into a single spot, overwatch wall/explosive destroy them)
  • With the current range the mimic beacon is still strong, but mostly for targets that you can see

  • Battle Scanner range to 7.5 tiles (from 16.9), can be equipped by only the scout, weight to 0, no longer a support grenade
  • LW 1.0 Bug Fix: the battle scanner does not disable lone wolf
  • It's use is now for peaking around corners, on rooftops, etc. instead of just granting extended sight range
  • Reducing the range of battle scanners helps reduce AIs inability to fight when they can't see you and prevents you from performing significant squad sight abuses
  • The effect on lone wolf was that if you were near a battle scanner lone wolf wouldn't activate - this has been fixed
  • It's not a support grenade so that the free action from reconnaissance doesn't interfere with the free action from smoke and mirrors
_____________________________________________________
MEC/SHIV WEAPON/ARMOR/EQUIPMENT CHANGES


  • MECs rebalanced
  • MEC1:        14HP,  1DR, 1Mob, 15Def, 0Will,    5Aim, 1 Weapon Slot,        half build costs
  • H-MEC2:    18HP,  2DR, 0Mob,   0Def, 0Will,    0Aim, 2 Weapon Slots, Damage Control,    half build costs
  • L-MEC2:     10HP,  0DR, 2Mob, 30Def, 0Will, 10Aim, 2 Weapon Slots, Body Shield,            half build costs
  • H-MEC3:     24HP, 3DR, 2Mob,   0Def, 10Wil,   0Aim, 3 Weapon Slots, Damage Control,    double build costs
  • UH-MEC3:  30HP, 4DR, 0Mob,   0Def, 10Wil,    0Aim, 2 Weapon Slots, Damage Control,    double build costs
  • UL-MEC3:   6HP,   0DR, 8Mob, 40Def, 10Wil,  10Aim, 2 Weapon Slots, Body Shield,            double build costs
  • L-MEC3:     14HP,  0DR, 5Mob, 30Def, 10Wil, 10Aim, 3 Weapon Slots, Body Shield,            double build costs

  • SHIVs rebalanced
  • Armored SHIV:        10HP,    3DR,  12Mob,   15Def 
  • Alloy SHIV:              22HP,    4DR,  14Mob,   10Def 
  • Hover SHIV:            18HP,  3.5DR, 17Mob,   15Def,  6 flight fuel

  • Altered the visible naming schema on the MECs slightly to focus on MEC tiers and function:
  • MEC1= Paladin
  • MEC2 = Defender(Heavy)/Valiant(Light)
  • MEC3 = Devestator(Ultra Heavy)/Dauntless(Heavy)/Vanguard(Ultra Light)/Vindicator(Light)
  • More ease of understanding a MECs tier and function

  • MECs start with 11 mobility (from 13 mobility)
  • Due to the new pod mechanics allowing xcom to more easily approach alien pods MECs needed a slight nerf to tone back their strength

  • Cash cost for augmenting (chopping) a soldier increased to 60 (from 40)
  • Augmenting (chopping) a soldier resets their xp to 0 and their rank to SPEC (from just -1 ranks)
  • Augmenting (chopping) a soldier grants a 5/10/20/60% to gain +1 mobility/health/aim/will for each rank the previous soldier had
  • Makes it slightly harder to mass MECs
  • Makes it so in the mid game when MECs come online they are not already your highest ranked troops as it was a little too powerful
  • Forces progression when using MECs
  • Grants a slight bonus/reward for chopping a high level MEC (note: this is the same bonus that higher ranked soldier can acquire after each mission)

  • MECs have 70% more injury and fatigue time
  • Tempers their incredible offensive and defensive strength

  • MECs no longer innately acquire the combined arms perk
  • Helps nerf their offense slightly
  • Makes the officer version of the perk more competitive and useful

  • MECs need repair on full damage 55% of the time (from 95%)
  • SHIVs take twice as long to repair
  • Repair time decrease so that tanking with a MEC isn't so cost prohibitive

  • Core Armoring grants 1 DR instead of Resilience, and 3 hp (from 2)
  • Necessary change as resilience is an armor perk now
  • Makes tanky MECs more viable

  • Carbide Plating hp from 4 to 6
  • Encourages use of defensive items

  • MEC Kinetic Stike Module (KSM) cost reduced by 50%, damage to 20 (from 12), penetrates all DR, restricted to 1 per MEC
  • Thumper mobility to 0 (from -1) and damage boost to +5 (from +3)
  • This risk for getting up close, especially with the reduced movement should be worth it
  • Considering MEC primary weapons deal 8-16 damage, having something that only dealt 12 that you have to be in their face to use is underwhelming
  • Restricting it to 1 per MEC just makes sense, especially given that there is an item called the thumper to specifically boost the damage
  • The thumper needed a slight boost

  • Smartshell Pod aim to 0 (from -4)
  • Weapon Supercooler mobility to -2 (from -1)
  • Balance of SHIV small items
  • This opens up more opportunity for other items

  • HEAT Ammo small item for SHIVs is no longer available
  • Just like the MECs: with such high damage weapons and HEAT doing so much additional damage the combination of the two is too strong so it was removed
  • Also opens up more opportunity for biologic units to play the anti-robotic role

  • Elerium Turbos grant +3 mobility (from +2)
  • It needed a boost for an end-game item

  • SHIVs can no longer be rebuilt but you can still sell their chassis
  • It was poor gameplay to try to decide to purposely kill one so that you could rebuild it instead of waiting through it's repair time

  • Restorative mists heal for 6 (from 3) and do not benefit from the Improved Medikit foundry project
  • Putting the foundry project directly into the mists and giving it a slight buff because the MECs don't pick up savior anymore

  • MEC and SHIV Primary weapon damage set to 200% of base
  • They are now the strongest weapons in the game

  • SHIV initial aim is now set to the initial aim of soldiers and MECS at 65 (from 70)
  • To balance SHIVs a little more as they are still quite powerful

  • Battle Computer aim/crit/def to 10/10/10 (from 8/8/8)
  • Standardization and slight buff

  • Holo-Targeter is renamed to Holo Charger, is a SHIV only item (from MEC and SHIV), and does not have an aim bonus
  • This is because holo rounds is a perk on the MEC trees now
  • Makes the item a lot stronger due to the holo rounds buffs

  • Adaptive Tracking Sensors grants Opportunist instead of Advanced Fire Control
  • AFC was a little weak and the item could use a boost

  • Tactical Sensors mobility to 0 (from -1)
  • Makes it a stronger item for high defensive MECS

  • MEC Flamethrower range to 8 tiles and restricted to 1 per MEC
  • Incinerator Module mobility to 0 (from -1) and damage boost to +8 (from +3)
  • The flamethrower and upgraded flamethrower was too powerful with too little draw back
  • Restricting it to 1 per MEC is reasonable as equipping multiple is kinda weird
  • Incinerator module needed a boost

  • Proximity mine damage to 8 (from 10), range to 7.5 tiles (from 10.6)
  • Proximity mines will be harder to land on/near inactivated pods and be consistent in damage with the grenade launcher

  • Grenade Launcher damage to 8 (from 4), upgraded damage from the alien grenade foundry project to +0 (from +2), radius to 3.5 (from 3.8), range to 10 tiles (from 10.6), charges to 3 (from 2)
  • Grenade launchers needed love
  • They are not affected by the alien grenade foundry project and start at 8 damage -- HEAT Ammo is stronger on them as their base damage is 8
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