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Version1.50.20
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About this mod
A mod on top of a mod. Acts as a major overhaul on LW, with significant balance adjustments, bug fixes, quality of life features, and game play improvements.
- Requirements
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DLC requirements
DLC name Enemy Within Nexus requirements
Mod name Notes Long War Mods requiring this file
Mod name Notes Lovelace's X-COM Long War (EW) Modlist Required. - Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
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- Changelogs
-
-
Version 1.50.20
- LW Rebalance v1.50.20 - Hot Fixerooos
- Bug Fixes:
- - Fixed a CTD (Crash To Desktop) bug on using psionic abilities
- - Units with actions remaining at the end of the turn (e.g. from scamper) will no longer forcefly remove steady for Combat Readiness
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Version 1.50.19
- LW Rebalance v1.50.19 - Enraged Sectoid Lag
- Tactical:
- - Significantly reduced lag when targeting a large number of enemies, especially for snipers - QoL
- - Aliens won't use psychic storm back to back on consecutive turns, even if it was cancelled - Makes it feel less oppressive
- - Being enraged now reduces the cost of reloading to 1 AP - It felt too frustrating to enrage on a unit out of ammo, this at least allows them to somewhat utilize enrage when out of ammo
- - Floaters that launch with no ammo will reload after launching - Makes sense, a little better AI
- - Unit stats at the end of the mission now include the Unit's class - QoL
- Perks:
- - Tracker (from the proximity sensor) shows units within 4 tiles and uncloaks units up to 6 tiles (from 5 of each) - Buffed to make it easier to detect cloaked seekers nearby or at high altitudes
- - New perk: Dash and Bash: Allows a Kinetic Strike at 0 AP if the last AP was spent moving. Disables the AP discount from Onslaught. Cannot activate if out of ammo. 2 turn cooldown. - Good for Marauder
- - Savior now costs 0 AP for stabilization and revive, but still costs a medikit when reviving (not for stabilizing) - Required to fix a bug
- XCOM:
- - Marauder has Run and Gun replaced with Dash and Bash - Balance on the tree as Run and Gun was too weak
- - Marauder base mobility to 0.6 (from 2.0) - Was quite strong early and a little overpowered due to KSM strength and mobility, also makes the mobility LCPL perks more competitive vs Close Combat Specialist
- Aliens:
- - Sectoids start with 80 will (from 70) but will growth per level lowered to 5 (from 10) - Makes them slightly more challenging early
- Bug Fixes:
- - Fixed a bug where Combat Readiness appeared purple as if it didn't cost any AP
- - You can now end your turn if you are in One For All or Hiding by clicking on the combat readiness button - Note: it will not give you CR but still allows you to end a unit's turn functionally
- - Fixed a bug where Exalt would overwatch when reinforcing sometimes even when they couldn't see anyone
- - Fixed a bug where jumping over terrain while trying to ram someone would make the ram do less damage
- - Fixed a bug where Run and Gun was still granting +30 defense on activation
- - Fixed a bug where Run and Gun wouldn't show up on the bottom left list of perks in the tactical HUD
- - Fixed a bug where the unit flag fatigue indicator was half as much as it actually should be
- - Fixed a bug where the KSM wasn't affected by redfog or disorientation
- - Ram now correctly considers target modifiers like shred and distortion when predicting damage on a target
- - Overwatch warnings on unit flags will no longer occur from units that are hidden (as they won't fire their overwatch)
- - Typos
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Version 1.50.18
- LW Rebalance v1.50.18 - Bulletstorm
- Strategic:
- - LEAD and REAR stances gives +10 and -10 hit chance (from 15 each) - LEAD was too strong and was the correct choice too often, this should make it a more interesting choice with LEAD being better in short engagement times while MID is less damage overall and REAR is superior but could require very lengthy engagement times
- - Legacy of Uxmal decreases AL by 0.25% per Psi Rank (from 0.3%) - With the buffs to Psi this start got a boost and was a little stronger than intended, slight nerf
- - Vigilis grants 13 will (from 15) - Same as above
- - Sandhurst grants 25% reduction in fatigue and OTS missions required (from 30%) - Nerfed, earlier XTPs and officers is really strong
- Perks:
- - Disabling shot grants -20 aim (from -30) - At -30 it was too difficult to shoot and was sometimes even not worth the ammo, this makes it more competive, especially on non ITZ builds
- - Countercharge again can crit because apparently I can't fix it - Updated it's description, it seems to be ~2% regardless of will so I'll leave it at that
- - Pistolero no longer grants an additional ammo - Slight nerf, was strong enough
- Equipment:
- - SAWs ability Rotary Fire renamed to Bulletstorm and instead grants an additional round of damage equal to the weapon damage - Some SAWs it was a little bit too much to imagine they had internal rotary fire, also, it wasn't supposed to give you free reload or whatever, it was more to fire multiple times, so this better emphasizes that
- - Battle Scanners now grant aim and crit to anyone within 12 tiles (including through walls and objects) instead of just those that can see the battle scanner - Due to odd behaviour the battle scanner could sometimes be thrown and 'sink' into the ground making it difficult for enemies to see it. This inconsistency made it frustrating to use scanners, especially for affecting targets at high altitudes. This new version should be much more consistent, intuitive, and easier to use
- - Autopistols gain +20 crit - Buffed
- Aliens:
- - Drone mobility back to 6.6 (from 6) - With the easier counter to OW they didn't need such a nerf
- Bug Fixes:
- - Fixed a bug where Core Plating weighed 0.6 more than it was supposed to
- - Fixed a bug where the Combat Readiness button wouldn't work on units you were escorting
- - Shortened the text when a new item is created so it's less likely to occupy the entire screen
- - Augmenting (chopping) a soldier now shows the appropriate length of time it would take
- - Fixed a bug where HP % of damaged planes was showing incorrectly
- - Fixed some formating on a unit load out in the F1 tab during tactical missions
- - Fixed a bug where disabling shot would reload the weapon if the unit had In The Zone perk as well
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Version 1.50.17
- LW Rebalance v1.50.17 - Counter Ray
- Tactical:
- - Pause menu reshows Save and Exit to main menu (from save and quit) - There were various problems with the change so it was reverted
- Perks:
- - Orbital Ray deals 2 + AL/4 damage (from 4 + AL/2 damage) - Significant reduction in effectiveness of 2nd round orbital ray to make it more reasonable to get hit by
- - Countercharge no longer fails to activate if the target is in smoke - It was making the ability more complex than needed and smoke is strong enough
- - Countercharge no longer very rarely hits twice - QoL
- Equipment:
- - Exalt SAWs do not have rotary fire - Bad RNG felt too bad
- - Shaped Charges grants +1 pen to rockets (from +2) - Slight Nerf, they were a little too strong early game
- - Recoilless Rifle grants +2 pen - Buff to mid-late game rocketeers as they fell off a little too much
- - Arc Rifle grants 20 aim vs mechanical targets (from 10) - Buffed
- Bug Fixes:
- - Fixed a bug where the multiplayer button still showed up on the main menu
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Version 1.50.16
- LW Rebalance v1.50.16 - Main Menu Rebalance
- QoL:
- - The main menu now shows Long War Rebalance (instead of Long War) and if the console is installed it will show an asterisk beside Long War Rebalance - QoL, thanks to szmind for the help figuring out how to access this
- - The main menu no longer has a button for multiplayer - QoL, thanks to szmind for the help figuring out how to access this
- - The in-game menu on iron man games lists "quit to desktop" instead of "save and exit to main menu" - QoL
- Strategic:
- - Significantly reduced the difficulty of Extraction missions (maybe... hard to tell if it works) - Might make Marazuki and Carlock a lot more doable
- Bug Fixes:
- - Fixed a bug where the Combat Readiness button would sometimes not work
- - Fixed a bug where aiming with a sniper would sometimes cause a CTD
- - FIxed a bug where Master Mechanic still granted 0 AP repair actions
- - Fixed a bug where Ram would show a UI popup even though you couldn't quite reach the target
- - Fixed an inaccurate tooltip on corrosion
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Version 1.50.15
- LW Rebalance v1.50.15 - Da Bears
- Strategic:
- - You can now accumulate psi xp for the next psi level as well - Makes it so some psi xp can carry over, balances it for NSLW
- Perks:
- - Show 'em The Ropes grants triple xp (from quadruple) for those with less than 2000 xp (from CPL rank or lower) - Means SetR works with XTP III and late game recruits
- - Tricks of the Trade work for those with more than or equal to 2000 xp (from SGT rank or higher) - Slight nerf for TotT but accomodates SetR change
- - Neural Damping no longer prevents mind fray status effects - Acted as much of a nerf than buff due to mind fray status effects protecting against future mind frays
- - Sharpshooter grants 15 aim and crit vs bio targets (from 15 aim) - It was always a little lackluster
- - Jetboot Module grants 4 mobility (from 2.6) - Buffed
- Bug Fixes:
- - Fixed a bug where reaction fire immunity on Smoke and Mirrors wasn't working
- - Typos
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Version 1.50.14
- LW Rebalance v1.50.14 - Sneaky Smoke
- Strategic:
- - Updated display when selecting aircraft to engage UFOs to be a little more informative - QoL
- - Augmentating/Chopping a soldier to a MEC costs only 70 meld (from 100) but takes 20 days (from 10) - Makes it less taxing on resources but helps cap overall number
- - Advanced conversion grants 15 aim, will, and DR (from 10) - Buff due to harder chops
- - The Hypwerwave Relay now also reduces psi training time by 50% - While there were various methods to help later game recruits gain regular ranks and XP, there wasn't much for psionic soldiers. This should significantly help.
- - Psi XP required for psi training is now 100/200/400/600/1000 (from 200/400/600/800/1000) - Makes it easier and quicker to acquire lower level psi rank XP requirements
- Tactical:
- - Scatter on rockets reduced by 25% - Slight buff to their consistency and overall strength
- Perks:
- - Smoke and Mirrors makes support greandes cost only 1 AP - Buff to supports in general
- - Bullseye grants 25 aim/crit (from 35) - Nerfed, balance on the Jaeger and Scout, the OW hits are strong and common
- - Dense Smoke and Combat Drugs no longer grant an additional smoke grenade - Reduces their uses as their smoke grenades have really strong team amplifying effects
- - Growth (on outsiders) grants half as much aim/will - Helps with larger UFOs and makes defense still relevant against large outsiders
- - Show Em The Ropes grants 400% xp (from 200%) but only works on ranks below SGT - Buff to officer's benefit to train up lower level soldiers and gain xp on those who need it the most
- - Tricks of the Trade grants 20% xp (from 15%) - Buffed
- Equipment:
- - Ghost armor cost to 100 meld (from 200) - Makes it slightlier easier to produce end game
- - Smoke Grenades have the innate ability to always avoid reaction fire when thrown - Makes them far more useful even on non Smoke and Mirrors units
- - Carbines reverted to old version (+30 crit and no longer grant snapshot) - It was abusive if you stacked them on a team
- - Plasma Sniper rifle gains +30 crit but loses killer instinct - Less max output, more predictability
- - Aurora armor reduces accumulation of fatigue by 35% (from 25%) - Buffed, slight buff to psi
- - Psi Defender weight to 0.6 (from 1.3) and elerium cost to 10 (from 50) - Buffed, slight buff to psi
- - Flamethrower no longer breaks mind control or psychic storm and deals 6 damage (from 7) - It's pretty strong on it's own
- - Prediction computer no longer grants +10 aim - Was pushing late game OW above regular shots too much, Reactive Slayer and the defense still makes it a great item, especially with tac mobility not working on reactive fire
- Bug Fixes:
- - Further fixed a LW 1.0 bug where UFOs could get stuck at the North Pole
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Version 1.50.13
- LW Rebalance v1.50.13 - Rotary Snaps
- Strategic:
- - Gollop chamber cost reduced to 50 credits, 50 alloys (from 300, 450) - Reduction of late game grind
- - Elerium Generators cost 30 elerium and 30 alloys (from 60 of each) - Reduction of late game grind
- Tactical:
- - Steadied shots no longer trigger reaction fire - Makes steady more worthwhile and easier to execute
- - Units on overwatch can now have their overwatch broken anytime they take damage with a % chance equal to the % of max hp the damage was - Increases xcom capability to deal with enemy overwatch
- - Heal Fatigue is reduced by every heal (instead of every half heal) - Accommodates increased healing levels
- - Squadsight targets no longer lag as much and ones without a spotter have an additional warning and explanation - QoL, makes it more obvious
- - Corrosion lasts only 2 turns (from 4) - The extra turns were mostly just penalizing towards XCOM and made it a little frustrating to deal with, this would be amplified with reduced access to medikits.
- - Steady Weapon grants half of weapon damage in pen (from +2) - Makes it scale a lot more later into the game helping punch through heavily armored targets. The idea is with this and overwatch avoidance it becomes a more attractive ability late game to see a little more use.
- Perks:
- - Opportunist grants 15 aim (from 20) - Slight pull back on overall reaction fire strength
- - Kitted grants 1 medikit (from 2) - Accommodates stronger medikits
- - Field Medic makes stabilization cost 0 AP and not consume a medikit - Makes it a lot easier to stabilize soldiers mid-battle and much more beneficial (due to no medikit cost)
- - Savior reworked to: Medikits heal 2 more HP and can revive stabilized soldiers (from 1st medikit costs 0 AP and can revive) - Tweaked to be less AP efficient but increase overall healing capability, increases strength of revive
- - Master mechanic no longer grants a free 0 AP heal but instead increases the heal of repair by 5 HP (from 3 HP) - Slight nerf, but overall more healing, consistent with above
- - Platform Stability prevents steady weapon from being broken by damage (and Awareness no longer does) - Makes a lot more sense for the perk to be platform stability than awareness
- - Bloodlust no longer clears debuffs - It led to worse gameplay
- - New perk: Shadowshot - Shooting or Overwatching will not trigger reaction fire. - An alien version of snapshot without the extra shot chance or crit
- - Fragmentation grants 20% throw range (from 10%) - Gives more reach to eng/ass grens as they don't have much else to do at range
- - Bullseye grants +35 aim/crit if shooting at 2AP or against a target on overwatch (double if both) but no longer grants a 1 AP steady or extra damage - Realistically the 1 AP steady was just extra stats on a 2 AP shot and convoluted the steady perk. This should be more streamlined.
- - Combat Drugs and Dense Smoke no longer grant 1 AP smoke grenades - Made them too strong vs other support options
- - Combat Drugs also gives +20 crit - Buff to the offensive aspect to encourage use as a force multiplier
- Quirks:
- - Keen Mind grants 30% xp (from 20%) - Buffed
- - Simple grants -15% xp (from -20%) - Makes it a little less penalizing
- Equipment:
- - All SAWs gain the ability "Rotary Fire" which grants a 20% chance for any shot to cost 0 AP - Buff to standard fire on a gunner, mostly the gunner tank
- - Carbines lose 30 crit but gain "Snapshot" - Significant buff, helps define their role better, gives XCOM more ways to mitigate enemy overwatch
- - Plasma Weapons, Blaster Launcher, Archangel/Titan/Corsair/Ghost armor, MEC3s are all impervious to damage/destruction - Makes late game grind less frustrating
- - Medikits heal 6 HP (from 4) - Makes them a lot more powerful increasing their HP healed per AP used and max healing capability
- - Prediction Computer grants 10 aim (from 15) - Slight pull back on late game overwatch strength
- - Restorative mists heal 5 HP (from 4) - Accommodates higher heal fatigue
- - Phalanx armor costs 15 alloys (from 25) - More affordable
- XCOM:
- - Engineer base aim to 5 (from 10) - Further nerf to balance builds on engineer
- Aliens:
- - Drone mobility to 6 (from 6.6) - Makes them a little easier to control as they are still quite strong vs the other AL1 options
- - Thinmen lose Snapshot but gain Shadowshot - Nerf and means Snapshot doesn't have to be conditional
- Bug Fixes:
- - Fixed a bug where suppression wouldn't show as a perk in the tactical game
- - Fixed a bug where Psychic Tether would work on aliens
- - Fixed a bug where you could use combat readiness when moving or acting
- - Fixed a bug where pursuit could activate even if a unit didn't move
- - Fixed a bug where countries that left the council could still send aircraft to help with interceptions
- - Fixed a bug where Fervor wasn't working
- - Fixed a bug where the Fervor debuff wasn't obvious
- - Fixed a bug where it would look like some units had taken 50000+ damage in a mission
- - Fixed a bug where respec times were not correct and were way too short
- - Fixed a typo on the unit loadout in F1
- - Fixed a tweak where units that took low damage shots would look like they hadn't been hit (they now do)
- - Fixed a bug where flying units could get defense from being behind cover if their flying bonus was negated
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Version 1.50.12
- LW Rebalance v1.50.12 - Derusted
- Strategic:
- - The country flag of the map is now apparent on the squad select screen - QoL
- - Stats in the barracks now show total stats and base stats (from total stats and modifications on base stats) - Makes a lot more sense as you care a lot less about the modification than what the actual base stat was
- - Injured soldiers in the barracks now correctly show their HP - Previously it was reduced to simulate some injury but this meant you couldn't figure out what your soldier's actual HP was, which... was annoying
- - Improved Medikit grants +2 healing to medikits (from +1) but requires Muton Elite corpses and Muton Elite autopsy - Pushes improved healing later in the game and makes it stronger
- Tactical:
- - All shooting weapons now deal 15 envirodamage (from 6 to 140) - Having your cover destroyed is a frustrating mechanic that is a late game problem and directly conflicts with one of the goals of making cover-based strategies effective. It's even more of an issue becuase it happens more often late game where cover-based strategies need the most help. This change standardizes the destruction so that players can more easily calculate when cover will be destroyed and feel more confident behind cover. This is similar to the change of all explosive enviro damage to 35 and for the same reason: that being that gameplay trumps realism.
- - Cluster bomb will now put a warning on every xcom unit that is within the 5 tile range + 2 tile radius of the eventual explosion - QoL so you can tell exactly who is in danger of being cluster bombed
- - Acid strips 2 + 10% of armor (from 1 + 20%) - makes it more consistently impactful throughout the game so it doesn't spike in usefulness only late game
- Perks:
- - Impact now also disables reactive targeting sensors (RTS) - Gives XCOM more flexibility vs RTS targets
- - Run and Gun grants +30% weapon damage while active - Slight buff, was a little too weak vs other options on the Assault tree
- - Mortar Barrage now deals 20% of a unit's damage (from 2 + 10%) - Makes it scale more
- - Disabling shot no longer maims a target, has a -30 aim malus (from -10), has a 3 turn cooldown (from 2 turn), but costs 0 AP and grants +1 ammo - Makes it much easier to use with great action economy
- - Critical System Targeting deals 80% extra damage (from 100%) - Slight nerf
- - Combat Drugs healing capped at 3 HP - Nerfed on late game HP sponges as it wasn't intended to act as a major healing source
- - Repair Servos grants servos equal to 35% of damage taken (from 30%) - Significant buff as it now works on 3 HP hits
- - Fotified no longer grants steadfast or +10 base DR but instead reduces injury and fatigue times by 30% - Acts as a perk that can really help a MEC keep in action
- - Master Mechanic increases heal of repair by +3 (from +2) - Buff in later game engineer healing
- - Dense smoke no longer prevents explosive shots - Nerfed as the entire purpose of explosive shots was to prevent huddling in smoke, also it's strong enough as is
- - Inner Fire grants +20 aim (from +10), +2.0 mobility (from +1.3), +20% DR (from +10), +20% throw range (from +10), and 2 extra reaction shots (from 1) - Massive boost to make it competitive late game vs the significant team benefit of telekinetic field. Overall buff to psionic builds.
- - Psi Mastery no longer increases damage of countercharge or boosts inner fire - Simplification, and it was too much with new inner fire
- - Telekinetic Field grants 50 defense (from 30) - Significant buff to psionics
- Equipment:
- - Light armors gain more defense: Kestrel 10 (from 5), Banshee 15 (from 5), Corsair 20 (from 10), Seraph 20 (from 10), Ghost 25 (from 20) - Buff to accommodate for late game alien aim growth so alien hit chances aren't as high late game on lightly armored units
- - Holo Charger weight to 0.6 (from 1.3) - Buffed as holo isn't as strong on the SHIV without the double dip holo and with 1.3 mobility it was borderline a useless item
- Aliens:
- - Sectoid will to 70 (from 60) - Was probably a little overnerfed
- - Drone HP to 4 (from 5) and mobility to 6.6 (from 7.3) - Slight nerf as with new Sent + Opp they are quite strong
- - Sectopod base damage to 18 (from 24) - Their damage was a little too much, Note this applies to both their cannon and their cluster bombs
- - Sectopod level 5 leader damage to +5 (from +8) and champion damage to +9 (from +18) - Makes them more reasonable to tank
- - Ethereal HP to 24 (from 30) - Nerfed as some missions they would be so hard to displace that it wasn't reasonable
- - Sectoid Commander HP to 12 (from 15) - Similar to above as they are really deadly if they can't be displaced
- - Muton Elites and Heavy Floaters gain 1 dmg per alien level upgrade (from 2) - Tone down on damage output
- Bug Fixes:
- - Fixed an issue where luck was still displayed as 100s instead of 1s in the tactical mission
- - Fixed a bug where Mental Dominion (a quirk) was not working correctly
- - Fixed a bug where psionic abilities would not correctly display chances to hit if a unit had an alien trophy
- - Fixed a bug where Mortar Barrage was dealing only 2 damage (instead of 2 + x% damage)
- - Fixed a bug where Jai Jawan aircraft fire speed was only 40% faster (instead of 50% faster)
- - Fixed a bug where the ethereal tether cursor message would sometimes stick around when using a consumable
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Version 1.50.11
- LW Rebalance v1.50.11 - Inspired Psi
- Strategic:
- - Added more 'sightings' to the crashed UFO and other missions - Makes it more challenging to memorize and more thinking required
- - SHIV Advancements II cost to 400 (from 650) - Makes it a little easier to acquire
- - Alien base assaults don't increase in difficult as fast but only award a single fusion core - Gives the player a little more control over the strategic layer and taking back countries and makes fusions cores a little less common
- - Skeleton keys only require 1 extra outsider shard for every 2 successful alien base assaults (from 1 per 1) - Makes it easier to fabricate keys later in the campaign
- - Ring of Fire theromgenerators produce 220 credits (from 250) - Slight nerf
- Perks:
- - Psi Inspire lasts to the end of XCOM's next turn (instead of the beginning) and no longer grants 30 will but instead grants combat readiness - Significant buff
- - Distortion shares with all units (from just biologic) - Buffed so that it's still effective if you're fighting mechanical enemies and so that having a MEC mind controlled in close range is consequential
- - Kinetic Blast radius to 3 (from 1.5) - Significant buff to it's ease of use, keeps it competitive vs new psi inspire and the strength of psi panic shutdowns, also part of overall psi buff
- - Field medic's ability to make medikits cost 0 AP is now moved to savior - Nerf to early medic
- - Concealment no longer grants 30 crit on steadied shots - Accommodates for strike rifle buff and makes the perk less complex
- - Savior no longer grants +1 HP healing to medikits - Nerf to make medic a little less focused on being just healer and more on it's other talents
- - Mechanic only has 2 charges (from 3) - Nerfed, makes the engineer less about healing mechanical units and more about it's other roles
- - Combat Drugs heals 30% of missing HP (from 40%) - Nerfed along with other healing
- - Dense smoke no longer doubles stagger chances - Slight nerf for balance with other supports, also it was an oddly complex/unintuitive condition on it
- Equipment:
- - Sniper Rifle weight to 3.3 (from 4.0) - Slight buff
- - Sniper and Strike rifle regain their base 20 crit - Buffed
- XCOM:
- - Rocketeer gains 5 base will, Medic and Engineer lose 5 base will - Balance between the classes
- - Scout base mobility to 0.6 (from 1.3) - Slight nerf, balance between the classes
- - Medic and Engineer base HP to +2 (from +1) - Makes them better MEC candidates for Shoguns
- Bug Fixes:
- - The amount of fatigue a soldier will get for respecing now correctly shows days of fatigue (instead of hours of fatigue)
- - Flak no longer triggers CST
- - Fixed a bug where sometimes enemies wouldn't trigger overwatch
- - Fixed a bug where combat readiness would activate too often on impossible
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Version 1.50.10
- LW Rebalance v1.50.10 - Bananas in a Room
- Strategic:
- - Toned down number of resource and harvest missions by aliens by around 15% - XCOM buff, Reduces frequency of larger UFO missions, especially late game, also reduces alien resource and research gains over an entire campaign
- - You can now destroy shot down UFOs for a small credit/alloy bounty - QoL, and makes a lot of sense. useful if you don't have the squad to attempt the mission but still want to stop the aliens from completing a mission
- - Fusion cannon cost to 230 elerium (from 90) - It was a little too easy to acquire early. Still can be quite powerful if rushed
- - Soldiers cost 10 extra credits per month passed (from 5) - Reduces access to soldiers a little more in the late game
- - Abudctor Map speed to 4000 (from 2000) and engagement speed to 50 (from 32) - Makes them much harder to engage and actually down
- - Number of enemies in extra pods on alien base assaults is 2/4/6/8 (depending on difficulty) (from always 8) - Makes consecutive ABAs easier on lower difficulties
- Tactical:
- - Number of Lids in a lid pods on Terror missions to 1-2 + month/3 (from 1-3) - A little less RNG. Helps increase late game panic and country loss. Also, later game lids aren't as dangerous as they are earlier
- - Number of other aliens on terror missions to 5 + month/4 (from 5) - Helps increase late game panic and country loss making late game terror missions more difficult
- - Melee units can now be off-guard (but they still can't be unprepared) - QoL
- - Aliens with no one in sight on impossible gain combat readiness at the start of their turn (chance is reduced by 10% for each active alien over 5) - Helps discourage LoS breaks, was supposed to be this way since 1.49 but was bugged
- - Luck display is now 100 times less (so 1 luck is equal to a single 100% shot missed) - Seeing someone with 1657 luck was a little odd, will be much nicer if it's +16 instead
- Perks:
- - Mechanic and Master Mechanic no longer give +10 aim vs mechanical units - Better balance on the tree, DT engineer too strong vs the other options
- - The chance to break a plasma shield with additional damage is 400/200/100/50% of damage dealt (depending on difficulty) (from 50% on all difficulties) - Makes plasma shield easier to overcome on easier difficulties
- - Steadfast and Hunker no longer grant additional will vs psi attacks - Makes hunkering a single tank to hold off psionic units not a viable strategy
- - Aliens gain a unique type of shred called "Alien Shred" which is half as effective - Simply it was too strong on aliens
- - Collateral Damage does 15% damage per ammo (from 20%) - A 25% reduction in damage, it was a little too strong
- - Gattler increases Collateral Damage damage by 35% (from 50%) - Same vein as above
- Equipment:
- - Carapace armor HP to 9 (from 10) - Slight nerf
- Aliens:
- - Sectoid will to 60 (from 75) - Nerfed to accommodate steadfast/hunker change
- - Sectoid Commander will to 90 (from 100) - Same as above
- Equipment:
- - Shred Resistance (on regenerative plating and core plating) reduces shred by 75% (from 50%) - Buffed
- - Alien trophy grants 30 defense against psionic attacks - Accommodates for steadfast change
- Bug Fixes:
- - Fixed a bug where flak ammo would prevent cyberdiscs from closing
- - Fixed a bug where unprepared was causing AI to wonk out and not actually reduce ammo on mechanical units
- - Fixed a bug where some aliens had incorrect perks (e.g. blast when they should have danger zone)
- - Fixed a bug where the displayed time for respecing a soldier was incorrect
- - Fixed a bug where floaters would start flying as soon as you flanked them
- - Typos
-
Version 1.50.09
- LW Rebalance v1.50.09 - Fast Blast Amassed
- Tactical:
- - Added a Unit Loadout to the F1 list - QoL
- - You can now click combat readiness if you are steadied even though you aren't idle - QoL
- - Added a visual descriptor of units that are fervored - Makes the mechanic more transparent and less of a surprise (hopefully less jarring)
- - Added strangle immunity and conduit to the descriptive lists of abilities that items give you - QoL
- - Steadying a weapon at 2 AP now also grants +35 crit - Boosted to make it more useful
- Perks:
- - Fervor can now be silenced by disorientating the unit as well - Makes it easier to work around
- - Fragmentation no longer grants +15% radius increase to explosives but instead grants +10% throw range - More versatile solution due to larger radius' becoming problematic
- - Blast increases radius of explosives by 20% and damage by 2 (from 30% and 1) - Buffed, and more versatile solution due to larger radius' becoming problematic
- - Bullseye grants 20 damage/crit/aim vs overwatch targets (from 30) - Slight nerf
- - Passionate grants a 5% chance to enrage (from 10%) - Was a little too strong
- - Tweaks multiple quirks to be more appropriately assigned (e.g. Turtler won't occur on someone who has pistolero, and other such situations) - QoL
- Equipment:
- - All platings weight 0.6 less - Helps both encourage use of defensive items on XCOM and make tanks more mobile
- - SMG crit to 30 (from 20) but gain a long range (>10 tiles) aim malus of 5 per tiles - Makes them less versatile but stronger close
- - Carbine ammo to 3 (from 2) and crit to 30 (from 20) but aim on tiers is +10 (from +10/10/15/15/20) - Significant buff to make it more competitive on shooter classes that want to increase their aim/crit, especially ones with other additional damage sources, it really becomes a aim + mob vs damage trade off now
- - Plasma SMG bonus crit to 15 (from 30) - Was a little too strong
- Bug Fixes:
- - Fixed a bug where Rapid Fire would sometimes only fire once
- - Fixed a bug where drop in drones still didn't have sentintel and opportunist
- - Fixed some left over wonky kill shot behaviour
- - Fixed a bug where ITZ shots that triggered a free command action wouldn't grant that action
- - Fixed a bug where Reconnaissance and Double Tap and Fast and Furious didn't work together
- - Fixed a bug with the rocket ammo display being off sometimes
- - Fixed a bug where the LCPL bullseye perk didn't appear in the soldier list for Jaegers
- - Typos
-
Version 1.50.08
- LW Rebalance v1.50.08 - Idle Begone
- Perks:
- - One For all also grants immunity to Critical System Targeting - Helps MEC tanks resist CST units
- Bug Fixes:
- - Fixed a bug where idle popups would be spammed
- - Fixed a bug where KSM would put the game in slow motion
-
Version 1.50.07
- LW Rebalance v1.50.07 - Ramming XP
- Strategic:
- - Ammo Conservation costs 800 alloys (from 320) - Makes it harder to maintain and more optional/reasonable to skip
- - Elerium batteries costs 50 elerium (from 10) - Slight increase in price to make it not so obvious of a pick up, also makes sense it cost more elerium than anything else
- Tactical:
- - SPECs require 150 xp (from 200) - Makes it easier to promote PFCs early game
- - LCPLs require 400 xp (from 500) - Makes it easier to promote SPECs early game
- - Made it so that kill shots with the KSM always trigger (instead of 50% chance as most other kill shots) - Too cool not to see
- Perks:
- - Rapid Fire grants +0.6 mobility - Buffed
- - Fervor now only works up to 18 tiles - Feels more fair that it doesn't work on squadsight units
- - Ram now activates at at least 6 tiles of movement (from 8) - Makes it a little easier to get off and doesn't always require sprinting early
- - Fleet no longer grants -50 aim vs long rifles - Makes long rifles useful against lids, reduces the difference of lid-type missions from normal missions in terms of deployments and loadouts, buff to sniper/scout
- - Ranger no longer grants double close range aim bonuses - Nerfed, it was a little strong and making pistols encroach slightly too much on primary weapon turf
- - Critical System Targeting grants +100% damage (from +60%) but no longer grants additional crit - Buffed, makes them perk more valuable against mechanical units (esp late game) with fortified or that are difficult to crit
- - Resolute grants +50% xp (from 30%) - Makes it more worthwhile as a death perk
- - Grit grants 3HP (from 2) - Slight buff, better balance on perk trees
- - Shadowstep now prevents Pursuit from triggering - Nice intuitive mechanic
- - Combat Drugs heals 40% of missing HP (from 30%) - Buffed
- - Tinker grants 25 shred (from 20) - Slight buff
- Equipment:
- - Battle Rifle crit to 10 (from 20) - Slight nerf, more focus on basic rifle
- - SMG crit to 20 (from 30) - Slight nerf, more focus on basic rifle
- - Carbines no longer grant bonus defense - Slight nerf, more focus on basic rifle
- - Arc Rifle grants 10 aim (from 20) - Slight nerf, more focus on basic rifle
- - Chitin plating costs 110 (from 80) - Slight increase as it's very useful
- - Breaching ammo no longer grants +30 crit vs hardened targets - Nerfed
- XCOM:
- - Medic base mobility to 0 (from 0.6) - Slight tone back, balance vs builds in other classes
- Aliens:
- - Sectoid Commander HP to 15 (from 18) - Toned back cause Eliwoodno will bully me if I don't
- Bug Fixes:
- - Fixed a bug where dropped in drones wouldn't have sentinel + opportunist
- - Fixed a bug where combat readiness triggered through the button on the ability bar would not stabilize wounded soldiers
- - Fixed another bug with Pistolero granting ammo where it shouldn't
- - Typos
-
Version 1.50.06
- LW Rebalance v1.50.06 - Commanding Tether Grenades
- Strategic:
- - Alien Grenades Foundry Project grants +2/3 damage to AP/HE grenades (from +2/4) - Nerfed to accommodate larger radius
- - Condensed Plasma Foundry Project grants +1 damage to explosives (from +2) - Toned back slightly as the additive effect was making higher damage base grenades stronger than ideal, especially with new radius
- - Cadre and Kiryu-Kai Commander grants 2/3x the number of months passed in xp (from 3/4x) - Nerfed as they are strong enough due to decreased xp
- - Incursion strength no longer additionally increases after successfully assault an alien base - The gameplay of this was probably just bad, despite it seeming cool in theory
- - Incursion strength has an x% chance to move 1 closer to 100 at the end of each day where x is twice the absolute value of [Incursion Strength - 100] - Makes IS twice as quickly reach 100 if it's above or below 100
- Perks:
- - Cover Tactics grants +3 defense per unit the squad can see (from +2 defense per activated enemy) - Tweaked to work with enemies in sight which is a lot more appropriate
- - Cover Tenacity grants 4% DR per unit the squad can see (from +3% DR per activated enemy) - Same as above
- - Commanding Officer grants a chance for squadmates to have 0 AP actions equal to 2x the number of enemies the squad can see (from 2x the number of active enemies) - Same as above and nerfed
- - Reactive Targeting Sensors now works against any attack that did damage - Consistency, slight buff
- - Vital Point Targeting now works on steadied, uncovered, and reaction shots (from just steadied and uncovered) - Buffed for OW medic
- - Killer Instinct grants 200% damage on crits (from 175%) - Buffed
- - Bring 'Em On grants aim instead of crit - Tweaked, slight buff
- - Critical System Targeting grants 60% damage and 60 crit (from 50 of each) - Buffed
- - Master Mechanic grants 10 aim and 1 pen (from 20 and 2) - Slight tone back in mid game eng strength (esp DT), accommodates for CST
- - Sapper grants explosives +1 damage (from +25% weapon damage) - Much more reasonable calculation and application
- - Fragmentation grants +15% radius (from +10%) - Slight buff
- - HEAT Warheads now also doubles the effectiveness of shred applied by explosives - Buffed
- - Pistolero grants pistols +75% weapon damage (from +1 damage) - Significant buff
- - Distortion now only shares half the damage (from 100%) - Significant nerf to bubble tanking
- - Tactical Mobility only works for non-reaction shots - Buff to reactive shots
- - Hunter no longer grants opportunist - Nerfed
- - Turtler now works at the end of the turn if the unit has an enemy in view - Fixes some bugs
- - Rapid Fire has a -30 aim malus (from -40) - Slight buff
- - Concussion grenade range to 12 (from 10) - Slight buff to support and their ability to clear OW and disable enemies
- - MECs can no longer acquire negative quirks diabetes or asthma - Kinda makes sense
- - Overpower no longer exists as a perk
- - New perk: Psychic Tether: This unit prevents enemies within 30 tiles from dashing away and reduces their mobility by up to 50% when moving away - Makes it difficult to disengage from Ethereals
- - Bullseye also grants the ability to have steady not break cloak - Important for bullseye on Jaeger
- Customization:
- - New dgc.ini value: BASE_DAYS_INJURED=50; (LWR Default = 50) How effective Psychic Tether is (set to 100 to prevent all movement away and to 0 to be mostly disabled)
- Equipment:
- - Proximity Sensor weight to 0 (from 0.6) - Feels better for an item that can feel pretty mandatory
- - Concussion grenade range to 12 (from 10) - Slight buff to support and their ability to clear OW and disable enemies
- Aliens:
- - Cyberdiscs will now only close when they take more than 10% of their max HP in damage - Feels more reasonable so 'ticks' don't cause them to close
- - All Drones and Cyberdiscs gain Sentinel + Opportunist - Makes their overwatch more threatening and using clears (explosives, suppression, smoke, etc.) more important than face tanking
- - Sectoid Commander base HP to 18 (from 8) - Buffed to accommodate weaker bubble tanking
- - Ethereals gain Psychic Tether but lose Overpower - Feels a lot less oppressive while still preventing effective retreat, nerf to the team strength of ethereals
- - Ethereal defense to 80 (from 50) - Accommodates loss of overpower and weaker bubble tanking
- - Mecthoid aim to 80 (from 65) and they gain Lock N' Load - Buffed as they were a little weaker than intended, overall should make AL 5 a little more challenging
- XCOM:
- - Jaeger aim growth to 10 (from 20) - Nerfed
- - Jaeger has CCS replaced with Bullseye - More fitting for it's role
- Equipment:
- - HE/AP/Alien/Plasma Grenade radius to 3 (from 2) - Significant buff to their use at dealing with multiple enemies
- - Grenade/Advanced Launcher radius to 3.5 (from 2.5) - Same as above
- - Alien/Plasma grenade does 7/9 damage (from 8/10) - Accommodates increased radius (applies to aliens as well)
- - Grenade/Advanced Launcher does 9/12 damage (from 10/14) - Accommodates increased radius
- Bug Fixes:
- - Fixed a bug where battle scanner was showing 15 more aim than intended
- - Fixed a visual bug where payload would sometimes appear as grenadier on a perk list
- - Fixed a bug where suppressive fire was applying half as much shred as it should
- - Fixed a bug where precision shot wouldn't apply shred
- - Fixed a bug where pistolero could give more ammo than intended
- - Fixed a bug where a gunner could sometimes get opportunist when it shouldn't
-
Version 1.50.05
- LW Rebalance v1.50.05 - Efficient Gollop
- Strategic:
- - Gollop power required is 100 (from 140) - Makes it easier to get online and get to temple; important with new faster scaling Alien Level; reduces length of time in late game by reducing required resources
- Tactical:
- - The Stun Rifle can again stun champions and champions can again be maimed - That restriction is no longer needed due to the low chance for maim to occur and it's frustrating if you can't stun champions you get to low HP
- Perks:
- - Holo grant +20 aim (from +15) but no longer doubles with units with the perk - Probably a healthier place to be, encourages holo a little more as a support ability instead of a damage stack ability as the holo shooters seem strong enough
- - Shadowstep grants +1 crit dmg (from +2) - Toned back in strength
- - Concealment grants +30 crit to units that are actively concealed or steadied (from just concealed) - Buff to bullseye scout
- Quirks:
- - Tweaked some conditions for acquiring quirks to make them more class appropriate
- Equipment:
- - Battlescanners now grant +15 aim and crit (from just aim) to targets that are within range - Buffed
- - Holo Charger weight to 1.3 (from 2.0) - Accommodates holo stack nerf
- XCOM:
- - Scout has Extra Conditioning and Kitted reswapped back - Buff to support scout
- Aliens:
- - Muton base HP to 14 (from 16) - Makes them slightly easier to push through, especially early
- Bug Fixes:
- - Fixed a CTD on enemy reveal
-
Version 1.50.04
- LW Rebalance v1.50.04 - Sight from the Squad
- Tactical:
- - Crashed UFOs have a 50% chance for aliens to lose 25-75% of their HP (from 35%) - Makes them easier missions
- Perks:
- - A closed disc only has +20 defense (from +50) - Nerfed, the crit immunity, hardened, and 20 def is enough and still encourages the diverse engagement of heavy single shots but now allows a little more play when it closes
- - Squadsight now grants -5 aim per tile further than 18 (from -3) (note that sniper rifles still reduce this to -2 per tile) - Closes the effective range on strike rifles, further distinguishes from sniper rifles, reduces effectives of some alien squadsight attacks as well
- - In The Zone also grants: Steadied weapons do not become unsteadied when taking damage - Makes it a little easier and more reliable to use in dangerous situations
- - Mechanic and Master Mechanic now apply their penetration to grenades as well (from just shots) - Buff to engineer grenadier
- Equipment:
- - Sniper and Strike rifles no longer grant additional aim to reaction shots - Was more of a complexity increase than anything else
- - Marksman Scope now grants +15 aim (from +5) - Buffed
- - Sniper and Strike Rifles no longer grant bonus aim - Their aim was quite high (too high) already, accommodates marksman scope buff
- - Sniper and Strike Rifle base crit rate to 0 (from 20) - Nerfed
- - Electropulse no longer disables units but has a 3 turn cooldown (from 4 turn) - Slight tweak as the disable was bugged in multiple scenarios, mostly with outsiders and sectopods using cluster bomb
- - AR Targeter grants +10 crit (from +15) - Slight nerf
- Bug Fixes:
- - Fixed an issue where the Ram Indicator would stick around a little too long
- - Fixed a bug where the quirk icons on a soldier list would sometimes be mispositioned
- - Fixed a display bug on the right soldier list menu where some redesigned perks were not showing up correctly
- - Fixed a bug where covert ops could have too few items slots if they were chosen from a soldier that had a stun rifle equipped
- - Fixed a visual bug where it looked like low profile wasn't granting you extra defense in partial cover (it was though, just a visual bug)
- - Fixed a bug where main on stun rifles was not always working
- - Fixed the ! indicator when an OW shot shouldn't trigger as it was often inaccurate
- - Fixed a bug where Sectoid Commanders still had overpower
- - Fixed a bug where clicking on combat readiness, tactical retreat, or air strike could rarely trigger and overwatch shot still
- - Fixed a bug where shooting twice could have different chances of triggering enemy overwatch
- - Fixed multiple popups and descriptions to be more clear
-
Version 1.50.03
- LW Rebalance v1.50.03 - Chicken Fixin
- Engine:
- - Combined some duplicated code segments to make it easier for any future changes - QoL (mostly for me)
- - Most lists of perks and quirks now contain a more complete version of them (e.g. most lists of abilities contain perks given by items now) - QoL
- Tactical:
- - The Luck stat now includes critical hits and both shots and crits against your soldiers - QoL
- Perks:
- - Ram does additional/less damage for every 5 max HP more/less than the target (from 3) but does half the mobility in damage (from 35%) - I've never really seen it be abusively strong, and it's quite fun.... so buffed. =D Makes it more based on movement, more useful later
- - Close Combat Specialist no longer requires 50 aim to trigger a reaction shot and no longer grants +1 ammo - Simplification, nerf
- - New Perk: Pistolero (replaces CCS on Medic and Assault): Pistols gain +1 damage, +1 ammo, and the ability to critically hit on reaction shots. If idle, at the end of turn this unit will switch to their pistol. If this unit is wielding a pistol, grants a reaction shot at any enemy within 4 tiles that acts. - Encourages more use of pistols, prevents CCS from draining primary ammo and being a negative
- - Growth now only starts on turn 5 - Slows down early growth of outsiders, encourages early engagement
- Equipment:
- - Proximity Sensors now say the exact number of tiles away a cloaked seeker is - Buff to it's effectiveness and use
- - Stun Rifles now only maim if the target has 4 or less HP - Nerfed to work mostly just on enemies you are trying to capture
- Aliens:
- - Sectoid Commanders lose overpower - They have a strong enough kit without it and mid-game doesn't need the effects of overpower to taper XCOM down further
- Bug Fixes:
- - Fixed a bug where you could equip a plasma stellerator without plasma equipment if you had a blaster launcher equipped
- - Fixed a bug where the ram inidicator would occur from locations that you couldn't actually move to
- - Fixed a long-time LW1.0 bug where sometimes a unit in the evac zone (mostly SHIVs) would not count as being in the evac zone - Thanks to Obsidian for the save and szmind for the help with the code
- - Fixed a bug where Ram would sometimes say it would do damage and then not when you actually moved to the location
- - Fixed a bug where controller users could unequip their primary weapon
- - Fixed a bug where using Bring 'Em On would cause a CTD
- - Fixed a bug where Fascination graze chance was 100%
- - Fixed some quirks that were not being assigned at proper rates are were a little too exceedingly rare
- - Fixed a bug where Exalt was too slow
- - Fixed a bug where On The Ready was triggering 5x as often as it should
- - Fixed a bug where Chitin Plating weighed more than it should
- - Fixed a bug where the Pulse pistol weighed too much
- - Fixed a bug where some purely mechanical units could panic
-
Version 1.50.02
- LW Rebalance v1.50.02 - Quirky Displays
- Strategic:
- - Fixed some display issues with fonts - QoL
- - Added some easier ways to tell if your soldiers have a positive, negative, and/or death quirk in the soldier list - QoL
- - Incorporated szmind's minimod feature that shows all of a unit's perks and quirks on the right side of the soldier list - QoL
- - You can now enter the "Perks and Quirks" tab for SHIVs to find descriptions of the SHIV abilities such as Mendability and Ram - QoL
- Quirk Balance:
- - Fascination quirks grant 35% damage (from 25%) - Buffed
- - Quick Burn starts out with 2.6 mobility (from 3.3) - Slight nerf
- - On The Ready now works at the end of turn - Fixes a bug, technically could even be a bit of a negative, but testing was still strong and it's a quirk, it CAN have some drawbacks
- Bug Fixes:
- - Fixed a bug where Arc Pistol weighed more than it should
- - Fixed a bug where augmenting a soldier to a MEC would grants them weird quirks instead of reseting them
- - Fixed a bug where Civilians could get quirks
- - Fixed some incorrect coloring on the recoilless rifle icon
- - Fixed a bug where 'Focused' temporary buff was giving negative will
- - Fixed a bug where some post mission pop ups would occur but be blanks
-
Version 1.50.01
- LW Rebalance v1.50.01 - Quirk Fixin
- Bug Fixes:
- - Fixed a bug where an enemy using a will associated ability could cause the game to crash
- - Fixed a bug where a Ram damage popup would appear on units hidden in the fog of war
- - Fixed a bug where the majority of injury and fatigue modifiers were being skipped
- - Fixed an issue where some reward characters would have very little mobility
- - Fixed an issue where On The Ready would sometimes not trigger correctly
- - Fixed a bug where chryssalids trying to move would sometimes crash the game
-
Version 1.50.00
- LW Rebalance v1.50.00 - Quirks
- New Quirks Feature:
- - Just like Darkest Dungeon, all soldiers can now acquire 1 positive quirk, 1 death perk, and 1 negative quirk
- - This does not include the special character perks or random mood swings units have during battle
- - Acquiring a quirk occurs after any mission and is partly based on what happened to that soldier during mission
- - The quirks will be specific to what type of soldier is acquiring the perk (e.g. a sniper will not acquire a perk that makes his healing less effective) and what happened to the soldier during that mission (e.g. a soldier that was never attack will not receive a negative fear quirk)
- - Overall the quirks will act as a buff to XCOM as they are mostly positive
- Country Starts:
- - Wealthy Benefactor grants 300 credits (from 1800) - The salary discounts are quite large
- - Baumesiter grants 80% reduction in facility build times (from 50%) but facility maintenance costs are reduced by 15% (from 20%) - Tweaked
- - Legacy of Uxmal decreases alien level by 0.4% per psionic rank (from 0.5%) - Slight nerf
- - Kiryu-kai Commander grants 4x Months passed xp per day (from 3x) - Buffed due to perseverance loss on MEC conversion
- - Cadre grants 3x Months passed xp per day (from 2x) - Buffed due to perseverance loss on MEC conversion
- Strategic:
- - New Warfare (Asia contient bonus) costs of foundry projects reduced by 45% (from 35%) - Buffed
- - Alien Level no longer slows down by 50% at AL10+ - While the idea was good, the implementation encouraged late game farming due to the risk of AL increase being lower
- - Incursion Strength now ranges based on difficulty from 70/80/90/100 to 120/130/140/150 - Feels more appropriate based on difficulty
- - Respecing a soldier now requires 5 + 1/4/7/10 days per rank for easy/classic/brutal/impossible (from 10 + 5 days per rank) - Makes it easier to respec on lower difficulties and harder on higher
- - Overall weapon fragment yields increased by 20% - Makes it less of a bottle neck
- - SHIV Advancements II costs 650 credits (from 150) and 135 alloys (from 35) - Significant cost dump, makes mid game SHIVs more costly and optional
- - Solider stats during the soldier loadout now display total stat and modifier (from base stat and modifier) - Actually feels really weird if you're used to the old system, but overall I think it's a good improvement; Also makes it easier for players that have trouble adding double digit numbers like myself
- - Experience for completing a mission lowered to 120/160 (from 140/200) - Slight tone back on xp growth so it's slightly harder to get MSGT ranks in the end game
- - Killing an Alien leader provides +20 xp (from 40) and a champion +60xp (from 120) - Same as above
- - Abduction and Terror Missions are no longer lowered in frequency by 5% per month - Encourages using more of the roster late game and makes managing panic both more challenging and more of an issue for the tactical game
- - Base Defense foundry projects injury aliens by 50-80% (from 25-75%) - Makes the XCOM Base Defense more predicatable for a mandatory mission
- Tactical:
- - Airstrikes now have a base 20% chance to be available and still increase in chance by half of country defense (can reach 95% with global networking) - Buffed, especially early and mid game, as it's a cool feature
- - Zombies on the Temple Mission now have 3 health and deal 3 damage and are called 'Thralls' - Makes the middle part of temple that much quicker
- - The chance for a champion on the Temple mission on difficulties is now 100/70%/50%/40% for impossible/brutal/classic/easy (from 100/10/10/10) - Makes the lower difficulty temple missions not so easy and gives them a larger helping of champions to make the mission feel more significant
- - The damage listed in the F1 panel on enemies now incorporates non-conditional perks and bonuses - Should make things more consistent and user-friendly
- - Reworked alot of code to make things smoother on the engine - This means less CTD, stutters, freezes, etc., but also probably means I screwed something up and there may be bugs
- - Armor HP now protects again Stagger as Stagger is now the same chance as concussive blast: based on the % of base HP the unit lost - Tone back on stagger chances at high HP, makes them higher when armor is depleted, consistency with concussive blast
- - Suppressive Fire deals 45% weapon damage (from 50%) - Tone back in strength, especially early game, as it's quite strong/consistent
- - Newly augmented MECs now have all their stats reset - QoL, makes sense
- - The '!' that pops up when aiming at units that are overwatching you will now occur on multiple targets if you are tabbing through multiple targets and is more obvious - QoL
- - All Exalt missions are slowed down by 1 alien level (e.g. the type of Exalt mission you used to fight get at AL6 will now only appear at AL7) - Makes them a little easier
- Perks:
- - Aggression grants +20 crit as well - Buffed
- - Tracker now detects seekers and can see through walls up to 5 tiles (from 4) - Buff to make it a little easier to use
- - Acid Tech now caps out at 10 imemdiate damage - Prevents it from being so mandatory on late game missions
- - Plasma Shield now activates at 30% damage (from 40%) - Makes it harder to bypass and makes it more likely that champions can survive an alpha strike (and reaction fire damage) to actually get a turn or 2
- - Psi Storm now uses 50% of caster will (from 35%) - Makes it more likely to land
- - Psi Panic hit chance is calculated using 50% of will (from 65%) - Nerf on XCOM and alien panic as it's quite debiliatating for both sides
- - Psi Inspiration grants 30 will (from 50) - Was a little too effective at shutting down psionic enemies
- - Psi Inspire now removes and prevents 'fear' (one of the possible afflictions from a negative quirk) - Slight buff
- - Executioner grants +1 damage and +25 aim at targets at or below 50% hp (from just +25 aim) - Buffed
- - Smoke and Mirrors no longer allows support grenade uses to cost only 1 AP - Nerfed
- - Opportunist grants 20 aim (from 15) - Buffed
- - Holo Rounds grants 15 aim (from 10) - Buffed again, as it needs to have more impact to be useful as a general debuff
- - Combat Drugs allows smokes to cost only 1 AP - Accommodates S&M nerf
- - Dense Smoke allows smokes to cost only 1 AP - Accommodates S&M nerf
- - Acid Tech grants 20% throw range (from 35% throw range only on acid grenades) - Tweaked so it helps all support grenades more
- - Mechanic grants +10 aim vs mechanical targets - Buffed
- - Master Mechanic grants +20 aim vs mechanical targets - Buffed
- - Cover Tenacity grants 3% DR per activated enemy (from 4%) - Slight nerf
- - Savior no longer heals the user for +1 extra - It made the medic tank a little too good at tanking and the heals on the tank are already pretty strong
- - Stay Frosty reduces fatigue time by 10% (from 15%) - Toned back
- - Extra Conditioning grants +10% throw range - Buffed
- - Grenadier no longer grants +0.6 mobility - The AP mobility drop seems to be enough and it felt a little odd
- - Driven by Pressure (Annette special Quirk) grants 20 will (from 10) - Just too weak at 10
- - Ex Triad (Zhange special Quirk) grants +2 damage with pistols (from +1) - Buffed
- - Hardened grants 30% DR again (from 25%) - Increased resiliency on all mechanical and melee units
- - Hit and Run also grants +2 crit damage when activating - Significant buff
- Weight Redesign:
- - All equipment now has a weight with it (instead of a mobility bonus and malus) and XCOM unit base mobility has been significantly increased
- - All SHIVs now start with 11.3 mob (from 7.3) - Accommodates for extra equipment weight
- - All Biosoldiers now start with 15.3 mob (from 8.6) - Accommodates for extra equipment weight
- - All MECs now start with 18.0 mob (from 7.3) - Accommodates for extra equipment weight
- Equipment:
- - Gravity Well does 10% damage (from 20%) - It was never supposed to have 100% penetration and was too strong against high DR targets, but I think the full pen works so I'd rather just tone down the damage
- - Kinetic Strike Module has 4x the chance to break a Plasma Shield (from 3x) - Buffed
- - Battle Scanner (2-Pack) back to just a single item - Nerfed to make it less desirable/mandatory
- - Plasma Rifle gains Sublimator: ignores all DR from the hardened perk - Buffed
- - Reflex Cannon (Plasma Shotgun) gains Sublimator: ignores all DR from the hardened perk - Significant buff to late game shotgun use
- - Plasma SMGs grant an additional +30 crit - Buffed
- - SMGs in general lose 10 crit - Slight nerf, their mobility is really strong for such offensive power
- - Archangel costs 1500 credits (from 1200) and 450 elerium (from 300) and 850 alloys (from 450) - Significant cost hike, makes it more optional
- - Aurora grants 20 will (from 30) - Was already this way in previous patch
- - Breaching Ammo grants 30 crit against hardened targets (from 50) - Nerfed
- - Banshee armor gains +1 HP - Slight buff
- - Leather Jacket (Covert Ops armor) no longer benefits from tactical rigging - Makes sense and fixes a bug
- XCOM:
- - Augmenting a soldier to a MEC clears all Quirks - makes sense as some are pretty build specific
- - MEC and SHIVs have -50% injury time (from -35%) - Buffed, makes it easier to tank with them and not have them out for so long, makes MEC tanks a little more reasonable vs non-tank MECs, transparency on the effect
- - MECs now all start with Cybersuit Fatigue which grants 50% more fatigue - Tones back use of MECs as the lack of cover isn't as ideal, accommodates for decreased repair time, transparency on the effect
- - Basic SHIV gains 0.6 mobility - Buffed
- - Hover SHIV loses 2 armor HP and 2 base HP and 0.6 mobility - Nerfed
- - Scout has Extra Conditioning and Kitted swapped - Nerf to support scout, gives more access to kitted to other builds but really late
- - Goliath gains Holo Rounds which replaces Penetrator - Helps gain aim
- Aliens:
- - The uber ethereal receives alien level upgrades at every level instead of every other level - Makes fighting him at later alien levels slightly harder and AL a little more important
- - Fixed up some erratic movement behavior on lids and zerkers in close range - I think?
- - Cyberdisc base damage to 7 (from 8) - Slightly easier to tank
- - Sectopod base damage to 24 (from 16) and level 9 leaders gain 20 more aim - Buffed
- - Drone base HP to 5 (from 4) - Buffed
- - Outsider base damage to 6 (from 4) - Buffed
- - Muton base HP to 16 (from 14) - Slight buff
- - Muton Elite base HP to 36 (from 28) - Buffed
- - Heavy Floater base HP to 30 (from 20) - Buffed
- Multiple Alien Leader Stat Buffs:
- - All Thinmen leaders gain 4 HP and level 3/6/9 gain an extra 1 HP - Buffed
- - Cyberdisc level 5 leaders gain 5 HP - Buffed
- - All Muton Elite leaders gain 10 HP - Buffed
- - All Berserker Leaders gain 5 HP - Buffed
- - Seeker leaders level 3 gain 5 HP, level 6 and 9 gain 10 HP - Significantly buffed
- - All Floater leaders gain 5 HP - Buffed
- - Drone leaders level 6 and higher gain 5 more HP - Buffed
- - All Outsider leaders gain 5 HP - Buffed
- Multiple Alien Leader Perks Removes:
- - The goal of these changes is to simplify leaders so they don't have a whole list of perks to scroll through
- - Sectoid level 6 leaders lose sentinel and opportunist
- - Sectoid level 9 leaders lose repulsor and awareness
- - Floater level 6 leaders lose repair servos
- - Floater level 9 leaders lose fortified and repulsor
- - Thinmen level 1 leaders lose executioner and low profile
- - Thinmen level 3 leaders GAIN low profile
- - Thinmen level 6 leaders lose awareness
- - Thinmen level 9 leaders lose repulsor and close combat specialist
- - Muton level 1 leaders lose lock n' load
- - Muton level 3 leaders lose close combat specialist
- - Muton level 6 leaders GAIN lock n' load
- - All Cyberdiscs lose HEAT Warheads
- - Cyberdisc level 5 leaders lose sentinel and opportunist
- - Sectoid Commanders level 5 leaders lose sentinel and opportunist
- - Heavy Floater level 9 leaders lose fortified and grit
- - Muton Elite level 1 leaders lose close combat specialist, lock n' load, and grit
- - Muton Elite level 5 leaders lose sentinel and opportunist but GAIN lock n' load
- - Mutone Elite level 9 leaders lose repulsor
- - Chryssalid level 6 leaders lose Fortified but GAIN Iron Skin
- - Beserker level 1 leaders lose Iron Skin
- - Berserker level 5 leaders lose Fortified but GAIN Iron Skin
- - Outsider level 1 leaders lose Critical System Targeting
- - Outsider level 3 leaders GAIN Critical System Targeting
- - Outsider level 5 leaders lose Grit
- - Outsider level 7 leaders lose Damage Control but GAIN Grit
- - Outsider level 9 leaders lose awareness
- - All Sectopods lose Penetrator and Lock N' Load
- - Sectopod level 5 leaders lose Shredder Ammo
- - Sectopod level 9 leaders lose grit but GAIN Shredder Ammo
- - Drone level 3 leaders lose absorption fields
- - Drone level 9 leaders lose fortified
- - Mechtoid level 1 leaders lose kinetic dampening and Mecthoid Level 9 leaders gain it
- - Seeker level 6 leaders lose damage control
- Bug Fixes:
- - Fixed a bug where some enemies that fired slowly could have holo apply before the shot actually landed (granting them an additional 2 pen)
- - Fixed a bug where defective countries would sometimes allow an air strike
- - Fixed a bug where using combat readiness, air strike, or tactical retreat buttons could trigger an enemy reaction shot
- - Fixed a lot of bugs with will-based attacks using the correct will values
- - Fixed a bug where laser and pulse LMGs were not granting as much additional danger zone range as they should
- - Fixed a bug where losing or retiring soldiers was not reducing the number of psionic ranks for Uxmal
- - Fixed a bug where your officer could still command your units and grant them free charges if he was mind controlled
- - Fixed a bug where multiple abilities were bypassing Plasma Shield when they shouldn't (it should only be the corrosion from acid)
- - Fixed a bug where covert ops could have more than 2 small item slots on covert op missions
- - Fixed a bug where breaking a psi storm would cause unresistable damage
- - Fixed a bug where Mecthoids had Impact but shouldn't
- - Fixed a bug where the Flamethrower wasn't clearing psychic storm or mind control
- - Hopefully fixed a bug where unprepared mechanical units did not run out of ammo
- - Fixed a long time bug where the mobility would fail to change when equipping soldiers with different items that had different mobilities - Thanks to szmind for the help
- - Fixed a bug where enemies using suppression could sometimes keep a deflection shield up
- - Fixed a bug where Pursuit could follow invisible units
- - Fixed a bug where units would remaing invulnerable to debuffs even after a plasma shield was broken
- - Typos
-
Version 1.49.44
- LW Rebalance v1.49.44 - Airstriking Psi
- Strategic:
- - Legacy of Uxmal grants 0.5% for each psi rank acquired (instead of 1.0% for each psi soldier in the barracks) - Not much of a difference, but also fixes a bug where it was based on psi rank anyway and was twice as strong as intended; also probably nicer that you don't have to spam lvl 1 psionics and can upgrade psionic soldiers and have it still feel worthwhile.
- Tactical:
- - Airstrikes now do a little more damage; specifically 10% of the targetting unit's HP in addition to the 3-6 - Helps them keep up a little in damage as the enemies get larger
- Perks:
- - Kinetic Blast deals will/20 damage (from will/15) and has 10 range (from 14) - nerfed, it's supposed to be an augmenting ability and was a little too good at dealing damage, especially with it's penetration, makes it better on units that can get close
- - Fragmentation grants +10% range increase (from 20%) - Slight nerf
- Equipment:
- - Psi Boost and Adv Psi Boost (from Aurora and Vortex armor) no longer grants +2 and +3 damage to psi abilities but instead both grant 30 will (from 20) - Nerfed, simplification
- Aliens:
- - Muton Elite Leaders gain Danger Zone - Buffed
- Bug Fixes:
- - Fixed a bug where air strike pilots would lose their name if you loaded a save file
- - Fixed a bug where air strikes could cause an infinite zoom out
- - Fixed a bug where non-officers could use tactical retreat
- - Fixed a visual bug where kitted didn't look like it gave enough medikits
- - Fixed a CTD where airstrikes could overwhelm the XCOM engine
- - Fixed a bug where system messages would popup on Temple
-
Version 1.49.43
- LW Rebalance v1.49.43 - Air Strikes
- Strategic:
- - Global Networking country start increase the chance for countries to aid tactical missions with air strikes by 50% but no longer increases XCOM income by 5% - Tweaked
- Tactical:
- - A new ability "Air Strike" is available to XCOM by pressing "v" during a tactical mission, it requires the targets be outdoors and activated. You will know if it's available from a popup at the beginning of a mission. The chance it's available is x/2% where x is the amount of country defense a country has - Nice fun new feature
- - Only Officer's can now use Air Strike or Tactical Retreat - Feels reasonable and helps stop button spam
- - Heal fatigue is half as effective - Heal fatigue was designed to discourage heals from stacking all on one target as the strategy of minmaxing EHP and heals on a single unit was quite strong (as in most games). However, it's effect was making healing more than a few times simply too ineffective too fast, even on non-tanks. This should help healing retain some strength while also still not bringing back the 1 central omega tank strategy.
- - Improved the stat tracking of shots so that they are more accurate - Should be less times where you hit all 8 out of 5 shots =P
- - Tactical Retreats require 1-2 turns (from 1-3) - At 3 turns it's almost a negative to have called it, making it 1-2 turns makes it reasonable to use more often
- - Some abilities that used to only be shortcuts now appear on the icon bar - Thanks to szmind for the help with this
- Perks:
- - Psi Overload now clears all heal fatigue (and still heals 50% of missing HP) and enrage chance to 35% (from 20%) per enemy in sight but costs 5 HP (from 3 HP) - Tweaked to instead of just making it all about the volunteer healing it more enables other healing
- - Acidic (corrosion spreading for Lids) now only applies during the chryssalid's turn - Stops pursuit from spamming corrosion amoung your soldiers, making it easier to maneuver without additional risk
- Bug Fixes:
- - Fixed a bug where some of the platings had incorrect HP levels
- - Fixed a bug where penetration on the KSM was wonky
- - Fixed a bug where IS was not properly being adjusted when soldiers died
- - Fixed a bug where healing would sometimes do 0 HP
- - Typos
-
Version 1.49.42
- LW Rebalance v1.49.42 - Fast Temple Grenades
- Strategic:
- - Psi Warfare systems requires 20 engineers (from 50) and 20 elerium (from 60) - Allows it to come online earlier
- Tactical:
- - Temple mission now has all random enemies except for the uber ethereal and the sectopod in the last and second last rooms and except all enemies between the first room and sectopod room are Zombies - Massively speeds up the mission. Makes it more variable and practice a lot less important or valuable.
- Perks:
- - Grenadier now grants +0.6 mobility - While I want grenades to occupy a design space of shorter range to not infringe on other longer range abilities, the range with the heavy weight of grenades has always been difficulty for grenadiers. This buff should allow them to more easily position and throw grenades despite a limited range.
- - Psi Overload now heals for 50% of missing HP (from 35%) but costs 3 HP (from 1) - Nerfed due to shorter mission, but buffed in HP healed so it's more useful mid-fight
- - Savior grants +1 (+2 self healing) from +2 (+4 self healing) - nerfed to accommodate lower medikit healing and lower strength of medics overall
- - Plasma Shields that absorb an instance of melee damage are 3x as likely to break during that instance - Buff to end game KSM use and makes dealing with Champions slightly easier
- - Packmaster now grants +1 HP to healing from Restorative Mists - Slight buff to healing on the Shogun
- Equipment:
- - AP Grenades have 0 mobilty (from -0.6) - Similar reasoning to Grenadier buff
- - Ceramic Plating, Chitin Plating, Reinforced, and Alloy Plating all grant an additional HP - Helps early game units stay alive longer
- - Carapace Shredder, Mechanical Shredder, Aerial Shredder, and Ether Shredder all grant 2.0x shred (from 1.5x) - Buffed
- - Plasma Carbines also ignore the 30 defense bonus flying targets receive - Buffed, required to make them more accurate against the units they are designed for
- - Aurora Armor now reduces accumulation of fatigue by 25% - Buff to early-mid psionics
- - Vortex Armor now grants 16 HP (from 12) and costs 500 meld (from 350) - Buff to end-game psionics
- Aliens:
- - Muton base HP to 14 (from 16) - makes football teams a little less oppressive
- - Zombie base damage to 3 (from 5) - Put them more on par with lids for damage
- - Exalt SHIV level 3 leader perk Light 'Em Up moved to level 9 leaders only - Makes Exalt SHIV leaders a lot less offensively threatening
- - Exalt SHIV Lock N' Load moved from all SHIVs to level 3 leaders - Makes them less offensively dangerous and they don't really need it due to not being suceptible to the hack
- - Uber base will to 120 (from 150) - Makes final room of Temple a little easier
- Bug Fixes:
- - Fixed a bug where acid spit would not allow you to remove corrosion from soldiers immediately
-
Version 1.49.41
- LW Rebalance v1.49.41 - Quai D'Templic Cloud Fixes
- Bug Fixes:
- - Fixed a bug where Quai D'Orsay would give too many council requests
- - Fixed a bug where some aspect of acid clouds still remained after the turn ended (I think)
- - Fixed a bug where the Temple Spawns would activate too soon again
- - Typos
-
Version 1.49.40
- LW Rebalance v1.49.40 - Ghosted
- Starting Rebalances:
- - Wealth Benefactor now covers the Salary cost for all soldiers - Buffed
- - Cheyenne Mountain now has 3 steam vents on the bottom left (from 2) - Buffed
- - Sandhurst no longer gives +1 soldiers to the Temple Ship Assault - Nerfed
- - Skunkworks reduces build times by 50% (from 60%) - Nerfed
- - Baumesiter reduces facilty construction time by 50% (from 85%) - Nerfed
- - We Have Ways reduces autopsy and interrogation times by 80% (from 95%) - Nerfed
- - Xenological Remedies grants more funding for corpses (Impossible: 9x, Brutal: 10x, Classic: 11x, Easy: 12x) (from Impossible: 7x, Brutal: 8x, Classic: 9x, Easy: 10x) - Buffed
- - Research Focus starts with 20 extra scientists in your home base (from 10) - Buffed
- - Robotics grants 18 aim for MECs and SHIVs (from 15) - Buffed
- - Vigilis grants 15 will (from 13) - Buffed
- - Daredevils now increase the effectiveness of combat patrols by 4x (from 3x) - Buffed
- - Jai Jawan grants 40% increase aircraft fire speed (from 35%) - Buffed
- - Born to fly provides 5 aim per kill (from 3) - Significantly Buffed
- - Ancient Artifacts now starts with 500 meld (from 300) - Buffed
- - Deux Ex now also reduces the cost and time of genetic modifications by 35% - Buffed
- - Their Finest Hour now also starts with Armored Fighters and doubles the effectiveness of repair crews - Buffed
- - Survival Training grants 4 hp (from 3) - Buffed
- - Uxmal decreases alien level by 1% per psionic soldier (from 0.7%) Buffed (again)
- - Advanced Conversion grants an extra 0.6 mobility, 5 more aim, and 3 base HP - Buffed
- - Quai d'Orsay grants 100% increase in country item request speed, 100% additional country defense, and intel scans are free (from 50% of all) - Buffed
- Tactical:
- - Acid clouds (including poison spit) now only last until the end of turn - Makes it a lot easier for XCOM to maneuver (as it was never a fun experience to run through a cloud with the pathing) and also makes it less abusive to have a chokepoint that all enemies walk through to get corroded, also prevents the annoying bug that seems to hang around of invisible acid clouds
- Perks:
- - Acid Tech grants 35% for all the following: chance to acid from shots, armor stripped, extra throw range (from 30% of all) - Buffed
- - Combat Drugs no longer gives the users any bonus but instead grants 30% HP and 30 aim (from 25% HP and 25 aim) and heals at least 1 HP - The user shooting just... didn't feel great, reverted with a slight buff
- - Dense Smoke no longer gives 5x stagger to the user but instead grants 2x stagger to all units within the smoke and again prevent explosive shots from trigger against units in the smoke - Gives it more of a unique effect
- - Sapper grants bonus damage to all explosives (from just grenades) - Buffed, makes the grenadier rocketeer stronger for just directly boosting rockets
- - Mechanic grants 3 uses of Repair (from 4) and Repair heals for 5 (from 6) - Overall nerf on Engineer healing
- - Kitted now grants 2 medikits (from 1) but no longer increases throw range - Focus on medic replacement to make medic feel a little less mandatory and the perk more of a hybrid build, overall a buff
- Equipment:
- - Recoilless Rocket no longer costs only 1 AP to fire - Nerfed, it was really strongly biased towards the support rockteeer, this is more regular balance between the subclasses and equipment
- - Shadow Device charges to 3 (from 2) - Buffed
- - Alloy Jacketed Rounds renamed to Alloy Enhanced Rounds - More believable and more intuitive that they can work with other ammo types
- - Medikits now heal for 4 HP (from 5) - Overall nerf on healing
- - Psi Defender grants 30 crit resist and DR (from 20) - Rebuffed, it's good if psionics are strong tanks
- Ghost Armor rework:
- - 2.0 mobility, 12 HP, 20 def, 1(2) item slots, Advanced Grapple, Repulsor, Ghost
- - Advanced Grapple: Grapple has 3 charges.
- - Ghost: This unit Ghosts when it makes a kill or uses the Ghost ability. 2 turn cooldown. Ghost lasts until the beginning of this unit's next turn or they perform an action. Deactivates or fails to activate if any enemy is within 4 tiles or this unit has Concealment.
- - Cost: 600 credits, 400 elerium, 50 alloys, 200 meld
- Bug Fixes:
- - Magnum now correctly does +60% damage
- - Fixed a bug where Public Heroes wasn't granting exactly double rewards for engineers on some abductions
- - Fixed a bug where tactical rigging would sometimes grant 4 item slots and cause CTDs after first getting it
- - Fixed a bug where flying hover SHIVs would not have the set 9.3 mobility
- - Fixed a bug where Temple spawns would occur too quickly
-
Version 1.49.39
- LW Rebalance v1.49.39 - Acid Burning
- Strategic:
- - Shaped Armor foundry project requires 4 berserker corpses and berserker autopsy (from 14 floater corpses and floater autopsy) and now also grants +10 penetration to the KSM - Buffed, but comes on later, gives a use for berserker corpses
- - Militarization decreases soldier hiring costs and arrival times by 75% (from 66%) - Buffed
- - Advanced Preparation grants 5 soldiers (from 4) - Buffed
- - Legaxy of Uxmal decreases alien level by 0.7% per psionic soldier (from 0.5%) - Buffed
- - Daredevils increases the effect of combat patrols by 3x (from 2x) - Buffed
- Perks:
- - Payload grants 70% damage (from 65%) - Buffed
- - Magnum grants 50% damage (from 65%) - Actually no functional difference, just much more clear for the player
- - Mind Control and Psychic Storm can now be broken by burning (via the flamethrower) - Buff to flamethrowers everywhere!
- - Mind Control use now breaks any other instances of mind control, effectively limiting mind control to 1 unit at a time max - Makes fighting multiple mind controlling units a lot less punishing
- - Acid Bomb renamed to Acid Tech and now does: 30% armor strip (from 40%) but also grants 30% throw range (from 0%). It also causes hits to have a 30% chance to cause corrosion - Buff, makes shooting (and thus the weapon) more important
- - Precision shot aim bonus to +30 (from +15) - Buffed, makes it more 'precise'
- - Combat Drugs grants 25 aim (from 30) and heals 25% of missing HP (from 30%) but now also grants 50 aim and crit to non-reaction shots to anyone with the perk combat drugs - Tweaked to make shooting on the user more important
- - Dense Smoke no longer grants 1 pen resist or explosive shot tempering but their reaction shots have 5x the chance to stagger - Tweaked to make shooting on the user more important
- - Kitted grants +10% throw range - Buffed
- Equipment:
- - Chitin plating grants +2 HP (from +1) - Buffed
- - Kinetic Strike Module (KSM) damage to 16 (from 18) and pen to 0 (from 9) - lower early game power
- - Thumper has 0 mobility (from -0.6) and grants +14 damage and 0 pen and melee slayer (from +12 and 6 pen and melee slayer) - Tweaked, lighter to make the MEC more maneuverable
- - Autopistols lose 20 crit - Nerfed, they were too capable of replacing SMGs or other primaries
- - Arc Pistol grants 5 damage and 5 penetration (from 4 damage and 4 pen) - Buffed (it already kinda did the damage part but was bugged sometimes)
- - Arc Rifle mobility to 0 (from +0.6) and damage/pen to 7/7 (from 8/8) - Nerf to make it less dominant as an anti-mec strategy
- - Armor Piercing Ammo grants Penetrator (from +3 pen) - Toned back penetration and prevents stacking with the perk, didn't need to be as strong with gauss being reasonable again and AJR nerf
- - Plasma Grenade damage to 10 (from 12) - Nerfed
- XCOM:
- - Scout: Kitted and Tinker swapped - Better balance on the Scout tree
- Aliens:
- - All Muton leaders lose 2 damage - Makes them easier, especially early game, makes their shred hits less shredifying when XCOM has less counters
- - Chryssalid Level 3 leaders lose 5 HP - Makes them a little easier on early terror missions
- Bug Fixes:
- - Hopefully fixed a bug where Gravity Mines would still trigger twice
- - Typos
-
Version 1.49.38
- LW Rebalance v1.49.38 - Splitting Perks
- Strategic:
- - Rewards for heavy and swarming abductions increased - Makes them more compelling
- - The very first terror mission will have 1 less pod (note the number of aliens do not change though) - Makes it slightly easier as it was a little too difficult sometimes
- - Special Air Service grants +12 aim (from +15) - Slight nerf
- - Baumeister reduced upkeep costs by 20% (from 30%) - Slight nerf
- - Skunkworks reduced item production time by 60% (from 70%) - Slight nerf
- Perks:
- - Fragmentation grants +20% radius to explosives - Buffed
- - Plasma Shield now kicks in at 40% HP lost (from 30%) and breaks with a chance equal to half the damage dealt (from 1x damage dealt) - Makes it more tolerable early and less insignificant later
- - Close Encounters grazes all attacks made from within 4 tiles (from just shots) but has a 30% chance (from 50%) - more attacks covered, but less reliable for gameplay purposes
- - Jetboot Module grants +2.6 mobility (from 3.3) and has a 3 turn cooldown (from 2) - Slight nerf as it was a little too strong for balance on the tree
- - Tinker grants 20 shred (from 25) - Slight nerf
- - Repair Servos grants 30% passive healing (from 45%) - Nerfed
- - Run and Gun no longer grants defense (just the crit) - Nerfed
- Split Perks:
- - Added 5 new perks: Magnum, Payload, Acid Bomb, Gatler, and Blast - Just a split of the perks mayhem, tinker, shock and awe, and danger zone for improved QoL, tones back unintended effects (like snipers being the strongest grenadier, or mutons hitting REALLY hard with nades), also allows tweaking them without affecting other classes
- - Magnum: Grants +65% weapon damage to sniper and strike rifles.
- - Payload: Grants +65% weapon damage to explosives.
- - Acid Bomb: Acid grenades strip 40% of armor HP on detonation.
- - Gattler: Collateral Damage deals 50% more damage and has its cooldown reduced by 1 turn.
- - Blast: Grants +30% radius and +1 damage to explosives. Does not affect Gravity Mines.
- Equipment:
- - Alloy Jacketed Rounds costs 10 alloys (from 20) - Buffed
- - Enhanced Beam Optics costs 10 elerium (from 40) - Buffed
- - Chitin plating no longer causes melee attacks to graze - Nerfed, significantly, now it's more of a corrosion helper only, it was too polarizing for melee units
- XCOM:
- - Maruder Tree rework (see perk tree picture) - Opens up a new build and fixes a lot of dead perks
- Aliens:
- - Updated their AI to mostly ignore acid when determining what to do - Improved AI (not sure how complete the improvement is)
- - Exalt SHIVs lose 2 damage and 10 aim - Makes them much less capable offensively when you first encounter them
- Bug Fixes:
- - Fixed a LW 1.0 bug where both 1) sometimes a terror mission would fail to find a correct target and 2) if a correct target was unable to be found it would automatically select USA
- - Fixed a bug where using the psi defender was causing a CTD
- - Fixed a bug where Psychic Wave wouldn't destroy some cover
- - Fixed a bug where red fog was not showing correct melee damage reduction in F1
- - Maybe fixed a long time bug where dead aliens would still block tiles sometimes
- - Fixed a bug where sometimes you couldn't act as a spotter despite being at 0AP
- - Maybe fixed a bug where danger zone suppression would do more damage than intended during suppressive fire at the beginning of the turn when a unit would die
- - Typos
-
Version 1.49.37
- LW Rebalance v1.49.37 - More Housekeeping
- Strategic:
- - Condensed Plasma requires 5 muton corpses (from 10) - Makes it easier to acquire if luck is against you
- - Overall repair times of damaged items decreased by 50% - Makes it much easier to get good equipment back online in the late game
- - Abduction, DLC, and Council missions have enemy leader levels reduced by 50% - Makes it so late game they are not nearly as difficult and impossible to roll champions
- - Unthwarted abductions and bombing missions generate 5 panic (from 4) - Slight increase in panic generation, reduces the amount of time players have in the late game before temple ship, hopefully cuts down on time/grind
- - Enhanced Ballistics and Enhanced Lasers Foundry projects now cost 15/45 weapon fragments (from 130/130) - Makes them both easier to acquire
- - Losing a country lowers Incursion Strength by 10 (from 15) - Makes it a little less significant
- - Alien Grenade Foundry Project grants +4 damage to HE and +2 to AP - Buffed
- Tactical:
- - You can now see how much damage is absorbed by plasma shields in the F1 - QoL
- - Added in a program to check the Temple Ship mission for failure to proceed towards the next stage and fix it if it fails - Fixes a long time LW (and vanilla game?) bug that would uncommonly occur on Temple missions that would make them unbeatable
- - Large and Very Large UFOs have one of their outsider pods replaced by regular aliens - Makes it so UFOs are not mostly just outsider-fests
- - Staggering a floater that is launching now prevents it from going on overwatch - Makes sense, QoL, feels better
- - Shooting shred now shreds twice as much (equivalent to 1x shred instead of 0.5x shred) and plasma weapons shred at 1.5x the rate - Buffed
- Perks:
- - Plasma Shields trigger at 30% lost HP (from 40%) - More common as with the break being twice as easy (which is good) they were not nearly as durable and the goal for champions is for them to be durable while not necessarily that offensively overbearing
- - Shadowstep no longer grants +30 crit or OW clearing power but instead grants +0.6 mobility - Was likely overtuned last time leading to some builds and enemies that were too strong
- - Disabling shot aim malus to -10 (from -40) and cooldown to 2 turn (from 4 turn) but no longer works against mechanical units - It was never designed to work against mechanical units and there are bugs that will keep happening where aliens will get either infinite ammo or 0 ammo and their AI can start acting wonky and I cannot correct this
- - Kinetic Dampening no longer removes penetration when at 18+ tiles - It felt gamey to have it drop off so hard and also made snipers insignificant where they should be shinning, also with the 1 pen resist it already helps keep them up at long range
- - Precision shot grants 15 aim (from 20) and no longer boosts damage - Overall nerf, helps accomodate for kinetic dampening nerf
- - In The Zone grants +20 aim to regular shots (from +10) - Buffed
- - Close Encounters now has a 50% chance to graze any shot made at this unit from within 4 tiles - Significant buff to the strength and durability of Assaults (and some aliens) within close range
- - Run and Gun no longer increases damage - It already does enough compared to the other builds
- - Tinker no longer grants any throw range increase (from 10%) but for scouts only: shreds for 25 (from 15) and for rocketeers only: removes 40% of armor (from 25%) - Tweak/buff, makes supports more distinct
- - Combat Drugs only grant 1 smoke (from 2) but instead grant 30 aim (from 20) and heal 30% of a unit's missing HP at turn end (from healing 30% of damage taken) - Acts more like an aoe medikit and aim buff (note: remember smoke does also give -10 aim to unit's in it, so it's really only like +20 aim)
- - Dense Smoke only grants 1 smoke (from 2) but also prevents all critical hits and prevent explosive shots from activating - More tanky
- Equipment:
- - HE Grenades deal 5 damage (from 6) - Nerfed to accommodate early game strength and increased alien grenade foundry project strength
- - Prediction Computer grants +15 aim to reaction shots (from +10) - Buffed
- - Beam and Pulse weapons grant +15 crit (from +25) - Nerfed to make predictable crits less common and improved the balance between weapon tiers
- - Alloy-Jacket Rounds and Enhanced Beam Optics no longer grant +1 penetration or +1 crit damage - Both are nerfed to try to make the feeling of being forced into laser/pulse vs ballistic/gauss less
- - Regenerative Plating now decreases any shred received by 50% - buffed, gives a counter to help prevent late game shred stack on tanks
- - Core Plating now decreases any shred received by 50% - buffed, gives a counter to help prevent late game shred stack on tanks
- - Chameleon vest mobility to 0 (from -0.6) - Now acts as a mobility buff with new shadowstep
- - Reaper Ammo grants +3 crit dmg (from +4) - Tone back on crit strength
- - Battle scanned (from battle scanners) gives 15 aim (from 20) - Nerfed to accommodate greater access and more frequent use
- - Vortex armor gives +5 damage to rift (from +10) - Tone back in strength
- XCOM:
- - Alloy/Hover SHIV no longer has base 10/20 aim - They are strong enough as is, especially Hover with flight, nerfed to open up more room for other classes and make SHIVs feel a little less mandatory, helps accommodate double shred strength buff
- Bug Fixes:
- - Fixed a bug where penetration information would not always be correct (e.g. with kinetic dampening)
- - Fixed a bug where the new pistol swap ability on close combat specialist was inadvertently triggering on MECs which would fail and then oddly enough grant them permanent rapid fire =P
- - Typos
-
Version 1.49.36
- LW Rebalance v1.49.36 - Global Detection
- Strategic:
- - Updated corpse amounts in the corpse grey market descriptions - Thanks to Admiral Billy for the idea and the hard work
- Perks:
- - Insentient Crush deals 30% of max HP in damage (from 40%) - Toned back so SHIVs are a little more useful vs Ethereals
- - Reduced the initiation range of Psychic Storm by 2 tiles - Increases the times where it feels fair, makes it easier to counter, make the ability overall weaker even if the AI is 'trying' to abuse it
- - Reduced the initiation range of Orbital Strike by 2 tiles - Same as above
- - Danger Zone no longer affects Gravity Mines - It bugs out on some of the aspects and I can't fix it
- - Psychic Wave now destroys all cover but range reduced to 3 tiles (from 4) - Tweaked, makes it more iconic and dangerous, but a little less oppressive as it's less likely to hit your full squad or trigger at all, encourages use of SHIV/MECs for cover
- - Explosive Shredder (AP grenades and Javelin Rockets) grants 2x damage dealt in shred (from 1.5x) - Slight buff to both
- - Plasma Shield has twice the chance to break after activation but also grants immunity to stuns - The gameplay of maiming champions was not intended and isn't great
- - Rift does 3 less damage and can no longer deal negative damage and actually heal targets - While sometimes it's doing really small damage, sometimes it does a lot of damage, and ethereals are too hard to deal with if they do too much damage due to their strong kit
- - Collateral Damage does 20% damage per ammo (from 15%) - Buffed with 33% more damage output
- Equipment:
- - Acid Grenade range to 8 (from 10) - Nerfed as it was a little too strong for it's ease of use
- - Javelin Rocket radius to 1 (from 2) and scatter reduced by a further 33% - Nerfed (scatter reduction just helps accommodate radius nerf), makes it less like a grenade and more like a pin-point single unit damaging weapon (as was intended)
- - Arc Rifle aim bonus to +20 (from +35) - Nerfed as it was displacing other weapons too readily, this should make it more of a niche weapon
- - Motion Tracker no longer grants Tracker perk - The item was too strong and was pushing out other options for detection and even just other options to equip on the SHIV, overall slight SHIV nerf
- - Battle Scanner small item now comes in a pack of 2 (from a single item) - Buffed, buffs specifically the scout, part of a shift of detection from the SHIV to the Scout
- - Proximity Sensor now provides a directional alert and also extends the warning range to 14 tiles (from 10) - Buffed
- - Plasma Weapons, MEC3s, Titan Armor, and Corsair Armor all have 50% reduced chance of being damage or lost after missions - Buffed
- - Gravity Mines now deal 10 damage (from 4) - Significant buff
- Bug Fixes:
- - Fixed a bug where Gravity Mines were still a little wonky (they should work consistently now)
- - Fixed a bug where Kinetic Blast was estimating more damage than it actually dealt
- - Fixed a bug where kill stats were recorded (and removed display of it as a total cause it was redundant)
- - Fixed a bug where the HP reduction on gravity mines could occur twice
- - Fixed a bug where UHIV and Iago could sometimes be seen outside of the Exalt Base Raid mission
- - Fixed a typo in the tutorial pages
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Version 1.49.35
- LW Rebalance v1.49.35 - Ironing the Creases
- Tactical:
- - Luck now is not divided by number of shots (so someone who hits 10% more shots than they should would have +10 luck if they fired 1 shot, but +100 luck if they fired 10) - QoL, makes more sense
- Bug Fixes:
- - Fixed MEC1 and HMEC2 having 5 less base DR than intended
- - Fixed a bug where Fast and Furious was triggering too early before other free actions
- - Fixed a bug where the post-mission messages would be out of order
- - Fixed a bug where Gravity mines would sometimes not damage units at the start of their turn
- - Fixed a bug where maim wasn't working if your primary weapon was an arc rifle
- - Fixed a bug where units with Perseverance could cause a CTD upon finishing a mission
- - Typos
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Version 1.49.34
- LW Rebalance v1.49.34 - Smoothing The Edges
- Tactical:
- - Added an end of mission summary of stats of how the mission performance was - QoL
- - Improved some of the efficiency of code so that the game should be a little less choppy - QoL
- - Improved some UI inconsistencies
- Perks:
- - Field Medic no longer grants +2 HP - Medic tank good enough without it, boosting other medics too much as well, overall making medic tank a little too appealing vs the other options
- - Tricks of the Trade grant 15% mission xp (from 10%) - Buffed
- - Rapid Fire aim malus to -40 (from -30) - Nerfed further as it's still quite strong
- - Hunter no longer grants +1 ammo but instead grants Opportunist - Balance on the LCPL rank of the Jaeger tree, buff to Close Combat Specialist build
- Equipment:
- - Chameleon Vest no longer provides +10 defense - Wasn't needed as the item is strong enough and the defense was almost superfluous
- - Chameleon Vest meld cost to 60 (from 40) and elerium cost to 90 (from 60) - Nerfed as the item is quite strong to really open up strength in some builds
- - Alloy Jacketed Rounds provide +5 aim - Slight buff as they are still costly and need to justify their price, also they have more competition with the ballistic/gauss special ammunition
- - Gravity Mines lower movement by 50% (no change), defense by 20 (from 15), and remove 20% of current HP at turn start (from 15) - Buffed
- XCOM:
- - Engineer has Danger Zone replaced with HEAT Warheads - More fitting for pen on the anti-Mech unit
- - Assault has HEAT Warheads replaced with Danger Zone - HEAT Warheads didn't really synergize with the Killer instinct and Fragmentation, feels better this way
- Bug Fixes:
- - Fixed a bug where Run and Gun wasn't receiving it's bonus damage
- - Fixed some User Interface inconsistencies
- - Fixed a possible CTD when stats were recorded on very long missions
- - Typos
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Version 1.49.33
- LW Rebalance v1.49.33 - MEC STRONK
- Strategic:
- - All Furies will reduced by 5 - Helps prevent them from supplanting your own psionic soldiers
- - Building the Gollop chamber freezes alien reserach but instead of quadrupling panic increases it increases the rate of most mission generation by 5x - Feels better
- - Quenchguns now grants +1 pen vs all units (from just mechanical units) - Buffed
- Perks:
- - Invulnerable replaced with Plasma Shield: Any turn this unit takes more than 40% of its max HP in damage it gains a shield of pure plasma. The shield absorbs all damage and prevents all negative effects until the end of the current turn. Each instance of damage absorbed has a chance to break the shield equal to half of all the damage absorbed. - Feels a lot better to play against
- - Sapper grants 25% damage to grenades and mines (from 35%) - Toned back in strength, balance vs Frag that was also toned back
- - Close Combat Specialist grants +1 ammo and 0 aim (from +0 ammo and +20 aim) and Rapid Fire grants +1 ammo (from +2) - Shift to spread out the ammo more
- - Hunter grants +1 ammo (from +2) - Was a little much at +2, no need with RF and CCS granting more
- - Mind Merge now damages units equivalent to the amount of HP they gain (10% of caster will), except for, as usual, mechtoids shields are just 1 damage and shield lost - QoL, simplification
- - Kinetic Blast is now fully penetrating and has a 1.5 tile radius and deals will/15 damage - Significantly buffed as it was too weak vs the other options
- - Kinetic Blast is no longer dodged by lids - They shouldn't seem it coming, more intuitive
- - Bullseye now also grants +30% weapon damage vs targets on overwatch - Buffed
- - Run and Gun now also grants +30% weapon damage while active - Buffed, because fun > all
- - Killer Instinct increases the damage critical hits on explosive do to 200% (from 175%) - Buffed to accommodate crit loss on hardened/covered on Fragmentation
- - Absorption Fields grants 5 armor HP - Significant buff to the capability of early MECs to tank
- Equipment:
- - Aurora and Vortex armor no longer grant psychic shielding - High will units already are better at resisting psionics, the need to double it up was overkill and slightly convoluted
- - Banshee, Corsair, Seraph, and Ghost armor lose 2 HP - New grapple makes them really strong, their HP was a little too similar to the heavier armors so that heavier armors were almost wrong to use on non-tanks
- - Kestrel armor loses 1 HP - Same as above
- - Psi Frayer no longer affects Kinetic Blast - Would be to OP on stacked builds with new KB
- - Proximity Sensor now provides an alert at the start of any turn when a Cloaked Seeker is within 10 tiles - Slight Buff, QoL
- - Electropulse mobility to 0 (from -0.6) - Slight buff
- - HMEC2 and MEC1 gain 10 base DR - Buffed for higher strength
- - HMEC3s gain 5 base DR - Buffed for higher strength
- - All MECs gain +2 HP and +0.6M - Makes them tankier and overall stronger
- - Shielding Module no longer grants absorption fields but instead grants 30% DR - Tweaked so it doesn't become OP with Absorption Fields change
- XCOM:
- - Engineer: Packmaster and Extra Conditioning swapped - The grenadier engineer was able to stack too many perks on it's grenades making it a little too synergist and powerful late game
- - Gunner: Bring 'Em On and Kitted swapped - Gives the gunner a little earlier access to Bring 'Em On, especially as Kitted was a little overshadowed by LnL/TD on most gunner builds, minor change
- - Alloy SHIV HP to 16+16 (from 20+20) - Tone back in strength of mid-game SHIV
- Aliens:
- - Exalt SHIV leaders lose absorption Fields (except for the UHIV) - Makes them a little easier to kill
- - Mechtoids and Sectopods both lose 10 base Aim - Makes them a little less threatening
- - Mechtoid cannon damage to 8 (from 10) - Makse them a little less threatening
- Bug Fixes:
- - Misc UI fixes
- - Fixed incorrect preview area of battle scanner
- - Fixed a bug where mind controlling a unit would have their overwatch carry over an extra turn
- - Fixed a bug where there were too many leaders on base defense missions
- - Fixed a bug (again) where the Ram indicator would be incorrect through cover
- - Fixed a bug where Augmentation times were being estimated incorrectly
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Version 1.49.32
- LW Rebalance v1.49.32 - Statification
- Strategic:
- - The chance for a champion to appear when a level 8 already occured is now 10% (from 5 * iDiff) - Significantly lowers the rate that champions appear on regular missions (Note it's still 100% on impossible temple mission)
- - Alien Aggression no longer affects leader level - it was skewing things too much
- - Leader levels are defined by (iAL + Rand(iAL))/2 instead of (1 + iAL + Rand(iAL))/2 - Slight reduction in leader levels, mostly just slightly easier leaders early game
- Tactical:
- - In mission stats are now displayed for each unit in the bottom left of the tactical UI (can be disabled in the dgc.ini at the SW_COVER_INCREASE variable) - QoL
- - Crit resist removed from the F1 menu - It was actually adding more confusion on what number meant what then actually helps, as well, it's avaible on all enemies that you're aiming at anyway, and on XCOM you can calculate through perks
- - Suppressive Damage is 50% of weapon damage (from 45%) - Significant buff
- Perks:
- - Psychic Storm hit chance is calculated using 35% of will (from 50%) - Significant reduction in hit chance
- - Rift does 5 more damage - Buffed
- - Rapid Fire grants +2 ammo - Buffed
- - Fragmentation no longer grants a 50% crit rate against hardened targets or vs targets through cover - Nerfed
- Equipment:
- - Alloy Bipod grants +2 damage to suppressive fire (from +1) - Significant Buff
- - Psi Defender grants 20% DR (from 30%), grants 20 crit resist (from 30), and has -0.6 mobility (from 0) - Nerfed
- - Aurora and Vortex Armor lose kinetic dampening - Pen resistance stacking is too strong
- - Vortex armor increases rift damage by 10 (from 15) - Accommodates for rift buff
- - Holo Charger requires 10 engineers (from 25) - Buffed
- - Alloy Jacketed Rounds loses 10 aim - Nerfed
- - Enhanced Beam Optics loses 5 aim - Nerfed
- - Regenerative Plating grants +1 HP - Slight buff
- XCOM:
- - Engineer base aim to 10 (from 20) - Double Tap Engineer is good, and with the high aim (+holo and +dt) a little too good
- Bug Fixes:
- - Fixed a bug where "!" could popup when targeting friendly units that can fire a reaction shot
- - Fixed a bug where the Alien Leadership defensive bonus wasn't being added to the Defense stat on aliens in the F1 Info panel
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Version 1.49.31
- LW Rebalance v1.49.31 - Flaming Leaders
- Tactical:
- - Rocket Scatter reduced by 33% - Slight more consistency and early and mid game rockets
- - Heat of Battle doesn't apply to SHIVs - SHIVism in full effect
- Perks:
- - Grenadier increases throw range by 50% when then unit is in One For All (from 30%) - Buffed, accommodates for grenade/advanced launcher nerf
- - Grenadier no longer grants +1 damage (tone back on early/mid game grenades) - Nerfed
- Equipment:
- - Grenade/Advanced Launcher range to 8 (from 10) - Nerfed
- - Flamethrower now has a 35% chance to roll for panic on units affected (from 25%) - Buffed
- - Incinerator Amp now grants +20 shred to any unit hit by the flamethrower - Buffed
- XCOM:
- - Scout perk Kited swapped with Packmaster - Tone back on Support Scout strength
- Alien Leader Balance Changes:
- - Ethereal Primus loses 20 will
- - Sectopod Titan and Atlas lose 20 aim
- - Mecthoid Colossus gains 20 aim
- - Muton Elite Bashar gains 4 damage
- - Outsider Navigator and Pioneers gain 5 HP
- - Outsider Pioneers gain 1 damage and 10 aim
- - Seeker Stalker loses 10 aim
- - Seeker Wraith gains 2 aim
- - Seeker Battle Wraith and Hydra gain 4 aim
- - All Thinman leaders lose 2 will
- - Sectoid Prodigy loses 20 will
- Bug Fixes:
- - Fixed a bug where sometimes units could be mind controlled for an extra turn
- - Fixed a bug where Ram would sometimes say it could Ram when it couldn't based on sight lines
- - Misc UI fixes
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Version 1.49.30
- LW Rebalance v1.49.30 - Hot Potato Fixins
- Bug Fixes:
- - Fixed a bug where Medic had their old tree perks
- - Fixed a bug where multiple leader chances were set 5% too low
- - Fixed a bug where excavations were costing 100 more than intended
- - Fixed a bug where Terror missions had both too many leaders and too many Champions
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Version 1.49.29
- LW Rebalance v1.49.29 - Run and Awe... some Excavations
- Strategic:
- - Combat Patrols now damage planes by 10-25% of their HP (modified by campaign length) (from 10-90%) - makes them a little less taxing on planes and less prone to bad RNG
- - Excavation costs are 50 starting directly beside the elevator on the first floor and increase by 50 for each tile down or left/right - Makes digging down a little less expensive and digging out a little more expensive, thanks to darkzero for the idea
- - Aircraft boosters requires 2 seeker corpses (from 8)
- - Rail Pistols requires 2 seeker corpses (from 6)
- Alien Leader Levels:
- - Leader level is now = (AL+ Rand(1 + AL))/2 - 0/1/2/3 (Diff) [Capped at 8] - Makes levels more consistent, and less random
- - And then if Level is 8, (5 * (Diff + 1)) chance to be level 9, if this is terror, alien base, or temple, chance is x5
- - Terror missions increase level by 1 (from 2)
- - Any non-leader (include non-pod leaders) will have a (iAL - 10)% chance to be upgraded to a level 1 leader
- Tactical:
- - Units with CCS now swap their weapon to their other weapon at the end of turn if their current weapon has no ammo and their other weapon does have ammo - Slight buff and QoL for Close Combat Specialist (Due to programming issues it will not work with RfA)
- Perks:
- - Shock and Awe no longer grants additional uses to grenade launchers or mine launchers but instead grants +30% weapon damage to rockets, lowers the cooldown of Collateral Damage by 1 turn and increases the damage of CD by 40% - Buffed to focus on Collateral Damage use on the Shogun and effective rockets on the Rocketeer, gives the Shogun alternative build focuses at GSGT
- - Run and Gun grants 30 defense when active - Significant increase to survivability of those more dangerous flanks Run and Gun units tend to do
- - Sentry Now grants combat readiness if the unit can see 4 or more enemies when entering overwatch and the condition for graze is combat readiness instead of overwatch - Makes it more predictable, buffed against multiple enemies (predictable graze + CR buffs), nerfed against 3 or less enemies (no graze), small buff overall (CR guaranteed graze always)
- - One For All now prevents the units from having attacks graze - Makes sense, as you turn into a big stationary unit with no defense
- - Strangle now grants 35% DR while strangling - Buff to the strangle aspect of the attack, accommodates for crit nerf
- - Bring 'Em On no longer grants damage to grenades but instead grants crit equal to 5x enemies in sight - Buff to shooters, removed as a grenade perk as it was both 1) bugged and 2) not competitive
- - Fervor no longer allows you to swap units out, any unit that is being 'fervored' must stay in vision of at least 1 fervor unit but they can move towards it as well (even if it's out of vision) - The swapping out made it too meek, being able to move between fervor units is enough and especially towards them. You can 'game' it by moving towards out of sight then moving away but after testing this actually fits and doesn't really feel gamey but smart and is definitely not always possible and is still restrictive
- - Tinker grants 10% throw range (from 20%) - Nerfed
- - Mechanic and Master Mechanic grant penetration to shots only (from all sources) - Nerfed on engineer grenadier due to them coming on so strong with their first perks
- - Outsiders gain slightly more HP with growth - Makes them a little more challenging as they were dropping too quick, even if you didn't get them that early
- - Mind Merge grants 10% of will in health to aliens (from 4% of will) - Buffed
- - Shaped Charges grant 30% weapon damage (from +1 damage) - Buffed to scale a little more late game
- - Shielding Module no longer grants 20 crit resist - Nerfed
- - Holo Charger alloy cost to 0 (from 30) and credit cost to 20 (from 90) - It's weak enough that it doesn't need a restrictive cost
- - Advanced Launcher grants 3 grenades (from 2) - Buffed so its more useful on longer missions
- XCOM:
- - Rocketeer Ranger replaced with Impact - Gives the Shooter rocketeer a little more umph
- - Medic Extra Conditioning swapped with Bring 'Em On and then Bring 'Em On replaced with Close Combat Specialist - Makes the medic have more synergy with rapid fire and being in close range, opens up the CCS + Sent + Opp build again
- Aliens:
- - Seeker plasma shot now has -50 crit - Helps accommodate for stronger strangle, makes seekers a lot weaker on flanks
- Bug Fixes:
- - Fixed a bug where aliens were doing way less suppressive fire than they should have been
- - Fixed a bug where Ram could go through walls
- - Fixed a bug where Fragmentation was still granting +2 pen making frag grenades a lot stronger than they should be
- - Fixed a bug where Combat Patrol aircraft damage was not done correctly
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Version 1.49.28
- LW Rebalance v1.49.28 - Genetic Drugs
- Strategic:
- - Deus Ex always gives both gene mods, and the reduction in cost/time is removed - Removes the micromanaging aspect of the start, buffed
- - Born to Fly grants 50 crit (from 40) - Buffed
- - Daredevils no longer decreases the cost of combat patrols but instead grants +50 crit to pilots - Tweaked and likely buffed as the discount was of dubious benefit
- - Bred Tough base DR to 20 (from 15) - Solely based on Eliwoodno's feedback
- Perks:
- - Iron Skin Crit resistance to 30 (from 35) - Slight nerf
- - Savior grants +2 armor HP - Buff to medic tank and slightly to other medics as well
- - Fragmentation to 0 pen (from 2) - Nerf
- - Explosive Shred (on Javelins and AP grenades) toned down to triple normal shred (from quadruple) - Was a little too strong
- - Tinker strips 25% of armor on acid grenade detonation (from 35%) - Nerfed
- - Sapper grants +35% weapon damage to grenades (from +1 damage to all explosives) - Allows it to scale late game, buff
- - Double Tap grants 20 aim on the 2nd shot (from 30) - Slight nerf
- - Combat Drugs grants +20 aim to units in the smoke - Puts the combat back in the drugs, buffed
- - Combat Drugs and Dense smoke grant 2 smokes (from 1) - Buffed
- - Mind Merge grants +50% graze (from +35%) - Significant buff for XCOM tanks supported by psionics and sectoids
- Equipment:
- - AP Grenade damage to 3 (from 4) and shred to triple (from quadruple) - Its good enough with Explosive Shred and the 2 pen
- - Aurora armor grants +2 HP - by the time you got it it was outclassed too quickly, psi buff
- - Reaper ammo to +4 crit damage (from +3) - Buffed
- SHIV Equipment Rename:
- - Targeting motor - Anti-Armor Motor
- - Adaptice tracking pod - Auto Tracking Module
- - Smartshell pod - Burst Fire Module
- - Shielding pod - Shielding Module
- - Autosentry turret - Retaliatory Sensor
- XCOM:
- - Rocketeer: Penetrator replaced with Ranger - Slight tweak/nerf to shooter rocketeer to focus a bit more on the rockets
- - Rocketeer: Loses slayer with Shock and Awe - Overall Rocketeer and Shogun nerf
- - Engineer base aim to 20 (from 10) - Buff to Double Tap build and engineer overall
- - Goliath base aim to 15 (from 5) - Buff to Sentry and Double Tap builds
- Bug Fixes:
- - Fixed a bug where UFOs would sometimes gain +40 crit when they shouldn't
- - Fixed some ordering on free activations so they occur more appropriately
- - Fixed a bug where Special Soldiers were missing some bonuses from certain country starts
- - Fixed a bug where Shredder ammo still had -0.6 mob
- - Fixed a bug where units in One For All, units with fortified, units strangling, and closed cyberdiscs could be crit by fragmentation
- - Typos
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Version 1.49.27
- LW Rebalance v1.49.27 - Suppressing Bugs
- Tactical:
- - Suppressive Fire deals 45% of weapon damage (instead of regular shot damage) - It was the only example where it wasn't based on weapon damage and instead regular shot damage, which was really inconsistant. Also acts as a relative buff to bipod.
- Bug Fixes:
- - Fixed a bug where start bonuses were being double applied to reward soldiers
- - Fixed a bug where Engineers were receiving 1 less aim on level up than intended
- - Fixed a bug where Fragmentation was not calculating critical hits accurately
- - Fixed a bug where Kinetic Blast damage was being estimated incorrectly
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Version 1.49.26
- LW Rebalance v1.49.26 - Explosive Starts
- Starting Bonuses:
- - Advanced Cconversion no longer grants 250 meld and no longer grants 5 HP for conversion purposes but instead always grants MECs: +0.6 mobility, +2 HP, +5 aim, +10 will, and +10 base DR - Buffed and made much more consistent
- - Survival Training grants +3 HP (from +4) but affects MEC conversion - Simplification and buff
- - Per Ardua Ad Astra grants +1 HP, +5 aim, +5 will (from +2, +4, +4) and affects MEC conversion and psionic training - Buffed
- - Legacy of Uxmul reduces AL by 0.5% per psionic soldier in your barracks (from 7% flat) and reduces psionic training time by 50% (from +20 will for the purposes of psionic training) - More unique, buffed
- - Vigilis grants +13 will (from +20 will) but the will affects psionic training time - Simplification, buffed
- - Special Air Service grants 15 aim (from 10) - Buffed
- Strategic:
- - Firestorm HP to 3000 (from 2500) - Buffed
- - Jellied Elerium and Condensed Plasma increases the damage of all explosives by 1/2 (from just rockets) - Buff to grenades/mines, especially on lower damage ones (e.g. AP grenades)
- Tactical:
- - Shred is now half the effect on regular shots, normal effect on plasma shred specific shots, and double the effect on explosives - tweaks to balance shred across the various sources
- - Suppressive Fire deals 45% of regular shot damage (from 40%) - Buff for mid-late game mayhem suppression
- Perks:
- - Outsider growth stat gains decreased by 65% and chance of growth is always 100% - Makes activated outsiders not gain super accelerated stats, makes inactivated outsiders gain stats at the same level but instead of being random it's a lot more consistent
- - Tinker grants 15 shred (from 20) - Slight nerf
- Equipment:
- - Laser and Pulse LMGs increase the effect of danger zone suppression by 0.5 tiles - Buffed so that they are worthwhile to build
- - Shredder Ammo mobility to 0 (from -0.6) - Buffed to accommodate weaker shred
- Aliens:
- - Exalt heavies gain 10 aim - accommodates for saw nerf
- Bug Fixes:
- - Fixed a bug where the crits from fragmentation were inaccurate
- - Fixed a bug AGAIN where gene mod cut scenes could soft lock strategic games
- - Typos
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Version 1.49.25
- LW Rebalance v1.49.25 - Smol Outsiders and Big Ops
- Installation
- - Included instructions for how to install LWR on a Steam Deck - thanks meleeman
- Strategic:
- - Wealthy Benefactor now also doubles the size of council loans and reduces the surcharge by 75% (from 50%) - Buffed
- Tactical:
- - Corrossion reduces the range of aoe attacks by 20% (from 50%) - makes it less debilitating on specifically throwers/rocketeers
- - Shred no longer has a minimum application is is based on % of max HP in damage dealt: Applies Shred equal to the damage dealt as a percent of the target's max HP; which increases subsequent damage the target receives by the amount of Shred. Also sources no longer triple or quintuple shred amounts. - Makes it significant right from the get go and always about damage dealt, less complicated with the 20 minimum, makes it harder to shred larger HP enemies, buff to shredder ammo, prevents 'ticking' large targets to immediately grant 20% more damage
- - Suppressive Fire back to 40% damage (from 2 + 25%) - The 2 was too distorting early game, helps later game suppressive damage stay relevant
- - Alien def/crit resist growth when near an alien leader is triple AL (from double) - Increases resiliency of non-leader aliens into the mid and late game, helps slow down alpha striking, encourage more non-shot attacks
- - Covert Operatives now gain Fast and Furious - Helps them be more than just tower/communication array hackers
- Perks:
- - New Perk: Fast and Furious (replaces Quick Draw): The next idle-ending non-move action after any blue move costs 0 AP - Buff for covert ops
- - Growth occurs 35% of the time while dormant (from 25%) and 100% of the time while active (from 50%) - Accommodates for easier outsiders
- - Grenadier grants 30% additional throw range for unit's in One For All - Buff to MEC grenadiers when they have to be stationary
- - Snapshot also grants +20 crit - Buffed
- - Ready For Anything and Close Combat Specialist no longer grant 50% extra stagger chance - Simplification and they were both strong even without
- - Suppression has a 2 turn cooldown (from 1 turn) - Nerfed for gunners overall
- - Mayhem now reduces the cooldown of suppression by 1 turn - Focuses suppression more into the mayhem build as the one extra instnace of suppressive fire wasn't THAT impactful, especially with new shredder
- Equipment:
- - Shadow Device no longer affects units in One For All - Makes sense, prevents weird interactions while providing cover
- - Kinetic Strike Module (KSM) damage to 18 (from 24) and pen to 9 (from 12) - Toned back in strength in the early/mid game
- - Thumper KSM boost damage to 12 (from 8) and pen to 6 (from 4) - Accommodation for above KSM tone back
- - Reaper Ammo crit to 0 (from 30) but still grants +3 crit damage - Was a little overtuned with both
- - SAW and LMG both receive -10 further aim - Nerfed as gunners were a little strong
- - Targeting motor has -0.6 mobility - It's quite a strong item
- - AP ammo grants +3 pen (from +2) - Significant buff
- - Flak Ammo now ignores the full 30 defense of flying units - Significant buff
- - AP grenades deal 4 damage (from 3) - Significant buff, especially since alien grenade foundry project grants them 2 instead of 1 damage
- - Weapon Supercooler to -1.3 mobility (from -0.6) - Nerfed as it's quite strong
- XCOM:
- - Goliath has Brawler replaced with Lock N' Load - Gives the goliath more control over entering and leaving OfA, especially for the double tap build
- - SHIV aim back to 55 (from 65) - Tone back in shooting strength, especially with stronger shred in mid-late game, also affects Exalt SHIVs
- Aliens:
- - Outsider base HP to 4 (from 10) and AL upgrade increases to 2 (from 3) - Makes engaging them first and fast a LOT more reasonable
- - Thinmen gain 5 crit with each alien level (from 15) - Accommodates for gaining snapshot and slows down late game crit growth
- Bug Fixes:
- - Further fixed the North Pole UFO bug to fix games where it already occured
- - Fixed a bug where Pursuit would trigger if you tried to move a unit to a location that was occupied and couldn't actually move there
- - Prevents some crashes that occured due to the engine being overloaded on really large missions and on normal sized missions with exceptional AI activity
- - Fixed some misc bugs
- - Fixed a bug where Site Recon mission could end prematurely if you performed certain actions
- - Typos
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Version 1.49.24
- LW Rebalance v1.49.24 - Home Is Where The Heart Is
- Strategic:
- - Tweaked the AI so it is a LOT less likely to target your home continent in the first 7 months - Hard to fully test but seems like it's working, should really help stop a frustrating aspect of the game where the aliens focus your home continent
- - Montly panic gains in the world is reduced to 1 per month passed (from 2) on Easy and Classic difficulties - Gives those players more room on the strategic game
- - Aircraft Boosters increase interception time by 50% (from 30%) - Buffed
- - Aircraft repair times reduced by 20% - Makes it easier to keep your fleet ready to respond, overall decrease in airgame difficulty
- - Fighter HP decreased by 20% - Makes it easier to defend against hunts
- Bug Fixes:
- - Exalt should show they are out of ammo more readily when you hack an array
- - Melee damage sources (Ram, Brute, Brawler) now all are reduced by disorientation and redfog
- - Fixed a bug where a text screen would appear during the loadout of base defense missions and lock players out of using the mouse - Thanks to szmind for the fix!
- - Fixed a LONG time EW bug where a UFO could be generated that just sat at the North Pole and muck up a campaign - Thanks again to szmind for helping with the fix
- - Typos
-
Version 1.49.23
- LW Rebalance v1.49.23 - Evens and Starts
- Tactical:
- - Mutons may possibly be more likely to show up in other pods - Who knows if this works? =P
- - No reinforcements can be leaders anymore - Makes exalt missions a lot more forgiving and the difficulty less variable
- Perks:
- - Bloodlust does 20% damage (from 10%) - Makes it easier to kill multiple zerkers
- Bug Fixes:
- - Fixed a bug where using an aim or dodge booster would reduce the number of tracking boosters as well
- - Fixed a bug where mind controlled units sometimes would have 2 AP
- - Fixed a bug where Exalt SHIV still had damage control without being a level 6 leader
- - Fixed a bug where acquiring a genetic modification could sometimes soft lock the strategic game
- - Fixed a bug where Flak could still apply on reaction shots
- - Fixed a bug where staggering an alien going on overwatch sometimes wouldn't clear their overwatch
- - Typos
-
Version 1.49.22
- LW Rebalance v1.49.22 - Buffs Galore
- Strategic:
- - Advanced Conversion starts with 250 meld (from 200) - Slightly buffed
- - Cadre grants extra XP equal to twice the number of months passed per day (from just the number of months passed per day) - Buffed
- - Kiryu-Kai Commander grants extra XP equal to 3x the number of months passed per day (from just the 2x number of months passed per day) - Buffed
- - Skunkworks reduces item production time by 70% (from 40%) - Buffed
- - Foundry Project Reflex Pistols grants +35% damage to all pistols (from +1) - Buff at plasma level
- - Failing an abduction in low panic country will now increase panic by 50 and 100% (from 100 and 200%) - Nerfed, especially so it's not as extreme on NSLW
- - Included new minimap feature from szmind's Minimods where the map preview image stays on the loadout screen - QoL
- - Labs, Uplinks, Workshops now require staff at the following rate: 20, 40, 80, 120, 160... (and +40 for each thereafter) - Makes it not accelerate too much late game if someone wants to build multiple
- Tactical:
- - Rocket Scatter increased by ~20% - Slight nerf to rocketeers
- - Suppressive Damage is 2 + 25% of a regular shot (from 1 + 25% of a regular shot) - Buffed with more focus on early game strength
- - Updated colors of alien leaders as per Admiral Billy's work - Thanks Billy =D
- Perks:
- - Grenadier grants +1 damage to all grenades/mines as well - Buffed
- - Lone wolf grants it's bonus if there are no allies within 4 tiles (from 5) - Buffed and consistency with many other perks
- Equipment:
- - Grenade Launcher range to 10 (from 8) - Slight buff
- - Alien Grenade mobility to -0.6 (from -1.2) - Buffed
- - All SMGs gain +10 crit - Buffed
- - All Machine Pistols gain +20 crit - Buffed
- - LMG takes an extra small equipment slot - Nerfed, accommodates more damaging suppressive fire and puts it more on balance with the SAW
- Aliens:
- - Sectoid Commander Leaders lose Lock N' Load - didn't do anything
- - Exalt Heavy (and elite) has 15 less aim - With Light 'Em Up there are doing too much damage
- - Damage Control now occurs on Exalt SHIV lvl 6 leaders (instead of all Exalt SHIVS) - Makes them less resilient in the early/mid game
- - Chryssalid defense to 30 (from 20) - Buffed
- Bug Fixes:
- - Possibly fixed the dead alien occupying a tile bug (again)
- - Fixed a bug where Exalt SHIVs had 20 more aim than intended
- - Fixed a bug where rarely a crashed UFO wouldn't damage the occupants
- - Probably fixed a bug where interception times were bugging out
- - Typos
-
Version 1.49.21
- LW Rebalance v1.49.21 - Bugs and Damage
- Bug Fixes:
- - Fixed a bug where crit damage was being applied twice
- - Fixed a bug where lid leaders were named incorrectly
- - Updated Fleet definition to be more clear
-
Version 1.49.20
- LW Rebalance v1.49.20 - Leader Nerfin
- Strategic
- - For the Sake of Glory reduces injury and Fatigue times by 35% (from 25%) - Buffed
- - Combat Patrols now do less damage to aircraft on shorter campaign lengths - Makes sense
- Tactical:
- - Advanced Flight foundry project increases fuel available to flight capable units by 50% (from double) - Toned back so fuel management is more of an issue, slight nerf to flying units
- - Flying for XCOM units sets mobility to 9.3 (from 8.6) - Slight buff
- - Units that revealed the enemy with an attack or other non-movement ability will not scamper - Prevents using scamper in an unintended way
- - Aliens at 15 HP or more will have a little HP display beside their name - QoL, makes large stacks of HP easier to know exact numbers on
- - Staggering a unit attempting to go on overwatch will now prevent that unit from entering overwatch - Slight buff to overwatch builds, somewhat accommodates for the only single OW pull
- Perks:
- - The volunteer has psi inspire replaced with psi overload which also now has a 25% chance per enemy in sight of the overloaded unit to become enraged and also has a 1 turn cooldown - Buffed, name change, encourages use during engagements
- - Fleet now only reduces the close range penalty of shotguns by half - Significant buff to shotguns against lids, cause it still did feel slightly odd they weren't that accurate up close
- - Savior no longer grants weapon damage boost - Nerf to medic OW and somewhat medic tank, relative buff to medic support, relative nerf to other supports, relative buff to other builds on other classes that could go support, relative nerf to builds which are shared with other builds on other classes that could go support
- - Fragmentation grants +2 pen to explosives (from +1) - Buffed
- - Kinetic Blast does will/10 kinetic damage (from will/15) - Significant buff
- - Bloodlust now grants 2 damage and 1.3 mobility per kill (from 1 and 0.6 mobility) but also damages the berserker by 10% of it's current HP - Makes pumping out enough damage to kill multiple that are active a LOT more reasonable
- Equipment:
- - Seraph/Archangel/Hover SHIV fuel to 8/12/14 (from 12/16/16) - Tone back in amount of fuel on flying armors to make fuel management more important
- - Tac Armor loses it's 10 DR but gains +1 HP - Slight buff to make the balance vs tac vest a little more reasonable
- Aliens:
- - Exalt SHIV gains 14 HP but base DR to 30 (from 65) (Exalt SHIV leaders only gain +10 base DR (from 15 extra), UHIV only gains +20 base DR (from 30 extra) - Buff to Exalt SHIVs, forces more anti-mechanical on those missions, makes pure pen not quite as required, their new base DR will range from 30-50 (instead of 65-95)
- - The Uber Ethereal range for initiating psi storms is reduced by 5 tiles - Allows teams to get closer
- - Floater level 6 and 9 leaders gain 1 damage (from 4) and 10 aim (from 20) - nerfed
- - Thinmen level 6 and 9 leaders gain 3 damage (from 6) and 10 aim (from 20) - nerfed
- - Muton level 6 and 9 leaders gain 0 damage (from 4) and 10 aim (from 20) - nerfed
- - Cyberdisc level 9 leaders no longer gain light 'em up - Significant nerf
- - All Heavy Floater leaders lose 4 damage and 10 aim - nerfed
- - Muton Elite level 6 and 9 leaders lose 3 damage and muton Elite level 6 leaders only lose 10 aim - nerfed
- - Chryssalid Level 6 and 9 leaders lose 3 and 4 damage, respectively
- - Chryssalid leaders no longer gain shadowstep - Nerfed, since OW is supposed to help counter them
- - Chryssalid level 3 leaders gain Fortified (instead of level 6 leaders) - Slight tweak
- - Chyrssalid Level 1 and 3 leaders lose 5 HP - nerfed
- - All Chyrssalids gain 3 HP per AL upgrade (from 4) - nerfed
- - All outsider leaders lose 10 aim - nerfed
- - Exalt Medic Champions gain Opportunist - OCD consistency with Sentinel
- Bug Fixes:
- - Fixed a bug where some weird credits would appear after you passed the game - Thanks for finding it Stefan :)
- - Fixed a bug where plasma weapon shred swap that happened a few versions ago didn't actually happen and now does
- - Fixed a bug where invulnerability triggering would be off by 1 HP
- - Fixed a bug where Aurora armor wasn't granting psychic shielding
- - Fixed a bug where sometimes when aliens died you couldn't move to the tile they were on
- - Fixed a bug where the damage preview suggested damage could still be 0 on some units it shouldn't
- - Fixed a bug where the ethereal would get home ground (i mean, it kinda made sense but nah)
-
Version 1.49.19
- LW Rebalance v1.49.19 - Bugging Melee
- Aliens:
- - All berserkers have Brawler (isntead of just mongo) - Tones down KSM strength 'slightly' and feels reasonable
- Perks:
- - Overpower no longer affects melee damage - Simplification
- - Close Combat Specialist grants +20 aim to shots made within 4 tiles - Buffed, as a close combat specialist should be
- Bug Fixes:
- - Possibly fixed a theoretical bug where distortion damage sharing could be considered a Psi Lance attack and jump to mind controlled targets on the enemy team
- - Fixed a bug where sectoid commanders still had snapshot and shadowstep
- - Fixed a bug where invulnerable wasn't capping damage
- - Fixed a bug where Psi Inspire with Distortion was doing 0 damage (instead of 1)
- - Fixed a bug where Brawler would not activate sometimes
-
Version 1.49.18
- LW Rebalance v1.49.18 - Exalt Puppets
- Strategic:
- - Legacy of Uxmul reduces alien level speed by 7% (from 5%) - Buffed
- - Jungle Scouts also reduces wound times by 20% - Buffed
- - Jai Vidwan grants 100 elerium/weapon fragments (from 300) - nerfed
- - Research Focus no longer grants elerium/weapon fragments (from 100 of each) - nerfed
- Tactical:
- - Exalt can now join in sectoid commander pods - Feels cooler, Elite versions when elite becomes available
- Equipment:
- - Aurora armor alloy/elerium cost to 10 (from 30) and credit cost to 50 (from 125) - Makes it much more affordable
- - Enhanced Beam Optics grants +5 crit as well - Slight buff
- - Alloy Jacketed Rounds grants +10 aim (from +5) - Buffed
- - MEC1 and HMEC2 gain +2 HP - Helps in early/mid game survival
- Bug Fixes:
- - Fixed a bug where overwatch sometimes wouldn't work against invulnerable units
- - Fixed a bug where you could get no rewards for abductions (instead of a minimum of 1) on longer campaign lengths
- - Typos
-
Version 1.49.17
- LW Rebalance v1.49.17 - Crushing Temple Harder
- Strategic:
- - Losing a country to the aliens decreases incursion strength by 15 (from 10) - Should lower IS over a campaign some more
- Tactical:
- - Combat Readiness no longer reduce the damage of explosives - It was making explosives too weak as their strength relies on larger numbers and nerfed alpha meant either taking a full on 30% hit or having smaller numbers
- - Data Recovery missions are ~1 AL easier - Makes them a little less dangerous
- Perks:
- - Invulnerable reworked: It now does not start invulnerable but turns invulnerable (capping any extra damage dealt) anytime it loses 40% of it's max HP in a single turn. It also only lasts until the end of the current turn. - Makes OW and reactive fire more useful, makes it possible to engage targets right away
- - Fervor now only prevents ALL units from breaking LoS (instead of each separate unit) - Significantly increased flexibility why trying to fight and engage with fervor units, allows you to swap out a vulnerable unit for a tank and many other things that make dealing with fervor a lot more forgiving
- Equipment:
- - Alien Trophy grants 20% xp - The math on 30% is too strong, and I think people just don't realize how OP the item was at 30%
- - Plasma Rifle grants Carapace Shredder and Plasma Shotgun grants Ether Shredder - Swapped, more fitting
- Level 9 ALien Leader Nerfs:
- - Sectoid Aim to 0 (from 20)
- - Flaoter Aim to 0 (from 20) and damage to 0 (from 2) [and level 6 floater aim to 20 (from 35)]
- - Thinman aim to 0 (from 20) and damage to 0 (from 8)
- - Muton aim to 0 (from 25) [and level 6 muton damage to 4 (from 8)]
- - Cyberdisc damage to 0 (from 3) and aim to 0 (from 10)
- - Heavy Floater aim to 0 (from 20) and damage to 0 (from 4)
- - Muton Elite damage to 0 (from 5) and aim to 0 (from 20)
- - Mechtoid damage to 2 (from 4) and aim to 0 (from 20)
- Bug Fixes:
- - Fixed a bug where the flamethrower was not triggering Fleet
- - Fixed a bug where some overlap during soldier loadout could occur - Thanks szmind!
- - Fixed a bug where Kinetic Blast was showing incorrect damage predictions
- - Fixed a bug where fervor halted moves would trigger pursuit in chryssalids
- - Typos
-
Version 1.49.16
- LW Rebalance v1.49.16 - Gritty Shadow Shotguns
- Strategic:
- - Asset / Assault council mission resource caches give half as many resources - Were probably a little too much
- Tactical:
- - Leader drop-ins only occur for Exalt - Makes council missions less unfair with bad RNG
- Perks:
- - Channelling a Cluster Bomb now disables the ability to fire reaction shots (include reactive targeting sensors) - Prevents that age old bug that triggering RTS on a sectopod could have them cluster bomb you
- - Clarified that Fleet does not prevent close range bonuses vs side arms and that it requires sight to dodge incoming aoe attacks - QoL
- - Grit grants 2 HP (from 3) and %DR equal to half of the % total HP lost (from 10 + half of the % total HP lost) - Nerfed, it was a little too strong and warping balance on trees a little
- - Will to survive grants 30% DR + 2% per enemy in sight (from 10% + 5% per enemy in sight) - Significant buff, biased towards the lower number of enemies in sight so it's still quite effective with lower numbers (which is the majority of shots taken)
- - Shadowstep now clears the unit from OW after movement, no longer grants an additional 0.6 mobility, but instead grants +2 crit damage (from +0) - Focus on the damage aspect
- - Hardened grants 50% DR vs shotguns (still 25% normally) - Accommodates stronger shotguns
- - Hunter grants 2 ammo (from 1) but increases damage by 30% (from 50%) - Makes it more consistent and a little less reliant on ammo management
- Equipment:
- - Shotguns gain +20 aim - Buff to make them not so bad vs lids and stronger up close
- - Breaching ammo to 0 mobility (from -0.6) - Slight buff to accommodate for shotguns being worse against lids
- - Gauss SAW/LMG no longer increase suppressive fire damage - Toned back for balance through the tiers
- - Ghost armor gains Repulsor - buffed
- - Phalanx armor HP to 6 (from 5) - Buffed, makes it not useless when you get tac rigging and slightly more coveted early game
- Bug Fixes:
- - Fixed a bug where abductions would sometimes reward too many scientists and engineers
- - Fixed a bug whre recoilless rifle icon color was incorrect
- - Fixed a bug where medikit self-healing predicted amounts were sometimes incorrect
- - Fixed a bug where the wrong popup occurred sometimes when throwing acid grenades that vanilla code would have not work
- - Fixed a bug where the DZ indicator would pick up dead units
- - Fixed a bug on OW popups not showing correct number of shots remaining
- - Fixed a bug whre disorient was stacking multiple times and was only reducing aim by 50 (should be 60)
- - Fixed a bug where unit's recovering from mind control could still trigger XCOM reaction shots
- - Fixed a bug where the injury popup would not always occur
- - Fixed a bug where plasma dragon was still granting 2 damage to suppressive fire (should be 1)
- - Fixed a bug where some aliens would stay invulnerable for more than 1 turn and some would start without invuln
- - Typos
-
Version 1.49.15
- LW Rebalance v1.49.15 - Pursuing Control
- Strategic:
- - Plasma Weapons require 30 more engineers and double build times - Slows down the plasma spike at end game so it's not so sudden, makes later game engineers more important, doesn't change resource requirement though as that can be too restrictive based on campaign progress
- - Firestorm HP further reduced to 2500 (from 3500) - Makes it less durable in the air game, and multiple more valuable for more air game health, increase in late game air difficulty, slight increase in late game panic generation
- Tactical:
- - Suppressive Fire applies shred at 3x the damage (from 5x the damage) - Toned back for balance on the gunner tree
- - Your units will no longer fire reaction shots or perform countercharge against targets from their own team (if mind controlled) - QoL, makes sense, you wouldn't do it to your own units
- Perks:
- - Fleet no longer grants defense but instead grants the unit to use a quarter of it's mobility to dodge any incoming area of effect attacks. It also removes the close range bonus against this unit and long rifles (sniper/strike/arc) lose 50 aim. - Buffed new feature on chryssalids, accommodated by mobility and damage nerfs
- - New Perk: Pursuit: This unit will chase any unit that moves away from it (maximum 1 pursuit move per XCOM move) - New feature on chryssalids, accommodated by mobility and damage nerfs
- - Acidic only affects units within 1.5 tiles (from 2.5 tiles) - Decrease in general acid spread so it's less oppressive, especially with new Fleet/Pursuit
- - Kinetic Blast now deals Will/15 damage (from clamp((will-50)/5, 1, 5)) - More simple, allows it to scale to encourage higher wills
- - Mind Control now lasts for 1 turn after mind control is broken, and then the recovered target is disorientated - Buffed
- - Mind Control and Psychic Storm can now be broken with panic - QoL, makes sense
- - Being Mind Controlled now is considered non-idle for the purposes of other abilities - Makes mind controlled targets less likely to do things like countercharge, rfa, etc.
- Equipment:
- - Blaster Launcher range to 16 (from 14) but requires 2 AP to fire - Tweak/nerf. The ability to move and fire was really strong and not really the design that fits a rocketeer. This should provide similar design while being more of a backline unit.
- - Conduit grants a will/3 % chance (max 50%) for a 0AP action (from 25%) - Slight nerf, tweak to make it more effected by will (psi inspire, will+ items) and thus make it feel more psionic like
- - Archangel and Seraph armor credit cost to 1200 and 600 (from 900 and 300) - Flying is stronk
- - Aurora armor now grants +2 damage to mind fray, countercharge, and kinetic blast (from just countercharge) - Buffed
- - Vortex armor now grants +3 damage to mind fray, countercharge, and kinetic blast (from just +2 damage to countercharge) - Buffed
- - Advanced Launcher number of grenades to 2 (from 4) - Nerfed, the 40% more damage and extra range was easily strong enough, encourages using builds that supplement ammo more
- XCOM:
- - Sniper perk Opportunist replaced with Shadowstep - Buff to mobile strike rifle sniper, removal/nerf to overwatch sniper as it was too strong with double mayhem and too focused on just late game enhmeta/ifire builds
- Aliens:
- - Mobility growth on zombies, berserkers, and chryssalids to 0 (from 1-4) - Nerf so that you don't have to stand so far away to kite them
- - Berserker HP growth to 8 (from 6) per AL upgrade - Accommodates for mobility loss
- - Chyrssalid base damage to 3 (from 5) and damage growth to 0.5 per AL upgrade (from 1) - Overall significantly less damage
- - Chryssalids gain the perk: Pursuit, mobility to 10.6 (from 12), base HP to 8 (from 9), base defense to 20 (from 0) - accommodates for fleet losing defense, slightly less hp to make them easier to take down
- - Chyrssalid leaders no longer gain awareness but gain 10 HP (from 5) - Makes them easier to hit, and was stacking too much otherwise, also didn't make sense (or feel right) that the larger leaders were more evasive
- - Sectoid Commander HP to 8 (from 12) and mobility to 8 (from 9.3) - Helps accommodate for new stronger mind control by making them easier to kill and less able to maneuver
- - Cyberdisc mobility to 8 (from 9.3) - Makes them less mobile so a little easier to deal with in the mid game
- Leader Renames:
- - Greater Hive Queen renamed to Hive Empress - For more kool factor
- - Outsider Champion renamed to Gladius - For more kool factor
- - Great Reticulan renamed to Reticuluan Commander - For more kool factor
- - Floater and Heavy Floater Squad Leaders renamed to Floater and Heavy Floater Aces - For more kool factor
- - Muton Squad Leader renamed to Muton Optio - For more kool factor
- Bug Fixes:
- - Improved the code that fixes the LW1.0 bug where unit's stay permanently mind controlled to act much quicker and not always take a turn or 2 to kick in
- - Fixed a long time bug where RTS would 'sometimes' trigger when firing a rocket - Yay, no more cluster bomb retailiations on rockets =P
- - Fixed a bug (really this time) where RTS was still not triggering correctly due to miscalculated low aim
- - Fixed a bug where suppression was only using 1 ammo after firing (instead of 2)
- - Fixed a bug where exalt elite medics couldn't get one of their perks
- - Fixed a bug where some alien leaders had too much will
- - Fixed a bug where ethereals could sometimes use insentient crush on their allies
- - Fixed a rare bug where the Genelabs would act as if no genetic modifications were avaialble to soldiers - Thanks to szmind for figuring out what was wrong and how to fix it
- - Mind Control will no longer automatically injury targets sometimes
- - Typos
-
Version 1.49.14
- LW Rebalance v1.49.14 - Unbuggered
- Bug Fixes:
- - Fixed a bug where level 1 floater leaders still had deflection shield (it should be just level 3)
- - Fixed a bug where UFO were growing 1 level too early
- - Fixed a bug where psychic storm was permanent disorientation
- - Typos
-
Version 1.49.13
- LW Rebalance v1.49.13 - Retarded Fragseye
- Strategy:
- - Starting base excavations are more standardized - Helps discourage feeling like you need to reroll
- - You are now unable to use aircraft boosters before the timer starts - Prevents a bug from occuring, QoL, thanks to szmind for help with the code
- - Alien Levels of 10 or higher are now retarded: take twice as much time/research for aliens to progress to the next level - Slows down late game AL progression
- Tactical:
- - Alien leader level chances at AL 2 are 50% of normal - Provides a slower ramp up
- Perks:
- - Fragmentation is now: explosives gain +1 penetration and have a 100% chance to critically hit (dealing 150% damage). If the target is protected by cover or hardened, the chance is 50% - Buffed as the first version was a little lack luster against both fliers and hardened targets
- - Bullseye no longer grants additional damage vs overwatch targets (only aim and crit) - The condition that a unit is on OW is actually really common with the new reveal mechanics so the damage was likely overkill, also part of the goal was balance on the tree and the HnR nerf also was a relative buff so this didn't need to be so strong
- Bug Fixes:
- - Fixed a bug where Level 1 Sectoid leaders still had low profile (it should be level 3+)
- - Fixed a bug where Heavy Floaters still had CST
- - Fixed a bug where Mortar Barrage would fail to fire
- - Fixed a bug where the Satellite uplink required engineers was incorrect
- - Hopefully fixed a bug where grapple would not act appropriately
- - Fixed a bug where psi storm would remove concussino grenade charges from units
-
Version 1.49.12
- LW Rebalance v1.49.12 - Grappling with Bugs
- Strategic:
- - The number of countries you have before the Temple Ship Assault mission no longer grants your soldiers bonus stats or repairs your equipment - It felt really odd and didn't really serve much as far as gameplay goes
- - Late game assault missions now reward the player with caches of resources - Makes them feel more rewarding
- Tactical:
- - Grapple now costs 0 AP (from 1 AP) and is single use only - Significant buff to the ability which needed to see more use anyway
- Perks:
- - Psi Inspire now grants 50 will (from 30) - Makes it more significant for protection against things like psi attack and psi storm, as well as makes it much stronger at turning on offensive psionic abilities
- - Run and Gun no longer gains a damage bonus and crit bonus to 30 (from 35) - Nerfed for balance on the assault tree, it was relatively buffed with the mobility nerfs
- - Fervor now only occurs on Brutal and Impossible difficulties - QoL
- Aliens:
- - Sectoid Commanders will far less try to hide when they are mind controlling a unit - It's not strategically smart, but the gameplay is just too "not fun" when they do this and do it effectively
- Bug Fixes:
- - Fixed a game breaking bug where generating an abduction mission was causing a CTD
- - Fixed a bug where exposed status wasn't working correctly for explosive crits
- - Included a warning to not use aircraft boosters before the engagement timer starts (it's all I've got right now)
-
Version 1.49.11
- LW Rebalance v1.49.11 - Crash Be Gone
- Bug Fixes:
- - Fixed a CTD that occured whenever an attack that would crit with low damage occured
- - Removed some code that may have been causing a CTD when shooting
- - Fixed a bug where Muton Squad Leaders had CCS and they shouldn't have
-
Version 1.49.10
- LW Rebalance v1.49.10 - Critical Changes
- Strategic:
- - The number of eng/sci required for workshop/labs increased to 20 (from 15) - makes the building more prolonged and eng/sci more valuable later game
- - The number of eng/sci required for additional workshops/labs/uplinks now doubles after each one built (from just increasing by 20 each time) - Makes eng/sci more valuable later game, makes later game more challenging
- - Increased the rate of gain of eng/sci on council requests - Somewhat accommodates for above changes
- Tactical:
- - Critical hits are now a target modifier on damage and directly affect damage dealt instead of being apart of travel damage - Makes more intuitive sense, just that vanilla code had it the other way and it was complex to turn it around
- - When barrel damage is randomized, critical hits cause any randomizing down to just yield the barrel damage instead - Similar to previous situation where critical hits would not be too low but this now makes all critical hits stronger
- Perks:
- - Fragmentation now lets all explosives 'crit' (dealing 150% damage) and grants 50 explosive crit (being exposed also grants +50 explosive crit) - Buff for balance on the trees, makes the perk a lot more predictable
- - Bring 'Em On now also works for grenades and secondary weapons - Buff and options for various grenade using classes
- - Killer Instinct increase the crit of all shots (from just primary weapon shots) and also works on explosives - Buffed and more versatile
- - Bullseye Grants +30 aim/crit/weapon damage against targets on overwatch (from +20 of each) - Significant buff
- - Leadership (from alien leaders) grants non-leaders defense and crit resist equal to the ALx2 (from just defense) - Increase in crit resistance in general, accommodates for stronger crits
- - Hit and Run no longer grants +35% weapon damage but instead grants 0.6 mobility - Slight nerf, makes the perk more about mobility than high damage, works better with SMGs
- Equipment:
- - Strike Rifle mobility to 0 (from +0.6) - Was a little too stacked, pushed the scout too strongly to use a strike rifle
- Aliens:
- - Mutons start with 16 HP (from 20) but gain 5 HP per AL upgrade (from 4) - Makes them easier early game when they can feel too oppressive
- Bug Fixes:
- - Maybe fixed a bug where acid clouds would disappear
- - Fixed a bug where injury status would sometimes not occur upon taking base HP damage
- - Fixed a bug where abduction scientist and engineer rewards would be too random and too large
- - Fixed a bug where impact wasn't increases damage or pen of precision shot
-
Version 1.49.09
- LW Rebalance v1.49.09 - Crushing Temple
- Strategic:
- - Retraining a soldier now takes 10 days + 5 days per rank of fatigue (from 10 + 3) - Makes it a little more challenging to respec soldiers to fit game stage
- - Training to become psionic has a base train time of 20 days (from 15) - Puts a little more pressure on choosing higher will soldiers and accommodating training
- - When an Alien Level changes the popup warning about it occurs immediately (instead of each day) - QoL
- Air Game:
- - Fighter HP to 600 (from 800) but growth to 100% per AL (from 50%) - Makes them more durable later (~35% more hp at AL 10)
- - Credit and alloy reward for shooting down UFOs decreased by around 50% - Makes farming alien UFOs less rewarding, and dominating the air game less of a strategic difference from campaigns where you don't, and a little less snowbally
- Tactical:
- - Abduction missions all have 1 less enemy - Makes them sligthly easier
- - All missions have a 2% chance per incursion strength above 100 to have an additional pod (not additional aliens though) - Makes IS more significant and impactful, helps accommodate for number capping of # of aliens with high IS at 8 per pod
- - Explosives (Concussive blast) no longer disable RTS - Buff to RTS, a bit of game simplification
- - Pod Leader Aliens (Cyberdiscs, Mechtoids, Sectoid Commanders, Sectopods, Ethereals) occur at half the rate of normal leaders - Prevents all such aliens from being leaders
- Perks:
- - Insentient Crush no longer scales with difficulty (it's always 40%) - Wasn't really that necessary and SHIVs are still good with the restriction
- - Mechanic no longer heals mechanical units at the end of each turn but instead heals any mechanical unit that takes damage that is within 1.5 tiles for 30% of the damage taken and the corrossion removal requires within 1.5 tiles (from 4 tiles) - The 1 HP heal at the end of the turn was borderline useless and the 4 tile distance just looked weird half the time, also should be more reasonable with OfA absorbing explosive shots
- - Neural Damping now grants 50% resistance to overpower - Buff for balance on the tree
- - Iron Skin grants 35 crit resistance (from 50) - Slight nerf for balance on the tree
- - Will to Survive grants 10% + 5% DR (from 15 + 5%) - Slight Further nerf
- - Tenacious Defense grants 20 crit resistance (from 40) - Nerf to biotanks crit resist
- - Fervor now allows movement outside of LoS as long as a single unit with Fervor still has vision - Multiple Fervors were too punishing otherwise
- Equipment:
- - Vortex armor grants +15 damage to Rift (from +10) - Buffed, helps deal with ethereal in last room and sectoid commander in first
- - Electric weapons (Stun Rifle, Arc Rifle, Arc Pistol) renamed to Arc weapons - Clarity, QoL
- - Ceramic Plating HP to 2 (from 3) - Slight nerf due to free item
- - Alloy Carbide Plating HP to 3 (from 4) - The corrosion resistance is really strong on it's own
- XCOM:
- - The volunteer now also learns Insentient Crush - Makes the temple mission more doable (especially first room), encourages volunteer use
- - SHIV base aim to 65 (from 55) - Buff to offensive power of all SHIVs
- Aliens:
- - Muton Elite Level 3 Leaders no longer exist (they are level 1/5/9 like others now) - Consistency
- - Renamed Sectoid Commander leaders to more fitting names - QoL
- - Ethereals gain 4 HP and Ethereal leaders lose 4 HP - Shifts more durability to the regular ethereals
- - Sectoid Low Profile and the 5HP moved from Level 1 leaders to level 3 leaders - makes early leaders more reasonable
- - Floater Deflection Shield and the 2 dmg, and the 5HP moved from Level 1 leaders to level 3 leaders - makes early leaders more reasonable
- - Muton Close Combat Specialist and the 5HP moved from Level 1 leaders to level 3 leaders - makes early leaders more reasonable
- - Heavy Floater Critical System Target is removed from all heavy floaters to only level 5 leaders - Makes groups of heavy floaters are lot more reasonable to tank with SHIV/MECs
- Bug Fixes:
- - Fixed a bug where players who did not download the charskin optional file would experience weird colors of some units - Thanks szmind! =D
- - Fixed a bug where aliens were sometimes being triggered as having seen XCOM when they shouldn't
- - Fixed a bug where clearing inventory on a soldier with 3 slots could sometimes still give them 3 slots with default armors even with tac rigging not researched
- - Fixed a bug where alloy rewards from shooting down UFOs was not being properly randomized
- - Fixed a bug where on reveal, some sectopods would be levitating
- - Fixed a bug where Muton grenades were supposed to do lower damage (due to having Mayhem) but were accidentally doing full damage
- - Typos
-
Version 1.49.08
- LW Rebalance v1.49.08 - Psychic Drizzle
- Perks:
- - Range on Psychic Storm use reduced significantly - Makes it feel a lot less oppressive
- Bug Fixes:
- - Fixed a bug where large missions (e.g. Alien Base Assaults) could overload the game engine and cause CTDs
- - Typos
-
Version 1.49.07
- LW Rebalance v1.49.07 - Leader Shenanigans
- Strategic:
- - Chance for an alien leader changed to [2/3/4/5 * (AL + 10)] instead of [5/10/15/20 x Alien Level] - Makes it not such a quick spike in difficulty
- - Alien leader level now randomized twice - Makes lower leader levels weighted to be more common
- - Terror missions increase leader level by +2 (from +1) - Accommodates for new weighted leader level formula
- Tactical:
- - Killing an alien leader provides 40xp (from 70xp) - Accommodates for increased frequency of leaders from previous patch
- Perks:
- - Will to Survive grants 15% DR + 5% DR per alien in sight (from 20% + 5%) - The ability to make all cover act as full cover is a huge increase in tanking that was probably a little overdone (e.g. from partial to heavy is the equivalent of an extra 30% DR)
- Alien Tweaks:
- - Sectoid Level 3 lose VPT and gain +3 damage
- - Sectoid Level 9 lose Adv Perception and gains repulsor
- - Floater level 1 loses impact
- - Floater level 6 loses holo rounds and executioner and gains +2 damage and +10 aim
- - Floater Level 9 lose Adv Perception and gains repulsor
- - Thinman level 6 loses aggression, advanced perception, and sharpshooter and gains +2 damage and +10 aim
- - Thinman level 9 loses VPT and impact, and gains +3 damage
- - Muton level 3 loses executioner and gains 5 aim
- - Muton level 6 loses tandem warheads, aggression, and VPT and gains +6 damage
- - Muton level 9 gains Repulsor
- - Cyberdisc level 9 loses tandem warheads
- - Heavy Floater level 1 lose holo rounds and advanced perception but gain +2 damage and +5 HP
- - Heavy Floater level 5 lose executioner but gain +5 aim
- - Heavy Floater level 9 lose tandem warheads and mayhem
- - Muton Elite level 3 lose aggression, executioner, VPT, and bring em on but gain +6 damage and +10 aim
- - Muton Elite level 5 leaders gain neural dampening
- - Muton Elite level 8 leaders no longer exist
- - Muton Elite level 9 leaders gain iron skin
- - Sectoid Commanders lose Snapshot and Shadowstep - They were strong enough without it, buff to mid game OW builds
- - Sectopod level 1 gain kinetic Dampening
- - Mechtoid level 1 gain kinetic dampening and +5 HP and +2 damage
- - Seeker level 1 gain +4 damage
- - Seeker level 3 gain +6 HP
- - Seeker level 6 gain +5 HP and +2 damage
- Bug Fixes:
- - Fixed a bug where tracker was revealing sneaking aliens at a larger range than intended
- - Fixed a bug where SHIVs only had 3 equipment slots (They should have 4)
- - Fixed a bug where the visual indicator was sometimes off on aliens (thanks szmind)
-
Version 1.49.06
- LW Rebalance v1.49.06 - BALE (Boosters Armors Leaders Exalt)
- Strategic:
- - Sandhurst reduces mission fatigue and missions required to unlock Officer Training School projects both by 30% (from 25%) - Buffed
- - Aim Boosters and Dodge Boosters now also increase interception engagement time by 30% - Buffed
- - Firestorm HP to 3500 (from 6000) - They were way too tanky, especially with T4 armor
- - Destroyer (UFO) HP to 1200/1500 (from 1500/2000) - Nerf in overall destroyer HP making them a little easier to deal with
- Tactical:
- - Alien leader occurance occurs at the following rate: 5/10/15/20% per alien level (from 20/25/30/35 + 2x the Alien Level) - Makes all pods likely to have leaders late on
- - Alien leader level is determined by 1 + Rand(AL/2 + Bonuses) instead of 1 + Rand(AL / 2) + Bonuses - Makes lower level leaders more prevalent, accommodates for increased leaders
- - Fixed a bug where zombie skin colors were too strongly bias towards one specific color, it's more random now - QoL
- - Soldiers on the first mission will equip tac vests if they are slower - Increases the mobility on the first mission where players can't choose their loadouts
- - Suppressive Fire damage to 1 + 25% (from 35%) - Makes it stronger early game, but weaker later game
- - All exalt missions have slightly less numbers of exalt - Tones it down to make up for stronger perks
- - Combat Readiness reduces the damage of area explosives by 30% (from 50%) - Was too effective at nullifying explosives
- - Units will have a little * beside their DR for each amount of pen resist that they have - QoL
- Perks:
- - One For All now grants 40% DR (from 30%) and creates a barrier that prevents enemy explosive shots that hit this unit from damaging nearby units - Boost in effectiveness -- as it takes a turn and explosives shots make it harder to use cover so it was falling off in effectiveness
- - Kinetic Dampening grants 1 penetration resistance (from 0) and 5% DR per tile further than 10 (from 4%) - Buffed
- - Hunter back to 50% base damage (from 70%) - With crit and 200% damage it was a little too strong, I think people told me this but I had some poor tests
- - Tracker now reveals hidden units within 4 tiles (from 6) - Makes it a little less effective, relative buff to seekers
- Equipment:
- - Phalanx, Aurora, and Vortex armor now grants 3 item slots (from 2) but does not upgrade with tactical rigging - Makes the armor choices more unique, buff to early psionic armors, gives early game supports more options for small items
- - Phalanx armor HP to 5 (from 6), DR to 10 (from 15), and costs 25 alloys (from 10) - Accommodates for extra slot
- - Aurora armor HP to 6 (from 7) and mobility to 0.6 (from 1.3) - Accommodates for extra slot and kinetic dampening buff
- - Vortex armor meld cost to 350 (from 200) and elerium cost to 120 (from 40) - Makes it harder to produce in multiples due to kinetic dampening buff
- - Tac Armor mobility to 0 (from -0.6) - Buff to early game xcom
- - Tac Vest HP to 4 (from 3) - Buff to early game xcom
- - Carapace armor grants 10 HP (from 9) - Slight buff for balance with other armors
- - Kestrel armor grants 8 HP (from 7) - Slight buff for balance with other armors
- - Arc Rifle bonus aim vs mechanical units to 35 (from 50) - Was still quite strong and was pushing too many other options out of viability due to it's strength
- - Ghost Armor HP to 12 (from 9) - Buffed, the lack of slot is quite restrictive
- XCOM:
- - Goliath repair servos swapped with Kinetic Dampening - More fitting with the kinetic dampening buff, overall buff to Goliath
- Aliens:
- - All Exalt units have Lock N' Load (from just operatives) - Makes the relays less overall effective and those missions less about hitting the relays
- - Cyberdiscs gain 2 damage per AL (from 3) and base damage to 9 (from 10) - Slight decrease in their strength
- - Heavy Floaters lose aggression - Helps tone down their damage so they are a little less oppressive
- Bug Fixes:
- - Fixed a bug where invulnerability would drop too soon on Champions
- - Maybe fixed a bug where acid visuals would disappear sometimes
- - Fixed a bug where partial cover was only granting 25% DR (should be 30%)
- - Fixed a bug where abductions were giving less scientists and engineers than intended
- - Fixed a bug where Reactive Targeting Sensors sometimes wouldn't fire when it should if the Goliath's aim was low
-
Version 1.49.05
- LW Rebalance v1.49.05 - Fly Swatta
- Bug Fixes:
- - Fixed a bug where pod sizes and aliens numbers on missions were messed up
- - Fixed a bug where scout concealment use was crashing the game
-
Version 1.49.04
- LW Rebalance v1.49.04 - Snail Mode
- Colored Aliens:
- - Updated szmind's colored alien skins (which now includes zombies and exalt) - Thanks so much to szmind for the amazing work on this code and to Admiral Billy for the default colors
- Strategic:
- - Interceptor/Firestorm speed lowered to 20/30 (from 25/35) - Decreases interception time slightly making aggressive stances a little more beneficial, increases the importance interception time foundy projects
- - Increased abduction rewards, especially on higher abduction densities - Makes it feel more fair and reasonable to do harder abductions
- Foundry Balance:
- - UFO Tracking now increases interception times by 20% - Buffed
- - Aircraft Booster Foundry project weapon fragment cost to 10 (from 150) - Makes it a lot more reasonable to get boosters online
- - Cooling Coils alloy cost to 320 (from 490) - Makes it a more affordable
- - Armored Fights credit cost to 250 (from 550) - Same as above
- - Shaped Armor credit cost to 20 (from 200) - Same as above
- - Improved Medikit cost to 350 (from 200) - It's quite effective
- - Condensed Plasma fragment cost to 160 (from 80) - Same as above
- - Elerium Afterburners requires 26 UFO Power Sources (from 4) - Same as above, slows down the time when it comes online
- - UFO Countermeasures requires 12 UFO Computers (from 4) - Slows down the time when it comes online
- - Improved Avionics alloy cost to 300 (from 160) - Same as above, makes it more challening on alloys when you need alloys most
- - Heavy Shells alloy cost to 480 (from 220) - It's really strong and is better balanced as a late game alloy sink
- - Jellied Elerium fragment cost to 160 (from 70) - Makes it harder to acquire early as a rush on this can be a little abusive strong
- Tactical:
- - Sometimes the base game causes units to get 'stuck' in locations that are not able for the AI to use, I added new code that checks for single enemy units that might be stuck for multiple turns and pulls them out of such bad locations - QoL
- - Tweaked the AI to use globals a little less often, especially when a lot of them are active - QoL
- - Combat Readiness now reduces the damage of any area explosive attack by 50% - Buff to the effectiveness of CR vs area explosives -- helps tone down alpha striking
- - F1 info will now display base HP - QoL
- - F1 info will now alter the damage of a unit if it has been reduced (e.g. melee damage being reduced by red fog) - QoL
- - Alien pods will not overwatch on the first turn of a mission - QoL
- - Danger Zone now shows # of targets for regulary suppression as well as mayhem suppression - QoL
- Perks:
- - Run and Gun damage and crit to 35 (from 50) - was a little too strong at 50 outshining other assault builds
- - Psi Blast renamed to Kinetic Blast - makes more sense and is more descriptive
- - Muscle Fiber Density no longer grants +0.6 mobility - Toned back in strength as it's quite strong just as is
- - Adaptive Bone Marrow grants 35% reduce injury time (from 50%) - Balance on the tree
- - Opportunist grants +15 aim (from +10 aim) - Slight increase in strength of biologic overwatch
- - Disabling Shot aim malus to -40 (from -20) - It's quite strong at removing a threat for at turn (or more), balance on the tree
- - Grenadier no longer grants +1 damage to grenades - It's strong enough without the extra damage
- - Collateral Damage to 15% weapon damage per ammo (from 20%) - It was making the Shogun a little too strong
- - Bullseye grants +20% weapon damage against targets on overwatch as well - Helps it stay more relevant late game
- Equipment:
- - Arc Rifle ammo to 1 (from 2) - Makes it harder to use on multishot classes, makes elerium batteries foundry project more impactful
- - All boosters (for aircraft) have their credit cost cut by 80% - Makes it more just about the corpses
- - All XCOM armors and MEC Suits lose 0.6 mobility (except for the Tac Vest) - Nerf in overall mobility
- - All SHIVS lose 0.6 mobility - Nerf in overall mobility
- - Breaching Ammo mobility to -0.6 (from 0) - Slight nerf
- - Prediction Computer grants +10 aim (from +20) - Tone back on late game overwatch strength
- - Psi Conduit grants 25% chance for free action to cost 0 AP (from 30%) - It's strong, slight nerf
- - Alien Grenade damage is 8 (from 7) - Slight boost
- - Proximity Sensor no longer grants 5 def - Makes it useful on tanks too
- Aliens:
- - Cyberdiscs will no longer close after shooting if they took damage while shooting - QoL, makes sense
- - The following aliens lose 0.6 mobility: Floaters, Heavy Floaters, Thinmen, Mutons, Drones - Helps accommodate for xcom mobility loss
- - Berserkers gain 1.3 mobility - Helps them be more of a threat and cause more damage before they die
- - Outsider mobility to 6 (from 6.6), damage to 4 (from 6), and HP to 10 (from 12) - Further nerfed to encourage earlier engagement
- Bug Fixes:
- - Fixed a bug where high incursion strengths were sometimes not increasing alien count
- - Fixed a bug where Mateo Garcia started at PFC (he should start at SPEC)
- - Fixed a bug where all pulse weapons accidentally had +0.6 mobility
- - Fixed a slight discrepency where Ram would sometimes say it would trigger but wouldn't actually trigger
- - Typos
-
Version 1.49.03
- LW Rebalance v1.49.03 - Terror No More
- Strategic:
- - Added szmind's new code that shows more small equipment slots on each character in the mission loadout screen - QoL, thanks szmind! =D
- - Terror missions have one less pod - Makes them more manageable
- - We have ways reduces autopsy and interrogation times by 95% (from 85%) - Vahlen is quite effective
- - Second wave option "Super Soldiers" now allows genetically modified and psionic soldiers also be officers - Thanks to pathologic for helping with the code
- - Newfoundland should now occur, on average, occur 1.5 months later than previously - It's a really difficult mission and lids are easier to deal with later in the game
- - Deus Ex reduces the costs and time of gene mods by 50% - Buffed, allows players to take more advantage of the extra chance for double mods
- - Starting country panic is now capped at 35 panic in your home continent - Should strongly discourage aliens from attacking there
- - Jai Jawan now increases aircraft fire rate by 35% (from 25%) - Significant buff
- - Jai Vidwan now starts with 300 weapon fragments (from 150) - Significant buff
- - Cadre gives xp equal to the number of months passed (instead of 1 + number of months passed) - Minor nerf
- - Kiryu-Kai Commander gives xp equal to twice the number of months that passed (from 3 + number of months passed) - Significant Buff
- - Advanced Preparation grants 4 soldiers (from 3) - Slight buff
- - Ancient Artifacts starts with 300 meld (from 200) - Significant buff
- - Born to Fly also grants +40 crit - Significant buff
- - Research Focus starts with 100 elerium (from 200) and 10 scientists (from 20) - Toned back a little as the econ is strong as well
- - Ring of Fire rebuffed to 250 per thermogenerator - Despite the potential being huge late game, the pain early game to bring it on is really debilitating and people aren't doing well with the start so I think the original nerf may have been unwarranted
- Tactical:
- - Covert Op missions (extraction and data recovery) require the towers to be deactivated before calling in big sky - Tactical Retreat could make them a little too easy
- - Prepared will no longer have a unit enter overwatch on easy or classic, and will have up to 2 units enter overwatch on impossible - Tweak to accommodate for difficulties, also further balance the difference in difficulty between single and multiple pod activations (due to prepared being so much weaker)
- Perks:
- - Absorption Fields grants 30% DR (from 25%) - Slight buff
- - Perseverance grants 25% reduction of fatigue and injury time on MECs (from 50%) - Decreases the effeect so that getting the perk doesn't push them so much into getting chopped
- - Sapper gratns a 20% range increase (from 30%) - Nerfed as with the +1 damage it's quite strong
- - Advanced Perception grants 30% graze (from 25%) - Slight buff
- - Bullseye grants 20 aim AND crit against targets on OW (from just 20 aim) - Slight buff
- - Snapshot no longer grants an additional chance for OW to trigger - The 20% chance for 0 AP actions and avoiding overwatch is strong enough, was a little overkill on infantry due to enh meta/ inner fire
- - Savior now grants +35% weapon damage to targets affected by red fog (from +20 aim) - Tweak to be more effective against targets where they already have high aim
- Equipment:
- - HE Grenade radius to 2 (from 2.5) - it didn't need the extra range as it's quite a good grenade
- - Flak ammo no longer works on reaction shots - wasn't intended and had other unintended consequences
- - MEC1 has 1 small equipment slot (from 2) - slight nerf as it's quite good now
- - Strike Rifles grant +10 aim to reaction shots (from +20 aim) - Slight tone back for balance vs sniper rifle and decrease in scout OW strength
- - Sawed-off shotgun crit to 0 (from 40) - It was too competitive vs other options making building many other side arms not a reasonable option
- - Psi Defender grants 1 pen resistance (from 2) - It was too strong at negating pen on low damage units
- - Aurora/Vortex armor grants +20 will (from 5/10) - Buffed
- XCOM:
- - Engineer base aim to 10 (from 5) - Slight buff to the shooter engineer
- - Infantry has Snapshot and Impact swapped - Provides earlier access to reaction shot avoidance while making the GSGT pick more balanced
- Aliens:
- - Outsider aim to 55 (from 65) and base HP to 12 (from 14) - Makes attacking them earlier a little more reasonable
- - Sectopod and Ethereal level ups occur 1 level later - Fix for moving their initial appearance later
- - Sectopods base damage to 16 (from 12) and aim to 100 (from 90) - Accommodates for later levels and missing a level now, focuses a little more on damage
- - Cyberdisc base damage to 10 (from 12) - Slight nerf to make them a little less lethal
- - Mecthoid base damage to 10 (from 8) - Slight buff to make them more lethal
- Bug Fixes:
- - Fixed a really annoying bug where the combat drugs graphic would not dissipate when the effect did
- - Fixed a bug where coloring a dead alien leader would sometimes cause it to stand up and look... not dead (though the dead units will lose their color which kinda sucks) =P
- - Fixed a bug where sometimes not all blueshirts would get upgraded perks during the base defense
- - Fixed a bug where retiring a soldier would not add any missions to the retired staff in the OTS
- - Fixed a bug where blueshirts would sometimes enter with the injured debuff (despite not being injured)
- - Fixed a bug where overwatch would sometimes last on units that moved
- - Maybe fixed a bug where xcom should sometimes give a vocal warning about incoming reinforcements on exalt covert op extraction missions
- - Maybe fixed a rare bug where SHIVs could be lost when perform an evacuation or tactical retreat with less than 2 AP
- - Typos/formatting
-
Version 1.49.02
- LW Rebalance v1.49.02 - Moar Rainbow!
- Strategic:
- - Ring of Fire credit bonus per thermo to 200 (from 210) - Slight further nerf to bring it more inline with other top economic producers
- - Public Heroes grants 2x rewards (from 3x) and an extra soldier to take on the skyranger for all abduction missions - Buffed
- - Global Networking gives 5% additional funding (from 7%) and also grants an additional soldier on exalt covert operative extraction and data recovery missions - Buffed
- Tactical:
- - Aliens leaders all have their own specific colors - thanks to admiral billy for creating the list (and again szmind for the amazing code and files that allow us to do this)
- Equipment:
- - Arc Rifle damage and pen to 8 (from 9) - Was a little overdone at 9, especially with the 50 aim
- Bug Fixes:
- - Fixed a bug where suppressing an enemy would sometimes stop other reaction shots from affecting them
- - Fixed a bug where invulnerable wouldn't always clear correctly from champions
- - Fixed a bug where Sapper was only granting grenades +1 damage (instead of all explosives)
- - Fixed a bug where mines were not getting boosted by grenadier or sapper
-
Version 1.49.01
- LW Rebalance v1.49.01 - Bugs and Temple
- Downloads:
- - Separated the characters skins from the main LWR download so that players don't have to download them for each update - QoL
- Strategic:
- - Temple Ship soldiers allowed are 8/9/10/11 (based on difficulty) - Makes easier difficulties have an easier time with the mission
Tactical:
- Tactical Retreats do not work on DLC missions and only on bomb missions after the bomb is defused - Helps prevent bugs and makes it feel better - Bug Fixes:
- - Fixed an "AP Shred" system message from popping up
- - Fixed a bug where suppressive fire could stagger (only standard shots should)
- - Fixed a bug where the skin for sectoid commanders was incorrect (thanks szmind and admiral billy)
- - Fixed a bug whre Brawler was still granting graze
- - Fixed a bug where combat readiness was not showing up for aliens
- - Fixed a bug where the engine could get overloaded at the start of a turn and cause a CTD
- - Typos
-
Version 1.49.00
- LW Rebalance v1.49.00 - Taste the Rainbow
- New Looking Aliens:
- - Aliens leaders are now differently colored (e.g. Thinmen leader wear white suits) - Thanks to szmind for his many many hours to finally get this working! =D
- Start Country Balances:
- - Uralvagonzavod grants SHIVs +15 base DR (from +10) - Slight buff
- - Ring of Fire thermogenerators produce 210 credits and their location is standardized to the bottom of the 2nd and 5th columns of the base - Slight nerf, stops rerolling
- - Roscosmos reduces satellite costs by 50% (from 70%) - Balance in start picks
- - Advanced Conversion starts with 200 meld and acts as if soldiers have +5 HP (from +3) - Large Buff
- - Ancient Artificats starts with 200 meld (from 100) - Buffed
- - Baumeister starts with 3 thermo generators (from fussion) and facility upkeep maintenance are reduced by 35% - Significant buff
- - Per Ardua Ad Astra grants soldiers acquired later in the campaign gain double the bonus attributes for each month passed - Buffed
- - Sandhurst also allows for a 9th unit to join Base Assaults (alien base, exalt base, temple) - Buffed
- - Special Air Service grants 10 aim (from 8) - Buffed
- - Deus Ex starts with 0 meld (from 100) and no longer reduces gene mod time and cost (from a 90% reduction) but acquiring any gene mod has a 50% chance to grant the opposing gene mod as well (can be repeated until all are aquired) - Buffed, more true to Deux Ex Machina
- - Wealthy Benefactor starts with 1800 credits (from 1600) - Buffed
- - For the Sake of Glory reduces injury/fatigue by 25% (from 20%) - Buffed
- - Special Warfare School no longer grants bonus xp but instead starts with all 3 foundry pistol projects and tactical rigging unlocked - Buffed and unique start with a fun niche
- - Public Heroes grants 3x abduction rewards (from 2.5x) - Buffed
- - Militarization grants a 66% reduction in soldiers costs and recruitment time (from 50%) - Buffed
- - Advanced Preparation has the laboratory on the right instead of the left to not interfer with the steam vent - QoL
- - Legacy of Uxmal decreases alien level (instead of just alien research) by 5% - This is the way it always worked, just clarification
- Strategic:
- - Temple Ship Assault only has 8 soldiers sent to it (from 12) - Prevents the lack of cover and the necessity of MECs, allows the toning down of the strength of the enemies and invulnerable
- - XTP III grants 20 xp per day (from 40) - Tone down in late game automatic experience gains (as you can get a lot from missions at that time)
- - Elite Aliens and Gentle Aliens Second wave options affects overall alien level instead of just alien research - This is the way it always worked, just clarification
- - Difficulties modify overall alien level increase speed (instead of alien research speed) - This is the way it always worked, just clarification
- - Terror missions will not display more information post-mission after a successful missions - QoL
- Tactical:
- - You can now call a tactical retreat by pressing Z, which will call big sky to make a flyby in 1-3 turns near the active unit. This can only be done outdoors. The mission automatically ends at that time and anyone not in the flyby zone will be MIA. - QoL
- - Prepared is now half the strength it was previously and is called combat readiness (as that's what it is now) and the only thing 'prepared' is is the activation - Makes it a lot less oppressive and impactful, makes alpha strike and breaking vision with enemies much more reasonable to do
- - The chance for aliens out of line of sight gaining combat readiness (old prepared) is now reduced by 10% for each active alien above 5 - Makes large easier to deal with
- - Prepared pods will now have a single unit enter overwatch - makes alpha strike slighty harder, and immediate retreat slightly harder, buff to single activations
- - Pod sizes are, in general, larger - Makes it harder to alpha strike pods, makes single pod activations less of a push over
- - Shred popups will include the initial 20% shred damage to make it more obvious to players how much more shred an enemy unit actually has - QoL
- - Stagger is now based off of damage taken (from damage dealt) - Makes it harder to activate against units with higher damage resistance
- - Suppressive Fire Damage is now 35% of regular shot damage (from 30%) - Slight buff
- - Pen resistance is now flat (instead of %) - Makes calculations a lot more elegant and obvious
- - Fixed up many spelling mistakes and made the tutorial generally more clear and comprehensive - QoL
- - Triggering suppressive fire by acting no longer triggers a shot animation, just the unit takes the damage - Fixes a long time suppression bug
- Perks:
- - Invulnerable now lasts until the end of the unit's first turn - It felt too unfair/unfun to have it completely uninteractable and be forced to engage with it, now you just have to give it a turn to position (or act) before engaging to help accommodate for poor drop-in locations
- - Psi Inspire is now upgraded by distortion to also heal units for 35% of their lost HP ignoring all heal fatigue but damaging the caster by 1 HP - Gives a source of healing from the volunteer and on the long temple mission, significant buff to help deal with harder temple mission
- - Onslaught and Close Encounters grant 3.3 mobility after use (from 4) - Minimal change in actual gameplay, makes their use more obvious to players
- - Onslaught now also grants Ram but no longer increases KSM damage - Feels great, too perfect for Marauders not to have, buff to marauders and helps them work early game
- - Double Tap grants +30 aim at consecutive shots vs the same target - Buffed for engineers, gunners, goliaths, and snipers
- - Hunter grants +70% weapon damage (from +50%) - Buff to Jaegers
- - Collateral Damage grants 20% weapon damage per ammo (from 25%) - Slight tone back on CD strength as it can be very strong
- - Dense Smoke / Psi Defender grant 1/2 pen resistance (from 25/50%) - Change to new flat pen resistance system
- - Grenadier grants +1 damage to grenades and mines - Helps grenadiers be a more relevant class, especially early game
- - Mayhem grants 65% damage to explosives, sniper and strike rifles (from 70%) - Slight nerf
- - Brawler no longer grants graze against melee units but does full damage on augmented units when counterattacking - Nerfed
- - Sapper also grants explosives +1 damage - Buffed
- - Will to Survive starts with 20% DR (from 25%) - Slight nerf
- - Impact no longer clears Reactive Targeting Sensors (RTS) - Nerfed RTS too much
- - Insentient crush now scales with difficulty: 40/30/20/10% of max HP - QoL
- Equipment:
- - The KSM deals 24 damage (from 16) and 12 pen (from 8) - Accommodates for marauders losing bonus KSM damage, works stronger with melee slayer, and grants extra pen
- - MEC1s now also gain damage control (along with body shield) and 30 defense (from 20) - Helps them both tank and avoid shots to survive when they need it the most
- - Basic SHIV and Hover SHIV base DR to 50 (from 40) - Buffed, makes them better at surviving the early/late game
- - All SHIVs get 30 crit resist (from 15/20/15) and 25 defense (from 20) - Buffed, increased survivability
- - Arc Rifle grants +50 aim, but only vs mechanicals (from +20 aim to all) and deals 9 dmg and 9 pen vs mecs (from 8 and 8) - Buff overall but especially at countering flying mechanical units
- - laser Pistol crit to 45 (from 30) and pulse pistol crit to 70 (from 45) - Buffed
- - Regenerative plating mobility to 0 (from -0.6) and base DR to 20 (from 25) - Slight buff
- - Alien trophy grants 30% xp boost (from 20%) - Significant boost
- XCOM:
- - Disabling shot swapped with Impact on the sniper - Impact was too strong for CPL level, brings disabling shot earlier
- Aliens:
- - Cyberdiscs lose sharpshooter - Helps their targeting be a little less random and make it a little easier for backline supports to survive
- - Sectoid Commanders now gain snapshot and shadowstep - Makes them immune to reaction fire, buff to sectoid commanders, slight reduction in strength of mid game overwatch
- - Floater Leaders have Critical System Targeting moved from level 1 leaders to level 6 leaders - Buff for early game mechanical units and their tankability
- Bug Fixes:
- - Fixed a bug where seekers had holo and impact still
- - Fixed a bug where Ram suggested it could work at different height elevations when it can't
- - Fixed a bug where Close Combat Specialist was not increasing stagger chances
- - Fixed a bug where holo rounds would not be correctly applied when hitting multiple targets (e.g. danger zone suppression)
- - Fixed a bug where some muton drop-ins had no perks
- - Fixed a bug where master mechanic was showing the incorrect amount it would heal in the preview window
- - Fixed a bug where on impossible enemies could get combat readiness (old prepared) with 1 way vision which felt unfair
- - Fixed a bug where blue shirts with bonus HP would start somewhat injured
- - Fixed a bug where blue shirts would sometimes not receive a death perk (they all should get one)
- - Fixed a bug where mechanic would not remove corrosion on some mechanical units sometimes
- - Fixed a bug where onslaught was still messing with marauder mobility
- - Fixed a bug where flak could fire through walls
- - Fixed a bug where precision shot was not granting +20 aim
- - Typos and clarifications
-
Version 1.48.04
- LW Rebalance v1.48.04 - Blueshirt Justice
- Strategic:
- - Injured soldiers now longer require a salary - Makes them feel less bad
- - You can now retired wounded soldiers (but they only add half of their missions to the OTS mission pool) - QoL
- Tactical:
- - The chance for aliens leaders 20/25/30/35 (easy/classic/brutal/impossible) + 2x the Alien Level (from 20/25/30/35 (easy/classic/brutal/impossible) + 1x the Alien Level) - Makes later game a little more challenging
- - Maybe fixed some instances where invulnerable units would waste their invulnerability by going on OW - Better AI
- - All Blueshirt soldiers now start with a random death perk and improved stats - Justice for blue shirts
- - Lids and Zerkers will attack a little more consistently - They would act a little too unpredictably
- Perks:
- - Dense smoke grants 25% pen resistance (instead of 1) - works basically the same except for really high pen values, keeps pen resistance consistant as a % reduction, stacks more intuitively with psi defender
- - Will to survive makes partial cover grants the DR of full cover, starts at 25% DR (from 20% DR), and grants -10 defense (from half cover defense) - Significant buff to flexilibity of positioning of biotanks and buff to enemy mutons who are in cover. Also, changes taunting to be less effective in heavy cover in exchange for significantly higher overall defense so that it's not so weak early game (which isn't so bad as lower cover is still an effective taunt and now has high DR)
- - Mind Fray damage is halved if the target is already affected by mind fray - Makes consecutive mind frays a lot more forgiving
- - Savior grants +4 HP for medikits used on self (from +3) - Further buff for medic tanks
- - Repair heals 6 HP (from 5) - Buff to the overall effect of healing due to healing fatigue being quite strong
- - Psi Blast description now includes the fact that it destroys corpses - new 'feature' =P
- - Psi Lance now jumps to targets within 6 tiles - Makes it more effective
- Equipment:
- - Medikits heal 5 HP (from 4) - Buff to the overall effect of healing due to healing fatigue being quite strong
- - Pulse weaponry costs 50% more elerium - Makes the alloy vs elerium compromise between gauss and pulse more impactful, slight nerf to pulse
- - Laser and Pulse weapon mobility to 0 (from +0.6) but crit to 25 (from 10) - Focuses more on damage output than mobility as mobility is slightly warping when balancing weapon tiers (and gauss already modifies specific weapon mobilities), plus gives a more reasonable niche for crit builds
- Aliens:
- - Outsider aim to 65 (from 55) - Slight buff
- - Seekers lose holo rounds and impact but gain light 'em up - Tweak in gameplay to help distinguish them from other flying mechanical units, reduction in overall penetration and holo out there to act as a slight relative buff to XCOM tanks
- - Sectoid Commander hp to 12 (from 8) - Increase in resiliency, increase in mid game difficulty
- - Cyberdisc leaders lose holo rounds but all cyberdiscs gain sharpshooter - Tone back on holo throughout enemies, increase in focus of cyberdiscs on non-mechanical
- Bug Fixes:
- - Fixed a bug where holo was applying penetration on units that were not already holo'd
- - Fixed a bug where high DR values were being truncated incorrectly
- - Maybe fixed a bug where the AI would skip some turns half way through
- - Maybe fixed a bug where pods would spawn too commonly homogenously with their leader (probably not tbh)
- - Fixed a bug where jumps of psi lance were doing 1 more damage than they were supposed to
-
Version 1.48.03
- LW Rebalance v1.48.03 - Terro Wasp and Fly Trap
- Bug Fixes:
- - Fixed a bug where Ram would not trigger sometimes
- - Fixed a bug where Will to Survive would grant 99% DR
-
Version 1.48.02
- LW Rebalance v1.48.02 - SHIV Seppuku Helpline
- Strategic:
- - Tweaked abduction difficulty so it is much more likely to get light and moderate abductions into the late game
- - Alien Research speed changed to 0.8/0.9/1.0/1.1 (from 0.85/0.9/0.95/1.0) - Slight increase in difficulty to accommodate for stronger officers
- Tactical:
- - The RAM indicator now includes estimated damage dealt - QoL
- - Added an indicator to how many targets will be included in danger zone suppression attacks - QoL
- Perks:
- - Mechanic again grants +1 pen to all weapons and equipments - Helps make the engineer not so much of ONLY a mechanical heal bot
- - Ram deals 30% less damage - Was a little too strong
- - Mechanic now automatically removes corrosion and passively heals 1 base HP for a single mechanical unit within 4 tiles at the end of each turn (capped at 1 heal after any damage instance) - Buffed support aspect, gives early access to corrosion removal, doesn't work on taking damage like old version
- - Will to survive grants %DR equal to 20% plus 5% per enemy in sight (from 40%) - Makes it weaker against smaller alien numbers (1-3) and much stronger against large numbers
- - Cover Tenacity grants 4% DR per active enemy (from 2%) - Large buff to 'active enemy based officer perks'
- - Cover Tactics grants 2 defense per active enemy (from 1) - Large buff to 'active enemy based officer perks'
- - Commanding Officer triggers at double the rate - Large buff to 'active enemy based officer perks'
- - Camaraderie increases the commanding officer trigger by 50% (from double) - Accommodates higher rate
- Aliens:
- - Heavy Floater crit to 50 (from 30) - Buffed to give an enemy where crit resist is always important, general increase in heavy floater damage
- Bug Fixes:
- - Fixed a bug where the SHIV would sometimes move off into the middle of nowhere and commit seppuku
- - Fixed a bug where the indicator for Ram would activate on friendly units
- - Fixed a bug where Commanding Officer triggers wouldn't occur as often as they should
- - Fixed a bug where starting a game could cause a CTD due to improper steam vent placement
- - Typos
-
Version 1.48.01
- LW Rebalance v1.48.01 - Raid Max Double Control Liquid Child Resistant
- Bug Fixes:
- - Battle Computer had the wrong stats listed
- - Fixed a bug where Marauders had the wrong perks at LCPL
- - Fixed a bug where multiple abilities had more penetration that intended
-
Version 1.48.00
- LW Rebalance v1.48.00 - Psiberdisc Onslaught
- Strategic:
- - Fission Generators grant 4 power (from 6) - Encourages building thermal/elerium
- - Power adjacency bonus to 2 (from 3) - Encourages building thermal/elerium
- - Thermal Generators grant 20 power (from 30) - Nerfed so it's not so polarizing and necessary to rush to
- - The Thermal spot in each base is always middle of the left side - Reduced RNG
- - Easy/Classic/Brutal starts with 15/10/5 more power - Accommodates for reduced effectiveness of power generation
- - Mechanized Defenses (Foundry Project) requires 2 cyberdisc wrecks (from Mechtoid Cores) - Bring on alloy carbide plating slightly earlier for early MECs and SHIVs
- - Elerium Batteries (Foundry Project) alloy cost to 30 (from 90) - Makes it more reasonable to acquire
- - Aircraft Boosters (Foundry Project) credit cost to 50 (from 350) - Massive reduction in price to make the weaker boosters a little more reasonable to acquire
- - UFO Tracking (Foundry Project) credit cost to 40 (from 280) and alloy cost to 10 (from 60) - Massive reduction in price to make such a borderline useless project somewhat viable
- - Elerium Afterburners (Foundry Project) elerium cost to 130 (from 60) - Makes it a little harder to acquire and puts pressure on the elerium crunch
- Tactical:
- - Added code that looks for fake flanking units (I think caused from some interaction with tracktwo's invisible sightlines code and some LWR code) and actively removes them - QoL, helps prevent bugs and wonky AI
- - The sightline indicator will now indicate whether or not a Ram will be successful - QoL
- Perks:
- - Bring 'Em On grants a 5% chance for any attack to graze for each enemy in sight but deals 1 less damage - Makes the perk not just about damage, but about resilience too. Helps shooters survive. Buffed.
- - Invulnerability now prevents acquiring the target on overwatch - Helps make champion units that spawn in the open not be destroyed so easily
- - Distortion reduces damage to 30% (from 35%) - Slight buff to Sectoid Commanders and Ethereals (helps accommodate for all weapons dealing 1 damage)
- - Repair (from mechanic) heals for 5 (from 4) - Buffed, overall strength increase of engineers, makes their healing more reasonable
- - Mechanic no longer grants +2 pen - Tones back strength of early game shooter and grenadier engineers
- - Danger Zone grants +1 damage to explosives - Buffed, increases strength of rocketeer and Engineer grenadiers
- - Fragmentation has a 40% chance to trigger (from 50%) - Nerfed, tones down assault and engineer grenadiers
- - Precision shot grants +20 aim - Buffed
- - Disabling shot no longer requires 2 AP - Buffed, makes it much more versatile
- - Dense Smoke grants +1 penetration resistance but only 1 smoke grenade - Buffed so it's more reasonable when aliens get high aim
- - Combat Drugs heals 30% (from 35%) and now is disabled when in dense smoke - Slight nerf, balance amoung supports, also prevents a bug and confusion about which smoke is active
- - Close Combat Specialist grants 50% more stagger chance - Buffed, like RFA was -- helps CCS be more relevant
- - Impact now also grants +1 damage to shots - Buffed
- - Hunter grants +50% weapon damage (from +70%) but also grants +1 ammo - Tweaked
- - Onslaught now grants +50% weapon damage to the KSM - Large buff to Marauders
- - Dual Heart increases throw range and reduces scatter by 20% (from 15%) - Buffed
- - Will to Survive grants +40% DR (from +30%) - Buffed, helps biotanks stay competitive
- Weapons:
- - MEC Weapon credit cost tripled (except plasma is doubled) - Makes MECs more restrictive
- Equipment:
- - Battle Scanner small item mobility to 0 (from -0.6) - Buffed, makes it a little more useful in the early game
- - Psi Defender now grants penetration resistance of 50% - Massive buff to the effectiveness of psionic tanks
- - Heavy Mags mobility to 0 (from -0.6) - Buffed
- - Elerium Turbos grants +2 mobility (from +4) but now doubles the effect tiles moved has on Ram damage - Tweaked
- - Adaptive Tracking Pod grants Ready For Anything (from Sharpshooter) and +5 aim as well - Buffed, more unique
- - AR Targeter cost to 110 credits (from 160) - Buffed as it was slightly too expensive
- - Alloy Jacketed Rounds alloy cost to 20 (from 50) - makes them much more affordable as you're usually pushing on laser when these come online
- - Alien Trophy grants +20% xp (from +15%) - Buffed to further make it appealing throughout the game
- - Battle Computer grants 15 aim/def/crit (from 10) - Large Buff due to late game and expense
- - Psi Conduit grants a 30% chance for actions to cost 0 AP (from 20%) - Significant buff as it takes an item slot and can be unreliable
- - Psi Frayer grants 20 will (from 15) and also resets the cooldown on Psi Blast - Buffed to make it both a little more powerful and a little more versatile
- - Laser Sight crit to 15 (from 10) - Significant buff, helps it be a little more than just a throw on item for extra slots
- - Chitin Plating to +1 HP (from +2) - Slight nerf
- - Neural Scope grants +15 aim (from +20) - Toned back a little
- - Illuminator Scope grants 10 aim (from 15) and no longer grants killer instinct but 30 crit (from 15) - Tweaked to be more different thatn other scopes and not overlap with perks that some classes get
- - EMP Cannons cost 140 elerium (from 80) - Makes it much harder to field en masse
- Armors:
- - Phalanx Armor cost to 35 (from 17) and alloy cost to 10 (from 4) - It was far too cheap that it made bee-lining for it too dominant of a strategy
- - Kestral and Banshee Armor both grant +1 HP - Slight buffs
- XCOM:
- - Assault Mayhem replaced with HEAT Warheads - Tone back in strength of assault grenadier
- - Infantry HEAT Warheads replaced with Tandem Warheads - Buff in strength of infantry grenadier
- - Engineer Critical System Targeting and Lock n' Load and Extra Conditioning swapped - BeO was dead vs CST and this gives the support the interesting choice of packmaster vs tinker
- - Engineer Danger Zone and Packmaster swapped - Balances out the TSGT level
- - Rocketeer has Ranger replaced with Sapper - Provides long range grenades that a rocketeer can really use, also helps with destruction of both rockets and greandes, overall buff
- - Marauder Fortified swapped with Reactive Targeting Sensors - Fortified was too strong at LCPL vs the other picks
- - Medic Bring 'Em On and Sharpshooter swapped - Gives the tank the option of picking up BeO or packmaster
- Aliens:
- - Cyberdisc base aim to 95 (from 85) and base damage to 12 (from 9) - Helps them land their only shot and make their only shot more impactful
- Bug Fixes:
- - Fixed a bug where the 2nd shot of maim would still kill a target
- - Fixed a bug where shred would sometimes apply when it shouldn't
- - Fixed a bug where the "!" warning could occuring in a spamming manner when using rockets
- - Fixed a bug where higher damage (10 or over) was not ever granting bonus penetration
- - Fixed a bug where the Marauder wouldn't get any mobility during level up
- - Fixed a bug where fervor would clear invulnerability
- - Fixed a bug where Bloodlust popups could spam the screen
- - Fixed a bug where using an allies medikits to revive them would bypass stabilization and revive them with too much hp
- - Fixed a bug where reconnaisance would sometimes not trigger
- - Fixed a bug where unit's in valid location would try to be fixed as if they were in an invalid location
- - Fixed a popup when psychic shielding was active
- - Fixed a bug where ram could hit targets on diagonals (it has to be adjacent only)
- - Fixed a bug where Scope still had 5 crit
- - Fixed a bug where the KSM wasn't doing any environmental damage
- - Typos
-
Version 1.47.08
- LW Rebalance v1.47.08 - Ready For Flak
- Strategic:
- - Rushing an item increases the meld cost by 40% too - was always odd that meld based items didn't have their cost increased
- Tactical:
- - Boosting a unit now gives it an extra move after it reaches the new height - QoL
- Perks:
- - Ram no longer has full penetration, and damage formula is now: half of (unit max hp - enemy max hp + tiles moved) (from a third of (unit base hp + tiles moved)) - Doing it based of max hp instead of base hp makes sense, and making it half instead of a third increases the damage to make up for no penetration. This makes more sense in-game as you will run over a small sectoid but hit a brick wall when you try it on a sectopod.
- - Ready For Anything now grants +50% stagger chances for all reaction shots - Buffed, helps keep gunner and medic OW impactful into the late game
- - Kitted grants 1 medikit (from 2) - Was a little too overloaded at 2
- - Bloodlust and Bloodcall no longer remove holo, acid, or shred - Didn't really make sense, makes it easier to debuff mutons/zerkers
- Equipment:
- - Arc Rifle deals +1 damage and pen vs mechanicals - Buffed
- - Restorative Mist heals for 4 (from 5) - AoE healing still very strong
- - Flak Ammo now deals 1 damage to all flying units within an area of 4 tiles of the primary target (including the primary target) before the actual shot hits - Buffed, unique effect
- - Breaching Ammo now grants 3 pen and 50 crit vs hardened targets (from just bypassing their 25% DR) - Buffed
- - Armor Piercing Ammo cost to 15 alloys (from 45) - Makes it more accessible
- - The Neural Scope no longer requires a basic scope - Was an annoying build requirement
- - The Electropulse no longer requires a stun rifle - Same as above
- - Scope grants 10 aim (from 5 aim and 10 crit) - Slight buff
- - Ceramic Plating HP to 3 (from 2) and base DR to 0 (from 5) - Buffed
- - MEC3 suits cost 900 credits (from 600) - Makes them more restrictive
- XCOM:
- - Engineer Crtiical System Targeting swapped places with Lock N' load - Slows down the antimechanical strength of the engineer so early
- Bug Fixes:
- - Fixed a bug where the DR on a unit's shield wasn't always accurate
- - Fixed a bug where maim wasn't working due to damage being always 1 or more
- - Fixed a bug where Fervor would block tiles so they couldn't be moved to afterwards
- - Fixed a bug where burst wouldn't appear purple when using with double tap
- - Fixed a bug where Augmenting a biosoldier would reset some of their bonus perks
- - Fixed a bug where champion aliens were using globals too much and at inappropriate ranges
- - Fixed a bug with graze chance sometimes being inaccurate in the popup
- - Typos
-
Version 1.47.07
- LW Rebalance v1.47.07 - Tank Tweaks
- Tactical:
- - Added a debuff indicator for Gravity Well on unit flags - QoL
- - All damage now has a minimum of 1 - I 'think' this feels better for players
- Perks:
- - Ram now deals 33% more damage and penetrates all DR - It's Ram, there is no explanation necessary
- - Fervor also prevents grappling - Stops the use of grapples to circumvent Fervor
- - Brute (Intimidate) no longer causes panic - It just was random and felt odd/weird, plus there was a bug when it was used with Fervor
- - Grit grants 10 + half the HP lost% DR (from 15) - Tone back in strength of tanks
- - Will to Survive no longer grants +2 HP - Tone back in strength of tanks
- - Hardened grants 25% DR (from 30%) - Tone back in resiliency of mechanical units
- - One For All grants 35% DR (from 30%) - Buffed, accommodates for other MEC nerfs
- - Savior now grants medikits an extra HP of healing if used on self - Buff to medic tank
- Equipment:
- - Phalanx armor grants 6 HP (from 5) - Buffed, accommodates for weaker tanks
- - All armors after phalanx grants 2 more HP - Large buffs, accommodates for weaker tanks and aids in survivability of non-tanks
- - Kestral grants 1.3 mobility (from 2) - Slight nerf
- - Alien/Plasma grenade mobility to -1.3/-0.6 (from -0.6/0) - Slight decrease in grenadier mobility to slightly tone back their strength at mid game and later
- - All SHIVs gain +10 base DR - Buff
- - UHMEC3 loses 4 HP - Nerf of tanking of MECs
- - HMEC3 and HMEC2 lose 2 HP - Nerf of tanking of MECs
- - Core Armoring grants 20 base DR (from 30) but 6 HP (from 5) - Tone down on high % DR numbers
- - Biosoldier platings all lose 10 base DR - Tone down on high % DR numbers, makes platings not quite as strong in general
- - Regenerative Plating heals +1 HP upon taking 4 or more damge (from 3) - Was a little too effective at dealing with multiple enemy shots
- Bug Fixes:
- - Fixed a bug where the grey market wasn't requiring a sectoid captive
- - Fixed a visual bug where Fervor wouldn't show up on a unit's flag sometimes even though it was active
- - Maybe fixed a bug where being Mind Controled would randomly modify injury times on soldiers
- - Fixed a but where Elite Aliens and Gentle Aliens would give civilians more or less HP
- - Maybe fixed a bug where aliens would sometimes act as if they've seen XCOM before when they haven't
- - Fixed the bug where Javelins were not providing Javelin rockets
- - Fixed a bug where Heat Of Battle wouldn't grant combat readiness sometimes
- - Fixed a bug where Ram would suggest it shredded the target sometimes
- - Typos
-
Version 1.47.06
- LW Rebalance v1.47.06 - Mobile Starts
- Strategic:
- - Resourceful Country Start now starts with Advanced Scavenging Foundry Project - Makes sense, small buff
- - Global Networking Start now starts with the Grey Market Foundry Project - Makes sense, small buff
- - Grey Market Foundry project costs only 10 credits (from 250) but requires a sectoid captive - Slows down the acquisition while not being a credit cost
- Tactical:
- - All units now list their mobility on their unit flags - make it easier to plan a turn, QoL
- - Improved the randomization chance of leaders on missions - No idea if this does anything as all tests had it random, but maybe there was some native code seed problems? Most players probably won't notice a difference
- - On impossible, aliens will only get prepared by breaking LoS if they can see no XCOM and XCOM can ALSO not see them - Feels better as it feels like prepared should only occur if the aliens were off in the fog of war
- Perks:
- - Burst grants 50 aim (from 35) - Buffed
- - Brute will no longer activate when a reinforcement just moved or dropped in - Just the damage was too unavoidable (e.g. killing a VIP -- sorry Stefan)
- - Mortar Barrage is now more random (more likely to miss instead of 100% accurate) and even more inaccurate the further away the target is; Also deals 2 + 10% of unit's damage (from 1 + 20% of unit's damage) - Should tone down the damage taken by around 50-75%, makes it a lot less oppressive
- - Psychic Storm now requires 50 will (from 40) and each storm level is will/50 (from will/40) as well the hit chance is based on 50% of will (from 66%) - Tones down the damage component further, makes it even more likely to be resisted
- - Strangle deals 50/33/25/20% of HP in damage based on difficulty (from always 50%) - QoL
- - Holo Rounds grants +10 aim and +1 pen (from +15 aim and +1 pen) and another +10 aim and +1 pen (from +15 aim and +0 pen) more if the target is already holod - Was a little too strong
- Equipment:
- - Alloy Bipod increases suppressive fire damage by 1 (from 2) - It was really too strong at 2
- - Scope credit cost to 35 (from 85) - With tactical rigging delayed this was a much more restrictive item
- - Restorative Mists heal 5 (from 7) - Nerfed, AoE healing is strong
- Aliens:
- - Regular Exalt HP slighty lowered, Elite Exalt HP slightly increased - Makes exalt a little easier early and a little harder later
- Bug Fixes:
- - Fixed a bug where some invulnerable units wouldn't start invulnerable
- - Fixed a bug where shaped charges was weighing more than it should
- - Fixed a bug where Smart Macrophages wasn't granting shred immunity
- - Fixed a bug where all Heavy Floaters would still get Adv Perception
- - Fixed a bug where Hit and Run sometimes wouldn't grant it's bonus damage when it should
- - Fixed a bug where pistols were causing shred
- - Fixed a bug where Brute would hit targets the user couldn't see
- - Fixed a bug where the Javelin rocket wasn't granting an extra rocket
- - Fixed a bug where the Ready For Anything popup would sometimes be a blank text line
- - Typos
-
Version 1.47.05
- LW Rebalance v1.47.05 - Bug Control
- Perks:
- - Ram no longer requires dashing but instead requires at least 8 tiles of movement - Dashing was weird requirement in that it could actually rewarded lower mobility
- Bug Fixes:
- - Fixed a bug where all suppressive fire was shredding
- - Fixed a bug where Javelin Rockets were granting shredder ammo
- - Fixed a bug where Psi Blast would still destroy cover
- - Fixed a bug where suppressive fire wouldn't deal extra shred on the final shot
- - Fixed a bug where panic from research/harvest UFO missions was being modified by campaign length twice
- - Fixed a bug where Kinetic Dampening wouldn't show correctly on the shot preview screen
- - Typos
-
Version 1.47.04
- LW Rebalance v1.47.04 - Ram
- Strategic:
- - Elite Aliens and Gentle Aliens also increases and decreases HP by 1 - Helps make them more able to find a reasonble spot between difficulties
- - Jellied Elerium/Condensed Plasma increase the damgae of rockets by 1/2 (from both grenades and rockets) - With the Advanced Launcher and Plasma Grenades the bonus damage wasn't need to make explosives end-game competitive, plus grenades were a little too strong end-game
- - Smart Macrophages and Iron Skin Gene Mods cost increased by ~50% - They were a little too cheap for how strong they are
- Tactical:
- - Number of reinforcements on council missions no longer increases by 2 for each month that has passed and instead is just 2-3 + 0/1/2/3 (base on difficulty) - Significant reduction in difficulty of those missions, especially later game -- similar change to bomb disposal missions making them more reasonable
- - The Temple Ship Assault will only have Champion leaders on Impossible difficulty and non-Champion on Brutal or lower (instead of random on Brutal and lower levels on easy/classic) - Makes it a lot less of a challenge except for impossible difficulty
- - Aliens will only become prepared for breaking LoS and Launching on impossible difficulty (instead of chances on lower difficulties) - It was not a mechanic that benefited any difficulty below impossible
- - Aliens will now only become prepared on impossible when out of sight if they are Idle - Stops situations where non-idle aliens got preprepared and it didn't feel like they should
- - Lowered chance for globals to activate on difficulties below impossible - Hopefully a QoL improvement
- - Melee units cannot be prepared - Didn't make much sense; plus since they are DPS checks could lead to bad situations
- - Shred minimum % to 20% (from 30%), but certain abilities increase the shred application - the 30% minimum was fine, but for anyone you want to stack on the only option was high damage multi-shot weapons, this made high damage primary weapons the primary source for good shred and left off a lot of other things, which was not ideal. So despite the simplicity, we're reverting slightly back to an older shred system that boosted application on specific weapons
- - Suppressive Fire deals quintuple shed damage - Buffed to accommodate new shred
- - All explosives deal 35 environment damage (from 20-70 or 5x explosive damage) - Standardizes cover destruction so it's not so much easier in the late game
- Perks:
- - New Perk: Ram: If this unit dashes in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x melee damage, where x is a quarter of (max base HP + tiles dashed). - Buff for SHIVs
- - Psychic Storm Hit chance is calculated using 66% of will (from 100%) - Makes it much more reasonable to resist
- - Tinker deals 20 shred (from 10) - Buffed, accommodates new shred
- - Damage Control reduces shred to 35% (from 30%) - Makes it still significant
- - Leadership no longer affects leaders - Only buffs the rabble instead, makes leaders easier to kill
- Equipment:
- - Prediction Computer aim to +20 (from +10) - Buff to later game overwatch, helps them keep up with other classes that rely on long range shots
- - Holo charger aim to 0 (from +5) and mobility to -1.3 (from -0.6) - The holo is strong
- - MEC Grenade/Advanced Launcher range to 8 (from 10) - They were too capable with their larger aoe, long range, and high damage; The range is reasonable as MECs don't use cover so can often get a lot closer than a biosoldier and the larger aoe helps accommodate too
- - Ap Grenades deal quintuple shred damage - Buffed to accommodate new shred
- - Javelin Rockets deal triple shred damage - Buffed to accommodate new shred
- - Gravity Mine radius to 4 (from 3) - Buffed
- - Recoilless Rifle ammo to 2 (from 3), and Blaster Launcher ammo to 3 (from 5) - Was a little too much
- - Spare Rocket replaced with Shaped Charges: Grants +1 damage and +2 penetration to all rockets - The spare rocket was too often not used and competitive vs the Javelin
- XCOM:
- - All SHIVs pick up the new Ram perk - QoL
- Aliens:
- - Advanced Perception only occurs on Heavy Floater leaders (from all heavy floaters) - Having frequent graze on regular units isn't ideal
- - Floater and Heavy Floater leaders lose Awareness - Prevents defense stacking from getting too high
- - Sectopods gain Penetrator - Helps them deal with tanks a little more
- Bug Fixes:
- - Fixed a bug where Mind Control could mess up injury status after a mission
- - Fixed a bug where the Advanced launcher had 5 grenades (should have 4)
- - Fixed a bug where mayhem was only granting 50% damage to grenades (should be 70%)
- - Fixed a bug (maybe?) where global abilities maybe activate from inactive aliens
- - Psi Blast no longer works with shredder ammo
- - Fixed a bug where panicking units were getting prepared (they shouldn't)
- - Fixed a bug where psychic storm disorient status wore off too soon
- - Fixed a bug where Psi Blast was doing too much damage sometimes
- - Fixed a bug where breaching ammo was working on more than just the primary weapon
- - Typos
-
Version 1.47.03
- LW Rebalance v1.47.03 - Base Bomb
- Strategic:
- - Sat coverage increases the frequency of hunts by 20% per sat (from 12.5%) - Slight tweak to help keep the strategic game in the alien's favour
- - Incursion Strength (IS) max cap is now 150 (from 120) - Won't effect most campaigns as it is uncommon that it reaches 80 or 120 but can help keep some campaigns that did really really well in check; also important to try to help keep campaign checks in the tactical realm instead of the strategic where control and gameplay is quite poor
- - Successful Alien Base Assaults increase Incursion Strength by 15 (instead of maxing it) - Accommodates for higher cap
- Tactical:
- - Base DR is now reduced by the % of armor HP lost squared (from just the % of armor HP lost) - Significant reduction in the ability to plow through base DR by lowering initial armor
- - Number of reinforcements on bomb disposal missions reduced to 1 + Rand(3) + iAL/2 (from 1 + Rand(3) + iAL) - Makes later bomb disposals much more manageable
- Perks:
- - Onslaught no longer grants additional mobility - It was bugged and would cause turns to end prematurely
- - Run and Gun no longer grants 50% graze after use, but now grants +15% more weapon damage and +15 more crit on activation - Run and Gun is an odd build vs the gren and tank assault in that if it can't find a safe close range spot to attack, it's often not viable to use. The graze was an attempt to mitigate this, but it actually didn't change the playstyle. This change will make the RnG assault more capapble of eliminating a target, increasing the chances it has at finding a safe spot to engage. It also makes it more of a glass cannon, which i think is OK.
- - Repulsor no longer grants 10 defense - Due to healing being able to top units HP up it's a lot stronger and needed to be toned back some
- - Awareness grants 30 defense (from 20) - Buffed to be competitive on the Jaeger
- XCOM:
- - Marauders now start with +2.0 mobility (from +0.6) - Accommodates for Onslaught nerf
- - Jaegers have Impact at SGT (instead of holo rounds) - Despite not being multi-shot themselves, the ability to gain +30 aim on holod targets was too strong. Impact provides a unique build with hunter bypassing overwatch.
- Bug Fixes:
- - Fixed a visual UI bug where dense smoke was granting 80 defense total (instead of 60)
- - Typos
-
Version 1.47.02
- LW Rebalance v1.47.02 - Psi Blast at Last
- Equipment:
- - Core Plating grants 5 HP (from 4) - Slight buff
- Aliens:
- - Sectoid aim to 55 (from 45) - They were slightly too nerf with the damage and aim reduction, this should be a more reasonable compromise
- Bug Fixes:
- - Fixed a bug where Psi Blast was still a level 4 psi ability when learning new psi abilities
- - Fixed a bug where the second wave option "Predictable Damage" would display crit damage as normal hit damage in the damage display before firing
- - Fixed a bug where triggering a pod as prepared and then waiting out of LoS would have them lose their prepared buff (as they haven't seen XCOM before), instead, all units in a prepared pod will act as if they've seen XCOM
- - Typos
-
Version 1.47.01
- LW Rebalance v1.47.01 - Armor Matters
- Bug Fixes:
- - Fixed a bug where units with suppression would sometimes get teleported inadvertently in an attempt to fix their step-out problems
- - Fixed a MAJOR bug where DR was not being applied the vast majority of the time
-
Version 1.47.00
- LW Rebalance v1.47.00 - Global Gravity
- Strategic:
- - Bred Tough starting bonus grants 15 base DR (from 10) - Buffed
- - Deus Ex strats with 100 meld - Buffed
- - Fusion Weapons costs 40 elerium (from 240) - Makes it significantly more reasonable to acquire
- Tactical:
- - "Alecto" Hawkins starts with Psi Blast instead of Psi Panic
- - Alien leaders chances increase by 1% for each alien level and occur at 15/20/25/30% per difficulty (from just 20/25/30/35 flat based on difficulty) - Increased chance of aliens leaders into the later game, slightly reduced early game
- - Full rework on the activation of long range abilities from aliens to activate more commonly in sight of XCOM and less commonly out of sight if there are only a few aliens - QoL
- - Mutons and Muton Elites can no longer sneak - They are too big so it feels silly and they already have deflection shield
- - Sneak Mode (hiding aliens) will now only activate and stay active when 4 or more aliens are active - Prevents small number of sneakers
- - Fatigue reduction for longer missions is reduced at 1% per turn (from 2% per turn) - Makes it still important to reduce turn numbers in mission that go longer than 20 turns
- - Combat Readiness grants +0.6 more mobility, 10% more graze, and +1 pen but no longer grants defense - buffed to make it stronger
- - New Ability "Heat of Battle" for XCOM: for every unit that an XCOM can see at the end of their turn, there is a 10% chance that combat readiness automatically activates - Makes staying engaged more rewarding
- - The chance for an alien to be prepared and/or sneak based difficulty is now 0/10/35/100 (from 20/50/75/100) - Makes it a lot less common on lower difficulties where the benefits are not nearly as needed or appreciated
- - Prepared no longer has a chance to reduce XCOM AP by 1 but instead grants the newly activated pod the prepared buff which is a double combat readiness buff but only lasts until the START of their next turn (instead of end like combat readiness) - Speeds up game significantly
- - Aliens that start their turn out of line of sight but have seen XCOM before, have a 0/10/35/100% chance to get the prepared buff if there are 4/3/2/1 active aliens per difficulty - makes partial and full breaks of LoS more dangerous
- - Sneaking aliens all gain the prepared buff - Buff to sneaking, makes full LoS breaks more dangerous
- Perks:
- - Psychic Storm now also disorients non-SHIV targets, but now can be resisted as it's a psionic ability that uses 100% of the casters will to determine success chance - Buffed effect that disables hit units, but gives some more agency to resist it
- - Psychic Storm can be interrupted by explosive damage or disorientation (from just disorientation) - Makes it easier to cancel
- - Mind Control can be interrupted by explosive damage or disorientation (from just disorientation) but only on the mind controller (from both) - Makes it easier to cancel, but only on the caster: encouraging engagement
- - Orbital Ray now also shreds it's targets - Buffed
- - Psi Blast is now a level 2 psi ability (from level 4): Channel psionic energy up to 14 tiles away that causes a tandem kinetic blast with a 1 tile radius that does not affect cover. Deals 1 kinetic damage for every 5 will above 50 (min 1, max 5). 1 turn cooldown. - Makes it a nice longer-range low-damage dealing ability for psionics
- - In The Zone grants +10 aim to regular shots - Slight buff
- - Psi Mastery grants +2 damage to countercharge (instead of 50% more damage) - Stops scaling problems
- - Countercharge deals 2 + will/20 damage (from will/20 damage) - Significant buff in damage, especially at the low end
- - Will to Survive grants +2 armor HP - Significant buff
- - Grit grants +3 armor HP (from +4) - Slight nerf
- - Onslaught grants +0.6 mobility for each enemyin sight (from every other enemy in sight) and allows moving 4 tiles after activation - Large buff
- - Close Encounters allows moving 4 tiles after activation - Large Buff
- - Fervor now works against all XCOM units (instead of not affecting those affected by red fog) but can be disabled by any damage - Encourages more engagement and is much easier to control
- - Overpower now only works when the overpowering unit is active - Makes it much less common to be affected by it
- - Brute now deals only 15% of unit's base HP (from 20%) and the movement after each attack is only half as far - Makes it easier to deal with
- - Launch now has a 0/10/35/100% chance to grant Prepared to Floaters - Makes them less suceptible
- - Reactive Targeting Sensors grants +40 aim (from +20) - Significantly buffed
- - Lone wolf grants its bonuses if no allies are within 5 tiles (from 6) - Makes it easier to activate, buffed
- - Savior grants +20 aim to shots against targets effected by red fog - Slight buff
- Equipment:
- - Sniper Rifles gain 10/10/15/15/20 aim (similar to strike rifles) - Significant buff to the strength of snipers
- - The -0.6 mobility penalty of guass no longer affects smgs, carbines - Balance for those weapons
- - Gauss SAW and LMG grant +1 damage to suppressive fire - Balance for those weapons
- - Plasma Dragon grants +2 damage to suppressive fire (from +1) - Buffed
- - AP Grenade damage to 3 (from 4) and penetration to 2 (from 1) - Tone down in strength while making them more effective towards their role (penetration)
- - MiNE Launcher renamed to Gravity Mine Launcher: 5 dmg, 10 range, 3 radius, detonates at the end of XCOM's next turn, slows all units that are within 3 tiles by 50%, lowers the defense of all units within 3 tiles by 15 - Gives MECs a disabling device that can slow enemy movement
- - Incinerator Amp increases flamethrower charges by 1 (from 3) - nerfed, as it's quite strong
- - Regenerative Plating now heals 1 HP anytime the unit takes 3 or more damage (from 4) - Buffed
- Aliens:
- - Muton Berserkers lose the ability to Bull Rush - It simply lead to gameplay that wasn't fun
- - Muton Elite Will to 10 (from 30) - makes psionics more effective against them
- - Mechtoid will to 20 (from 35) - Makes psionics more effective against them
- - Drone aim to 45 (from 60) - Accommodates for the height and holo advantages it usually gets
- - Sectoid aim to 45 (from 55) and damage to 3 (from 4) - Significantly decreases effectiveness of shots
- Bug Fixes:
- - Fixed a bug where squadsight units on Temple would lose invuln from being in squadsight
- - Fixed a bug where Psi Blast was doing way too much cover damage
- - Fixed a bug whre dead or dying commanders could still grant free actions
- - Fixed a bug where platform stability wouldn't grant an aim bonus on the 2nd shot on some units
- - Fixed a bug where moving units would sometimes register in invalid locations and then trigger code trying to fix their location
- - Fixed a bug where concealment would be half active sometimes and cause unit to be unable to reconceal
- - Fixed a bug where the graze chance in the UI would sometimes by off by a percentage point
-
Version 1.46.06
- LW Rebalance v1.46.06 - Healing Fatigue
- Strategy:
- - New popups every new Alien Level detailing new possible enemies and some recommendations - QoL, especially for newer players
- Tactical:
- - The exception to the 10 damage grants +1 pen for cover is removed - Less convoluted and biotanks didn't need the love
- Brutal Aliens have 1 less HP - makes Brutal a little less difficult, especially early game - Healing Rework:
- - Medikits Heal for 4 (instead of 1+50% of HP up to 4 max) - Buffed
- - Restorative Mists heal for 7 (instead of 1+50% of HP up to 6 max) - Significantly buffed
- - Repair heals for 4 (instead of 1+50% of HP up to 4 max) - Buffed
- - Heal Fatigue: Each active heal a unit receives on a mission reduces the strength of all future heals by 1 - Tones down multiple heals on the same target
- Perks:
- - Double Tap aim to +20 (from +25) - slight tone back
- - Dense Smoke no longer grants immunity to crit and graze chances - Nerfed
- - Psychokinetic Strike renamed to Psi Blast: Channel and build-up psionic energy up to 14 tiles away that causes a tandem kinetic explosion in a 2 tile radius. Deals 2 + caster_will/20 damage to everyone in the area of effect. 1 turn cooldown. - Gives psionic units a nice small short cooldown 100% hit aoe ability.
- - Leader (on alien leaders) only grants 2x the current Alien Level in defense (from 3x) - Tone down the late game hit on shooters
- - Smart Macrophages increases medikit healing by 1 (from 3) - The corrosion and shred resistance was competitive enough, and it made gene mod tanks imbalanced with the new heal fatigue
- Equipment:
- - Regen Plating base DR to 35 (from 25) no longer grants repair servos but instead heals back 1 HP anytime more than 3 damage is taken, tone back on self-healing of biotanks
- XCOM:
- - Engineers base aim to 5 (from 15) - Tones down their shooting strength
- - Engineer has Mayhem replaced with Bring 'Em On - Nerf to Grenadier Engineer build
- Bug Fixes:
- - Fixed a bug where improved medikit was giving 2 HP and macrophages 2 as well
- - Fixed a bug where dense smoke was granting 20% DR
- - Fixed a bug where gunslinger and other multiaction abilities would avoid triggering reaciton fire on the 2nd action
-
Version 1.46.05
- LW Rebalance v1.46.05 - Uninvulnerable Fervor
- Tactical:
- - New DGC.ini variable: DASHING_REACTION_MODIFIER=1.0f; (LWR Default = 1.0) Float for modifier of how much enviromental damage is done (0.0f = no damage ever, 1.0f = normal LWR damage, 10.0f = All cover is paper)
- - Added in multiple popups showing when an ability is not activating due to another ability cancelling it (e.g. Not being able to conceal due to being holod) - QoL
- - Aliens cannot enter sneak mode anymore if there is only 1 or 2 of them - Prevents lone runners which seems to be a problem sometimes and was not the intended function of sneak mode
- - The base chance for boosting level 8 leaders to champion leaders is 25% (from 10%) - Note that on specific missions it can still go higher than this as usual (see leader section on wiki for more details)
- Perks:
- - Leadership bonus is now 3 times the current alien level in def (from always 15) and is also granted to the leader themselves - Nerf of early game leaders (level 4 or less), buff of later game leaders (level 6 or more), reintroduces more defense scaling throughout a campaign to accommodate for XCOM gaining more aim throughout a campaign, prevents campaigns from being mostly shooting into the late game encouraging more explosives and other 100% hit abilities
- - Fervor no longer prevents moving backwards, only moving out of sight and only works on enemies that are NOT affected by red fog - Makes it a lot less punishing as it could feel quite unfair sometimes, doesn't feel quite as cool, but still forces an engagement without being horribly punishing when caught out of position. Also allows wounded soldiers to retreat.
- - Invulnerability will now drop whenever a unit fires a shot (regardless of whose turn it is) - Felt too unfair if the invulnerabilty unit used Reactive Targeting Sensors or fired overwatch shots and didn't drop the invulnerability
- - Invulnerability now wears off at the start of a turn if an alien can see an XCOM unit - Feels much more fair and more reasonable, makes OW more effective
- - Hit and Run grants +35% bonus damage (from +50%) - Slight tone back, with the assault nerfs the HnR scouts role opened up a lot more and it doesn't need so much damage
- - Reactive Targting Sensors no longer bypasses cover DR - Makes it easier to tank such units from cover, simplification of perk
- - Opportunist grants +10 aim to reaction shots (from +20) - Nerf to predictability of reaction fire
- - Intimidate is now renamed to Brute: Reacts unpredictably when wounded, with a 100% chance to rush and strike fear in it's attacker. The chance is 10% less for every other active alien. Attacks enemy units within 1.5 tiles of this unit after each move with damage equal to 20% of this unit's max base HP. - Buffed when alone, nerfed when in large groups. Helps make the ability not so punishing with mutiple aliens active while making the berserker more of a threat when alone. Makes the Berserker more effective when in close range.
- - Rapid Fire grants -20 aim on each shot (from -30 aim) - Buffed
- - Close Encounters grants immunity to critical hits within 4 tiles - Buffed, grants more resiliency to assaults, especially against close range flanks
- - Advanced Perception to 25% graze chance (from 30%) - Slight nerf
- - Repair grants 4 HP (from 5) and Master Mechanic grants 6 HP (from 7) - Reduces reliance on engineers for healing
- Equipment:
- - Sniper Rifles and Strike Rifles all grant +20 aim to reactive fire - buff to their use with reactive fire
- - Pulse weaponry has it's elerium cost ~doubled - Makes it more determinental towards plasma if you build a lot of it
- - Carbines gain 20 crit - Makes them more competitive weapons
- - Prediction Computer grants 10 aim (from 20) - Nerf to predictability of reaction fire
- XCOM:
- - Assaults start with 20 will (from 10) - Gives them back reasonable psi-cability to help offset situations where they might not have much else to do, overall buff
- Aliens:
- - Muton and Muton Elite leaders gain Fervor - Feels fitting, makes it much more common to see as it's a cool ability
- - Muton Berserker HP to 26 (from 22) - Slight buff, makes them a little harder to kill, minorly accommodates for nerfed Fervor
- - The Uber Ethereal now damage shares with the entire map and is not restricted to biologic units - Prevents the odd situation where someone might kite the ethereal away from other aliens, makes mechanical spawns still effective in keeping the uber alive (as with too many mechanical spawns you could technically just down the uber)
- - Champion Outsiders gain Ready For Anything - Buffed
- Bug Fixes:
- - Fixed a bug where enemy Telekinetic Fields would remain on unit's that were mind controlled and recovered
- - Fixed a bug where orbital ray was doing less damage than intended
- - Fixed a bug where orbital ray would not be recorded properly and reset inbetween saves
- - Fixed a bug where deflection shield would turn Fervor off
- - Fixed a bug where there was a range indicator on MECs for medikit use despite not being able to use them
- - Fixed a bug where aliens moving in 'invalid' ways could cause a crash-to-desktop on the Base Defense mission
- - Typos
-
Version 1.46.04
- LW Rebalance v1.46.04 - Fixa Da Bugga
- Strategic:
- - New DGC.ini variable: HIGH_AIM=1; (LWR Default = 1) Set to 1 to have world panic slowly increase each month based on how many countries have left the XCOM project, Set to 0 to disable monthly panic increases (warning: makes the strategic game a lot easier)
- Bug Fixes:
- - Fixed a bug where class icons would disappear on units sometimes
- - Fixed a bug where units might get corroded when they shouldn't
- - Fixed a bug where sometimes regenerative abilities would bring a character back from the dead
-
Version 1.46.03
- LW Rebalance v1.46.03 - Silent Onslaught
- Strategic:
- - Jungle Scouts starting bonus grants 0 HP (from +2) - Nerf to accommodate later tac rigging
- - Tactical Rigging requires 4 mutons corpses (from 10) - Makes acquiring it more consistent, helps playthroughs where muton corpses were quite variable
- - UFO Fighters start with 800 HP (from 600) - Makes them a little more durable throughout the campaign
- - Hunts now have 100% chance of success (from 50%) and stealth satellites reduces this chance to 50% (from 25%) - Makes it more consistent if you don't have aircraft to defend (note: lowering the hunting UFO to 50% HP reduces the hunt chance to 0% still)
- Tactical:
- - Changed 'prepared' to only show up if a unit actually had their AP capped - QoL
- - The DR shield now shows the %DR instead of the DR Tier - Makes more intuitive sense
- - Hardened grants 30% DR (from 35%) - Slight nerf
- - Noise now has no effect on the game besides pulling distant pods closer - Make prepared a little less convoluted
- - Prepared now occurs always at the following rates (regardless of noise level): Easy: 25%, Classic: 50%, Brutal: 75% (38% if 1 active alien), Impossible: 100% (50% if 1 active alien, 25% if 2) - Simplification
- - Anytime contact is made with the enemy a popup occurs exlpaining what type of activation is occuring: prepared, normal, off-guard, or unprepared - Makes the mechanic more obvious
- - Improved the code to both detect and fix aliens that can be stuck in an unreasonable position - QoL
- - Repair Heals 5 HP (from 6) - Tone down on drone/engineer healing strength
- - Sneaking aliens are revealed automatically if they are within 2 tiles (from 4) - Gives the aliens a little more wiggle room to close in on XCOM
- Perks:
- - Platform stability grants 15 aim (from 10) and +2 suppressive fire damage (from +1) - Significant buff
- - Brawler also grants +1 damage to shots made within 4 tiles - Buffed
- - Fortified grants +10 base DR (from +15) - Slight nerf
- - Onslaught also grants +0.6 mobility per every 2 enemies in sight - Buffed, thematic
- - Will to survive grants 30% DR (from 35%) - Slight nerf
- - Jetboot Module grants +3.3 mobility (rom +2) when activated - Buffed
- - Mechanic grants +2 pen vs mechanicals (from 3) - Tone down on overall engineer strength
- - Master Mechanic boosts Repair Heals to 7 HP (from 9) and grants +2 pen vs mechanicals (from 3) - Tone down on drone/engineer healing strength, tone down on overall engineer strength
- - One For All grants 30% DR (from 35%) - Slight nerf
- Equipment:
- - Alien Trophy grants +15% xp (from +10%) - Buffed
- - AP Grenade pen to 1 (from 2) - Slight tone back as with the damage boost and range and shred it was too strong and made HE grenades seem weak in comparison
- - Core Plating grants +30 base DR (from +35) - Slight nerf
- - Psi Defender grants 30% DR and crit resistance (from 35) - Slight nerf
- - Phalanx, Carapace, Aegis, and Archangel armors grant 15 base DR (from 20) - Slight nerf
- - Titan armor grants 20 base DR (from 30) - Nerfed
- - Concussion Grenade range to 10 (from 12) - Toned back, makes positioning on supports more important
- - Alloy Bipod costs 60 alloys (from 30) - Accommodates for platform stability buff
- XCOM:
- - Maruader has Snapshot replaced with Vital Point Targeting - Snapshot didn't do much now that the OW build is gone
- - Marauder has Sharpshooter swapped with Extra Conditioning - Balance on the tree
- - Marauder has Jetboot Module swapped with Sprinter - Balance on the tree, accommodates buff on Jetboot Module
- - Medic has Brawler replaced with Grit - Buff to medic tank in the mid-late game
- Aliens:
- - Champion Cyberdiscs gain Light 'Em Up - They were a little too easy to control with a good tank
- - Cyberdsic HP to 28 (from 24) - Makes them a little harder to take out quickly, helps offset their single attack for a pod leader
- - Heavy Floaters have impact replaced with Penetrator - Grants them slightly more penetration late game, doesn't turn off RTS
- Bug Fixes:
- - Fixed a bug where scout and other units would report hiden enemies erroneously
- - Fixed a bug where Leader Cyberdiscs were gaining 2 damage less damage than intended
- - Fixed a bug where swarming abductions were not always generating as many aliens as they should
- - Fixed a bug where the LCPL perk on the Jaeger was not showing up correctly
- - Typos
-
Version 1.46.02
- LW Rebalance v1.46.02 - Predicted Abductions
- Strategic:
- - Tactical Rigging requires 70 units of time (from 210) and requires Muton Interrogation (instead of sectoid interrogation) and requires 10 Muton Corpses (from 10 sectoid corpses) - Slows down acquisition till more mid-game
- - Psi Warfare systems requires 16 sectoid corpses (from 6 sectoid corpses) - Makes the corpses more useful (accommodates for less needed for tact rigging)
- - Ammo Conservation requires muton elite autopsy and 10 muton elite corpses (from muton autopsy and 16 muton corpses) - It was reasonablly only acquired late game, and requiring muton corpses late game would sometimes be difficult to obtain and make getting the project online almost impossible
- - Improved the "dismantle satellite" algorithm to specifically only prevent it if the AI is targeting that exact satellite (instead of any satellite) which will make it much easier to dismantle later game - QoL
- - Bonus stats from chopping a MEC is now more granular where each additional HP and rank gives more of a benefit - Was too segmented before, slight buff compared to before
- - Reduced the range on abduction sci/eng rewards by ~33% - Makes the rewards a little more consistant, no balance change
- Tactical:
- - Abduction missions now have 1 less alien if they are light, 1 more if they are heavy, and 2 more if they are swarming - Makes the choice between difficulty of the mission more of a factor besides just the reward, slight increase in overall abduction difficulty
- Perks:
- - New Perk: Reactive Slayer: Grants reaction fire +x% weapon damage equal to the target's current HP, stacks with slayer and gun slayer - Buff for the Prediction Computer and late game overwatch
- - Fervor no longer works at squadsight ranges and cannot be broken through damage - Didn't make a lot of sense that it worked on squadsight units, and was too easy to break with just any damage
- - Reconnaissance now provides more information on sneaking aliens (their direction and information even if they are > 18 tiles away) - Buff to usefulness of scouts
- - Run and Gun no longer grants low profile - It's resiliency with strong damage output made it a little too strong vs the other options, this makes the assault tree more balanced, while still keeping the graze chance on RnG
- Aliens:
- - Mutons pick up Mayhem - Makes their suppression more effective
- - Muton base grenade damage to 4 (from 7) - Accommodates for Mayhem
- Equipment:
- - Prediction computer grants +10 defense as well - Buff to mid-late game overwatch, makes sense a computer that predicts enemy actions would increase your defense, helps make overwatch builds that are not actively overwatching less likely to be targeted, also can be a useful item for non-overwatch builds (e.g. a covert-op)
- - Prediction computer grants Reactive Slayer - Buff to late game overwatch, helps make overwatch effective when dealing with units with mountains of health as overwatch was still falling off a little too much late game
- Bug Fixes:
- - Fixed a bug where swarming abductions were not granting more rewards
- - Fixed a bug where Fervor wasn't triggering at all
- - Fixed a bug where Mind Fray duration was not registering correctly
- - Fixed a bug where a stunned unit (from being neural dampened) could cause a CTD when it became able to scamper
- - Fixed a bug where Double Tap would show an aim bonus when it shouldn't
- - Fixed a bug where finding a sneaker would cause a 'revealed' popup multiple times
-
Version 1.46.01
- LW Rebalance v1.46.01 - Gunslinger
- Perks:
- - New Perk: Gunslinger: Standard pistol shots cost only 1 AP - New perk for sectoids and sectoid commanders
- - Mortar Barrage deals 1 + 20% of unit's damage (from 2 + 20%) - Slight tone back
- - Absorption Fields grants +25% DR (from +35%) - Reduces some of the tankiness of late game allied and enemy MECs
- - Zhang's unique perk "Gunslinger" changed to "Ex Triad" - Makes space for new Gunslinger perk
- Equipment:
- - Aurora and Vortex armor grant +2 damage to countercharge (from +1) but no longer increase cc chance - tweaks it so it's not too strong on high will units
- - AR Targeter cost to 160 (from 210) - Slight reduction
- - Alloy Carbide Plating base DR to +10 (from 20) and HP to +4 (from +5) but mobility to 0 (from -0.6) - Makes it more accessible to non-tank MECs
- - Alloy plating base DR to 20 (from 25) - Slight nerf as the HP boost was strong
- Aliens:
- - Sectoids and Sectoid Commanders lose Light 'em Up and replace it with Gunslinger - Stops their stacking damage
- - Sectoid HP down 1 (the +1 on growth was enough as it was more late game they were too weak) - Slight nerf
- - Outsiders gain Impact - Helps make them better at dealing with XCOM tanks and makes them a little stronger early game
- Bug Fixes:
- - Fixed a bug where Electropulse would not disable some units immediately
- - Bloodlust and blood call wont't clear acid if they are in acid
- - Typos
-
Version 1.46.00
- LW Rebalance v1.46.00 - Global Fervor
- Strategic:
- - North America continent bonus grants 15% faster aircraft rate of fire - Buffed for balance
- Tactical:
- - Clues about sneaking aliens no longer have a direction associated with them - Makes them slightly more effective
- - Suppression, Steady, and overwatching no longer increase crit by 30 - Was convoluted and didn't increase gameplay value enough to warrant it's inclusion
- - Cover now prevents the extra penetration from sets of 10 damage - Makes biotanks and cover in general more effective into the end game
- - Reenabled the visualization of countercharge on units - Makes it more obvious for players
- - The final room will have 4 random enemies and the uber ethereal (instead of the uber, an ethereal and 3 random enemies) - Makes the mission easier
- - Stagger chance is equal to % of total HP in damage dealt (from double total HP in damage dealt) - It was a little too common to get staggers
- Perks:
- - New Perk: Fervor: Enemies that can see this unit will feel an uncontrollable desire to kill it and will be unable to move away. Can be temporarily silenced for a turn if this unit takes any damage or is not idle. - New perk for berserkers
- - New Perk: Mortar Barrage: Fires up to 4 mortars at long range dealing 2 + 20% of the unit's damage on each explosion - New global ability for Mechtoids and Sectopods
- - Ready For Anything no longer grants 30 crit resistance while overwatching - Due to removal of crit susceptibility
- - Bullseye now grants +20 aim to targets on overwatch - Makes it better at it's role, buff to strike rifle scout and Shogun
- - Sentinel no longer grants Slayer - Tweak to make the perk more stream-lined, nerfed late game strength (on xcom and aliens)
- - Sentry no longer grants any ammo - It's strong enough with just the graze
- - Psychic Storm and Orbital Ray no longer have any range requirements - There already is multiple other 'safe guards' in place that prevent frequent spamming from a single unit and firing without seeing XCOM first, so this feels fine
- - Cluster Bomb (from sectopods) will always show a warning location now, even when out of sight - Too frustrating otherwise
- - Master mechanic no longer grants repair charges - Toning down late game strength as they start with 4 now
- - Impact now clears RTS as well as overwatch - makes sense, consistency with concussive blast
- - Double Tap now also can trigger from Burst as well as other shots - More versatile
- - Mind Control can only be broken by disorientation (through concussion grenades or concussive blast from destructive grenades) - relative buff to concussion grenades
- - Psychic Storm can only be broken by disorientation (through concussion grenades or concussive blast from destructive grenades) - relative buff to concussion grenades
- - Brawler counterattacks with half damage on MECs - makes it more even on assaults/medics and Goliaths/Marauders
- - Opportunist grants 20 aim (instead of 25 aim/crit) - Accommodates for new prediction computer item, lowers crit chance capping so crit is still important on overwatch
- - Mind Fray has a 2 turn cooldown (from 4 turn) - Makes it easier to use sequentially, especially for sectoids
- Equipment:
- - Ceramic Plating base DR to 15 (from 25) - Nerf
- - Alloy Plating base HP to 3 (from 2) - Buff
- - Breaching ammo alloy cost to 8 (from 65) - Makes it easily attainable
- - Medikits can only heal biosoldiers (not MECs) - Large relative buff to the use of engineers, makes medics feel less mandatory throughout the mid-late game
- - AR Targeter costs 210 credits (from 110) and grants 15 crit (from 10) - Makes it harder to acquire, especially early
- - Scope costs 85 credits (from 25) and grants 10 crit (from 5) - Makes it harder to acquire in large numbers, especially early
- - Arc Rifle/Pistol damage to 7/5 (from 6/4) and penetration to 7/5 (from 6/4) - Buffed, makes them more competitive
- - SMG crit to 30 (from 20) - Buffed
- - SAWs and LMGs gain 0.6 mobility - Overall buff to gunners
- - Shredder ammo grants -0.6 mobility (from 0) - Slight nerf
- - Shielding Pod no longer grants reduced corrosion turns, but instead the Alloy-Carbide Plating and Core Plating do - Makes it accessible to MECs
- - New Item (replaces mimic beacon): Prediction Computer: Grants +20 aim to reaction shots, unlocked with adv gauss weapon technology - Buff to mid-game overwatch builds, delays the strength of overwatch till later game and makes it stronger later game, overall buffed
- Aliens:
- - Berserker Leaders pick up Fervor - Makes them harder to retreat from and encourages engaging them
- - Sectopods will cluster bomb when out of LoS much less often - new mortar ability accommodates for this
- - Sectopods and Mecthoids gain Mortar Barrage - Makes it harder to break LoS on them
- - Sectoids and Sectoid Commanders pick up Light 'Em Up (LeU just moved from SC leaders to all SCs) - Gives them more offensive capability
- - Sectoids gain +1 HP and +3 HP per alien level (from +2) - Makes them more resilient
- - Mecthoids and Sectopods have 80% of their hp as armor HP (from 60%) - Makes acid more effective against them
- Bug Fixes:
- - Fixed some bugs UI where mind merge was not correctly displaying some of it's stat modificaitons
- - Fixed a bug where the AI would overwatch irregardless if they were outside of cover
- - Fixed a bug where Seekers didn't have holo or impact on drop in
- - Fixed a bug where psychic storm and orbital ray would sometimes incorrectly target units when a save game was loaded with them in progress
- - Fixed a bug where leader Exalt SHIVs didn't give bonus xp
- - Fixed some bugs on the duration display numbers on buffs and debuffs
- - Typos
-
Version 1.45.01
- LW Rebalance v1.45.01 - The Unabusable
- Tactical:
- - New dgc.ini to help control how strong overpower is variable @ line 877: BASE_DAYS_INJURED=6; (LWR Default = 6) Divisor on a units' will power to determine how effective Overpower is (set to 1 to be highly effective and >20 to be mostly ineffective)
- Perks:
- - Invulnerable units no longer lose invulnerable at the start of their turns - Buff to melee champions
- - Close Encounters and Onslaught reduce mobility to 0 after activating (instead of -50%) - Nerfs, removes potential abusive situations
- - All Mecthoids lose the ability to heal with restorative mists - Doesn't feel as frustrating if you lose vision and then they heal up, and isn't necessary anymore due to removal of CE potential abuse
- Bug Fixes:
- - Mind merge no longer effects the caster - There were bugs I could not fix
- - Made Invulnerability into it's own perk as it didn't make sense on combined arms very much
- - Suppressive Fire can no longer crit and do nothing by critting
-
Version 1.45.00
- LW Rebalance v1.45.00 - The Great Balancer
- Strategic:
- - There is a popup screen when you fail a MEC augmentation - QoL
- - Mutons, Floaters, Sectoids, and Drones can always appear as pod leaders at later alien levels at lower % chances - Makes it so you sometimes still see them
- Tactical:
- - Grenades no longer get a slowmo cinematic - Was too much
- - Hunker is: +30 defense, +30% DR, and -30 hit chance on psionics (from double cover defense and 50% DR and -50 hit chance on psionics) - Toned back as it was slightly too strong and the AI could not work around it
- Perks:
- - New Perk: Melee Slayer: Grants % bonus weapon damage equal to the targets current HP - Buff to the late game KSM
- - Double Tap grants +25 aim (from +15) on the 2nd shot same target - Slight buff
- - Holo Rounds grants an additional +15 aim against units that are already holo'd but no longer works with reaction fire - Buff to holo units, especially if they multi-shoot
- - Mayhem grants +70% weapon damage to snipers/strike rifles (from +65%) and grenades (from +50%) - Buffed
- - Mind Merge grants the bonuses to both the target and the caster but no longer grants 25 defense and instead grants 35% graze chance - Buff to sectoids and sectoid commanders, slight buff to XCOM units
- - Bullseye no longer gives +35% weapon damage to strike rifles and no longer prevents decloak - Balance of scout builds, not needed on Jaeger
- - Combat Drugs grants 1 smoke (from 2) - Nerfed, balance on the medic tree
- - Run and Gun grants Low Profile again as well as a 50% chance for all shots to graze until the unit's next turn (also the damage boost now lasts until next turn to work with CCS and overwatch) - Buffed
- - In the Zone no longer grants +20 aim on standard shots - Was too strong
- - Mechanic grants 4 charges of repair (from 2) - Overall buff to engineers
- - Dense Smoke no longer grants 20% DR but instad grants immunity to critical hits, and a 35% chance for attacks to graze - Buffed
- - Savior grants +15 aim against targets affected by Red Fog - Buff to Medic OW, slightly to other medics
- - Sentinel grants Slayer - Keeps biological OW performance up in the later game
- - Opportunist grants +25 aim/crit (From +20 aim) - Buffed
- - Brawler counterattacks with damage equal to the brawler's base HP (from half the brawler's HP) - Buffed
- - HEAT Warheads grants +4 pen (from +5) - Slight nerf
- - Sapper grants +30% throw range (from +20%) - Buffed
- - Hunter grants +70% weapon damage (from +50%) - Buffed
- Equipment:
- - The Thumper grants Melee Slayer - Buff to late game KSM use
- XCOM:
- - Scout base Aim to 20 and Mobility to 1.3 (from 10 aim and 0.6 mobility) - Buff to scouts in general
- - Gunner base Aim to 10 (from 5) - Slight buff to shooting gunners
- - Scout Tree rework (see image) - Buff to support scouts
- - Engineer has Sapper swapped with Fragmentation and Fragmentation swapped with Mayhem - Grants an option for early range on the engineer (both Support and Explosive)
- - Rocketeer has Snapshot replaced with Penetrator - Helps the shooter build do effective damage
- - Medic has Close Combat Specialist replaced with Brawler - Helps with tanking melee units and CCS was a little too hard on the ammo
- - Jeager has Bullseye replaced with Vital Point Targeting - Balance on the Jaeger
- Bug Fixes:
- - Fixed a bug where Kinetic Dampening would show too much DR on the shield and F1 info panel
- - Fixed a bug where outsiders would grow even when not at full base HP
- - Fixed a bug where Kinetic Dampening was not working
- - Fixed a bug on the holo display timer on units that were holod
- - Tried to fix a bug where smoke graphics still lingered when they shouldn't
-
Version 1.44.06
- LW Rebalance v1.44.06 - Panicked Hotfix
- Strategy:
- - XP requires for SPEC promotion to 200 (from 250) - Makes it so you can omre reasonably promote to SPEC in 1 mission
- Bug Fix:
- - Panic no longer skyrockets at all times
-
Version 1.44.05
- LW Rebalance v1.44.05 - Late Game Lockdown
- Strategic:
- - Scientist and Engineer rewards for Abductions increase at a rate of 10% per month (from 5% per month) but overall offerings lowered by 25% - They were not as valuable later in the game because you didn't care about them as much and got enough early game; this makes them more competitive options throughout the entire game
- - Scientist and Engineer council request rewards are also now increased at a rate of 10% per month (from 0% per month) - Makes council requests more balanced
- - Extra scavenging teams will now also find bonus weapon fragments - QoL, helps acquire more fragments throughout a campaign besides just the Improved Salvage foundry project
- - Building the Gollop chamber now prevents any alien research from increasing, but quadruples all panic increases - Creates a more interesting dynamic end game: Now players don't have to worry about AL getting harder on temple ship, but will quickly begin to lose countries
- - XP required for promotions changed to 250/[500]/1000/2000/[4000]/7000/12000 (from 100/[300]/700/1500/[3100]/6300/12700) - Slows down some of the early/mid game progression
- Tactical:
- - The grey pips on an HP bar now represent how much base DR there is in multiples of 20 (from multiples of 10) so that 1 full row (5 bars) = 80-100% base DR and 1 bar = 1-20% base DR - PRevents situations where high base DR could block how much base HP a unit had, and intuitively makes more sense that 1 row = 1-100%
- - There is now number on the DR shield termed the 'DR Tier' that represents the fraction of damage that gets to the target (e.g. Tier 5 means 1/5th of the damage will make it through) - Helps make higher levels of DR more obvious (e.g. 85% DR = Tier 6, 90% DR = Tier 10)
- - There is now a confirmation prompt when boosting a unit - Prevents triggering it by accident
- - New alien types that first appear will no longer be eligible to be a leader alien until 1 alien level after the level they first appear at - QoL, makes the first encounter with most aliens not leaders, helps ease players into experiencing new alien types
- - Cluster Bombs (from Sectopods) will now only show you the targeting location of the cluster bomb if the sectopod that is cluster bombing is visible - Makes it more challenging to break LoS on Sectopods
- - Expanded szmind's cinematic code to include grenades and the KSM - QoL (remember that the default chance for a cinematic when throwing is set in the dgc.ini at a default of 50% with the variable PSI_TRAINING_HOURS) - Thanks again to the master wizard szmind for this awesome code
- - The max number of XCOM units that can be capped during prepared on impossible when 2/1 aliens are active is now limited to 2/4 units (from unlimited) - Makes it less punishing when you roll unlucky with active aliens
- - Aliens on the Temple ship are no longer sometimes invulnerable - Due to modification to combined arms
- - Chance for an alien leader in a pod is now 20/25/30/35% (easy/classic/brutal/impossible) at all times (from 3/4/5/6% x Alien level) - Helps flatten out the difficulty curve throughout the game
- Perks:
- - Leadership defense bonus that alien leaders give grants only 15 aim (from 20) - Tone back on defense stacking
- - Combined Arms now grants aliens who have it invulnerability - Instead of making it a Temple only capability
- - Will to Survive DR back to 35% (from 30%) - Slight rebuff to xcom biotanks
- - Sentinel grants 20 defense when on overwatch - Makes it easier to be on overwatch and not get sniped
- - Changed a bug/feature where Advanced Bone Marrow was healing armor HP on outsiders, it will now only heal base HP, but Growth now works when outsiders have full base HP (from full armor HP) - Tweaked so that armor stays off outsiders permanently, making them easier to deal with
- Equipment:
- - Blaster Launcher no longer requires 2 AP to fire - Means you can fire it after moving with 100% accuracy or after using a 1 AP ability, significant buff, makes it more similar to the recoilless rifle in AP economy
- - Sniper Rifle no longer grants additional aim - That buff was premature and removed the balance between strike and sniper rifles, as sniper rifles without the aim are still quite competitive due to pen
- - All shotgun aim to -30 (from -20) - Helps make more room for smgs and tones back the strength of shotuns
- - Flak ammo removes half the defense from flying units (from all of the defense) - It was too strong vs fliers and made it stronger than the other ammos
- XCOM:
- - Holo replaced back with Kitted on the sniper tree - The versatile sniper was actually a really nice build and holo with it's recent buffs was again probably a little too strong paired with ITZ
- Aliens:
- - Regular Mutons lose penetrator - It was too strong on such an early level enemy, tone down on alien penetration, buff to XCOM tanks
- - Outsiders lose the impact perk - Not really needed as they hit hard enough as is, tone down on alien penetration, buff to XCOM tanks
- - Mongo picks up Brawler - doesn't do THAT much but just feels too cool not to
- - Chyrssalids and Berserkers gain only 1 damage with alien level upgrades (from 2) - Significant nerf to their later game damage output, because it just got much too high with full penetration
- - Mechtoids now all carry an infinite supply of restorative mists which they will use during battles if there is no one in sight - Helps prevent LoS breaking on Mechtoids, and also makes them slightly tankier as the loss of absorption fields and new pen was a heavy hit
- - All mechtoids regain absorption fields (from just mechtoid champions) - Increase in mid-game difficulty and helps them fill their role of being a solid tank more now that their base DR can completely disappear
- Bug Fixes:
- - Fixed a bug where aliens would display kill animations when the XCOM unit actually survived
- - Fixed a bug where advanced scavenging was not correctly unlocking scavenging
- - Fixed a bug where the F1 info panel showed penetration relative to the active unit which was not appropriate or accurate
- - Fixed a bug where Jungle Scouts was granting a slight boost to augmentation success and stats when it should not
- - Fixed a visual bug where Slayer looked like it was still active on Assaults
- - Typos
-
Version 1.44.04
- LW Rebalance v1.44.04 - Cinematic Brawler
- Strategic:
- - Surchages on Council Loans lowered by ~35% - Makes them a little more feasible while still (hopefully) prohbitively costly to do routinely
- - Gollop Chamber only requires 5 ethereal corpses (from 10) and 30 UFO Power Sources (from 20) and takes 3 days to build (from 30) - Reduces farming a player might feel like they have to do and late game waiting
- - Vortex Armor requires only 200 meld (from 300) - Reduces farming a player might feel like they have to do
- - Elerium Generators take 2 days to build (from 25) - Reduces late game waiting
- - The guaranteed aliens on UFOs all occur 1 month later - Ethereals were showing up a little too early for some difficulties and aren't as necessary to be prevelant with the corpse requirement cut in half
- Tactical:
- - Added new soldier cinematics for firing rockets and grapples - Thanks to szmind for the really cool code =D
- Equipment:
- - Aurora and Vortex armor now grants Pscyhic Shielding: Reduces all psychic damage received by 50% - Buffed, makes psionic units better anti-psi units, gives a more effective counter to sectoid commanders and ethereals, helps the volunteer not die so quick to global abilities
- - Alloy plating loses 2 HP and gains 0.6 mobility, alloy cost reduced to 25 (from 40) - Tweak to make it's role one of an inferior but earlier chitin plating instead of a competitor for reinforced plating
- - Reinforced plating alloy cost to 35 (from 25) - Makes it harder to produce multiples of
- Perks:
- - Critical System Targeting grants +50% damage vs mecs (from +65%) - with the way armor goes down MECs need a little more resiliency, effects both XCOM and aliens pretty evenly
- - Brawler grants +20 aim against targets within 4 tiles, no longer prevents crits, but now also grants a counterattack after any melee attack with damage equal to half the brawler's base HP - Buffed, acts as a more offensive option
- - Reconnaissance no longer detects hiding aliens - Stops it from working when a nearby alien is hiding, makes sense as hiding aliens wouldn't make much noise
- Bug Fixes:
- - Fixed a bug where Advanced Scavenging would not appear in the foundry list
- - Fixed a bug where mind fray durations were not being reported accurately
-
Version 1.44.03
- LW Rebalance v1.44.03 - Sniper Loans
- Strategic:
- - Exalt credit sabotage operations steal less credits as the game goes on - It was too punishing
- - You can now acquire a loan from the council - QoL
- - Changed some item descriptions to be more concise - QoL
- - Grey Market foundry project cost to 250 (from 350) - Makes it a little easier to attain
- - Wealthy Benefactor reduces the surcharge on loans by 50% - Buffed slightly
- Tactical:
- - Improved visual effect of psychic wave and orbital bombardement - Thanks to szmind for the awesome code for this!
- Perks:
- - Brawler grants 0 Armor HP (from 1) - Slight nerf
- - Close Combat Specialist no longer grants +1 ammo - Especially with the new graze mechanics on stagger, its quite strong. Even comparing it to Killer instinct on a RnG assault it's really strong (the CCS shot is comparable to the KI bonus damage) but then it ALSO works even when it's not the unit's turn. Also, it's much less often a waste of ammo now that it requires 50 aim to fire. I wanted this ability to be strong as it's fun, but I think that I've pushed it a little further than is ideal.
- - Killer instinct no longer gives a special situations of +200% damage with shotguns - With CCS not as strong, this would have been auto pick, now all 3 should be balanced again and ranger shouldn't be a dead pick
- Equipment:
- - Sniper Rifles gain +10/+10/+15/+15/+20 aim - Buffed, similar to Strike Rifles, buff to snipers overall, especially late game
- - Acid Grenade range to 10 (from 8) - With the way base DR disappears, acid is a little less effective, so this boost is to help offset that
- Bug Fixes:
- - Fixed a bug where the AI would sometimes skip units when XCOM fired more than 1 overwatch shot at them
- - Fixed a bug where you could scavenge on an airbase defense map
-
Version 1.44.02
- LW Rebalance v1.44.02 - Grey Reinforcements
- Strategic:
- - The grey market is no longer created at the beginning of the game - Encourages accumulation of resources into the mid game
- - Scavenging a UFO now requires the foundry project: Advanced Scavenging - Gives more agency on how players want to advance their game
- - New Foundry project: Grey Market, no prerequisites - Establishes a Grey Market
- - New Foundry Project: Advanced Scavenging - Allows the option of seconding an additional scavenging team for a cost to collect additional resources from UFOs
- - Advanced Surgery decreases injury time by 25% (from 35%) - Makes injuries matter more later game, increasing roster utilization
- Tactical:
- - Added duration timers to abilities on unit's flags - QoL
- - Limited the number of pod leader type enemies (cyberdisc, Mecthoid, sectoid commander) that can spawn on council missions and prevented sectopods (as well as previously ethereals) from spawning - So they don't get ridiculous
- Perks:
- - Scout Reconnaissance will detect when no aliens are in sight even if there are active aliens - Buffed
- - Psychic Wave damage is now based on Ethereal will/20 (from will/40) - Was much too weak at /40
- XCOM:
- - Alloy SHIV gains +10 aim (from 0), Hover SHIV gain +20 aim (from 10) - Slight boosts
- Bug Fixes:
- - Fixed a bug where the Advanced Launcher wasn't working properly
-
Version 1.44.01
- LW Rebalance v1.44.01 - Brawling Blood
- Tactical:
- - Aliens will now only open doors if they are reasonably close enough but will try to move closer to unopened doors if not in vision of xcom but active - They lose their telekinesis but learn the ability to move towards doors =P
- Perks:
- - New Perk: Psychic Wave: Unleashes a wave of destructive psychic energy against any enemy unit within 4 tiles after each move. The damage is equal to this unit's will / 40. - A new perk to help make ethereals derping not so much of a derp but instead tactical genius!
- - Brawler grants +1 armor HP (from +3) - Nerfed, as the crit immunity is quite strong on its own
- - Dense Smoke again grants +20% DR - Buffed
- - Will to survive grants 30% DR (from 35%) - Slight tone back on biotanking and alien tanking in cover
- - Bloodlust now clears shred, acid, and holo as well - Makes it more simple to just clear all debuffs
- - Blood Call now has effected units heal 10% of max HP and have all debuffs removed - Buff to the use of the ability, especially now that the bonus DR isn't so effective
- - Double Tap grants +15 aim on the 2nd shot (from +20) - Slight nerf
- - Hunter no longer requires a target to be injured to trigger, but instead of granting a 0 AP shot it grants +50% weapon damage when cloaked - Nerfed but more consistent triggers
- XCOM:
- - Jaeger has Impact (LCPL) replaced with Close Combat Specialist - Impact was too weak of a choice on the Jaeger
- Aliens:
- - Cyberdiscs gain Penetrator - Helps them deal with XCOM tanks
- - Ethereals gain Psychic Wave - Improved AI
- Bug Fixes:
- - Attempted to fix the smoke visual lingering bug again
- - Fixed a bug where Bradford was telling people they were failing a mission when they weren't
- - Fixed a bug where council spawns were all sectoids
- - Typos
-
Version 1.44.00
- LW Rebalance v1.44.00 - Penetrating Reinforcements
- Strategic:
- - Base injury time is 4 days longer - Helps accommodate for losing armor wounds
- - Satellite Nexii cost 10 elerium (from 50) - Makes them easier to use on 4-country continent starts
- - The chance a UFO power source is intact on a crashed UFO is now 0% (from 20%) - Makes getting a surplus of early elerium not RNG based
- - XCOM Security I/II now damages 50/100% of aliens (from 25/50%) - Makes the base defense mission even easier
- - XCOM no longer loses some to all of their aircraft in their home continent if they lose the base defense mission
- - We have ways reduces autopsy/interrogation time by 85% (from 65%) - Buffed
- - You can now sell aircraft weapons and aircraft boosters on the grey market - QoL
- Tactical:
- - Council missions will now have random reinforcements based on the alien level (instead of just thinmen) - QoL
- - Bomb Disposals now have a more reasonable and gradual number of reinforcements - QoL
- - You now automatically find any alien sneaking within 4 tiles (from point blank) - makes it not so easy for aliens to hide when they are close, buff to XCOM
- - Sectopods will no longer appear at AL 7 and Ethereals will no longer appear at AL 8 - Makes the early part of late game a little less difficult
- - Base DR now decreases as the armor HP of a unit decreases (instead of as the full HP of a unit decreases) - Makes a lot of intuitive sense as armor provides the base DR
- - Every 10 damage dealt grants +1 pen to the shot - Makes penetration scale better with higher damage
- - VIPs (on council missions) no longer gain +25% mobility - Makes them harder to rush extract, requires more protection on their part
- Perks:
- - Sentry grants 1 ammo (from 3) and causes the first hit to graze (instead of 50% DR) - Nerf on ammo surplus, makes it more obvious where the reduced damage is coming from, guaranteed graze is more DR than 50% DR (especially due to new pen)
- - Biologic Shredder broken down into Aerial Shredder, Ether Shredder, and Carapace Shredder which affects flying-capable units, Distortion Units, and hardened biologic units, respectively - Tone down in strength on plasma weapons
- - Ranger now grants sidearms a 1 AP reload - not innate on pistols anymore, also works with sawed-off shotguns now
- - Fragmentation grants a 50% chance for double damage (from 40%) - the unpredictablilty is more of a negative
- - Combat Drugs heals back 35% of damage taken (from 45%) - Toned back, as it was the premier smoke due to not being able to stay in smoke and mitigating damage
- Equipment:
- - Pistols no longer have quick load - Baked into ranger now
- - New Equipment: Advanced Launcher: Equippable by MECs only. Dmg: 14, Env Dmg: 70, Range: 10, Radius: 2.5, Rounds: 5, Mob: -0.6, 150 credits, 20 meld, 30 elerium, 80 alloys, 32 time to build, 100 engineers, requires heavy floater interrogation and mec warfare systems - Acts as an upgrade to grenade based MEC builds in the end game (similar to what plasma grenades did for biosoldiers)
- - Breaching Ammo no longer grants +2 pen - strong enough at just ignoring hardened which is like +50% damage on anything hardened
- - Plasma Stellerator grants +1 pen - Helps with late game damage reduction
- - Plasma Rifle gains Ether Shredder (from Biologic Shredder) - Nerfed
- - Plasma Shotgun gains Carapace Shredder (from Penetrator) - Tweaked
- - Plasma Carbine gains Aerial Shredder (from Biologic Shredder) - Nerfed
- - Plasma Novagun grants +2 pen vs MECS (from +3) - Nerfed
- - All Platings give +base DR (from just overall DR) - Fits with base Armor concept and increases durability slightly with armor and less without
- - All HMECs lose 10 base DR - Accommodates for new stacking of plating base DR with HMEC base DR
- - MiNE Launcher start with 2 charges (from 1) - Buffed
- XCOM:
- - Marauder: Sentry replaced with Sprinter, Sprinter replaced with Shadowstep, Opportunist replaced with Repulsor - Gives an option for a faster Marauder off the bat as sentry wasn't a great pick, and tones back the CCS build while providing players more of an option for resiliency at SGT
- - Goliath: CST and Penetrator swapped - Stops Goliath DT from coming on so strong so early with the DT/CST build
- - Jaeger: CCS replaced with Impact, Opp replaced with Holo, VPT replaced with Lock N' Load - CCS was probably just not going to work on the build, depsite trying, and Impact focuses more on Hunter's ability to avoid OW to let the Jaeger clear overwatch for others, VPT switching for LnL is to overall lower the damage output, but also help the fact that Hunter requires ammo and thus improve the consistency of the Jaeger for triggering Hunter, also, impact/holo is more fitting in the sniper/scout theme
- Aliens:
- - Heavy Floaters pick up Impact - Accommodates for loss of innate penetration
- - All aliens lose all innate penetration - their damage will now be enough
- - Mecthoids only gain Absorption Fields at Champion Level (from all Mechtoids) - Significant reduction in their resiliency
- Bug Fixes:
- - Tweaked the timing in checking for flying status on aliens so players playing really quick would not flank floaters in cover and find they all of the sudden start flying
- - Fixed some inaccuracy in the hit panel graze chance calculations (visual bug only)
- - Possibly fixed a bug where a unit could become permanently mind controlled
- - Typos
-
Version 1.43.15
- LW Rebalance v1.43.15 - Aim Eraser
- Equipment:
- - Enhanced Beam Optics and Alloy Jacketed Rounds grant +5 aim (from +10) - Slight tone back, was a little too strong at +10
- - Scope grants +5 crit (from +10) - Slight tone back, makes more room for other items early game
- Bug Fixes:
- - Fixed a bug where a font size description would appear on the soldier nickname place in the bottom left of a tactical mission and ERASE their previous name!
- - Fixed a bug where triggering indomitable would sometimes cause a crash
- - Fixed a bug where Infantry had a wrong perk
- - Fixed an incorrect popup when suppressing
-
Version 1.43.14
- LW Rebalance v1.43.14 - Close Heat
- Strategic:
- - New Foundry project 'Heavy Shells': 100 time, 45 engineers, requires heavy floater interrogation and 5 heavy floater corpses, costs 100 cash and 220 alloys and 10 weapon frags: All MECs gain HEAT Warheads - Gives late game MECs a boost to their explosive perks to keep them competitive with bioclasses
- - You can now dismantle your own satellites for a 50 credit bonus - QoL
- Tactical:
- - Hyperwave Relay now provides slightly more information during a mission - QoL
- - You can now press ALT + T during any tactical mission to bring up the tutorial again - QoL
- - Prepared will no longer effect XCOM units that are further than 18 tiles + their mobility away - Just takes away some unnecessary AP capping, I think it's not abusable, really helps when a unit is off getting meld or something or when you rush 1 guy forward and the rest of the crew is way behind
- - Concussive Blast (from explosives) now also disables Reactive Targeting Sensors for a turn - Give another option to deal with sectopod and other alien leaders with RTS to make solutions for problem enemies more varied, significant buff to later game explosives
- Perks:
- - In the Zone grants +20 aim on regular shots - Buffed to make it competitive with Double Tap and Mayhem, also only buffs the non-steadied component to encourage more versatility in the build
- - Close Combat Specialist grants +1 ammo to all primary weapons (from just shotguns) - Buff to Jaeger and Marauder CCS as it was a little weak on Jaeger and Marauder will be using more ammo with new Onslaught
- - Close Encounters no longer grants Slayer - Assaults were already one of the highest damage output classes in the game, especially late game, they didn't need the extra bump
- - Fortified grants +15 base DR (from +10) - Buffed
- Equipment:
- - Incinerator Amp grants +3 damage (from +2 damage) and weights 0 (from -0.6) - Buffed
- - Core Plating grants 35% DR (from 40%) - Slight nerf
- XCOM:
- - Assaults replaces HEAT Warheads with Mayhem - Significant buff to later game Assault Grenadier with easily the highest grenade damage potential with Mayhem + Frag (plasma grenades fragging for 36+ damage), keeps it competitive with the other 2 assaults
- - Infantry replaces Vital Point Targeting with HEAT Warheads - BeO and VPT were similar and replacing one with HEAT gives a nice boost to the infantry grenadier, also, this focuses the Infantry Shooter on a "see more do well" shooter build, last, it makes infantry grenadiers more competitive with the other greandier builds late game (as they fell off too hard)
- Aliens:
- - Outsiders gain 1 damage per alien level upgrade (from 2) - Reduces their damage output mid-late game as they were a little too much of a difficulty spike in mid game
- - Floater Champions lose Ready For Anything - So it doesn't have bad AI with Light 'Em Up, also it's little bit too much action economy that should be reserved for things like sectopods and ethereals, also lowers the oppressiveness of RfA units
- - Muton Leaders lose Ready For Anything - Same as above
- - Sectoid Commander Champions lose Ready For Anything - Same as above
- - Heavy Floater Leaders lose Ready For Anything - Same as above
- - Muton Elite Leaders lose Ready For Anything - Same as above
- - UHIV loses Ready For Anything - Same as above
- - Floater champions gain 60 HP (from 40) - Buffed
- - Level 5 Heavy Floater Leaders gain 20 HP (from 10) - Buffed
- - Heavy Floater Champions gain 50 HP (from 25) - Buffed
- Bug Fixes:
- - Fixed a bug where you could get SHIV Chasis from killing cyberdiscs (instead of Exalt SHIVs)
- - Fixed a Damage Control popup occuring at an incorrect time
- - Fixed a bug where smoke would linger visually despite being gone mechanically (I hope)
- - Fixed a bug where the reactive targeting system UI flag buffs were incorrect
- - Typos
-
Version 1.43.13
- LW Rebalance v1.43.13 - Buggy Fleet
- Perk:
- - Fleet now grants bonus defense equal to 2.5x this unit's mobility (from 5x) but no longer is removed with damage - Grenades were already extremely effective vs lids, didn't need to be further motivated to use them -- helps newer players not feel 'pigeon holed' into using only explosives
- - Indomitable no longer works against melee attacks - Makes sure we get sweet KSM glory
- - Run and Gun again grants +35% weapon damage and +35 crit (from just +30 crit) - With Low Profile it was probably too strong, without the damage and LP it's probably too weak, this seems like a good sweet spot. Focuses the build more on high risk high reward, an attempt at keeping it competitive into the late game.
- Bug Fixes:
- - Fixed some smoke debug messages appearing
- - Fixed a bug where mouse clicking end turn would sometimes not set combat readiness correctly
- - Fixed a bug where sometimes acid clouds would disappear
- - Fixed a bug where battle scanners were not revealing all sneaking aliens
-
Version 1.43.12
- LW Rebalance v1.43.12 - Staggering Countercharge
- Strategic:
- - Add arrival time information to buying soldiers and interceptors panels - QoL
- - Survival Training no longer reduces injury time - The 4 HP was strong enough on it's own
- - Alien Grenade Foundry Project no longer increases grenade range of HE/AP by +2 - Helps keep grenades more mid-short range
- - Cooling coils increases aircraft fire rate by 30% (from 15%) - It needed a boost since it was so late game
- Tactical:
- - Staggered now makes all shots from a staggered unit graze their opponent - Buff to the strength of OW, and makes sense, was tricky to get this to work but works nicely now
- - Prepared will only activate on single pod activations - Feels more fair
- - Injuries can no longer occur through armor - The pros didn't seem to outweight the negatives, it's a nice feeling to know you're safe behind your armor
- - Overall injury times increased by ~20% - Accommodates for no armor injuries
- - Leader aliens now grant over double the previous XP bounty when killed, and champion aliens triple this (from doubling it) - Makes seeing leaders more of a nice benefit to really help out the squad and increases xp gain, especially late game
- Perks:
- - Telekinetic Field reduces the damage of explosives by 50% - Makes it more resilient against all attacks
- - Awareness now only grants 20 defense vs non-reaction fire - Buff to later game overwatch classes
- - Double Tap grants +20 aim on the second shot if fired at the same target - Buffed, and realistically fits the original use of Double Tap (https://en.wikipedia.org/wiki/Double_tap)
- - Mind Fray no longer lowers defense - Means you don't have to hide a solider that gets hit by it and that they became a primary taunter which felt bad, slight nerf vs countercharge for XCOM
- Equipment:
- - The KSM (Kinetic Strike Module) can only be used once per turn - Encourages Marauders to utilize their other capabilities
- - The Neural Scope grants +20 aim (from +10) - Large buff to psionic shooters
- - Reaper Ammo grants +3 crit damage and +30 crit (from +2 crit damage and +20 crit) - Buff to pulse weapons
- - Enhanced Beam Optics (EBO), Alloy-Jacketed Rounds (AJR), and the Plasma Stellerator all grant +10 aim (from 0) - Buff to EBO and AJR as they were often skipped and buff to late game aim on the stellerator
- - Alien and Plasma Grenade range reduced by 2 - Helps keep grenades more mid-short range, similar to Alien Grenade Foundry Project change
- XCOM:
- - Brawler and Tenacious Defense swapped on Assault - Makes the assaults role more about close combat and gives further differentiation to the tanks
- - Bullseye replaced with Brawler on Goliath - Pushes the bruiser/tanky role on the Goliath, tone back on DT build (accommodating for DT buff)
- Aliens:
- - Countercharge now only occurs on Sectoid leaders (from all sectoids) - Despite giving it the test of time, a large portion of players still dislike this ability being so common. Also, with the increased chance of their other psionic abilities to land, and the prepared mechanic, this is no longer as important to act as a skill differential through injury rates during missions.
- Bug Fixes:
- - Fixed a bug where SHIVs might still have suppression
- - Fixed a bug where sometimes hiding enemies would count as enemies in sight for various abilities and effects
- - Fixed a bug where the aliens would sometimes enter sneak mode in view of xcom (e.g. when they hunkered)
- - Fixed a bug (I hope) where a smoke graphic would sometimes linger despite smoke having already dissipated
- - Typos
-
Version 1.43.11
- LW Rebalance v1.43.11 - Classic Bull
- Difficulty Changes:
- - Chance for OW on drop-in/launch is now 25/50/75/100 based on difficulty (from 0/0/50/100) - Makes those difficulties experience some of the game more
- - Chance for enemies hiding during sneak mode is now 25/50/75/100 based on difficulty (from 0/0/50/100) - Makes those difficulties experience some of the game more, plus sneak mode is really fun and a huge success
- Strategic:
- - Panic reductions from council requests are now 66% stronger - They felt not worth it too often
- - Alien Grenade Foundry project requires 20 muton corpses (from 10) - Makes it come on later as it was a little bit too much of a power spike early/mid game
- - Gene Mods and Psi Abilities no longer show on the right list for soldiers (you have to click on the psi or gene tabs to see them) - Cleans up the right side and prevents scrolling and clutter
- - SHIV Advancements I grants Lock N' Load (instead of Suppression) - Helps it focus more on damage than disable
- Tactical:
- - Temple ship aliens do not gain prepared - It's strong enough with invulnerable
- - Active Aliens 2/1 on impossible now have a 20/50% chance to trigger prepared and prepared chance no longer has any effect based on how many enemies are visible, just on how many are active - Helps prevent some abuses and stops from encouraging leaving units alive at high levels
- - Prepared will no longer trigger all of XCOM or none and instead each soldier will roll a chance for prepared to trigger - Makes it less all-or-nothing, also keeps obsidian happy
- - Updated the Tutorial with more information including hotkeys and other various features - QoL
- - Melee units when activated will no longer stutter step but instead spread out laterally on activation - Improved AI
- Perks:
- - Bull Rush no longer destroys cover - Felt quite unfair when it did and creates some really spikey difficulty
- - Holo Rounds grants +15 aim (from +10) - Was a little too weak at 10 making it too ineffective
- - Suppression does suppressive fire on suppression shot instead of actually taking a shot - Makes the ammo feel much more worth it
- - Collateral Damage no longer requires 2 AP - Significant buff to allow for much easier positioning on use
- - Close Combat Specialist will now only fire a reaction shot if the hit chance is greater than 50% (from the normal 30%) - Buffed as too often CCS would waste ammo taking pot shots
- - Mayhem grants 65% damage to sniper/strike rifles (from 70%) - slight nerf
- - Burst grants 35 aim (from 30) - slight buff
- - Advanced preparation grants 30% graze chance (from 40%) - Was too predictable/strong at 40%
- - Overpower is reduced/increased by 1% for each HP above/below average - With the reduction in strength of overpower, the effect of HP's reduction was amplified and was too strong
- - Rapid Fire aim to -30 flat (from -10 + -5 per tile away) - makes it slightly more useful at range and not so strong at point blank and at 4 tiles away the same
- - Mechanic no longer grants additonal throw range - They really didn't need it, was proably a mistake to give it them as they are quite strong with their solid perks and innate mech pen
- - Hit and Run grants +50% weapon damage (from +35%) - Buffed due to the more tanky meta making the hit and run playstyle not as useful
- Equipment:
- - Targeting Motor now grants Critical System Targeting (instead of Mayhem) - Mayhem not useful anymore since no suppression and helps the SHIV fill a unique role
- - Autosentry Turrent mobility to -1.3 (from -0.6) - Reactive Targeting Sensors is a lot stronger on the SHIV with better ammo supply
- - Holo Charger aim to +5 (from +10) - Accommodates for holo buff
- - Incinerator Module renamed to Incinerator Amp - QoL, more intuitive
- - Targeting Module renamed to AR Targeter - Module felt like something for MEC/SHIV, AR for Augmented Reality feels more reasonable for crit buff
- - Ammo Module renamed to Heavy Mags - More intuitive
- XCOM:
- - Assault base will to 10 (from 15) - Slight nerf to psionic potential on assaults, balance vs infantry and overall slight reduction of assault strength
- - Recoilless Rifle upgrades the Fire Rocket ability to only cost 1 AP - Buff to mid-game rocketeers, gives a fitting and unique role to the 'recoilless' rifle
- Aliens:
- - Thinmen leaders no longer gain concealment - Didn't do much and bugged with sneak mode
- Bug Fixes:
- - Fixed a bug where the visual display of an acid cloud (and some other volume emitters) would sometimes disappear despite still existing on the map
- - Fixed a bug where bloodlust would not update the unit's flag and visually it looked like they might still be debuffed
- - Fixed a bug where Desperate Odds would not allow a base defense mission to activate
-
Version 1.43.10
- LW Rebalance v1.43.10 - Bug Hunter
- Bug Fixes:
- - Fixed a bug where aliens sometimes wouldn't trigger prepared on the alien turn
- - Fixed a bug where lids would sometimes not move properly on reveal (they still will sometimes do more than stutter step but there is only so much I can reasonably do)
- - Fixed a bug where alien resources would not accumulate correctly (minor bug, just a rounding error)
- - Fixed a bug where aliens could CTD on a reveal when other aliens are sneaking
- - Fixed a bug when holo-targeting penetration would sometimes not work if the unit already had some penetration
- - Fixed a bug where the visual timer on bomb missions would sometimes restart after defusing the bomb (visual only)
- - Fixed a bug where some computers that were overloaded would not record the turn yet and let pods get prepared on the first turn
- - Fixed a bug where non-idle enemies could hide during sneak mode
- - Typos
-
Version 1.43.09
- LW Rebalance v1.43.09 - Stutter Step
- Tactical:
- - Melee pods now only move short distances in random direction on pod reveal - Prevents being so punishing when prepared and prevents being as suceptible to area effects
- - Alien pods cannot be prepared on the first turn - Prevents getting jumped in the landing zone without being able to appropriately position, also represents some sort of 'storming' of the area by xcom
- - Psionic damage can no longer cause armor injuries - Makes sense and helps lower frustration from psychic storm and countercharge
- Bug Fixes:
- - Fixed a bug where power nodes being hit on bomb missions wouldn't always display correctly in the bomb countdown timer
- - Fixed a possible bug where pods on aliens turns could trigger prepared too soon (more just making the code more robust in case the engine glitches or something)
- - Fixed a bug where cues for potential sneakers around XCOm were showing incorrect directions
-
Version 1.43.08
- LW Rebalance v1.43.08 - Psychic Drizzle
- Tactical:
- - Sneaking aliens that are within 18 tiles will now sometimes give XCOM a clue of where they are at the start of each XCOM turn - Makes sneaking enemies a little less difficult to find
- - Aliens that activate on the alien turn right after xcom killed or lost sight with the last alien will no longer trigger prepared - Prevents the situation where you just killed a pod and another pod wanders in and gets prepared
- - Added a tutorial for the first mission - QoL
- - Prepared chance per difficulty changed to 0/10/20, 0/10/20, 40/50/60, 80/90/100 - Makes noise less of a factor
- - Steadied shots grant +70 aim (from +50) - Buffed, makes it more useful, and on aim maxed can provide more crit
- - Enemies no longer overwatch on activation - Could trap some units, and create some unreasonable situations, prepared is already filling this role so no need to double up on it, plus, for some reason, it was only specific aliens, which didn't really make sense
- Perks:
- - Psychic Storm no longer deals double damage to mechanical units - Original reason for this is not there anymore, so it felt needless
- - Tuned down the frequency of back-to-back Psychic Storms and Orbital Rays - Wasn't necessary and often would lead to not-good-feeling situations
- - Max range on Psychic Storm reduced to 25 tiles (from 28) - Makes it easier to avoid triggering
- Equipment:
- - MEC Grenade Launcher radius to 2.5 (from 2) - Buffed
- - MEC MiNE Launcher radius to 5 (from 4) - Buffed to make it easier to tag more units
- Bug Fixes:
- - Fixed a bug where promotions after LCPL would previously still change armor tints of some characters
- - Fixed a bug where some alien units did not scamper on reveal (especially floaters)
- - Fixed a bug with Jai jawan start granting extra power sources
- - I think fixed a bug where power nodes still only granted a single turn on bomb disposal missions
-
Version 1.43.07
- LW Rebalance v1.43.07 - Frenchie Drones
- Tactical:
- - Diffusing bomb nodes now increase the bomb timer by 2 (from 1) on bomb diffusal missions - Makes them more reasonable missions
- - Combat Readiness graze chance to 10% (from 20%) - Was too strong at 20% for tanking, and wasn't intended to augment that role so much
- Prepared Mechanic:
- - Enemies that are prepared no longer have a chance to go on overwatch after moving and no longer gain a combat readiness buff - Felt too strong in some really bad situations, also the combat readiness with graze chance could be very frustrating and didn't lead to great gameplay
- - Enemies that are prepared will now restrict all XCOM units to a maximum of 1 AP - Really prevents the alpha striking while still giving XCOM the initiative
- - Prepared chances per difficulty and xcom noise level are now: Easy: 0/10/20, Classic: 0/20/40, Brutal: 30/50/70, Impossible: 60/80/100 - Mostly to lower the effect of noise level, and make brutal have an automatic chance
- Perks:
- - Field Medic no longer requires use on an ally to trigger - Buff to self-healing on the medic
- XCOM:
- - Annette and the other psi characters you get all gain +10 will - Makes them feel more special, especially for when you get them, and the higher will isn't as 'abusive' as it used to be
- Aliens:
- - Drone mobility to 8 (from 6) and aim to 60 (from 45) - They don't need to be so slow now that their holo has been nerfed, helps keep the more offensively relevant
- Bug Fixes:
- - Fixed a bug where research focus and assembly line starts would sometimes not reduced the cost of laboratories and workshops
- - Fixed a bug where Jai Jawan still granted a foundry project
- - Fixed a bug where the DPS of aircraft did not accurately account for anything that modified the fire rate of aircraft and thus would often underestimate damage done
- - Fixed a long time bug with tracktwo's sightlines mod where you could sometimes target an invisible flying sectoid or chyrssalid - Fear not, even though you won't be able to see them, they'll still be there watching you and guiding you
- - Fixed a bug where you could still see a + on a mission description when alien resources were high suggesting alien resources could affect the mission (where it can't anymore)
- - Typos
-
Version 1.43.06
- LW Rebalance v1.43.06 - Obsidian Joy
- Tactical:
- - Enemies being 'prepared' no longer occurs if you have a single alien at less than 50% hp in vision - Minor change. It was a little too convoluted, so this simplifies things: prepared can occur if no aliens in sight and < 3 active
- - First mission has 1 less sectoids on easy, 2 less on classic/brutal, and 3 less on impossible - Makes it easier
- - Prepared aliens will have 0/0/1/2 aliens in the pod enter overwatch after moving (based on difficulty) - After testing more, it is by far the best way to balance both the issues of the significant difficulty dichotomy between single pod engagements through a mission vs map-wide engagements while also balancing out the significant difficulty dichotomy of enemies walking into you vs activating at the end of your turn
- Perks:
- - Overpower is now based on will/6 (from will/5) - It used to be will/4 so this is a overall significant reduction of the strength of overpower
- - Mind Merge, Enhanced Metabolism, and Inner Fire no longer grant Overpower resistance - Accommodates for overpower nerf, relative buff to psi inspire (especially cause it's doing less with OP weaker), makes mind merge not act like such a stacking buff on overpowered units, overall psi less important for OP resist. Now the only two abilities that resist OP are combat stims and psi inspire.
- Aliens:
- - Floater leaders gain deflection shield - Makes them harder to remove when they derp
- - Sectoid will increased by 10 - Buffed as they were a little too weak
- Bug Fixes:
- - Fixed a bug where being overpowered would not show the correct aim in the F1 panel
- - Fixed a bug where aliens would sometimes enter sneak mode even though they could see an XCOM unit
- - Fixed a bug where red fog was increasing melee damage instead of decreasing it
- - Fixed a bug where sneaking units were not being revealed by the tracker perk or battle scanners
- - Fixed a bug where the game would sometimes not properly remove a unit when it died which would turn off scout reconnaissance
- - Fixed a bug where Their Finest Hour was granting free foundry projects
- - Fixed a bug where some aliens would activate deflection shield and perform an action on the same turn
- - Typos
-
Version 1.43.05
- LW Rebalance v1.43.05: Sneaky Slayers
- Strategic:
- - Alien Grenade Foundry Project now grants +2 range to AP and HE grenades - Accommodates for decreased range on AP and HE grenades
- Difficulty:
- - Impossible Difficulty add +3 HP to all units (from +2 HP) - Increase in early game difficulty
- - Easy Difficulty reduces mobility by -1.3 (from -2) - Was causing some problems at so much mobility reduction
- Tactical:
- - Cleaned up some code to make the game a little smoother - QoL
- - Aliens will now open doors - Improved AI! =D
- - Improved Sneak mechanic on aliens: If XCOM completely breaks LoS and sneak activates, aliens that use cover will now become hidden from vision. XCOM units that see an exposed unit within 10 tiles will reveal them (works like concealment but no heavy cover requirement and must be within 10 tiles). The chance to hide will be 0% for easy/classic, 50% for brutal, and 100% for impossible - Makes the aliens better at dealing with LOS breaks, if they use cover
- - Combat Readiness grants a 20% chance for graze (from 10%) and reduces rocket scatter by 20% (from 10%) - Buff to the effect on both XCOM and Aliens
- - Concussive Blast no longer auto disorients against fliers - Was a little too effective vs that group and is already effective enough without this extra buff, also a simplification
- - Noise Level modification: The 1st alien pod being prepared is no longer a 100% chance but instead the chance is based off of Noise Level and Difficulty as follows: Easy (0/15/30% chance), Classic (0/25/50% chance), Brutal (0/35/70% chance), Impossible (50/85/100% chance) - Makes noise more important and gives players on lower difficulties the possibility to avoid most 'prepared' activations
- Slayer:
- - New Perk 'Slayer': All weapons and equipment deal bonus % weapon damage equal to the target's current HP - It was a feature of multiple items/abilities and is now being condensed into a perk, for simplification of descriptions and ease of understanding
- - New Perk 'Gun Slayer': Primary weapon shots deal bonus % weapon damage equal to the target's current HP, stacks with Slayer - A perk for the plasma stellerator
- - Close Encounters no longer grants bonus damage based on Enemy HP to targets within 4 tiles but instead grants Slayer - Buff to grenadier Assault, especially late game
- - Shock and Awe no longer grants bonus damage to Collateral damage, Rockets, and standard shots based on enemy HP but instead gains Slayer - Buff to grenadier Rocketeer, especially late game
- - Plasma Stellerator grants Gun Slayer instead of just the ability - No change
- Perks:
- - Leader perk (for alien leaders) no longer applies to other alien leaders - Reduces late game def stacking
- - Psi Lance does base 4 damage (from base 5 damage) - Decrease in ethereal damage output
- - Mayhem grants +70% weapon damage (from +90%) - Balance on the sniper tree
- - Danger Zone grants a +35% increase in radius (from +50%) - at 50% it was a little too much on rockets (sometimes a negative) and with the recent buff on HE grenade radius the +50% was too strong, this puts it in a more reasonable place for both, last the grenadier rocketeer is already getting a buff with new slayer
- Equipment:
- - AP and HE grenade range to 10/8 (from 14/10) - Accommodates for Alien Grenade Foundry project boost (where they get range back), tones back early game strength
- - HE Grenade radius to 2.5 (from 3) - Slight tone back as it was a little too strong
- XCOM:
- - Scout base aim to +10 (from +15) - Slight nerf to bullseye scout
- Aliens:
- - Level 1 Muton leaders HP bonus to 5 (from 10) and aim to 10 (from 20) - Makes them a little less punishing early game
- - Level 9 Muton leaders HP bonus to 10 (from 5) and level 6 Muton Leader aim to 20 (from 10) - Accommodates for Level 1 leader stat adjustment
- - Ethereal base regen to 1 (from 3) - Makes them less important to alpha strike to kill
- Bug Fixes:
- - Fixed a display bug where it looked like Outsider non-leaders had indomitable
- - Critically wounded units that fly to heaven will drop back to earth at the beginning of each XCOM turn
- - Fixed a bug where Repulsor didn't show up with an actual title in the F1 aim panel
- - Fixed a bug where lead and rear stances weren't granting appropriate aim in the air game
- - Fixed a bug where you could equip a Fusion lance before you had researched Fusion Weapons
- - Fixed a bug where Tac Armor wasn't giving 10 base DR
- - Fixed some code where only requiring 2 hacks on exalt covert op extractions was too common
- - Typos
- LW Rebalance v1.43.05 - Sneaky Slayer
- Strategic:
- - Alien Grenade Foundry Project now grants +2 range to AP and HE grenades - Accommodates for decreased range on AP and HE grenades
- Difficulty:
- - Impossible Difficulty add +3 HP to all units (from +2 HP) - Increase in early game difficulty
- - Easy Difficulty reduces mobility by -1.3 (from -2) - Was causing some problems at so much mobility reduction
- Tactical:
- - Cleaned up some code to make the game a little smoother - QoL
- - Aliens will now open doors - Improved AI! =D
- - Improved Sneak mechanic on aliens: If XCOM completely breaks LoS and sneak activates, aliens that use cover will now become hidden from vision. XCOM units that see an exposed unit within 10 tiles will reveal them (works like concealment but no heavy cover requirement and must be within 10 tiles). The chance to sneak will be 0% for easy/classic, 50% for brutal, and 100% for impossible - Makes the aliens better at dealing with LOS breaks, if they use cover
- - Combat Readiness grants a 20% chance for graze (from 10%) and reduces rocket scatter by 20% (from 10%) - Buff to the effect on both XCOM and Aliens
- - Concussive Blast no longer auto disorients against fliers - Was a little too effective vs that group and is already effective enough without this extra buff, also a simplification
- - Noise Level modification: The 1st alien pod being prepared is no longer a 100% chance but instead the chance is based off of Noise Level and Difficulty as follows: Easy (0/15/30% chance), Classic (0/25/50% chance), Brutal (0/35/70% chance), Impossible (50/85/100% chance) - Makes noise more important and gives players on lower difficulties the possibility to avoid most 'prepared' activations
- Slayer:
- - New Perk 'Slayer': All weapons and equipment deal bonus % weapon damage equal to the target's current HP - It was a feature of multiple items/abilities and is now being condensed into a perk, for simplification of descriptions and ease of understanding
- - New Perk 'Gun Slayer': Primary weapon shots deal bonus % weapon damage equal to the target's current HP, stacks with Slayer - A perk for the plasma stellerator
- - Close Encounters no longer grants bonus damage based on Enemy HP to targets within 4 tiles but instead grants Slayer - Buff to grenadier Assault, especially late game
- - Shock and Awe no longer grants bonus damage to Collateral damage, Rockets, and standard shots based on enemy HP but instead gains Slayer - Buff to grenadier Rocketeer, especially late game
- - Plasma Stellerator grants Gun Slayer instead of just the ability - No change
- Perks:
- - Leader perk (for alien leaders) no longer applies to other alien leaders - Reduces late game def stacking
- - Psi Lance does base 4 damage (from base 5 damage) - Decrease in ethereal damage output
- - Mayhem grants +70% weapon damage (from +90%) - Balance on the sniper tree
- - Danger Zone grants a +35% increase in radius (from +50%) - at 50% it was a little too much on rockets (sometimes a negative) and with the recent buff on HE grenade radius the +50% was too strong, this puts it in a more reasonable place for both, last the grenadier rocketeer is already getting a buff with new slayer
- Equipment:
- - AP and HE grenade range to 10/8 (from 14/10) - Accommodates for Alien Grenade Foundry project boost (where they get range back), tones back early game strength
- - HE Grenade radius to 2.5 (from 3) - Slight tone back as it was a little too strong
- XCOM:
- - Scout base aim to +10 (from +15) - Slight nerf to bullseye scout
- Aliens:
- - Level 1 Muton leaders HP bonus to 5 (from 10) and aim to 10 (from 20) - Makes them a little less punishing early game
- - Level 9 Muton leaders HP bonus to 10 (from 5) and level 6 Muton Leader aim to 20 (from 10) - Accommodates for Level 1 leader stat adjustment
- - Ethereal base regen to 1 (from 3) - Makes them less important to alpha strike to kill
- Bug Fixes:
- - Fixed a display bug where it looked like Outsider non-leaders had indomitable
- - Critically wounded units that fly to heaven will drop back to earth at the beginning of each XCOM turn
- - Fixed a bug where Repulsor didn't show up with an actual title in the F1 aim panel
- - Fixed a bug where lead and rear stances weren't granting appropriate aim in the air game
- - Fixed a bug where you could equip a Fusion lance before you had researched Fusion Weapons
- - Fixed a bug where Tac Armor wasn't giving 10 base DR
- - Fixed some code where only requiring 2 hacks on exalt covert op extractions was too common
- - Typos
-
Version 1.43.04
- LW Rebalance v1.43.04
- Strategic:
- - Improved medikits increase medikit healing by +1 and smart marcrophages increase medikit healing by +3 (from +2 both) - Balance on medikit modifiers so they are all useful
- - LEAD for aircraft grants +15 aim (from +10) and REAR for aircraft grants -15 aim (from -10) - Makes the stances a little more balanced
- Perks:
- - Savior no longer increases the amount healed to 70% of missing HP - Medics didn't need the extra healing buff
- - Run and Gun no longer grants +35% weapon damage and only grants +30 crit (from +35) - Was too strong
- - Field Medic now only grants a free medikit use if it's used on an ally - Nerf to medic tank
- - Hunter rework: Standard shots from cloak at a wounded enemy cost 0 AP. This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. Cloaking prevents aliens from seeing this unit and grants +30 crit. Cloaking breaks after taking any non-movement action or at the end of turn. Grants Combined Arms [All weapons and equipment deal +1 damage]. - More thematic, focuses on wounded targets, discourages alpha striking, still allows overwatch breaking
- - Mechanic and Master Mechanic grant +3 pen vs mechanical units (from just +2 pen) - Buff to drones and grenadier/shooter engineers, especially since the nerfed holo and that it's only pen against mechanical units
- - Disabling Shot aim malus to -20 (from -30) - With Sectopod gaining lock n' load it lost it's primary strength and didn't need as much of an aim malus
- XCOM:
- - Infantry base mobility to 1.3 (from 0.6) and Assault base mobility to 0.6 (from 1.3) - A little switcharoo as Infantry were a little lack luster and assaults a little spectacular
- - Scout base mobility to 0.6 (from 0) - Scout HnR and support buffs
- - Assault will to 15 (from 25) - Was too much of a psi shoe-in, was better if that was infantry's role
- Equipment:
- - Battle Scanner aim to +20 (from +15) - Buffed
- - Targeting Motor grants 0 aim and 0 pen (from 5 aim and +1 pen) - Was very good with just mayhem
- - Vortex armor now increases the damage dealt by Rift by +10 - Buff to volunteer on final mission
- - Plasma Pistol cost to 5 meld (from 15) and Plasma Autopistol cost to 10 meld (from 30) - More reasonable pricing
- - AP Grenade range to 14 (from 10) - Significant buff to the item and grenadiers in general
- - HE Grenade range to 10 (from 8) - Buffed
- - Concussion grenade and Psi Grenade range to 12 (from 10) - Buffed
- Aliens:
- - Heavy Floaters all gain CST again (instead of just leaders) - Floaters, especially with their reduced mobilty and grenade range, only have one real option: fire at tank, and it makes it too easy to just tank them... so much so that they end up not being much of a threat, especially late game where it's easy to park a MEC/SHIV (with their increased tankiness) out front to tank them all
- - Sectoid Commander and Mechtoid Champions no longer gain Awareness - Nerf to high defense aliens late game and SCs are hard enough
- Bug Fixes:
- - Fixed a bug where a stunned enemy would make reconnaisance act weird
- - Fixed a bug where bullrush AI could bug out causing the aliens to skip their turn
-
Version 1.43.03
- LW Rebalance v1.43.03
- Tactical:
- - Lower difficulties have lower overall enemy defense 50%/75%/100%/100% (from 50/100/100/100) and it also includes the perks Transform (cyberdisc in closed state) and Fleet (chryssalids) - Easier for lower difficulties
- - Aliens will be more likely to use global abilities (psi storm, orbital ray) on the Temple Ship when not in vision of XCOM - Makes XCOM engage more
- - Invulnerable (Temple ship buff) now only wears off when an alien either starts in Line of sight of xcom, or performs a shot or casts a psionic ability - Prevents avoiding invulnerability
- Perks:
- - Saturation Fire renamed to Burst and grants +30 aim (from +25) - Was too much of a mouthful with saturation fire, slight buff
- - Holo Rounds grants +10 aim against marked targets but now works just if they are fired at and on reaction fire - Makes it less mandatory but much easier to apply
- - Mind Fray hit chance is calculated using 80% of will (from 66%) - Boosted
- - Removed the champion perk - It's nice if red fog effects champions some more - Champion nerf, makes temple mission a little easier
- Equipment:
- - LMG aim malus to -20 (from -30) and ammo to 4 (from 5) - It pushed it too much into never use for shooting at -20
- - Plasma Dragon (LMG) grants +1 damage to suppressive fire (from +2) - Toned back
- - Recoilless Rifle / Blaster Launcher number of rockets to 3/5 (from 2/3) - Buffed for use on late game longer missions
- XCOM:
- - Sniper LCPL perk Kitted replaced with Holo Rounds - Holo feels a little more implace for a shooting class and spreads the holo-capability around the team, not so overpowered anymore with the reduced strength of holo
- Bug Fixes:
- - Fixed a bug where F1 aim wasn't accurate due to some dev code accidentally left in
- - Fixed a bug where some code was causing the calculations in the engine to ramp up and cause some CTDs
- - Fixed a bug where suppression wouldn't use opportunist when the perk was legitimately attained
- - Fixed a bug where injuries sometimes were not being recorded
- - Fixed a bug where psychic storm wouldn't always show the unit who was storming
- - Fixed some code that might have been causing some psionic units to derp more
- - Fixed a bug where some computers running LWR would not correctly execute the additional meld cannister code
- - Typos
-
Version 1.43.02
- LW Rebalance v1.43.02
- Background Coding:
- - Improved some code so that the engine runs smoother and should be less choppy and less likely to CTD from being overwhelmed - QoL
- Strategic:
- - Fear No Evil provides 20% panic reduction (from 10%) and countries that have left xcom provide 20% of their funding (from 40%) - Makes the bonus more balanced throughout a campaign instead of so strong just near the end
- Tactical:
- - Tweaked the prepared mechanic when revealing an enemy pod so it should only work on the first pod revealed and not 2 pods - Not 100% sure this will work all the time
- Perks:
- - Dense Smoke and Combat Drugs provide 2 additional smokes (from 1) - Buff to eng/med supports, give them back a touch of their former glory
- - Dense Smoke loses the extra DR it gives - Tone back in strength and simplification, accommodation for extra smoke
- - Sentry grants 3 ammo (from 2) - Mostly buff to XCOM classes that need to fire a lot to stay in sentry
- - Suppression no longer automatically grants opportunist on only suppression shots - A bit of balance to gunners, biggest nerf to bullet wizards, second to gunner tanks, nothing to ow gunners
- - Hunter now cloaks the Jaeger if multiple units are in vision (from 1 or more units) and will not occur the unit is in risk of triggering overwatch - Tone back on strength, encourages getting closer, makes it harder to 'keep 1 unit alive' and trigger hunter, also makes Jaeger a lot weaker vs overwatch
- - New perk 'Hover': This unit can hover a tile above the ground to avoid some terrain and ground based effects - Helps explain a bug that sometimes occurs on sectopods
- XCOM:
- - Medic CPL perk impact replaced with Vital Point Targeting - More thematic and impact was a dead perk after nerf
- - Jaeger TSGT perk Sharpshooter replaced with Vital Point Targeting - Buff to strength overall, helps accommodate for Hunter being more difficult to trigger
- - Jaeger LCPL perk Impact replaced with Sharpshooter - Impact wasn't really worth it with the changed hunter
- Aliens:
- - All sectopods gain the new perk 'Hover' - Helps explain a bug that sometimes occurs on sectopods
- - Exalt Heavy and Exalt Elite Heavies no longer have Sentry - Makes them much easier to flank and kill and tones down the strength of their overwatch a lot, large nerf
- - Exalt Heavy / Exalt Elite Heavy aim to 50/60 (from 60/70) - Tone down on their strength further
- - Exalt Operatives and Exalt Elite Operatives no longer have Impact or Sentinel - Significant nerf, especially on their overwatch strength
- - Exalt Snipers and Exalt Elite Snipers no longer have Light 'Em Up - Huge nerf
- Bug Fixes:
- - Fixed a bug where regular sectoid commanders would still sometimes have psi mastery
- - Fixed a bug where Muscle Fiber Density cost 36 meld instead of 9
- - Fixed a bug where the visual display on retired soldiers was suggesting they got more xp then they actually did
- - Fixed a bug where ready for anything could activate on off-guard pods
- - Fixed a bug in the F1 display that showed aim as lower than reality when a unit was disoriented
- - Typos
-
Version 1.43.01
- LW Rebalance v1.43.01
- Bug Fixes:
- - Steady is no longer lost if you can only see units in squadsight
- - Fixed a bug where concussive blast would sometimes trigger from explosive damage through only armor HP on non-flying units
- - Fixed a CTD when using stealth abilities inside telekinetic field or a distortion ring
- - Fixed a bug where scout recon could detect helper units
-
Version 1.43.00
- LW Rebalance v1.43.00
- Strategic:
- - Requirements for Gollop chamber to 20 ufo power sources (from 10) - They weren't very significant at 10 of each
- - Reduced the rate of retirement experience by ~35%: from "every 2.5 days of retirments mission = 1 xp per day" to "each soldier gains xp: num_total_missions/4 each day" - Tone back and clarification
- - SHIV Advancements I and II require 50 weapon fragments (from 80/60) - Makes them more reasonable to bring online, buff to early game XCOM SHIVs
- - Genemod meld and credit and fatigue costs reduced by 50% - Makes them much more attainable
- - XCOM Security: Guns and XCOM Security: Armor renamed to XCOM Security I and XCOM Security II and now they not only equip blue shirts with weapons but will fight and damage some of the aliens before they reach the interior of the XCOM base. Specifically 25% chance to lose 25-75% of their HP for security I and 50% chance for security II - Makes the projects more relevant and the base defense mission easier
- - XCOM Security I/II cost to 200 and 600 credits - increased to make the decision strategic
- Tactical:
- - Enviromental damage from explosives to x5 weapon damage (from x10 weapon damage) - Destroying the environment was leading to too much straight forward engagements of "destroy cover - shoot till dead" which is not ideal gameplay
- - Terror Missions now always have 2 lid pods and sometimes an extra zombie pod - Less RNG
- - If you are on an enemies OW list but won't actually get shot by them right now, you'll still have a target icon in the top right of the soldier flag to let you know - Helps with certain situations like squadsight enemies
- - Disorient now grants -15 defense (from -30) - It's be used more for a targeting solution than to disable the enemy, this should bring back more of the disable and help slow down alpha striking
- - Red Fog now reduces aim, will, melee damage, throw range, rocket accuracy, and mobility by half the percent of base health lost (instead of set and different values) - Increase in effect of red fog, improved consistency and ease of understanding, makes it significantly more effective into the late game (overall significant xcom buff)
- - Alien Appearances reworked and no longer have a small chance of more dangerous enemies appearing one alien level before they actually appear - Was not a fun or even really interesting mechanic
- - Any pod that is revealed with no other visible aliens (or 1 visible alien below 50% HP) will be 'Prepared' [combat readiness] - Helps make individual pod activations less beneficial
- - Every noise you make (smashing a window, breaking a door, firing a gun, using a rocket, etc.) will increase the noise level. The noise level ranges from 0 to 2 and decreases by 1 for each turn XCOM makes no noise made. Aliens pods are more likely to converge on XCOM if they make more noise. - Makes being silent on maps more important
- - Only idle units can berserk - Prevents hurting steadied units and suppressed units
- Perks:
- - You can no longer overwatch units at squadsight and then fire at them when they enter visual range - units in squadsight simply are not overwatchable
- - Reconnaissance grants just 1 battle scanner (from 2) - Nerfed, makes stealth detection harder and the aim bonus from battle scanners more coveted
- - Greater Mind Merge now also activates a Telekinetic Field - Buff to the perk, as it was often not strong enough on it's own
- - Deflection shield now activates on pod scamper - Makes sense
- - Improved the Reconnaisance ability of the scout to detect active and inactive units equally and find any unit out of sight, including when engaged in battle, and when tracking a fleeing enemy - QoL, buffed
- - New Perk 'Leader': This unit grants 20 defense to allies in sight
- - New Perk 'Champion': This unit grants 20 defense to allies in sight and resists 50% of the effects of red fog
- - Holo rounds only applies on the primary weapon and grants: If this unit fires two consecutive shots in a turn against a target it marks that target, regardless if either shot hit - Buff to units with the perk that can fire multiple times, especially buff to XCOM holo users
- - Rapid Fire has a -10 aim malus with -5 per tile away (from -20 with -4 per tile away) - Buffed to XCOM rapid fire users
- - Combat Drugs grants 45% healing of damage received (from 35%) - Buff for XCOM medics
- - Repair Servos gains servos equal to 45% of the damage taken (from 50%) - Slight nerf
- - Sapper deals double enviro damage (from triple) - Tone back on enviroment destruction
- - Psychokinetic strike range to 10 tiles (from 18) and 2 tile radius (from 3) - Same as above, acts more like a super sapper grenade with unlimited charges
- - Psi Lance does 10% less damage on each jump (from 50%) - Makes the jumps more significant
- - Dense smoke damage reduction to 20% (from 30%) - Slight tone back, it's quite good
- - Camaraderie grants double the chance for Commanding Officer to trigger (from triple) - was good enough at double
- - Commanding Officer grants 50% resistance to the effects of red fog
- - Damage Control grants 20% DR per hit (from 15%) - Buffed
- - Damage Control now repairs 10 + half of the shred damage on a unit at the end of each of the wearer's turns - Buffed, makes tanks better at dealing with being shredded
- - Psi Mastery now upgrades psychic storm to deal half it's damage when interupted - Makes it a better option on leader sectoid commanders and ethereals
- - Absorption Fields is 35% DR (from 30%) - Buffed
- - Repulsor Plating renamed to Repulsor - Distinguish it more from the plating items
- - Rift does 2 + will_difference/25 damage (from 3 + will_difference/20) - Combined with the ethereal will reduction, rift should be doing significantly less damage
- - Psi lance does 5 + will_difference/25 damage (from 5 + will_difference/20) - Slight nerf
- - Penetrator just again deals +2 penetration (from bypassing all base DR) - Made it too late game-centric when base DR got high
- - Mechanic no longer grants healing after taking damage to mechanical units but does grants +15% throw range - Buff to grenade engineers, the 'in range to take damage' was pretty difficult to use and didn't play out in an ideal manner - either felt useless and rarely felt abusive
- - Impact no longer grants +1 damage - Was strong enough with the pen and OW clear
- - CST is back to 65% extra damage (from 100%) - Makes MEC tanks and SHIVs a lot more reasonable, means that fighting mechanical units isn't all about if you have CST, overall tune down in damage dealt on both sides
- - Kitted also grants +1 ammo - Buff to the perk, especially since it's defensive in nature
- - Collateral Damage to 25% damage per ammo spent (from 20%) and automatically also grants Lock N' Load - Buff to the action economy on the Shogun
- - Mayhem to +90% weapon damage (from +100%) - Slight tone back, balance with other builds
- - Savior no longer grants healing when damaged - Tone back on medic tanks
- - Shock and Awe and Master Mechanic no longer clear OW status on enemies hit by shots for bio/mech targets - The perks were getting a little complex and the shooter builds are already strong enough
- Equipment:
- - Neural Gunlink and Illuminator Gunsight renamed to Neural Scope and Illuminator Scope - Makes it more clear to understand that scopes can't be equipped together but other items can
- - Battle Rifles gain +20 crit - Buffed to be more competitive vs carbine/assault/smg
- - Killer instinct grants 200% crit damage with shotguns and 175% with other weapons (from 175% always) - Buff to KI on the assault
- - Flamethrower base damage to 7 (from 5) - Buffed as it was likely overnerfed before, buff to mid-game MECs
- - HE grenade radius to 3 (from 2) - significantly stronger at dealing with multiple aliens and actually gives a little more reach, pushes it more into the close range grenade use
- - Alloy/Hover SHIV armor HP to 20+20 and 16+16 (from 18+18 and 14+14) - Buff to SHIV resiliency
- - Titan/Archangel armor to 14/12 (from 12/10) - Buff to xcom resiliency and strength of later game armors
- - Corsair/Seraph armor HP to 10/8 (from 9/7) - Buff to xcom resiliency and strength of later game armors
- - Acid Grenade range to 8 (from 10) - Nerfed, as it's quite strong
- - All platings now provide 20 crit resistance - Buffed
- - Ceramic/Alloy/Reinforced/Chitin/Regenerative Plating no longer give Base DR of 10/10/20/15/15 but instead grant %DR of 25/25/35/30/25 - Buff to bioplatings, especially on non-tanks, also helps them work better even when injured on tanks
- - Alloy Carbide/Core Plating no longer give Base DR of 0/20 but instead grant 20/40% DR - Same as above but on mechanical units
- - Regenerative Plating mobility to -0.6 (from 0) - Slight tone back
- - Battle Scanner (2-Pack) now has -0.6 mobility (from 0) - It's strong and didn't want it to be as mandatory
- - Neural Scope credit cost to 110 (from 300) - Makes it more reasonably affordable
- - Chameleon Vest elerium/meld cost to 60/40 (from 120/80) - Same as above
- - Battle Computer credit cost to 50 (from 250) - Same as above
- - Psi Frayer bonus will to +20 (from +15) - Slight buff
- - Base DR of Heavy armors increased by 10 (except for Vortex) - Buff to base DR on biosoldiers as it was too insignificant before, further increase in general xcom resiliency
- - Aurora no longer grants base DR - Tone back on psi tank early game armor
- - Vortex armor meld cost to 300 (from 200) - Makes it harder to acquire in multiples
- - Aurora and Vortex armor grant Countercharge now has double the chance to trigger and +1 damage - Buff to countercharge on XCOM psionic users
- - UHMEC3 HP to 22 (from 18) - Buffed due to low mobility being so debilitating
- - Battle Rifles gain +20 crit - Buffed to be more competitive vs carbine/assault/smg
- - Electropulse damage to 12 (from 8) and radius to 10 (from 8) - Buffed
- - Grenade Launcher range to 10 (from 12) - Slight tone back, as positioning is much easier for MECs so getting in range was easier to do
- - Thumper grants +8 dmg and +4 pen to the KSM (from 6/3) - Buffed
- - Mechanic no longer grants healing after taking damage to mechanical units but does grants +15% throw range - Buff to grenade engineers, the 'in range to take damage' was pretty difficult to use and didn't play out in an ideal manner - either felt useless and rarely felt abusive
- XCOM:
- - Goliath Repair Servos and Kinetic Dampening swapped - Repair Servos was too strong of a pick that it was imbalanced at that level
- - Penetrator on sniper replaced with kitted - Gives the sniper a slight utility role, penetrator was a dead perk with the new change
- - Impact on Marauder replaced with Snapshot - Impact was a little weak on a unit that wants to get so up close vs sprinter, Snapshot further complements the shooting build and provides some option when under overwatch
- Aliens:
- - Ethereal will to 100 (from 110) and growth to 20 per alien and leader level (from 30) - Tone down on ethereal strength
- - Heavy Floaters gain Iron Skin - Buff to resiliency
- - All alien leaders gain the Leader perk - Buff to alien leaders, helps increase late game resistance to shots
- - All alien champions gain the Champion perk - Same as above
- - Ethereals and Sectoid Commanders gain the Telekinetic Field ability - Buff to their resiliency and use of defensive (instead of offensive) abilities
- - Sectoids and Drones level up on all even levels (from odd) - Makes the odd vs even level ups more balanced
- - Psychic Storm is a little more likely to go off when the AI is 'derping' - Improved AI
- - Floater leaders and Heavy Floaters Leaders gain Light 'Em Up - Buff to their damage output
- - Seeker mobility back to 9.3 (from 6.6) - They were too slow to pose a significant threat, now they should be much more lethal for engaging quicker and getting faster strangles/flanks
- - Sectopod gains lock n' load - Prevents feeling forced to have disabling shots to be effective against them
- - Sectopod damage to 12 (from 14) and damage increase per AL to 3 (from 4) - Tone back on strength of sectopods
- Bug Fixes:
- - Sawed off no longer has quick load
- - Fixed a bug where the requirements for the gollop chamber were being affected by campaign length twice (meaning you only required 5 of the ethereal corpses and ufo power sources instead of 10)
- - impact no longer acts as if it buffed overwatch for the purpose of visual cues
- - Fixed a bug where indestructible objects would not always be shown when pressing "l"
- - Fixed a bug where MiNEs wouldn't clear psychic storm or mind control
- - Seekers no longer fly when strangling
- - Fixed a bug where suppressing a seeker could cause a soft-lock
- - Tried to fix a bug where on lower difficulties some enemies would still reinforce on overwatch
- - Fixed a bug where indestructible objects were still not being listed as indestructible
- - Improved some code to reduce possibility of CTD with lots of enemies
- - Fixed a bug where alien leaders that were dead still applied leadership bonuses
- - Fixed some oddities with the new reconnaisance system
- - Fixed a bug where loading a save could change the weapons your soldier have equipped and mess up things like overwatch/steady
- - Fixed a bug where multiple starts were not granting the correct amount of weapon fragments
- - Fixed a bug where Resourceful wasn't granting double resources on UFO missions
- - Typos
-
Version 1.42.14
- LW Rebalance v1.42.14
- Strategic:
- - Consensed Plasma weapon fragment cost lowered to 80 (from 250) - makes it more reasonably attainable
- Tactical:
- - New feature 'Boosting': If you hunker two units adjacent to an idle biosoldier in cover with an AP remaining, that biosolder will lose all remaining AP and gain the ability to scamper up any adjacent height - QoL, helps access previously inaccessible locations (to get meld, engage enemies, get good vantage points, etc.)
- Perks:
- - Mayhem grants +100% weapon damage to sniper/strike rifles (from +70%) - Buffed
- - In The Zone no longer lowers aim/crit and doesn't grant a free steady on reload but again grants a free reload on firing a non-steadied shot - Reverted to old version, reduced action economy
- - Disabling Shot aim malus to -30 (from -20) - Still was strong =P
- Equipment:
- - MiNEs lose their penetration and start with 1 round (from 2) - Tone back in strength
- - Grenade launchers start with 2 rounds (from 3) - Tone back in strength
- - Laser sight crit to +10 (from +15) - Toned back so it's less of a late game item
- - Alloy Bipod cost reduced to 30 alloys (from 60) - It was a little too cost prohibitive
- Aliens:
- - Only berserker leaders gain grit (from all berserkers) - Makes packs of berserkers much easier to deal with
- - Only outsider leaders gain indomitable (from all outsiders) - Make packs of outsiders easier to kill with heavy hits
- - Only heavy floater leaders gain indomitable (from all heavy floaters) - Make packs of heavy floaters easier to kill with heavy hits
- Bug Fixes:
- - Fixed a bug where ethereals and sectoid commanders were taking less damage than intended due to a truncation error with critical hits and bonus weapon damage
- - Fixed a bug where getting hit while attempting to suppress could leave the unit in a new position out of cover
-
Version 1.42.13
- LW Rebalance v1.42.13
- Strategic:
- - Research Focus now also starts XCOM with 100 weapon fragments (modified by campaign length) - Buffed
- - Overall weapon fragment gain increased by 10% - Slight help with tight fragments during campaigns
- Tactical:
- - Pistols now all have the ability Quick Load: Reloading costs only 1 AP - Makes them more useful
- - Smoke now only lasts 1 turn (from 2) - Decrease in the camping capability of XCOM, and ability of multiple supports to keep all of XCOM permanently smoked for entire missions, thanks to szmind for help with the code on this
- - Added a warning when either psychic storm or orbital ray might trigger on the next turn in case the player or the game didn't catch the trigger - QoL
- Perks:
- - One For All grants 35% DR (from 20%) - Helps with tanking a lot
- - Flush renamed to Saturation Fire and now will never trigger a unit to move but grants +25 aim (from +20) - Slight buff, and removal of the unpredictable nature of having enemies move, makes it nice for applying holo/shred and hitting difficult to reach targets
- - Predictive Tracking reduces the malus of flush from -50% damage to -25% damage (instead of to -0% weapon damage) - Toned back in strength due to stronger flush
- - Impact grants +1 pen and +1 dmg (from just +1 pen) but no longer affects stagger chances - Buff to the damage aspect of the perk while making it harder to disable enemies
- - Telekinetic Field grants 30 defense (from 40) and no longer reduces explosive damage - Tone back on ability to tank through turns, makes other psionic options more competitive at that level
- - Awareness grants 20 defense (from 30) - Makes it a more balanced choice on the Jaeger and enemy leaders not so hard to hit and early game awareness not as strong on XCOM
- - Run and Gun no longer grants low profile - Tone back in strength, they are quite versatile
- - First Aid grants a free smoke grenade and +1 HP (as well as 2 medikits) and is renamed to 'Kitted' - Buffed
- - Shock and Awe again grants +x% damage to standard shots where x is the target's HP - Buffed for extra hit for the Hit and Run Shogun and the Light 'Em Up Rocketeer
- - Shock and awe now makes standard shots clear enemy biologic unit's overwatch - Buffed, another option for clearing enemy overwatch
- - Master Mechanic makes standard shots clear enemy mechanical unit's overwatch - Buffed, another option for clearing enemy overwatch
- - In The Zone now has -10 aim for each shot taken - Toned back in strength
- - Close Encounters reduces mobility by 50% (from 35%) - Reverted back as it was really effective at doing Hit and Run tactics
- - Disabling shot to -20 aim (from -40), and 4 turn cooldown (from 3), but has a chance to maim bio targets equal to how much %hp they lost (from 100% chance to maim) - Much easier to use without steady (and with) but can only maim injured targets
- XCOM:
- - Critical System Targeting replaced with Bring 'Em On on Infantry - Was too strong on infantry, especially with recent buff, and focuses the infantry or bio targets to open up more roles for engineer and heavy (gunner/rocketeer/goliath) as well as arc equipment
- - Shogun has Impact replaced with Shock and Awe, and Shock and Awe replaced with Jetboot Module - Prevents new overlap with new S&A and gives earlier mobility to the Hit and Run build
- Aliens:
- - Cyberdiscs gain +10 aim - With leaders losing LeU they lost a lot of their bite so they didn't need the -10 aim
- Bug Fixes:
- - Fixed a bug where mind deterioration would not properly kill a unit
- - Fixed a bug where enemy units could get trapped under the map - Thanks szmind for some of the help with the technical parts of the code
- - Fixed a bug where smart macrophages were preventing the unit with the macrophages from shredding other units (instead of being shredded themselves) - Whoopsies =D
- - Finally fixed a bug where throwing grenades directly on a target would still have DR
- - Fixed a visual bug where graze could occurs when a unit bled out
- - Fixed a bug where dangerzone mayhem suppression wouldn't apply AoE holo rounds
- - Fixed a bug where Mayhem was only doing 50% more weapon damage on non-precision shots (it's supposed to do 70%)
- - Fixed a bug when Exalt SHIVs scampered they could shut down XCOM SHIVs
- - Fixed a bug where some units would not die on some missions where they clearly died
-
Version 1.42.12
- LW Rebalance v1.42.12
- Aliens:
- - Cyberdisc leaders lose LeU - Makes the leaders a lot less dangerous
- - All sectopods gain Reactive Targeting Sensors (from just leaders) - Makes them more dangerous and harder to control
- Bug Fixes:
- - Fixed a CTD when generating a council request
-
Version 1.42.11
- LW Rebalance v1.42.11
- Perks:
- - Holo Rounds requires a unit to hit it's target with a non-reaciton shot in order for them to be holo'd but grants +20 aim (from +15) and +2 pen (from +1) - Tone back on how easy it is to apply and overall strength, but overall buff when they do. On average should be less application but more accommodation when it is applied.
- - Repair servos again grants servos equal to half of damage received (from 33%) - Was too weak at 33%
- - Disabling shot has -40 aim (from -30) - It's strong
- - In The Zone now only grants a free steady on reload if the reload was done at 2 AP - Slight tone back in strength
- - Critical System Targeting grants +100% damage and +50 crit (from +65 of each) - Buffed, prevents overflow of crit
- XCOM:
- - Engineers and Rocketeers gain +5 aim - Helps with their shooter builds, accommodation for holo nerf
- - Alloy SHIV mobility to +0.6 (from -0.6) - Helps it be more than just a squatter, significant buff
- Aliens:
- - Cyberdisc loses 10 aim - It was a little too accurate, especially for a flying unit
- - Improved AI on Psychic Storm and Orbital Ray - They can trigger if the aliens haven't seen you but it's smarter now so it doesn't feel abusive
- Equipment:
- - Holo charger now grants +10 aim - Accommodates for holo nerf
- Bug Fixes:
- - Fixed a bug where floaters would often not fly when they should
- - Fixed a bug where drones could still orbital strike without seeing you and do so too often (was frustrating on base defense and temple ship)
- - Fixed a bug where the council could request starting items from specific starts to give players too much of a head start on their campaign
-
Version 1.42.10
- LW Rebalance v1.42.10
- Strategic:
- - Foreign Legion starts players with 10 extra soldiers (from 14) but cuts the salary and overhead of soldiers by 50% - Buffed
- Tactical:
- - Concussive blast has a chance to disorient them equal to the percent of max base HP they lost (from half the percent of max base HP lost) - Significant buff to all explosives
- - Autopsied enemies will now show in the F1 panel - QoL
- Equipment:
- - AP Greandes deal 4 damage (from 3) - Buffed
- Perks:
- - Close Combat Specialist grants +1 ammo to shotguns (from +2) - Was too strong at +2
- - Close Encounters no longer grants bonus damage vs melee units but instead shots from the primary weapon against targets within 4 tiles gain +x% weapon damage where x is the target's current HP - Previously it pushed assaults too strongly for terror missions, now it helps assaults where they are weakest, later game against HP pools that are quite large
- - New perk for Chryssalids: Fleet: Grants bonus defense equal to 5x this unit's mobility if it has not been damaged this turn - Makes them easier to kill through combined weaponry but more resilient to just straight up shooting
- - Collateral Damage 20% weapon damage per ammo spent (from 25%) - Slight tone back, as it's still really strong
- Aliens:
- - Chryssalids lose all base defense - Accommodates for new Fleet perk
- Bug Fixes:
- - Fixed a bug where sometimes floaters would not be flying after flanked and launched
- - Fixed a bug where the Bred Tough starting bonus was affecting MEC augmentation
- - Fixed a bug where cover DR was still applying on explosives that were placed point-blank
- - Fixed a bug where going in stealth would sometimes not clear you from enemy overwatch lists
- - Fixed a bug where commanding a unit was clearing the ITZ restriction of only shooting for the rest of the turn
- - Typos
-
Version 1.42.09
- LW Rebalance v1.42.09
- Strategic:
- - Maintenance cost of uplinks and nexuses reduced to 15/20 (from 80/90) - Makes expansion more reasonable and profitable (as the expense sometimes discouraged it)
- - Soldiers now have a monthly cost equal to 0.666*1 for 1 soldier, 0.666*(1+2) for 2 soldiers, 0.666*(1+2+3) for 3 soldiers, etc. Injured soldiers count as half. Retired soldiers cost 0. SHIVs cost 0. - Creates tension between a barracks size instead of just getting a decent number of soldiers so fatigue/injury times are less relevant (formula for an additive factorial is x(x+1)/2 for those that care -- /3 for the cost for soldiers)
- - The Home Country now grants 1000 credits (from 800) - Accommodates for new soldier costs
- - Alien Propulsion reduces the cost of interceptors by 25% (from 50%) - Prevents waiting to build lots as a strategy and also discourages skipping repair to just build due to being so cheap
- Tactical:
- - You can now press "L" and the object nearest to the cursor will display it's remaining and total HP - QoL
- - At the beginning of each of XCOM's turn, if a unit is currently using cover that might be damaged a popup will display a warning - QoL, helps keep track of where cover might not be reliable and makes that mechanic more obvious
- Perks:
- - Scouts can now use reconnaisance while concealed - Was no real good reason not to... you'd probably hear more if you're trying to be silent, slight buff to ease of use on scout
- - Acidic now only corrodes units within 2.5 tiles and reveals units within 4 tiles and does not matter if a unit is a leader - More reasonable as the 4 range corrosion felt bad
- - Bloodlust now reveals units within 4 tiles always and does not matter if a unit is a leader - consistency
- Equipment:
- - Banshee Armor grants 2 mobility (from 2.6) - Slight tone back, as repulsor plating is great
- Aliens:
- - Muton Berserkers gain 6 HP with each alien level (from 8) - Makes them less dangerous and less of a damage per turn check, especially into mid-late game when they come in groups
- - Cyberdisc grenade range to 6 tiles (from 8) - Consistency with other grenades, gives XCOM a little more play to avoiding them, also, some native code may be increasing grenade range on aliens so this should reduce that further
- - Cyberdisc penetration to 2 (from 3) - Makes DR a little more effective against them, especially for being so early
- - Muton Elite penetration to 1 (from 2) - Makes DR a little more effective against them, especially since they alreayd have penetrator
- Bug Fixes:
- - Fixed a bug where initial campaigns would not start with SPECs
- - Fixed a bug where Elite Exalt were not awarding 2 meld per kill bounties
- - Fixed a bug where snipers wouldn't steady after reloading sometimes
- - Attempted to fix a bug where if the line dictating the path a grenade would take obviously passed the cover but would sometimes still have cover DR
- - Typos
-
Version 1.42.08
- LW Rebalance v1.42.08
- Country Starting Balances:
- - Assembly Line no longer grants alloys and only 10 engineers
- - Sandhurst grants a 20% reduction in fatigue and OTS project mission requirements (from 25%)
- - Skunkworks now reduces item build time by 40% (from 50%) but also starts with all elevators in place
- - Daredevils grants 2 interceptors and increases the strength of combat patrols by double (from +50%) and decrease the cost increases after use just 10*AL (from 50 + 10*AL) - makes them much more spammable and much more powerful
- - Legacy of Uxmal grants 20 will for the purposes of psionic training (from 10) and reduces alien research speed by 5%
- - Uralvagonzavod grants 4/6/8 damage to SHIVs (from 3/6/9) and +10 base DR
- - Robotics grants 15 aim for new SHIVs/MECs (from 12)
- - Ancient Artifacts also starts the player with 100 meld. Also provides a Blaster Launcher and a Fusion Lance but they can only be used after unlocking Fusion Weapons
- - Born to fly provides pilots with 3 aim per kill (from 2 aim per kill)
- - Ring of Fire grants 250 for each thermogenerator (from 230)
- - Cheyenne Mountain reduces excavation costs by 85% (from 80%)
- - Foreign Legion starts with 14 soldiers (from 12)
- - Jai Vidwan starts with 150 weapon frags (from 100)
- - Kiryu-Kai/Cadre both now grant active and fatigued soldiers gain xp each day equal to +3/+1 plus month passed
- - Ghost in the Machine now starts all players with 2 more SHIVs and grants 30 aim (from 25)
- - For the sake of glory reduces all injury and fatigue times by 20% (from 15%) but Egypt starts with 300 less credits (600 instead of 900)
- - Global Networking no longer grants additional sightings (they were lame and too insignificant to mention), but instead grants an overall 6% increase in overall XCOM funding
- - Special Warfare School reduces OTS project cost by 80% (from 70%) and increases XTP and retired soldier XP granted by 60% (from 40%)
- Tactical:
- - Orbital Ray chance to target lock a unit back to 80% reduced by cover/hunker/ceiling (from 40%) - It was so low that often the drone would just sit there trying to acquire targets wasting it's turn, and that's not the intention
- - Holo Rounds grants +15 aim (from +20) - It was a little too polarizing on builds with how important it was, slight tone back
- XCOM:
- - SHIV/AlloySHIV/HoverSHIV base DR to 30/40/30 (from 35/50/35) - Slight tone back as they were a little too tanky after flat DR change to base DR
- Bug Fixes:
- - Fixed a bug where the DT stepout bug fix would sometimes fix HnR moves inadvertently if the player moved too quick
- - Psychic Storm and Orbital Ray now show popups even if the unit was in the fog of war
- - Overwatch ability icon should now be yellow if it has any buffs
- - Fixed a bug where Cadre and Kiryu-Kai would force those units to be on the first mission (first mission should only be Rookies)
- - Fixed a bug where the AI could sometimes target you with global abilities before seeing you on specific missions with reinforcements
- - Updated some missing item uses on the description of items (thanks sanghelios)
- - Fixed a bug where later recruits gained 1/4 as much will as intended
-
Version 1.42.07
- LW Rebalance v1.42.07
- Strategic:
- - Survival Training country start reduces injury times by 15% (from 25%) - toned back due to boost in HP strength at preventing late game overpower
- Tactical:
- - The chance for an unactivated pod to be unprepared is increased to 15% per active enemy over 5 (from 10% per active enemy over 5) - Makes it much more likely to trigger unprepared when triggering multiple pods
- Perks:
- - Overpower is now resisted by 2% for each HP above/below average - It was too insignificant at 1%
- - Cover Tactics and Cover Tenacity no longer have caps - Makes them stronger when you have over 10 enemies activated
- Aliens:
- - Ethereal will to 110 (from 130) - Makes them do less damage overall, and have less of an overpower aura as they were a little too strong late game
- - Ethereals and Sectoid Commanders now only get Psi Mastery if they are leaders - Significant reduction in their offensive power when not a leader, makes the leader versions much more dangerous as previously there wasn't enough distinction between leaders and non-leaders unlike most aliens
- Bug Fixes:
- - Fixed a bug where floaters could launch from indoors
- - Fixed a bug where Double Tap (and sometimes other abilities) would leave a stepped out soldier permanently stepped out with weird cover status
- - Fixed a bug where finishing a gene mod could sometimes black out the strategic screen soft locking the player out of the game
-
Version 1.42.06
- LW Rebalance v1.42.06
- Bug Fixes:
- - Fixed a bug where a unit being revealed didn't immediately trigger some inactive pods
- - Fixed a bug where VPT would trigger even if the unit was protected by cover
- - Fixed a popup bug with close combat specialist and reactive targeting sensors
- - Fixed a bug where Psi Defender and Psi Frayer were granting psionic abilities
- - Fixed a bug where enemy units could activate at the end of your turn thus not letting you scamper and giving the enemies a scamper and then a full turn - Thanks to szmind entirely for this fix
-
Version 1.42.05
- LW Rebalance v1.42.05
- Strategic:
- - Ammo Conservation now works with Shotguns - Consistency that it now works with most basic weapons, buff to mid-late game shotguns, increase in Assault strength in mid-late game
- Perks:
- - Mechanic now only heals within 1.5 tiles of a mechanical units - Was actually really strong and felt a little odd at such long range
- - Vital Point Targeting no longer grants additional damage at point blank (only the 30% boost will apply) - Reduces strength of the Hit and Run scout (only when at point blank) as it's combination of high damage, high mobility, and cover bypass was (still is) quite strong
- - Shock and Awe no longer affects standard shots - It made the Light 'Em Up rocketeer too good in the late game, like really good, also for balance on the Shogun, esp with VPT nerf
- - Close Combat Specialist now grants +2 ammo to primary shotguns - Buff to CCS and the potential ammo constraints on biosoldiers
- - Shock and Awe no longer grants Concussion and Psi grenades gain +2 range and radius - Nerf to support Rocketeer
- - Tinker strips 35% of armor HP (from 50%) - Slight nerf on it's initial impact on high armor enemies
- - Brawler grants immunity to critical hits from enemies within 4 tiles - takes it from CE and acts as a boost
- - Inner fire resists 50% of overpower - Buff to psionics as well to keep them competitive with late game gene modded soldiers and MECs
- - Bloodlust now only works during XCOM's turn and only clears panic, mindfray, maim, and disorientation - Toned back in strength
- Close Encounters Rework:
- - Close Encounters grants +70% weapon damage to shots against melee targets within 4 tiles - Helps make assaults more able to counter zerkers and lid bosses as a melee specialist
- - Close Encounters lowers mobility by 35% (from 50%) after the first shot - Makes repositioning after using the first shot/nade a more reasonable posibility, making moving to a safe location a lot more reasonable (ala Hit and Run)
- - Close Encounters no longer grants crit immunity within 4 tiles - It was unpredictable on assaults and too strong on enemies
- - Close Encounters no longer effects grenades - The actual difference of firing grenades was not huge (grenade, grenade, grenade vs grenade, shot, grenade; esp with new melee damage boost) and it pushed assaults too much into the anti-terror role (esp with melee damage boost) which wasn't the intention. Also, the perk was getting to complex.
- - Summary of new CE: The first standard shot within 4 tiles of an enemy will leave this unit with 1 AP but movement is reduced by 35% if the next action is a move. Grants immunity to reaction fire from enemies within 4 tiles. Shots against melee targets within 4 tiles gain +70% weapon damage. Activating Run and Gun disables the AP discount.
- Equipment:
- - The chameleon vest now grants +10 defense (from 0) - Makes it more ideal for units that will be gaining undo attention due to proximity aim bonuses (covert ops, assaults, scouts, etc.)
- - Breaching Ammo also grants +2 penetration - Buff to make it further stronger at penetrating armor
- XCOM:
- - Infantry gain 0.6 base mobility (from 1.3) - They were a little too all-round great, slight nerf
- - Assaults gain 1.3 base mobility (from 0.6) - Helps them accomplish their goal of getting in close, slight buff
- - Assaults gain 25 base will (from 20) - Buff to help them become Psi and be more likely to have something to do when not in range of the enemy, increase in Assault strength in mid-late game
- - Scouts gain 0 base mobility (from 0.6) - Tone back on overall strength, especially the hit and run version, slight nerf
- - Maruader loses Repulsor Plating and gains Grit instead - Repulsor Plating wasn't great on a target that had a high potential to take multiple hits, makes the Marauder tank more reasonble with more core tank pers
- Aliens:
- - Exalt SHIV gains new perk called Volatile Death: If this unit is killed with a strong kinetic hit it may cause explosions in nearby environmental structures - Bug turned feature
- - Exalt Operative Elite Exalt Operative aim to 60/70 (from 65/75) and HP to 8/10 (from 10/13) - Slight nerf
- - Elite Exalt now only have 1 gene mod each - Makes them easier to deal with
- -- Operatives: Enhanced Metabolism
- -- Heavies: Iron Skin
- -- Snipers: Muscle Fibre Density
- -- Medics: Smart Macrophages
- - Outsider Leaders and Chryssalid Leaders lose Brawler - It wasn't doing much on them anyway
- Bug Fixes:
- - Fixed some bugs with the new Floater AI not making it obvious when they launched if other things were occuring at the beginning of the turn (e.g. growth, corrosion, etc.)
- - Fixed a bug where Walker Servos was requiring advanced power armor and it shouldn't
- - Fixed a bug on large map missions with multiple enemies where the damage reduction shield calculations could overflow the engine and cause a CTD
- - Fixed a bug whre Enhanced Metabolism wasn't actually lowreing the effect of Overpower
- - Fixed a bug where Floaters would sometimes launch without any ammo
- - Fixed a bug where you could see multiple popups that should not be able to cause they were in the fog of war (damage, disorient, etc.)
- - Fixed a bug where 'j' wouldn't end a unit's turn if they couldn't enter combat readiness
- - Fixed a bug where savior said it healed 1 hp upton taking 3 or more damage (should be more than 3 damage / 4 or more damage)
- - Fixed a bug where Double Tap would not work on your pistol if the primary weapon was out of ammo
- - Fixed a bug whree ITZ could fire for more than 3 shots
- - Fixed a bug where pilots were not getting renamed appropriately on the first promotion
-
Version 1.42.04
- LW Rebalance v1.42.04
- Strategic:
- - Home Country reduces panic increases by 65% (from 50%) - Makes it harder to lose the home country
- Perks:
- - Psi Inspiration also removes disorient - buffed
- - Perseverance grants 50% reduction in injury and fatigue times (from 40%) - Buffed
- - Explosives Shots (splash damage ability of cyberdiscs, mechtoids, and sectopods) now deals half weapon damage to targets within 1.5 tiles (from full damage taken to targets within 2.5 tiles) - Altered so it's not dependent on how much the primary target absorbs and toned back radius so it's not as restrictive on placement and penalizing when you are clustered
- Equipment:
- - Smoke grenade range to 14 tiles (from 10) - helps keep the smoker out of LoS and makes it easier to smoke units far away
- - Proximity Sensor credit cost to 15 (from 70) and time to 4 (from 12) - Makes it easier to produce, more reliable as a backup detection methods if motion trackers/scouts aren't available
- Aliens:
- - Improved Alien AI in various places (especially with floaters) - QoL
- - Seeker base HP to 10 (from 12) and mobility to 6.6 (from 8) - Their offense is enough that they didn't need so much HP, and the lower mobility makes revealing them more powerful
- Bug Fixes:
- - Fixed a bug where some of the random battle buffs were incorrectly described and applied
- - Fixed a popup bug on overwatch shots
- - Fixed some misnamed Exalt Units
- - Fixed a bug where panic popups could occur on dead or dying units
- - Typos
-
Version 1.42.03
- LW Rebalance v1.42.03
- Strategic:
- - Alien Computers tech renamed to Alien Circuitry - Makes more sense, especially now that it requires UFO Power Sources
- - Alien Circuitry requires 2 UFO Power Sources (instead of 2 UFO Flight Computers) - Prevents RNG from locking players out of mechanical autopsies and early MECs
- - Advanced Conversion country start no longer grants bonus flight computers - Not necessary to prevent RNG anymore
- Tactical:
- - Enrage now grants immunity to countercharge - Prevents taking extra damage when already down
- - First mission has 1 more sectoid on impossible - Makes it more challenging
- - Effects of in battle stat modifiers: home ground, pessimistic, optimistic, focused, etc. doubled - Makes them matter a little more
- Perks:
- - Run and Gun back to a 2 turn cooldown (from 1 turn) - With the extra damage and crit, the consistency is much better and the perk doesn't need the frequency anymore
- - HEAT Warheads grants double the chance to disorient a target through Concussive Blast - buffed
- Bug Fixes:
- - Fixed a visual display where making some sectoids non-idle still listed them as having countercharge active
- - Fixed a bug where aliens using orbital ray or psychic storm were considered idle
- - Updated the critical wound bad location fix code to prevent warping back and forth between a bad location and the correct location (I hope)
- - Typos
-
Version 1.42.02
- LW Rebalance v1.42.02
- Country Starts:
- - Research Focus (Canadian Start) now reduces the upkeep costs of laboratories to 0 - Buffed, as the early upkeep cost was a significant negative
- - Assembly Line (Chinese Start) now reduces the upkeep costs of workshops to 0 - Buffed, as the early upkeep cost was a significant negative
- - Ready For War starts with 100 Weapon Fragments (modified by campaign length) - Buffed
- - Jai Vidwan starts with 100 Weapon Fragments (modified by campaign Length) - Buffed
- Air Game:
- - Phoenix Cannon damage increased to 400 (from 360) - Makes it slightly more effective
- Tactical:
- - Corrosion again removes half of Base DR - Without it some enemies were a little too tanky and it made some other forms of penetration too mandatory, also makes acid effectively immediately
- - The TYPE and NUMBER of Exalt on 5 man missions is pushed back a full Alien Level (but strength based on AL is still the same) - Makes them less challenging and they were a little too difficult
- - Added in code to reduce graphical display on aliens during the alien turn (DR shields and such) if there are more than 8 aliens active - Prevents CTDs from too much information during AI processing
- - Shredded is now 30% extra damage + 1 for every shred damage taken (from 20% + 1) - Buff to just the initial application of shred
- Perks:
- - Sapper no longer affects concussive blast chance (from triple) and only grants 15% range increase (from 20%) - Tone back in strength
- - Fortified no longers grants +3 Armor HP but instead grants +10 Base DR - Makes it better at mitigation, helps at making the perk more appealing for mitigation tanks
- Equipment:
- - Reaper Rounds grants +2 crit dmg (from +1) - Buffed
- - Alien and Plasma grenade range to 12 tiles (from 10) - Buffed for mid-late game use
- XCOM:
- - Shogun gains 20 base aim (from 10) - Buff to the HnR build, especially since it's only single shot
- - Crit resist on SHIVs to 20/30/20 (from 35/50/35) - Stacked too high and they were a little too tanky, especially with shielding pod
- Aliens:
- - Cyberdisc grenade range to 8 (from 10) - Toned back so there is more strategic benefit of keeping them at range
- - Elite Exalt Operatives lose Advanced Perception - Toned back in strength
- - Elite Exalt Snipers lose Predictive Tracking - Toned back in strength
- - Elite Exalt Heavies lose Advanced Perception - Toned back in strength
- - Elite Exalt Medics lose Adaptive Bone Marrow - Toned back in strength
- Bug Fixes:
- - Fixed visual bug on Rockets not showing the correct display of # of rockets in soldier loadouts
- - Possibly further improved the code that prevents critically wounded units from teleporting around the map after being killed
- - Fixed a bug where you could countercharge when on overwatch (you have to be idle)
- - Prevented a double popup for entering stealth mode
- - Typos
-
Version 1.42.01
- LW Rebalance v1.42.01
- Perks:
- - Fragmentation grants a 40% chance for double damage (from 50%) - Toned back so it more even with mayhem
- - Absorption Fields no longer reduces acid duration - Buff to effectiveness of acid vs mecthoids/sectopods/SHIVs/MECs
- Equipment:
- - Shielding Pod reduces corrosion duration to 1 turn - Accommodates for Absorption Fields loss
- Bug Fixes:
- - Fixed a bug where squadsight XCOM units would sometimes activate alien pods that couldn't see them
- - Fixed a bug where chrysallids could corrode through walls
- - Fixed a bug where the Gollop Chamber costs would not always be correct
- - Fixed a bug where shooting down a UFO would sometimes cause a significant boost in alien research
- - Fixed a bug where alloy and elerium yields from UFOs were being slightly reduced if the mission went on longer than 10 turns
- - Typos
-
Version 1.42.00
- LW Rebalance v1.42.00
- QoL:
- - Exposed over 300 text variables to the xcomgame.int file (as m_arrCredits variables) - Allows players access to edit the text of the game
- Air Game:
- - Scout base HP to 400 (from 500) - It's important for campaigns to regularly be able to shoot down scouts
- - Fighters gain 60% HP per alien level (from 100%) - Tone down in their strength
- - Raider HP to 5000 + 10% per month (from 5000 + 30% per month) - Makes it much more reasonable to shoot down later game
- - Harvester Armor Tier to 0 (from 4) but HP to 7000 + 10% per month (from 6000 + 10% per month) - Makes another UFO that can be shot down with lasers, opens up some uncommmon large UFO crashed maps
- - Aircraft kills required for rank increaese to 4/6/8/12/16 (from 6/9/12/18/24) - Makes it easier to get larger squadron sizes sooner
- - Fusion Lance aim to 15 (from 10) - Makes it a little more competitive
- - UFO Hunts no longer vary with the square of the campaign length and instead just directly with campaign length
- - Satellites are no longer immune on the first hunt for being destroyed
- Country Starts:
- - Public Heroes grants 2.5x (from 3x) the credits/scientists/engineers in a non-random fashion (the average number is added to the final total for all abductions) - Makes them much less RNG-based, slight nerf to public heroes
- - Jungle Scouts no longer starts with advanced medikit and advanced surgery - Toned back in strength
- - North American, Asian countries, South Africa, and Nigeria start with 300 more credits - Balance
- - Resourceful recovers double the salvage materials from each UFO without additional cost (from +50%) - Buffed, balance
- - Xenological Remedies grants Increased credits (Impossible: 7x, Brutal: 8x, Classic: 9x, Easy: 10x) from alien corpse, captive, and wreck sales (from 5x/6x/7x/8x) - Buffed, balance
- - Global Networking increases Grey Market sell prices by 50% (from 35%) and reduces intel scan costs to 20 credits (from 50) - Buffed as selling resources is less ideal than it used to be
- - Ring of Fire Thermogenerators produce 230 credits a month (from 200) - Slight boost
- - Wealthy Benefactor grants 1600 credits (from 1400) - Slight buff
- - Cheyenne Mountain reduces excavation costs by 80% (from 70%) - Slight buff
- - Special Warfare School grants 80% reduction in OTS projects (from 70%) - slight buff
- - Sandhurst grants 25% fatigue and OTS mission requirement reductions - Buffed
- - Bred Tough no longer grants additional HP and instead only +10 base DR - Accommodation for stacking DR being stronger
- - Roscosmos satellite cost reduction to 70% (from 80%) - Slight nerf
- Strategic:
- - Alloy/Elerium yield from UFOs reduced by 20/25% - Too much was being accumulated
- - Gangplank only rewards 1 fusion core (from 2) - Makes ABAs more valuable and makes skipping this DLC not as punishing
- - Alien base assaults reward 2 fusion cores (from 1) - Same as above
- - Weapon Fragment yields from missions reduced by ~33% - Almost everyone had too many throughout campaigns that they weren't really an issue
- - Ease into It 2nd wave option replaced with AYYLMAO: Replaces much of the information in the game to crude and often humorous alternatives. WARNING: Not Safe For Work. - QoL
- - Increased the number of perks suceptible to the 2nd wave option: Training Roulette - QoL, was too limited
- - Soldier arrival time is reduced by 33% - Makes early game soldier acquisition (especially on NSLW) possible before too many missions
- Foundry:
- - All 3 foundry resource projects grants 20% increased resources and cost 800 credits (from 1000) - Buff to their use
- - Quenchgun alloy cost to 160 (from 360) - Buffed, especially due to slightly weaker value of penetration
- - Enhanced Lasers foundry project costs 130 weapon fragments (from 45) - More costly due to Enhanced Beam Optics being stronger
- - Enhanced Ballistics foundry project costs 130 weapon fragments (from 15) - More costly due to Alloy Jacketed Rounds being stronger
- Tactical:
- - Flat DR is now Base DR which simply acts as a core level of %DR in a unit - Removal of Flat DR for ease of calculations during battle
- - Corrosion (from acid) removes 0% of base DR (from all flat DR) but decreases armor HP at a rate of 1 + 20% of remaining armor HP (from 1 + 10% of remaining armor HP) - In this way it still lowers base DR, but just through increased damage instead while also making it more dangerous to XCOM
- - Penetration and Base DR are now listed on the F1 for aliens - QoL
- - Total % DR of a target is now listed when targeting someone with a weapon - QoL
- - Healing (medikits, repair, mist) now heals for 1 + 50% of missing HP (from 50% of missing HP with a minimum of 1) - grants a little more healing so it's not so useless if units have a lot of HP
- - Close Range bonus/malus for shotguns to 10 aim per tile (from 8) and for sniper/strike rifles to 20 aim per tile (from 16) - Makes them advantages and disadvantages more significant, gives shotuns more aim at close range
- - Performing an action while hidden will now clear you from enemy overwatch lists - Makes sense and is intuitive
- - All abduction maps that don't have 3 meld will receive additional meld up to a possible 3 canisters if finished in quickly - Means that you dont have to avoid no meld maps during abductions due to their lack of meld
- - In Smoke changed to [-10 aim, +30 defense, prevents extra crit from exposed/steadied/suppressing/overwatching, and does not trigger reaction shots -- aim and defense affects psi as well] from [-10 aim, +30 defense, cannot be exposed, and does not trigger reaction shots when in smoke or when moving out through 2+ tiles of smoke -- aim and defense affects psi as well] - Makes sense
- - Added a confirmation dialogue for when you click the mouse button "end turn" - QoL
- - The lone cyberdisc/mechtoid/scommander/ethereal on UFOs now have a buddy - Those units don't function as well completely solo, slight increase in UFO difficulty
- Perks:
- - Repair (from mechanic) now heals 6 HP (9 with master mechanic) (from 4 and 8 with master mechanic) - Buff to the repair ability and engineer overall
- - Mechanic now repairs 1 HP on any mechanical unit within 4 tiles that takes 3 or more damage - Buff to the mechanized healing aspect of engineers
- - Iron skin grants 50 crit resistance (from 20) but +10 base DR (from +20) - Buff to gene modded tanks, but nerf on the DR due to stacking
- - Will to Survive grants 35% DR (from 30%) - Buff to biotanks
- - Will to Survive decreases injury time by 50% (from 30%) - Buff to biotanks
- - Combat Drugs heal 35% of damage taken (from 40%) - Slight nerf
- - Collateral Damage has a 3 turn cooldown (from 4 turn) - Buff to Shogun
- - Disabling shot aim malus to -30 (from -10) - Nerfed, as it's quite strong at shutting down high level aliens
- - Savior also increases the healing of medikits to 70% of missing HP (from 50%) - Buffed
- - Savior now heals 1 HP anytime the medic takes 3 or more damage - Buff to medic tank
- - Mind Fray uses 66% of will to calculate hit chance (similar to psi panic) - It was too strong and predictable at 100%, on both sides
- - Adapative bone marrow reduces injury time by 50% (from 30%) - Buffed
- - Mayhem no longer grants +1 suppression damage - Toned back in strength
- - Tinker grants +20% throw range (from +10%), increases virtual shred damage to 15 (from 10), and has no cap on the amount of armor removed with acid grenades - Buffed
- - Perseverance dencreases injury/fatigue time by 40% (from 35%) - buffed
- - Run and Gun grants shots +35% weapon damage and +35 crit when active and has a 1 turn cooldown (from 2) - Buffed, grants consistency to the attack when you move into a dangerous situation
- - Double Tap no longer has an aim malus (from -10 at 1 AP and -20 at 2 AP) - Buffed use for moving and using the 2nd shot, simplification of the perk
- - Mayhem grants +70% weapon damage to sniper and strike rifles - Makes them hit a little harder late game, helps accommodate for large damage shots not being as useful to break through flat DR
- - Master mech grants 2 pen vs mech (from 4) - Tones down early drone strength and later game DT engineer strength
- - Shock and Awe again boosts Concussion and Psi grenades: gain +2 range and radius and also grants extra equipped rockets an extra charge - Support rocketeer needs some strength as a slow and distant support is naturally weak at it, also gives rocketeers with an extra equipped rocket more rockets for longer missions
- - Smart Macrophages now grants complete immunity to shredding and corrosion (from just corrosion) - With corrosion being less common and less dangerous to tanks this needed a buff
- - Repair servos now grants servos equal to 35% of the damage sustained (from 50%) - toned back as it was acting as a little too much healing
- - Snapshot grants an additonal reaction shot on overwatch to non-aliens but 20% chance for 0 AP actions (from 25%) - Buff to OW infantry, increased diversification of other builds that use snapshot
- - Bloodlust now clears all debuffs when triggered - Makes berserkers more difficult to control
- - Danger Zone now increases explosive radius by 50% (from 35%) - Buffed
- Equipment:
- - Shotguns gain -20 aim - Tone back on strength, especially at range, accommodates for higher range up close
- - Flamethrower damage to 5 (from 6), charges to 2 (from 8), and chance to panic to 25% (from 50%) - Nerfed as it's damage pentration is very strong and was overshadowing most other aoe abilities
- - LMG to -30 aim (from -20) - Nerf to bullet wizard and late game high aim gunner builds
- - Strike rifles gain aim bonuses similar to carbines (ballistic/laser = +10, gauss/pulse = +15, plasma = +20) - Buff to their use on both the sniper and scout
- - Restorative Mist now passively only heals 1 HP if the unit has taken more than 4 damage (from more than 1 damage) - Tone back in it's strength at taking multiple low damage shots
- - Restorative Mists no longer require left over charges for the passive effect - Didn't really make sense
- - SMGs base crit to 20 (from 40) - Nerfed as their damage output is really strong
- - Machine Pistol base crit to 0 (from 20) - Nerf as their crit boost damage is pretty easy to use and quite strong
- - Sawed-off shotgun crit to 40 (from 60) - Tone back due to higher aim bonus
- - Incinerator module damage to +2 (from +3) but still grants +4 charges - Same reason as above
- - Plasma grenades gain a new ability, Compact: Twice the number of this equipped item is brought into each mission - Makes their use into the late game longer missions much more reasonable and desirable
- - Recoilless Rifle/Blaster Launcher start with 2/3 rockets (from 1/1) - Increased uses into the late game for longer missions
- - Smoke grenades no longer grant crit immunity but instead just prevent units from being exposed - Nerf to their strength at protecting units from crits, buff to crit resistance/immunity perks/items. Smoke will only really reduce crit (by 50) on flanked biosoldiers.
- - Thumper grants +6 damage (from +4) and +3 pen (from +2) to the KSM - Buffed
- - Chameleon vest meld cost to 80 (from 30) and elerium cost to 120 (from 80) - It's really good, even just for the +30 crit after moving (vs, for example a laser sight)
- - Shadow Device now has 6 range, 2 charges, and 2 tile radius (from 4 range, 2 charges, and 1.5 tile radius), can affect panicked units, but only affects 1 unit - Buff to usefulness, but reduced in # of targets
- - Chitin and Regenerative Plating Base DR to +15 (from +10) - Buffed
- - Breaching Ammo alloy cost to 65 (from 115) - Buffed due to less alloys and the difficulty of the alloy bottle neck at this stage of the game
- - AP Ammo can now be equipped by SAW/LMGs - Buff to gauss weapons on gunners
- - Enhanced Beam Optics grants +1 damage and +1 crit damage (from +1 damage only) and costs 40 elerium (from 10) - Buffed
- - Alloy Jacketed Rounds grants +1 damage and +1 penetration (from +1 damage only) and costs 50 alloys (from 20) - Buffed
- - SHIV costs to 350/450/550 (from 270/330/390) - They are worth it
- - Cash cost of MEC1 to 50 (from 200), Meld cost of MEC2s to 40 (from 20), and meld cost of MEC3s to 150 (from 40) - Makes them more expensive on the meld front
- - Ghost Armor has 2 charges of Ghost (from 3) - Tones down it's strength (and potential abuse)
- XCOM:
- - Goliath, Jaeger, Sniper, Medic, Engineer and Rocketeer perk tree reworks - See perk tree Image
- - All MECs start with 7.3 mobility (from 8.6) - Reduced strength of MECs to get in the face of aliens so easily
- - Gunners and Rocketeers gain 3 base HP (from 4) - Tone back in their strength as MEC candidates
- - Gunner base will to 5 (from 10), Engineer base will to 10 (from 15) - Slight nerfs and lowers potential of psionics on these soldiers
- - Jaeger base aim to 20 (from 10) and base mobility to 1.3 (from 0.6) - Buff due to loss of damage from VPT
- - Marauder base mobility to 0.6 (from 0) - Slight buff
- - Shogun base mobility to 1.3 (from 0) - Buffed
- - SHIV/Alloy SHIV/Hover SHIV Base DR to 35/50/35 (from 30/40/30) - Buffed
- - SHIV/Alloy SHIV/Hover SHIV crit resist to 35/50/35 (from 0/30/20) - Buff to crit resistance and overall durability
- - Sniper aim growth changed from 8-24 to 12-20 - Reduces RNG due to such a large increase on the first level
- Aliens:
- - Thinmen gain 4 HP per AL (from 5) and have 65 base aim (from 7) - Makes them slighty less damaging early game and less tanky into the mid-late game
- - Cyberdisc/Mechtoid/Sectopod cannons cause splash damage (damage taken by primary target splashed to all units within 2.5 tiles) - Discourages clumping, makes them more capable of dealing with being outnumbered
- - Muton Elites start with 30 base DR (from 40) - Nerf due to new base %DR
- - The following aliens gain penetration and lose damage (except sectopods) as listed: Heavy Floaters(1), Muton Elites(2), Mechtoids(2), Cyberdiscs(3), Sectopods(5) - Provides aliens a way to help bust tanks a little easier and make them not so dangerous against exposed units
- - Sectoid starting will to 65 (from 55) - Slight boost
- - Sectopods no longer ignore the DR from hardened - It was an odd exception that was not really explained, with the addition of penetration they should be fine
- - Mechtoids, Cyberdiscs, Heavy Floaters, and Sectopods lose the impact perk - Wasn't necessary on them
- - Seekers pick up impact - Makes thier OW (especially from stealth) more dangerous and helps their shots hurt more through tanks
- - Floater/Heavy Floater crit chances to 15/30 (from 5/10) - Buffed
- - Floaters/heavy Floaters gain 4/5 crit per alien level (from 0/0) - Buffed
- - Chryssalid defense to 30 (from 50) and gain 1 base HP - makes shooting more predictable against them
- - Drone Aim to 45 (from 55) - They were slightly too strong offensively
- - Improved alien AI to be more aggressive at using their special abilities when they would be beneficial - QoL
- - Muton Berserker mobility to 8 (from 10) - Makes it more difficult for them to reach and attack XCOM
- Bug Fixes:
- - Fixed a bug where nicknames would sometimes get overwritten on units
- - Fixed a bug where it looked like Exatl SHIVs had 14 HP more than inteneded in the F1 info panel during tactical missions
- - Fixed a bug where splash damage perks were not appearing correctly in F1 info panel
- - Fixed a bug where the visual ammo counters for rockets and stun rifles were inaccurate
- - Fixed a bug where the cyberdisc and drones would spawn chaotically on base defense missions
- - Fixed a LW 1.0 visual bug where disabling a melee only unit with disabling shot would still apply a graphical effect
- - Fixed a bug where the arc rifle still gave units squadsight
- - Fixed a bug where you could command a comatose unit that has been protected by neural damping from mind control
- - Fixed a bug where "aliens killed" was not displayed in the F1 panel during tactical missions
- - Fixed a bug where psychic storm and orbital ray were not triggering often enough
- - Fixed a bug where Exalt SHIV HP was not setting correctly
- - Fixed a visual bug on the overwatch info
- - Fixed a bug where you could uncloak and NOT reveal enemies right away
- - Updated strangle description to state that it does provide immunity to critical hits
- - Fixed a bug where some UFOs might not have the extra cyberdisc/mecthoid/scommander/ethereal, but it's still possible, so it's not guaranted
- - Fixed a bug where loading a saved game with a hidden unit would often reveal that unit
- - Fixed a bug where AYY LMAO didn't work with the some overwatch info
- - Fixed a bug where restorative mist use could cause a CTD
- - Fixed a bug where corrosion would sometimes show up as an electric shock graphic on a soldier
- - Fixed a bug where certain save state variables were not being saved and reloaded correctly in the middle of a tactical game
- - Fixed a bug where Bradford would explain all exalt missions despite only supposed to explain the first one of each campaign
- - Fixed a bug where electropulse could cause CTDs
- - Maimed units now correctly do not intimidate or run towards their attackers
- - Fixed a bug where ironman games would sometimes try to save during an alien turn and result in a bad save file
- - Fixed a bug where nearby alien melee units could cause a CTD when trying to set the color of xcom AP pips
- - Fixed a bug where some drop-ins would not have their appropriate perks
- - Fixed a bug where the color of XCOM HP pips would sometimes be incorrect on the alien turn
- - Fixed a bug with incorrect elite exalt names
- - Typos
-
Version 1.41.06
- LW Rebalance v1.41.06
- QoL:
- - Various minor QoL fixes
- Bug Fixes:
- - Fixed a bug where psi lance wasn't calculating each target's will as it jumped
- - Fixed a bug where psi lance would jump to dead targets
- - Fixed a bug where injured SHIVs would double report them being battle ready after being wounded
- - Fixed a bug where Sentry was granting 3 reaction shots
- - Fixed a bug where the confirmation screen came up on aoe targeting abilities that the red highlighting of units would disappear
- - Fixed a bug where the visual distortion aura would still extend off of dead/disabled units
- - Fixed a bug where when seekers fired from stealth the hit chance would sometimes popup twice
- - Fixed a bug where pressing 'j' to stabilize someone with medikits wouldn't work sometimes
- - Fixed a bug where units that would become critically wounded would sometimes fall into the map or fly up into the sky - Yay, another LW 1.0 bug squashed
- - Typos
-
Version 1.41.05
- LW Rebalance v1.41.05
- Aliens:
- - All heavy floaters have advanced perception (instead of just lvl 9 leaders) - Makes them more resilient and unpredictable to kill (~20% more resilisent, but unpredictably)
- Perks:
- - Psi Lance now chains to targets within 4 tiles dealing 50% less damage each jump - Buff to the perk at dealing damage throughout a team, further discourages clustering XCOM together, helps the ethereal stay dangerous in 1v8 situations
- Equipment:
- - Respirator Implant grants +0 def (from +10) - Was too strong of a package and in some ways this can act as a buff as your biotanks can now use it
- Bug Fixes:
- - Fixed an uncommon bug where the hit chance for a reaction shot triggering was not always accurate and was not triggering sometimes when it should
- - Fixed a CTD on exalt missions where exalt tried to move with multiple XCOM units on overwatch
- - Fixed a long-time CTD when loading into a mission with an electropulse item on more than 1 MEC
- - Fixed a bug where the aliens would sometimes lose slightly more resources then they should when a UFO was shot down
- - Fixed a bug where aliens would sometimes fire another shot despite supposedly being out of ammo
- - Fixed a bug where foundry project times were not working correctly
- - Typos
-
Version 1.41.04
- LW Rebalance v1.41.04
- Perks:
- - Opportunist grants +20 aim (from +10 aim) on reaction shots - Buff to all overwatch builds
- XCOM:
- - Medic perk Bring 'Em On swapped with Impact - Tones down the early game strength (as early BeO on a class that could fire 3x a turn was a bit much)
- Bug Fixes:
- - Fixed a bug with 1.41.03 where it was missing a file
-
Version 1.41.03
- LW Rebalance v1.41.03
- Installation:
- - Updated Linux installation instructions slightly - QoL
- Strategic:
- - All foundry projects take longer to produce - They were way too quick before
- Tactical:
- - UFOs will now have a solo mechtoid in Sept/Oct and a solo Cyberdisc in July/Aug - Makes those missions a little more difficult and gives access to those corpses
- Perks:
- - New perk 'Tinker': Concussion and Psi grenades Shred [Damage received is increased by 20% (plus 1% for each shred damage dealt)] their targets as if they took 10 shred damage. Acid grenades strip 50% of armor HP (max 10) on detonation. Grants +10% throw range. - Grants another perk for support classes
- - Master Mechanic grants 4 pen (from 2) vs mechanical units - Makes drones more effective at countering mechanical units, also acts as a buff to shooter/grenadier engineer vs mechanical units
- - Shock and Awe no longer effects concussion grenades - Accommodates for Tinker
- - Collateral Damage does 25% damage per ammo (from 20%) - Slight boost to Shogun
- - Squadsight has a -3 aim per tile penalty (from -2) - Makes the distance into squadsight more important, even for higher aim soldiers
- - ITZ no longer reloads after a non-steadied shot but instead automatically steadies the primary weapon if it was reloaded - Buffed, improves versatility and opens up the combo: steady -> Fire Fire Fire -> Reload + Steady -> Fire Fire Fire, etc.
- - Grit grants +4 armor hp (from +2) - Buff, mostly to tank gunner
- - Opportunist no longer grants bonus damage to strike/sniper rifles - Tone back on Mayhem Opp build (due to extra shot from inner fire/enh meta)
- - Inner Fire grants an extra reaction shot when going on overwatch - Buff to later game OW psi users
- - Enhanced Metabolism grants an extra reaction shot when going on overwatch - Buff to later game OW gene users
- - Hunter is a 0 AP action (instead of setting the unit to 1 AP) - slight tweak/buff
- - Double Tap has a -10 aim malus on the 2nd shot (from 0 aim malus), note that at 1 AP it's still a -20 aim malus on 2nd shot - Slight nerf to the build to accommodate for strength of using pistols
- - Suppression lowers aim and mobility/range by 35% (from 50%) - Tone back in strength so it's not such a strong debuff (as it still has pinned and suppressive fire damage)
- - Acidic (chryssalid acid spewing perk) now reveals and corrodes any unit within 2.5 tiles (from 1.5) and 4 tiles if it's a leader - Buff to leader lids, prevents hiding around melee units
- - Bloodlust now reveals any unit with 2.5 tiles after any movement (4 tiles if it's a leader) - Prevents hiding around melee units
- - Overload has a chance to disorient equal to the % of HP unit's lost (not 3x the % of HP they lost) - Toned back as arc weapons are in a good place without this strong buff
- - Cannon Fire (Sectopod's main attack) and Cluster Bomb now ignore DR from being hardened - Makes it harder to tank shots from sectopods with mechanical units
- Equipment:
- - Sniper rifles lose 10 crit, 0.6 mobility, and reduces SS penalty to 2 per tile (from 1 per tile) - Makes the slightly weaker overall, and makes the strike rifle a slightly more reasonable option for snipers, especially if they want to be moving
- XCOM:
- - Scout has First Aid replaced by Tinker - Buff to support scout
- - Rockteer has Bombard replaced by Tinker - Buff to support rocketeer
- Aliens:
- - Mecthoid aim to 75 (from 65) - Makes them a little more dangerous
- - Seeker HP to 12 (from 8) - Significantly more of a threat
- - Alien grenades deal base 7 damage (from base 4) - Makes them more damaging when they hit due to 1) requirement to get in range and 2) single use, Also nice how they are similar to XCOM nades again.
- - Level 5 Leader Sectopods gain Shredder Ammo - Makes units tanking a shot much weaker for the rest of the battle
- Bug Fixes:
- - Fixed a bug where multiple pilot promotions would not be displayed after an air engagment
- - Fixed a bug where the LCPL perk would sometimes be inaccurate on certain soldier lists - Thanks szmind for helping
- - Fixed a bug where combat patrols were reducing slightly more panic than intended - Minor fix
- - Fixed a bug where the foundry pistol project was granting +1 ammo to the arc rifle
- - Typos
-
Version 1.41.02
- LW Rebalance v1.41.02
- Tactical:
- - Sectoid Commanders and Ethereals will always appear on late game UFOs (from 50% chance) - Makes it easier to acquire corpses
- Bug Fixes:
- - The "fix units in bad position" code will now be much more preferential in it's targeting - It would try to fix units that weren't in need of being fixed
- - Meld cannisters no longer give 3 trillion meld =P
-
Version 1.41.01
- LW Rebalance v1.41.01
- Air Game:
- - All aircraft in a sorite gain 1 kill for shooting down a UFO (from just one of the lead pilots) - Prevents kill stacking (which can feel like 'gaming the system'), also makes sense as they all participated in getting the kill
- - Requirements for pilot rank increases are tripled - Accommodates increased pilot kills granted, decreases strength of airgame overall, especially into the mid and late game with super pilots
- - Kills grants 0.5 aim per kill (from 2) - Accommodates increased kills granted
- - Born to Fly grants 2 aim per kill (from 8) - Accommodates increased kills granted
- - Plasma Cannon cooldown to 4.5s (from 3.0s) - It was a little too dominating
- - UFO Scouts gain 100% HP per alien level (from 110%) - Keeps them as an easy target into the mid and late game
- - UFO Fighters gain 100% HP per alien level (from 50%) - Makes them much less of an easy target mid/late game
- - UFO Destroyers gain 50% HP per alien level (from 30%) - Makes them quite strong, even late game
- - UFO Abductor armor to tier 8 (from tier 7) - Makes it harder to stop late game abductions as this could lead to snowballing aliens in the strategic layer, especially on lower difficulties
- Strategic:
- - Gollop Chamber requires 2 additional ethereals corpses - Extends the end game a little longer
- Tactical:
- - Death perks are twice as likely to be acquired - They were a little too rare
- - Meld containers now grant a little more meld on average and is uncoupled from alien resources, specifically the formula is changed to (3 + AL/3) * (6 - Diff) / CL - Makes alien resources not feel like something you need to try to modify
- - Only chance based free action abilities will have a sound play when they activate and the sound should be more subdued - QoL
- - You can now only stun a unit if you have the autopsy complete - Slows down capture rates and removes the situation where you have a capture but can't do the autopsy because of no corpses
- - Created new code to find units in bad locations and fix them - QoL, they'll say "Surprise!" when they get fixed
- Perks:
- - Brawler grants +3 HP as well (from 0) - Was too weak restricted to only melee
- - Tactical Mobility grants 20 defense (from 15) - Slight buff to make it more significant and make turning it off more of an important choice
- - Kinetic Dampening now prevents penetration from damage > 18 tiles away - Makes outsiders and some melee units more resistant to snipers with their higher penetration
- Equipment:
- - Battle scanner back to +15 aim - Was too weak at +10, 15 is probably the sweet spot
- - Archangel and Seraph armors no longer provide 50/35% DR while flying but instead cause all attacks against them while airborne to graze - Buff to their defensive capabilities
- Bug Fixes:
- - Fixed a bug where Kiryu-Kai Commander was not granting the appropriate rank and/or country
- - Fixed a bug where Alien Level 6 exalt missions would be unintentionally 3x as easy as intended
- - Fixed a bug where Exalt SHIV shredder would not work
- - Fixed a bug where restorative mists could be used to stabilize when a unit went down
- - Fixed a bug where Mind Control would prevent a user from being commanded after the mind control was broken
- - Fixed a bug where pilots could sometimes get double nicknames after getting kills
- - Fixed a bug where sometimes aftering healing with a medikit the unit's HP would not show correctly
- - Typos
-
Version 1.41.00
- LW Rebalance v1.41.00
- Strategic:
- - Gollop Chamber requires 8 ethereal corpses (from 6) - Makes it more of a factor before finishing the game
- - Laboratories grant 30% more research (from 50%) - Overall decrease of reserach speeds. Speed was not enough of a factor for research due to resource limitations, this makes research speed a more significant factor and research starts more viable. Also makes skipping some tech harder as the stretch between techs is longer.
- - Condensed Plasma grants +2 damage to grenades and rockets (from +1) - Buff to later game explosives
- - Gene Labs now show how many soldiers are active in them on the main menu - QoL
- - Injury and Fatigue on difficulties spread out a little more to -20%, -10%, 0%, +10% (from -15%|-10%|-5%|0%) for easy/classic/brutal/impossible, respectively - increases the distinction on the difficulty levels, increases fatigue on higher difficulties slightly
- - The formula for UFO destruction is 1-0.5^((dmg-1200)/500) (instead of 1-0.5^((dmg-600)/500)) - Makes it so the destruction chance of stingrays, even on a crit, is 0%
- - Plasma Cannon Aircraft weapon does 1600 damage over 3s (from 1000 over 2s) - Keeps destruction rate the same, slight buff in dps
- - Kiryu-Kai Commander grants 1 MSGT (from 2 GSGTs) - Due to the strong benefit of early game strength at helping carry into the mid game
- - Soldiers mission count is only 'successful missions', not all missions - Stops fatigue and retirement strength from accumulating from failed missions
- - Decreased the sell price of multiple alien artifacts - Decreases credit accumulation from UFOs
- - Soldiers recruited later in a campaign start with more stats Rand(+0.25 mob, +0.5 HP, +1 Aim, +2 will) per month passed - Makes newer soldiers later in the game more worthwhile
- - You can no longer retry the temple ship on Ironman - Pain and suffering...
- - Landed UFOs that successfully complete their mission will now increase panic by 0.5 for each month that has passed (modified by campaign length) - Encourages engaging them either in the air on on the ground, especially late game
- Tactical:
- - All large and very large landed UFOs have 4-6 less aliens - Makes them a lot more doable and less of a slog
- - Units suppressing you will now have a target icon on their alien head icon in the bottom right - QoL
- - Damage Control will no longer show a popup if the unit is dead - QoL
- - Suppressive Fire damage decreased back to 0.3 (from 0.35) of shot damage - Sorry snack, it was too strong :(
- - The indicator for smoke and acid will now properly accommodate for height differences - QoL - Yay. :)
- - Entirely reworked the range and target indicator for electropulse so it should now be 100% accurate and work at different elevations - QoL
- - Acid grenades now highlight and correctly estimate for mechanical units - Thanks to szmind for leveling up and making a programming break through - I think we both worked on this one for a full day =P
- Perks:
- - Aggression now grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight (from +15 crit per enemy in sight) - The crit often overstacked and made the perk weaker, this should be much more competitive and a significant buff
- - Driven by Pressure (Annette special perk) grants 10 will (from 20) - Makes her less of an automatic volunteer
- - Dense Smoke grants 1 additional charge (from 2) - Is a strong full team amplifier and doesn't need extra strength
- - Savior (Revive) now only works on stabilized soldiers and returns them at 1 HP and 0 AP (from working on bleeding out soldiers and returning at 33% HP and 1 AP) - Nerfed so it's less of a power play mid-engagement, although gives the player more control over when to bring a unit back which can be a lot more powerful
- - Hunter no longer grants additional penetration if within 4 tiles and will activate if anyone is in vision (from requiring a unit within 15 tiles) - Tone back on it's strength up close, makes it easier to trigger at range
- - Rapid Fire has -20 aim plus -4 aim per tile away (from -5 aim per tile away) - Toned back in strength as the 1 AP double shot is very strong
- - Grit grants 15 + half of HP lost in % DR (from 10 + half of HP lost) - Buffed
- - Field Medic grants 2 medikit charges (from 3) - Three made medics too strong and other healing sources too weak comparatively
- - Reconnaisance grants 2 battle scanners (from 1) - Makes the small item a little more optional
- - Suppression no longer affects rocket scatter - The reduced range is already enough
- - Overpower now has maximum effect within 20 tiles but slowly tapers off by 1% per tile outside of 20 tiles - Gives the player more indication of where the overpower is coming from and prevents distant overpower from being as punishing
- - Overpower effect is now simply the caster's will divided by 5 - This puts the effect at 20 - 40% (first Brutal SC vs lvl 9 Brutal Uber)
- - Overpower is no longer resisted by higher will, but instead has the effect reduced/increased by 1% for each base HP above/below average - Makes base HP more important into the mid to end game where it's effect is usually not as important; also makes tanks/officers the more resilient ones
- - Adrenaline Surge renamed to Enhanced Metabolism and now also reduces the effect of overpower by 50% at all times - Significant buff to the perk and gene modded soldiers in general, offers another counter to overpower
- - Neural Damping now prevents the status effects of mind fray - Slight buff
- - Brawler now only effects melee attacks (from melee attacks and shots) - nerfs as it was easy to abuse the AI for guaranteed dodge and made it too strong vs the other options on the tree
- - Fotified grants +3 armor HP - Buffed
- - Shock and Awe damage boost now applies to rockets as well - Buffed late game rockets
- Equipment:
- - Plasma Sniper rifle grants Killer Instinct and no longer deals +2 damage on squadsight targets - Buffed
- - MEC2s require 6 UFO power sources (from 4) and MEC3s require 8 UFO power sources (from 0) and a Fusion Core - Makes them harder to mass
- - Alloy Cost for all MEC suits doubled - Alloy cost should be a more significant factor in their production, slows down production some
- - Neuroregulator grants 10 will (from 20) - Toned back in strength for will stacking
- - Battle Scanners grant +10 aim (from +15) - Makes scouts and the battle scanner small items both a little more optional
- - Marksman Scope no longer grants killer instinct - It was a little overloaded
- - Arc Rifle lose squadsight but mobility to +0.6 (from 0) and aim to +20 (from 0) - Buffed so it's more reasonable for a mobile and support class to use it
- - Arch Angel armor cost to 450/300 alloy/elerium (from 240/240) - it's really good
- - Plasma Stellerator cost to 80 meld and 230 elerium (from 10/120) - Makes it harder to acquire, especially en masse
- - Plasma Stellerator no longer grants +2 damage but instead grants +x% base damage where x is the target's current HP - Makes it much stronger against large targets in the late game
- XCOM:
- - Hover SHIV aim bonus to 10 (from 20) - It was a little too strong
- - Jaeger perk Squadsight replaced with Impact - Forces bullseye Jaegers to still be within vision in order to get off double shots but also gives them the added advantage of beign able to clear OW - can also work with other Jaeger builds
- - Scout will to 15 (from 20) - Toned back so they aren't so great at being psionic
- - Assault will to 20 (from 10) - Makes them much more likely to be a strong psionic user
- Aliens:
- - Level 9 Outsider leaders gain awareness - Improves their durability, needed a boost
- - Level 5 Sectopod aim to +40 (from 20), Level 9 Sectopod aim to +80 (from +40) - Makes it much harder to dodge a hit from the leader sectopods
- - Level 5 Sectopod damage to +8 (from 6), Level 9 Sectopod aim to +18 (from +10) - Makes taking a hit more dangerous
- Bug Fixes:
- - Attempted to fix a bug where invisible units could spawn on the Temple Ship causing crashes
- - Fixed a bug where mind control broken popups would occur incorrectly
- - Fixed a bug where aliens were grazing shots more often than they should from advanced perception
- - Added code to try to help fix a problem where the engine would not correctly revert mind controlled units back to their original team
- - Fixed a bug where squadsight units were sometimes acting as spotters for other squadsight units
- - Maybe fixed a bug where multiple smokes would expire at the same time and sometimes cause a unit to be out of smoke
- - Fixed a bug where critical wounds could still cause panic
- - Fixed a bug where leader aliens were sometimes doing 1 more damage than they should be
- - Fixed a bug where some Psi abilities could affect invulnerable units
- - Fixed a bug where some crashed/destroyed UFOs would still grant the aliens bonus research/resources
- - Fixed a bug where flying floaters caught off guard would not register as being flying
- - Fixed a bug where fatigue per mission was only 5% (it should have been 10%)
- - Fixed an issue where some computer timing problems would cause certain variables to save incorrectly in save files that were autosaved - thanks szmind for the help
- - Fixed several log errors throughout the code - QoL for those who read the log
- - Cleaned up some engine code - maybe it makes crashes less common and speeds things up
- - Typos
-
Version 1.40.03
- LW Rebalance v1.40.03
- Strategic:
- - Re-enabled the alien base assault cinematic for the first victorious alien base assault - Thanks to szmind for helping direct my efforts =D
- Tactical:
- - Enraged no longer grants a chance for free actions on idle-ending abilities - Tones down the RNG and potential strength
- - Berserk is half as likely to trigger - Same reason as above
- - Shaken (penalty for being witness to your own soldiers dying) lowers will by 5 (from 10) - A little less snowball when things go bad
- - When an XCOM soldier dies, it will no longer panic other soldiers - It was too much of a snowball mechanic and if someone already died things are going bad enough =P
- Bug Fixes:
- - Onslaught no longer grants +x% damage where x is the target's HP (it was bugged and can't really be fixed)
- - Fixed a bug where after destroying a UFO and gaining a rank the game would sometimes freeze - Really szmind fixed it
- - Fixed a bug where engaging with UFOs would sometimes cause a game freeze - He fixed this one too =D
- - Fixed a bug where Jai Jawan wasn't correctly increasing aircraft fire rate
- - Fixed a bug where suppressive fire wouldn't occur on some units that were disabled
- - Fixed a graphical bug on Hit and Run for the barracks display
- - Fixed a bug where Exalt SHIVs would not appear on the motion tracker
-
Version 1.40.02
- LW Rebalance v1.40.02
- Strategic:
- - Identifying which LCPL perk each soldier has should be easier in the barracks - QoL - Thanks to szmind for the huge help
- Tactical:
- - Brutal difficulty aliens now gain +1 HP and +1 damage - makes the distinction between classic and brutal and little more.... brutal =P Also makes the step between brutal and impossible and little closer.
- Equipment:
- - Psi Frayer no longer doubles the damage on mind fray - After testing, I think the heavy psi use is ok/ideal/fun but the heavy damage with it can be so strong that it feels abusive
- Bug Fixes:
- - Fixed a bug where the arc rifle range was not set correctly
- - Fixed a bug where impact would sometimes still clear overwatch when used with reaction shots
- - Fixed a bug where berserk/enrage could still trigger from revived soldiers
- - Maybe fixed a bug where dead XCOM units would not end up only wounded after an alien base assault
- - Fixed a bug (I think) where going on overwatch would sometimes trigger multiple reaction fire shots
- - Fixed a bug where some airborne units would not have the 'flying' description and seem like they were flanked mid-air
- - Fixed a visual bug where the ranks for planes were not displayed correctly
- - Fixed a bug where bounty popups could occur repeatedly over and over
-
Version 1.40.01
- LW Rebalance v1.40.01
- Strategic:
- - You now start with 5 LCPLs and 5 SPECs (from just 5 LCPLs) - Minimizes the amount of rookie play in the game
- - XTP II and Captain OTS projects required missions to 30 and 40, respectively (from 40 and 30 -- swapped) - Makes XTP II come on earlier
- Perks:
- - Savior no longer grants additional healing on taking damage - Medics were strong enough tanks without this
- Equipment:
- - Slight tweak on Arc Rifle: Arc Rifle gains squadsight - Needed a little nudge to make it slightly stronger, this seems to fit perfectly and gives some more distinction to the item, felt small enough that it was reasonable to put in.
- - Overload (on Arc Rifles and Pistols) grants a chance to disorient equal to 3x the percent of max HP lost (from 2x) - Buff to the additional effect (now if you deal 34% damage on a unit it's auto-disorient)
- Bug Fixes:
- - Fixed a bug where late game council mission rewards didn't scale properly with campaign length
- - XP requirement was supposed to be 100 increments doubling, but was not for a long time: tweaked from 100/500/1000/1500/3000/6000/12000 to 100/300/700/1500/3100/6300/12700 (so increments are 100/200/400/800/etc.) - Will also make the early ranks come on quicker (LCPLs almost twice as early)
- - The Exalt scan reminder won't spam you asking you to visit it if you haven't scanned yet and a scan is ideal - QoL/bugfix
- - Maybe fixed a bug where a few bomb disposal missions got less reward than intended
- - Fixed a bug where Cadre was granting 5 CPLs (instead of LCPLs)
- - Fixed a bug where elevation bonuses could exceed 30 aim and/or 30 defense
- - Fixed a bug where electropulse wouldn't work correctly
- - Fixed a bug where Uralvagonzavod would give 3/6/6 damage instead of 3/6/9 damage to SHIVs
- - Fixed a bug where after most missions the fatigue per mission modifier was twice as high as it should be
- - Fixed a bug where aliens sometimes went on overwatch when they couldn't see anyone
- - Fixed a bug where distortion damage sharing could stagger units
- - Fixed a bug where Perseverance was reducing fatigue by 35% twice (instead of reducing injury and fatigue by 35%)
- - Fixed a bug where 2 Exalt cells would spawn after the introduction of Exalt (should be only 1)
- - Exalt SHIV now properly have their HUD icon as an Exalt icon
- - All MECs innately have Indomitable (from just MEC2 and MEC3s) - It was bugged that this was already the case, just making it official
- - Fixed a bug where seekers were not moving to the right tile when strangling
- - Fixed a bug where Exalt SHIVs would not be recorded properly on the list of active aliens in F1
- - Typos
-
Version 1.40.00
- LW Rebalance v1.40.00
- Strategic:
- - SHIV injury time reduced by 35% (from 50%) - Makes getting them injured more consequential
- - Pulse, Advanced Pulse, Light Plasma, Standard Plasma, Heavy Plasma, Vehicular Plasma, and Precision Plasma research times all reduced by 50 days and Fusion weapons reduced by 200 days - Makes late game pulse and plasma come on earlier, gives players more time with more of the late game weapons
- - Each workshop increases item build speed by 60% (from 40%) - Increase to the strength of workshops and the speed at which mid game, and especially late game items are fabricated
- - The Gollop Chamber now requires 6 ethereal corpses (modified by campaign length), 10 UFO power sources (modified by campaign length), and 450 alloys (from 50) and 0 elerium (from 50) - Lengthens the late game more
- - Soldiers only take 5% more fatigue per mission previously accomplished (from 10% per mission) - Significant reduction in late game fatigue accumulation allowing your better players more battle time
- - Yuna Saito's will to 41 (from 44) - Makes her less of a common unit on Temple ship missions
- - Minimum resources aliens get after each month reduced - players have a little more agency in the air game and they are not as dangerous come late game
- - Alien Grenade Foundry project requires 10 muton corpses (from none) - Slows down the ability to rush it too early as it can be quite strong
- - Exalt reminder system revamped to be 100% accurate and much more intuitive - QoL (finally)
- - Kills needed to upgrade pilot ranks increased to 2/4/8 (from 1/3/5) - Makes it scale better with difficulty and makes it harder to get max rank
- - Panic per month worldwide reduced by 7/6/5/4 per country lost (from 6/5/4/3) - makes panic levels overall lower into the late game
- - MSGT requires 12000 xp (from 9000) - Makes it harder to max out your soldiers
- - Multiple Country Start bonus changes (see wiki) - QoL and balance
- - OTS mission requirements extended significantly throughout the early/mid game (from 10/20/30/50/70/100/130/160 to 20/40/60/80/100/120/140/160) - It made little sense to have requirements that were basically never restricting the actual upgrades due to other restrictions (# of ranks, credits, etc.)
- - OTS mission requirements for XTP I and Lt swapped - So that XTP I could still come online early
- - Lowered the number of Exalt on exalt missions - Makes those missions a little easier, helps accommodate for no command working on covert op
- Tactical:
- - If an xcom unit is bleeding out and has a medikit on them, an ally can move to within 2 tiles and press "J" to stabilize (revive if they have savior) them - QoL, makes intuitive sense
- - If a unit is bleeding out and the mission ends the unit will be automatically stabilized like vanilla gameplay (as long as the mission was not abandoned) - Was frustrating otherwise due to player expectation
- - Overall scatter increased by 25% - Slight nerf to rocketeers
- - Base HP now affects scatter by +/-8% for each base HP under/over 6 HP - the effect was too insignificant previously
- - Muton pods should have less mutons now - Hopefully this helps reduce the occurance of full muton pods
- - Reaction fire again requires 1 tile of movement to trigger (instead of 0 tiles, which ended up being 0.0 to 0.9 tiles) - Despite my belief that 0 tiles is more ideal, too much of the game is designed around 1 tile that it actually creates more unintuitive situations so in the end it was less ideal.
- - Suppressive Fire damage increased to 0.35 (from 0.3) - Just to make snackhound happy
- - Blue shirts can no longer bleed out - Prevents requiring them to die to get more reinforcements on base defense missions
- - Zombies, Chryssalids, and Berserkers can no longer go off-guard - Helps prevent their AI from messing up
- Perks:
- - Squadsight no longer works on reaction shots - Prevents AI abuse (and even annoying situations for the player too)
- - Increased the chance that countercharge triggers from will/5 to will/4 - minor boost
- - Distortion reduces corrosion duration to 1 turn - Makes ethereals a little less susceptible to acid
- - Absorption Fields reduces corrosion duration to 1 turn - Sectopods, Mechtoids, SHIVs, and MEC tanks a little less susceptible to acid
- - Shock and Awe boosted: grants twice their targets current HP in extra damage if the unit has an assault or battle rifle equipped (from just their targets current HP) and grants +2 radius and range to concussion/psi grenades (from +2 range only) - Boost to non-grenadier rocketeers
- - Psi Inspire radius to 4 tiles (from 6) - Toned back in ability to affects full teams at once
- - Double Tap now works on sidearms too - Something else for snack, also makes sense
- - Executioner is +25 aim (from +30) - Slight tone back
- - Kinetic Dampening grants 4% DR per tile further than 10 tiles away (from 3%) - Buff to outsiders, especially against squadsight which helps offset squadsight strength on the larger UFO maps. Also buff to Goliath and psi armors which could use a little love.
- - Mind Merge no longer grants bonus DR - it's not intended to amplify a solid tank strat anymore, but can still get units out of trouble (with defense/mobility) or increase their offensive power
- - Mechanic grants +2 pen again (from +1 pen) - Buff to the engineer, especially early game
- - Command can no longer be used on covert operatives - Makes officers not feel mandatory and saved for exalt missions
- - Being in smoke now prevents countercharge from triggering against your actions - Helps give some counterplay to countercharge
- Equipment:
- - Seraph armor grants 35% DR when airborne - Makes the units that use it gain resistances more similar to partial cover
- - Archangel armor grants 50% DR when airborne - Makes the units that use it gain resistances more similiar to full cover
- - MEC2 and MEC3 armors gain the indomitable perk - Helps prevent bad situations from occuring with higher tier MECs
- - Psi Frayer doubles the damage of mind fray again (as well as reseting the cooldown) - Buffed
- Aliens:
- - Exalt Snipers and Gunners have Double Tap replaced with Light 'Em Up - Double tap would not work correctly on aliens, also, these units could use a slight nerf to their ability to move and put out high offensive power
- - Exalt Operatives lose Light 'Em Up and instead gain Close Encounters - Makes them worse at range but stronger up close
- - Exalt Sniper and Gunners both lose 1 damage - Helps lower their offensive power
- - Elite Exalt Sniper and Gunners both lose 2 damage - Helps lower their offensive power
- - Drone mobility to 6 (from 6.6) - Slight reduction to decrease their ability to flank and close in on you
- - Floater mobility to 8 (from 7.3) - Slight increase in ability to flank and close in on you
- - Heavy Floater mobility to 8.6 (from 8) - Slight increase in ability to flank and close in on you
- - Only Heavy Floaters leaders gain critical system targeting (from all heavy floaters) - Buff to MEC and SHIV tanking
- - Ethereal mobility to 9.3 (from 10.6) - It felt weird to have them be able to float so far and ended up actually being worse for it's AI
- - Ethereal regeneration lowered to 3 + 1 every 2 AL (from 4 + 2 every 2 AL) - Makes disabling their regen less important
- - Mechtoids lose 1 flat DR - Helps accommodate for shorter corrosion durations
- - Secotpods lose 2 flat DR - Helps accommodate for shorter corrosion durations
- - Toned down Floater Launch frequency - It rarely was causing bugs where you couldn't control the screen or your units
- Bug Fixes:
- - Disabling shot properly grants -10 aim (instead of -20)
- - Fixed a bug where Combat Patrols were getting longers repair times on lower campaign lengths
- - Fixed a bug where reloading wouldn't break OfA sometimes
- - Fixed a bug where countries over 80 panic would not lose double the panic from satellites when a satellite monthly panic reduction occured
- - Fixed a bug where stagger was cancelling some actions too soon
- - Fixed a bug where aliens would still sometimes teleport
- - Fixed a bug (hopefully) where going on overwatch would still pull more than 1 enemy reaction shot
- - Fixed a bug where council missions (which scale with campaign length) didn't have their rewards scale with campaign length
- - Fixed a bug where the screen would seem to be possessed by someone else at the beginning of a turn and it was hard to look around
- - Fixed a bug where pilot kills were not working correctly on NSLW for increasing ranks
- - Fixed a bug where Exalt reminders would not always appear
- - Fixed a bug where bomb disposal missions would have too many reinforcements
- - Fixed a bug where Cloaked units (from Hunter) could still trigger reaction shots
-
Version 1.39.03
- LW Rebalance v1.39.03
- Strategic:
- - Fixed an unideal mechanic where failing an abduction in a country with low panic would raise the continental panic as well (it should only be country panic) - QoL
- - Elite Aliens second wave option increases alien level by 10%, gentle aliens second wave option decreases alien level by 10% - Makes these settings more significant
- Tactical:
- - Mutons are half as likely to appear at AL2 - Makes AL2 a little easier
- - Terror missions increase the leader level by 1 (from 2) - Makes them a little easier
- - Terror missions no longer have a set and unique first mission in terms of alien composition - Never really made sense
- - Added the class icon to each soldier to more easily identify them on the battle field - Thanks to szmind for helping with some of the complex coding here
- Perks:
- - Close Encounters now grants immunity to damage from the user's own explosives - Helps with stepping into grenades - QoL
- - Absorption Fields grants 30% DR (from 25%) - Was a little too insignificant at 25%
- - Will to Survive grants 30% DR (from 40%) and 30% reduction in wound time (from 40%) - Part of the overall shift from biotanks strong early game and not strong late game to more even strength throughout the game: they now have less overall DR but are more able to taunt and gain damage control later
- Equipment:
- - Psi Defender grants 35% DR and 35 crit resistance in cover (from 40 of each) - Same reason as will to survive tone back
- - Chitin plating makes corrosion wear off after 1 turn (from 2 turns) - Buffed
- Bug Fixes:
- - Fixed a bug where the Strike Rifle wasn't being granted extra damage from Bullseye
- - Fixed a bug where the Javelin Rockets were only doing 75% bonus weapon damage (supposed to be 100%)
- - Fixed a bug where corrosion was lasting 1 turn longer than intended (it was really just a beginning of turn end of turn thing but intuitively it was incorrect)
-
Version 1.39.02
- LW Rebalance v1.39.02
- Strategic:
- - Phoenix Coilguns and Supercapacitors requires 12/16 UFO Power Sources (instead of 6/8 UFO Power Sources) - Acts as a sink for power sources
- - MEC injury times are reduced by 35% overall - Helps deal with injury times
- Tactical:
- - Bomb disposal reinforcements reduced by a further 30% - Makes them less dangerous especially as one of your units are disabled
- - Crashed and Landed Large and Very Large UFOs have 2-4 less enemies - makes them a little easier
- - Multiple enemy types have more various pod compsitions - QoL
- Perks:
- - Bullseye now grants +35% weapon damage to the strike rifle - Buff to bullseye scout
- - Shock and Awe grants Collateral Damage and standard shots +x% weapon damage, where x is their target's current HP (from +15% * their target's current HP in bonus damage) - Makes the primary weapon damage important, slight nerf
- - Onslaught deals +x% weapon damage, where x is the target's current HP (from 25% of the targets current HP in bonus damage) - Similar consistency with S&A, toned back
- - Disabling Shot aim malus to -10 (from -30) and cooldown to 3 turns (from 4 turns) - Significant buff to it's ability to land, especially when not steadied; effective for bullseye scouts that are concealed as they can steady while scouting a pod
- - Clutch Leadership grants +1 aim per alien in sight (from +2) - Nerfed for balance on the officer tree
- - Will to Survive lowers cover defense by half (instead of -30 defense) - Makes partial cover much more reasonable for biotanks and still acts as lower defense in full cover than a non-W2S unit in partial cover
- - Repulsor Plating grants 10 defense (from 0) at all times; Also causes all attacks to graze (from only those within 15 tiles) but requires the unit to be at full HP for the graze mechanic - Toned back as it was really strong, makes it more useful for those who rarely get hit
- - Close Combat Specialist no longer grants +1 ammo - Was strong enough without the buff
- Equipment:
- - Aegis armor HP to 7 (from 11) and mobility to +1.3 (from +2) but gains Damage Control and 2 item slots (from 1) - This equipment needed a more specific niche than just faster and the item slot restriction was too polarizing
- - Banshee armor HP to 4 (from 7) and mobility to +2.6 (from +3.3) but gains Repulsor Plating and 2 item slots (from 1) and loses Tactical Mobility - This equipment needed a more specific niche than just faster and the item slot restriction was too polarizing
- - Titan Armor now grants Damage Control, 2 DR (from 1), and HP to 12 (from 14) - Buffed
- - Corsair Armor now grants Repulsor Plating and 10 def (from 5) - Buffed
- - Seraph Armor has 7 HP (from 9) - Slight nerf
- - Archangel Armor no longer requires titan armor to produce, has 2 item slots (from 1), 10HP (from 14), costs x3 as much to produce as Seraph armor - The requiring titan was weird since it was removed from everything else and made the price deceptive, the new archangel acts as a superior seraph at a cost premium
- - Titan Armor alloy cost to 360 (from 160) - Makes it harder to mass produce, gives reason for late game alloys, accommodates for increases in late game UFO missions (and thus more alloys)
- - Corsair Armor alloy cost to 240 (from 80) - Same reason as above
- - MEC1s and MEC2s require 4 UFO power sources (from 2) - Makes them slightly harder to acquire a gives a use for all the power sources accumulated
- XCOM:
- - Shogun perk Repulsor Plating replaced with Repair Servos - Helps the Shogun tank sustain and Repulsor Plating isn't great for a unit expecting to take multiple shots now
- - Shogun perk Fortified swap places with absorption fields - Makes more sense for the builds
- - Marauder no longer gains +1.3 base mobility - It was strong enough and it was making extra speed not important enough
- Aliens:
- - Ethereals no longer have deflection shield - Helps focus them down as they are dangerous enough
- - Level 6/9 Beserker leaders gain 4/4 damage (from 6/10) - Reduction in Berseker leader damage
- - Level 1/5/9 Beserker leaders gain 5/5/5 HP (from 10/10/10) - Decrease in their resiliency
- - Level 9 Berserker leaders gain 50 will (from 80) - Makes them a little more psi suceptible
- - Level 9 Chryssalid leaders gain 10 HP (from 20) - Decrease in their resiliency
- - Level 3 Chryssalid leaders gain 10 will (from 30) - Makes them a little more psi suceptible
- - Level 9 Drone leaders gain Awareness and Fortified - Increase in their resiliency
- - Level 9 Sectoid leaders gain Advanced Perception and Awareness and 20 HP (from 5 HP) - Increase in their resiliency
- - Level 9 Floater leaders gain Advanced Perception and Fortified - increase in their resiliency
- Bugs:
- - Clarifications on some descriptions
- - Fixed a bug where countries could start too much panic
- - Fixed a bug where electropulse popup for disables did not always fit what actually was occuring
- - Maybe fixed a bug where sometimes berserk wouldn't properly reload the weapon
- - Fixed a bug where chyrssalids could cloak
- - Fixed a bug where autopistols were doing 1 less damage than intended on critical hits
- - Fixed a bug where bomb disposal missions didn't have less drop-ins
- - Typos
-
Version 1.39.01
- LW Rebalance v1.39.01
- Strategic:
- - Doubled the number of reserach/harvest missions the aliens send out, but halved their research/resource bonuses - Makes it more likely to see scouts/raiders and landed UFOs, increases access to late game elerium
- - Harvester HP to 6000 (from 8000) and Transport HP to 8000 (from 14000) - makes them much easier to down and generate missions from
- Tactical:
- - Exalt SHIVs are reenabled - Fixed the teleport bug that was messing them up. YAY =D
- Perks:
- - Impact causes non-reaction shots to clear OW (from all shots) - Prevents lockdown on enemies who go on overwatch
- Aliens:
- - Muton and Floater grenade range reduced to 6 tiles (from 8) - Makes it even harder to get off and easier to avoid, helps accommodate for new stronger muton elite grenades (due to mayhem)
- - Cyberdisc grenade range increased to 10 tiles (from 8) - They rarely get close enough to use this appropriately and as an added bonus their mechanic makes it look like it should throw further anyway
- - Exalt SHIVs have 10 more aim but just over a third of their normal HP - Makes them harder to ignore while being much less tanky
- Bug Fixes:
- - Fixed a bug where Exalt SHIVs were not gaining difficulty based alien stats (making them too hard on low difficulties and too easy on hard difficulties)
- - Fixed a visual bug when evacuating with the VIP it would still suggest that the mission was a failure (when it would be success)
- - Fixed a bug where chryssalids would get the Hunter perk
- - Fixed a bug where all aliens would sometimes teleport around the map immediately after being revealed or shortly after being revealed
- - Typos
-
Version 1.39.00
- LW Rebalance v1.39.00
- Strategic:
- - All damaged and repairing equipment is automatically repaired before attempting the Temple Ship - Makes risking damage of equipment before the temple ship not such a bad idea
- - Increase the time between Exalt operations by ~50% - Makes the missions a little less frequent
- - Improved accuracy of Exalt Scan Reminders - I hope this works =D
- - Augmenting (Chopping) a soldier costs 50 credits and 100 meld (from 30 credits and 70 meld) - Makes it more expensive to field MECs, overall slight decrease in MEC composition in mid to late game missions
- - Improved medikit requires 30 thinman corpses (from 45) - Slight reduction to accommodate reduction in thinmen
- - Your Home Country is now 50% more resistant to panic increases - Makes it much harder to lose
- Starts:
- - Jai Jawan (India country start) also grants +2 SHIVs - Buffed
- - Advanced Preparations (Canada country start) only grants 3 soldiers (from 5) - Slight nerf
- - Survival Training (South Africa country start) only reduces wound times by 25% (from 40%) - Toned back
- - Ring of Fire (Japan country start) grants 200 per thermogenerator (from 150) - Slight buff
- Missions:
- - Bomb disposal missions have 30% less drop-ins - They are difficult mission so this should make them slightly easier so they aren't such a spike
- - Remaining health on aliens on crashed UFOs are 25-75% (from 25-100%) - A little more damaging
- - Thinman pods contain a more varied combination of units - Helps reduce their overpresense/appearance as they occur on so many council missions
- Tactical:
- - Reaction fire triggers on any movement (from movement >1 tile) - more intuitive, felt abusive and uninentional to have a unit be able to walk 1 tile and not trigger reaction fire
- - Suppressive Fire does 30% of damage (from 40%) - Toned back so it's not as effective on exposed units and floaters. Also slight nerf to gunner overall.
- - Repair now heals 4 HP max (from 5 HP) - Tone back on engineer healing strength
- - All healing heals a minimum of 1 HP - Felt bad when it healed 0, helps with AI
- - Exalt SHIVs are no more - Sad, but I was able to reproduce the bug and have units indeed teleport around the map, and it seems to be because the alien AI can't handle SHIVs
- Perks:
- - Impact now clears enemy overwatch regardless if the weapon was steadied before hand - Significant buff to the perk for clearing overwatch
- - Concealment now breaks after any action (from almost all actions) - Prevents using abilities while concealed which the AI cannot handle well
- - One For All now counts as idle (for abilities that grants bonuses to end-in-idle actions) - Intuitive
- - Being hidden (stealthed, shadowed, concealed, ghosted, cloaked) now counts as idle (for abilities that grant bonuses to end-in-idle actions) - Intuitive
- - Command now works on units in One For All - It actually always did just it was described as it did not
- - Close Combat Specialist grants +1 ammo - Buff to it's strength and the ease of it's use
- - Jetboot Module no longer breaks Cloaking or Shadow - Buff to it's usefulness
- - Bullseye upgrades steadying a weapon to no longer break stealth abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting) - Buff to it's usefulness
- - Hunter reworked: Standard shots made while cloaked will leave this unit with 1 AP. All shots made within 4 tiles gain +4 penetration. This unit cloaks at the beginning of each turn if it can see an enemy within 15 tiles, has ammo, and is idle. Cloaking prevents aliens from seeing this unit and grants +30% crit. Cloaking breaks after taking any non-movement action or at the end of turn. Grants Combined Arms [All weapons and equipment deal +1 damage]..
- - Master mechanic increases repair healing to 8 (from 10) - accommodation for repair tone back
- - Savior only grants 2 HP max healing (from 3) - Makes the upgrade more important as the max HP was overkill previously
- - Smart Macrophages only grants 2 HP max healing (from 3) - Makes the upgrades more important as the max HP was overkill previously
- - Field Medic grants 3 free medikits (from 2) - Boost to innate healing capability of the medic
- - Tactical Mobility is only active if the unit is undamaged - Makes stacking up damage on units with tactical mobility easier
- - Platform Stability reduces rocket scatter by 50% (from 30%) - Makes it more reasonable to perform a 1 AP action before firing with rockets, overall buff to the alloy bipod on rocketeers
- - Snapshot grants a 25% chance for a 0 AP action (from 20%) - Buffed
- - Will to Survive reduces injury times by 40% (from 50%) and grants -30 defense (from -10) - Slight tone back on injury times, and makes the biotank much more capable of taunting attacks (even in heavy cover)
- - Mind Control can now be interupted by explosive damage or disorientation on either the Mind Controllee or Mind Controller - Gives more capability for the player to break mind control
- - Brawler makes shots and melee attacks graze (from all attacks) - it didn't feel right when grenades and other distance attacks grazed based on where the damage dealer was standing
- Equipment:
- - Arc Rifles no longer grant disabling shot - Focuses them more on a early-mid game weapon
- - Incinerator Module increases flamethrower damage by 3 (from 6) - Toned back in strength
- - Electropulse now penetrates all damage resistance and has 10 tile radius (from 8) but deals 8 damage (from 12) - Makes it much more effective against its intended targets
- - Restorative Mist heals for 6 max HP (from 10) - Tone back in strength due to AoE and because it has 2 charges now
- - Medikits heal for 4 HP max (from 5) and medikit 2 only grants 2 HP max healing (from 3) - Makes the upgrades more important as the max HP was overkill previously
- - The elerium emitter has been renamed back to Shadow Device - This is apt considering it now 'shadows' units
- - Shadow Device now cause units to be 'Shadowed' (instead of concealed) - Helps differentiate the different types of stealth for accuracy
- - The Shadow Device and mimic beacon can now be equipped by all biosoldiers (from psi only) (Note: you still need psi warfare systems to produce them) - They were too restrictive for such specific items
- - The Psi Frayer now resets the cooldown after use of mind fray but no longer increases damage - Now it's possible to mind fray many times in a single turn
- - Shadow armor renamed to Ghost Armor - This is because it lets you Ghost (so it's much more intuitive) and the term 'shadow armor' is confusing if the new Shadow Device (old elerium emitter) causes Sahdow.
- XCOM:
- - Marauder Tree rework (see perk tree image)
- - Annette and the Furies have 10 less will - Makes them feel a little less mandatory so you can use more of your other crew
- Aliens:
- - Base damage of floaters to 5 (from 6) - Makes them a little less offensively punishing early game
- - Mutons no longer start with plasma carbines and upgrade to plamsa assault rifles and instead just start with plasma assault rifles but plasma assault rifle damage to 7 (from 8) - This little tweak was only apparent to a few and made things needlessly complicated, plus the carbine model didn't fit the muton model very well and always seemed a little buggy, overall slight boost to early game muton strength and tone back of mid game strength
- - Outsiders gain 0.5 regeneration per alien level upgrade (from no upgrade to regeneration) - Their HP quickly outclassed their regeneration into the mid and especially late game that it needed some increase
- - Muton Elites gain Mayhem - Significant buff to the damage output of muton elites, especially with their suppression and grenades so that they are much higher priority targets, especially when close enough to grenade
- Bug Fixes:
- - Fixed a bug where the illuminator gunsight was giving squadsight instead of killer instinct
- - Fixed a bug where the battle scanner was only providing 10 aim instead of 15
- - Fixed a bug where seekers were still taking triple damage when strangling
- - Clarified description of close encounters
- - Fixed a bug where the uber ethereal would sometimes go 'off-guard'
- - Fixed a bug where reload would not break One For All
- - Fixed a bug where units that were mind controlled and took explosive damage would sometimes die after the mission ended even if they weren't dead
- - Maybe fixed an issue where the command pod on alien base assaults could have 2 sectoid commanders (hopefully they all only have 1 now)
- - Fixed some descriptions that were too long for display
- - Fixed a bug where Close Encounters would sometimes trigger on grenades thrown further than 3.99 tiles away
- - Fixed a bug where the ammo counts were not always accurate on certain weapons (stun rifle, rockets)
- - I think (?) fixed a bug where overwatch would sometimes pull more than one reaction shot when xcom did it
- - Hopefully fixed a bug where exalt scan reminders would double up after exalt is first revealed
- - Fixed a bug where reinforcements would sometimes not go on overwatch
- - Maybe fixed a bug where Sectopods would sometimes get stuck firing cluster bombs non-stop (Thanks to szmind for trying to help fix this with me)
- - Fixed a bug where command would still allow some action discounting perks to work
- - Fixed a bug where combat patrol repair times were not accurate
- - Fixed a bug where combat readiness and then command would still have restrictions on a unit from multi-action perks such as close encounters, Hit and Run, etc.
- - Fixed a bug where a sectopod cluster bomb would show 0/0 ammo in the F1 panel
- - Fixed a bug where stunned aliens would show as bleeding out
- - Typos
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Version 1.38.23
- LW Rebalance v1.38.23
- Tactical:
- - Improved AI for floaters so they will fly more often when they should and not when they shouldn't - QoL
- - Crashed UFOs deal 25-75% damage to 50% of aliens (from 0-50% damage to 100% of aliens) - Makes more aliens likely to be at full HP
- - Improved some of the tactical buff/debuff displays - QoL
- - Mutons are much more likely to appear at alien level 2 now - Makes alien level 2 not as easy and level 3 less of a spike
- - Enrage triggers 33% less often - Slight tone back
- Perks:
- - Mind control deals 1 + 20% of max HP in damage (from 1 + 10% of max HP) - Makes it more damaging
- - Orbital Ray reworked into 2 Stages - Improves interactivity
- - Orbital Ray - Stage 1: This drone can call in orbital support to holo target it's enemies. After requesting orbital support for a turn each enemy will have an 80% chance to be holo targeted and locked for an orbital ray. This chance is reduced by half (stacking) if the target is: Hunkered, in cover, or indoors. Can be interrupted by any damage. Requires 2 AP. Does not trigger reaction fire.
- - Orbital Ray - Stage 2: This drone can act as a forward targeter for orbital support to guide a neutrino ray at targeted enemies. After a turn, targeted enemies will be hit with a fully penetrating ray that deals 4 + Alien_Level/2 damage. Can be interrupted by any damage. Requires 2 AP. Does not trigger reaction fire.
- - Shock and Awe increases the radius of concussion grenades by 2 (from 1) and deals 15% of the targets current HP in additional damage (from 10%) - Significant boost to the support and shooter rocketeers as well as S&A on the shogun
- - Danger Zone grants +35% explosive radius only (from +35% explosive radius and +1 damage) - Was too strong with both
- - Bombard grants +30% throw range (from +40%) - Was getting too far (for gameplay purposes) with 40%
- - Repair Servos reworked: it now uses half of the remaining servos at the end of turn with a minimum of 1 if available (from up to 2 servos if available) - Allows quicker healing after a lot of damage but prevents getting all the servos back for a while, kind of a mix between the previous two versions that serves both ideas
- Equipment:
- - Radius of rockets back to 5 tiles (from 4) - Too weak at 4, needed a buff
- - Javelin rocket deals +100% weapon damage (from +50% weapon damage) - Significant buff
- - Battle Scanners grant +15 aim (from +10) - Siginficant boost as the 1 turn is pretty restrictive
- Aliens:
- - Seeker damage to 4 (from 6) but no longer take additional damage when strangling - makes the strangling clearly the worst option and encourages fighting them in a manner to minimize it and/or protect against it
- - Significant AI upgrade on use of long distance auto-hit abilities (psychic storm, orbital ray) to help prevent frustrating situations for the player - QoL
- - Cyberdisc HP to 24 (from 20) - Was too low and probably a little overnerfed
- Bug Fixes:
- - Fixed a bug where the home ground bonus would not be granted in certain countries
- - Fixed a bug where mind deterioration was not working correctly
- - Fixed a bug where dead XCOM units would sometimes count twice on the mission summary screen under the Operatives Lost information
- - Fixed a bug where aliens could be on overwatch while panicked
- - Fixed a bug where when loading a save game some of the variables were not reloaded correctly (e.g. Close Encounters being triggered without using it)
- - Fixed some log spam
- - Maybe fixed a bug with the Sectopods firing at walls/nothing during the middle of engagements
- - Fixed a bug where drones were healing for too much sometimes
- - Typos
-
Version 1.38.22
- LW Rebalance v1.38.22
- Strategic:
- - Failing an Exalt mission increases panic by 4 (from 20) - much more manageable and reasonable to fail
- Tactical:
- - Improved some display indicators for buffs/debuffs always showing the most relevant buffs/debuffs on units - QoL, buffs and debuffs were quite easily forgotten simply because it was too cumbersome to always remember, this should make things a lot more apparent and help the player stay engaged
- - Improved Floater AI for not staying flanked in cover or the open more often - QoL
- - Improved healing AI so they'll accommodate for the new healing mechanics
- Bug Fixes:
- - Fixed a bug where combat readiness was not being saved in save games
- - Typos
-
Version 1.38.21
- LW Rebalance v1.38.21
- Tactical:
- - Improved the AI a little more for floaters and when they should be flying
- - Suppression now also increases the crit chance against the suppressor by 30 - Consistency
- - Crashed UFOs will only damage enemies by 0-50% of their HP (from 0-99% of their HP) - the missions could be a little too swingy with everyone at full or close to 0 HP
- Bug Fix:
- - Tried to fix the double exalt reminder bug (again)
- - Fixed a bug where floaters would sometimes launch to a location that was indoors
- - Maybe fixed a bug where overwatch could still trigger more than 1 reaction shot
-
Version 1.38.20
- LW Rebalance v1.38.20
- Orbital Ray tweaks:
- - Orbital Ray damage reduced to 1 + Alien Level/4 (from just Alien Level) but double to units that are already affected by holo rounds - Prevents it from getting so high into the late game
- - Orbital Ray now requires the drone to be at full HP to trigger - Helps give some ability to mitigate
-
Version 1.38.19
- LW Rebalance v1.38.19
- Tactical:
- - Alien counts on the first mission are now 5 (ease into it), 7 (Easy), 8 (Classic), 8 + 1 outsider (Brutal), 9 + 1 outsider (Impossible) - With the recent buff in difficulty the first mission was made too hard and it needed to be reduced in difficulty at the high end
- - Improved the AI of various units to be more capable when xcom breaks LoS - QoL
- - Units steadying their weapons or on overwatch are now 30% more likely to be critically hit - Makes sense as they are not in a defensive position and often sticking out of cover, provides an interesting draw back to the aliens and XCOM using these abilities
- Healing Changes:
- - Using a Medikit/Repair/Restorative Mist now heals a unit for 50% of their missing HP (max 5 HP). The max increases by 3 for each medikit upgrade (savior/macrophages/medikit II) and by 5 for master mechanic on repair. Restorative Mist is 10 HP. - Makes it so healing is really effective when you need it most and much harder to 'top everyone up' to perfect fighting shape.
- Perks:
- - Ready For Anything grants 30 crit resistance when overwatching - Counter acts suceptibility to crits, important because it's a forced ability and feels bad if you're forced into a worse situation
- Aliens:
- - Drones gain a new perk - What could it be? :)
- Equipment:
- - Mists have 2 charges (from 1) - Boost to MEC healing
- Bug Fixes:
- - Fixed a bug where repair was healing for more than intended
- - Fixed a bug with audio warnings of reinforcements not being accurate on exalt covert op extractions
-
Version 1.38.18
- LW Rebalance v1.38.18
- Difficulty Changes:
- - Normal difficulty renamed to Easy - I have received multiple complaints about the game being too hard for some newer players and accessibilty is something I want for the mod. It is not reasonable for brand new players to expect to be able to check off second wave options either, so instead, the lowest difficulty will be made easier.
- - Aim and will differences on easy/classic/brutal/impossible to -20/-10/0/+10 (from -10/-5/0/+5) - Makes impossible more challenging
- - Difficulties will now modify alien mobility as well as follows: Easy -2.0, classic -0.6, brutal 0, impossible +0.6 - further distinguishes the difficulties
- - Impossible difficulty aliens now have an additional +2 HP and +1 damage - Significant increase in early game difficulty on impossible as the difficulty curve should be more flat for a player who selects impossible, not giving them time to learn the game
- - Aliens on Easy difficulty have half the defense - Helps the game not be too challenging for players
- Strategic:
- - Improved Medikits (Foundry Project) requires 45 thinmen corpses (from 20) - Delays its progress longer
- - Desperate Odds (Second Wave Option #25) now doubles the cost of soldiers and triples the cost of SHIVs - Accomodates for using fewer guys
- - Despearte Odds (Second Wave Option #25) rounds up when calculating number of soldiers on Exalt missions - Otherwise exalt missions are too hard on the game mode
- Tactical:
- - Included a new indicator above alien heads "M" that when hovering over an empty tile, shows whether or not the alien unit could move there in 1 action and still fire - QoL, very useful for quickly telling if a unit can flank you or not
- - Leaders occuring is now based on x% per alien level where x is 3/4/5/6% for normal/classic/brutal/impossible - Makes leaders more common on impossible, less on normal
- - Ironman save games will again save after each action (instead of each turn) - prevents having to redo the turn if for whatever reason the game closes
- - SHIVs are removed from early covert op extraction missions - Was a little too hard on those missions
- - Alien units enter the Temple Ship invulnerable only 50% of the time on brutal and never on classic and normal - Makes the mission easier on lower difficulties
- - Desperate Odds (second wave option #25) will now trigger enrage and berserk twice as often - Accommodates for fewer guys
- - Desperate Odds (Second Wave Option #25) no longer prevents SHIV xp sharing - Made them too useless
- - Killing aliens leaders now grants 30xp (from 20xp) - Boost to accommodate for losing officer bonus xp, especially as more leaders appear late game, makes terror missions grant a lot more experience
- - Repair (ability from Mechanic and Master Mechanic) heals 4 (from 6) - Lower overall sustainability during engagements
- Perks:
- - Commanding officer no longer grnats +10%xp/rank - Made officers too essential to the effective progression of a campaign
- - Psychic Storm will no longer affects VIPs - Added little benefit if it hit them and late game could lead to a poor situation
- - Psychic Storm Level is now equal to will/40 (from will/50) but the aliens will no longer start if a storm if they are further than 25 tiles away - Prevents chain triggers from spamming psychic storm and makes it much more reasonable to stop psychic storms
- - Countercharge deals will/20 damage (from 3 + PsiRank/2) - More fluid on enemy types and evolves with enemy upgrades and difficulty levels better
- - Deflection shield grants 10 defense per tile away (from 5) - Just makes it less easy to bypass (as reaction fire, close range shots, and/or explosives all already bypass it quite easily)
- - Repair Servos again heals only 2 per turn (from 4) - was a little too much at 4 and is strong enough at 2
- - Savior grants +2 healing to medikits (from +3) - Tone back on overall healing
- Equipment:
- - Shotuns mobility to -0.6 (from 0) - Despite the negative of an aim malus further than 10 tiles, the aim bonus within 10 tiles and 150% base damage more than made up for it making it the superior and only choice for many builds, this should tone back the strength and open up other weapons as possibilities
- - Medikits heal for 2 (from 3) - Tone back on overall healing
- Aliens:
- - Seeker base damage to 6 (from 4) and aim to 70 (from 60) - Makes them decent damage dealers when revealed
- - Chryssalid leader damage to 2/2/2/2 (from 2/3/3/3) - Tones back their strength on the temple ship so they aren't so devestating
- - Berserker leader damage to 3/3/3 (from 4/6/10) - Tones back their strength on the temple ship so they aren't so devestating
- Bug Fixes:
- - Fixed a bug where Exalt SHIVs would sometimes recolor when fighting them - Thanks to szmind for the help
- - Fixed a bug where close range (<18 tiles) squadsight vision was not being used to help with spotting when it should
- - Fixed a bug where you could have a unit scamper, save teh game, load the game, and then scamper again
- - Fixed a bug where units could be invulnerable for more than 1 turn
- - Fixed a bug where Exalt SHIVs would act like human SHIVs for reaction shots
- - Fixed a bug where Exalt SHIVs could be staggered when it's not their turn
- - Typos
-
Version 1.38.17
- LW Rebalance v1.38.17
- Strategic:
- - Minimum resources for aliens set to #_of_days_passed/5 - Was always supposed to be working, but the LW 1.0 code wasn't working (I assumed it was) b/c it was accidentally not including dynamic war
- - New Second Wave Option: Desperate Odds (replaces We Are Legion): XCOM can only deploy half as many soldiers to all missions and SHIVs no longer share experience - A new option for those who want a real challenge
- Perks:
- - Shock and Awe change: Rocket/Grenade/MiNE Launchers gain an additional use. Collateral Damage and standard shots gain bonus damage equal to 10% of their target's current HP. Concussion and psi grenades gain +1 tile radius. - Boost to shooter and support rocketeer, especially since GSGT perks are all explosive orientated only; makes shock and awe more competitive on the Shogun
- - Overload (perk from arc rifle and arc pistol) now has twice the chance to disorient mechanical targets - Buffed as it was too small before, especially with no supercondctors buff
- - Onslaught grants bonus damage equal to 25% of the targets current HP (from 20%) - Buffed
- Equipment:
- - Electropulse no longer affects the MEC using it and damage to 12 (from 14) - was too detrimental to the MEC to hurt itself, significant buff overall
- XCOM:
- - Jetboot Module on Shogun replaced with Repulsor Plating - Buff to tank Shogun
- Bug Fixes:
- - Fixed a CTD that sometimes occured when berserkers tried to bullrush units with elevation differences
- - Fixed a bug where partial cover was providing the DR benefit of full cover in the DR preview
- - Fixed a bug where Exalt missions would sometimes skip the first turn when the blitz timer was turned on
- - Typos
-
Version 1.38.16
- LW Rebalance v1.38.16
- Strategic:
- - All UFO research has it's alloy cost reduced by 90% - Makes it more of a research sink than an alloy sink
- - Destroyed UFOs provide 25-50% of their alloys (from 75-100%) - makes fighters and destroyers a much worse source for alloys
- Perks:
- - Growth now occurs 25% of the time when inactive and 50% of the time when active (from 20% of the time when innactive and 100% of the time when active) (Note: difficulty still modifies the chance of growth) - Significant reduction in the rate of growth when active, makes large landeds easier when outsiders chain activate
- Equipment:
- - Electropulse (MEC 2ndary weapon) has 8 range (from 4) and deals 14 damage (from 8) but has a chance to stun targets equal to the % of HP they lost (from 100% stun chance) - makes it more about damage and less about stun
- - Electropulse now also affects outsiders (instead of just mechanical units) - Buff to the situations it is useful in
- - Arc Rifle and Arc Pistol no longer receive upgrades with supercapacitors - It wasn't ideal to have early game weapons replacing late game ones through upgrades and it's main role was early anti-mech capability which it still serves nicely
- Aliens:
- - Level 6/9 Mechtoid leaders gain 4/4 damage (from 2/2) and 20/20 aim (from 10/10) - Makes their damage output slightly stronger
- - Level 9 Heavy Floater and Floater Leaders gain shredder ammo - Make them more dangerous enemies on the temple ship
- - Level 6/9 Thinmen leaders gain 10/20 HP (from 6/10) and level 9 thinmen leaders gain repulsor plating - Buffed, especially for temple ship
- Bug Fixes:
- - Fixed a bug which would force all exalt elite to spawn on certain exalt missions
- - Fixed a double popup on SHIV being ready for battle
- - Fixed a double popup for Exalt scan warnings
- - Fixed a bug where the final mission count of dead soldiers was often inaccurate
- - Fixed a bug where the blitz timer would be set to 0 for the first turn on some exalt missions
- - Invulnerable units will no longer lose their invulnerable status by using reactive abilities (e.g. CCS)
- - Typos
-
Version 1.38.15
- LW Rebalance v1.38.15
- Strategic:
- - The extra sectoid commander and ethereal on UFO missions now only occurs 50% of the time - The overall goal was to make a reliable source to fight these enemies (which was accomplished) but they were more frequent than needed (and more than ideal)
- Tactical:
- - Bounty for Heavy Floaters increased to 10 meld (from 2) - Feels more reasonable
- Perks:
- - New Perk: Repulsor Plating: The first damage received from within 15 tiles each turn grazes this target - Useful for minimizing the strength against single shots
- - Unhinged is +1 damage for every 2 enemies in sight (from every 3 enemies in sight) - Buffed
- - Onslaught now grants bonus damage equal to 1/5th of the target's current HP to the kinetic strike module - Buffed, makes it more of a boss killer
- - Psychic Storm no longer has a range limit - Prevents players trying to sit at 30 tiles to avoid it
- - Distortion now requires line of sight to damage share - Prevents damage sharing through walls and things like that which would be quite unfair for XCOM if ethereals/sectoid commanders did this
- XCOM:
- - The Marauder TSGT perk Shock-Absorbant Armor is replaced with Repulsor Plating - Buff to the reliability and capability of the Marauder for getting in close
- - The Jaeger GSGT perk Shock-Absorbant Armor is replaced with Repulsor Plating - Buff to the reliability and capability of the Jaeger for getting in close
- Aliens:
- - Bashar (lvl 9 Muton Elite) gains Repulsor Plating - Seems fitting
- - Lowered the chance the AI will use psychic storm when they are out of vision of XCOM but XCOM is fighting other aliens - Prevents getting as punished during bad chain activations
- Bug Fixes:
- - Fixed a bug where the final cinematic would freeze half way through the game - was kinda anticlimactic
- - Fixed a bug where medics actually didn't have Hit and Run and still had CE
- - Fixed a bug where the extraction zone in friends and low places did not work for XCOM units besides the VIP
- - Fixed a bug where saving and loading a game could reset the trigger that detects if a unit moved (for crit bonuses, ready for anything, etc.)
- - Fixed a bug where death perks could be assigned to units left behind
- - Typos
-
Version 1.38.14
- LW Rebalance v1.38.14
- Bug Fixes:
- - Fixed a bug where sometimes if you would eliminate all aliens the game would still force you to retreat to win the mission
- - Fixed a bug where psi xp levels were incorrect
- - Fixed an infinite loop causing a CTD when SHIVs tried to complete a mission
-
Version 1.38.13
- LW Rebalance v1.38.13
- Strategic:
- - Psionic xp required for level ups to 200/400/600/800/1000 (from 400/800/1200/1600/2000) - Twice as easy to accumulate psi xp (similar to 2 patches ago)
- Perks:
- - Savior heal after damage no longer stacks with combat drugs - Prevents healing from damage
-
Version 1.38.12
- LW Rebalance v1.38.12
- Strategic:
- - Combat patrols increase in cost after each patrol by 50 + AL*10 (from just AL*10) - Makes it more difficult to use repeatedly, especially early and mid game
- - Bombing Runs are half changed back from random to refocused on specific countries - Prevents spreading out of panic so early making losing countries not common early, hopefully the best of both worlds
- - Bombing run panic increased by 33% - Helps the aliens target countries
- - Soldiers only gain 100 psi xp per mission (from 200) - Slows down the overall progression of psi within battles as it was too fast
- - Psi xp requirements for psi levels changed to 400 per level (from 200 for first level and 400 per level after) - Consistency
- - Advanced Surgery decreases biosoldier wound times by 35% (from all units wound time by 15%) - Buffed, but more specific, needed to be more significant
- - Injury time slows down MEC conversion success rate by 1% for every 10 days of injury (from 1% for every 20 days) - Slight buff to move it into the consequential area while still being minor
- - Exalt SHIVs are a little more common on exalt missions - QoL
- Tactical:
- - Rocket scatter reduced by 10% - Slight buff to rocketeers - Just a slight buff, probably puts them in the right spot as the previous nerf I think was a little too much
- - Sectoid Commanders, Muton Elites, and Heavy Floaters are a little less likely to occur on regular missions - Prevents the early late game from ramping up in difficulty so quick
- - Ethereals and Sectopods appear less frequently (~ half as often) on regular missions - Makes late game missions less punishing
- - Combat Readiness grants +0.6 mobility - Boost to classes that utilize the mobility more
- Perks:
- - Psychic storm now deals double damage vs mechanical units (including SHIVs) - Buff to it's effectiveness against XCOMs high HP units
- - Command will now not trigger overwatch - It's more intuitive this way as many players just assumed it would not trigger overwatch
- - Savior now heals back 40% of any damage taken - Buffed, accommodates for medic tank nerf, similar to combat drugs
- - Extra Conditioning grants +2 HP (from +1) - Slight buff to the perk to make it a more competitive choice
- - Hit and Run grants +35% weapon damage (from +1 damage and +25 aim) - The aim push was moving the perk towards distance shooting and it was never the ideal, this version encourages the flanks and increases the damage ceiling as it used to be
- - Inner Fire grants 10% DR (from +1 DR) - Prevents stacking problems on volunteer
- - Psi Mastery upgrades inner fire to increase throw range and DR by 50% as well (10% throw range -> 15% throw range, 10% DR -> 15% DR) - Consistency, makes it a little more competitive on that psi level
- - Commading Officer no longer grants injury reduction or DR in cover - Was still too weak and to make officer's competitive tanks was just not feeling right, so I think it's reasonable to just say officer's aren't competitive biotanks
- - First aid no longer lets medikits cost 1 AP - Tone back in strength for balance on trees
- Equipment:
- - All gauss weapons lose 0.6 mobility - Overall nerf to guass to make it not such a power spike in the weapons progression
- - Alloy Bipod mobility to 0 (form -0.6) - Slight buff
- - Combat Stims no longer prevents crits - It's pretty strong as is
- XCOM:
- - Medic loses close encounters and it is replaced with Hit and Run - The ability was supposed to encourage close engagement and some versatility to the medic tank but it ended up being much too strong. Hit and Run more closely resembles what the medic is supposed to be while not being too powerful. It also makes CCS more reasonable due to less ammo use.
- Bug Fixes:
- - Fixed a bug where certain changes in Incursion Strength were not occuring
- - Fixed a bug where the exalt scan reminder wasn't very accurate - I hope? It's really hard to understand this stuff =P
- - Fixed a bug where MECs with HP less than 8 were still losing bonus stats
- - Fixed a bug where an eletric jolt would appear on some units when loading save games in tactical battles
- - Fixed a bug where seekers would remaing flying when strangling
- - Fixed a bug where allied SHIVs would appear as enemies on the F1 list
- - Fixed a bug where cyberdiscs were a lot more rare (~50%) than intended
- - Fixed a bug where some multiaction abilities were not saving correctly on save and reload
- - Fixed a bug where the temple ship could freeze after some spawns occured
- - Added some code to prevent the wrong unit from diffusing the bomb when clicking to defuse the bomb
- - Fixed a bug where battle scanners would spawn as sectoid on the temple ship
-
Version 1.38.11
- LW Rebalance v1.38.11
- Strategic:
- - Aliens no longer gain additional research for each dead XCOM - Was already punishing enough to lose guys
- Tactical:
- - Critical wound timer decreased from 4-7 turns to 2-4 turns - Makes it important to try to get to a critically wounded soldier ASAP instead of just usually ignoring until the engagement/battle is over (note: at the beginning of each XCOM turn is when the turn timer ticks down and soldiers may bleed out, this means 2 turn bleed out only grants xcom 1 turn to intervene)
- - Bleeding out soldiers now count for full towards the berserk and enrage abilities - reasonable due to the decreased time
- Perks:
- - Shadowstep now only prevents reaction shots when moving and NOT dashing - Prevents fast movement, makes sense, decrease in ability to move quickly through overwatch with it
- Equipment:
- - Respirator Implant grants +1.3 mobility (from +0.6) - Buffed, makes it more competitive as a mobility booster
- - Cognitive Enhancer grants a 10% chance for any idle-ending action to cost 0 AP and def to 0 (from 5) and grants awareness instead of tracker - Buffed, makes it more suitable for power leveing
- - Extrasensory vest renamed back to LW 1.0 Chameleon Vest: Loses Tracker and Awareness, mobility to -0.6, and gains shadowstep - Should make it much more appealing as an anti-reaction fire piece of equipment, especially useful on covert operatives
- Bug Fixes:
- - Fixed a bug where the aliens were gaining too much research (double) when at high resources causing mid-late game really fast acceleration of alien levels
- LW Rebalance v1.38.11
- Strategic:
- - Aliens no longer gain additional research for each dead XCOM - Was already punishing enough to lose guys
- Tactical:
- - Critical wound timer decreased from 4-7 turns to 2-4 turns - Makes it important to try to get to a critically wounded soldier ASAP instead of just usually ignoring until the engagement/battle is over (note: at the beginning of each XCOM turn is when the turn timer ticks down and soldiers may bleed out, this means 2 turn bleed out only grants xcom 1 turn to intervene)
- - Bleeding out soldiers now count for full towards the berserk and enrage abilities - reasonable due to the decreased time
- Perks:
- - Shadowstep now only prevents reaction shots when moving and NOT dashing - Prevents fast movement, makes sense, decrease in ability to move quickly through overwatch with it
- Equipment:
- - Respirator Implant grants +1.3 mobility (from +0.6) - Buffed, makes it more competitive as a mobility booster
- - Cognitive Enhancer grants a 10% chance for any idle-ending action to cost 0 AP and def to 0 (from 5) and grants awareness instead of tracker - Buffed, makes it more suitable for power leveing
- - Extrasensory vest renamed back to LW 1.0 Chameleon Vest: Loses Tracker and Awareness, mobility to -0.6, and gains shadowstep - Should make it much more appealing as an anti-reaction fire piece of equipment, especially useful on covert operatives
- Bug Fixes:
- - Fixed a bug where the aliens were gaining too much research (double) when at high resources causing mid-late game really fast acceleration of alien levels
-
Version 1.38.10
- LW Rebalance v1.38.10
- Bug Fixes:
- - Fixed a bug where the game could CTD at the end of a mission
- - Fixed a bug where the aliens could double tap and overwatch on the same turn
- - Fixed a bug where the aliens were gaining 10% more research from some missions than intended
- - Fixed a CTD on the temple ship when multiple MECs were in OfA
- - Fixed a (minor) inaccuracy on scatter calculations if the rockteer has any sort of scatter reduction perks in play
- - Typos
-
Version 1.38.09
- LW Rebalance v1.38.09
- Strategic:
- - Combat Patrol effectiveness is now decreased and increased if more or less council nations are in a continent (assuming an average of 3) - Makes combat patrols evenly useful in all continents
- - Aim ranges for soldiers is now 60 to 70 (from 53 to 77) - Aim was by far the most significant class and subclass determining factors and was so much more significant than the other stats that it made many builds feel unviable (e.g. a shooter rocketeer and an OW gunner, or a Bullseye strike rifle scout with any sniper, or an OW medic with a DT engineer, etc.), with this change it should feel more like the other substats do, where they help determine class and subclass but are not so determining that getting the wrong class feels like the soldier is not worth investment
- Start Bonus Balances:
- - Ghost in the Machine grants SHIVs +25 aim (from +30) - With the plethora of SHIV buffs they have become much more central to squads and a +30 aim buff is a little too strong
- - Cadre now grants the starting 5 soldiers Perseverance [Fatigue and injury times reduced by 35%] and overall grants +0 xp/day (from +3 xp/day) - Significant buff as it makes those soldiers useful into the late game
- - NeoPanzer grants SHIVs/MECs +1.3 mobility but only reduces costs by 50% (from 70%) - Buffed
- - Bred Tough now grants the +1 DR and +2 HP to MECs as well - Buffed
- - Survival training now reduces all injury times by 40% (this is on top of the 16% injury time reduction from the bonus 4 HP) - Buffed
- - Kiryu-Kai Commanders now both start with Perseverance [Fatigue and injury times reduced by 35%] - Helps them be useful into the late game
- - Jai Vidwan now grants 150 elerium (from 50) - Buffed
- - Research Focus now grants 100 elerium (from 25) - Buffed
- - Assembly Line now grants 200 alloys (from 50) - Buffed
- - Militarization decreases soldier costs and arrival times by 50% (from 30%) - buffed
- - Quai d'Orsay Country item requests occur 50% faster, fulfilled requests provide 50% additional defense, and intel scans cost 50% less (from 40% of all) - Buffed
- - Global Networking increases grey market sell prices by 35% (from 30%) - Actually works out to a significant buff
- - Argentina and Brazil both start with 300 more starting cash - Buffed
- - Egypt starting cash bonus to 900 (from 750) - Buffed
- Tactical:
- - Stagger now effects mechanical units (it has no effect on melee only units but is not nullified by hardened) - Makes OW and reactive fire more effective against more enemies
- - Stagger is twice as likely to trigger - Makes it easier to prevent double actions with overwatch and harder to just 'tank' OW shots on XCOM units with double actions
- - Actions that set units to 1 AP but have a restriction (e.g. close encounters) will now trigger after actions that cost 1 AP when the unit is at 2 AP (e.g. grenadier) - Means the unit defaults to using the most effective ability, QoL
- - Blitzkrieg will no longer set the timer to 0 on save/load/esc menu and will save the current timer in between saves - Makes it much more reasonable to use
- - Dashing now grants 30 defense against reaction shots (from 20 defense) - Buff to make it more reasonable as it's rarely worth it
- Perks:
- - Grenadier no longer grants a 10% throw range increase - Tone back on strength of grenades
- - Bombard throw range to 40% (from 35%) - another slight increase for support rocketeer and to be more competitive on explosive grenadier
- - Impact makes reaction shots 50% more likely to stagger (from 100% more likely) - Accommodates for stagger buff
- - Sapper no longer bypasses flat DR but instead grants +20% throw range - Buff to Greandier Engineer and slightly to Shogun
- - Master Mechanic grants +2 penetration (from +1) - Buff to mid-late game engineers and drones
- - Dense Smoke grants 30% DR (from 20%) and 2 smoke grenades (from 1) - Buffed
- - Combat drugs heals back 40% of the damage taken (from 45%) - Slight nerf, very minimal
- - Perseverance decreases injury and fatigue times by 35% (from 40%) - Slight tone back
- - Stay Frosty reduces fatigue times by 15% (from 10%) - Slight buff to make it more competitive
- - Natural leadership grants the officer 20 will (from 15) - Slight buff for balance
- Equipment:
- - Cognitive Enhancer grants Tracker - Buffed
- - Neuroregulator grants +20 will (from +10) - Buff to Exalt artifacts, makes it quite effective and increasing psi strength
- - Illuminator Gunsight grants +10 crit (from 0) and killer instinct - Buff to Exalt artifacts, makes it a significant item for increased damage
- Aliens:
- - Mechtoids/Sectopods all gain Absorption Fields (from just Mechtoid/Sectopod Leaders) - Buff to their resiliency
- - Mechtoids gain 7 will per alien level (from 10) and Mechtoid leaders gain 20/40/60 will (from 30/60/90) - Makes mechtoids more suceptible to psionics, slight buff to psionics
- - Secotpods gain 1 DR (to 8 from 7) - Slight increase in their resiliency
- Bug Fixes:
- - Fixed a bug where Exalt SHIVs would have incorrect armor HP
- - Fixed a visual bug where precision shot would show a crit chance bonus twice in the F1 panel with strike rifles
- - Fixed a bug where the game would sometimes crash after killing the sectopod on the temple ship
- - Fixed a bug where the stun rifle showed an incorrect number of charges in the startegic layer panel
- - Fixed a bug where defusing a bomb took a turn before the mission was considered a victory
- - Fixed a bug where hit and run didn't grant bonus aim and damage on non-standard shots
- - Fixed a bug where bleedouts that died were not being presented correctly on the mission summary screen at the end of a mission
- - Fixed a bug where killing an Exalt SHIV the camera would bug out
- - Fixed a bug where players could bypass the reset mission code on exalt causing odd save bugs and odd SHIV bugs
-
Version 1.38.08
- LW Rebalance v1.38.08
- Strategic:
- - Daredevils increases the effect of combat patrols by 50% (from double) - Was too strong with the recent boosts to combat patrol effectiveness
- - Combat Patrol repair times on aircraft are no longer affected by campaign length - It should be separate from campaign length
- - Soldier costs now decrease by 5 for each unit lost and increase by 5 for each month passed (from 10 and 10) - Stops it from escalating or decreasing so much
- Tactical:
- - SHIVs can once again capture and hold capture zones in data recovery missions - Makes more intuitive sense
- - Ready For Anything will now trigger if a reaction shot culd trigger but won't because it is under 30 aim - QoL, makes intuitive sense
- Bug Fixes:
- - Fixed a bug where flying units that were reinforcing would sometimes launch into outer space and freeze the game =P
- - Fixed a rare bug where council missions could be delayed from the original timer
- - Fixed a bug where Exalt SHIVs could cause a crash to desktop when assigned weapons more than their basic sentry gun
- - Fixed some missing descriptions of air game weapons in some windows
- - Fixed a bug where Exalt SHIVs would not appear in the F1 display correctly
- - Fixed a bug where Exalt SHIVs would sometimes try to trigger a non-existant reveal cinematic causing them to warp to outer space and CTD
- - Fixed a bug where you could move at the beginning of exalt missions that needed to reload, throwing off the camera
- - Typos
-
Version 1.38.07
- LW Rebalance v1.38.07
- Bug Fixes:
- - Fixed a bug where ironman games could crash on exalt missions
- - Fixed a bug where SHIVs would appear on multiple missions they were not supposed to
- - Fixed a bug where reinforcements would sometimes cause a CTD
- - Fixed a bug where Incursion Strength wasn't being adjusted properly
-
Version 1.38.06
- LW Rebalance v1.38.06
- Strategic:
- - Covert Operative Extracions start with 1 less exalt, Data Recoveries start with 2 less exalt - easier data recoveries, and covert operative extractions, especially early game
- - Fighters have 600hp (from 800hp) and Destroyers have 1500/2000hp (from 2000/3000hp) - Makes them significantly easier to down and take less damage doing so
- - Incursion strength is now capped at 80 to 120 (from 80 to 130) - Prevents IS from being too punishing when it's high
- - Incursion strength is now lowered for each soldier killed by 1 for every soldier, 2 for every soldier that is ranked SGT or higher, and 4 for every soldier that is ranked higher than the number of months passed (from only caring about high ranked soldiers) - Improves accuracy a little
- - Incursion strength now increases by 1 whenever a UFO is destroyed in the air and decreases by 2 whenever an interceptor is killed - Improves accuracy a little
- - Incursion strength now has an x% chance to regress back to 100% each day where x is how far away from 100 it is (e.g. at IS of 85 there is a 15% chance each day to gain 1 IS, and at IS of 120 there is a 20% chance each day to lose 1 IS) - Helps keep IS around 100%
- - Council missions now occur every 15-30 days instead of guaranteed once per month and are not affected by campaign length changes - makes timing of councils less predictable and makes different campaign lengths scale more appropriately
- - Reduce frequnecy of large UFOs by replacing them with medium UFOs for Research and Harvest missions during alien levels 1 to 7 - Makes landings a lot more consistent and reasonable
- - Ghost in the Machine no longer grants additional SHIVs - helps stop it from being so strong early game
- Tactical:
- - Exalt now gain access to SHIVs which will appear on Exalt missions - QoL
- - Leader names are now announced when revealed - QoL
- - Smoke now prevents reaction fire for the full movement or action as long as you start your movement or action in smoke (instead of requiring running 2+ tiles through smoke and triggering a reaction shot in smoke) - QoL
- - Smoke will still prevent reaction fire if the movement did NOT start in smoke but the reaction shot that could hit the unit tried to hit the unit when in smoke - QoL
- - You can now retreat from all missions after securing the VIP or defusing the bomb and get a victory - QoL as there were some missions that still required you to finish off the aliens
- - Any available medikits will be used to stabilize bleeding out soldiers at the end of a mission - QoL, helps with the next point
- - Bleeding out units will now die unless they are stabilized and on the sky ranger at the end of a mission. - Makes more intuitive sense, prevents a bug where bleeding out soldiers would sometimes survive
- - Having a bleeding out soldier die will no longer panic the squad - Didn't really make sense
- Perks:
- - Tricks of the Trade grants +10% xp (from +20%) - Toned back for balance and encouragement to strengthen lower ranks
- - Commanding Officer (first perk all officers get) now reduces injury time by 50% and grants +20% DR when protected by cover - Makes officer's significantly more resilient, and the possibility of an officer tank much more reasonable
- - Bombard grants a 35% throw range (from 30%) - Buff to rocketeer support
- - Sapper increases enviromental damage by 3x (from 2x) and the chance to disorient to 3x (from 2x) - Overall buff to the perk
- - Iron Skin grants +20 crit resistance - Buff to gene modded tanks
- - Dual Heart grants 15% throw range and scatter reduction - Buff to support, grenadier, and rocket gene mods
- - Hit and Run grants +25 aim and +1 damage (from +20 aim and +1 damage) - Slight buff
- - Fragmentation no longer grants +1 pen but instead has a 50% chance for double damage (from 35%) - Buffed and simplified
- - Grit grants +2 armor HP but DR toned back to 10 + half of HP lost (from 15 + half of HP lost) - Buff on gunner tank
- - Cover Tenacity grants +3 base HP (from +2 DR) - the flat DR was too strong early game
- XCOM:
- - Medics lose 5 base will - Balance between the classes
- - Scouts gain 5 base will - Makes them more capable of becoming psionics, really helpful for hit and run builds
- Aliens:
- - Cyberdisc base HP to 20 (from 26) and all cyberdisc leaders lose 5 HP - Tone back in their strength, especially when you first see them
- - Mecthoid base HP to 40 (from 36) - Buffed, increases alien resiliency, especially at AL 5
- Bug Fixes:
- - Fixed a bug where battle scanners were giving 3 instead of 2 scanners
- - Fixed a bug where suppression was only reducing aim by 50 (from 30)
- - Fixed a bug where some permanflying units would sometimes not be flying
- - Fixed a bug where maimed aliens may still display their OW status
- - Fixed a bug where shred wasn't applying the damage resisted, only the damage taken after damage resistance
- - Fixed a bug where salvaging from UFOs had different rates if the campaign length was changed
- - Fixed a bug where going on overwatch would sometimes trigger more than 1 reaction shot
- - Typos
-
Version 1.38.05
- LW Rebalance v1.38.05
- Strategic:
- - Bringing fatigued soldiers on missions only increases their previous fatigue by 20% (from 100%) - Makes it a lot more reasonable to use fatigued soldiers, but still not ideal
- Tactical:
- - Overwatch will only ever trigger 1 reaction shot (from sometimes triggering multiple against XCOM) - Parity between aliens and xcom
- Perks:
- - Ready For Anything no longer grants an aim bonus - Tone back on aim stacking on reaction fire, decreased strength of gunner and medic overwatch
- Aliens:
- - Floater HP to 10 (from 12) - A little too resilient at 12
- Bug Fixes:
- - Fixed a bug where opportunist and suppression were ignoring cover DR
-
Version 1.38.04
- LW Rebalance v1.38.04
- Tactical:
- - Shred % additional damage taken now is 20 + 1x shred damage dealt (from 20 + 2x shred damage dealt) - Accommodates for the previous bug fix that made shredder stack significant more damage
- - Uber Ethereal no longer loses mobility or AP when mind controlling units - Makes the final boss stronger and not able to be gimped by feeding him a pawn
- Equipment:
- - Breaching ammo alloy cost to 115 (from 40) but completely bypasses hardened DR (from bypassing half of hardened DR) - Buff to breaching ammo to give it more of an expensive premium item role
- Bug Fixes:
- - Fixed a bug where red fog was acting like it was always at max on all full HP units
- - Fixed a bug where flat DR was being modified on XCOM units on lower difficulties (supposed to just be aliens)
-
Version 1.38.03
- LW Rebalance v1.38.03
- Strategic:
- - Aliens will only have a 50% chance to target the highest panic country (from 85%) - Prevents hammering countries in danger as much, helps XCOM recover
- Tactical:
- - The uber ethereal no longer has 100% DR while allies are alive, but instead has an ability that extends the damage sharing effect of distortion to 30 tiles - Feels more reasonable and happens to be less buggy
- - Reaction fire now bypasses 50% of cover def and 50% of cover DR (from 100% cover def only) - Makes it a lot less guaranteed to hit, but a lot less suceptible to DR
- - Berserk will now no longer target mind controlled units - Took some finagling with the code but should work well, helps make the comeback mechanic not inadvertently more punishing
- Perks:
- - Psi Mastery no longer gives immunity to reaction fire on the first use - Makes OW much stronger against psionic units, especially with the potential to stagger them
- - Opportunist grants +10 aim and allows crits on reaction shots (instead of bypassing cover DR and allowing crits) - Means that cover is still effective against units with opportunist and allows opportunist OW classes to work better vs units that don't take cover
- - Ready for Anything grants +10 aim on reaction fire (from +15) and no longer will trigger if in danger of triggering reaction fire - Prevents OW spam back and forth on turns, and tones back the strength
- Equipment;
- - Battle Scanners again reveal Seekers - Native code was bugging out causing this to happen anyway
- - Battle scanners now last until the end of the current turn (from 2 full turns) - Reduces their effectiveness, especially against stealth units, accommodates for their ability to reveal seekers again
- Aliens:
- - Uber Ethereal regeneration to 10/5/5/5 (from 6/3/3/3) - Helps it stay alive and discourages trying to strike it down while there are other biological units in the area
- - Floater leaders lose snapshot, Heavy floater leaders lose snapshot and shadowstep - They didn't really need it with their high defense and it will help OW classes in strength throughout the campaign
- Bug Fixes:
- - Fixed a bug where concussion grenades could cause a CTD
- - Fixed a bug where snapshot was not triggering as much as it should be after a free action was already used (e.g. battle scanner, LeU, bullseye, etc.)
- - Fixed a bug where bombing UFOs could still cluster bomb too much
- - Optimized some code to avoid some code that was so dense it would sometimes cause a CTD
- - Typos
-
Version 1.38.02
- LW Rebalance v1.38.02
- Tactical:
- - The blitzkrieg timer displays every 5s (from every 10s) - Helps players keep an eye on how much time they have left
- - The temple ship will now spawn many more random aliens with only 1 of each alien type in each encounter being set - Makes the temple ship a lot less predictable
- - Number of soldiers allowed for the temple ship increased to 12 at all difficulties - Makes it much more reasonable to fight through and helps accommodate for any bad RNG you might have, also, it's fun to get to use everyone :)
- - The reaction fire Danger indicator is now a orange/red targeting icon and the AP pips of units in danger of reaction fire are once again orange - QoL
- - Decreased the number of exalt on late game data recovery missions - They were a little too challenging still
- - The AI will use Psychic storm 50% less often - Helps reduce the spam
- Aliens:
- - Muton Elite lvl 9 lose Brawler - Helps tone down the difficulty by allowing them to be more flankable and killed by close range abilities
- Bug Fixes:
- - Fixed some errors with the tech tree image (thanks snackhound)
- - Fixed a bug where scout and medics were not receiving their mobility on class selection
- - Fixed a bug where steadied units were taking more damage (specifically penetration) from reaction fire than intended
- - Fixed a bug where tile scanning was sometimes possible again
-
Version 1.38.01
- LW Rebalance v1.38.01
- Perks:
- - Distortion prevents healing on the volunteeer (from 50% reduction) - It's really strong, and with healing is a little too good (thanks Obsidian for testing and finding balance)
- Bug Fixes:
- - Fixed a bug where seekers still had CST (thanks Eliwoodno)
- - Fixed a bug where Shred was using travel damage, not damage dealt for application (thanks Eliwoodno and Snackhound)
- - Fixed a bug where the code for fixing the perma concealment bug would activate in situations that the unit should still be concealed (thanks nalew for save file and pointing it out)
- - Typos
-
Version 1.38.00
- LW Rebalance v1.38.00
- Strategic:
- - A lot more UFO missions with destroyers will be replaced with fighters and a lot more UFO missions with battleships will be replaced with destroyers - Makes the air game much more engagable
- - Bombing runs will now occur much more randomly around the world instead of directed at a specific country repeatedly - Makes them feel a lot less punishing
- - Thermal Generator cost to 200 (from 350) - Makes it more appealing to build, slight buff to ring of fire start and cheyene mountain start
- - Removed the code that prevented hunts from targeting your home continent in the first 6 months - It just wouldn't work, despite it looking perfect, szmind and I both can't figure it out, but with the new bombing runs spread out it shouldn't be as much of a problem, especially since they will include more fighters that can be shot down
- - Countries now roll a leave chance at the end of each day but the leave chance is 1% per panic above 80 (from 5% per panic above 80 only at the end of the month) - It never made sense that countries would only leave at the end of the month, makes countries much more likely to leave while in the red
- - Any country that reaches 100 panic by the end of a day will automatically leave - Prevents overkill in that country from the aliens and encourages players to manage panic earlier, helps accommodate for significantly less panic generation
- - Alien Propulsion no longer reduces the speed at which interceptors arrive - Made it too easy to just skip repairs and dismiss low level pilots which didn't feel good
- - Repair times for all aircraft reduced by ~33% - Helps keep your aircraft afloat, especially with more engaging hunts/bombing runs and the more important need to keep panic down
- - SHIV Advancements I requires 160 weapon fragments (from 60) - It's quite strong and this makes it come on later so it's not so strong early game (accommodates for buffed repairs servos and recently buffed hardened)
- Tactical:
- - Exalt Data Extractions have 2 less exalt early game, and 1 less mid game - Some of the previous accommodatiosn were made with the bugged IS which led to exalt being overtuned when IS was correct for, this should make them more managable
- - Rockets now display a numberical value of 2 standard deviations and are capped at a max deviation of 2 standard deviations - Prevents ridiculous rockets and knowing the max range is more important for players (note: the only functional change is a cap on scatter, despiting looking like there is more scatter as the number displayed should be higher than norma)
- - Improved Ethereal AI - So it doesn't act so brain dead and either charge or flee
- - Temple ship # of soldiers allowed increased to 10 on impossible (from 9) - So now it's 10/10/11/12 for impossible/brutal/classic/normal, makes the final mission a little easier on impossible and allows use of more of your soldiers you worked so hard to groom and prepare
- - Basic reaction shots now bypass ALL of cover def (from half of cover def) - General buff to reactive fire abilities
- - Units on the temple ship that 'spawn in' start with invulnerability that lasts until the end of their first action - Helps prevents them from just being alpha striked (note: overwatch does not work on them)
- - Suppressive Fire deals 40% damage (from 35%) - slight boost to suppression damage
- - Suppression reduces aim, mobility, and throw range by 50 (from 30) and increases scatter by 50% (from 30) - Significant buff to it's effectiveness as a debuff
- - Disorient causes -30 defense, -30 will, -60 aim, -60% ability range, -60% mobility, -60% melee damage, +60% scatter (from 50 of all of them) - nerf to the offensive strength of the disorient (as it's supposed to be a disabler, not an enabler)
- - Steady Aim is +50 aim and +2 pen (+35 aim and +1 pen for 1 AP) - Buff to the usefulness, works better against targets not in cover as well, buff to 1 AP steady
- Perks:
- - Transform (Cyberdisc open/close) when in the closed state grants 0 flat DR (from 5) but instead grants 50 def and immunity to crits - Makes the closed state of the cyberdisc less bypassable into the late game
- - Overpower now also reduces the damage of melee attacks as well - Helps Sectoid Commanders and Ethereals resist the KSM more
- - Predictive Tracking now grants Reaction Shots +10 aim (from bypassing all of cover def) - Accommodates for reaction fire now always bypassing all of cover def
- - Repair Servos now heals up to 4 HP per turn (from 2 HP) - Significantly increases the rate at which you get the health back with Repair Servos, buffed
- - Critical System Targeting grants +65% damage and +65 crit (from 50 and 50) - Significant buff to make the perk more competitive and lower the viability of mechanical tanking units
- - Double tap grants -20 aim on the second shot if taken at 1 AP - Tone back on the strength of this perk as the ability to move or bullseye and fire twice is very strong
- - Packmaster no longer affects flamethrower charges - Was too insignificant
- - Mind Fray increases rocket scatter by 25% (from double), reduces aoe attack range by 25% (from 50%), and reduces mobility by 25% (from 40%) and only lasts 2 turns, but uses 100% of will for hit calculations (from 66%) - Makes it a reliable damage hit against aliens and not so lingering against xcom
- - Cover Tactics grants 1 defense in cover per activated enmey (from 2) and grants officers 10 defense (from 20) - Was still too strong and made it difficult to effectively taunt with some lower defense cover-based units
- - Seeker stealth has a maximum number of turns of 3 (from 5) - Prevents them from being stealthed for too long, always been annoying, QoL
- - Killer Instinct only works with primary weapons - It felt odd to have the marskmans scope effect sidearms
- Equipment:
- - Thumper damage to +4 and penetration to +2 (from +8 and +4) - Tone back in strength, as it's quite strong, and so is the KSM, and a 25% damage increase is still strong
- - Battle Scanners no longer reveal invisible units - Makes scouts feel a lot less mandatory
- - Breaching ammo mobility to 0 (from -0.6) - Slight boost
- - Flak ammo mobility to 0 (from -0.6) - Slight buff, consistency
- - Autosentry Turret mobility to -0.6 (from -1.3) and grants Reactive Targeting Sensors (from Sentry) - Pushes the SHIVs into a more hybrid role, slight buff on Alloy SHIV, slight nerf on Hover SHIV
- - Adaptive Tracking Pods grants 0 aim (from +5) - Toned back as Sharpshooter is quite strong
- - Plasma Grenade damage to 12 (from 10) - Buffed so grenades are better end game
- - Flamethrower damage to 6 (from 7) but ammo to 8 (from 2) - Significant buff for multiple uses and longer missions
- - Incinerator module damage boost to 6 (from 7) and ammo to 4 (from 2) - Accommodates for flamethrower buff
- - Chitin plating makes melee attacks graze (from reducing their damage by 50%) - Similar expect prevents abusive stacking
- - Titan and Archangel armor HP to 14 (from 16) - Slight tone back in strength
- - All LMECs gain 5 def - Helps them avoid being the lowest defense targets
- XCOM:
- - Sniper base aim to 30 (from 25) - Buffed
- - Scout base stats to 15A, 15W, 1HP, 0.6M (from 10A, 10W, 1HP) - Significant overall buff to Scouts
- - Medic base stats to 15A, 20W, 1HP, 0.6M (from 10A, 15W, 1HP) - Significant overall buff to Medics
- - Jaeger Sprinter replaced with Jetboot Module - Buff to mobility perk at CPL
- - Jaeger Jetboot Module replaced with Vital Point Targeting - Significant buff to damage potential of Jaegers vs biologic units
- Aliens:
- - Sectoid Commander leaders gain 5 HP per alien leader upgrade (from 2) - Makes the leaders stronger as there wasn't enough distinction between non-leaders
- - All thinmen gain Tactical Mobility (from just level 6 alien leaders) - Increase in early game difficulty that only benefits them while they are in cover
- - Thinmen level 6 leaders gain Advanced Perception (from level 9 leaders) - More durability on the lvl 6 leaders, no change on lvl 9 leaders
- - Floater base HP to 12 (from 10) - Increases their resilience, makes early game harder
- - Max level Muton Elites pick up brawler - Helps make them a little more resistent to getting killed at close range, forces more of an engagement
- - Sectoid will reduced by 10 - Accommodates for mindfray hit chance buff (though mindfray won't last as long)
- - Seekers no longer have CST and base HP to 8 (from 10) - With the lack of ability to detect them as well they didn't need the extra damage
- Bug Fixes:
- - Fixed a bug where some popups would occur on aliens that were not visible inadvertently revealing their location
- - Fixed a bug where some melee damage wasn't properly being estimated in the targeting preview panel
- - Fixed a bug where aliens on the temple ship were being generated with a level reduction equal to normal on impossible, classic on brutal, brutal on classic, and no level reduction on normal.
- - Fixed a panic popup on distortion sharing damage
- - Typos
-
Version 1.37.03
- LW Rebalance v1.37.03
- Strategic:
- - Condensed Plasma costs 180 elerium (from 50 elerium) and 0 alloys (from 120 alloys) - Shifts it much more towards an elerium sink rather the alloy
- - Bombing Run panic increase reduced massively to 6 panic (from 12) - Helps reduce the alien's ability to just push a country to 100+ panic
- Tactical:
- - Ethereal and Sectoid Commander bounties halved - With them being mandatory on UFOs it led to an unintended influx of elerium
- Perks:
- - Psychic storm no longer requires full HP - The ability didn't really need the restriction as it really encourages engaging
- Equipment:
- - Weapon Supercooler costs 25 Elerium (from 5) - Was supposed to have a cost associated with it but kinda get left off, increase in late game elerium sink
- Bug Fix:
- - Fixed a bug where the strategic AI would sometimes attempt more bombing runs in a row than reasonable causing countries to be lost very quickly
- - Fixed a bug where the Hover SHIV audio would sometimes not be turned down mid-mission
- - Fixed a CTD when using multiaction abilities with enemies that also had multiaction abilities
- - Fixed a CTD when mind controlled units attempted to use area of effect abilities
- - Fixed a bug where armor HPs were not being calculated correctly on a large portion of aliens
- - Fixed a bug where unfettered UFOs that were undamaged would sometimes not raise panic
- - Fixed a bug where Exalt Sabotage operations were not being scaled for campaign length (they were actually reversed scaled (!)) - Note this doesn't affect the first one
- - Typos
-
Version 1.37.02
- LW Rebalance v1.37.02
- Strategic:
- - Losing a soldier of Rank SGT or higher than # of months passed lowers IS by 4 (from 8) - Helps prevent encouraging abusive situations
- - Losing a country lowers Incrusion Strength by 12 (from 10) - Slight tone back to not plummet it into the late game as easily
- Bug Fix:
- - Fixed a CTD when using certain Area of Effect abilities
- - Fixed a bug where using a battle scanner on units with Hit and Run would cause a CTD
- - Typos
-
Version 1.37.01
- LW Rebalance v1.37.01
- Tactical:
- - Blitzkrieg mode now grants 10s per all activated units (from just XCOM activate units) - Makes difficult situations not such a rush
- - Blitzkrieg now gives additional time if new units are activated - Makes activating a pod with 10s left not a death sentence =P
- - Chance for Enrage/Berserk to trigger reduced to 3/1% (from 5/2%) and will only trigger if the aliens could see XCOM at the beginning of their last turn - While a great comeback mechanic, having it be reliable is not good for gameplay, this makes it a lot less reliable and a lot less gamey when you are trying to rely on it
- Perks:
- - Bring 'Em On grants +1 damage and an additional +1 damage for every 2 enemies in sight (from +1 damage for each enemy after the first) - The previous iteration was highly subject to being abusively strong
- Bug Fixes:
- - Blitzkrieg now should stop counting down anytime the camera is locked - Prevents the camera counting down when vahlen or bradford pause the game
- - Fixed a bug where Battle Scanner would say it won't affect any units
- - Fixed a bug where alien grenade environmental damage wasn't correctly reduced
- - Fixed a bug where reaper rounds still have a mobility malus when they shouldn't
- - Fixed a bug where Muton Berserkers accidentally got increased to 30 HP (instead of at 22 HP where they should be)
- - Fixed a bug where exalt scan costs and rewards were not scaling with campaign length
- - Fixed a bug where you could keep moving the camera around to artificially inflate the time you have during blitz games
- - Alien armor HP now accommodates for perks that specifically give armor HP (e.g. tenacious defense)
- - Typos
-
Version 1.37.00
- LW Rebalance v1.37.00
- Note: This version will require a new campaign or using the game console to change your second wave settings to match campaign lengths
- Strategic:
- - New default campaign length is half of normal - As most players found the game took too long
- - New 2nd Wave Campaign Length settings: Not So Long War is now half of the new default (half of previous), Very Long War is now double the new default (same as LW 1.0), and a new setting "Epic Long War" is 4x the new default (double of LW 1.0) - QoL
- - Chance a rookie rolls your least common supra class reduced from ~50% to ~33% - Will likely force more accommodation during campaigns, can be edited in the dgc.ini (LATE_UFO_CHANCE)
- - Incursion strength now affects the number of aliens at the beginning of each covert op mission (instead of the strength of the individual aliens on the mission) - Consistency with how it affects the rest of the game
- - Bombing runs increase panic by 6 (from 9) - Decreases the effectiveness of aliens when they try to over-panic a country
- - Panic generation from losing a satellite toned back to 7 in the country and 3 in the continent (from 10 and 5) - Significant reduction of penalty for losing a satellite
- - Combat Patrols are now twice as effective at reducing alien resources and continent panic - Makes them a more useful tool
- - Daredevils country start bonus now increases the effectiveness of combat patrols by double (from triple) - Actually a buff as combat patrols are twice as effective
- - Temple Ship Assault crew now gains stats bonuses only (but up to 16 countries now) and squadsize is always set to 9/10/11/12 based on difficulty (instead of granting an extra soldier at 5 countries) - Buff to ease of temple ship and the importance of number of countries
- - Crashed UFOs now have all of their units roll for injury (from 50%) - makes crashed UFOs a lot easier
- - Alien Grenade Foundry project no longer grants +1 damage to rockets - Tone back on rocket strength
- Tactical:
- - Combat Readiness now grants a 10% chance for incoming attacks to graze - Makes it slightly more useful
- - Muton Elite, Heavy Floater, and Cyberdisc grenade damage reduced to 4 (from 7) and range reduced to 8 (from 10) - Makes not using a grenade not such a poor AI decision anymore, while still keeping them impactful at closer range
- - Concussive blast is now half as likely to disorient - Tone back in strength of explosives
- - Drop-ins on early council missions toned down - Helps accommodate for stronger thinmen
- - Base Flat DR of aliens is now reduced based on difficulty: Normal 50%, Classic 75%, Brutal/Impossible 100% - Makes the easier difficulties not require working around flat DR as much
- - Beserkers will only intimidate 35% of the time they take damage - It was a little extreme seeing this guy yell at everyone and them panic - didn't feel great and felt a little off due to the frequency
- - Overall rocket scatter increased by 10% - Slight tone back on rocket strength
- - Strangle (from seekers) doesn't shred anymore - it was pretty overkill
- Perks:
- - Hit and Run grants +1 damage and +20 aim when it hits targets that are damaged/suppressed/disoriented - Buff to the perk: after testing the conditional use makes it pretty challenging to use and I feel like it was a little overnerfed
- - Brawler makes all attacks within 4 tiles graze (from just 65%) - Buff to the strength of the perk, helps units get close with a little less danger and more predictability
- - Onslaught reduces mobility by 50% (from 100%) - Buff to the mobility of the Marauder after using the KSM
- - Hardened now grants 35% DR (from 30%) - Overall increase in resiliency to both XCOM and Alien mechanical and melee units
- - Will to Survive grants 40% DR (from 35%) - Buff to biotanks
- - Activated Outsiders will grow twice as fast - It is fairly easy to keep growth disabled and they often don't grow much at all while engaging them
- - Adapative Bone Marrow reduces wound times by 70% (from 40%) - Significant buff to injury reduction, overall slight buff to gene modded units
- - Muscle Fiber Density increases mobility by 0.6 - Nice buff, overall slight buff to gene modded units
- - Killer Instinct increases crit damage to 175% (from 200%) - Toned back for balance
- - Mechanic and Master mechanic grants +1 pen (from +2 pen) - Toned back, makes engineers not quite as capable and early drones a little less threatening
- - Advanced Perception grants a 40% chance to graze (from 20%) - Buff to gene mod tanks, some alien leaders
- - Absorption Fields to 25% DR (from 20%) - Was a little too insignificant at 20%
- - Distortion damage reduction to 35% (from 30%), no longer grants additional defence and DR to those around the distorted unit, but instead shares any damage taken with all biologic allies within 8 tiles - This helps make it less obvious to just do everything possible to kill the unit with distortion and perhaps try to kill those around it first
- - Dual Heart increases throw range by 10% but also decreases rocket scatter by 10% - Tone back on supports and makes it slightly more useful for rocketeers
- - Shock and Awe no longer doubles the chance for concussive blast but Sapper does - Pushes the ability from rocketeers to Engineer grenadiers while leaving it on Shoguns
- - Shock and Awe increases the range of MiNEs and the Grenade Launcher by 10% - Buff to accommodate the nerf
- - Collateral damage only uses 1 AP but no longer grants a free reload - Gives the Shogun more flexibility after use
- - Awareness grants 30 defense (from 20) - buffed
- - Acidic (Chryssalid Perk) now corrodes enemy units that are within 1.5 tiles of this unit after each move - Gives lids more capability to affect XCOM even if they can't get a hit off
- - Camaraderie grants triple chance of Commanding Officer trigger - Needed a buff to be competitive
- - Bring 'Em On grants +1 for each enemy in vision after the first (from +1 damage per 2 enemies in sight) - Large buff to make it competitive
- Equipment:
- - Concussion grenade/Psi Grenade radius reduced to 2/3 (from 3/5) - Tone back in strength of supports
- - Shotguns no longer increase the DR of hardened units - Was complex to remember/figure out (especially for newer players) and made this odd hole where units with shotguns were quite ineffective against units unless they had breaching
- - Breaching Ammo bypasses half the DR targets gain from the hardened perk (from 100%) - Makes it so it doesn't melt mechanical units as quickly
- - Laser and Pulse weapons no longer grant 175% crit damage but instead grant +10 crit (note: this also changes some crit values on pulse weaponry further) - Tone back on overall damage output for XCOM
- - Reaper Rounds damage to +1 (from +2) - Tone back in strength as they are quite strong
- - Psi Defender grants 40% DR when in cover (from 20%) - Significant buff to psi tanks
- XCOM:
- - Jaeger base stat growth to +10A, +0.6M (from +20A) - Focuses a little more on the close range build
- - Marauder base stat growth to +10A, +1.3M (from +10A, +0.6M) - Helps the marauder close distances a little easier
- - Shogun base stat growth to +10A, +2HP (from +20A, +2HP) - Pushes the non-shooty Shogun builds
- - Base Crit Resistance on Alloy/Hover SHIV lowered to 30/20 (from 50/30) - Was a little too good at avoiding crits
- Aliens:
- - Heavy Floater base HP to 20 (from 16), but mobility reduced to 8 (from 9.3) and aim reduced to 65 (from 70) - Along with their grenade nerf, makes them a little less able to close in and kill (especially with their ability to fly), overall making them less threatening but more resilient
- - Muton Elite base HP to 28 (from 24) and base DR to 4 (from 3) but aim to 70 (from 80) - Along with their grenade nerf, increase in their durability but decrease in their offensive power
- - Mechtoid HP to 36 (from 30) but aim to 65 (from 70) - Swap some of their offensive power for durability
- - Mechtoid lvl 9 leaders gain 10 HP (from 5 HP) - Felt too small for a lvl 9 upgrade
- - Drone base HP to 4 (from 3) - Increase to early game difficulty
- - Sectoid base HP to 5 (from 4) - Increase in early game difficulty
- - Muton base HP to 20 (from 16) - Increase in resiliency and early game difficulty
- - Thinmen base HP to 8 (from 7) and gain 5 HP per AL upgrade (from 4) - Increase in early game difficulty and resiliency throughout the game
- - Floater base HP to 10 (from 8) - Increase in early game difficulty
- - Cyberdisc base HP to 26 (from 22) - Increase in their resiliency
- - All Muton Berserkers gain Grit (from just lvl 9 leaders) but their armor is only 30% of their total HP (from 50%) - Makes them harder to finish off but still easy to hit and reduce their damage through red fog
- - Level 6 Berserker leaders gain 10 will (from 20) - Makes them a little more suceptible to psionics
- - Seeker base HP to 10 (from 16), but all gain holo rounds and critical system targeting - Makes it much harder to nullify them with a tanky mechanical unit
- - Sectoid Commanders lose Awareness (except for lvl 9 sectoid commander leaders), regain Distortion, and base HP to 8 (from 18) - Makes them a lot more resilient as they were simply too fragile otherwise
- Bug Fixes:
- - Fixed a bug where equipping a jav rocket on a Shock and Awe Rocketeer would still grant 2 jav rockets
- - Fixed a bug where damaged items were not being adjusted for campaign length
- - Fixed a bug where the estimated enemy units on using aoe abilities would find invisible and/or out of LoS units
- - Fixed a bug where collateral damage would estimate it was targeting no units when it was targeting units
- - Fixed a bug where sometimes a satellite shotdown event would half occur but still leave the satelitte intact
- - Again, hopefully fixed a bug where dropins could be tile scanned - Though I guess it's not really that important if fixed as the player should know where they are
- - Fixed a bug where a unit might become unable to be concealed
- - Fixed a bug where tint colors of armor for specific builds on certain classes would sometimes not stick
- - Fixed a bug where Incursion Strength was inadvertently lowering the level of mid-late game exalt missions too much
- - Fixed a bug where enraged units could still panic
- - Fixed a bug where concealed units could sometimes be overwatched against (despite being apparently invisible)
- - Fixed a bug where seekers that were strangling units would not estimate at 3x damage in damage previews
-
Version 1.36.22
- LW Rebalance v1.36.22
- Tactical:
- - Updated some visual information when using area of effect abilities - QoL
- - Reduced Hover SHIV volume to 0 - QoL, it was just annoying
- - Firing a rocket at 1 AP triples scatter (from double) - Tones back the strength of rocketeers to move and fire, this is necessary as just overall scatter is much lower than it has been in past versions
- - If the aliens fire multiple cluster bombs from multiple sectopods each will now have an indicator of approximately where they will be targeted - QoL
- Perks:
- - Distortion reduces damage dealt to 30% (from 35%) - slight buff to survibility on volunteer and ethereals
- - Shock and Awe no longer grants extra equipped rockets an additional use - Slight tone back on strength of rocketeer
- Aliens:
- - Seeker base HP to 16 (from 12) - increase in survivability, helps make them more effective even when revealed, especially since they lost their 50 crit resistance
- - Mechtoid base HP to 30 (from 24) - Increase in survivability, helps offset recent nerfs to mecs in general
- Bug Fixes:
- - Fixed a rare XCOM EU / LW 1.0 bug where XCOM units could sometimes become permanently concealed
- - Fixed a bug where a verbal reinforcements warning from your soldier would sometiems occur on exalt missions when no reinforcements were coming
- - Fixed a bug where damage previews were not accurate cause I messed them up trying to fix something else =P
- - Typos
-
Version 1.36.21
- LW Rebalance v1.36.21
- Strategic:
- - Gangangplank and Furies Alloys and Elerium rewards reduced significantly - Makes them more reasonable on shorter campaign lengths (e.g. NSLW and MLW)
- - UFO Hunt frequnecy now varries by the SQRT of the campaign length as follows for MLW/NSLW/LW/VLW: 0.5/0.7/1/1.4 (from 0.25/0.5/1/2) - Hunts have a defense mechanic that the first doesn't hit and are somewhere between not needing to be adjusted and needing to be adjusted. This is a more appropriate place.
- Tactical:
- - A steadied weapon at 1 AP (bullseye) grants 35 aim (from 50) - Tone back on strength of bullseye
- Perks:
- - Hunter no longer grants +20 aim and +2 pen - was too strong, I think this is a nice simple and clean place for Hunter
- - Close encounters grants immunity to critical hits within 4 tiles (from 10 crit resistance for each tile closer than 10) - Simplification of the perk as a 'within 4 tiles perk' and helps with predictability
- - Hit and Run now also triggers against suppressed and disoriented units - I caved, buff to the ability to use Hit and Run
- Equipment:
- - Autosentry turrent mobility to -1.3 (from -0.6) - Should have been in last patch to accommodate for buffed Sentry
- XCOM:
- - Alloy SHIV gains 18 base HP and 18 armor HP (from 16 and 16) - Buff to it's ability to tank
- Bug Fixes:
- - Fixed a bug where marksman scope was granting incorrect aim and crit values
- - Fixed a bug where the overwatch indicator was saying CCS is on overwatch even when out of ammo
- - Fixed a CTD when equipping laser/pulse weapons with certain equipment and trying to enter a mission
- - Typos
-
Version 1.36.20
- LW Rebalance v1.36.20
- Strategic:
- - Exalt clues are acquired approximately 15% slower - Makes figuring out where the exalt base is take a little longer
- - OTS: XTP III grants 40xp per day and automatically promotes units to SGT (from CPL) - Significant buff to end game experience gains
- - OTS: Col/XTPIII/FCMDR ranks required to 100/130/160 (from 90/110/130) - Means you don't get them online before they are needed and accommodates for XTP III buff
- - SHIV Advancements II requires 35 alloys (from 95) - Makes it more reasonable to bring online
- Tactical:
- - Pressure Play renamed to Blitzkrieg - So the acroynm PP doesn't become a meme
- - The Blitzkrieg timer now pauses during animations - Feels more fair
- - When Blitzkrieg ends the turn your units with actions remaining will enter combat readiness - Feels better and is reasonable
- - Chance of armor injury is now percent of total HP lost (from percent of remaining HP lost) - Consistency and makes it a little less likely to occur
- - Updated some tactical information when shooting - QoL
- Equipment:
- - Smartshell Pod aim bonus to +10 (from +15) - Slight tone back on SHIV aim, balance amoung SHIV items
- - Adaptive Tracking Pod aim bonus to +5 (from +10) - Slight tone back on SHIV aim, balance amoung SHIV items
- - Targeting Motor aim bonus to +5 (from +10) - Slight tone back on SHIV aim, balance amoung SHIV items
- - Shielding Pod grants 20 crit resistance - Helps SHIVs tank, balance amoung SHIV items
- - AutoSentry Turret again costs 0.6 mobility - Accommodation for buff - makes the item more competitive on shooting SHIVs to help diversify their capabilities, balance amoung SHIV items
- - Battle Rifle crit to 0 (from 20) - Nerf to Battle Rifles to keep the Assault Rifle as the primary weapon and battle rifles are more of a niche weapon
- - Shotgun ammo to 3 (from 4) - Shotguns were actually a little OP, this also opens up more room for other primary weapons
- - Javelin rocket scatter reduction to 70% (from 80%) - Was still a little too strong compared to standard rocket
- - Marksman Scope grants +15 crit (from +5 crit) and Killer Instinct (instead of Executioner) - With the new bullseye build additional aim isn't as important, this also encourages critting with crit items/builds and flank shots to help diversify the scout as a mobile squadsight unit
- Perks:
- - Hunter grants +20 aim and +2 pen (from +30 aim and +3 pen) - Accommodation for gaining combined arms
- - Snapshot no longer requires a non-steadied shot and grants a 20% chance for a 0 AP action, but no longer grants additional chance for a 0AP action to strike rifles - Makes it work with the bullseye scout, slight buff in general
- - Run and Gun no longer grants immunity to reaction fire - It's reaction fire clear capabilities and low profile are quite strong that it received in the last buff and make it a little too easy to use, but the defenseive capabilities are good for it's roll, so removing the reaction immunity should be adequate for balance
- - Distortion now also grants +30% DR to adjacent units within 8 tiles who are in cover - Buff to XCOM on the temple ship, makes ethereals better at protecting those around them in cover
- - Sentry now also grants +2 ammo - Buff to the ease of use of the perk, it needed quite a buff due to difficulty in use
- - Close Combat Specialist no longer has an aim malus - Buff to it's use due to ammo restrictions
- XCOM:
- - Bullseye and Snapshot swapped on the Scout - Provides a less RNG based main build for the shooter strike rifle scout, removes bullseye from turning the support scout into a shooter imbalancing the scout builds
- - Alloy SHIVs have innate 50 crit resist - Helps prevent crits against them and offset the strength of CST against them
- - Hover SHIVs have innate 30 crit resist - Similar to above
- - Cost for Alloy/Hover SHIVs reduced to 80/60 alloys (from 120/90) - Makes them feel like less of a trap to invest into
- Bug Fixes:
- - Fixed a bug where the Blitzkrieg timer was ticking 33% faster than intended, it now accommodates based on whatever game speed is set in the dgc.ini (default 1.33)
- - Fixed a bug where ITZ would automatically reload at the end of each chain
- - Fixed a bug where multiple abilities could still be triggered after using command
- - Fixed a bug where some abilties would still show up as purple on the action bar despite not giving an AP discount
- - Fixed a bug where abilities that set AP to 1 would appear purple when the unit was at 2 AP (they should be green to represent 1 AP use)
- - Fixed a bug where enemy units with CCS would trigger a reaction fire indicator against XCOM units within 4 tiles, even when panicked
- - Fixed a bug in the damage preview system that wasn't accounting for target modifiers when using abilities that could not critically hit
- - Fixed a bug where the stun rifle would trigger damage reduction abilities
- - Fixed a bug where retired soldiers were not granting xp when an XTP programme was active
- - Fixed a bug where steadying a weapon would sometimes not bypass cover DR
- - Fixed a bug where units that were concealed/stealthed could still be overwatched
- - Fixed a bug where corrosion was removing inaccurate amounts of armor
- - Typos
-
Version 1.36.19
- LW Rebalance v1.36.19
- New Game Mode - Pressure Play:
- - Defective Outsiders (#26) second wave option replaced with Pressure Play (#26): You will have 10s per unit to complete each turn (this value is dgc.ini adjustable). Pressing Esc will set the timer to 1s. Changing game speed is disabled. - An interesting new way to play LWR
- - New dgc.ini variable: REFLECT_DMG = 10; (LWR Default = 10) amount of time per unit on a squad for each turn with the second wave option Pressure Play (#26) enabled (minimum 1s, maximum 60s)
- Strategic:
- - Air Force names updated to some more accurate names - Thanks zdrif
- Tactical:
- - All free action abilities with restrictions (Close Encounters, Double Tap, ITZ, etc.) will now have those restrictions removed after a free action (or the final free action) is taken - Significant buff to abilities that provide free actions and the ability to command and feels a lot better during gameplay
- - Damage previews now accommodate for the second wave options: Predictable Damage (#6) and Damage Roulette (#0)
- - Your soldiers will now sometimes warn you before reinforcements arrive on exalt covert op extraction missions - QoL
- Perks:
- - Hunter now grants Combined Arms - Buff to Jaegers, helps fix the rapid fire bug
- - Close Encounters, Hit and Run, and Onslaught will now set the unit to 1 AP after they trigger (instead of costing 0 AP) - Just prevents double use of the perk due to the new lifting of full turn restrictions on free actions
- Aliens:
- - Mutons and Muton Elites gain Penetrator - While it was removed on all aliens due to making flat DR more important, these two aliens need it to make their suppressive fire damage significant. Also their offensive potential was a little weak and this helps.
- - Seekers base HP to 12 (from 9) and base damage to 4 (from 3) - Buff to earlier game seekers, as they need to be a little more threatening, even when revealed, this was partly due to their reduced mobility
- Bug Fixes:
- - Fixed a bug where MECs could not reload when they had less than full ammo but more than 1
- - Fixed a bug where in the zone chains would sometimes ignore cover-based DR after the first shot
- - Fixed a bug about panic in terror missions not being generated appropriately when the mission was in a location that had already left the council
- - Fixed a bug where Overpower was being reduced from it's appropriate value
- - Fixed a bug/feature where base defense aliens would have proportionatly more alien leaders than intended
- - Typos
-
Version 1.36.18
- LW Rebalance v1.36.18
- Strategic:
- - Exalt Data Recovery Missions will now start with 4 more exalt - Makes them more challenging, especially early game where they only started with 4
- Augmentation:
- - Previous:
- - For each rank above LCPL before augmentation, the MEC will receive a 50% chance to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will.
- - For each base HP above 8 (most starting country bonus attributes not considered) the MEC will gain x positive attribute points. The MEC will then gain 0-0.6x mobility, 0-2x health, 0-4x aim, and 0-8x will. Any bonus stats gained are then reduced by 1 (0.6 for mobility).
- - New:
- - For each rank above LCPL and base HP above 8 (most starting country bonus attributes not considered) the MEC will gain bonus attributes as follows: 0.2x-0.4x mobility, 0.6x-1.3x health, 1.3x-2.6x aim, and 2.6x-5.3x will. All bonus attributes gained are truncated to an integer except for mobility which is truncated to a multiple of 0.6.
- Tactical:
- - Included information on how many times a target has been damaged that turn in the F1 popup - Helpful for damage control and hit and run calculations
- - Corrossion now strips 1 + 10% of armor HP (from 20% of armor HP) and removes all flat DR - Overall increase in effectiveness of corrosion, will now strip down to base HP on lower armor HP targets, makes it more effective against enemy mechanical units
- - Suppressive Fire damage is now 35% of shot damage (from 30%) - Boost to the damage potential of suppression
- - Enrage and Berserk count each critically wounded XCOM for only half the value of a dead XCOM - Creates a difference between entire squad critically wounded and entire squad dead
- Perks:
- - Psi Inspire reduces overpower effects by 50% (from 100%) - Nerf to make psi feel a little less mandatory against overpower enemies
- - Mind Merge reduces effects of overpower by 50% (from 100%) - Overall tone back of overpower counters
- - Absorption Fields grants 20% DR (from 30%) - Tone back on non-cover tanking and Mechanized Alien Leader resilience
- - Psychokinetic Strike radius to 3 (from 4) and cooldown to 3 (from 2) - Was a little too effective at clearing out full screens of cover, it's still quite reasonable and quite powerful with a 3 tile radius without being so absurd sometimes. A lot of this is because the previous bugged version that was balanced for did not destroy cover so effectively and the new non-bugged version is quite a lot stronger.
- - Overpower toned back to 15% + will_diff/10 (from 20% + will_diff/10) - Makes it a little less oppressive
- - Steadfast grants it's +30 will defense against overpower as well - Increases it's potential in the late game to make it more competitive (e.g. alien trophy)
- - Psychic Storm can no longer be resisted - it was too innoccuous
- - Body Shield grants a 35% chance for graze (from 50%) - Was more effective than 25% DR, making them, in some ways, better at tanking than HMECs, needed to be toned back
- - Cover Tactics and Cover Tenacity cap at 10 activated enemies (from unlimited) - Prevents situations where you are gaining too much
- Equipment:
- - Rocket Radius reduced to 4 tiles (from 5) - It was quite large, and sometimes even unweildly, but this is more to tone back the strength of rocketeers slightly due to their increased strength in the recent patches for clearing psi abilities and lowering units from max health and clearing overwatch
- - Javelin Rocket scatter reduction reduced to 80% (from 90%) - Accommodation for above and it was a little too low
- - Combat Stims mobility to 0 (from -0.6) and reduces effects of overpower by 50% (from 100%) - Buffed, and overall tone back of overpower counters
- - SAWs and LMGs weigh 0.6 less - Buff to mobility of gunners
- - Arc Rifle damage vs mechs to 6 (from 4) and is upgraded to 8 (from 6) - Makes it generally more useful
- - Arc Pistol damage vs mechs to 4 (from 3) and is upgraded to 5 (from 4) - Makes it generally more useful
- Aliens:
- - Sectoid base will to 65 (from 55) - Makes them a little more dangerous early game
- - Sectoid Commander base will to 100 (from 80) - Makes it harder to resist their abilities mid game
- - Muton Elite lvl 9 leaders lose advanced perception - Makes the final room of the temple ship a little less RNG and a little easier on high difficulties
- Bug Fixes:
- - Nickname generation now accommodates for campaign length
- - Alien heads in the bottom right didn't update after an action unless you changed units
- - Tracking the number of times a unit was damaged in a turn was not being cleared correctly all the time
- - Fixed a LW 1.0 bug (crazy that this one is still there with how LW has been released and playtested) where Rapid Fire would not work with less than full ammo on certain MEC weapons - Thanks to szmind for helping diagnose and guide me towards the fix for this one
- - Fixed a bug where thinmen would spawn on some exalt missions
- - Fixed a bug where upgrade arc pistols were doing 10+ damage
- - Fixed a bug where you could tile scan for drop-ins
- - Typos
-
Version 1.36.17
- LW Rebalance v1.36.17
- Aliens:
- - Shock-Absorbant Armor replaced with Kinetic Dampening on leader Chryssalids and Berserkers - SAA on aliens discourages what is more ideal, close gameplay. Kinetic Dampening on the other hand encourages it. SAA was originally placed on them to buff them and because it felt like the type of upgrade they would have, but enemies having weaknesses is OK, especially if that weakness encourages more engaging gameplay.
- Perks:
- - Hunter now grants 3 penetration (from 25% of weapon damage in penetration) and also grants +30 aim against targets at full HP - Large buff and simplification, helps the Hunter perform it's role more cleanly
- - Squadsight now only reduces aim by 2 per tile (from 4 per tile) and sniper rifles reduce this to 1 per tile (from 2 per tile) - With the restrictions already on squadsight the aim maluses being so extreme were not necessary
- - Disabling Shot has a 30 aim malus (from 20) - Seems to be the sweet spot between 20 (too consistent) and 40 (to penalizing)
- - Natural Leadership grants 15 will (from 30) - While officer's aren't psionic and don't benefit from will as much, it's still quite useful for psi resistance and fatigue reduction and the amount they got was a little too strong
- - Strength in numbers grants 10 will (from 20) - Same reason as above
- XCOM:
- - Gunner base will to 10 (from 5) - Slight boost, makes psionic gunners slightly more possible
- - Marauder base mobility to 0.6 (from 0) - Slight boost, helps with setting up onslaught
- - Goliath base aim to 5 (from 10) - Slight further nerf
- Aliens:
- - Exalt Elite gain half as much damage with alien level increases - Prevents them from hitting so hard in the later game
- Bug Fixes:
- - Fixed a bug where Psychic Storm was not accurately being resisted based on the target's will
- - Fixed some unnecessary pans during alien turns to speed things up
- - Fixed a bug where psychokinetic strike was actually hitting a smaller radius than intended and what was shown in the targeting sphere leading to some cover not being destroyed at the periphery, especially since the bug was worse on low will soldiers
- - Possibly fixed a bug where Exalt Elite were spawning too commonly making exalt missions too difficult
- - Fixed a bug where snipers were not getting low profile on gaining squadsight (if yours doesn't have it you can retrain to pick it up)
- - The distance indicator should no longer appear over units that are scampering - Just QoL, and kind of a bug fix
- - Typos
-
Version 1.36.16
- LW Rebalance v1.36.16
- Bug Fixes:
- - Fixed a fatal crash on start up
- - Typos
-
Version 1.36.15
- LW Rebalance v1.36.15
- Strategic:
- - EMP Cannon aim to 35 (from 40) and cost to 80 elerium (from 20) - Nerf so that it's not so important or effective to rush
- - Panic increase for losing a satellite toned down to 5 country and 5 continent (from 8 and 8) - makes losing a satelite not as harsh
- - Failing a MEC augmentation refunds 50% of the augmentation cost - Makes it less punishing if RNG is bad for you
- - Cooling Coils Foundry project requires Heavy Floater Interrogation (from Advanced Aerospace Concepts) - Makes Heavy Floater Interrogation feel more worthwhile
- - The chance for alien leader level bonus on the Temple Ship change to 25/50/75/100 (from 20/40/60/80) - Makes Impossible guaranteed all gold leaders (removing RNG)
- Perks:
- - Hunter grants penetration equal to 25% of the base weapon damage when targeting units at full HP - Large buff to it's strength against units in cover and mechanical units
- - Reactive Targeting Sensors grants +20 aim (from +30) - Slight nerf
- - Squadsight on the Sniper and Run and Gun on the Assault grant Low Profile - General sniper and assault buffs
- - Body Shield also grants a 50% chance for all incoming shots to graze - Significant buff to the resilience of MEC1 and LMECs
- Scout Nerfs:
- - Perk tree swapped around - Tones back early and mid game strength of support scout by moving packmaster later
- - Snapshot grants 50% chance for a 0 AP shot (from 60%) - Tones back consistency of snapshot scout
- - Hit and Run no longer grants bonus damage when hitting (from +35% weapon damage) - Less impactful when they connect
- Aliens:
- - Mongo (lvl 9 berserker leader) gains 80 will (from 30) - Makes them less trivial to deal with through psionics
- - Archon (lvl 9 heavy floater leader) gains 60 will (from 10) - Makes them less trivial to deal with through psionics
- - Level 6/9 drone leaders gain 1 damage (from 2) - Slight tone back, helps further with the first room on temple ship
- - Level 6/9 sectoid leaders gain 5 HP (from 10) - slight tone back, helps further with the first room on temple ship
- Bug Fixes:
- - Fixed a bug where suppressive fire was not doing the intended amount of damage
- - Fixed a bug where some aliens would have a "?" perk
- - Fixed a bug where some aliens would get the hunter perk
- - Fixed a bug where the Jaeger had 2 copies of Lone Wolf in it's perk tree
- - Typos
-
Version 1.36.14
- LW Rebalance v1.36.14
- Tactical:
- - Blueshirts no longer count towards triggering enrage or berserk - Prevents using them as fodder as much
- - On the Temple Ship Assault the leader level is randomly decreased by 1-6/0-3/0-1 on normal/classic/brutal - Makes the mission much easier on lower difficulties
- Perks:
- - New Perk: Hunter: Standard shots that hit targets at full HP cost 0 AP.
- - Neural Damping no longer grants additional defense against psionic attacks - Nerfed as it was quite strong as a gene mod choice
- - Inner Fire no longer resists Overpower - Was too strong as was and made psionics a little too dominant near the end game
- - In the Zone back to only granting 2 extra shots (from the full ammo clip or 2-3 extrta shots) - Tone back in strength
- - Damage Control is 15% per hit (from 20% per hit) - Tone back on stacking DR on both HMECs and aliens
- - Jetboot Module to 2 turn cooldown (from 3) - Slight increase in use
- - Killer instinct upgrades all critical hits to 200% Crit damage (from 225/200% with the former for beam weapons) - Nerf of strength of KI on laser/beam
- - Shock-Absorbent Armor and Kinetic Dampening now consider the location of the explosive when calculating distances (instead of the unit that used the explosive) - Makes a lot more intuitive sense, bit of a buff to Shock-Absorbent Armor
- - Overpower minimum effect to 20% (from 15%) - Boost in it's effect, especially with the uber ethereal will nerf and lower overall ethereal will
- - Steadfast grants 30 defense vs psionic attacks (from 50) - Tone back on it's strength
- - Additional shred now increases damage by 2% per shred damage dealt (from shred damage received) - makes the growth way more effective on armored targets, significant buff
- - Mind Control cooldown to 3 turns (from 2) - Tone back on rate of losing actions for your soldiers
- - Mind Control reduces the AP of the mind controller by 1 while mind controlling a victim - Significant decrease to the effectiveness of mind controllers when mind controlling (now they'll be -1 AP and -50% mobility each turn)
- - Distortion grants 80 crit resist (from 70) - Slight decrease in predictability of critting distortion units
- Equipment:
- - Alien trophy now grants +10% xp gains - Buff to the item's appeal
- - MEC1 HP to 8 (from 10) and Def to 20 (from 30) - Nerf to survivability of early MECs
- - HMEC2/HMEC3/UHMEC3 HP to 12/14/18 (from 14/16/22) - Slight nerf in overall strength
- - Arc Rifle damage vs MEC lowered to 4/6 (from 7/11) - Less max end damage
- - Arc Pistol penetration vs mechs increased to 4 (from 3) but damage vs MEC lowered to 3/4 (from 4/6) - Same as above
- - Restorative Mists now heal units that have it equipped by 1 HP anytime they take 2 or more damage and there are charges remaining (passive healing does not consume charges) - Buff to the item
- - Autosentry Turret mobility to 0 (from -0.6) - Slight buff
- XCOM:
- - Regular and Alloy SHIVs gain 20 defense (from 0) - helps them survive throughout the various stages of a campaign
- - Marauder Sharpshooter swapped with Reactive Targeting Sensors - Brings on the RTS + Sentry combo earlier
- - Jaeger Perk Tree reworked - See Perk Tree Image
- - Goliath Perk Tree reworked - See Perk Tree Image
- Aliens:
- - All Muton Leaders gain Close Combat Specialist and Close Combat Specialist moved from level 8 Muton Elite Leaders to all Muton Elite Leaders - Muton and Muton Elite leaders gaining CCS help increase their effectiveness on the battlefield
- - Level 6/9 Thinmen leaders gain 6/10 HP (from 12/20 HP) - Significant decrease in thinmen leader HP to tone back their durability
- - Level 6/9 Drone leaders gain 10/10 aim (from 15/30 aim) and 5/10 HP (from 15/20 HP) - Decrease in drone leader strength, specifically the difficulty of the first room on temple ship
- - Level 9 Cyberdisc leaders gain 10 aim (from 20 aim) and 10 HP (from 15 HP) - Decrease in cyberdisc leader strength, specifically the difficulty of the first room on the temple ship
- - All aliens no longer gain mobility through alien levels except for: Berserkers, Zombies, and Chryssalids
- - Uber Ethereal will to 160 (from 240) and mobility to 10.6 (from 13.3) - Tones down the offensive power on the last room of the temple ship
- - Level 1 Ethereal leaders gain 4 HP (from 8 HP) - makes leader ethereals a little less resilient
- - Ethereals gain 5 HP per alien level (from 10) - makes later game ethereals easier to take down
- - Ethereals start with 22 HP (from 26 HP) - Makes all ethereals a little easier to take down
- - Overpower removed from Beserker leaders - it's mostly specific to sectoid commanders and ethereals from now on and should rarely be seen otherwise
- - Sectoid Commanders lose Distortion and Close Combat Specialist but base HP to 18 (from 12) - Makes them MUCH easier to engage and kill (subjectively dropping from 36+ HP to 18)
- - Overpower moved from Sectoid commander leaders to all sectoid commanders - helps accommodate for no distortion
- - All Chryssalid leaders gain awareness - Makes it more challenging to hit the leaders
- - Level 9 Chryssalid leaders gain advanced perception - Makes the Queens more resilient
- - All Berserker leaders gain iron skin - Makes the leaders harder to take down
- - Level 9 Berserker leaders gain deflection shield - Mongo no go down easy
- - Level 9 Heavy Floater leaders gain Fortified - Archon will not be crit
- Bug Fixes:
- - Fixed a bug where having too many items too late in the game would cause a crash when trying to build something - Optimized code that determined total number of items XCOM has so that 1 million loop errors were avoided
- - Fixed a bug where Shock-Absorbent Armor and Kinetic Dampening weren't doing anything
- - Fixed a bug where Jetboot Module was granting 1.3 mobility where it should have been granting 2
- - Fixed a bug where armor tint changes from LCPL promotions were not being retained
- - Fixed a LW1.0 bug where hunts on satellites started as if all satellites had already been hunted once - Thanks to szmind for finding this one =D
- - Maybe fixed a bug where overwatch wouldn't trigger on floaters launching
- - Typos
-
Version 1.36.13
- LW Rebalance v1.36.13
- Strategic:
- - Abductors upgraded to tier 7 armor - makes them harder to shoot down, making it harder to prevent abductions late game
- - Sat Hunts increase in frequency by 12.5% per satellite in orbit (from 10%) - Makes it slighty more challenging to obtain more continental coverage
- - Sat Hunts increase in frequency by 25% (modified by campaign length) for each UFO successfully raided each month - Represents the aliens ramping up hunts to help protect their UFOs each time one is raided, will overall make it difficult to continously supply an airforce to down UFOs when hunts accelerate so much
- - Overall Sat Hunt frequency decreased by 25% - Accommodates for new increases to have a lower baseline
- - All UFOs will now have a guaranteed Sectoid Commander in November and December and a guaranteed Ethereal in January and later - Gives more access to required corpses/interrogations and makes the missions more challenging
- Air Game:
- - Foundry project Penetrator Weapons replaced with Cooling Coils: Increases rate of fire of aircraft by 15% - Penetration was used to gate and control aircraft weapons but penetrator weapons was bypassing that too much and was too strong on some encounters and not useful on others, this should be more universally useful while not being as mandatory
- Tactical:
- - Enrage now also prevents panic - QoL and buff to bad situations
- - Exalt can now go off-guard and be unprepared again, but reinforcements enter active so will never be unprepared or off-guard - makes sense, consistency
- Perks:
- - Bombard grants 30% throw range increase (from 25%) - Buff to support rocketeers, makes it more competitive for grenade rocketeeers
- - Kinetic Dampening grants 3% DR per tile further than 10 with no cap (from 3% DR per tile further than 10 up to 30% at 20 tiles away) - There really was no reason for a cap and it really helps the ability reduce long-range damage
- Aliens:
- - All outsiders gain kinetic dampening (from just outsider leaders) - Helps make UFO command pods more resilient against distant defense traps and setups, significant buff to outsiders resisting damage further than 15 tiles away, encourages closer engagements
- - Outsiders no longer get neural dampening but instead have +30 will - Just reduces the laundry list of perks they have
- Bug Fixes:
- - Fixed a bug where CE wasn't reducing mobility after use
- - Fixed a bug where double tap wasn't triggering off of precision or disabling shot
- - Fixed a bug where alien reinforcements could sometimes be 'off-guard' - They are now active as soon as they land
- - Fixed a bug where F1 DR display would be 0 (99%) all the time
- - Typos
-
Version 1.36.12
- LW Rebalance v1.36.12
- Strategic:
- - Council requests that reduce panic will reduce panic by a lot more - They felt like some of the weaker requests previously
- - Retired soldiers now offer twice as much experience - Makes the mechanic a lot more reasonable
- - Special Warfare School grants 40% more exp to XTPs and Retired soldiers (from 60%) - Accommodates for new retired strength
- - Standard Plasma Weapon research requires 240 time (from 500 time) - Bring plasma on earlier, accommodates for increased pulse research times
- - Compat Plasma Weapon research requires 80 time (from 210) - Makes more sense for sidearms
- - Pulse Lasers research requires 200 time (from 90 time) - Brings pulse on later
- - Advanced Pulse Lasers research requires 225 time (from 80 time) - Brings pulse on later
- - Public heroes grants triple abduction rewards (from 230%) - Buffed
- - Advanced Flight requires 16 floater corpses (from 4 cyberdisc corpses) - Cyberdisc corpses were hard to acquire
- - Gollop time to build to 30 (from 5) and power to 140 (from 120) - You can still rush it, so its not a huge effect, both are another late game nudge towards a little more time before the temple ship
- Tactical:
- - Corrossion now reduces remaining armor HP by 20% at the beginning of each turn (instead of just 1 armor HP) but no longer affects flat DR - Makes the damage effect quite significant into the late game when units have more than 5 armor HP, helps against sectopods and other large units with lots of armor, makes it less effective against early game units with less than 4 armor HP
- - Stagger now occurs with a chance equal to the percent of HP lost (from half the percent of remaining HP lost) - Simplification, consistency with other abilities not using remaining HP, increase in occurance without the 0.5 modifier
- - Red Fog no longer reduces flat DR but Flat DR is instead reduced by 0-100% (from 0-50%) with any damage (from just base HP damage), this is now just the nature of flat DR - Accommodates for the need to break through armor first and it didn't make sense that red fog (soldier fatigue) was affecting armor and things like psi inspire would remove it
- - Hardened now prevents a unit from being exposed (like flying) instead of granting 60 crit resistance - The effect of this is that flying mechanical units can on longer double up on crit resistance from no exposure and being hardened
- Equipment:
- - LMG has 5 ammo (from 6) - Slight nerf, accommodate for mayhem's easier effectiveness against high defense units
- - Vortex Armor requires 200 meld to produce (from 100) - Makes it a little more difficult to acquire
- Perks:
- - Collateral Damage now reloads the weapon at the end of the turn IF the last action taken was collateral damage - Prevents a bug where the Shogun wouldn't reload sometimes after using collateral damage
- - Mind control can be interuppted by disorientation or any explosive damage (from 10% for each set of any damage type taken only), it's success rate of hitting is based +50% of the casters will (from -50% the casters will), targets lose 10% of their HP at the end of each of their turns (from just 1 HP at start), and mind control will now slow the mind controller by 50% when active. - The result is that mind control is much more commonly landed, but also much easier to break. This changes mind control from "an ability that, if you play well, rarely lands and you're OK and sometimes it does like and your'e screwed" to "an ability that often lands but you can break it pretty readily", Also makes explosives more effective at clearing mind control. Prevents units that mind control your units from being able to run and hide as well.
- - Psychic Storm can only be interrupted by explosives or disorientation (from disorientation and any damage) - makes it slightly harder to interupt, consistency with mind control
- - Suppressive Fire damage no longer calculated damage as hit chance * damage but instead is just 30% of damage - Consistency and effectiveness vs high def targets. including aim was not leading to ideal gameplay and was making the ability too complex
- - Mayhem increases the damage of suppressive fire by +1 - Buff to bullet wizards
- - Impact now doubles the stagger chance (from triple) - Accommodates for approximately double stagger chances
- - Distortion no longer removes all DR from units but instead reduces any healing by 50% in human users - Allows the volunteer to be a tank if desired and to benefit from various DR abilities while not being overly abusive
- - Inner Fire now grants immunity to overpower - Another option to help deal with overpower
- - Will to Survive grants +35% DR (from +40% DR) - Nerf to the general tankiness of biotanks in cover
- - Cover Tenacity reduced to 2% per activated enemy (from 3%) - Balance vs the defense one as defense doesn't realy help when tanking
- Aliens:
- - Awareness on Heavy Floaters now only occurs on heavy floater leaders - Significant nerf to the difficulty in landing shots against large pods of heavy floaters
- - Cyberdiscs have penetrator replaced with impact - Helps make flat DR more viable on XCOM units
- - Level 5 Heavy Floater leaders lose penetrator - Helps make flat DR more viable on XCOM units
- - Muton Elites lose penetrator - Helps make flat DR more viable on XCOM units
- - Level 9 Sectopod leaders lose penetrator - Helps make flat DR more viable on XCOM units
- - Seeker leaders lose penetrator - Helps make flat DR more viable on XCOM units
- - Drone leaders lose penetrator - Helps make flat DR more viable on XCOM units
- - Sectoid Commander base HP to 12 (from 16) - Makes it slightly easier to down, accommodates for increased DR from cover through new distortion
- Bug Fixes:
- - Tons of log error fixes and minor bugs that may have been slowing things down, but definitely cluttering the log - This one is more for szmind and me =P
- - Fixed a bug where Double Tap would trigger on abilities other than shooting
- - Fixed a bug where free action abilities triggering on One For All wouldn't grant full free actions
- - Fixed a bug where suppressive fire wasn't acting like real damage and was bypassing certain aspects of damage (like applying shredder)
- - Fixed a bug where CE would be unreliable for triggering when throwing grenades
- - Fixed a bug where conduit wasn't granting +1 damage to everything
- - Fixed a bug where melee damage wasn't being reduced by disorientation properly
- - Fixed a bug where saving and reloading the game would reset psychic storms
- - Fixed a bug where MiNEs would have incorrect explosion time when saving/reloading - Thanks to szmind for helping with this really tricky one
- - Maybe fixed a bug where collateral damage would sometimes deal no damage
- - Fixed a bug where a really large base with lots of items (i.e. end game) could cause a crash to desktop when loading up the build item menu
- - Fixed a bug where having an incorrectly assigned genemod code (programming level variable only) would cause a permanent lock of the strategic layer
-
Version 1.36.11
- LW Rebalance v1.36.11
- Strategic:
- - Classes with different LCPL perks will now have different tints to their armors - QoL
- - New dgc.ini variable: BARRACKS_CAPACITY=10; (LWR Default = 10) Percent of extra fatigue soldiers take for each mission they have completed
- - New dgc.ini variable: SOLDIER_COST_CLASSIC=1; (LWR Default = 1) Set to 1 to have the tint of armors change to hardcoded values on LCPL promotions, Set to 0 to use the SPEC armor tint changes defined in this dgc.ini only
- - The Gollop Chamber requires 120 power (from 80) and 300 credits, 50 alloys, 50 elerium (from 30 credtis, 5 alloys, 5 elerium) - Encourages destroying the entire base to build and slows down the very end of the game slightly, also feels cool to sacrifice everything to power the chamber and gives a nice gap between recovering the device and using it
- Tactical:
- - Finally reworked native double tap code so that it works like other discounting abilities - Should help prevent bugs with the ability
- Perks:
- - Countercharge now only stops working if the unit has lost any base HP (from armor HP) - Buff to the use on XCOM
- - Countercharge will no longer proc when using Run and Gun - Makes sense as using run and gun isn't an action
- - Overpower reduces stats by 15% minimum (from 10% minimum) - Slight increase in its effect, acts as a buff to berserker leaders and ethereals
- - Ready For Anything grants +15 aim (from +10) - More of a boost
- - Clarified the description of Indomitable such that it only works against non-psionic damage - Clarification
- - Critical System Targeting deals 150% damage vs mechanical units (from 140%) - Approximately 7% more damage vs mechanical units for a slight buff for more balance on the gunner trees and slight tone back of the strength of CST to push back mechnical units (both for XCOM and Aliens)
- - Brawler makes 65% of attacks within 4 tiles graze (from 50%) - Buffed as it was too weak for a perk that only worked within 4 tiles
- - Aggression grants +15 crit per enemy in sight (from +10) - Buffed
- - Jetboot Module grants +2 mobility (from +3.3) and a 3 turn cooldown (from 2 turn) - Nerfed to make other options more competitive on the trees
- - Fortified no longer grants +1 DR - was strong enough without it
- - Shock and Awe now also doubles the chance that Concussive Blast disorients a target - Buff to the perk on the Shogun and later game rocketeers
- Equipment:
- - Psi Retaliator renamed to Psi Defender and grants +20% DR (when protected by cover) (from 0) and 40% Crit Resist (when protected by cover) (from +40% crit resist at any time) and no longer affects countercharge - Accommodation for relative nerf due to countercharge change, focus on tanking capabilities. Stops it from feeling bad if you equip it on tanks that don't have countercharge.
- - Psi Conduit no longer grants +20% DR or +30% explosive damage but instead simply grants a +20% chance for a free action (from 10%) and +1 damage to all sources - Simplification and focus on offensive actions
- - Psi Frayer deals double damage (from triple) - Toned back as it's quite strong on really high will units
- - Grenade Launcher starts with 3 rounds (from 2) - Buff to help grenadier MEC builds
- - Electro Pulse radius reduced to 4 (from 8) and damage increased to 8 (from 1) - Significant reduction in the strength, and makes it more difficult to get off, but does some damage so it's useful against more mechanical enemies but more punishing to use
- - Skeleton Keys now cost 1 Outsider shard for every Alien Base Assault completed - Makes multiple assaults more and more difficult to attempt
- XCOM:
- - HEAT Warhead on the engineer replaced with Mayhem - The engineer already picked up +4 pen vs mechanical and posibly another +1 pen on sapper, so HEAT warheads felt a little superfluous. Overall should be a significant a boost to the build.
- - Vital Point Targeting and Penetrator swapped on the Jaeger - Penetrator wasn't competitive enough vs CST and new aggression on a high damage class
- Aliens:
- - Level 3 Outsider Leaders gain Kinetic Dampening - Helps them stay alive from a distance
- Bug Fixes:
- - Fixed a bug where tenacious defense was not granting crit resist at point blank ranges
- - Maybe fixed a bug where a distance popup would occur when using free aim abilities
- - Fixed a bug where aliens that were unprepared would sometimes reload their weapons
- - Fixed a bug where some large damage popups would still occur
- - Fixed a bug where all units with repair servos would start with 6 charges
- - Probably fixed a bug where flanked units were not showing up correctly on the indicator
- - Maybe fixed a bug where aliens don't go on OW when they should
- - Typos
-
Version 1.36.10
- LW Rebalance v1.36.10
- Strategic:
- - Terror Missions, Infiltrations, and Bombings (note: not hunts or scouts or other missions) will not occur in your home continent until more than 6 months have passed - prevents campaigns from being lost due to bad strategy RNG
- - The items listed in the engineering build menu now list the number of total you have (not just the number available) - Makes it a lot easier to determine when you need to build more or not
- Perks:
- - Shock and Awe now also increases the charges on the Grenade Launcher and MiNE Launcher - New perk on Shogun
- - New Perk: Kinetic Dampening - Grants proximity-based DR if the damage dealer is further than 10 tiles away (+3% DR per tile up to +30% at 20+ tiles).
- - Psi Mastery now only prevents reactions shots from triggering if they were used at 2 AP - Makes overwatch builds somewhat more effective against sectoid commanders and ethereals
- - Mayhem grants +50% damage to sniper and strike rifles (from +65%) - Toned back for balance on the sniper tree
- - Ready For Anything grants +10 aim to reaction shots if they unit did not move and no longer grants additional ammo - This biases the boost to helping low aim OW medic/gunners make their shots hit instead of providing consistency with ammo
- - Close Encounters now works with grenades as well as standard shots - Significant buff to close range grenades with the assault grenadier
- - Run and Gun grants immunity to reaction fire - Significant buff to the versatility of Run and Gun Assaults
- - Psychokinetic Strike cooldown to 2 turns (from 3) and radius increased from a variable 2-3 to a constant 4 tile radius - Buffed
- Equipment:
- - Aurora and Vortex Armor grant Kinetic Dampening - Buff to survivability of psionics at longer ranges
- - All SMGs and Carbines have their cost reduced by ~33% - Makes them more reasonable to use
- - Rockets lose their innate 1 penetration but Alien Grenades Foundry project grants them +1 damage - Tone back in early game strength
- XCOM:
- - Shogun MSGT perk HEAT Warheads replaced with Shock and Awe and swapped with Fragmentation which is then swapped for Extra Conditioning - The penetration wasn't that useful on a MEC (with MiNEs) and since they likely already picked up sapper, focuses more on extended grenade use especially early
- - Assault will growth to 10 (from 15) - Lowers psionic potential of assaults - They were pretty competitive, especially with all the recent buffs
- - Medic will growth to 15 (from 10) - Increases psionic potential of assaults - The medic support and tank would use the psionic abilities the most and they were slightly less favoured classes. Especially the tank needs to get psionic to get crit resistance.
- - Sniper aim growth to 25 (from 20) - Makes them a little more competitive
- Aliens:
- - Level 9 Heavy Floater leaders gains Grit - makes it more resilient for a champion
- Bug Fixes:
- - Fixed a bug in minimods where the distance popup could occur on random enemies when trying to grapple
- - Fixed a bug where melee damage was not showing up in popups
- - Maybe fixed a bug where drop-ins would still not OW when they should
- - Typos
-
Version 1.36.09
- LW Rebalance v1.36.09
- Perks:
- - Danger Zone upgrades suppression to deal half suppressive damage in an aoe around the primary target (from full suppressive damage) - Toned back so that aoe effect isn't so powerful
- - Suppression's suppressive Fire damage is now calculated with the hit chance capped at 50% (instead of the hit chance having a minimum of 25%) - Toned back, especially late game on high aim gunners as it was much too strong
- - Predictive tracking no longer affects suppression shots - Necessary for a bug fix and makes it not as mandatory to go gene mods on gunners
- - Suppression reaction shots are all now conducted at normal weapon damage (instead of 50% weapon damage) - Accommdoation for no predictive tracking boost
- Equipment:
- - Plasma Dragon only grants +2 damage to suppressive fire (from +3 damage) - Slight tone back for balance
-
Version 1.36.08
- LW Rebalance v1.36.08
- Strategic:
- - Raiders now have 8-13 base aliens (from 12-19) - Makes them easier to tackle
- - Data Recovery Exalt missions will have significantly less Exalt in the early game and slightly less in the mid game - Makes those missions slightly easier
- - XP requirements per soldier rank for CPL/SGT/TSGT changed to 1000/1500/3000 (from 1200/2200/3500) - Earlier mid game ranks
- Air Game:
- - Boosters are now only useable in their respective stances: Aim Booster in LEAD, Tracking Booster in MID, Dodge Booster in REAR - Makes their use more strategic and proper deployment more important, slight nerf to their strength overall
- Tactical:
- - Outsiders, Ethereals, and Sectopods can now be wounded during a UFO Crash, but they can still regenerate each turn - Makes crashed UFOs slightly easier to hit and makes a unique opportunity to hit the command pod early
- - The AI will use countercharge and psychic storm 75% less on normal, 50% less on classic, and 25% less on brutal - Modification of AI to accommodate for difficulty
- Suppression Changes:
- - Sprinter no longer grants immunity to being pinned - Leaders were the primary targets for suppression and it not being able to work on them did not feel good
- - Suppression now only pins (-1 AP) units protected by cover (from non-melee units) at the start of their turn - Makes more intuitive sense that you can't "pin down" a sectopod or cyberdisc
- - Suppression now damages units NOT protected by cover at the start of their turn with "suppressive fire": non-crit damage equal to their hit chance (min 25%) times the damage of a standard shot - Makes sense that you'd unload and actually damage a target without cover
- - Suppression now reduces the suppressed unit's mobility by 30% - Makes suppression more effective against units that don't use cover and just in general, can help prevent units from fleeing or flanking or charging
- - Suppression now only decreases ability range by 30% (from 50%) and only increases scatter by 30% (from 100%) - consistency with disorient and the other effects of suppression
- - Mayhem Suppression no longer does 'set' damage and instead deals "suppressive fire": non-crit damage equal to their hit chance (min 25%) times the damage of a standard shot - Consistency, makes more sense
- Perks:
- - Disabling shot has a -20 aim malus (from -40) - Significant buff to make it more useful
- - Sentry DR to 50% (from 65%) - Tone back as it was too strong on aliens and didn't need to be so strong on MECs/SHIVs
- - Lock N' Load no longer grants +1 ammo - Balance in the perk trees, tone back on OW infantry and LnL Jaeger
- - Danger Zone grants +35% radius to explosives (from +1 tile radius) - Accommodates new Javelin Rocket
- - Disorient only increase rocket scatter by 50% (from 100%) - Consistency with the rest of disorient
- - Platform Stability upgrades Suppressive Fire damage by +1 (instead of mayhem suppression damage by +1) - Slight tweak for accommodation of new suppression changes
- - New Perk 'Uber' - This is just a perk for the Uber Ethereal that helps explain that the Uber Ethereal has 100% DR until all of it's allies are dead, no mechanical change
- Equipment:
- - Blaster Launcher range back to 14 (from 12) - It was a little too short at 12
- - The Arc Rifle and Arc Pistol gain Overload: Standard shots gain a chance to disorient mechanical units equal to the percent of total HP lost - Acts as a buff to the equipment and a unique ability
- - Arc Rifle Penetration to 6 (from 4), Arc Pistol penetration to 3 (from 2) - Buffed
- - The Kinetic Strike Module gains 8 penetration (from 0) - Significant buff to it's strength vs DR units
- - The Javelin rocket is now a 150% damage shredding rocket that does not destroy cover and has a 1 tile radius - Altered to be a more unique effect
- - Plasma Dragon now increases suppressive fire damage by +3 (from upgrading mayhem suppression damage from 4 to 6) - Accommodation for new suppression
- XCOM:
- - Marauder Tree rework - See Perk Tree image
- - Sniper and Scout have +1HP base growth (from +0HP) - makes converting them to MECs a little easier
- Aliens:
- - Heavy Floater DR to 2 (from 3) and growth per level to 0.5 (from 1) - Makes them less resilient, especially against smaller arms fire
- - Repair Servos moved from Lvl 1 leader mechtoids to lvl 5, Reactive Targeting Sensors moved form lvl 5 leader mechtoids to lvl 9 - Makes earlier leader mechtoids more reasonable to deal with
- - Chryssalids gain 4 HP per alien level (from 6) - Reduction in strength so they are easier to take out
- - Berserkers gain 8 HP per alien level (from 6), and start with 1 DR (from 0.5) and gain 1 DR per level (from 0.5) but Level 9 leader Berserker gains 10 HP (from 20) and grit moved from lvl 5 leader berserkers to level 9 - Overall more resilient with a slight turn down of leader resiliency
- Bug Fixes:
- - Fixed a bug where Brawler would activate from Close Encounters instead of Brawler
- - Fixed a CTD when trying to reverse an interceptor order
- - Improved a bug where alien AI would not utilize all their actions properly on lower difficulty levels
- - Typos
-
Version 1.36.07
- LW Rebalance v1.36.07
- Strategic:
- - Minimum soldier cost is now 90 (from 70) - Was a little too low at 70
- - Fusion lance rate of fire to 8s (from 6s) - Slows down it's offensive potential some
- Tactical:
- - Disorient status now reduces melee weapon damage by 50% - Gives another tool against berserkers and chryssalids (especially with concussive blast)
- Perks:
- - Brawler grants a 50% chance for ALL attacks to graze, if made from within 4 tiles (from +20 aim and +20% DR) - alteration to make it effective against melee attacks and focused on defense
- - Close Combat Specialist has a -20 aim malus (from -30) - Slight buff, accommodates for brawler no longer helping
- - Ready For Anything grants +1 ammo - Slight buff to medic and gunner overwatch builds
- - One For All grants immunity to critical hits but only +20% DR (from +30% DR) - Buff to non-tank build use, nerf to fortified tank use
- - Fortified grants +1 DR - Slight buff
- - Collateral damage cooldown to 4 turns (from 2) - Prevents as frequent use as it's quite strong
- - Will to Survive grants 0 mobility (from +0.6) and no longer reduces the chance of an armor injury by 50% but instead reduces all injury time by 50% (from 30%) - Simplification. Also was too strong vs other perks and is a pretty loaded perk already with steadfast and half injury time
- - First Aid no longer reduces the chance of an armor injury - Was a little too convoluted for a minimal effect
- - Run and Gun cooldown to 2 turns (from 3 turns) - Slight buff
- Equipment:
- - Chitin plating reduces melee damage by 50% (from 60%) - Slight nerf
- - Kinetic Strike Module requires alien biocybernetics to produce (from floater autopsy and MEC Warfare Systems) - Allows it to produced with MEC 1 so the Marauders primary perk doesn't feel useless if rushed
- - Javelin rocket reworked: radius to 5 (from 4) and damage to 100% (from 200%) - The javelin was in a weird place where it wasn't that useful early game, ok mid game, and overpowered late game. This should make it a more standard way to augment your team with shred throughout the game at the cost of 1 tile radius and not destroying cover.
- - Regenerative Plating grants +1 DR - Buffed for balance
- XCOM:
- - Fragmentation and HEAT Warheads swapped on Shogun - HEAT wasn't as competitive and the MEC grenadiers have a lot of penetration already
- Bug Fixes:
- - Possibly fixed a bug where soldiers were not aligned with the stats box during loadout screens pre-mission on the skyranger
- - Fixed a bug where corrosion popups would appear on out of sight aliens
- - Fixed a bug where reinforcements and launching floaters would sometimes not correctly go on overwatch
- - Possibly fixed a bug where some alien's overwatch would be cancelled at the beginning of XCOM's turn
- - Fixed a bug where a unit hacking an array or defusing a bomb could be stuck doing so multiple turns later
- - Maybe fixed a bug with erroneous exalt scanning times
- - Possibly fixed a bug where ethereal kill cams would prevent the player from seeing what was occuring
- - Fixed a bug where chitin plating melee damage reduction was not working
- - Removed some erroneous damage popups that would occur in some missions
- - Fixed a bug where some units would move (like from flush) but still retain their OW status
-
Version 1.36.06
- LW Rebalance v1.36.06
- New Air Game Armor System:
- - All DR and Penetration changed to a tier (e.g. Fighters have tier 3 Armor, Phoenix cannons have tier 2 Penetration) - More clean display that makes more sense than something have 150% DR
- - For each tier of armor greater than the penetration of the weapon the damage will be reduced by 25% - Same as previous
- - For each tier of penetration greater than the armor the weapon will gain 10% crit (from 2.5% crit) - Bonus to higher tiers of penetration
- - Maximum DR is capped at 90%, so even a weapon with no penetration vs tier 8 armor will still deal 10% damage - Helps make all weapons somewhat useful against all aircraft
- Plasma and EMP cannon penetration to Tier 4/5 (from Tier 6/6) - Slight nerf at capability against larger UFOs - UFO Hunt System:
- - The first hunt against any satellite is now just an observation mission - Think of it as finding out approximately where the satellite is
- - The second and further hunts against any satellite will have a 50% chance of success (from 90%) - Makes hunts that you couldn't stop less likely to be punishing
- - Stealth Satellites now decreases the chance of hunting UFOs from finding satellites to 25% on subsequent hunts - Makes the project more worthwhile
- Air Game Shot Down vs Destroy System (UFO Shielding):
- - All Fighters/Destroyers are always destroyed - As previously
- - UFO Shielding no longer occurs - Won't be necessary due to next point
- - The chance for UFO Destruction is the amount of overkill beyond 600 dmg divided by 5 (instead of just the amount of overkill divided by 5) - Massively lowers the destruction chance of the majority of aircraft weapons. Means you can often guarantee the downed ship in the early game. The RNG of destruction vs shot down was not productive towards an enjoyable game and had almost 0 effect towards making the air game engagements more engaging. The only weapons that can destroy now are Stringrays (23%), Plasma (43%), and Fusion (100%) [Or some weapons that crit].
- Strategic:
- - UFO Scout HP to 500 HP (from 700) but gains 150% per alien level (from 100%) - Made it too difficult to down early and the focus was supposed to make it more challenging late game, not early
- - Studier UFOs replaced with Multitasker and Predictable Damage turned back on - Sturdier UFOs is no longer needed due to new UFO destruction mechanics
- - XTP II now comes online at 50 missions, Majors now come online at 70 missions (from 70/50) - Sometimes the officers weren't even that needed at that time and the XTP is quite beneficial earlier
- - Research Focus start grants 25 Elerium and 10 scientists (from 50 elerium and 20 scientists) - Accommodation for stronger laboratories
- Tactical:
- - Crashed UFOs will now never kill units, but will injur 50% of them (from 33%) - Makes captures more reasonable
- Bug Fixes:
- - Augmented (MECs, SHIVs, Mechtoids, Sectopods, etc.) units no longer 'step out' - They weren't supposed to, it's a core game bug that should be fixed now (note that they can still see pointblank around a corner as that is still straight line vision)
- - Fixed a bug where Iron Skin was granting 1 less DR than intended during some tactical games
- - Fixed a bug where buying new interceptors could cause a hang with the new Alien Propulsion research
- - Maybe fixed a bug where AP pips would be elongated and short
- - Maybe fixed a bug where unit's wouldn't be in their spot when entering loadout for a mission
- - Maybe fixed a bug whre enemies going on OW would lose their OW at the start of XCOM's turn
- - Possibly fixed a bug with hunts occuring in North America
- - Fixed a bug with the hyperwave relay not showing correct numbers of units during missions
- - Typos
-
Version 1.36.05
- LW Rebalance v1.36.05
- Strategic:
- - You will now only have 1 base defense mission in each campaign - Figured out how to limit it, prevents having multiple base defense missions in a row
- - Destroyer/Improved Destroyer HP to 2000/3000 (from 1500/2500) and growth to 30% per AL (from 20%) - Makes them much harder to deal with
- - Scout HP to 700 (from 600) and Raider HP to 5000 (from 4000) - More tanky, accommodates for XCOM earlier air game upgrades into plasma/fusion/supercapacitors
- - Plasma Cannon Damage to 1000 (from 1500) - It was too strong
- - Supercapacitors costs 80 weapon fragments (from 280) and 70 alloys (from 300) - Makes it much more attainable since it was competing with earlier fusion and plasma
- - Satellite cost to 400 (from 550) - Makes expansion slightly more reasonable
- - Roscosmos grants 60% satellite cost reduction (from 40%) - Buff to accommodate new satellite cost
- - Alien Propulsion (tech required for Firestorms) now reduces interceptor cost by 50% and build time to 5 days (from 20 days) - Makes late game expansion more reasonable and makes interceptors more reasonable in the face of firestorms
- - Cheyenne Mountain excavation cost reduction to 70% (from 80%) - Slight tone back for balance
- - Second Wave option Predictable Damage replaced with Multitasker: Big Sky can control multiple SHIVs per turn (removing the restriction of 1 SHIV acting/moving per turn)
- Tactical:
- - Exalt missions are slightly more challenging in the mid-late game
- Perks:
- - Dense Smoke grants 20% DR (from 30% DR) - Slight tone back, balance amoung supports
- - One For All grants 30% DR (from 40% DR) - Tone back on overall tanking capability of MECs
- Equipment:
- - SMGs grant 40 crit (from 30) - The role of the SMG is to be the only item to guarantee the crit on flanks or give more reliable crits during regular fire but the shotgun was recently making this advantage not clear enough. This extra crit should help the SMG further empahsize its role as a weapon with the most reliable crits.
- - Conduit back to 20% DR in cover and 10% chance for a free action (from 30% and 20%) - Psi was strong enough and conduit felt too mandatory
- - Sawed-off Shotgun crit to 60% (from 40%) - Buff to pull it further from obscurity into the lime-light
- XCOM:
- - Alloy SHIV mobility to -0.6 (from -1.3) - Slight boost in mobility to make it less of a turtle
- Aliens:
- - Replaced the Exalt Elite Sniper's weapon with a Gauss Strike Rifle (from Laser Strike Rifle) - Consistency with the rest of Exalt and the bonus aim and mobility and crit damage was nasty with their attribute growth making the laser strike rifle arguably superior to the gauss strike rifle
- - Exalt Sniper and Exalt Elite Sniper lose 1 and 2 damage, respectively and 0.6 mobility - Lowers their offensive capability
- - Mechtoids gain 5/15/20 HP with alien leader levels (from 10/30/40) - Makes leader Mechtoids a lot more reasonable to encounter/engage
- - Heavy Floater HP to 16 (from 20) with 3 DR (no change) - Slight compromise between the 12 HP 2 DR version and the 20 HP 3 DR version
- Bug Fixes:
- - Fixed a bug where combat stims were ending turns
- - Possibly fixed a bug where reloading a save game would delay a MiNE from exploding for a turn
- - Possible fixed a bug where the position of soldiers when loading them out on the skyranger were not correct
- - Fixed a bug where MECs/SHIVs at close ranges where they could flank didn't show as a flank in the indicator
- - Fixed a bug where Exalt would sometimes not have their intended perks
- - Fixed a bug where Chitin plating was not reducing melee damage at all
- - Fixed a bug where the flank locator above the green LoS eye was not always accurate for SHIVs/MECs
- - Fixed a visual display bug with iron skin
- - Typos
-
Version 1.36.04
- LW Rebalance v1.36.04
- Tactical:
- - Damage numbers are in red again with a yellow explosion for crit damage - QoL
- Bug Fixes:
- - Fixed a bug where the flank indicator would sometimes show flying units as flanked
- - Maybe fixed a bug where units would not overwatch when launching/reinforcing
- - Fixed a bug where close encounters would sometimes give too much reaction fire immunity
- - Hopefully fixed a bug where kill cams were still activating too much
- - Fixed a bug where the overwatch icon would sometimes overlap the cover shield
- - Changed and re-did some of the maim code and some of the small item charge code in hopes that one or the other would prevent the unpredictable T-Posing XCOM soldier who can't use a stun rifle anymore bug
- - Fixed a bug where concussive blast could clear disorient status on some units
-
Version 1.36.03
- LW Rebalance v1.36.03
- Tactical:
- - Replaced the double damage sign for crit with simply the text "CRIT" - Feels better
- Equipment:
- - Alloy plating alloy cost to 40 (from 30) - Makes it slightly harder to acquire
- - Chitin plating alloy cost to 15 (from 25) and reduces the duration of corrosion by 2 turns - Makes it easier to acquire and a little more unique
- - Reinforced plating mobility to -1.3 and HP to 4 (from -0.6 and 2) - Makes it more distinct from other plating
- - Regenerative plating mobility to 0 (from -0.6) - Buffed
- Aliens:
- - Zombie base damage back to 5 (from 7) - It's ok if they are a little easier, and fairly fitting
- - Chryssalid base mobility to 12 (from 14.6) and mobility growth to 1 per level (from 2) - Makes it a little easier to position against them and helps prevent things like off-screen dash attacks
- - Berserker base mobility to 10 (from 11.3) - Makes it a little easier to position against them and helps prevent things like off-screen dash attacks
- - Chryssalid and Berserker damage growth to 2 per level (from 4) - Accommodates for previous penetration buff
- Bug Fixes:
- - Fixed a bug where the flank indicator wouldn't show up on distances greater than 11 tiles
- - Fixed a bug that would show excessive damage numbers on bleedouts and civilian deaths
- - Fixed a bug of incorrect glam cams showing up
-
Version 1.36.02
- LW Rebalance v1.36.02
- Strategic:
- - Quenchguns requires 360 alloys (from 130) - Makes it more difficult to bring online mid campaign as it's supposed to be a late game just pre-plasma tech that will not always be viable
- - Beam Strengthening requires 220 fragments (from 360) - Makes it not as unreasonable to bring on with it's competition with weapon fragments for plasma tech
- Tactical:
- - Reverted the kill cinematics happening on misses and non-kills - They made it so you couldn't see what damage you did, if the unit died or was OK -- especially during the enemy turn it was quite frustrating
- - Injury through armor damage only occurs when the damage is greater than 1 - Single damage injury felt frustrating and this avoids a lot of small cases of injury
- - Corrosion lasts 4 turns (from 6) and causes units to lose 1 armor HP (from take 1 armor HP in damage) so it no longer triggers damage control - QoL, decrease in strength
- - Mind Deterioration causes units to lose 1 HP (from take 1 damage) so it no longer triggers damage control - QoL, consistency
- - The distance indicator now also indicates whether a unit would be flanked or not - QoL
- Equipment:
- - Combat Stims last 4 turns (from 3) - Buff to offset overpower nerfs and the fact that it's less ideal to bring fatigued units
- - Chryssalid Claw (Chryssalid weapon) and Muton Blade (Berserker weapon) penetrate all DR - Buff to melee attacks
- - Chittin plating reduces melee damage by 60% (instead of granting 60% DR) - Works with new penetrating melee attacks
- Perks:
- - Opportunist grants +50% weapon damage to sniper and strike rifle reaction shots - Slight boost to make it more competitive on even non mayhem builds
- - Absorption Fields grants 30% DR (from 35%) - Slight tone back on MEC/SHIV tanking
- - Collateral damage deal 20% damage per ammo spent (from 15%) and automatically reloads the weapon after use, but has a 2 turn cooldown - Buffed while still encouraging use of other tactics
- - Extra Conditioning grants +1 armor HP (from +2) - Slight nerf as the +10% action is really strong
- Aliens:
- - Mechtoid base HP to 24 (from 32) but base aim to 70 (from 60) - Makes them significantly less tanky so they aren't such walls but they are a little more offensively dangerous
- - Zombie base damage to 7 (from 5) - Slighty more threatening
- - Chryssalid base damage to 5 (from 7) - Accommodates for penetration
- - Berserker base damage to 10 (from 14) - Accommodates for penetration
- - Thinmen gain 1 damage per level upgrade (from 2) and 15 crit per level upgrade (from 20) - Slight tone back
- Bug Fixes:
- - Fixed a bug where alien leader HUD icons were not being lengthened
- - Fixed a bug where damage resistance displays were not popping up
- - Fixed a bug with AP pips being squashed when loading some maps
- - Fixed a little line graphical error in the loadout screen - Thanks szmind
- - Fixed a bug where maim only fired 1 shot
- - I think fixed a bug where the stun rifle would bug out
- - Fixed a bug where the stun rifle ammo counter wasn't working properly
- - Typos
-
Version 1.36.01
- LW Rebalance v1.36.01
- Tactical:
- - Removed the Sectopod + Mechtoid pod as an option to spawn - I hope
- - Shred is now 20 + 2 times shred damage taken (from 20 + 3) - Tone back on strength of damaging applications of shred
- - Shot Cinematics will now trigger on misses - QoL so you can't tell from a cinematic if you're guaranteed the kill
- Bug Fixes:
- - Fixed a bug where the hp pips on certain aliens would go invisible - thanks szmind
- - Fixed a bug where the alien HUD icons would not be colored correctly - thanks szmind
- - Fixed a bug where corrosion was doing too much damage - thanks szmind
- - Fixed a bug where the tile distance indicator would show random values when ontop of a unit - thanks szmind
- - Fixed a bug where grapple icon was blurred out and showed 0 charges - thanks szmind
- - Fixed a bug where certain icons on perk trees would be replaced with "img:" - thanks szmind
- - Fixed a bug where the rocketeer's perk tree was reverted to an earlier version
- - Fixed a bug where salvage after ufos missions displayed less than the actual amount you would receive
- - Fixed a bug where gamespeed was defaulting to 5 (even if set to 4) making the game appear too fast
- - Fixed a bug where a corrosion cleared popup would occur on units not corroded
- - Fixed some scout perception grammatical errors
- - Fixed a bug where some reinforcements would not have correct perks
- - Typos
-
Version 1.36.00
- LW Rebalance v1.36.00
- Strategy Game:
- - Laboratories grant +50% research (from +30%) - Buff to their significance, increase in mid and especially later game reserach speeds
- - Jai Vidwan boost laboratories to +75/15% research (from +50/10%) - Slight buff, accommodation for increased laboratory strength
- - Workshops reduce item build time by 40% (from 20%) - Buff to their significance, increase in mid and especially later game production speeds
- - Home Continent bonus grants 800 credits (from 500) - Buff to overall cash flow
- - Xenological Remedies grants 5-8x corpse/captive sales (from 7-10x) - nerfed
- - Fusion Weapons are now unlocked through EMP weapons (from Standard Plasma weapons) - Brings fusion technology online much earlier
- - Perks that give free items are now displayed in the loadout - Thanks to szmind for the great code
- - The first Exalt sabotage operation is now always a credit hack for 100-200 credits - Makes RNG less important in this hit
- Air Game:
- - UFO Hunt missions occur 33% less often overall - Reduction in hunt spam
- - UFO Hunt missions increase by 10% for every satelitte in orbit (from 100% for every continent with coverage) - Significant reduction in hunt spam and allows for more air game expansion and more diverse air game expansion (2 vs 4 country continents)
- - Aim Boosters require 28 floater corpses (from 12) - Much more rare, accommodates for increased access to plasma/fusion cannons
- - Sending up a damaged aircraft has a -10 aim malus (from -20) - Makes it much more reasonable
- - Improved Destroyers have 150% DR (from 125%) and 3000 HP (from 2000 HP) and Abductors have 150% DR (from 100%) - Makes later game UFOs more difficult to shoot down without EMP or higher
- - Raiders have 4000 HP (from 4500 HP) and gain 30% HP per level (from 20% HP per level) - Easier to down early game but increased difficulty to take down in the mid and especially later game
- - Fighters have 800 HP (from 600 HP) - increased difficulty to take down throughout the game
- - Plasma Cannons have 150% penetration (from 100%) - Makes them superior end game weapons
- - Plasma Cannon credit cost to 400 (from 1200) and Fusion Cannon credit cost to 600 (from 1800) - Makes them more reasonable acquisitions
- - Fusion Cannon aim to 10 (from 15) and fire rate to every 6s (from 3s) - Makes a more experienced pilot more important and also accommodates for increased access to the weapon so it's not so overpowered
- - Alien Fusion Cannon fire rate to 2s (from 3s) - Makes dodge boosters less effective against them
- Tactical:
- - All explosives gain the "Concussive Blast" ability: clears enemy overwatch and has a chance to disorient targets (including mechanical targets) equal to the percent of base HP they lost - Boost to the strength of explosives throughout the game
- - Orange AP pips representing 'danger of receiving reaction fire' have been replaced with a red target icon - QoL, thanks to szmind for this awesome code
- - A grey shield on the unit flag of each unit now represent the approximate level of % DR - QoL, thanks to szmind for this awesome code
- - A green eye will now more clearly represent Line of Sight where the cursor is (instead of a blue eye) - This removes the problem of the blinking red/blue eye when a unit was on overwatch but also could see the cursor, thanks to szmind for this awesome code
- - Above each green eye (showing which units you can see) will be the number of tiles away the unit is from the cursor - Large QoL upgrade - This means you can move your cursor to a flanking position on your unit and see if, for example, a thinman has the mobilty to reach it
- - The green eye representing Line of Sight will turn red when only a unit with squadsight would be able to fire at that unit - Large QoL upgrade - We can now use the LoS indicator to determine if we can see units at squadsight!
- - Ready For Anything will no longer activate on maimed aliens - Half bug fix, half feature change: it's more intuitive this way
- - Ammo counts for weapons are now displayed in a graphical bar
- - Reaction Fire will no longer trigger if the unit that could reaction fire is stealthed/concealed/hidden - Prevents abilities like CCS or OW from breaking, QoL
- - Exalt Data Recovery missions increase in difficulty a little slower as the campaign progresses - Makes them a little less challenging as the campaign progresses
- - Any unit that moves (including those that are flushed) have overwatch removed - Accommodates for flush nerf and some odd buggy situations
- Perks:
- - Squadsight now allows units to target enemies around obstacles more easily - For example: a tree will not block as much of the view as much for a squadsight unit as it would a normal unit
- - Insentient Crush deals 40% of max HP in HP loss to SHIVs (from 20%) - Prevents soloing etherals with SHIVs
- - Flush now only causes units in cover to move, including hunkered units - Prevents the annoying situations where you move units that you don't want to move - QoL
- - Flush no longer clears enemy overwatch (though it will clear if the unit moves), but no longer has a cooldown (from 1 turn cooldown) and has no crit malus (from -50 crit) - Nerf to the predictability OW clearing capability and buff to it's damage output
- - Rapid Fire now grants -5 aim per tile away (from -30 aim always) - Buff to closed range use, nerf to long range use
- - Opportunist now grants reaction shots from sniper and strike rifles +35% weapon damage - Buff to the strength of reaction shots on the sniper with opportunist
- - Close Encounters now grants 10 crit resist for each tile closer than 10 (from 5% chance of graze for each tile closer than 10) as well as immunity to reaction fire within 4 tiles - More predictable and prevents the high crit damage which is really what can be fatal to CE units that get too close, also makes assaults great at dealing with outsiders helping further carve out a niche for them
- - Sprinter now grants immunity to being pinned (from suppression) - Makes suppression a lot less effective at controlling alien leaders
- - Suppression has 1 turn cooldown (from 2 turns) - Not needed with it not being as strong against leaders
- - Sapper no longer 'clears enemy overwatch' as all explosives now do this but instead grants explosives the ability to ignore flat DR - Tweak to more damaging role
- - In The Zone no longer has a restriction on the number of extra shots per turn - Buff to ITZ builds
- - Growth (on outsiders) no longer increases DR - Makes large outsiders MUCH more managable
- - Camaraderie now makes Commanding Officer grant double the chance for end-in-idle actions of squadmates in vision to cost 0 AP - alteration as the stacking of it wasn't ideal as it was often either useless or overpowered
- - HEAT Warheads grants +5 penetration (from +4) - Slight buff
- - Combined arms grants +1 damage (from +2) - Was too strong at 2, balance on the tree
- - All officer perks now grant an attribute bonus when selected (see wiki or in game for detail) - Makes officers much stronger and more comparable to psi/gene/MEC
- - Onslaught now only grants the KSM a free action (from both KSM and Flamethrower) - Flamethrower was too strong used back to back
- - Sentry grants 65% DR (from 50%) but no longer grants additional ammo - Focus more on the resiliency role of the perk
- Equipment:
- - Smartshell Pods grants 15 aim (from 20) - Balance
- - Carbines now gain +10 aim and +10 defense (for ballistic/laser), +15 aim/defense (for gauss/pulse), and +20 aim/defense (for plasma) - Buff to progression of carbine aims
- - Sniper Rifles now have 2/2/3/3/4 penetration (from 1) - Buff to armor piercing capability of sniper rifles
- - Blaster Launcher range to 12 tiles (from 14) - Toned back in strength due to earlier access
- - Plasma Reflex Cannon (shotgun) grants the perk Penetrator (from +2 damage against targets within 4 tiles) - Buffed
- - Plasma Carbine grants biologic shredder (from bonus defense) - Buffed and accommodates for carbine changes
- - Plasma Novagun (SAW) grants +3 damage vs Mechanical Enemies (from +2) - Buffed
- - Mayhem Suppression bonuses are now 2/2/3/3/4 (from 2/2/4/4/6) - Fix of strength of mayhem suppression so that it doesn't accelerate past normal damage levels (fixed at 50% of base damage)
- - Plasma Dragon (LMG) grants 6 damage mayhem suppression (from 8) - Nerfed to accommodate toned back mayhem suppresison damage
- - MEC Grenade Launcher range to 12 (from 10) and damage to 10 (from 8) - Boost to reach and damage for MEC grenades
- XCOM:
- - Hover SHIV aim and defense bonus to 20/20 (from 30/30) - Tone back in strength as they are quite strong
- Aliens:
- - Exalt Snipers and Elite Exalt Snipers have 10 less aim and half as much health - Makes them much easier to deal with
- - Exalt Operatives and Elite Exalt Operatives have 5 less aim - Slightly less offensive punch
- - Muton Elite and Heavy Floater pods will more likely consist of regular mutons and floaters (as oppossed to full pods of muton elites or heavy floaters) - Note: this is MORE likely, not guaranteed
- - Sectopod aim to 90 (from 100) and base damage (for cluster bombs and main cannon) to 14 (from 16) - Reduces damage output, makes it a little less oppressive end game
- - Ethereal will to 130 (from 160) - Lowers it's damage output and overpower strength, makes it a little less oppressive end game
- - Chryssalid defense to 50 (from 40) and base HP to 8 (from 6) - Increase in terror mission difficulty
- - Chryssalids gain 6 HP every alien level upgrade (from 4) and 2 mobility (from 1.5) and 4 damage (from 3) - Increase in later game difficulty
- - Zombies gain 7 HP every alien level upgrade (from 5) and 3 damage (from 2) - Increase in later game difficulty
- - Cyberdiscs deal 12 base damage (from 10) and 3 damage per level upgrade (from 2) - makes them a little more threatening
- - Floaters gain +2 base HP, Heavy Floaters gain +6 base HP - Increase in overall difficulty/resiliency of these enemy types
- - Floater/Heavy Floater aim to 60/70 (from 55/65) - Slight increase in offensive strength
- - Heavy Floater base DR to 3 (from 2) and gain 1 DR per alien level upgrade (from 0.8) - Increase in resiliency
- - Muton Elite base DR to 3 (from 2) and gain 1 DR per alien level upgrade (from 0.8) - Increase in resiliency
- - Outsiders gain 1 DR per level upgrade (from 0.5) - Accommodates for growth not increasing DR at all
- - Thinmen mobility to 9.3 (from 10) but gain 1.3 mobility per AL upgrade (from 0.6 mobility per AL upgrade) - buff to the strength of later game thinmen
- - Seekers gain 1 damage per AL upgrade (from 0.5) and 4 HP per AL ugprade (from 2) and 1.3 mobility be AL upgrade (from 0.6) and 0.5 DR per AL upgrade (from 0) - buff to the strength of later game seekers
- Bug Fixes:
- - Fixed a bug where collateral damage was doing 1 damage
- - Fixed a bug where psychic storm wasn't correctly getting interrupted from concussion grenades
- - Fixed a bug where Muton leaders did not show that they had Shred in their F1 panel
- - Fixed a bug that was causing lag during the alien turn (thanks szmind!)
- - Fixed a bug where scavenging after UFOs was not adjusting for campaign length
- - Fixed a bug where One For All would not cancel if a unit went on overwatch
- - Fixed a bug where reinforcements would go on overwatch when they had not be activated yet through squadsight
- - Maybe fixed a bug where staggered alien units would overwatch at the end of their turn
- - Fixed a bug where daredevils was giving 40% less damage during combat patrols (instead of 50% less)
- - Fixed a bug where corrosion would not trigger on panicked units
- - Fixed a bug where Mecthoid non-leaders would sometimes get Absorption Fields
- - Maybe fixed a bug where panicked exalt units could still enter overwatch
- - Fixed a bug whre the remaining ammo count on enemies would not always be accurate - Thanks to szmind for this one
- - Fixed a bug where non-ironman games were being recorded as ironman
- - Fixed a bug where maimed units could be left on Overwatch
- - Fixed a bug where units on Overwatch that scampered could reenter overwatch
- - Fixed a bug where stagger could still sometimes cancel actions mid-action
- - Maybe fixed a bug where exalt radar hacks would provide data on covert operation
- - Fixed a bug where retired soldiers were only granted 40% more xp on Special Warfare School when it should have been 60%
- - Fixed a bug where Psionic abilities triggering reaction fire with psi mastery against Reactive Targeting Sensors
- - Typos
-
Version 1.35.16
- LW Rebalance v1.36.16
- Bug Fixes:
- - Fixed a fatal crash on start up
- - Typos
-
Version 1.35.06
- LW Rebalance v1.35.06
- Bug Fixes:
- - Hopefully fixed a bug where Stagger wouldn't properly remove AP from some units
- - Fixed a bug where Exalt units would sometimes overwatch while panicked
- - Fixed a bug where corrosion cleared would appear on all medikit uses
- - Fixed a bug where corrosion could do more than 1 damage
-
Version 1.35.05
- LW Rebalance v1.35.05
- Strategic:
- - Exalt spawn with 2 less initial soldiers on data recovery missions - Makes those missions easier
- - Special Warfare School provides a 70% discount (from 95%) on OTS projects but also grants 60% more experience from retired soldiers - buffed, accommodates new retired mechanic
- - Ancient Artifacts starts with an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator (from 2 Illuminator Gunsights) - Buffed
- - Meld cost significantly increased on genetic modifications - They were too cheap for how strong they are
- Tactical:
- - Countercharge no longer displays a % chance of success when activating - It wasn't possible to get the accurate number based on the way the mechanic works without it bugging out (false popups) or being inaccurate without using a lot of processing power
- - You can now see crit values in the F1 display (small number beside the aim) - QoL
- - Aliens now have armor HP - works with new acid (corrosion) mechanics
- - Red Fog now only occurs on base HP (it has no effect if the soldier has only lost armor HP) - QoL, makes sense, feels cool
- New Acid Mechanics:
- - Corrosion lasts 6 turns - Makes it temporary
- - Corroded units lose 1 armor HP at the beginning of each turn - Makes it still quite impactful
- - Corrosion can no longer be removed while the unit is in an acid cloud - Always should have worked this way
- Perks:
- - Fragmentation grants +35% chance for double damage (from 30%) - Slight buff
- - Light 'em up grants +1 damage AND +10 crit for each time their target has been damaged (from just +1 damage) - Buff to the perk and the crit rates on various shooters
- - Killer Instinct grants the full +50 crit damage to laser/pulse weapons (from just +25 to laser/pulse) - Boost to laser/pulse crit weaponry
- - Sentry only grants 50% DR on the first hit when on OW (from just anytime on OW) - Prevents unintended situations where the unit cannot effectively discharge overwatch and Sentry acts as permanent +50% DR
- - Close Encounters grants a 5% chance for graze per tile closer than 10 (from 10%) - Nerfed
- Equipment:
- - Beam Laser and Pulse Laser weapon tiers grant +10 aim (from +5 aim) - Boost to laser and pulse weapons
- - Both laser/pulse pistols gain +10 crit - Accommodation for not gaining aim
- - LMG grants 6 ammo (from 5) - Futher slight boost
- - Cognitive Enhancer provides +35% xp (from +50%) - Toned back slightly
- XCOM:
- - Reworked Rocketeer perk tree - see Perk Tree Image
- Aliens:
- - Slight improvement in overall alien AI - QoL
- - Exalt Snipers no longer have Impact - Tones them back slightly
- Bug Fixes:
- - Fixed a bug where elerium reward was 50% more than intended on gangplank/furies
- - Fixed a bug where melee attacks were acting as shots for abilities like CST, VPT, graze, etc.
- - Fixed a bug where a visual for countercharge would occur when no actual countercharge attack would trigger
- - Fixed a visual bug where graze was showing more damage than was actually done
- - Fixed a bug where genetically modified soldiers could become officers
- - Fixed a bug where you couldn't use combat patrols if you had the required credits
- - Fixed a bug where the Stagger chances were not being displayed correctly (despite working correctly)
- - Fixed a bug where the Javelin rocket indicator would suggest that it did not do damage around cover
- - Typos
- LW Rebalance v1.35.06
- Bug Fixes:
- - Hopefully fixed a bug where Stagger wouldn't properly remove AP from some units
- - Fixed a bug where Exalt units would sometimes overwatch while panicked
- - Fixed a bug where corrosion cleared would appear on all medikit uses
- - Fixed a bug where corrosion could do more than 1 damage
-
Version 1.35.04
- LW Rebalance v1.35.04
- Strategic:
- - Architects of the Future reduces cost and upkeep of labs/workshops by 65% (from 50%) - Buffed, increases cash flow for campaigns that capture Africa, helps accommodate for low credit values on the countries
- - Starting credits increased by 100/150 for all South American/African country starts - Helps increase available cash for weaker continents
- Tactical:
- - Lowered Hover SHIV volume more - QoL
- - Reinforcements on Exalt covert operative missions occur 1 turn earlier - Slight increase in engagement
- Perks:
- - Dual Heart grants 15% throw range (from 20%) - Slight tone back
- - Bombard grants 25% throw range (from 30%) - Slight tone back
- - Fragmentation grants a 30% chance for double damage (from 20%) - Buffed
- - Flush grants +20 aim (from +30) - It was a little too strong, especially with the gene mod
- - Extra Conditioning grants +2HP (from +1) but no longer grants +10% DR - simplification of the perk as the small DR wasn't doing much
- - Grit grants 15% base DR (from 10% base DR) - Buffed
- - Suppression is on a 2 turn cooldown (from 1 turn) - Tone back of gunners, and control on aliens, especially the bullet wizard
- Equipment:
- - LMG ammo to 5 (from 4) - Slight buff, helps offset suppression nerf and makes the LMG slightly more competitive for later game non-bullet wizard builds
-
Version 1.35.03
- LW Rebalance v1.35.03
- Aliens:
- - Tweaked Exalt and their perks slightly
- Bug Fixes:
- - Removed the aim/crit chance displays - it would cause some games not to load and those that did to be quite laggy and sometimes cause problems like step out bugs (on regular LW it might work, but LWR has a lot of extra code so calculating and displaying those hit chances is too intensive for the engine)
- - Improved some code to make the game a little less laggy
- - Fixed a bug where Meld healing required 120 meld in order to be able to use it (where it should only be 50)
- - Fixed a bug where the countercharge popup % chance was not always accurate
- - Fixed a bug where Gangplank and Furies were awarding more alloys than intended
-
Version 1.35.02
- LW Rebalance v1.35.02
- Strategic:
- - Xenoneurology research time to 10 (from 80) - Slowed down research too much at 80 and felt bad at a longer research since it grants very little now
- - 2nd wave option strict screening grants every soldier 38 will (from 35) (so a total of +8) - When the minimum will was raised to 20 (from 5) there was no accommodation for strict screening
- - Every month the cost of soldiers increases by 10, everytime a soldier, SHIV, or pilot dies the cost of soldiers decreases by 10, the lowest soldier cost can go is 70 - Makes losing soldiers easier to replace
- - Any soldier who enters a mission with fatigue will have that fatigue doubled after finishing the mission (does not affect fatigue accumulated on the mission, just previous fatigue) - Discourages fatigue stacking, especially on officers
- Tactical:
- - The enemy ammo count is now always available in the F1 view - Good players are able to check the wiki for ammo amounts, then count ammo used; and for verisimilitude soldiers would be able to do the same. Since the former is tedious and the later is reasonable, ammo counts will now be displayed.
- - AP Pips of XCOM units will now highlight to help identify characters: Purple = Psionic, Yellow = Commander, Green = Genetically Modified, Grey = Mechanical (Note: danger of OW fire and enrage will overwrite these) - QoL
- - Hit and crit chances are always displayed on the alien HUD icons - QoL (thanks to szmind for the great idea and code help)
- - Commanding officer's health bar no longer turns yellow - Not needed with the new AP pips
- - Turning AP pips yellow after 1 action no longer occurs - Would get confusing with new AP pip indentification system
- - Turned up the early difficulty up on both exalt missions - They were a little too easy
- Perks:
- - Critical System Targeting no longer works with the Arc Rifle or Arc Pistol and no longer gains an additional +50 crit vs fliers - The Arc equipment was designed to grant anti-mechanical capabilities to squads that didn't have enough, not to amplify squads that did, this helps achieve that end. The extra crit against fliers made the perk a little too strong on the jaeger due to it's high damage output capitalizing on the +40% damage.
- - Command (from Officers) is now a free action - Large buff, allowing them to chain commands and also makes picking the officer less build dependent
- - Tactical Brilliance no longer has a chance to make command a free action - As it always is now
- Equipment:
- - Sawed-off Shotgun gains +40 crit - Buffed, makes it more reliable for critting
- - Stun Rifle now maims targets when they are at or below half health (from just below half health) - QoL, prevents situations where you think it should get maimed and doesn't
- - Grenade Launcher no longer requires Gauss Weapons to unlock - Brings it on much earlier
- - Motion Tracker now has 2 base charges and also grants the Tracker perk - Makes the item more competitive vs the newer stronger SHIV items and also gives another unit capable of acting as anti-seeker and another unit capable of acting as a scout
- - Arc Pistol alloy cost to 0 (from 2) - Makes sense
- XCOM:
- - Original SHIV armor HP to 12 (from 8) - Helps the SHIV last longer in the early game
- Aliens:
- - All Cyberdiscs get Penetrator (from just cyberdisc leaders) - Since they will no longer come in pods of all dics, their main cannon should pack a punch, and the reduction in it's damage has made it a little weaker than intended
- Bug Fixes:
- - Fixed a bug where mayhem would grant 2 separate suppression abilities on units with suppression
- - Fixed a bug where CE was granting graze too often still
- - Fixed a bug where Mechtoids were still getting sentinel Opportunist
- - Fixed a bug where snapshot was not working correctly with Exalt overwatch
- - Fixed a bug where mayhem suppression was doign too much damage on laser/pulse
- - Typos
-
Version 1.35.01
- LW Rebalance v1.35.01
- Strategic:
- - Genetically Modified Psionics renamed to Super Soldiers - Fixes a spacing issue
- - Consistent Fatigue is now 4 days (from 6) - Accommodation for new lower fatigue
- Perks:
- - Critical System Targeting grants +40% damage (from +20%) - I was off and miscalculating it's strength and after analysis I believe it's more reasonably balanced with this change
- - Collateral damage now deals 15% weapon damage per ammo spent (from 50% weapon damage) - Makes additional ammo more valuable on the Shogun
- - Secondary Heart renamed to Dual Heart and also increases throw range by 20% - Buff to genetic modification for support classes and grenadiers
- - Predictive Tracking also allows Flush and suppression shots to deal 100% weapon damage (instead of 50% weapon damage) - Buff to gene mods on the gunner
- - Adaptive Bone Marrow decreases injury times by 40% (from 25%) - Buffed gene mods on tanks
- - Inner Fire also increases throw range by 10% - Buff to psionic supports and grenadiers
- - Psychokinetic Strike to 3 turn cooldown (from 4) - Buffed for level balance
- - Mind Merge grants +40 DR, +40% mobility and -40% scatter to the target (from 25 of each) - Buff to psionics
- Equipment:
- - Stun Rifle is unlocked by Xenobiology (from Xenoneurology) - Allows earlier access to captures without making xenoneurology so mandatory so early
- - Elerium emitter now has 5 charges (from 2) and 0 mobility (from -0.6) - Buffed for longer missions
- - Aurora and Vortex armor now both grant +2 mobility (from +1.3) - Buff to psionics in general
- Aliens:
- - Mecthoids replace Sentinel + Opportunist with Sentry - Makes them more defensive and less offensive
- Bug Fixes:
- - Fixed a bug where Close Encounters was granting 100% chance for graze at all ranges
- - Fixed a bug where soldier costs were left at 120 inadvertently (instead of 140 as intended)
- - Fixed a bug where all research times were inadvertently increased by 15%
-
Version 1.35.00
- LW Rebalance v1.35.00
- Strategic:
- - Furies and Gangplank now both reward 90-110 alloys and 1-2 UFO Power Cylinders - Makes the rewards more reasonable and set
- - Advanced Repair is a 35% reduction in repair time (from 30%) - Buffed, helps with later game SHIVs, MECs, and the air game
- - Cost for hiring soldiers increased to 140 (from 80) - Accomodates for decreased fatigue time and less soldiers neccessary (you still acquire soldiers through the game)
- - Meld sell cost reduced to 3 (from 4) - Decreases the use of it as a cash substitute, encourages use of things that use meld (meld healing, MECs, gene mods, equipment, rushing, etc.)
- - Augmentation of a soldier to a MEC resets the mission count - Allows older soldiers to become MECs without feeling like they are so useless due to fatigue
- - 2nd Wave Option "Mind Hates Matter" changed to "Genetically Modified Psionics" - Allows psionic Soldiers to receive genetic modifications and vice versa
- - Plasma II UFO Air Weapon damage/cooldown to 400/0.5s (from 1500/2s) - Slight increase in damage per second, but massive decrease in per hit damage so it makes it impossible to one shot an interceptor from full HP - Helps reduce RNG
- - LMEC3 and HMEC3 research time to 250 (from 90), Xenoneurology research time to 80 (from 25), all interrogation times doubled - Makes research acquisition more challenging, encourages building of more labs
- - Armored Fighters foundry project costs 550 credits (from 200) - Makes it more difficult to get online as early
- Start Bonuses:
- - Daredevils now triples the effect of combat patrols - Boost to it's strength for balance
- - We Have Ways reduces autopsy and interrogation times by 65% (from 80%) - Nerf to accommodate increased interrogation times
- - Foreign Legion starts with 12 extra soldiers (from 20) - Accommodates for decreased barracks sizes
- - Advanced Preparation starts with 5 extra soldiers (from 8) - Accommodates for decreased barracks sizes
- - Legacy of Uxmul grants +10 bonus will for the purposes of psionic training (from +8) - Buffed due to the fact that psi is a mutually exclusive path for soldiers now
- Soldier Upgrades:
- - Augmentation, promotion to officer, psionic training, and genetic modification now represent 4 different 'paths' that a soldier can take and each are mutually exclusive to each other (meaning you can only pick 1 for each soldier) - Lowers the ability of biosoldiers to become such super soldiers, increases distinction of soldiers
- New Meld Heal Mechanic:
- - Meld healing now costs only 50 meld (from 120) but effectiveness decreases from 80% by the formula: 80/(1+uses) - Makes it much more reasonable to use a few times on the majority of your soldiers but much less reasonable to use more than a few
- New Retirement Mechanic:
- - Retiring a soldier now sends them to the OTS, and for every 10 missions (modified by campaign length) that retired soldiers have accumulated in the OTS, every active soldier in the barracks gains +1xp/day - Significant buff to the effect, but more delayed effect
- Tactical:
- - Fatigue is now 8 hours per turn (from 12 hours per turn) - Significant reduction in fatigue accumulation resulting in a smaller barracks size overall
- - Cyberdisc pods will no longer spawn full pods of cyberdiscs - Was too much of a difficulty spike to fight against
- - Experience gained for missions/long missions/kills reduced to 70/100/4 (from 100/140/5) - Accommodates for lower fatigue accumulation to not overpower the smaller barracks
- - The Temple ship now grants 8/9/10/11 soldier capacity for impossible/brutal/classic/normal (from 9) and grants +1 soldier capacity at 5 countries only (from an additional at 5 and 10 countries) - Makes the mission significantly easier on easier difficulties and slightly harder on impossible with less dependency of number of countries beyond 5
- - The Bonus chance for +1 leader level (and thus possible max level leaders) on Terror Missions, Alien Base Assaults, and the Temple Ship is now 20/40/60/80% on normal/classic/brutal/impossible (from just 50% always) - Makes the challenging enemies more common on higher difficulties and less common on lower difficulties
- - The volunteer now gains Distortion - Massive boost to the strength of your squad on the temple ship, makes it a lot easier and feels cool to not have to always hide the volunteer
- - Cash rewards for destroying UFOs mid-air increased 5x to make destroying have some unique advantages (in terms of additional cash flow) - Helps make it feel less frustrating if you miss out on a crashed UFO, overall credit boost
- Exalt Rework:
- - Covert Operative Missions:
- - - The number of XCOM members allowed is 3 - Results in 3 + 1 (covert op) = 4 on field
- - - The missions start with 2 small exalt pods
- - - Approaching or activating relays no longer has any effect on triggering reinforcements - Means there is no gaming around feeling like it's bad to get close to relays
- - - The first set of exalt reinforcements now arrive on turn 6/7/8/9 (on impossible/brutal/classic/normal) and will reinforce again every 3 turns
- - - Each time exalt sends in reinforcements there will be an additional set (e.g. for impossible: 1 set on turn 6, 2 sets on turn 9, 3 sets on turn 12, 4 sets on turn 15, and 5 sets on turn 18)
- - - Reinforcements will stop completely if you make it to turn 24
- - - Mission success is extraction of data from 3 towers (2nd will always fail) and extraction of the covert operative - The reasons for the 2nd tower fail are due to coding limitations
- - Data Recovery Missions:
- - - The number of XCOM members allowed is 5 (from 6) - Results in 5 + 1 (covert op) = 6 on field
- - - The missions start with 2 medium exalt pods
- - - Reinforcements occur every 2 turns starting on the 3rd-4th turn and will occur 3 times
- - - Upgraded AI: Exalt on this mission will be half as likely to try to capture data devices (thus, more likely to engage XCOM) - Reduces the amount of derping by Exalt (note: I did not say eliminates derping, just reduces it)
- - - Mission success is protection of one or both of the data areas and elimination of all exalt
- - All Exalt soldiers are re-designed, are stronger (as you'll be fighting significantly less), and more closely resemble their XCOM counterparts - See the wiki (aliens section) for more details
- - Elite Exalt are now more like mirrors of their non-elite versions except with enhanced stats and gene mods
- Perks:
- - Sentry now grants +50% DR when overwatching and +2 ammo as well - Buffed, makes it better at tanking a single shot
- - Cover Tenacity grants 3% DR per activated alien (from 4%) - Slight nerf
- - Hit and Run only works on damaged units (from damaged, suppressed, or disorientated) - Limits the use a little more
- - Critical System Targeting grants +20% damage (from +30%) - More focus on the crit aspect, tone back in strength
- - Close Encounters grants a 10% chance for every tile closer than 10 to have shots graze (from 50% of shots within 10 tiles) - The range felt too large (as it wasn't really 'close' at 10 tiles), this makes the range feel more important and gives higher consistency at point blank
- - Transform (Closed state) grants cyberdiscs 5 DR (from 4) - slight buff to resiliency when closed
- - 2 New Alien Perks: Hive Mind and Eagle Eye: Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP - The AI simply cannot effectively use squadsight otherwise
- - Blood Call no longer grants double mobility but instead grants +3 flat DR and only lasts 2 turns (from 3) - more fitting for the ability, prevents out of line of sight charges from berserkers
- - Distortion grants +30 defense to surrounding units in cover (from +50) and removes all DR from the user - Slight tone back so it's not as mandatory to kill the distorting unit first, prevents abuse on the volunteer and helps make sectoid commanders in cover not as hard to kill from range
- - Inner Fire now also grants +1 DR - overall strength boost, buff to psionic tanks, keeps them competitive vs genetically modified tanks
- - Telekinetic Field grants 40 Def (from 30) - Buffed
- - Sapper now upgrades explosives to clear OW on any unit they damage - Buffed so that it's not so unidirectional in it's role
- - Shock-Absorbent Armor grants +5% DR per tile closer than 10 tiles (from +2% DR per tile closer than 15 tiles) - Buffed but closer range
- - Iron Skin grants 2 DR (from 1) - Buffed
- - Adrenaline Surge grants +40 defense (from +30) - Buffed
- Equipment:
- - Laser SHIV weapons, SAWs, and LMGs no longer upgrade mayhem suppression and pulse versions only upgrade mayhem suppression to 4 damage (from 5) - Tone back on pulse/laser mayhem suppression weapons
- - Conduit grants +30% DR when in cover (from +20%) and has a 20% chance to grant a free action (from 10%) - Significant buff for most psionics, buff to psionic tanks, keeps them competitive vs genetically modified tanks
- - MiNE Launcher, Grenade Launcher, and Restorative Mists can only be equipped once per MEC - Encourages use of multiple different weapons for more diverse gameplay (similar to biologic class items)
- - AutoSentry Turret grants Sentry (from CCS) - Buff for another way for SHIVs to tank (the first shot) as CCS was a little too slow on them, gives them a nice ammo boost as well
- - Adaptive Tracking Pod and Targeting Motor aim to +10 (from +15) - Balance vs other modules
- - Shielding Pod cost reduced to 25% of it's previous cost - Makes it much easier to bring online, makes SHIVs tankier earlier to help keep the relevant before alloy SHIVs
- - Elerium Turbos grants +5.3 mobility (from +4) - Significant boost
- XCOM:
- - Shogun perk tree and base stats rework - See Perk Tree Image
- Aliens:
- - All non-exalt aliens with squadsight gain either Hive Mind - Improved AI
- - All exalt snipers gain Eagle Eye - Improved AI
- - Aliens with AP discounting actions will now act much more appropriately with them - Improved AI
- - Cyberdisc base HP to 22 (from 18) - Buffed to accommodate for fewer possible in a pod
- - Floater/Heavy Floater will to 10/20 (from 15/40) - Makes them more suceptible to XCOM psionics
- - Mechtoid will to 25 (from 40) - Makes them more suceptible to XCOM psionics
- - Muton Berserker will to 10 (from 20) - Makes them more suceptible to XCOM psionics
- - Sectoids gain 10 will per alien level upgrade (from 14) - Lowers later game sectoid will strength
- - Seekers gain 2 HP per alien level up (from 3), Seeker leaders gain half as much HP with each level up, but seeker leaders all gain tactical mobility - Makes them less about being a damage sponge but the leaders compensate by being a little harder to hit
- - Thinmen gain 10 aim and 20 crit per alien level (from 20 aim and 10 crit) - Slight tone back on hitting capabilities
- - Thinmen mobility to 10 (from 11.3) - Helps with preventing extreme range flanks and negating the effectiveness of cover vs these units
- - Mechtoids and Sectopods only gain absorption fields if they are leaders but gain +1 and +2 flat DR - Makes high damage weapons and penetration more effective against them
- Bug Fixes:
- - Fixed a CTD infinite loop that would occur when alien reinforcements spawned in odd positions
- - Fixed some bugs with combat patrol acting wonky (too much cost, wrong damaged time display on different campaign lengths, and sometimes not able to be activated)
- - Fixed a bug where the volunteer would not have access to psychokinetic strike
- - Fixed a bug (I think?) where exalt elite would spawn too early on some missions
- - Fixed an old rare LW 1.0 CTD that would occur when trying to enter specific Exalt missions
- - Fixed a bug where smoke/hunker/steadfast were not granting defense vs psychic storm
- - Fixed a bug where countercharge was activating based off of base will units entered the mission with and not their current active will
- - Fixed a bug where the Targeting Motor was not granting its penetration
- - Fixed a bug where SHIV Advancements II was not granting shredder
- - Fixed a bug where AP discounting actions could occur on some reaction shots (though it did nothing)
- - Typos
-
Version 1.34.17
- LW Rebalance v1.34.17
- Strategic:
- - Robotics start to +12 aim for SHIVs/MECs (from +16) and moved to Australia - Nerfed and moved to something further from Ghost in the Machine
- - Abductions now have 12 hour times to respond but after completing one the others disappear - makes having them automatically eliminated due to time constraints not a problem anymore - QoL
- - Council Missions have 2 hour times to respond (from 1.5 hours) - makes it easier to have the 1 hour warning trigger - QoL
- Air Game:
- - Scout HP to 600 (from 1000) but gains 600 HP per alien level (from 500) - Makes earlier scouts easier to down
- - The 2nd and 3rd UFOs on all recon missions will always be Raiders (players will still have the 1 guaranteed scout in a country with coverage) - increased representation of raiders, reduce crashed scout missions
- - Scout UFO Missions renamed to Recon UFO Missions - Helps prevent confusion with the actual Scout UFO
- - Combat Patrol rework:
- - No longer affects alien research
- - Initial cost 50 (from 100)
- - Cost still decreases by 50 each month but down to a minimum of 50 (from a minimum of 100)
- - Cost increases by 10 x the current alien level (from just always 100) (e.g. so on alien level 3 each combat patrol increases the cost of the next combat patrol by 30 credits)
- - Overall Result: Combat Patrols are a lot more affordable, especially early game, but are mostly just used for panic instead of lowering alien research/level
- Tactical:
- - Scouts now have command crews of 2 which upgrades to 3 outsiders (from 1 that upgrades to 2) - Increased difficulty of scouts. Reasonable considering the first downed scout can have multiple specialists attacking it now.
- - Raiders now have command crews of 4-5 outsiders (from 3-4) - Increased difficulty of raiders
- - Covert op missions have ~15% less (on top of the previous decrease) rate of reinforcements - Makes it slightly easier to push through
- - Covert op and data recovery exalt missions start with ~20% less soldiers - Makes them slightly easier off the bat
- - Number of drop-ins on council missions reduced by ~33% - Makes them a lot easier to deal with
- - Flame damage (from the flame thrower) is no longer affected by DR - Buff to the flamethrower's consistency and damage output
- Alien Pod Compositions:
- - The following changes are to increase consistency of mid and especially later game missions:
- - Sectoid pods will stop spawning when Sectoid Commander Pods fully spawn
- - Drone pods will stop spawning when Mecthoid Pods fully spawn
- - Muton pods will stop spawning as Muton Elite pods emerge
- - Floater pods will stop spawning as Heavy Floater pods emerge
- Perks:
- - Countercharge now does 3 + PsiRank/2 damage (from 3 + PsiRank damage) and trigger rate back to will/5 - Lowers the upper damage limits so it's not so much stronger later game and reduces overall occurrance
- - Grenadier grants +10% throw range - General buff to grenade builds
- - Bombard increases throw range by 30% (from 35%) - Slight tone back... It got more of a buff from the grenadier throw range boost and was a little strong
- - Close Encounters no longer grants 40% DR to units within 4 tiles but instead causes 50% of all shots within 10 tiles to graze, dealing only half of their original damage - Buff to Assault and medic tank's ability to tank up close and prevents it from working against melee attacks and explosives
- - Disabling Shot aim malus to -40 (from -60) - Makes it much more reasonable to use
- Equipment:
- - Cost of Aegis and Banshee armor lowered by ~50% - Makes them more reasonably attainable
- - Shotguns have 4 ammo (from 3) - Encourages increased use of short range weapons
- - Arc Rifle and Arc Pistol only grant their pen vs mechanical units - As it was always intended
- - Arc Pistol penetration to 2 (from 4) - Toned back
- - SMG crit to 30 (from 40) - Toned back
- XCOM:
- - Engineer swaps Danger Zone for Tandem Warheads - Slight buff to engineer grenadier
- Aliens:
- - Thinmen now gain 2 damage every 2nd alien level (from 1), 20 crit (from 10), and 4 HP (from 3) - Increased strength of mid to late game thinmen
- - Thinmen leaders gain 2/3/4/5 damage for each leader upgrade (from 2/1/2/2) - Increased threat to mid to late game thinmen leaders
- - Thinmen level 6 and 9 leaders gain indomitable - Increased resiliency to late game thinmen leaders
- - Chryssalid base damage to 7 (from 6) - Slight increase to their damage output
- Bug Fixes:
- - Fixed a bug where gentle aliens and elite aliens second wave options were not working correctly
- - Fixed a bug where biological and mechanical shredder were applying to non-shot abilities
- - Fixed some missing perks in the F1 panel on exalt
- - Typos
-
Version 1.34.16
- LW Rebalance v1.34.16
- Strategic:
- - SHIV Advancements I and II require half as many weapon fragments - Makes them more accessible
- - SHIV Advancements II grants Shredder (from Brawler) - Significant buff to mid and late game utility of SHIVs
- - Modified the XCOM Base Defense to not require certain aggression and resource limits so that it will always occur in campaigns (as it could rarely not occur) - Makes campaigns feel more complete
- Tactical:
- - Countercharge now displays a % chance - QoL
- - VIPs mobility to 125% (from 150%) - They were slightly too quick, the goal was to encourage early evacuation, not speed-run single turn missions
- - Going on overwatch when in One For All now breaks One For All (instead of leaving the unit in OFA with no ability to overwatch) - QoL
- Perks:
- - Reactive Targeting Sensors now automatically enters One For All after activating but only grants +30 aim (from +50) - Tweak/buff to the perk
- - Overpower minimum effect increased to 10% (from 5%) - Makes it so Berserker overpower isn't so insignificant
- - Rapid Reaction renamed to Sentry: grants only 2 reaction shots (from 3) but +40% DR when on OW - It was common to not get all 3 reaction shots off anyway so this not only buffs it, but also make it synergize much better with RTS. Now Sentinel is the double shot damage reaction perk and Sentry is the double shot tank perk.
- - Ready For Anything no longer grants an aim bonus (from +10) - Simplification of the ability and tone back of multi-action perk strength of RfA
- Equipment:
- - Incerator Module damage to +7 (from +6) - buffed
- - Flamethrower damage to 7 (from 6) - buffed
- XCOM:
- - New Goliath Perk Tree - makes CPL level more competitive while not overpowering the SGT level
- Aliens:
- - Floater Leaders and Heavy Floaters have gained Sentry instead of Rapid Reaction - Obvious, but I should put this note to make others understand it's intentional
- - Cyberdisc HP to 18 (from 14) - Were slightly too easy for enemies
- - Heavy Floater HP to 14 (form 18) - Accommodates for new Sentry perk
- Equipment:
- - Elerium cost of Pulse weapons reduced
- - Adaptive Tracking Pod grants SHIVs +15 aim (from +10 aim) and Sharpshooter(from Predictive Tracking) - Significant buff to offensive use of SHIVs
- - Smartshell Pod grants SHIVs +20 aim (from +10 aim) - Significant buff to offensive use of SHIVs
- - Targeting Motor grants SHIVs +15 aim (from +10 aim) and +1 penetration - Significant buff to offensive use of SHIVs
- Bug Fixes:
- - Fixed a bug where the meld sell price was still sometimes randomized
- - Fixed a bug where sometimes height aim and defense bonuses would be incorrect for a reason I still don't understand =P
- - Fixed a bug where the Close Combat Specialist range indicator wouldn't show properly on units with Run and Gun
- - Fixed a bug where double tap that could not activate the 2nd shot would not allow for the unit to be a spotter
- - Typos
-
Version 1.34.15
- LW Rebalance v1.34.15
- Bug Fixes:
- - Fixed a bug where the engineers didn't actually swap CST for BeO
- - Fixed a CTD when access items in the strategic layer
-
Version 1.34.14
- LW Rebalance v1.34.14
- Strategic:
- - Meld prices no longer fluctuate in the Grey Market - Was too much of a resource for players to leave to RNG
- Perks:
- - Hit and Run deals +35% bonus weapon damage (from +50%) - Slight tone back, it wasn't intended to be so effective as a hard hitting damage dealer, especially with the full mobility. Hit and run was easier to trigger than anticipated.
- - First Aid boosts medikits to cost only 1 AP - Buff to the perk
- - Close Encounters grants 40% DR within 4 tiles (from 30%) - Buff to resiliency during close range combat on assaults and CE medics
- - New Perk: Biologic Shredder: Shreds biologic units - for new equipment bonus
- - New Perk: Mechanical Shredder: Shreds mechanical units - for new equipment bonus
- - Countercharge has a will/4 chance to activate (from will/5) - Slight buff
- Equipment:
- - Javelin rocket radius to 3 (from 2) - Significant buff to the ease of hitting with the rocket
- - Shredder ammo cost to 50 credits (from 120) and 5 alloys (from 20) - Makes it more reasonable to bring online
- - Plasma Novagun grants +2 penetration vs mechanical units (from +2 penetration vs all units) - slight tone back
- - Plasma Rifle no longer grants +3 damage vs biologic targets but instead grants Biologic Shredder - Buff to the rifle, increased late game access to shredder
- - Plasma Battle Rifle no longer grants +5 damage vs targets at full health but instead grants Mechanical Shredder - Buff to the rifle, increased late game access to shredder
- XCOM:
- - Engineer Perk Tree: Critical System Targeting replaced with Bring 'Em On - CST didn't work well with the engineer's innate pen as it was still low damage, this also helps the DT engineer be relevant when there are no mechanical units
- - Engineer base aim to +10 (from +15) - Slight nerf to accommodate for new BeO perk
- Bug Fixes:
- - Fixed a bug where snapshot would not prevent reaction fire triggering from exalt when entering overwatch
- - Fixed some bugs on the defense values of elevated position
- - Fixed a CTD when shooting from squadsight at a target with multiple spotters
- - Typos
-
Version 1.34.13
- LW Rebalance v1.34.13
- Bug Fixes:
- - Fixed a bug where suppression only worked with 2 AP
- - Typos
-
Version 1.34.12
- LW Rebalance v1.34.12
- Strategic:
- - Phoenix Cannon aim to 30 (from 35) - Makes it slightly less effective
- - UFO Scout HP to 1000 (from 800) - makes them slightly harder to take down
- - Aircraft Booster Foundry project costs 16 seeker corpses (from 28) - Makes it easier to obtain at a more reasonable time
- Start Bonuses:
- - Home Country bonus increased to 500 (from 300) - Increased influx of credits to XCOM
- - Wealth of Nations bonus grants 10% more credits (from 15%) - Toned back even more
- - Kiryu-Kai Commander renamed to Kiryu-Kai Commander"s" and grants 2 GSGT soldiers (from 1 MSGT soldier) - Buffed
- - Pax Nigeriana: All non-mechanical units start with +1.3 mobility (from just +0.6 mobility)
- - Advanced Conversion: MEC augmentation acts if all soldiers have +3 HP (from +2 HP)
- - Bred Tough: All biosoldiers start with +1 DR and +2 HP (from 1 DR)
- - Survival Training: All non-mechanical units start with +4HP (from +2HP)
- - Per Ardua Ad Astra: All non-mechanical units start with +2 HP, +4 aim, and +4 will (from 1, 2, 3)
- - Robotics: +16 aim bonus for new SHIV's and MEC troopers (from +10)
- - Special Air Service: All non-mechanical units start with +8 aim (from +5)
- - Legacy of Uxmal: 8 bonus will, only for the purposes of psionic training (from 7)
- - Jungle Scouts: All non-mechanical units start with +0.6 mobility and +2 HP (from just +1 HP)
- - Sandhurst: 20% reduction in fatigue and ranks requires for OTS projects (from 15%)
- - Xenologic Remedies to 7/8/9/10x sales (from 8/9/10/11x) - Slight tone down
- Tactical:
- - Height advantage now grants +5 aim and defense per tile higher (capped at 30 aim/defense) [Flying units always just gain 30 defense] (from +20 flat aim and never defense if you were 3 tiles or more higher) - Makes strategic use of the battlefield and flying more valuable, makes it less frustrating when you are right at the cut-off for height bonuses, feels better even when you get small height bonuses
- - The number of aliens on abductions and terror missions no longer increase by 1 every 4 months - Makes these missions a little less difficult at month 4 and especially month 8
- - Rocket scatter reduced by 10% - makes rockets a little more accurate
- - Shred is 20 + 3x shred damage taken (from 20 + 5x shred damage taken) - Stops it from scaling so heavily into the late game
- - Stagger chance is now half as likely to trigger - Makes it a little harder to stagger
- Perks:
- - Snapshot to 60% chance for a 0 AP action on strike rifles (from 50%) - Support scout and HnR scout feel quite strong and are actually putting the snapshot a little down due to unpredictability, so the goal is to slightly overpower the snapshot but have the drawback be unpredictability
- - Bring 'Em On no longer grants an additional damage to reaction shots - Strong enough without the reaction fire buff
- - Mayhem grants 65% damage to sniper/strike rifles (from 70%) - Slight tone back
- - Rapid Fire has a -30 aim malus (from -50) - Buff to mid-late game assaults
- - Impact increases the stagger chance by 3x (from 2x) - Buff due to lower stagger base chances
- Equipment:
- - Battle Rifle base crit to 20 (from 10) - Slight boost for balance between weapons
- - Psi Retaliator grants 40 crit resistance (from 20) - Significant boost to crit resist potential for psionic units
- - Extra Conditioning now grants an additional 10% DR - Boost to the resilient nature of the perk, makes it more appealing on tanks
- - SMGs can only be equipped by Scouts, Infantry, Assault, Medic, and Engineers - Didn't feel right on some of the other classes (long overdue change)
- XCOM:
- - Jaeger tree rework (see Perk Tree image) - Brings some key perks online earlier and Bring 'Em On helps define the Jaeger as stronger when there are lots of enemies
- - Gunner and Rocketeers gain 4 base HP (from 3) and Rocketeer base aim to 10 (from 5) - Slight buff to Gunners/Rocketeers/Goliaths
- Aliens:
- - Floaters, Heavy Floaters, Drones, Seekers, and Cyberdiscs lose 5 aim - Accommodates for height advantage aim boost
- - Mutons only upgrade to Rifles at alien level 5 (instead of 3) - Makes them a little less dangerously offensive for the early levels
- - Muton Elite HP to 24 (from 30) and Heavy Floater HP to 18 (from 22) - Makes them less resilient
- - Sectoid Commanders now all have Awareness (+20 def) but their HP is 8 (from 16) - Makes it easier to kill them quickly if you can accommodate for their extra defense (e.g. flank shots or KSM or explosives or countercharge, etc.)
- - Sectopods no longer have RTS except for Sectopod lvl 9 leaders - It felt too strong on the majority of sectopods to have such resiliency to being attacked
- Bug Fixes:
- - Fixed a bug where panic reduction could pass 99% on council requests
- - Fixed a bug where save games with the 'xenological remedies' starting bonus were not working correctly
- - Fixed a bug where the pulse battle rifle and pulse assault rifle had 10 less crit than intended
- - Fixed a bug where improved destroyers had 50% less DR than intended
- - Fixed many erroneous crit values in descriptions
- - Fixed some font display issues
- - Typos
-
Version 1.34.11
- LW Rebalance v1.34.11
- Strategic:
- - Home Continent bonus increased to 300 per month (from 200) - Larger influx of guaranteed credits to XCOM
- - Asia Continent bonus increased to 35% (from 25%) - was too weak for a 4 country continent
- - Jai Vidwan starts with 50 elerium - bonus to help with early research
- - Research Focus moved to a Canadian start (from Indian) - Spreads out the research starts
- - Ghost in the Machine only grants 2 extra SHIVs (from 4) but all SHIVs receive +30 aim (from +20) - Boosted as SHIVs can be difficult to use offensively
- - NeoPanzers boosted to 70% reduction (from 65%) - Buffed for balance
- - Roscosmos start reduces Sat costs by 40% (from 50%) - Slight tone back in strength for balance
- - Xenological Remedies now grants different rewards based on difficulty (11,10,9,8x for normal, classic, brutal, impossible) - Makes it useful on lower difficulties as the corpse count was less, slight tone back in strength
- - Legacy of Uxmal grants 7 bonus will for the purposes of psionic training only (from 6 bonus will) - buffed for balance
- - We Have Ways reduces autopsy/interrogation time by 80% (from 90%) but now also grants the "Elerium Batteries" foundry project - Buffed for balance
- - UK Special Air Service grants +5 aim (from +6) - Slight nerf
- Perks:
- - Ready for Anything aim bonus to 10 aim (from 15) - Nerfed again; it's simply that the extra free action is really powerful, balance b/w the overwatch classes
- Bug Fixes:
- - Fixed a bug where units were losing half their flat DR only if they weren't corroded
- - Misc fixes
- - Typos
-
Version 1.34.10
- LW Rebalance v1.34.10
- Strategic:
- - The overseer mission has 21 aliens (instead of 27) - Makes it a little easier as it's quite a challenging mission
- - UFO shielding now also prevents destruction of UFOs up to June (from March to May) - Prevents destroyed UFOs from impacting campaigns as much in the early to mid game
- - New color coding for many descriptions and abilities - Thanks to CptnHappyTimePie for this
- Tactical:
- - Reduced the reinforcement rate on covert op exalt missions by around 15% - Makes them slightly easier
- - Corrossion now only removes half of a unit's flat DR (from all of the unit's flat DR) - Makes flat DR now so poor due to acid
- Perks:
- - Overpower further reduced to 5% + 1/10th of the will difference (from 10% + 1/10th of the will difference) - Makes it a little less oppressive for an ability that is 'always on'
- - Mechanic and Master Mechanic now grant their +2 penetration to explosives as well - Buff to engineer grenadier
- - Ready For Anything grants +15 aim (from +20 aim) - Slight nerf
- Equipment:
- - Flamethrower damage to 6 (from 5) - Slight buff
- - Incinerator Modules damage to 6 (from 5) - Slight buff
- - SAW mobility to -2.0 (from -1.3) - Slight nerf
- Aliens:
- - All exalt have 15 less aim and 15 less will - Makes fire fights with exalt more reasonable and psi a little more effective, doesn't reduce the speed at which you kill exalt but it means leaving some alive is not as deadly
- Bug Fixes:
- - Fixed a bug where pscyhokinetic strike was not destroying some cover and was unpredictable: it is now 100% predictable and destroys ALL destructible cover
- - Fixed a bug where you could use One For All on scamper
- - Fixed a bug where pressing "J" to trigger combat readiness would often not carry over to the next turn
- - Typos
-
Version 1.34.09
- LW Rebalance v1.34.09
- Tactical:
- - The AI will use Psychic Storm less often when out of sight - Minimizes spam from a single unit out of sight
- - Spotted and non-spotted aliens heads on the HUD are easier to see - QoL
- Perks:
- - Mayhem grants 50% weapon damage to grenades (from 35%) - Makes it a little more reasonable to take a grenade on a mayhem sniper/gunner and acts as a slight boost to the infantry grenadier
- - Snapshot grants a 15% chance for shots to be a 0 AP action (from 10%) - Slight further buff
- Bug Fixes:
- - Fixed a bug where suppression (without mayhem) would sometimes 'hit' and then cause shredder to apply
- - Clarified some ability descriptions to make them more intuitive
- - Typos
-
Version 1.34.08
- LW Rebalance v1.34.08
- Strategy:
- - Anti Grav systems requires Heavy Floater Autopsy (from heavy Floater Interrogation) - Allows some of the more fun flying equipment to come online earlier
- Perks:
- - Overpower is now Will_Difference/10 (from Will_Difference/5) but also works even if the unit with overpower has not been actived - Makes it even less oppressive, but more consistent and not reliant on activations
- - Steadfast no longer helps resist overpower - Minor tone back on the ability to passively resist
- - Platform Stability now grants its bonus if the soldier has not moved (rather than if the soldier is at 2 AP) - Makes a lot more sense and I can now program in this sort of functionality
- Equipment:
- - Arc Rifle grants +6/+10 dmg vs mechanicals (from +8/+12) - Slight tone back
- - Arc Pistol grants +3/+5 dmg vs mechanicals (from +4/+7) - Slight tone back
- XCOM:
- - Engineer base aim to +15 (from +10) - Makes it a slightly better shooter
- Aliens:
- - Heavy Floater base HP to 22 (from 28) - Makes them easier to drop
- Bug Fixes:
- - Fixed a bug where Impact was not clearing OW with steadied shots when using In The Zone
-
Version 1.34.07
- LW Rebalance v1.34.07
- Behind the Scenes:
- - Further optimized some code to reduce sluggishness and lag while playing (and potential CTD from too much code being executed at once) - QoL
- - Reduced some log spam as per szmind's recommendations - QoL for coders
- Strategic:
- - Global Networking sale prices are 30% higher (from 35%) - Was supposed to be 30%
- Tactical:
- - Spotting now requires the spotter to be to be at 0 AP (from 2 or 0 AP) - Prevents some edge abuse cases, acts as a slight nerf to squadsight
- - Non-Spotted units at squadsight are now indicated by a very transparent alien head - QoL
- - Steadying a weapon only bypasses cover DR if the unit is at 2 AP - Prevents bullseye from being so effective against units in cover while still being just as effective against flying units or other uncovered units
- - Stagger will no longer cancel abilities mid-ability - Prevents bugs, makes it less oppressive
- Perks:
- - Critical System Targeting grants +100 crit against flying targets (from +50 crit) - Helps offset the innate crit resistance flying mechanicals have
- - Snapshot also grants a 10% chance for non-steadied shots to cost 0 AP - Boost to the perk on infantry/shogun
- - Overpower's effect reduced by 5% - Makes it a little less oppressive
- Equipment:
- - Rocket Launchers start with only 1 rocket (from 2) but gain +1 penetration - Buff to the strength of rockets at the cost of their uses (3-5 rockets on an ability you can only use every 3 turns meant 7-13 turns to get them off, and that's if you could spam it -- this was longer than many missions)
- Bug Fixes:
- - Fixed a bug where Light 'Em Up was working on non-standard shots
- - Fixed a bug where spotting aliens in squadsight was not working correctly
- - Fixed a bug where mind merge's defense bonus was not being shown in the F1 panel
-
Version 1.34.06
- LW Rebalance v1.34.06
- Strategic:
- - Meld healing cost reduced to 120 meld (from 200) - Makes it more useful, but still fairly restrictive
- Bug Fixes:
- - Fixed a bug where mecthoid drop-ins would sometimes be missing some perks
- - Fixed a bug where some interactive devices on DLC missions would say it takes 2 turns to deactivate when they don't
- - Fixed a bug where In The Zone was activating with 1 more shot than intended
- - Fixed a bug where the game was processing so much code that it would cause a CTD, especially on large missions (base assualt, exalt, crashed UFO) and especially when loading a save or starting or mission
-
Version 1.34.05
- LW Rebalance v1.34.05
- Strategic:
- - Incursion Strength now ranges from 80 to 130% and # of aliens on missions is no longer affected by alien resources - Makes alien resources specifically a strategic level alteraion and gives more flexibility to the come-back mechanic on incursion strength
- - Battleships are 50% less likely to be used for scouting/hunting/bombing missions (on top of the previous 50% decrease) - Gives the player more agency over the strategic game
- - Abductions now occur in 2 sets of 2 spaced a day apart (upped to 2 sets of 3 at 6 months in) - Allows players to always deal with 2 abductions and only 2 abductions and have more control over which they deal with, prevents feeling 'abduction flooded' in the late game
- - You only have 1.5 hours to complete council and abduction missions (from 2 and 9 hours) - Shorter time but still allows a 1 hour warning for misclicks
- - Panic Increases for failed abductions lowered to 2 in the country and 1 in the continent (from 3 and 3) - Accommodates for increased failed abductions
- - Brazil and Argentina starting cash to 900 and 800 (from 1200 and 1100) - Accommodates for abduction time not mattering anymore
- - New Warfare (Asia coverage bonus) foundry cost reduction to 25% (from 30) - Accommodates for abduction time not mattering anymore
- - Air Superiority (North America coverage bonus) airspace cost reduction to 15% (from 20%) - Accommodates for abduction time not mattering anymore
- - Repairing items requires 40% of their normal build time (from 80%) - Makes it easier to come back after damaging items
- - Decreased the # of exalt on exalt missions slightly - There were a little dense
- Tactical:
- - Shred is now: Damage received is increased by x% where x is 20 + 5 times shred damage taken (from just 5x all shred damage taken) - makes shred more useful both early game and on first application (is this full circle?)
- Perks:
- - Tactical Brilliance now triggers with a will/2% chance (from will% chance); the cap is still 50% chance - Makes will less important on officers, makes command charges less common
- - Danger Zone also increases the damage of explosives by 1 - Buffed
- - Bombard increases throw range by 35% (from 30%) - Slight boost
- - In The Zone can only trigger twice each turn (3 times with Lock N' Load) - Lowers it's strength as a 'set up' perk decreasing its strength on initiations
- - Fragmentation has only a 20% chance for double damage but now also grants +1 penetration to explosives - Change to make the perk more consistent
- XCOM:
- - Infantry base aim to +20 (from +15) - Boost to it's shooting capabilities
- Bug Fixes:
- - Fixed a bug where 0 damage shots would interrupt psychic storm
- - Fixed a bug where Vigilis was giving 8 more will than intended for psi training
- - Fixed a bug where raiders would go on Hunts/Bombing Runs
- - Fixed a bug where a pilot who died could enter the memorial multiple times
- - Fixed a bug where civilians saved on a terror mission would sometimes show as -2
-
Version 1.34.04
- LW Rebalance v1.34.04
- Air Game:
- - Raider HP to 4500 (from 6000) - Created too much dichotomy between anti-armor and pure dps loadouts for raiders/destroyers
- Tactical:
- - Staggered now display a % chance - QoL
- Perks:
- - Light 'Em Up no longer grants +20% crit but instead grants +1 damage for every instance of damage their target took this turn - Buff to shooting on infantry/rocketeer and feels right for the perk, also buff to using sidearms on infantry
- - Psychic Storm can now be interrupted by disorientating the stormer - QoL
- - Danger Zone boosts the radius of explosives by 1 tile (from 30%) - Boost to grenade version of danger zone, slight nerf to rocket version
- - Mayhem grants 70% damage on both sniper and strike rifles (from 60%) - Nerf was not warranted on sniper rifle, further buff to strike rifle snipers
- - Lone wolf minimum range for bonus to 6 tiles (from 7) - Slight buff
- - HEAT Warheads to 4 penetration (from 5) - Slight nerf
- - Disabling Shot has a -60 aim malus, no longer needs to be steadied to activate, and has a 4 turn cooldown (from 3) - Nerfed, makes it less important for dealing with late game enemies, makes it easier to use without the steady requirement
- - Close Encounters reverted to previous version: It grants 30% DR against enemies within 4 tiles (from immunity to reaction fire vs enemies within 4 tiles) - This version more reasonable and the immunity to reaction fire felt more like a niche use
- Officer Perks:
- - Commanding Officer no longer has a will/10% chance to grant a 0 AP action to squadmates but instead has an Activated_Enemies% chance to grant a 0 AP action to squadmates - helps offset bad situations, makes will a little less important on officers
- - Battlefield Aptitude renamed to Natural Leadership grants the squad +4 will per enemy in sight (from +10 will straight up) - Standarization and helps offset bad situations, rename helps standardize the Colonel perks
- - Inspired Tenacity renamed to Cover Tenacity and grants the squad +4% DR per activated enemy when protected by cover (from +20% DR when protected by cover straight up) - helps offset bad situations (note: it stacks multiplicatively: 0.96 ^ Activated_Enemies), rename helps standardize the Captain perks
- - Cover Tactics grants the squad +2 defense per activated enemy when protected by cover (from 10 defense when proteced by cover straight up) - helps offset bad situations
- Equipment:
- - Psi Greande range to 10 (from 12) - It was always 10 due to a bug, just never officially changed
- - Arc Pistol penetration to 4 (from 2) - Buffed
- - Arc Rifle now grants Disabling Shot - Makes the ability more accessible
- XCOM:
- - Modification of Rocketeer tree (see perk tree image)
- Aliens:
- - Sectopods gain 4 damage per alien level upgrade (from 8) - Lowers their damage as late game progresses so they don't hit so hard
- Bug Fixes:
- - Fixed a bug where the death perk "Survivor" was granting way more DR than described
- - Typos
-
Version 1.34.03
- LW Rebalance v1.34.03
- Strategy:
- - Vigilis grants +20 will (from +15) - Further buffed
- - Brazil starting cash to 2400 (from 1800) - Buffed
- - Public Heroes grants +130% abduction rewards (from +100%) - Buffed
- Bug Fixes:
- - Fixed a bug where all aim calculations were completely fubared cause of a hex code mistake I made
- - Fixed a bug where 1 less abduction than intended was being spawned during an alien abduction blitz
- - Fixed a bug where Jungle Scout HP gain was being added to augmentation chances
-
Version 1.34.02
- LW Rebalance v1.34.02
- Strategic:
- - Abductions and Terror missions only decrease in frequency by 5% per month (from 10% per month) - Makes late game not so barren of these mission types
- - Abduction and Terror rewards only increase in value by 5% per month (from 10% per month) - Accommodation for terror/abduction rates
- - Overall country/continent panic increases by 5% each month (from 10%) - Accommodation for terror/abduction rates
- - Reserach missions only increase research gains by 5% per month (from 10% per month) - Accommdation for long time ago change to 5% decreased rate of these missions per month
- - The excavations you start with are a little more static - Helps prevent the feeling that you need to reroll
- - Beam Strengthening costs 360 weapon fragments (from 180) and 12 power sources (from 8) - Makes beam strengthening later to come online and more costly, making gauss weapons and quench guns more appealing
- - Quenchguns costs 130 alloys (from 260) and 18 Muton Corpses (from 36) - Same reason as above, especially helpful for bullet wizards due to the new penetrator perk not granting flat pen
- - New Warfare (Asia coverage bonus) foundry cost reduction increased to 30% (from 25) - Balance due to longer abduction times
- - Air Superiority (North America coverage bonus) airspace cost reduction increased to 20% (from 15%) - Balance due to longer abduction times
- - Born to Fly start bonus increased to 4 aim per kill (from 3) - Buffed
- - Ready For War starts with 200 alloys (from 100) - Buffed
- - Patriae Semper Vigilis renamed to Vigilis and grants 15 will (from 12) - Buffed
- Air Game:
- - Reduced the rate that battleships occur for multiple UFO missions by a further 50% - Helps with late game battleship spam now that it's not needed for panic generation
- Phoenix Coilgun upgrades penetration by 25% (from 50%) - Doesn't supplant EMP as much
- - Laser Cannon / Laser Cannon Upgrade damage to 400/600 (from 300/450) - Significant boost in laser cannon strength, balance vs other weapons
- - Destroyer HP reduced to 1500 (from 2000) - Makes them easier to shoot down when you don't have high penetration weapons
- - Abductor DR increased to 100% (from 75%) - They were a little too easy to shoot down
- - Raider HP increased to 6000 (from 4000) - Makes them a little more challenging to deal with so that more air game priority is placed on them
- Tactical:
- - New Mechanic: Stagger: All reaction shots have an x% chance to deplete the targets remaining AP and cancel some actions, where x is the % of remaining HP the target lost - It's BAAAAcccckkkk! =D Makes all reaction fire stronger, without needing impact.
- - First terror mission has a group of 2 lids and a group of 3 zombies (from 2 groups of 2-3 lids and a group of 3-5 zombies) - makes it a little more reasonable
- - Abduction and (non-first) terror missions have 1 less enemy but once again increase in number of enemies by 1 every 4 months - Makes earlier missions easier, later missions harder
- - All Covert Operatives now gain the perk "Quick Draw" - See below
- - The first mission will only use rookies - Prevents losing someone or having someone injured off the bat from being so punishing
- Perks:
- - New Perk: Quick Draw: Pistol shots at point blank cost 0 AP - Note: this can be used repeatedly on the same turn
- - Hardened now grants immunity to stagger - Accommodation for new stagger mechanic
- - Grit no longer grants +2 armor HP or reduces armor HP wound chances - nerf to the gunner tank and MEC tanks
- - Mayhem no longer grants 50% weapon damage to flush - nerf to the bullet wizard
- - Mayem grants 60% damage to sniper/strike rifles (from 70/50%) - buff to strike rifle sniper, slight nerf to sniper rifle sniper
- - Fortified no longer reduces armor HP wound chances - nerf to MEC tanks
- - Penetrator now bypasses all flat DR (from granting straight up +2 DR) - Makes it more useful against high DR targets where you don't have acid, makes acid less mandatory
- - Danger Zone increases the radius of explosives by 30% (from 20%) - Buffed
- - Ready For Anything grants 0 ammo (from 2) - Nerfed, as the perk is quite strong, and you can just reload anyway to still trigger RfA. Also, simplification of the perk
- - ITZ no longer grants crit on the first shot (from +50%) - Toned back, simplification
- - Impact no longer depletes AP on reaction fire but instead doubles the chance of Stagger occuring - Accommodation for new stagger mechanic
- - Executioner no longer grants +1 damage against targets at or below 50% HP - Nerfed for balance on the trees
- Equipment:
- - Sniper, Arc, and Strike rilfes lose 16 aim per tile within 10 tiles (from 8 aim per tile) - Makes them quite unweildy in close range, encouraging sidearm use
- - Marksman Scope grants +5 aim and crit (from 0) - Buff to accommodate for executioner nerf
- Bugs:
- - Fixed a bug where impact would sometimes not clear OW status on steadied shots
- - Fixed a bug where zombie groups would appear as lids during terror missions
- - Fixed a LW 1.0 bug where the December report would have the wrong year date
- - Fixed a bug where during the alien turn sometimes a lot of code would execute at once causing a CTD, now it skips some of the code during alien turns that is not needed which should remove reduce a lot of (all?) alien turn CTDs
- - Fixed a bug where VIPs still got hit by psychic storm (they aren't supposed to)
- - Typos
-
Version 1.34.01
- LW Rebalance v1.34.01
- Strategic:
- - Bonus resources from continent coverage for deciding alien UFO types is changed from 0/20%/40%/80%/100% for 1/2/3/4/5 continents covered to 0/10/20/30/40% for 1/2/3/4/5 continents covered - Makes the alien air game a lot less punishing, especially when you start to get multiple continents covered (i.e. this should significantly reduce the number of battleships they send and replace them with fighters and destroyers)
- - Meld healing now lower both fatigue AND injury times by 80% - Significant buff and makes it feel more useful and fair
- - Updated the 2nd wave description "Save Scum" to explain that in LWR many abilities always use a random number and will be reset on save/load - Accuracy
- - New Function: You can now 'RETIRE' uninjured soldiers which will dismiss them and share 50% of their xp with all soldiers with a lower rank and lower experience - Gives an option for older soldiers that aren't as needed anymore
- - Wealth of Nations bonus (European continent bonus) lowered to 15% income (from 25%) - Was much too strong and too important to get coverage in Europe, this should open up more options for coverage
- - MEC Augmentation chances now consider campaign length when applying injury maluses - Should have always been this way
- - Added a new 2nd wave option (#28): Elite Aliens: Aliens gain 10 aim, 10 will, and 1 damage - Replaces Hidden Chances, gives players more control over the type of campaign they play
- - Alien Research is now multiplied by 0.75/0.8/0.85/0.9 (from 0.7/0.8/0.9/1.0) - Overall standardization in difficulty, but it was important for campaign pacing. This makes the aliens progress at a more similar rate on different difficulty campaigns. Makes brutal and impossible campaigns slightly easier, and normal campaigns slightly harder.
- - Abductions now start as 3-4 at a time and increase by +1 every 3 months (from 2-3 and +1 only at 3 months and 6 months) - Increases late game panic generation due to weaker hunts
- - Abductions now only give 9 hours to complete (from 12) - This reduces the possible abductions down to 2-4 (from 3-6), increasing panic generation (especially late game) and making the choice of which abductions to do more prevalent from the start
- - Failed Abductions only raise alien bonus research by 2 (from 3) - Accommodates for effect of losing more abductions
- - Instead of starting a campaign with 10 soldiers at SPEC, you now start with 5 soldiers in the barracks at LCPL - Makes sense as the first 5 soldiers would become SPEC from the first mission anyway and gives you a little more experienced soldiers to help give more agency during the early game
- Tactical:
- - Berserk and Enrage will now also trigger off of critically wounded units and stabilized units - Prevents unideal behavior like trying to kill your own guys to get an advantage and feels more reasonable in how the mechanic should work
- - Dashing now reduces the chance to be hit on a reaction shot by 20 aim - Feels reasonable and has been around in LW for a long time. Gives RnG assaults as little more use. Doesn't feel too abusive as it does require a double AP action.
- - Mission Fatigue now decreases by 2% each turn up to a 50% reduction at 25 turns - Makes longer missions much less punishing on fatigue and reduces overall fatigue more to help reduce barracks size
- - Variation in aim and will per difficulty lowered to intervals of 5 (from 10) - Makes the difficulties a little more similar, and makes normal/classic a little more challenging and impossible a little easier.
- Equipment:
- - Laser and Pulse weapons no longer gain +10 crit vs other weapons - Helps put ballistic/gauss on more even footing
- - HMEC3 and UHMEC3 lose 2 and 4 HP respectively - Slight nerf, balance among MEC choices
- Bug Fixes:
- - Psi XP requirements for psi ranks were slightly lower than intended
- - Fixed a display bug where hovering over nodes in DLC missions would say that nodes take 2 turns to deactivate when they actually deactivate immediately
- - Fixed a bug where ghost aliens would be left around the site of crashed UFOs
- - Typos
-
Version 1.34.00
- LW Rebalance v1.34.00
- Fatigue Modifications:
- - Fatgiue now increases on soldiers by 10% for each mission they've gone on (modified by campaign length): so double fatigue at 10 missions, triple at 20, etc - Instead of late game increasing fatigue on all soldiers evenly it targets the most used soldiers to encourage using all soldiers and not stacking the A-Team - This more than accommodates for the above point creating a barracks that is more well roundeded and more resilient to loss but overall smaller
- - Fatigue is no longer increased by 0.5 per month on each mission - Removed due to new mission-based fatigue mechanic
- - Any soldier that was previously fatigued now increases new fatigue by 1% for each day of fatigue they had when they went on the mission (modified by campaign length) - Not a huge effect, but encourages using soldiers that have no fatigue for min/maxing
- - Will modifies fatigue by 0.5% per will (from 1% per will) - Means low will soldiers are less poor soldiers and prevents really high will soldiers from being super human
- - Officers no longer acquire an additional 30% fatigue - This is now accommodated for with the new fatigue system
- - Meld injection reduces injury/fatigue by 80% for 200 meld (from 30% for 30 meld) - The design is supposed to be to have a severely wounded soldier able to be brought back into the game through an expensive cost and not to power level specific soldiers - this modification should push meld healing more in-line with the design goal
- - Every turn spent in a mission reduces fatigue acquired from that mission by 1% (capped at a 50% reduction at 50+ turns) - Reduces fatigue on longer missions
- - Consistent Fatigue sets fatigue per mission to 6 days (from 7) - Accommdation for new fatigue #s
- Strategic:
- - Modified council requests so they won't request corpses or captives that would be unreasonable for the player to acquire within a short time frame - QoL
- - Aircraft pilots are now added to the memorial - QoL
- - Exalt Reminder: Instead of a reminder of approximately when an exalt cell will occur, you will now simply get a warning each time an exalt cell establishes itself - Removes the guessing game which was just not fun, be careful though, the warning is just a little text message in the lower left and could be easy to miss (it will pause the Geoscape though)
- - Elerium now requires a hyperwave beacon to research - Allows it to be more obvious in the research list to help newer (and older) players realize what they need to acquire it
- - Alien Communications no longer requires a hyperwave beacon to research - Accommodates for Elerium tech change as you only get 1
- - Destroyers have 125% DR (from 75%) - Increases their resiliency in the air game
- - Fighters have 600 HP (from 400 HP) - Increases their resiliency in the air game
- - Advanced Conversion starts with 4 UFO Flight Computers (from 8 UFO Power Sources) - The power sources weren't as needed due to minimums now and not getting flight computers could lock you out of MECs for too much of the early game
- - Psi XP required for each psi rank reduced to 200/600/1000/1400/1800/2200 (from 200/600/12000/2000/3000/4200) - accommodates for reduced missions on soldiers being as feasible
- Tactical:
- - Gamespeed readjusted to a scale of 1 to 10 with the default level being 4 - QoL
- - Steady Weapon no longer has a cooldown - The negative of the cooldown outweighted the positive, reverted
- Perks:
- - Executioner grants 30 aim and +1 damage vs targets at or below half health (from 40 aim and +2) - Toned back, makes it less competitive on sniper and jaeger trees
- - Snapshot has a 50% chance to trigger (from 40%) - Accommodates for executioner nerf
- - Ready For Anything no longer grants +2 penetration when the OWer didn't move - Toned back as it's quite strong with reaction fire immunity on OW, +20 aim, +2 ammo, and free OW
- - Close Encounters grants immunity to reaction fire from anyone within 4 tiles but no longer grants additional DR - helps assaults and medic tanks deal with CCS units
- - Impact only deplets AP on OW shots on non-hardened units - Toned back so it's not quite as ubiquitous at cancelling enemy actions (especially against melee units)
- - Psi Inspire no longer prevents fatigue/exhausted - It didn't really anyway since it didn't last more than 1 turn, so this is just a technicality
- - Hit and Run's trigger condition changed to targets that are damaged, disorientated, or suppressed this turn (from targets that are uncovered) - Prevents abuse and encourages multiple unit attacks
- - Hit and Run now grants +50% weapon damage (from +35% weapon damage) against targets that are damaged, disorientated, or suppressed this turn (from targets that are uncovered) - Buff due to more difficult trigger condition
- - Jetboot Module grants +3.3 mobility on activation (from +2) - Was slightly over nerfed, this feels like a reasonable compromise
- - Collateral Damage deals damage in a 5 tile radius (from 6) - Slight nerf
- - Overpower range reduced to 30 tiles (from 45) - Makes it a little easier to move out of range
- Equipment:
- - Psi Frayer will bonus to +15 (from +10) - Slight buff
- - Psi Retaliator will bonus to 0 (from +15) - Nerfed, will wasn't that important for countercharge anyway
- - KSM damage to 16 (from 20) - Was a little too strong early game
- - Thumper grants 8 damage and 4 pen (from just 5 pen) - Buff to the KSM in the mid-late game
- - Plasma grenade range to 10 (from 8), weight to 0 (from -0.6), and damage to 10 (from 12) - Slight boost as a long range option with less weight
- - Respirator Implant defense to +10 (from +5) and cost to 20 credit and 20 meld (from 40 credits and 40 meld) - Buffed
- - Battle Rifle crit to 10 (from 0) - Slight buff
- - Carbine aim to 15 (from 10) - Slight buff
- - Strike Rifle mobility to +0.6 (from 0) - Includes it in the list of mobility boosting weapons, makes it more reasonable to equip on non-damage builds
- - Core Plating costs 550 alloys (from 380) - Nerfed, makes it more difficult to acquire
- - Elerium Turbos grants +4 mobility (from +2.6) - Helps accommodate for low mobility on SHIVs, especially the alloy SHIV
- XCOM:
- - Jaeger aim growth to +30 (from +40) - Slight tone back, as it's aim was a little too high
- - Shogun Fortified swapped with sapper - Gives earlier access to sapper for the grenadier build and prevents comboing grit and fortified on the tank builds, nerf to Shogun tank strength, pushes the hybrid builds more
- - Scout perk tree reworked slightly (swap Shadowstep and Ranger, then swap MSGT with GSGT perks except for precision shot) - Allows earlier access to Ranger and makes covertop choices more balance
- Aliens:
- - Thinmen awareness and tactical mobility moved from level 1 leaders to level 6 leaders - Makes early thinmen easier to kill
- - Thinmen Close Combat Specialist and Impact moved from level 1 leaders to level 9 leaders - Makes early thinmen easier to kill
- - Thinmen level 6 leaders gain 12 HP (from 10) and thinmen level 9 leaders gain 20 HP (from 10) - Makes later thinmen leaders more dangerous
- - Sectopod damage to 16 (from 20) - Tones back their primary damage some (they still scales with higher damage)
- - Cluster Bomb base damage to 16 (from 20) and now deals half damage - Significantly decreases damage making it possible to survive some cluster bombs
- - Ethereal and Uber Ethereal will +20 and +40 - Makes them offensively more potent
- Bug Fixes:
- - Fixed a bug where enemies would proc RfA after moving
- - Fixed a bug where XCOM countercharge was doing 2 more damage than intended and alien countercharge was doing 2 less damage than intended
- - Fixed a bug where the weapon on an aircraft sent for a combat patrol was not correctly modifying the effect of that combat patrol
- - Hopefully fixed a bug where Exalt would sometimes steady their weapons instead of reload (If anyone notices crashes on exalt missions again, this would likely the be cause and I can remove this fix)
- - Fixed a bug where corpse and captive requests would sometimes offer up to 192x as much as intended
- - Fixed a bug where dead units would rarely come back alive
- - Fixed a bug where disabling shot would sometimes not activate maim
- - Fixed a bug where VIPs were not gaining 50% mobility
- - Typos
-
Version 1.33.18
- LW Rebalance v1.33.18
- Strategic:
- - Countries now gain +2 panic per month but -3 panic per defection on impossible, -4 on brutal, -5 on classic, -6 on normal - Makes the set point of # of countries lost per month to be less overall and especially less on easier difficulties
- - Research Focus start bonus now grants +50 elerium - buffed for balance and usefulness
- - Assembly Line start bonus now grants +50 alloys - buffed for balance and usefulness
- Bug Fixes:
- - Updated code the prevents multiple SHIVs from acting so the restriction occurs immediately and prevents 'rush' moving/acting with multiple shivs
- - Fixed a rare CTD when reloading a weapon quickly after performing a move
- - Fixed a CTD when doing base assaults and using laser or pulse weapons
- - Fixed a CTD when killing the uber ethereal
- - Fixed a CTD when fighting exalt and the AI decides multiple Exalt need to reload
-
Version 1.33.17
- LW Rebalance v1.33.17
- Strategic:
- - Stingray missle penetration to 50% (from 75%) - Makes them slightly weaker against fighters/destroyers mid-late game
- - Fatigue on a mission only increases by 0.5 days per month (from 1 day per month) - Reduces mid and especially late game fatigue, reduces the overall required roster size, increases overall xp on soldiers, reduces roster credit requirements
- - At the beginning of each month, countries no longer randomly gain 1-4 panic based on difficulty but instead gain 2 panic for each month passed and lose 2 panic for each country defected - Acts as an overall standardizer to strategic game progression reducing the effect of RNG -- if you have barely any countries defected then your panic will increase more and if you got unlucky and have lots of countries defected, panic might even decrease
- - Damaged Power Sources will yield twice as much elerium - Raise the minimum amount of elerium each campaign gets to help prevent bad RNG from having too much of an impact on the campaign
- Tactical:
- - Steady weapon has a 1 turn cooldown - prevents using every turn on bullseye classes
- - The VIP now has 50% more movement - Makes escorting him out of extraction missions more reasonable
- - Number of XCOM allowed on temple mission is now 9-11 (from 7-9) - Makes it a little easier and makes it feel a little more epic
- - Exalt never come off-guard or unprepared - Was not necessary for their mission, slight difficulty increase on their missions, fixes a drop-in bug
- Perks:
- - Psi Inspire now also grants immunity to overpower, radius to 6 (from 2.5), can only be cast around the caster, and lasts until the beginning of the next turn (from 3 turns) - Makes it easier to counter overpower
- - Bombard increases throw range by 30% (from 20%) - slight buff for balance on the rocketeer tree
- - Hit and Run no longer grants +1 damage but instead grants +35% weapon damage against uncovered targets or when steadied - Boost to progression of HnR builds so that they don't feel as early-game centric
- - Collateral Damage rerequires 2 AP - It's actually quite strong
- - Critical System Targeting to 30% damage and 50 crit - focus on the crit aspect
- - HEAT Warheads no longer clears OW - was minor enough that the extra complication of the perk did not seem waranted, slight nerf for both
- - Impact now only clears OW on steadied shots - Restricts the use but makes it predictable, makes the Scout and Shogun premier OW clearers due to having snapshot, impact, and bullseye
- - Snapshot to 40% chance for a 0 AP action (from 50%) - Was too strong
- - Tenacious Defense to +3 armor HP (from +2) - Buff to Inf/Ass tank
- - Grit to base DR to 10% (from 20%) - Toned back (it now caps near 60% DR, from 70%)
- - Psychic Storm will no longer work on mind controlled units - Felt unfair and triggered at the wrong time
- XCOM:
- - Assault Mayhem replaced with HEAT Warheads - Buff to dealing with units with DR for the later game assault grenadier
- Aliens:
- - Chyrssalids back to 40 defense and gain +1 HP - The defense was more frustrating and further pushed them into explosives required
- - Sectopod Penetrator moved to level 9 leaders only - They did enough damage on their own that the extra damage from penetrator was not needed so regularly
- Bug Fixes:
- - Typos
- - Fixed a bug where psi inspiring would still change AP pip colors
- - Fixed a bug where collteral damage could be used without full ammo
- - Fixed a bug where 0 AP granting abilities would not work with double tap
- - Fixed a bug where mind merge could show as inactive despite not being on cooldown
- - Fixed a bug where aliens would overwatch without seeing any targets
-
Version 1.33.16
- LW Rebalance v1.33.16
- Strategic:
- - UFO shielding now guarantees UFOs will be shot down (instead of destroyed) for the first 3 months of the game (instead of just the first month and 2nd -4th month had a % chance) - Eliminates a portion of early campaign RNG
- - Wolverine Blood 2nd wave option is now available for modification in the dgc.ini: SW_MORE_POWER - Allows some more customization for players
- Tactical:
- - Smoke radius is decreased to a 5x5 tile area with the corner tiles missing (from a 7x7 tile area with 3 tiles from each corner missing) - Reduces the capability to mitigate alien OW
- Equipment:
- - Battle Scanners grant +10 aim to units in vision (from +5) - Makes it a more significant aim boost to make the scanner stronger in its aim-assist role
- Perks:
- - Dense Smoke grants 30% DR (from 25%) - Slight buff to support engineer
- - Will to Survive is only 40% DR (from 50%) - Was slightly too tanky in cover
- - Mind Fray and Psi Panic hit chances are calculated using 66% of will (from 75%) - Slight tone back in the strength of sectoids and psionic XCOM
- - Impact now grants an x% chance to clear enemy OW (from 100%) where x is twice the % of remaining HP the target lost - Makes it far less consistent at removing OW, making enemies not waste their turns when they go into OW
- - HEAT Warheads now grants an x% chance to clear enemy OW (from 100%) where x is twice the % of remaining HP the target lost - Makes it far less consistent at removing OW, making enemies not waste their turns when they go into OW
- - Psi Inspire no longer grants immunity to reaction fire - Removes OW avoiding abilities, makes enemies not waste their turns when they go into OW
- - Psi Inspire now lasts 3 turns (from 1) - Accommodation for reactive fire immunity nerf
- - Extra Conditioning to +1 HP (from +2) - Slight nerf
- - Hit and Run grants +1 damage against uncovered targets or steadied shots - more synergy with bullseye and slight buff to HnR builds as they both felt a little weak
- Equipment:
- - Platform stability now grants +1 damage to mayhem suppression - makes the alloy bipod more useful on bullet wizards
- XCOM:
- - Assault gains Lock N' Load instead of Opportunist at MSGT - Helps with ammo problems and allows unique strategies like RnG to gain full ammo and Dash into CCS range to reload
- Aliens:
- - Sectopod DR to 5 (from 8) - Makes them a little more reasonable to tackle without acid
- - Thinmen gain 10 aim/crit per level (from 6) and all leaders gain Close Combat Specialist - Makes mid to late game thinmen less of a walk over
- - Impact on Thinmen moved from level 6 leaders to level 1 leaders - makes their OW more effective
- - Seeker base HP to 9 (from 6) - Makes them more durable and more difficult to fight at a distance
- - Seekers now take triple damage when strangling (from double) - Makes them much easier to destroy if they strangle
- - Chyrssalid defense to 50 (from 40) and base HP to 5 (from 4) - slight buff
- - Mechtoid HP to 32 (from 28) and all mecthoids gain impact - Buffed
- Bug Fixes:
- - Fixed a bug where exalt would sometimes steady their weapon
- - Typos
-
Version 1.33.15
- LW Rebalance v1.33.15
- Bug Fixes:
- - Fixed a CTD when countercharge would trigger
-
Version 1.33.14
- LW Rebalance v1.33.14
- Aliens:
- - Heavy Floater HP to 26 (from 20), Mechtoid HP to 28 (from 24), Muton HP to 16 (from 14) - Increase in resiliency
- Tactical:
- - Shred is now: Damage received is increased by 5 times all of the shred damage taken (from 6x shots and 10x explosives) - Simplification, was too strong previously, made it too mandatory and melted high HP units too quickly
- Equipment:
- - Javelin rockets no longer reduce scatter by 30% - They felt too mandatory to take on Rocketeers, especially later game, opens up the option for not taking javs
- Bug Fixes:
- - Fixed a long time CTD bug that occured I think because of the UTF formatting of the hex files - Confusing as hell, but I was actually able to remove hundred of lines of old code that are now unnecessary cause I moved some code lines around - tested with 4 different old CTD saves that all work flawlessly now
- - Fixed a bug where the new alien AI would sometimes reload when they weren't out of ammo yet
- - Typos
-
Version 1.33.13
- LW Rebalance v1.33.13
- Strategic:
- - Xenologic Remedies increased to 10x sell cost (from 7x) - Buffed as it was too little cash previously
- - You start the game with 10 specialists now, but only 2 soldiers from your home country - Makes the early game more interesting as you have some SPECs already
- - You start the game with 1-4 SHIVs (based on difficulty) - Makes the starting roster more restricted on harder difficulties
- - Combat Patrols now cost 100 more after each use (from 50 more) but lower by 50 every month (down to the minimum of 100) - Encourages use in the early campaign and use throughout the campiagn of just over approximately 1 patrol every 2 months
- - UFO Research Missions grant aliens twice as much reserach but at half the chance - Accommodation for MLW
- Tactical:
- - Steady weapon now grants full(50) aim at 1 AP (from 35) - Buff to bullseye
- Perks:
- - Ready For Anything aim bonus to +20 (from +15) - Buffed
- - Ready For Anything grants +2 penetration to reaction shots when the unit has not moved - Boost to RfA reaction fire
- - Dense Smoke DR to 25% (from 20%) - Slight boost to support engineer
- - Penetrator grants +2 pen (from +1 pen with +2 vs covered units) - Buffed and simplification, with the boost to CST this didn't need to be as weak
- - Impact now has 100% chance to deplete the AP of a target - Makes OW much more effective against units with multi-action turns
- - Shock and Awe no longer grants +15% chance for fragmentation - Was strong enough without the extra boost
- - Fragmentation boosted to 35% chance (from 25%) - Buff for tree/build balance
- - Rapid Fire grants -50 aim (from -40) - Slight nerf
- - First Aid grants 2 medikits (from 1) - With the nerf to how injuries work it needed a boost
- Equipment:
- - Thumper grants 5 pen (from 10) - Was too mandatory and made the thumper too strong for bypassing DR, it's still really good at 5
- - LMG ammo to 4 (from 5) and mobility to -2.6 (from -2) - Nerfed as danger zone is really good and the bullet wizard is a little too effective, also makes ammo more relevant on LMG users, slight boost to late game walker servos
- - Plasma grenade damage to 12 (from 10) but range to 8 (from 10) - Pushes the grenadier builds more into short range high damage, slight nerf
- - Psi Retaliator Crit Resist to 20 (from 30) - Further toned back
- XCOM:
- - Alloy SHIV base speed to 7.3 (-1.3) (from 7.3 +1.3) - They were too mobile making them too offensively strong. This puts them more into the cover granting tank role instead of the offensive juggernaught role.
- - Hover SHIV base speed to 7.3 (+1.3) (from 7.3 +2) - Slight tone back
- - Rocketeer: Critical System Targeting replaced with Ready For Anything - CST was too weak, especially with not synergizing well with an arc rifle, and RfA plays an interesting additional role on a rocketeer
- Aliens:
- - Ethereal and Uber Ethereal gain 40 will - Makes them offensively more damaging
- - Heavy Floater Leaders and all exalt lose will to survive - Less durable in cover (now only mutons and muton elites have will to survive)
- - Exalt Medics gain Smoke and Mirrors - Helps them stay relevant during battle
- Bug Fixes:
- - Fixed a bug where the camera would sometimes pan around on the alien turn
- - Fixed a bug where Show 'Em The Ropes was not correctly applying to SGTs
- - FIxed a bug where reinforcements could be offguard or unprepared
- - Fixed a bug where units on OW could countercharge and it would mess up there overwatch
- - Fixed a bug where sectoid commanders pods could generate support aliens as sectoid commander as well (I hope - if this isn't true please send me a save)
- - Fixed a bug where tile scanning could occur right after aliens were revealed
- - Fixed a bug where aliens would OW when no XCOM were in sight (I think?)
- - Fixed a bug where Exalt would rarely steady their weapons when out of ammo
- - Fixed a bug where off guard was not working many times when it should
- - Fixed a bug where off guard was not triggering correctly when multiple pods were activated
- - Typos
-
Version 1.33.12
- LW Rebalance v1.33.12
- Strategic:
- - UFO Analyses no longer require weapon fragments - Didn't really make sense and was not needed
- - Elerium and Alloys now sell for a base price of 2 (from 3) but council requests for them are increased by 100% - Makes selling them off less of a reliable source of income
- - Injuries are now 3 days + %hp lost of 30 days (from 1 day + %hp lost of 30 days) - Makes them more significant when smaller
- - Cash and Meld cost of all gene mods reduced by 50% - Massive increase to the viability of gene mods in campaigns
- - Deus Ex starting bonus to 90% reduction (from 75%) - Accommodation for cheaper prices
- - Condensed Plasma grants +1 damage to explosives (from +2) - It was too strong for late game explosives
- - Abduction and Terror mission frequency is dereased by 10% each month (from 5% per month) - Late game is supposed to have less missions and simply due to higher generation it wasn't being reduced enough
- - Phoenix Cannon aim to 35 (from 30) - Boosted for balance
- Tactical:
- - HP above and below average alters throw range by 2% (from 4%) - Tone back on throw range and the importance of HP
- - Covert Operative Extraction missions now have reinforcements spawn automatically MUCH later during the mission (note: triggering a relay still automatically starts a given spawn) - Gives players ample time before triggering each relay
- - Covert Operative Extraction mission reinforcements spawn 50% slower but continue to ramp up - Makes it much harder to get overwhelmed
- - Covert Operative Extraction mission reinforcements continue to spawn up to 30 turns (from 16) - Makes it difficult to ever clear the missions as the reinforcements will get very strong past 20 turns
- - Covert Operative Data Recovery missions start with more exalt - Makes the missions slightly more challenging
- - The frequency of additional mechtoids and cyberdiscs in mechtoid and cyberdiscs pods has been decreased by around 50% - Makes it much less likely to run into full pods of discs or mechtoids
- - Sectopods, Ethereals, and Sectoid Commanders will never spawn as more than 1 in a pod (except for scripted missions) - They are dangerous enough and this makes them feel more like leaders. Doubled or tripled up these enemies often amount to a difficulty spike the is more frustrating than engaging.
- - Scouts have 2-3 less aliens - Makes them a lot easier, more so than mediums
- - Improved the robustness of when aliens have units on overwatch or not - Should make it much less common to see aliens taking OW shots at units that were out of sight originally
- - Certain aliens on alien base assaults will always gain additional leader levels: Sectoid Commander and Chryssalids (+2), Muton Elites and Heavy Floaters (+5), Ethereals and Sectopods (+8) - replaces the old system that was not working where the extra aliens were supposed to gain extra levels but didn't, now all aliens of that type will gain extra levels
- Perks:
- - Shredder is now: 6x shots/stangle, 10x explosives (from 4x for shots/strangle, 8x for mayhem suppression, and 12x explosives) - Buff to shredding shots, slight simplification of the perk
- - Grenadier no longer grants +10% throw range - Tone back on strength and versatility of grenade-focused classes
- - Collateral Damage no longer requires 2 AP to use - Buff to the ability to use it in a good position
- - Disabling Shot now also maims any biologic target but has a 3 turn cooldown (from 1 turn) - Buffed in usefulness, can act as a 2 turn disable, but can't be spammed to avoid abuse
- - Light 'Em Up grants +20 crit (from +30) - Was a little too polarizing towards critting with infantry (as it was just supposed to be a boost)
- - Ready For Anything grants +15 aim on reaction shots if the unit did not move - Buff to the stationary fire role
- - Critical System Targeting grants 40 crit and 40% extra damage - Toned back as it was too strong
- - Mayhem grants +35% damage to grenades (from +50%) - Nerfed
- - Double Tap no longer grants +10 aim - It was a little too strong with the ability to move and fire and when it was moving it firing it didn't get the 10 aim anyway so this focuses its role a little more
- - Shock and Awe no longer maims biologic targets below 50% HP - It was a little odd, it could be too strong in certain aspects, and it was buggy.
- - Shock and Awe increases the trigger rate of fragmentation by 15% - Makes it competitive on it's place on the tree
- - Run and Gun cooldown to 3 turns (from 2) - Slight nerf for tree balance, especially considering grenadier assault got nerfed too
- - Close Encounters no longer grants +1 ammo - Balance on the medic tree, was making CE too strong of a pick
- - Close Combat Specialist has -30 aim (from -40 aim) - Slight buff, accommodates for less ammo from CE, better balance on marauder
- - Overpower now has a base 15% effect (from base 30% effect) and no longer requires line of sight and instead effects everyone within 45 tiles - Prevents feeling like you need to abuse LoS mechanics, overall nerf, but harder to avoid
- - Relentless (Miller's personal perk) reduced to a 25% chance (from 50%) - Was too strong
- - Psychic Storm can now be interuppted with any damage - Makes it much easier to avoid it
- - Jetboot Module grants +2 mobility (from +4) - Makes it more about reaching heights than reaching further, nerf for balance on the trees
- - Lock N' Load again grants +1 ammo - Buff to LnL Jaeger
- Equipment:
- - Electric weapons can no longer crit (arc rifle and arc pistol) - Tone back on their strength, especially in synergy with CST
- - Plasma Battle Rifle bonus grants +5 damage against targets at full HP (from +3 damage) - Buffed as it was too insignificant before
- - Combat Stims lasts 3 turns (from 4) - Their ability to negate overpower and fatigue are quite strong making them a little too useful
- - Psi Retaliator no longer grants triple the activation rate of Countercharge - Was too strong, the will, crit resist and activation not at full HP were strong enough, especially after the countercharge buffs
- - Plasma Grenades no longer gain 3 penetration - Not necessary as they are enough of an upgrade already
- - Grenade Launcher damage to 8 (from 10) - Nerfed as it's quite strong on MECs
- - Marksman Scope no longer grants any aim/crit (from 5 aim / 5 crit) - Slight nerf
- - Rocket Launcher mobility to -0.6 (from -1.3) - Gives the rocketeer a little more mobility back
- XCOM:
- - Engineer: Bullseye and Critical System Targeting swapped - Balance for the tree, holo was too good vs bullseye and CST with its buff is more reasonably competitive, especially with mechanic and master mechanic already encouraging shooting at mechanical targets
- - Engineer: Base mobility to 0 (from 0.6) and aim to +10 (from +5) - shift to more aim from mobility
- - Engineer: Danger Zone, Tandem Warheads, and HEAT Warheads swapped - Slows down early game strength of grenadier engineer, opens up the possibility of hybrid grenadier engineer
- - Rocketeer: Shock and Awe, Ranger, and Fragmentation rotated - Provides more reasonable options at GSGT, makes Ranger more viable
- Aliens:
- - Outsiders start with 14 HP (from 8) - Makes them much tankier as they were quite weak before 20 turns
- - Improved the AI of aliens so that if they end their turn with extra actions they will perform basic tasks (reload, overwatch, etc.)
- - Tried to change the AI so that mind controlling psionic units will not always flee - Not 100% sure if it works
- - Heavy Floater DR to 2 (from 1) and gains 0.8 each upgrade (from 0.5) - Buff to their resiliency in the air, requires more penetration to deal with
- - Outsider leaders no longer get shadowstep and snap shot - Buff to OW against them
- - Muton Elite: Grit moved from all muton elites back to only leaders - Reduced resiliency for the non-leaders
- - Exalt Heavy and Exalt Elite Heavy aim reduced by 10 - Makes them less offensively effective
- Bug Fixes:
- - Fixed a bug where maim was doing full damage against mechanical targets
- - Fixed a bug where units that were critically wounded wound receive significantly less wound time than intended
- - Fixed a bug where some exalt operatives did not have Lock N' Load
- - Fixed a bug where panic changes from terror missions were not being modified by campaign length
- - Fixed some bugs with incorrect triggering of off-guard and unprepared
- - Fixed a bug where overpower would not update correctly after a unit with overpower died
- - Fixed a bug where xp bounties from killing leaders would sometimes grant double
- - Fixed a bug where aliens were losing too many resources from destroyed UFOs
- - Fixed a bug where autopistols were doing 1 more damage than intended on critical hits
- - Fixed a bug where the uber ethereal did not have insentient crush
- - Fixed a bug where the aim malus of overpower was not a % of base aim but was being applied directly
- - Fixed a bug where some suppression reaction shots would not bypass cover DR
- - Fixed a bug where you got resources from UFOs when retreating or losing the mission
- - Fixed a bug where sectopods would seemingly shoot off into the distance at no one
- - Fixed a bug where the hypwerwave relay species list would overflow
- - Fixed a bug where OTS autopromotion was assigning full xp to the rank when it should be rank - 1 xp
- - Typos
-
Version 1.33.11
- LW Rebalance v1.33.11
- Strategy:
- - Gene Lab power to 2 (from 4) - Consistency and makes it slightly easier to bring genes online
- Tactical:
- - There is an extra pod of 2 low level exalt on all exalt missions - Makes the initial situation require more firepower before chaining relays
- Perks:
- - Collateral Damage radius to 6 (from 2.5), weapon damage to 50% (from 100%), and only destroys 25% of most cover - Acts as consistent large area damage with unreliable cover destruction, it also works really well with boosts like impact, AJRs, Penetrator Ammo, or the plasma stellerator
- - Opportunist replaced with Impact on the Marauder - Nerf to OW Marauder as opportunist pushed the RR Marauder to hard vs the other marauders and did not fit with the 'close range' theme of the marauder
- - Bring 'Em On grants an additional +1 damage to all reaction shots - Buff to the perk on OW due to having less enemies on OW than when firing (just due to battle flow)
- Impact has a 50% chance to deplete ap (from 30%) - buffed - Aliens:
- - Exalt Elite Operatives have the following perks moved to leaders only: Shock-Absorbant Armor, Will to Survive, and Tenacious Defense - Made them too difficult to deal with in larger numbers
- - Exalt Elite Operative Leaders and Exalt Operatives Leaders lose shadowstep - Made them too resilient against overwatch builds
- - Exalt Elite Heavies and Exalt Heavies gain Critical System Targeting and lose Penetrator - Focuses them more on anti-mechanical duty
- Bug Fixes:
- - Fixed a bug where IS was dropping by 20 after the aliens took a base (instead of 12) - Thanks Foyboy for the detailed report
- - Fixed a bug where alien research would erroneously fluctate by 10% at the end of each month
- - Fixed a bug where mimic beacons worked with Smoke and Mirrors
- - Typos
- - Misc fixes
-
Version 1.33.10
- LW Rebalance v1.33.10
- Strategy:
- - Geoscape now pauses on fatigue and injury recovery separately
- Tactical:
- - The initial chance for a pod to be off-guard on the 1st/2nd turn is reduced to 0/0% (from 80/40%) - It was a little too frequent and not necessary with the new engaged enemies offguard/unprepared mechanic. After careful though, I believe the additional 'rush/push' that it encourages did not offset the negative of trivializing some pods off the bat.
- - Unprepared now has a 10% chance to occur per each alien more than 5 that is engaged (from 10% of per any engaged alien) - Makes it much less likely to occur with smaller groups
- Equipment:
- - Illuminator Gunsight no longer grants +1 damage (the +15 aim was enough) - Slight nerf to increase competition for the slot later game and make the gunlink still viable
- - Neural Gunlink crit to +15 (from +20) - Slight nerf
- - Alloy Carbide Plating to -0.6 mobility (from 0 mobility) - Makes it harder for LMECs to supplment their weakness as easily
- - Flak ammo aim to 0 (from -5), Breaching Ammo aim to 0 (from -10), Shredder ammo and AP ammo weight to 0 (from -0.6) - Boost to special ammos
- - Alloy cost of various gauss weapons decreased slightly - makes it more reasonable to delve into gauss tech
- Perks:
- - Tactical Mobility no longer grants extra defense against reaction shots - Makes OW a little more effective against units with tactical mobility, slight overall buff to OW
- - Collateral damage to 2.5 tile radius (from 3 tile) - slight further nerf, in accordance with sapper nerf. Also, 5 tile 100% hit 100% weapon damage is still very strong.
- Bug Fixes:
- - Compact Plasma Weapons no longer requires alien weapons to produce
- - Fixed a bug where aliens were being unprepared more often than intended
- - Fixed a bug where soldiers were not autopromoting from the XTP
- - Typos
-
Version 1.33.09
- LW Rebalance v1.33.09
- Strategic:
- - Injury and Fatigue are now separate: when a soldier recovers from injury his fatigue timer starts - Nice QoL, feels more fair
- - Soldiers with over 30 days of fatigue have all extra fatigue converted into injury time (instead of just receiving an injury for being deployed with >30 days of fatigue) - Makes more sense
- - Meld healing reduces the fatigue or injury time (not both) by 30% (from 20%) and only costs 30 meld (from 40) - Accommodation for separate times, slight buff overall
- - UFO analyses now require significant amounts of weapon fragments to complete - Gives an outlet to fragments and also makes them more of an optional research
- - All autopsies require 1 corpse (from 8) - while indeed this is slightly unfair for campaign lengths, it is NOT a fun mechanic to require RNG to have such a drastic restriction on campaigns. Plus, at such a low value the difference in campaigns will be more negligible. Yes, this means you can technically bag your sectoid commander interrogation early on the ABA, but that doesn't even seem like that's bad or abusive gameplay.
- - The cost to repair damaged items is 10% (from 50%) - Makes it much easier to recover from getting items damaged
- Perks:
- - Combat Drugs heals units for 45% of damage taken (from 35%) - Significant buff to its unique strength
- - Dense Smoke reduces normal and psionic hit chance by 60% (from 50%) and grants all units in the smoke 20% DR - Significant buff to its unique strength
- - Run and Gun no longer grants immunity to reactive fire but cooldown to 2 turns (from 3) - Nerf to the strength of the RnG assault
- - Sapper no longer grants +1 damage and +1 penetration - It's cover clearing aspect was competitive enough
- - Jetboot Module cooldown to 2 turns (from 4) - Makes it a lot more available
- Aliens:
- - Cyberdiscs no longer have Impact and mobility reduced to 9.3 (from 10.6) - Reduces their offensive potential as it was too strong in groups, makes tanking the shots more viable
- - Mechtoids no longer have Ready For Anything or Impact - Reduces their shots per turn and damage as it was too strong in groups, makes tanking the shots more viable
- - Sectoid Commanders no longer have Shadowstep and Overpower is restricted to Sectoid Commander Leaders - Makes overwatch more effective against them, makes them not so oppressive
- Bug Fixes:
- - Fixed a bug where RTS would still activate when the unit was in OfA (it should not)
- - Fixed a bug where unprepared was triggering too often
- - Fixed a bug where units would miraculously revive after missions
- - Typos
- - Fixed a bug where some unique perks were not being granted correctly
- - Fixed a bug where destroying airborne UFOs did not properly increase alloy rewards for alien metallurgy and the research technology of the specific UFO
- - Fixed a bug where beam strengthening wasn't working unless you had specific items equipped
-
Version 1.33.08
- LW Rebalance v1.33.08
- Tactical:
- - All injury times cut in half - Decreases how punishing injuries feel and how controlling fatigue felt
- - Armor HP injuries: Anytime you take any damage you take a chance of injury equal to double the percent of current HP lost - Increases frequency of injuries, makes taking any damage more consequential
- - Enrage has a 5% chance per ally dead per enemy in sight (from 3%) - Makes it 66% more likely to trigger, helps in dire circumstances
- Perks:
- - First aid and Savior no longer reduces base HP Injuries but instead reduces the chance of an armor HP injury by granting 50% chance (stacking) to prevent armor HP injuries - Works on new armor HP injures
- - Will to survive reduces the chance of an armor HP injury by 50% - helps tanks deal with damage
- - Grit reduces the chance of an armor HP injury by 50% - helps tanks deal with damage
- - Fortified reduces the chance of an armor HP injury by 50% - helps tanks deal with damage
- Bug Fixes:
- - Rewrote some portions of code that were leading to the AI 'fluttering' - I think this should solve a LOT of crashes and weird AI behavior, or it might do nothing =P
- - Fixed a bug where selecting the covert-op for a mission would cause a CTD
- - Fixed a bug where reinforcements would popup an 'off-guard' message even though they weren't off-guard
- - Fixed a bug where multi-action perks would not work with rapid fire
- - Fixed a bug where the number of activated aliens was incorrect leading to AI oddities
-
Version 1.33.07
- LW Rebalance v1.33.07
- Bug Fixes:
- - Fixed a bug where the AI was causing multiple CTDs
-
Version 1.33.06
- LW Rebalance v1.33.06
- Strategy:
- - Extra aliens on the alien base assault are no longer cumulative, but distinctive with additional leader levels for the 1st try, 2nd try, 3rd try, and 4th plus try, all pods now have a leader, and alien base assaults will behave like terror and temple ships where +1 leader levels (up to lvl 9) have a 50% chance of occuring - Stops a bug that was overflowing XCOM resources due to too many enemies on the alien base assault
- - Alien Metallurgy, ALien Nucleonics, and Improved Salvage grant 15% more resources (from 20%) - Goal is to make them optional, there were pretty much still mandatory at 20%
- - Gentle Aliens is -10 aim, -10 will, and -1 damage (instead of that as well as -1 DR and -25HP) - Makes it more of an 'inbetween' difficulty
- - IS now has a lower cap of 80 (from 70) - It made recovery a little too easy
- Tactical:
- - Increased the liklihood additional mecthoids and cyberdiscs will appear in pods - They were too rare before, this should help with corpse requirements
- - Medics and Engineers can also be Covert Operatives - Opens up selection
- - The entire squad now receives +10 bonus xp for a leader kill and +40 bonus xp for a level 9 leader kill - Makes killing them feel more rewarding
- - All covert op missions contain 2 more normal exalt - Makes them slightly more dense before reinforcements arrive
- Perks:
- - Ready For Anything now grants +2 ammo (from +1) - Makes it more distinct
- - Countercharge base damage to 3 (from 2) - Boost to early game strength (on sectoids too)
- - Psychic Storm requires 2 AP - so suppression prevents it, felt unfair when suppressed targets used Psychic Storm
- - Inspired Tenacity grants 20% DR in cover (from 15%) - Slight boost (also it was previously bugged and providing 25% DR)
- - Grit further changed to grant 2 HP (from 3) and 0 DR (from 1) but 20 + half of the HP lost in % DR (from 10 + half) - Boost to the ability of units with grit to take big shots
- - Mechanic grants +2 pen to shots against mechanical units (from +1) - Boost to strength of early game shooter engineer
- - Collateral Damage radius to 3 (from 4) - Slight tone back
- - Vital Point Targeting to 30% dmg (from 20%) - It was just too weak at 20% to be competitive (despite the 50% at point blank bonus)
- Equipment:
- - The extrasensory vest grants tracker as well - Acts as an upgrade to the proximity sensor
- XCOM:
- - Medic: Lock N' Load replaced with Bring 'Em On and then swapped with Sharpshooter - Grants more damage to the OW build, also LnL wasn't as necessary with +2 ammo on RfA
- - Goliath: Rework of tree - see perk tree image
- Aliens:
- - Level 9 Sectopod Leaders gain Grit - Increase to their resiliency
- - Level 9 Muton Elite Leaders, Heavy Floaters Leaders, and Thinmen Leaders gain Advanced Perception - Increase to their resiliency
- - Exalt Operatives and Exalt Elite Operatives gain Lock N' Load - Make them more resilient against relays
- - Sectoid Commanders gain Close Combat Specialist - One of the problems with sectoid commanders is that their AI would derp pretty hard when surrounded, this makes it much harder to capitalize on this
- - Sectoid Commanders gain Overpower - Boost to strength of sectoid commanders
- Bug Fixes:
- - Fixed a LW 1.0 bug where the # of engaged aliens was incorrectly set during the loading of saved games
- - Fixed a bug where Psychic Storm would hit civilians
- - Fixed a bug where you needed multiple hyperwave relays for research when you should only ever need 1
- - Fixed some AI so that psionic users will be a little smarter with their AI use (a LITTLE smarter, don't expect them never to derp)
- - Fixed the aformentioned inspired tenacity bug
- - Fixed a bug where RTS shots were not firing because the aim threshold was not considering the +50 aim from RTS
- - Fixed a bug where you could trigger off-guard when there were no engaged alien units after turn 3
- - Fixed a bug where bonus elerium from UFOs that were researched was being reduced to 1
- - Fixed a bug where if you were over the max number of soldiers in the barracks, the free monthly soldiers would cause a CTD
-
Version 1.33.05
- LW Rebalance v1.33.05
- Strategic:
- - Damaged UFO Power Cylinders now provide: 1-2 intact UFO Power Sources and 10% of elerium of a normal UFO Power Cylinders - Helps give minimal amounts if RNG is bad
- Tactical:
- - Reduced the chance for pods to go off-guard to 10% per engaged alien (from 20% per engaged alien) - It was a little too common
- Bug Fixes:
- - Fixed a typo on Light 'Em Up
- - Fixed a bug where the AI would derp TOO often when unprepared
- - Fixed a LW 1.0 bug where stunned enemies were not removed from the 'engaged' list for aliens
- - Fixed a bug where UFO Power Sources were not being modified correctly on different campaign lengths
- - Typos
-
Version 1.33.04
- LW Rebalance v1.33.04
- Strategic:
- - Progeny DLC missions II and III should start approximately 3.5 months earlier - Makes their recruited soldiers a lot more reasonable
- - Losing a satellite has twice the effect on panic - Makes it more reasonable to defend them
- - Satellites now cost 550 credits (from 300) - Makes it more reasonable to protect them instead of just letting them fall and replacing them, slows down expansion
- - Alien resources now only increases alien numbers by 1/2 if it's at or above 50/80% (from 1/2/3 above 40/60/80) - Decreases alien numbers slightly, accommodates for IS buff in alien numbers
- - Jai Jawan starts with 12 additional power sources (from 8) - Buff due to more frequent acquisition
- - Advanced conversion starts the player with 8 UFO Power sources - Buff to help players make early MECs
- Incursion Strength:
- - Incursion Strength now ONLY affects alien counts (as opposed to the plethora of things it used to) and is capped between 70 and 110%
- - Incursion Strength is only decreased by: 4% for a significant death (modified by campaign length) and 12% for a country lost
- - Incursion Strength is only increased by: 1% for successful mission (modified by campaign length) and it gets set to max after a successful base assault
- - Reasoning: Incursion Strength is now mostly ideal to have as low as possible. It acts as a bandaid when you're doing bad and makes things slightly more challenging when you're doing well. Overall it has gone from a massive factor of every campaign to a smaller alien stat: similar to alien resources and aggression. It failed to meet its original goals but its current goal of just helping players who just did poorly it should be effective for.
- Tactical:
- - Extra pods that activate when you are already engaged with other pods will have a 20% chance per unit currently engaged to activate off-guard - One of the highest difficulty spikes in LWR is when you activate too many pods at once. This makes it so a consecutive pod that activates will take a little longer to engage you and soften the difficulty spike of multiple activations.
- - New Mechanic 'Unprepared': Extra pods that activate when you are already engaged with other pods will have a 10% chance per unit currently engaged to be unprepared and out of ammo - One of the highest difficulty spikes in LWR is when you activate too many pods at once. This makes it so a consecutive pod that activates will take a little longer to engage you and soften the difficulty spike of multiple activations.
- - The chance to gain bonus attributes after each mission is decreased by half - reduction in the number of super soldiers by end game and the viability of newer recruits
- - New specialized bonus perks will be granted to soldiers that survive battles in which multiple soldiers of rank have perished - Makes losing soldiers a little less bitter and a little more bitter sweet
- Perks:
- - Psychic Storm now triggers at the end of XCOMs turn (from the beginning of XCOM's turn) - Allows XCOM a chance to kill the psychic causing the storm and prevents cancellation of steadied weapons on the turn before
- - Psychic Storm will on longer hit VIPs - QoL
- - Psychic Storm range is now limited to 30 tiles - prevents aliens triggered far away from hurting you and allows you to retreat to avoid the damage
- - Light' Em Up no longer grants +1 damage to non-reaction shots but instead grants +30 crit to all shots - Buff to reaction fire on the infantry and standard fire crit effectiveness in general (Goliath, Rocketeer, Infantry)
- - Will to Survive grants +0.6 mobility - buff to biotanks
- - Iron Skin now grants 2 DR (from 1) - Buffed
- - Advanced Perception grants a 20% chance for a graze (from 10%) - Buffed
- - Countercharge now deals 2 + Psi Rank damage (from 2 + Psi Rank/2) - Significantly more damage, especially as psi users get higher ranked (Note: for enemies, sectoids count as psi rank 0, sectoid leaders as psi rank 2, and sectoid commanders as psi rank 4). Max XCOM damage would be (2 + 6[volunteer]) * 1.5[psi mastery] = 12 damage
- - Danger Zone effects enemies in a 2.5 tile radius around the primary target (from 1 tiles adjacent/diagonally) - Buff to bullet wizards
- - Distortion grants +70 crit resistance (from +50) - Gives ethreals (who are always exposed) 20 crit resistance to further help make crit based builds not the primary method of removing them
- - Collateral Damage area of effect further increased to 4 tiles radius (from 3) - Makes it much easier to hit air targets with, overall significant boost
- - Snapshot grants a 50% chance for strike rifle to have a free action (from 55) - slight nerf
- XCOM:
- - Impact and Snapshot swapped on Infantry - Give earlier access to penetration
- Aliens:
- - Sectoid base HP to 4 (from 5) and will to 55 (from 65) but they gain 14 will every 2 alien levels (from 10 will) - Makes them and early game a little easier and also fits their frail nature
- Equipment:
- - Plasma Stellerator no longer grants +50% base damage vs units with distortion - It made it too necessary of an item (both strategically to acquire and produce and tactically to equip) and also sectoids and ethereals a little too easy to drop. Opens up options for other items.
- - SAW aim malus to 0 (from -5) - Further buff to the shooter gunner
- - LMG damage to 200% (from 175%) - Makes it more distinct from the SAW and a reasonable alternative for higher aim gunners to accommodate it's aim malus, slight buff to bullet wizard
- Bug Fixes:
- - Fixed a bug where planes did not repair correctly on Mini Long War
- - Typos
-
Version 1.33.03
- LW Rebalance v1.33.03
- Bug Fixes:
- - Fixed a bug where psychic storm would occur as a free action to aliens
- - Fixed a bug where XCOM wouldn't properly resist psychic storm
- - FIxed a bug where psychic storm would sometimes still kill bleeding out units
-
Version 1.33.02
- LW Rebalance v1.33.02
- QoL:
- - Added Salt and Salty to potential mission names - Improves realism
- Strategic:
- - Minimum will of all soldiers is now 20 (it was too punishing to have will less than this) - This effect just boosts the minimum, so it will not affect the # of high will soldiers, the actual calculation is just providing +15 will to anyone with less than 20 will, you can fix ongoing games buy using the console and typing [`giveperk stat will 15] on any soldier with less than 20 will
- Tactical:
- - Psychic Storm will no longer target bleeding out units and each soldier has a will/storm_level chance to resist the effect - makes it not feel so unfair and makes the alien trophy useful against it
- Bug Fixes:
- - Typos
- - Fixed a bug where psychic storm was not triggering reaction shots
- - Fixed a bug where aliens that launched were going on OW too often on lower difficulties
- - Fixed a bug where Psychic Storm would sometime increase in level (and thus damage) if a psychic was buffed in will AFTER using psychic storm
- - Fixed a bug where first aid would let severely fatigued soldiers not get injured
- - Fixed a bug where bonus stats listed characters with their first name twice
-
Version 1.33.01
- LW Rebalance v1.33.01
- QoL:
- - Hover SHIV volume reduced again from 20% volume to 10% volume - QoL, relative volume buff to other sounds
- Strategy:
- - Militarization only grants double bilets from the Captain and Colonel OTS upgrades - Was still too strong with so many officers due to how restricted officers are now, relative buff to cadre
- - Arc Pistol is unlocked with Alien Computers (instead of Beam Lasers) - Was supposed to be this way but I forgot, relative buff to alien computers
- Tactical:
- - Bringing a soldier with over 30 days of fatigue (modified by campaign length) will automatically result in an injury - Prevents accumulating ridiculous levels of fatigue, relative buff to fatigueless campaigns
- - Blaster Launcher range to 14 (from 16) - Slight nerf, relative buff to AP grenades
- - Collateral Damage radius increased to 3 (from 2) - Significant buff to area of the effect, relative buff to perks that synergize with collateral damage
- Bug Fixes:
- - Fixed a bug where units would get OW against units that they should not have OW against (I think?), relative buff to OW
- - Name of the campaign length options set to the proper names, relative buff to naming schemes
- - Typos, relative buff to grammar nazis
- - Fixed a bug where the game would sometimes crash after firing a shot, relative buff to ironman campaigns
-
Version 1.33.00
- LW Rebalance v1.33.00
- New Feature of Aliens: Incursion Strength
- How to modify:
- - Starts at 100%
- - Increases by 1% after XCOM successfully completes any non-UFO mission
- - Decreases by 1% for any soldier that dies with a rank greater than either the number of months passed or 5 (SGT)
- - Decreases by 5% for an exalt/abduction loss
- - Decreases by 15% for a council/DLC loss
- - Decreases by 20% for terror site/defense mission/alien base assault loss
- Effects (each of the following are modified directly by the Incursion Strength %):
- - Modifies the # of aliens on all non-scripted missions
- - Modifies the xp gain of all XCOM soldiers
- - Modifies the rate of xcom research and xcom engineer production
- - Modifies the amount of Alloy, Elerium, Weapon Fragments, and most alien artifacts recovered after each mission
- - Modifies quick mission bonuses, council missions rewards, terror missions credits, council requests offers
- Extra info:
- - A loss applies to any mission where the skyranger landed and the mission was not a success
- - UFO mission losses do not decrease Incursion Strength
- - Incursion Strength is capped between a minimum of 50% and a maximum of 200% and the minimum increases by 5% per month
- - Incursion Strength at or above 120 will be donated with an additional + sign on landed UFO, terror, and abduction missions
- Strategic:
- - New Campaign Length SW options: Mini War: 1/4 the campaign length of Regular Long War - So the 4 campaign lengths are now: MLW(Mini Long War: 1/4), NSLW(Not So Long War: 1/2), RLW(Regular Long War: 1), VLW(Long Long War: 2) - I realized that almost NO ONE played VLW let along VVLW and so many people played NSLW that having an even shorter campaign length would probably be ideal for many players. It took a lot of rework of programming functions to make MLW work.
- - The estimated alien #s on UFOs will now be more accurate - QoL
- - Mutliple foundry projects will now appear in the foundry list and in an unlock list after research is complete even if you dont' have the prerequisite items - QoL: makes it a lot easier to figure out what you need for projects without going to the wiki
- - Aliens gain 3 research per failed abductions (from 5) (still modified by campaign length) - Makes skipping/losing an abduction less punishing
- - XTP I/II/III to 5/10/20 xp per day (from 3/5/10) - Significant boost to the lower ranked soldiers in a campaign
- - Fusion Weapons requires Standard Plasma Weapons (from Heavy Plasma Weapons) - Makes it a little more reasonble to acquire during a campaign
- - Meld injections (soldier recovery) significantly nerfed: They remove 20% of the fatigue/injury (from 80%) and cost 40 meld (from 40 meld + 0.5 meld per day fatigued/injured) - Discourages use except for severely fatigued/injured soldiers
- - Retraining causes 10 +3 days per rank (from 10 +5 days perk rank) - Makes it slightly easier and more reasonable to swap perks as you progress through a campaign
- - Only Infantry and Scouts can be covert operatives - They are the most enjoyable this way, removes RnG from being too strong on the covert op
- - All Autopistols renamed with Autopistol in their name - Consistency
- - Laser Heater removed as a weapon
- - Abduction rewards are calculated by a 20% chance for 1-3 reward units (from a 40% chance for 1 reward unit) - Accommodates new MLW game mode
- - OTS project required missions spread out a little more: XTP 1-3 (20, 70, 110), Officer 1-5 (10, 30, 50, 90, 110) (from 20, 60, 100 and 10, 30, 50, 70, 90) - Slight increase to later game requirements
- - Gangplank (especially) and Furies DLC missions provide significantly less alloys and elerium - Helps balance these missions from granting too much reward (vs those who play without the DLC) as it was borderline ridiculous how much they gave
- - Scout-Sniper supraclass renamed to Marksman supraclass - Just a little more reasonable of a name
- - Alien Grenades Foundry project no longer requires alien grenades - It was frustrating to try to figure out if the muton you were capturing had it, if you already had it, and to even know how to get it
- - Plasma Weapon research projects no longer requires alien weapons - Same reason as above, and you basically always already had the items when you got there
- - Each civilians saved on a terror mission rewards 10 credits (from 20) - Makes the mission a lot more on par with other missions for cash influx
- - Researching a UFO now increases the fire rate against that UFO by 30% (from increasing damage by 30%) - Prevents extra mid-air destructions
- - Corpse and Captive council requests will now offer more for fullfillment - They were a little too low
- Resources:
- - Soldiers cost 80 (from 90) - Makes it slightly easier to fill out the barracks
- - You now acquire 4-6 UFO power sources from each intact UFO Power Cylinder (from 1-3) - Triple the amount of power sources for building and researching
- - Bomb Disposal council missions now award 3x the cash (from 1x) while still awarding a significant decrease in panic - Makes them more ideal missions to get
- - Assault council missions now award 3x the cash (from 2x) - Makes them more ideal missions to get
- - Alloys and Elerium from UFOs increased by ~25% - slight boost to help with resources in the mid game
- - All Autopsies require 8 corpses - Balances out the campaign lengths (as it was previously unfair)
- - Plasma weapon research requries 4 of each alien weapon (from 1) - Consistency over campaign lengths
- - Alien Grenade Foundry project requires 4 alien grenades (from 1) - Consistency over campaign lengths
- - Beam Lasers, Advanced Beam Lasers, and Advanced Pulse Lasers requires 10, 50, and 80 elerium (from 0, 0, and 30) - Makes elerium more useful early game
- - Tactical Rigging requires 80 elerium (from 30) - Makes elerium more useful early game
- - Psi Warfare systems requires 60 elerium (from 20) - makes elerium more useful early game
- - Xenopsionics requires 8 UFO Power Sources and 50 elerium (from 5 meld) - Makes power sources and elerium more useful and coveted early game, slows down psionic progress
- - Salvage rewards start off a little higher and do not progress as steeply - Gives the player more access to alloys and elerium exchanges to help bad RNG campaigns renormalize resources
- Air Game:
- - Stingray aim to 35 (from 30) - Slight boost to their usefulness
- - Dodge boosters require 4 cyberdisc wrecks (from 2) - Consistency on campaign lengths
- - Firestorms require 8 UFO Power Sources (from 4) - Accomodation for increased acquired
- Foundry:
- - Alien Metallurgy, Alien Nucleonics, and Improved Salvage now grants 20% additional resources of their respective resources (from 50%) - Significant nerf to the projects, makes them feel less mandatory and more of a choice
- Country Bonuses:
- - Resourceful now grants both Alien Metallurgy and Alien Nucleonics - Buff due to decrease in strength of foundry projects
- - Militarization only reduces soldier cost/arrival time by 30% (from 60%) - The officer bonus is really strong
- - Special Officer school grants +60% more xp (from double) - nerf to accommodate stronger XTPs
- Tactical:
- - Suppression no longer clears a steadied weapon - Finally got the code working
- - Terror missions only have monster pods + 7 enemies (from monster pods + 10 enemies) - Makes them easier, as in some ways, they are even worse than missions you can retreat from (due to the country loss on losing)
- - Removed the Sectopod + multiple cyberdisc pod from spawning - Was a little too dangerous to tackle and never really felt fair
- - Camaraderie stat improvements will now be displayed post-mission
- Perks:
- - Camaraderie is a 20% chance to gain 5 aim and 10 will (from 40% chance to gain 1 aim and 2 will) - Buffed, accommodates MLW games
- - Mechanic grants 2 charges of repair (instead of 1) - Buff to the engineer and the early game SHIV
- - Close Encounters now also grants +1 ammo - Grants more ammo for close engaging in close quarters combat
- - Awareness reworked: Provides +20 defense and steadied weapons do not become unsteadied after taking damage (from 10-30 defense and boosting combat readiness) - Makes it much better on the Jaeger and not so abusive on the extrasensory vest RfA classes
- - Will to survive grants 50% DR in cover (from 40%) - Significant boost to the strength of biotanks
- - Psychokinetic strike to 4 turn cd (from 5 turn) - Slight buff
- - Critical System Targeting grants 50% more damage and 50 crit against mechanical units (from 40% and 40) - Buffed for balance on the trees and to make MEC tanky a little more difficult
- - Psychic Storm is now active anytime and the AI wishes to use it (Note: range is unlimited and max 1 storm per turn) - Increases the strength of psionic units
- - Psi Mastery allows psi abilities to avoid reaction fire but no longer grants a damage boost to mind fray - The avoiding reaction fire allows nice combinations like psi inspire while under overwatch, while providing another counter to OW builds. The mind fray already received the 1 AP boost and there was no need for Psi Mastery to double boost it.
- - Mind merge grants the target 25 defense and +25% mobility in addition to it's other assortment of benefits - Buff to mind merge, makes the target harder to kill when it's in a dangerous situation (e.g. it got holod or mindfrayed)
- - Distortion now grants 50 crit resistance - Makes sectoid commanders and ethereal more resilient against crit damage units
- - Telekinetic Field defense bonus to 30 (from 50) and reduces the damage of explosives to 1/5th (from 1/10th) but cooldown to 4 turns (from 6 turns) - Nerfed, but more readily useable. Reason was to stop waiting for the ability which was bad gameplay and also to balance that level on the psi tree.
- - Run and Gun now has a 3 turn cd (from 2 turn) - Was a little too strong for balance on the tree, toned back a little
- - Mind Control grants a 5% chance per damage taken to break (from 20%) - Makes it harder to break mind control
- - Commanding Officer no longer gives officers +30% xp - Was not necessary, officers are stacked anyway so they end up with ample xp as it
- - Jetboot Module grants +4 mobility (from +5.3) - Toned back as it's quite strong
- - Grit grants +1 DR (from 0) and +3 HP (from +4) - Slight boost to strength of the perk for mitigating damage
- - Ready For Anything no longer grants +20 crit resistance and will not activate if the unit moved, but instead grants +1 ammo- It's strong enough without the crit. Encourages multi-shot perk instead of assault point blank attack perk.
- - Fortified no longer grants +1 DR - Slight nerf
- - Disabling Shot has a 1 turn cooldown (from 2) - Slight buff
- Equipment:
- - SAW aim to -5 (from -10) - Boost to shooter and OW gunner
- - Battle Rifles and Carbines crit to 0 (from 10) - Slight nerfs
- - If the Stun Rifle fails to stun a target below 50% health, it will maim them instead. The stun rifle also gains an extra charge - Makes captures easier
- - Arc Rifle does 1 damage (from 4) but has 4 pen (from 0) - Buff to the strength of the arc rifle against mechanical units, and makes it more specialized - Encouarges uses of sidearms with the arc rifle as it didn't feel as good using it for normal damage purposes and the poor use against bio encourages diversification on the soldier (e..g equipping nades, or using sidearm)
- - New Electric Weapon: Arc Pistol: Dmg: 1 (+4 vs mech / +7 vs mech upg), Pen: 2, Crit: 0, Aim: 0, Ammo: 2 (+1 upg), Mob: -0.6, Range: 18, {Maim}, Aim penalty beyond 10 tiles, Equippable by all biosoldiers - Gives soldiers a sidearm option to help deal with mechanical units
- - Javelin rockets again reduce scatter by 30% - Makes them more viable
- - Chitin plating provides 60% DR vs melee attacks (from 40%) - Important as melee units will often crit bio units so they need more DR
- - KSM damage to 20 (from 24) - Nerf, primarily towards the Marauder
- - MEC1s and MEC2s each require 4 UFO power sources to build, MEC3s each require a fusion core - Makes the resources more useful, accommodates for different campaign lengths
- - Plasma weapons require 4 UFO power sources to build (from 1) - Accommodates for different campaign lengths
- - Rocket Launcher and Recoilless Rifle range to 18 (from 20) - Prevents squadsight rocketing
- - Cognitive Enhancer increases xp by 50% - At 100% it was borderline broken
- - Rocket Launchers have -1.3 mobility (from -0.6) - Slight nerf to rocketeers
- - Psi Retaliator now grants +30 crit resistance (from +20) and allows Countercharge to work regardless of unit HP - Buff to it's use on tanks
- - Walker Servos now set the mobility to 8.8 and ignore all mobility altering effects (e.g. enrage, red fog, acid, etc.) - Makes it a lot more useful
- XCOM:
- - Infantry, Engineer, Assault, and Shogun all gain +0.6 base mobility - Slight buff to those classes
- - Marauder Impact replaced with Opportunist - Gives more interesting choices with both the Rapid Reaction and Close Combat Specialist builds
- - XP required for soldier ranks increased for GSGT/MSGT to 6000/9000 (from 5100/7000) - Spreads out the late game ranks more due to the signficant increase in XP soldiers get late game
- Aliens:
- - Ethereal defense to 50 (from 40) - Relative boost to non-aim attacks (e.g. KSM / Explosives) against ethereals
- - Sectoid Commander/Ethereal HP to 16/26 (from 20/32) - Accommodates for their increase in crit resistance and defense and OW avoidance
- - Muton base HP to 14 (from 12) - Slight increase in durability
- - Level 5 Outsider leaders gain grit - Boost to the resiliency of higher level outsider leaders
- Bug Fixes:
- - Typos
- - Maybe fixed a bug that caused some exalt missions to soft lock
- - Fixed a bug where some missions would not end until you actually evacuated your squad
- - Fixed a bug where rapid fire wouldn't properly trigger free action abilities
- - Fixed a bug where smoke wouldn't grant reaction fire immunity after moving through it more than a tile if the aim within the smoke was less than 30 and wouldn't trigger a reaction shot
- - Fixed a bug where the expected crit damage display was not properly taking into consideration some damage modifiers on the target
- - Fixed a bug where a hit chance would be displayed when stabilizing a soldier
- - Fixed a bug where the leaders on the exalt base assault were not high level like they should be
- - Fixed a bug where stat promotions would show the characters first name twice if it was a soldier without a nick name
- - Fixed a bug where some techs would not show if you had not acquired the required items when they should show
- - Fixed a bug where impact would not work on low HP units sometimes
- - Fixed a bug where indomitable could prevent impact from clearing overwatch
- - The motion tracker will no longer be usable on a scamper move
- - Fixed a bug where meld costs for foundry and tech projects were being reduced on shorter campaigns when they shouldnt' have been
- - Fixed a bug where the Uber Ethereal would start using psychic storm on XCOM before even being revealed
- - Fixed a bug where overpower wasn't updating correctly when units were moving
- - Maybe fixed a bug where some floaters would not go on overwatch after launching
- - Fixed a bug where researching UFOs was giving additional resources from bounties
- - Fixed a bug where Exalt would sometimes fall off ledges when they spawned
- - Fixed a bug where the # of civilians on a terror mission would sometimes display as a weird value (e.g. -2)
- - Fixed a bug where the "home sweet home" popup would sometimes occur multiple times
-
Version 1.32.17
- LW Rebalance v1.32.17
- Strategic:
- - Adjusted mission descriptions for UFOs to be more clear what they are doing
- Bug Fixes:
- - Fixed a bug where sorting the soldiers by class would sometimes lead to crashes (e.g. on a base defense mission or after a DLC mission)
- - Fixed a bug where reinforcements would sometimes not enter on overwatch
- - Fixed a bug where reinforcements would sometimes cause the game to soft-lock
- - Fixed a bug where the automatic reloads from Lock N' Load and In The Zone were not working correctly with free actions
- - Fixed a bug where units firing at a unit that is steadied would cancel the steady if they missed6
-
Version 1.32.16
- LW Rebalance v1.32.16
- Bug Fixes:
- - Fixed a bug that would cause reinforcement units to soft-lock the game when the entered the map
- - Removed a bug that prevented half of the oversseers from not generating each month
- - Fixed a bug where close combat specialist shots would still fire if the chance to hit was less than 30%
- - When you finish a mission (by saving the VIP, diffusing the bomb, or getting the data out) the popup will now properly say 'extract units' instead of 'abort mission'
- - Fixed a bug where aliens would use overwatch even though there were no active XCOM in sight
-
Version 1.32.15
- LW Rebalance v1.32.15
- QoL:
- - Soldier Progression notices include the soldier's nickname - QoL
- Strategic:
- - The base defense mission will always occur before the new year (from always before April of the 2nd year) - Makes it less likely to be skipped by campaigns
- Tactical:
- - All explosives will deal full damage to anything within 1 tile of the center of the explosion - Required to fix a bug
- Equipment:
- - Psi Retaliator triples the activation rate of countercharge (from doubles) - Buffed as item slots are really valuable and needed more to be competitive
- Bug Fixes:
- - Fixed a rare bug that would occur when you grappled to a unseen location that actually had an enemy pawn there
- - Fixed a bug where psychic storm would sometimes trigger despite being in vision of the enemies (thanks obsidian127 for the save file, helped a lot)
- - Fixed a bug where explosives could be reduced in damage at the center of an impact: Now all explosives will deal full damage within 1 tile of the center of the explosion
- - Improved the code to try to ensure reinforcements will properly enter overwatch after spawning
- - Fixed a bug where units on OW lists were not carrying over between turns sometimes allowing units that did not have an enemy in LoS to fire on them anyway
- - Fixed a bug where floaters that launch would go on OW before they launch - looked a little silly
- - Fixed a bug where berserk would sometimes not grant the unit a turn after going berserk
- - Fixed a bug where berserk would sometimes force a player to fire a shot after moving after going berserk
- - Fixed a bug where berserk would double the chance for berserk or enrage to trigger, so instead of doubling them or forcing them to stack, just lowered the chance of berserk to 2% (from 5%) and enrage to 3% (from 5%)
- - Fixed a bug where ITZ would not interact properly with berserk
- - Fixed some typos and incorrect descriptions
- - Fixed a bug where rarely muton and muton elite grenades could cause a shred effect
-
Version 1.32.14
- LW Rebalance v1.32.14
- Strategic:
- - Consistent Fatigue 2nd wave option set to 14 turns (from 20) - More reasonable
- Perks:
- - Psychic Storm: When this unit has full HP and the aliens have had no enemies in vision on their turn for more than a turn: it has a (will/10)% chance to create a Psychic Storm that will deal will/50 damage to all enemy units at the beginning of their turn - It needed to be changed as it didn't feel good. Now it strictly works only when XCOM breaks LoS for more than 1 turn but can be more damaging.
- Bug Fixes:
- - Fixed a bug where aliens would sometimes move more than allowed on their turn
- - Fixed a bug whre aliens were cheating by sometimes moving twice and activating overwatch
- - Fixed a bug where reaction shots against units that are steadied would ignore their cover DR as if the unit firing the reaction shot was also steadied
- - Fixed a bug where psychic storm was damaging SHIVs
- - Fixed typos
-
Version 1.32.13
- LW Rebalance v1.32.13
- Bug Fixes:
- - Fixed a bug where all units had psychic storm :o
- - Fixed a bug where units were going on OW seemingly randomly
-
Version 1.32.12
- LW Rebalance v1.32.12
- Tactical:
- - Improved sneak mode slightly
- - Made reinforcements and launch more consistent when it comes to overwatching
- Perks:
- - Psychic Storm chance to activate changed: When this unit is active and has no enemies in vision, it has a (will/10)% chance to deal 1 damage to enemy units at the beginning of their turns. - Makes the will more relevant
- - Psi Mastery increases the activation rate of psychic storm by 5x - Makes sectoid leaders, and more dangerous psionic foes, more dangerous to break LoS on
- - Mind Fray, Psi Panic, and Mind Control use 75/75/50% of the user's will (from 50/50/33%) - Boost to the hit chance of psionic abilities
- Aliens:
- - Sectoids gain psychic storm - makes them harder to play LoS games with
- Bug Fixes:
- - Typos
-
Version 1.32.11
- LW Rebalance v1.32.11
- QoL:
- - Creating a naming system for semantics:
- Biosoldiers = all 8 bio classes
- Soldiers = all 8 bio classes and MECs
- Units = all XCOM units
- Mechanized Units = MECs and SHIVs
- Strategic:
- - Abductor HP lowered to 3000 (from 4000) - Even easier to shoot down
- Tactical:
- - Disorient reduces defense by 50 (from 20) - Makes them more offensively useful, helps push the 'breach and clear' aspect of them
- Perks:
- - Vital Point Targeting deals 20% damage (from 30%) when not at point blank - Nerfed as it was too strong, especially with the recent pick up of steady
- - Psychic storm will now only activate if the psychic user has no enemies in sight - Focuses more on the anti-LOS_Break effect
- - Reactive Targeting Sensors will trigger Cluster Bomb if a sectopod is charging a cluster bomb - Vanilla mechanic that would take a lot of work to fix (not sure if I even can fix it) so I'm going to leave as is
- - Overpower now reduces attributes by 30 + will_diff/5 (from 20 + will_diff/10) - Significant boost to the oppressive strength of berserker leaders and ethereals
- Equipment:
- - Concussion grenade and Psi grende radius reduced to 3/5 (from 4/6) - Accommodates for stronger disorientation
- XCOM:
- - Maruader aim to 10 (from 20) - Nerf to the strength of shooting on the Marauder
- Aliens:
- - Cyberdisc DR when closing grants 4 DR (from 6) - makes it easier to deal with even when closed
- Bug Fixes:
- - Fixed a bug where the battle scanner would sometimes still act as a spotter
- - Fixed more typos
- - Fixed a bug (again) where the psionic cinematic would soft lock the strategic game
- - Fixed a bug where Psychic Storm would sometimes work on the aliens
- - Fixed a bug where bleeding out units would sometimes count as an active unit for aliens
- - Hopefully fixed a bug where reinforcements would sometimes overlap other units
- - Fixed a bug where the VIP would sometimes gain stats and shouldn't
-
Version 1.32.10
- LW Rebalance v1.32.10
- Strategic:
- - Improved the display of item information in various places
- - Gentle Aliens also reduces alien DR by 1 - Only works if they had flat DR to begin with (note: this mostly makes mechanical enemies easier)
- Tactical:
- - Reduced the formula for aliens leaders from 25 + 5% per alien level to just 5% per alien level - Makes them feel more special when you see them, instead of such a common occurance, overall lowers difficulty some, especially earlier game when you might have as many tools to deal with difficult leaders
- - Temple Ship has 50% chance for champion leaders (from 10% - like terror missions) - Increases difficulty of the mission, but also makes sure that terror missions dont' feel harder than the temple ship
- Bug Fixes:
- - Fixed multiple typos
- - Fixed a bug where SHIVs were getting free actions from the commanding officer
- - Fixed a bug where seekers would sometimes get lost during 'sneak' mode
-
Version 1.32.09
- LW Rebalance v1.32.09
- Strategic:
- - Terror missions have 2 more aliens - Increase in difficulty
- Equipment:
- - Psi Frayer grants +10 will, still prevents strangulation, and triple damage to mind fray; but no longer grants mind fray or +1.3 mobility - More focused on psionics specifically
- - Psi Retaliator grants +15 will, still grants 20% crit resistance, and doubles the activation chance of countercharge; but no longer grants countercharge or +0.6 mobility - More focused on psionics specifically
- - Neuroregulator grants +10 defense (from 0) and +1.3 mobility (from +0.6) - Boost to strength
- - Conduit grants +40% damage to explosives (from +50%) - Was too strong at +50%
- Bug Fixes:
- - Fixed a bug where gunners and rocketeers would not correctly act as spotters for squadsight units
- - Fixed some text display issues
- - Fixed a bug where item unlock screens would take up too much realestate and cause players that didn't know about pressing 'space' to be soft-locked out of the game
-
Version 1.32.08
- LW Rebalance v1.32.08
- Quality of Life:
- - A complete reformating of almost all information fields in the game - Thanks to CptnHappyTimePie for all the weeks of work he put into creating this
- Strategic:
- - Moderate increase of costs of multiple late game items - Creates a little more tension on what to purchase
- Tactical:
- - Van Doorn special perk changed to "Cool Under Pressure: Has an [enemies in vision]% chance for end-in-idle actions to cost 0 AP." - more universally applicable, less encouraged into certain classes/builds
- - Zhang special perk changed to "Gunslinger: Deal +1 damage with pistols." - more universally applicable, less encouraged into certain classes/builds
- Bug Fixes:
- - Fixed a bug where Sneak mode was being activated in situations where it shouldn't (e.g. drop-ins)
- - Improved the AI on sneak mode so the aliens more accurately aim to move to a good flanking position and not just a position near the enemies that might flank
- - Fixed a bug where aliens would warping eradicly at the beginning of their turn
- - Fixed a bug where getting mind merge would sometimes cause the game to lock up
- - Did another attempt to remove the alien's ability to use grenades inappropriately (I think I got the last situations they might be doing this with)
- - Fixed a bug where Van Doorn's rank upon acquiring him sometimes wasn't scaling correctly
- - Fixed a bug where saving and reloading in the middle of a turn would mess with 'sneak' mode
-
Version 1.32.07
- LW Rebalance v1.32.07
- Strategic:
- - Elite Aliens replaced with Gentle Aliens: Aliens lose 1 damage, 10 aim, 10 will, and 25% base HP - Feels better for players
- Perks:
- - Growth now occurs at a 50% chance (from 66%) but increases amount of growth by 5x when the outsider is activated - encourages engagement once they are activated and discourages breaking LoS and cheesing them
- - Distortion no longer prevents squadsight shots - Not necessary with the spotter requirements, opens up more options for squadsight units against distortion units
- - Distortion reduces damage to 1/3rd (from 1/4th) - Makes it feel like your damage matters more, because at only 25% damage truncation and small damages could feel too frustrating
- - Ready For Anything will no longer activate on units with deflection shield - Felt a little unfair to have both activate
- - New Perk: Psychic Storm: When this unit is active, it has a 50% chance to deal 1 damage to all enemy units (even those not in line of sight) at the beginning of their turns - Discourages camping sectoid commanders and ethereals
- - Grenadier grants a 10% throw range increase (from 20%) - Tone back on range of destructive grenades
- - Each trigger of countercharge has an additional will/10 percent chance to double activate, dealing double damage - Think of it like a crit
- Items:
- - The skeleton key requries 60 engineers (from 30) and 80 meld (from 20) - Makes doing alien base assaults really early more difficult. This is good as doing so is likely not in the player's best interests
- Equipment
- - SMGs have 40 crit (from 30) - Boost, pushes them more into the role of predictable flank crits
- Alien AI:
- - When you lose vision of all aliens for more than a turn, they enter a new "sneak" mode where they are 1) more aggressive and 2) try to actively flank XCOM. During this mode they will try to remain hidden (e.g. not use abilities like mind merge).
- - Pods and aliens will retreat 75% less often - Tested and this IS working, please note that they WILL still retreat, just much less often
- Aliens:
- - Outsider regeneration permanently stays at 1 (from 3-13) - Makes it much easier to keep them from growing when activated and encourages engaging them (discouraging breaking LoS and trying to cheese them). Also makes damage against them (e.g. overwatch) not feel so wasted.
- - Sectoid commander pods ONLY spawn with sectoids (not mechtoids and not outsiders) - Makes their fights more interesting as there are enough outsiders already
- - Sectoid commanders and Ethreals start with 20 and 32 HP (from 12 and 24) - helps accommodate for weaker distortion and weaker pod composition
- - Sectoid commander mobility to 9.3 (from 8) - Slight increase to their mobility for using various abilities
- - Ethereal regeneration halved - It felt frustrating to have your hard earned work against it so invalidated
- - Sectoid Commanders and Ethereals gain Psychic Storm - Helps prevent slow long abusive engagements like breaking LoS against them
- Bug Fixes:
- - Typos
- - Fixed all instances of using Native code to determine if a target is shredded (might fix rare situations where units are not receiving extra damage from being shredded)
- - Units gaining bonus HP from missions are no longer automatically injured
- - Rewrote countercharge code so that the popup should only display when it actually activates
- - Fixed a bug where will was not be calculated correctly for psionic abilities when maluses were applied to targets
-
Version 1.32.06
- LW Rebalance v1.32.06
- Bug Fix:
- - Fixed a bug where reaction fire was avoided as if units were in smoke when they weren't
-
Version 1.32.05
- LW Rebalance v1.32.05
- Strategic:
- - First mission has 1 less sectoid (ease into is only 5 sectoids) - Makes it slightly more predictable
- - Alien Base Assaults ramp up in difficulty much quicker - See wiki, basically twice as fast, discourages farming as multiple of these missions can be tedious
- - Toned back the size of salvage requests into the late game - They were a little too large
- - You only get bonuses for the temple ship up to 9 countries with XCOM, any more than that have no effect - Helps prevent the feeling of needing to cover the world
- - After 3 months, the aliens can send 3-4 abductions at a time, after 6 months, the aliens can send 4-5 abductions at a time - Makes it harder to stop abductions, even if you shoot them down, allowing the aliens to finally get some through. Also note you may not be able to get to all abductions and will have to priortize some. Also note that you will only be able to select 3 of the 5 at any one time.
- Second Wave Options:
- - Elite Aliens (replaces Quick and Dirty #27) now grants aliens gain 10 aim, 10 will, and 1 damage - Acts as a difficulty modifier
- Air Game:
- - Elerium Afterburners increases aircraft battle speed by 10 (from 5) - Buff to air game upgrades
- - Improved Avionics increaes air weapon aim by 10 (from 5) - Buff to air game upgrades
- - Penetrator Weapons increases air weapon penetration by 25% (from 15%) - Buff to air game upgrades
- - UFO Countermeasures increases aircraft dodge by 10 (from 5) - Buff to air game upgrades
- - Abductor HP to 4000 (from 6000) - Makes them even easier to shoot down
- Tactical:
- - Non-suppression reaction fire will not trigger until the hit chance is at least 30% - Prevents wasting ammo, makes sense, feels better
- - Steady only grants +35 aim if the unit is at 1 AP - Tone back on the strength of bullseye
- - Commanding Officer's now have gold armor HP - Helps distinguish them
- Perks:
- - Squadsight spotters can no longer be concealed to act as a spotter for squadsight - Prevents using concealed units for squadsight purposes
- - Fragmentation to 25% chance (from 30%) - Slight tone back
- - Camaraderie grants 2 will per mission (from 1) and does not require the mission to be deathless - Buffed
- - Snapshot to 55% chance to proc with strike rifles (from 50%) - Slight boost to Snapshot Scout
- - Reconnaissance grants 1 battle scanner (from 2) - Nerf to the scout, relative buff to the battle scanner item
- - Commanding Officer grants a will/10% chance for anyone the officer can see to have end-in-idle actions cost 0 AP - Encourages keeping in sight of the officer, buff to the on-field strength of officers
- - Critical System Targeting grants +40% crit against mechanical units as well - Slight buff
- - Penetrator grants +1 penetration and an additional +1 against units in cover (from +2 at all times) - Nerf for balance on the trees
- Equipment:
- - Reinforced plating back to 2 DR and alloy cost back to 20 (from 40) - Was too strong at 3
- - Regenerative plating to 0 HP (from 1) - Toned down a little more
- - Battle Scanner range increased to 12 tiles (from 8) - with the inability to abuse them, their range no longer needed to be so restrictive
- - Shotgun reaction fire range increased to normal vision range (from 8 tiles) - Not longer necessary with the reaction fire accuracy filter
- Aliens:
- - Sectoid will to 65 (from 50) - Buff to their strength of psionic abilities
- - Tactical Mobility moved from level 6 thinmen leaders to level 1 thinmen leaders - Makes early thinmen leaders more resilient
- - Sectopod DR lowered by 4 - Makes them a little more reasonable to take down if you dont' have acid
- - Mechtoids lose Lock N' Load - With disabling being weaker they didn't need the extra ammo resiliency, relative buff to disabling shot
- Bug Fixes:
- - Fixed a bug where the gamespeed would sometimes slow down during reveals and other matinees
- - Finally fixed the bug where grapple would send you flying away - YAY. I did it simply by letting grapple do what it wants, and if it does throw you way off target, it changes the target to move your soldier back - I tested 200 times, reproduced a bad grapple 7 times, all of which were immediately redirected =D
- - Hanse Graf renamed to Hans Graf - Was always just misspelled
- - Fixed a bug where outsiders that were hunkered still triggered an orange AP pip and a CCS circle
- - Fixed a bug where rapid-fire wouldn't proc extra actions correctly
- - Fixed a bug with countercharge was not always applying correctly
- - Fixed a bug where countercharge was doing incorrect damage amounts sometimes
- - Removed the code for minimizing the chance the AI retreats - It seemed like it wasn't doing anything so I removed it just in case it was causing a bug and left the code as it was in LW1
- - Fixed a bug where countries were not granting the appropriate stats before the temple ship to the soldiers
- - Fixed a bug where rapid fire wouldn't correctly trigger end-in-idle free actions
- - Fixed a bug where sectoid commander pods would sometimes spawn mecthoids
-
Version 1.32.04
- LW Rebalance v1.32.04
- Perks:
- - Squadsight now only works if you have a spotter (a unit that is not in the middle of their turn (i.e. at 0 or 2 AP) that can see the target) - Prevents some abusive situations, encourages engagement of the enemy
- Bug Fixes:
- - Typos
- - Fixed an error where players would earn 1-2% less alloys and elerium than intended - more of an OCD fix
- - Fixed a bug where dead unit could sometimes still trigger countercharge
- - Fixed a bug where countercharge would sometimes only partially activate
- - Fixed a bug where squadsight would sometimes not allow you to hit targets in normal vision that had distortion
- - Fixed a CTD if combat patrols were used really frequently
-
Version 1.32.03
- LW Rebalance v1.32.03
- Bug Fixes:
- - Fixed a bug where all the changes from 1.32.02 were not working in the last upload
- - Fixed a bug where cyberdiscs could spawn on early terror missions
-
Version 1.32.02
- LW Rebalance v1.32.02
- Strategic:
- - The bonus DR from the "Bred Tough" start now shows up in the strategic soldier loadout screens
- Tactical:
- - The first mission has 2 less sectoids - Accommodates for harder early aliens
- - Ethereal and Sectopods occur much more rarely when they first appear and grow in frequnecy over 5 aliens levels (instead of 2 alien levels) - Significantly reduces their frequency at the beginning of the late game
- - Muton Elites and Heavy Floaters are slightly less likely to occur in the late game - Increases the diversity of aliens encountered in the late game
- Perks:
- - Shred application is x4 for shots/strangle, x8 for mayhem suppression, and 12x explosives (from 3/9/12) - Balance
- - Mind Control has the caster's will at 33% for calculating hit chance (from 50%) - Was too strong with the soft cap
- - Psi Panic and Mind Fray has the caster's will at 50% for calculating hit chance (from 66%) - Was too strong with the soft cap
- - HEAT Warheads now lets explosives clear enemy overwatch - Buff to utility
- Equipment:
- - Alloy Bipod reduces scatter by 30% (from 15%) - Buff to use on the rocketeer
- Aliens:
- - Ethereal defense to 40 (from 60) - They were too difficult
- Bug Fixes:
- - Fixed a bug where Bred Tough would sometimes award soldiers a single defense
- - Fixed a bug where Dare Devils would sometimes award soldiers a single aim
- - Fixed a typo on the perk tree image
- - Fixed a CTD when trying to use F1 during the tactical game
- - Fixed a bug where hitting an alien with a grenade who was using countercharge would sometimes cause the grenade to do 0 damage
- - Typos
- - Ready for Anything and Cluster Bombs will no longer trigger on units that are electropulsed
- - Fixed a bug where the game would CTD when you researched certain technologies (e.g. advanced Gauss)
- - Fixed a bug where the chances for psi panic to work were not correct
-
Version 1.32.01
- LW Rebalance v1.32.01
- Bug Fixes:
- - Fixed a bug where downed and landed UFOs would often cause crashes to the desktop
- - Maybe fixed a bug where countercharge would imcompletely activate?
-
Version 1.32.00
- LW Rebalance v1.32.00
- Starting Bonuses:
- - Ring of Fire grants 150 credits per month (from 100) - Buffed
- - NeoPanzers reduces costs by 65% (from 60%) - Slight buff
- - New Brazil Bonus: Born to Fly: Pilots gain 3 aim per kill instead of 1
- - New Germany Bonus: Militarization : Soldier costs and arrival time are decreased by 60% and the OTS grants double the officer bilets at each upgrade
- - New Japan Bonus: Global Networking: Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on downed UFOs occur twice as often
- - New Nigeria Bonus: Bred Tough: All biosoldiers start with 1 DR
- - New USA Bonus: Daredevils: Combat Patrols are twice as effective and cause half as much damage to the aircraft
- - Xenologic Remedies now also boosts captive sells costs - Easier to use
- - Cadre grants 3xp per day (from 2) - Buffed
- - Cheyenne Mountain starts with a 2nd steam vent - Buffed
- - Advanced Preparations starts with 8 extra soldiers (from 5) - Buffed
- - Jai Jawan starts with 8 UFO Power Sources (from 4) - Buffed
- Second Wave:
- - Elite XCOM and Friendly Skies bonuses to 15% (from 25%) - So they are not as game altering (this value is still dgc.ini adjustable)
- Strategic:
- - Players now gain significantly more resources from missions in the mid and especially late game (as the 10% bonus per month was previously not working and now is) - Massive influx of mission resources into the mid and especially late game (double resources at 10 months in)
- - The Exalt reminder is reset back to the default value from the original mod and acts as a reminder but scans can occur earlier or later than this - Native coding prevents me from defining this accurately so I'll let players figure this out and just have a reminder for QoL
- - Light Plasma Weapons requires Advanced Pulse Lasers and EMP Weapons (instead of Alien Biocybernetics and Alien Power Systems) - Encourages more standard progression
- - Number of officer spots availabled decreased to 7x Lieutenant, 5x Captain, 3x Major, 2x Colonel, 1x Field Commander (from 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander) - Makes the spots worth more
- - Range of prices of items sold on the grey market is now ~66% to ~133% (from 33-185%) - Reduces the RNG of the strategic game (Note this can still truncate to 0)
- - Abductions and Terror missions no longer gain an additional alien for every 4 months that have passed - Make them feel less congested and less difficult in the later game especially
- - Terror missions have 1-2 less pods and ~30% less aliens on all missions, but each pod now has a guaranteed leader with +2 levels, and the chance for a level 9 leader 5x as high - Makes them feel much less crowded but still retains the difficulty
- - Council Missions expire in 2 hours (from 1) - Makes it more reasonable to not miss them
- - Council Requests with significant rewards will no longer reward scientists or engineers - They were often not worth it
- - After each mission, all soldiers can gain bonus stats (instead of just MSGTs), but the chance is decreased from 100% with MSGT, to 50% with GSGT, to 25% with TSGT, down to 1% with SPECs - creates a sense of progression of stats even when the base stats aren't growing
- Difficulty Changes:
- - XCOM Funding and Starting cash is now standardized across difficulties (at 50%) - Significant nerf to cash influx on normal, classic and brutal difficulties, makes less of a step between the difficulties on a strategic level, balances out cash flow problems being different on different difficulties
- - Initial HQ Power is now 30/30/30/30 on normal/classic/brutal/impossible (from 50/40/35/30) - Reduces the difference between difficulties on the strategic level
- - Initial Panic is now 500/600/700/800 on normal/classic/brutal/impossible (from 200/400/600/800) - Reduces the difference between difficulties on the strategic level
- Air Game:
- - The cost for combat patrols starts at 100 credits, the bonuses granted to the effects are halved (from fire storm, stronger weapons, more xp pilots), and the base effect is increased to 3-5 (from 2-4) - Makes them much more viable early and mid game
- - Firestorms require 120 alloys (from 20) - Puts pressure back on alloys and their competition from other areas, especially with the significant increase to acquisition
- - Abductors have 75% DR (from 225%) and 6000 HP (from 12000 HP) - Makes them reasonable to down in the mid+ game, opens up some new maps
- - Overseers have 2000 HP (from 3000 HP) - With the more difficult crew it wasn't as necessary to require a strong air game
- - Raiders will not appear until alien level 4+ (from alien level 2+) - Makes the early game less RNG based
- - The more continents that XCOM has satellite coverage on will encourage the aliens to send out stronger UFOs - Makes it harder and more challenging to get world coverage, helps prevents the aliens from getting 'shut out'
- - The Aliens will now send out satellite hunt missions for each continent (instead of just a single set for the entire world) - Makes it harder and more challenging to get world coverage, helps prevents the aliens from getting 'shut out'
- - Alien resource determination of alien mission UFOs no longer jumps at levels 8 and 13 and instead increases granularly from level 1 to 15 - Makes more sense
- Unique Units:
- - Peter Van Doorn, Annette Durand, Shaojie Zhang, Hank Miller, Hans Graft, and Stanislav Orlov have unique perks - Makes them feel more special without interfering with their class perks
- - Annette and the Furies all arrive with 3 extra levels than previously - Makes them easier to use as you get them rather late
- Tactical:
- - All experience gained is now increased by 10% each month - This is a huge influx to xp gains over a campaign and an especially large increase in the late game. This should make leveling up lower soldiers significantly easier, again, especially in the late game.
- - Covert Operative missions now allow for 3 soldiers (from 2), have 3 relays to hack (from 2), spawns occur 2 turns earlier, and the mission no longer reduces the operative's mobility - More engaging missions
- - All significant bounties reduced by 50% - Due to the increase in resources these are actually doubled at 10 months in so this is more of a wash than it seems
- - You now get bounties for units that are captured (instead of just units that are killed) - Feels better
- - The overseer now contains a much more dangerous crew (larger pods and an additional cyberdisc and sectoid commander pod) - Makes it harder to do the overseer earlier, as it is a retreatable mission
- - The alien base assault will no longer have an extra elite exalt pod on it or cyberdisc pod. As well, the additional pods after retrying the mission are tweaked slightly (see wiki) - As a mandatory mission where there is no retreat, it can't be too difficult. Also, it can't take too long with possible outsiders at the end and no way to retreat.
- - Officers now gain 30% more xp from missions but also accumulate 30% more fatigue from missions - Makes it so a good chain of officers is important but xp gain on officers isn't reduced
- - Steady now bypasses cover DR regardless of AP (instead of granting 2 pen when at 2 AP) - Significant buff, especially to bullseye
- - Suppression will now cancel the steady effect - so it's not inconsistent
- - Fixed some map bugs ala LiQuiD911's Map patches for LW1.0 mod (https://www.nexusmods.com/xcom/mods/780?) - Should help with some weird pathing and cover
- Perks:
- - Reactive Targeting Sensors will no longer trigger if the unit with RTS is panicked - Consistency with the rest of the game
- - HEAT Warheads grants +5 penetration (from +3) - Buffed for balance
- - Snapshot grants a 0/50% chance for a 0 AP shot (from 20/60%) - nerf on infantry/shogun but more accommodation on the snapshot scout due to executioner on marksman scope
- - Extra Conditioning grants +2 HP (from +1) and a 10% chance for any idle-ending action to cost 0 AP but no longer grants fatigue/injury reductions - Alteration to something more for the tactical game and buff
- - Close Combat Specialist is -40 aim (from -50 aim) - Buffed for balance
- - Tactical Mobility grants 30 defense against reaction shots - Significant buff, creates more situations where using OW is not strong
- - Ranger no longer grants 20 aim on sidearms but instead doubles the sidearm close-range aim bonus - Didn't feel good how strong it was at range and now it has the highest accuracy at close range
- - Hit and Run will now trigger on steadied shots (as well as targets that are not protected by cover) - Buff to the use, synergy with bullseye
- - Vital Point Targeting will now trigger on steadied shots (as well as targets that are not protected by cover) - Buff to the use, synergy with bullseye
- - Brawler is 20 aim and DR (from 30) - Nerfed for balance
- - Mind Control grants control of the target. Final hit chance is reduced by 50%. Does not work on mechanical units. Mind controlled targets receive 1 damage and -1 AP each turn. There is a 20% chance per damage taken by the mind controller to have the effect broken.
- - Countercharge only works against biologic units, only on idle-ending actions, and only activates if the casting unit is at full HP - It felt weird when it worked against robotic units and actually was often a negative against cyberdiscs (due to closing), the full HP is to reduce the amount of triggering, the idle-ending actions is to reduce bugs
- - Shred is multiplied by x3 for shots/strangle, x9 for mayhem suppression, and 12x explosives (from x3, x7, x10) - Buff to shred effect of mayhem suppression and explosives
- - Collateral damage does 100% damage (from 50%) - With the 2 AP restriction it's pinned in enough that it doesn't also need the damage to be so low, especially since the 2 AP restricts the ability to remove cover as well
- - Camaraderie has a 40% chance to trigger (from 20%) - Buffed, especially for a Field Commander perk
- - Combined Arms grants +2 damage (from +1) - Buffed, especially for a Field Commander perk
- - Rapid Fire has an aim malus of 40 (from 15) - Toned back to stop assaults from becoming so strong at TSGT+
- - Mind Fray, Psi Panic, and Mind Control are now SOFT caps (instead of HARD caps) calculate their hit chances with reduced portions of the caster's will, and the reduction on fray and panic is 33% (from 25%) - Means you can scale up as high as you want
- Equipment:
- - Plasma Grenades have +3 penetration (from +4) - Slight nerf
- - Marksman Scope aim to +5 (from +10), penetration to 0 (from +1), but grants executioner as well as squadsight - Perk granting for this item is reasonable and fun, as the scout can't get executioner otherwise now, buff accommodated by decreased snapshot chance, though it acts as a straight buff on HnR and S&M scouts
- - SMG costs are now similar to Carbine costs - A long-time overdue change
- - Pulse weapons are a little more affordable - makes them less ideal to skip
- - Flying armors no longer grant an additional 10 defense - balance due to tactical mobility buff
- - Illuminator Gunsight also grants +1 damage - Buffed
- - Reinforced Plating DR to 3 (from 2) but alloy cost to 40 (from 24) - Buffed but costs more
- - Regenerative Plating HP to 1 (from 2) - Slight nerf
- - Conduit grants 50% weapon damage to explosives (from 40%) - Buffed (due to truncation this results in more significant of an increase than the 10% it actually is)
- - SMGs can no longer be steadied - Didn't really make sense, slight nerf
- XCom:
- - Shogun has Critical System Targeting replaced with Vital Point Targeting - Synergizes better with bullseye and Hit and Run
- - Shogun has Snapshot, Fragmentation, and Impact rotated - Bring the snapshot -> Impact combo on a little earlier and pushes the grenade strength a little bit later
- - Jaeger has Vital Point Targeting replaced with Aggression - Gives the Jaeger more of an option for a high crit build
- - Gunner has Penetrator and Shredder swapped - Still provides shredder to the shooter builds and the CST vs Penetrator is still a reasonable choice with penetrator being great for the bullet wizard
- - Engineer has Bullseye and Critical System Targetting swapped - Pushes the shooter engineer into an even stronger anti-mechanical role while not making the stronger bullseye (from steady boost) too strong on the tree as it's up against holo on a DT class
- Aliens:
- - Ethereal defense to 60 (from 50) - Makes them a little more resilient
- - Outsiders grow 33% slower - Makes longer missions significantly less punishing
- - Alien Pod AI is 4x less likely to enter 'retreat' mode - This means a few things: 1) Chasing down a lone enemy as they flee will be 4x less common, 2) Aliens will tend to pull back and activate other pods 4x less commonly, 3) when you kill a bunch of members of a pod they will be 4x less likely to turn tail and flee so they can be more deadly
- - Floaters and Thinmen lose the ability to suppress (only mutons and muton elites can suppress now) - Significant decrease in the amount of suppression XCOM will face - Note this is NOT a buff, it just prevents some annoying aspects of gameplay when suppression is too frequent. An enemy that doesn't suppress is more likely to shoot which can be just as dangerous (or more so).
- - Sectoids and Seekers gain 15 aim to make up for the 20 aim loss on ranger
- Increase in Early Game Alien Strength/Difficulty:
- - Sectoid will to 50 (from 55) and gain Countercharge
- - Drone base HP to 3 (from 2)
- - Floater base HP to 6 (from 5)
- - Thinman base HP to 7 (from 6) and mobility to 11.3 (from 10.6)
- - Chryssalid defense to 40 (from 30)
- - Muton base HP to 12 (from 10)
- Bug Fixes:
- - Fixed a bug where Exalt missions were slightly too fast on NSLW games and slightly too slow on VLW games
- - Fixed a bug where researching a UFO was NOT giving an additional 30% resources to the player
- - Fixed some descriptions
- - Fixed a bug where sorting the soldiers by class (instead of rank) would cause the base defense mission to break sometimes
- - Attempted to fix the out of sight Muton grenades problem (AGAIN) - I hope this works, but without a reproducible save it's hard to tell
- - Fixed a bug where the fatigue for retraining soldiers was not correct
- - Typos
- - Fixed a bug where countercharge was triggering during XCOMs turn
-
Version 1.31.10
- LW Rebalance v1.31.10
- Strategic:
- - Added required items to the research image and wiki - QoL
- Tactical:
- - Grapple only works at 2 AP - This fixes a really inconsistent bug where native code sometimes causes a unit with grapple to NOT end their turn after use - After over 30 tries with ap discounting abilities, free actions, etc. I still can't figure out what circumstances causes it, it's like it's certain scenarios are more likely to cause it and then it's also random
- Bug Fixes:
- - Fixed a bug where ending a unit's turn would sometime select a unit that had already ended their turn which was annoying - QoL
- - Fixed a bug where the OTS experience gains were not rewarding xp past SGT and Cadre was not working correctly
- - Fixed a bug where the popup of Shock-Absorbent Armor was not accurate or easy to read
- - Fixed a CTD when Mechtoid shields were broken with a unit with impact
- - Fixed an AI bug that caused floaters and heavy floaters to think xcom was closer then they actually are and then just derp trying to set up flanks
- - Fixed a bug where the explosive damage from sectopods dying could trigger impact
- - Fixed a bug where the nigeria bonus "advanced conversion" was not granting extra bonus stats
- - Fixed a bug where overpower was granting many units invisible shields that would prevent damage
- - Attempted a fix at where suppression would sometimes knock off the steadied bonus
-
Version 1.31.09
- LW Rebalance v1.31.09
- Bug Fixes:
- - Fixed a bug where scavenging was not awarding proper resources
-
Version 1.31.08
- LW Rebalance v1.31.08
- Tactical:
- - New dgc.ini entry: HQ_STARTING_MONEY=2 ;Set to 1 to have Mouse Buttons during the tactical game, Set to 2 to hide the Mouse Buttons during the tactical game (LWR Default: 2)
- Perks:
- - Countercharge does 2 + psirank/2 damage (from 3 + psirank/2 damage) - Slight tone back
- Bug Fixes:
- - Council rewards for quick missions should be working now
- - Countercharge will no longer trigger an intimidate from a Muton Berserker
-
Version 1.31.07b
- LW Rebalance v1.31.07b
- Bug Fixes:
- - Fixed a bug where council rewards for quick missions were not granting credits
-
Version 1.31.07
- LW Rebalance v1.31.07
- Tactical:
- - Mouse controls now appear again
- - Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus - Makes the result of tactical missions matter more
- XCOM:
- - Infantry Lock N' Load swapped with First Aid - Improves the options when choosing perks (instead of feeling like you're choosing bad perks) and allows players to decide how versatile they want their infantry to be
- - Goliath base aim to 20 (from 10) - Boost to the shooter/OW goliath
- Equipment:
- - Marksman Scope aim to +10 (from +5) and grants +1 pen - Significant boost to strike rifle use on the scout
- Aliens:
- - Added a new level 8 exalt elite operative alien leader - Acts as someone a step below Iago for the Alien Base Assault
- Bug Fixes:
- - Fixed a bug where the shredder effect wasn't updated correctly
- - Fixed a CTD that was occurring when shredding enemies with high levels of shred already on them
- - Fixed some typos
-
Version 1.31.06
- LW Rebalance v1.31.06
- Strategic:
- - All autopsies require only a single corpse - Allows autopsy research to be conducted after the first encounter of any alien that isn't destroyed by explosives, regardless of campaign length, also, it makes seeing a rare alien type earlier more valuable
- - Command and Control research requires ethereal interrogation (from ethereal autopsy) - Delays the endgame a little, especially with the corpse requirement of autopsies decreased
- - Special Warfare School projects costs are reduced by 95% (from free) - Helps avoid something seeming like a bug
- - Injury and Fatigue alterations per difficulty changed to -15/-10/-5/0% (from 0/+10/+20/+30%) - Significant XCOM buff. Fatigue and Injury was overtuned as far as a large roster size is concerned. This makes fatigue and injury a lot more managable while still keeping the monthly fatigue increases to encourage multiple team usage. This means if you previously needed 60 soldiers in a campaign you would now only require ~48. Indirectly adds more credits to each campaign due to the lack of need for so many recruits.
- - The alien base assaults only gain a single pod between subsequent tries (instead of double pods) but all start with a max leader level 8-man elite exalt squad - Makes them more challenging/engaging from the get go and they taper a little more gradually in difficulty. I like the idea that the exalt were helping the aliens with their alien bases too.
- Tactical:
- - Shredder damage taken is increased by 3x shots and 7x mayhem suppression (from 2x and 5x) - Significant increase in effectiveness of shredder ammo and Mayhem Suppression
- Perks:
- - Grit grants %DR equal to 10 + half of the %HP lost (from just half of the %HP lost) - Buff to the pick on the Gunner and Goliath, makes the DR more significant
- - First Aid grants 1 medikit (from 2) - Nerfed, the injury reduction is quite strong
- - Aggression grants 10 crit per enemy in sight (from 5 normally and 10 for shotguns) - Makes the perk much stronger on non-shotguns
- Equipment:
- - Medikits now weigh 0 (from 0.6) - Makes them more reasonable to equip as an additional item on many soldiers and builds, reduced reliance on the medic, significant xcom buff
- XCOM:
- - Jaeger: Aggression replaced with Shadowstep - Helps the Jaeger maneuver through OW if it needs to and still can grant crit after moving
- - Infantry: Bullseye replaced with First Aid - Bullseye was really not a good pick for any build (especially with LeU), this increases the versatility of the infantry
- - Scout: Executioner replaced with Impact and swapped with Packmaster - The support scout was a little too strong with such S&M + Bullseye + Packmaster and didn't lose enough for the versatility, acts as a buff to the snapshot scout
- - Rocketeer: First Aid replaced with Bombard and swapped with Packmaster - The support rocketeer suffered from being at the back lines due to being slow and for positioning and not having the range to effectively use support grenades. Bombard and the rockeer's naturally high HP should sufficiencly accommodate for this weakness.
- - Assault: Tandem Warheads replaced with Mayhem - Differentiation of the greandiers. Both are fairly similar in strength, mayhem being strongest against single targets, tandem being stronger against multiple targets at the edge of the periphery
- - Goliath: Lock N' Load replaced with Holo Rounds - Grants the shooter Goliath some strong support as well, and helps with it's aim, LnL wasn't as great on the shooter due to already having LeU for action economy and was a little too strong on a RR RfA build. Overall slight buff to the shooter and slight nerf to the OW.
- - Scout base will to 10 (from 15) - Nerf to the class overall
- Bug Fixes:
- - Fixed a bug where countercharge pops up as neural feedback
-
Version 1.31.05
- LW Rebalance v1.31.05
- Strategic:
- - Cadre no longer grants the xp up to the CPL rank (so the 5 CPL soldiers start at LCPL xp) but instead grants all active or fatigued soldiers 2xp each day - Makes the bonus less front loaded for experience, overall a buff
- - Basic Gauss and Basic Pulse research requires half the resources - Helps accelerate the player toward some reasonable weapons in the mid game
- - Experience gain for completely a normal/long mission increased to 120/170 (from 100/140) - Approximately 20% increase in experience gains, accommodates for less xp gains from XTP and officer perks
- - NeoPanzer reduces cost of SHIV/MECs and their primary weapons by 60% (from 45%) - Significant buff due to restriction on # of MECs and 1-battle limit of SHIVs
- Tactical:
- - Shred damage is now: This unit takes x% more damage where x is the previous shred damage taken (x2 for shots, x5 for mayhem suppresion, and 10x explosives) (from 20 + normal shred damage taken + 5x explosive shred damage taken) - Makes the actual damage done more important and subsequent applications more effective, also makes explosives more significant. Also makes shredder on the gunner not so dominant a pick with the penetrator move and helps rocketeers stay more useful late game with javelins.
- - Shock-Absorbent Armor now has a popup with the amount of DR it applied - Helps the player realize what's reducing their damage, QoL
- - Rocket scatter reduced by 12% - Increases accuracy of rockets to make them slightly more useful throughout the mid and late game when HP really picks up as rocketeers were falling off a little more than most classes
- Perks:
- - Lock N' Load no longer grants a free ammo, it just allows a 1AP reload or a free reload on dash - Pulls it back on various builds for balance
- - Fragmentation to a 30% chance (from 25%) - Slight buff for balance
- Equipment:
- - Battle Rifle gains 10 crit, SMG loses 10 crit, carbine loses 10 crit - balance
- - Plasma Battle Rifle grants +3 damage against targets at full HP (from +5 damage against targets in cover) - Improvement to use, as firing at targets in cover is often not ideal
- - MEC1 alloy and elerium cost reduced by half - Makes an early MEC more reasonable
- XCOM:
- - Critical System Targeting and Penetrator swapped on the gunner - The TSGT defining perk being CST didn't fit well with some of the builds, whereas penetrator is useful on all builds and feels useless against less enemies
- Aliens:
- - Seekers now take double damage when they are strangling someone - Makes it easier to recover as the damage they do, and the disabling they do is punishing enough and the original purpose for their resiliency when strangling was to make it more dangerous than revealing them which has definitely been accomplished
- Bug Fixes:
- - Disabled the constant saving after every action in ironman games because it was causing a bug with some ability tracking
-
Version 1.31.04
- LW Rebalance v1.31.04
- Strategy:
- - Ring of Fire no longer starts with all elevators built and thermogenerators are no longer free - It was too much credit accumulation over a campaign as I underestimated the ability to get all of the thermogenerators up quickly, this still grants the cash but stops making it so easy to get it
- - XTP I/II/III programmes offer 3/5/10xp but for ALL soldiers (instead of 10/20/30 for just 2 ranks each) - Prevents feeling like you have to 'game' the XTP system to max experience gains
- - Show 'Em the Ropes grants double xp for SGT ranks and lower (from triple for CPL ranks and lower) - Makes it more viable
- - Tricks of the Trade grant +20% xp for SGT ranks and higher (from +35%) - Balance vs SETR
- - Retraining the perks on a soldier costs 10 + 5/rank in days (from just 5/rank) - Makes it a little less reasonable to retrain soldiers throughout the game. Prevents 'early game builds' from getting prioritized then dropped as often through campaigns, though still quite possible.
- - Adjusted the exalt reminder so it should NEVER miss an mission and always alert you before - Please let me know if anyone ever has a mission that occurs before the reminder as the code is native and I can't easily test it but it SHOULD work
- - Alien Metallurgy requires 20 drone corpses (from 30) - Makes it a little less campaign breaking if you're low in drone corpses
- - Alien Nucleonics requires 50 sectoid corpses (from 30) - Makes sectoid corposes a little more useful, especially since you don't need this tech as early
- Tactical:
- - New ability berserk for XCOM: triggers similar to enrage but will have the unit reload, move towards the nearest enemy, and shoot, and then have all of their actions refunded be enraged - Helps with the comeback mechanic and feels cool
- - Removed the tutorial (intolevel) map - while a fresh and newer map, it had some cover bugs (more than usual) and no evac zone
- - Removed the mouse controls from the bottom left - Clears up some real estate for something that was used more often as a misclick than something you'd purposely click
- Perks:
- - Rift cooldown to 2 turn (from 4) - Stops the ethereal from just unloading and then spamming psi lance after, this is much more reasonable with the lower damage
- - Mind Control cooldown to 2 turn (from 4) - Stops the sectoid commander and ethereal from just unloading and then spamming psi lance after, this is much more reasonable with the hit chance
- - Clarified Countercharge with the following line: 'Multiple triggers of Countercharge will result in only the highest PsiRank Countercharge dealing damage' - Helps players understand the underlying mechanics, QoL
- - Bloodlust now also causes each unit that dies within vision of the berserker to increase this berserker's damage by 1 and mobility by 0.6 - Buff to berserkers and not dealing with them first
- - One For All to 40% DR (from 30%) - Significant buff in tanking for MECs - With the offensive potential for MECs pretty high, it has made their tanking lag behind a little bit
- XCOM:
- - Assault: Fragmentation and Tandem Warheads swapped - No change in late game strength, but tappering off of early game strength as assaults are already quite strong early game it was creating an unreasaonble spike in the Assault Greandiers strength through progression vs other grenadiers
- - Medic: Brawler replaced with Lock N' Load - Boost to the strength of the at range medic while also still boosting the CCS medic, also relinquishes the close-range master from the medic and back onto the assault
- Aliens:
- - Thinmen no longer leave an acid cloud when they die - It was too unpredictable. The mechanic felt more frustrating than engaging.
- - ExaltOperative/ExaltEliteOperative base HP to 7/12 (from 10/16) - With the improved AI they were a little too strong
- Bug Fixes:
- - Fixed a bug where Ready For Anything would prevent regular shots from triggering reaction fire (it should just be going on overwatch)
- - Fixed a bug where the movement display in F1 could be inaccurate sometimes
- - Fixed a bug where hit chances against flanked units would sometimes secretely be less than intended due to the game engine not updating the cover status quick enough
- - Fixed a bug where the game would freeze when an exalt could not decide whether or not to capture an area
- - Fixed a bug where even when indomitable triggered the unit would still die
- - Maybe fixed the squadsight grenade bug on Mutons (?), again, without a reproducible save it's difficult to know, but maybe this works
- - Various Typos
- - Fixed a bug where a unit that lost suppression mid turn would sometimes still have "Suppressed" in their F1 which is misleading
- - Fixed a bug where mobility wasn't displayed correctly in the tactical game sometimes
- - Fixed a bug where various multi-action abilities could sometimes still occur after being commanded
-
Version 1.31.03
- LW Rebalance v1.31.03
- Tactical:
- - Suppressing a unit now turns off it's close combat specialist range indicator - QoL, makes more intuitive sense
- - Smoke and Acid indicators now highlight the targets that can be hit and should work on ALL missions types - No more arrows as I was able to reroute the function direction to the highlighting code, hopefully the best implementation yet
- - Covert Op Extraction reinforcements occur 1 turn later - Even further tone back
- - Being stealthed now counts as non-idle for the purposes certain abilities (e.g countercharge, ready for anything) - Prevents breaking stealth to perform certain abilities
- Perks:
- - Overpower reduces the aim, mobility, throw range, and rocket accuracy of any unit that can see them by 20 + Will_difference/10 percent (from cancelling their turn after they act/move) - Make it much more consistent, prevents frustrating unexpected occurances due to RNG. It's a slight buff as the RNG could really hurt some well laid plans, but it also makes the ethereal more tanky due to defense stacking.
- - Rift extra damage is based on will_difference/40 (from will_difference/20) - Helps make it not such a deciding factor in battles by significantly lowering damage
- - Will to Survive grants 40% DR (from 35%) - Helps tanks really stick it out on the higher difficulties against high damage hits
- - Absorption Fields grants 35% DR (from 30%) - Helps tanks really stick it out on the higher difficulties against high damage hits
- Equipment:
- - Elerium Emitter charges to 2 (from 3), weight to 0.6 (from 0), and range to 6 (from 10) - Toned back, invisibility is just really strong - Even with this tone back (and the other nerfs) it still does some crazy strong stuff
- - KSM damage to 24 (from 20) - It has to be high damage, as requiring point blank is quite demanding
- - Standard grenade range of 10.6 change to 10 - Standardization, slight tone back on range by 6%
- - Psi Grenade range to 12 (from 13.3) - Slight nerf in range
- XCOM:
- - Sniper aim to 20 (from 25) - It didn't need the extra aim
- - All MECs gain +10 base aim for each class (+5 for the Goliath) - Boost to the general strength of MEC shooting power
- Aliens:
- - Sectopod Clusterbombs no longer have a shockwave - It was buggy and unnecessary due to the new AI and clusterbomb mechanics
- - Uber Ethereal gain 20 more will - Doesn't do that much, but makes sure it's at least higher than the highest ethereals leaders, feels weird when an ethreal leader has more will than the end boss of the game =P
- Bug Fixes:
- - Fixed multiple typos
- - Fixed a bug where grapple could reach 14.3 tiles and not the full 15 tiles
- - Fixed a bug where indomitable wouldn't trigger properly
- - Fixed a bug where EMP Cannon's cost was never decreased and should have been
- - Fixed a bug where the Shogun's aim growth was sometimes lower than intended
- - Fixed a display issue causing multiple popups on ethereals when they die
- - Fixed a bug where psionic hit chance popups were incorrect
- - Fixed a LW 1.0 bug where grapple would not update any volumes the unit was in (acid, smoke, rift, etc.)
- - Fixed a bug where distortion targets in the 18-20 tile "technically squadsight but leniency due to stepouts"-zone were not receiving any chance to be crit (note: squadsight is described as anything over 18 tiles)
- - Fixed a bug where the aim display on a unit's F1 tab was not correctly accounting for mind merge and greater mind merge
-
Version 1.31.02
- LW Rebalance v1.31.02
- Strategic:
- - EMP cannon damage reduced to 350 (from 420) - They were too effective at clearing out fighters and destroyers, making some campaigns have the alien resources plummet and not be able to field enough air game strength into the late game
- - Destroyer HP to 2000 (from 1500) - Increased resilience to being shot down and thus less mitigation of panic increases and alien resource pinning
- - UFO Scouts have 3 less aliens on average - Significant buff, due to map size they were competing with mediums for difficulty, this should make them easier and feel more fair
- - Overseer HP to 3000 (from 4000) - Makes it easier to shoot down, especially with the EMP nerf
- - Augmentation changed: you no longer lose stats for having less than 8 base HP, into only requries 10 days (from 15), but your chance of successfully being augmented decreases by 20% for every HP below 8 and by 1% for every 10 days of injury/fatigue - Means that you will never create poor MECs and that it will just be more difficult/costly to turn low HP soldiers into MECs
- - Failure to convert a soldier into the MEC will occur immediately (if they fail) and will still cost the augmentation cost and the soldier will accumulate a wound equivalent to the time they would have spent being augmented
- - Advanced Conversion no longer makes Augmentation cost 0 meld, but instead grants 2 HP to all soldiers, but only for the purposes of MEC augmentation - Alteration and consistency with psionic training, also the reduced meld cost was broken with the new mechanic
- Tactical:
- - Enrage is only a 25% chance to trigger a 0 AP action (from 75%) but has a 5% chance to trigger per dead XCOM soldier (from 2%) and also increases throw range by 100%- at 75% it could reasonably lead to streaks of enrage that felt ridiculous. The higher proc rate, weapon damage, mobility, and reaction immunity (plus the new throw range) still make it strong.
- - A steadied weapon grants +50 aim, but only grants +2 pen if the soldier has 2 AP - Tones back strength of bullseye by 2 penetration
- - Smoke grenades and acid grenades no longer highlight players inaccurately, though it still displays a targeting reticle - QoL, prevents misunderstandings
- - Officers no longer have reduced fatigue time - Simplification and makes it harder to only use high ranked officers, spreads the commanding out
- - Fatigue and injury increases no longer increase by 5% each month but instead base fatigue time is +1 per month - Later game mission amounts tone down quite a bit allowing consistent use of A/B Team which is NOT intended or ideal, this makes a deep roster important into the end game. This also makes shorter missions still fatigue teams and longer missions not feel nearly as punishing.
- - When a unit is overpowered the camera will hover over them quickly - QoL so you know who gets overpowered and the camera won't move away quickly so you don't know
- - The first mission of the campaign always occurs on the 'URB_CommercialAlley_EWI' map - Consistency and less unpredictability for a challenging filter mission
- Perks:
- - Mind Merge now grants immunity to overpower - More effective counters to overpower
- - Combat stims now grant immunity to overpower - More effective counters to overpower
- - Steadfast reduces the chance to be hit by psionic attacks and overpower by 50% (from 30%) - Significant buff to the alien trophy, will to survive, and Fortified
- - Snapshot grants a 60% chance for a free shot (from 50%) - Significant buff - with the lack of synergy with both bullseye and disabling shot, the strike rifle snapshot build took some serious hits and could use a boost
- - Indomitable works when the unit has more than half health (from full health) - Prevents just 'ticking' the unit to disable indomitable (like with a bullet wizard or a single grenade)
- - Mind Control hit chance is reduced by half (instead of having a -50 hit chance modifier) - Significant buff to XCOM when dealing with really high will psionic enemies. This makes it so that really high will chance of mind control are not always 100% and the hit modifier does nothing, and so that really low will chance of mind control are not always 0% and the ability has no chance to succeed.
- - Psi Panic and Mind Fray final hit chance is reduced by 25% - Makes them less powerful and less consistent, balance on the trees and lowering of the disabling strength of psionics
- - Extra Conditioning reduces fatigue/injury time by 20% (from 30%) - Was too strong on a strategic level, despite being deceptive in its strength and not picked as often after performing some paper napkin math on soldiers and fatigue it appeared that NOT picking EC on basically everyone was a mistake at 30%. 20% made it still probably the strongest choice, but more reasonable.
- - Combined Arms grants +1 damage to all weapons and equipment (from +1 pen) and Comaraderie has a 20% chance for bonus stats (from 50%) - Significant buff to combined arms, balance on the FCmdr rank
- - Sapper deals double environmental damage and +1 damage and +1 penetration to explosives (from triple enviro damage) - Significant buff on damage, further nerf on cover destruction - keep grenades from being more utility and minimizing overall cover destruction, especially on late game Engineers (and Shoguns) who can deploy a lot of sapper greandes
- - Psychokinetic Strike has a 5 turn cooldown (from 8) - Significant buff, It was not competitive at 8
- - Overpower occurs at 20% of the unit's will (from 25%) - Slight nerf
- - Neural Feedback rework and renamed to Countercharge: Causes enemies within line of sight that act to take 3 + PsiRank/2 psionic damage. The chance to trigger is Will/5. Target Will: 50.
- Equipment:
- - Aegis armor HP to 11 (from 9), Titan and Archangel armor HP to 16 (from 14), Banshee armor grants tactical mobility (instead of low profile) - Balance of armor types, removable of perk duplication ala sightings
- - Illuminator Gunsight mobility to 0 (from -0.6) - Balance vs other options
- Aliens:
- - Sectopod Cluster bomb deals 20 base damage (from 30) - Significant buff for XCOM, makes it a less likely to be OHKO when you get hit by it
- - Ethereal/Uber Ethereal base will lowered by 20 and will growth lowered to 30/40 (from 40/60) - Significant buff for XCOM, makes will modification much more effective against them
- - Seekers no longer gain additional DR when strangling - Now that they shred and deal half damage, gaining additional DR seems unnecessary/overkill, previously it was used as a means to make their strangle signifcant and effective, but we have already more than achieved that
- - Sectoids will to 55 (from 35) - With the reduction in final hit chance of psi panic and mind fray they needed a boost
- Bug Fixes:
- - Fixed a bug where neural feedback would not activate against mind merge or greater mind merge
- - Clarified that Impact only clears overwatch if it actually damages the HP of the unit - Distortion and psi shield and prevent this
- - Fixed a bug where seeker strangle shredding was acting as if it was explosive damage for the purposes of shred
- - Attempted fix on enemies throwing greandes from squadsight - Hard to verify because I do not have a reproducible save, likelihood is high that it's fixed though
- - Attempted fix on enemies prematurely ending their turn - Hard to verify because I do not have a reproducible save, likelihood is less than above, maybe 30%?
- - Again fixed SKYRANGER_CAPACITY so that it works on abductions and some other missions where it still was not
- - Fixed a bug where the gunner didn't get it's new MSGT perks updated
- - Fixed a bug where units stepping out would be considered in squadsight range
- - Fixed a bug where the HP pip color wouldn't update as frequently as ideal leading to some inaccurate HP colors
- - Fixed a bug where too many enemy units overwatching at the same time would cause a CTD
- - Fixed a bug where sharpshooter sometimes wouldnt' give +15 aim against a biologic unit
- - Fixed a bug where squadsight aim penalties were not being applied correctly
- - Fixed a bug where the ACTUAL reserach for aliens was 0.7/0.8/0.9/1.0 (instead of 0.8/0.9/1.0/1.1) but decided to leave the bug in as a feature as the game is pretty challenging as is
- - Fixed a bug where telekinetic field was working on some non-explosive abilities and not working on some other explosive abilities
- - Fixed a bug where the exalt scan reminders would sometimes fail to remind before an event occurs
- - Fixed a bug where difficult to acquire council requests would not provide enough time to fullfill them
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Version 1.31.01
- LW Rebalance v1.31.01
- Tactical:
- - Readded the aiming reticle to smoke/acid (so now you see the reticle AND the arrows) - Probably the best of both worlds
- Perks:
- - Indomitable reworked to: If at full HP, fatal damage reduces this unit to 1 HP instead - It's originally intention was to prevent OHKOs and alpha striking, so this still accomplishes it without feeling so punishing
- - Insentient Crush deals 20% of max HP in damage (from 30%) - It's deadly enough at 20%
- XCOM:
- - Marauder MSGT perks Killer Instinct and Aggression replaced with Sprinter and Shadowstep - The crit perks were not effective on any of the builds and felt awkward
- Aliens:
- - Heavy Floater HP increased to base 20 (from 16) - As one of the last enemies in the game, and without the previous strength of indomitable, they needed a little more resilience
- Bug Fixes:
- - Typos
- - Fixed an issue where mobility was beign displayed as 1.9 and 3.9 instead of 2 and 4
- - Fixed a bug where Brawler wasn't granting additional aim
- - Grapple no longer avoids reaction fire and suppression fire - Turns out it was always bugged and never worked, and the code I thought I could get to work won't
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Version 1.31.00
- LW Rebalance v1.31.00
- Strategic:
- - Muton Elites, Sectopods, and Ethereals appear one alien level earlier (and upgrades adjusted accordingly) - There was a problem with not encountering high level enemies, especially on lower difficulties, but this was even occuring on impossible difficulty which was stalling out campaigns unnecessarily and creating a weird dip in the difficulty curve
- - Close Combat Specialist on the SHIV from SHIV Advancements II has been replaced with Brawler - Overall a buff, as the hit chance was so low that it was often a forced waste of ammo
- - Retraining a soldier now costs 5 days per rank (from just 15 days flat) - Makes it harder to just respec your A-Team as you need, while making it easier to respec low level soldiers, increase in overall difficulty of respecing mid-game
- - Mexico start bonus Ancient Artifact no longer grants a cognitive enhancer but instead receives 2 illuminator gunsights - Was a little too strong, the gunsights are enough of a bonus
- - Australia start Per Ardua Ad Astra grants +3 will (from +2) - Balance
- - Canada start Advanced Preparations grants 5 additional soldiers to start with - Balance
- - Canada start Cadre grants 5 CPLs (instead of 8 LCPLs) - In hindsight, the bonus was so front-loaded in a campaign that it was likely not ever OP, just felt that way off the start - the nerf just made this start unreasonable
- - China start Assembly Line grants 20 engineers (from 8) - Significant boost, the difficulty in expansion keeps this boost in check
- - India start Research Focus grants 20 scientists (from 12) - Significant boost, the limited resources keep this boost in check
- - Japan start Ring of Fire now has each Thermo Generator grant $100 credits in production value - Significant boost, this was always a weaker start and is now quite interesting
- - USA start Cheyene Mountain now reduces excavation costs by 80% (from 65%) - Significant boost
- - USA start We Have Ways now reduces autospy and interrogation time by 90% (from 70%) - Boosted
- - Alien base assaults gain more pods after each attempt - Makes them less farmable (see wiki for details)
- Tactical:
- - Smoke and Acid grenades no longer have a circular targeting reticle but instead just indicate units that would be affected by the smoke/acid with arrow - QoL, prevents quite misleading information from the targeting reticle
- - Fixed a bug where all mobility and range for tiles was off by ~7% - Note this will change a bunch of common tile numbers you were seeing in the game
- - Fixed an issue with increased bugs on high game speeds: Max speed of the game is now capped at x4 - Too many bugs could be reproduced with 8x speed
- - Overwatching with a unit will not trigger all reaction fire, but just a single reaction shot - Coding limitation, szmind and I spent many hours on this only to end up with buggy awful solutions, so this is now a feature =D. And... it's kind of a cool feature. =P
- - Being suppressed now counts as NOT being idle - This change affects abilities like Ready For Anything that require an idle unit to activate
- - Grapple costs 1 AP (from 0 AP) but has no limit on the number of uses - It was too powerful for rocketeers/snipers and was being used more of as a one-time jet boost than a movement tool which is was intended for, this should hit the intention better while not making it so powerful (note: it still pulls away from suppression/reaction fire)
- - Shred does 20 + normal shred damage taken + 5x explosive shred damage taken (from 30) - Tone back on the strength of shredder so that the ammo doesn't feel as mandatory and the gunner tree isn't as imbalanced
- Perks:
- - New Perk: Indomitable - Damage received is capped at 50% of this unit's max HP - Helps prevent alpha striking and OHKOs
- - Neural Feedback no longer affects the cooldown of psionic abilities - It only did in some situations, I couldn't figure out how to control it, this is a lot more simple and clean
- - Snapshot now prevents overwatch from triggering reaction fire - Slight buff, makes sense with the perk, feels good
- - Brawler grants 30 aim and 30 DR (from 25 of each) - Slight buff
- - Ranger grants 10% throw range (from 20%) - Nerf to the strength of the perk on supports and grenadiers
- - Concealment again requires that you walk (instead of dash) - The strength is simply too high at revealing pods and getting the jump on all pods. The scout is strong enough on it's own that it doesn't need concealment to be so powerful.
- - Reconnaisance will no longer trigger if the scout is dashing - It's hard to hear when you're sprinting -- also serves as a QoL if you're moving quickly and don't want to get the updates
- Equipment:
- - AutoSentry Turrent grants Close Combat Specialist (instead of Reactive Targeting Sensors) - Since it was removed from SHIV Advancements II it is now still available here, RTS was a little too strong on low aim SHIVs and CCS was a core part of encouraging close range SHIV that I did not intend to remove
- - Reduced the alloy and elerium cost of Pulse weapons, alloy cost of Gauss weapons increased - Pulse was not supposed to be so much more expensive than Gauss and act as too much of a barrier to plasma, now Pulse and Gauss should be seen as competitive, with Gauss being quicker to get, but much more expensive on alloys, and pulse being cheaper to produce, but requiring more of the elerium which is needed for plasma
- - Aegis Armor was supposed to either have lost DC or significant stats, but it never did, so Aegis loses DC - Balance vs other armors, it was clearly (and inadvertently) overpowered
- - Acid Grenade radius to 2.5 (from 3) - Slight nerf, it's quite strong
- - Javelin Rocket to double weapon damage (from triple) - I always felt it was effective at double, but was persuaded to move it higher (from players that were not using it very effectively) which I now think was not a reasonable change
- - Cognitive Enhancer no longer grants aim and crit - The xp bonus is strong enough on its own
- - Flak ammo reduces aim by 5 - Slight tone back in strength as it's very strong
- XCOM:
- - Assault Mayhem replaced with Fragmentation - Slight tone back on strength of later game Assault Grenadier (was a little too strong)
- - Gunner gains +5 base aim - Helps with progression and the nerf didn't need to be so severe with the OW aim fix
- - SHIV/Alloy SHIV/Hover SHIV armor HP to 8/16/14 (from 10/22/16) - Slight tone back as they are quite strong and were replacing biotanks a little too easily, a lot of this is due to the paucity of CST that used to exist
- - Maraduer Opportunist replaced with Impact - Opportunist was too strong on the RR build
- - Marauder Bring 'Em On and Killer Instinct swapped - Prevents a strong crit line from not being able to support any of the major builds
- - Gunner Lock N' Load swapped with Bring 'Em On - Makes a more competitive choice for the Bullet Wizard at GSGT while giving the other builds an earlier option for ammo
- AI:
- - Exalt will not always directly sprint towards the capture location - They will still go for the capture location, but a "little" less rambo style (it's not perfect, but it's better)
- Aliens:
- - The following units receive the indomitable perk: Muton Elites, Berserkers, Heavy Floaters, Outsiders
- - All exalt leaders gain 20 will per leader level (except for Iago who gains an additional 60 will at his level for +100 will total) - Buff to exalt leader will as it felt too low
- - Level 5/9 Berserkers Leaders gain +6/10 damage (from +4/4) and +20/30 will (from +10/10) - Boost to strength of Berserker leaders
- - Berserker and Chryssalid level 9 leaders gain Brawler - Boost to resiliency of max level leaders
- - Sectoid commander will to 90 (from 80), and hp to 12 (from 10) - Slight increase in difficulty
- - Sectoid Commander / Ethereal Bounty back to 20/80 (from 40/120) - Reversion - the increase was displacing the need for elerium which was supposed to be more rare
- Exalt Elite Gene Mods:
- - Exalt Elite Operatives gain Muscle Fiber Density and Advanced Perception
- - Exalt Elite Snipers gain Predictive Tracking and Adrenaline Surge
- - Exalt Elite Heavys gain Iron Skin and Neural Dampening
- - Exalt Elite Medics gain Smart Macrophages and Adaptive Bone Marrow
- - Iago gains all 8
- Bug Fixes:
- - Fixed a bug where native code was removing will from units from red fog and my code was doing this as well so it was doubling the effect that redfog was having on will
- - Fixed a bug where reaction shots were gaining the cover bonus of flanked units
- - Fixed a bug where reaction shots were gaining a 8-15 bonus hit chance
- - Fixed a bug where SKYRANGER_CAPACITY was not working from the dgc.ini
- - Possibly fixed a bug where trying to select your unit would only show the tiles that another unit could move, especially after using combat readiness "J"
- - Fixed mindfray predicted damage (again, but it actually works this time) =D
- - Fixed a bug where bullseye was still granting +50 crit
- - The gene mods listing on the perk tree image was updated with Advanced Perception
- - Fixed various typos
- - Possibly fixed a bug where Mutons could throw grenades extremely far
- - Tried to fix the bug again where psionics were triggering impact
- - Fixed a bug where the SHIV could 'sometimes' hold capture points on data recovery missions - This was supposedly disabled, but sometimes would still occur - should be completely disabled now
- - Fixed a bug where enemies would sometimes not go on overwatch when they should
-
Version 1.30.05
- LW Rebalance v1.30.05
- QoL:
- - Improved some of the country ratios so that countries you start in have a higher proportion - QoL, helps with home sweet home bonus
- - Pressing "J" now automatically selects another unit - Just for ease of use when playing
- Bug Fixes:
- - Fixed a LOT of bugs on maps where sometimes the alien heads would show a flank but the targeting wouldn't (or viceversa) - Basically I just rewrote the code that decides what is a flank to use the exact same function so they will at least always match up now
- - Fixed a bug where everyone within 4 tiles was getting the Brawler +25 aim bonus showing up as an unknown +25 aim bonus
- - Fixed a bug where CCS was not reducing the aim by 50 correctly (and in the majority of situations)
- - Fixed a bug where the mists were still set to 5 HP
- - Clarified the lack of proximity damage estimations on MEC mounted weapons
- - Fixed a bug where enemies that were flanked with a distortion bonus would sometimes gain additional defense
- - Fixed a bug where the estimated damage for mindfray would often include DR still (despite it actually bypassing DR)
-
Version 1.30.04
- LW Rebalance v1.30.04
- QoL:
- - Added some info that covert operatives have 50% reduced mobility
- Bug Fixes:
- - Fixed a bug with smoke: units are now immune to triggering overwatch when in smoke or when moving out of smoke through a full tile of smoke - It's a big work around but it stops the problem with multiple smokes not protecting you from overwatch between them - Feel free to run through multiple chained smokes now!
- - Fixed a bug where someone hacking a relay or difusing a bomb would get an action from scamper (they should not)
- - Fixed a "BUG" where the arc rifle wasn't doing enough damage, so it now does +8 vs mechanicals (+14 with the supercapcitors upgrade)
- - Fixed a "BUG" where the gunner still had aim growth (they now have none) as it was too strong with the SAW/LMG and the suppression/flush combo that all gunners have (note it won't work retroactively so any already promoted gunners are unaffected)
- - Overpower no longer works if the overpowering unit is maimed
- - Fixed a bug where "Someone is there" tile scanning code would trigger for civilians
- - Fixed a bug where AP grenades were not triggering as much shredder application as they should
-
Version 1.30.03
- LW Rebalance v1.30.03
- Bug Fixes:
- - Fixed some typos
- - Fixed a CTD on base defense missions
- - Fixed a "BUG" where Shred was too powerful from bullets so shred reworked to: [This unit takes (30 + normal shred damage + 5x explosive shred damage)% in extra damage]
- - Fixed another "BUG" where shredder ammo no longer needed it's aim malus, so it's aim is back to 0 (from -15)
- - Fixed a CTD at the beginning of exalt missions (again, hopefully for the last time)
- - Fixed a bug where holo would grant more aim on reaction shots against units in cover
- - Fixed a bug where penetration was not applying correctly on MiNEs
- - Fixed a bug where the description of various technologies was misleading
- - Fixed a bug where alien aggression would rarely decrease at a faster rate than intended
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Version 1.30.02
- LW Rebalance v1.30.02
- QoL:
- - Removed the Ready For Anything popup as it was redundant with the OW popup - Less spam on the screen
- - Orange Pips (indicating danger of reaction fire) will now be disabled with abilities that grant immunity to reaction fire (smoke, RnG, etc.) - Makes more intuitive sense so that when you see orange you know you're in trouble
- Strategic:
- - Increased abduction rewards from starts now occur after randomization and after a minimum of 1 - Makes it feel like the rewards are increased and that it's not a bug
- Tactical:
- - "Disorient" lowers will by 50 (from 20) and mobilty by 50% (from 60%) - Massive boost. This makes it more effective at lowering the strength of enemy psionics and making enemies suceptible to your own will-based attacks. The mobility reduction was to accommodate for the significantly decreased mobility gains of aliens (as too much mobility reduction really just neuters melee units). Overall this is a significant buff to concussion grenades and significant buff to support classes.
- - Tactical Brilliance triggers (from Command) will now cap at 50 will (from 60 will) - Makes them slightly less effective, puts less pressure on high will officers
- - The -10 aim and +30 defense from the In Smoke buff now affects psionic abilities as well - Makes smoke an effective deterent for psionic attacks, significant buff to smoke and thus support classes
- - Automatic Reinforcements on Covert Op Extractions are reduced by 1 turn - Slight tone back, makes it a little easier to get out before you get overwhelmed
- Perks:
- - Squadsight penalties kick in as soon as it's being used, i.e. at 18.7 tiles (instead of at 20 tiles) - Slight nerf, makes sense as you're relying on your squad to help you site the target
- - Onslaught no longer allows movement after use - This perk is the main reason the Marauder is a little too strong and simply put: 2 KSMs in a row needs more draw-back than just 50% reduced mobility
- - Close combat specialist shot damage increased to 100% (from 50%) but has a -50 aim malus - This makes it so being really close (e.g. +80 aim bonus with shotgun) still hits at ~100% but being at max range (4 tiles) with a regular weapon (+30 aim) has a chance to miss (-20 aim total), overall significant buff. Also note that with a shotgun at 4 tiles the aim malus is almsot completely negated by the shotgun close proximity bonus (8*6 = 48).
- - Brawler grants 25% DR within 4 tiles (from 20%) and +25 aim (from +1 damage) - Buff to close range combat, offsets the aim malus from CCS, grants additional crit from spill over on regular shots
- - Combat Drugs no longer grants additional will (from +10 will) and only heals 35% of damage received (from 40%) - Nerf to accommodate the additional 30 defense vs psionic attacks
- - Bullseye no longer grants additional crit (from +50 crit) - The +50 aim and +2 pen was actually quite powerful and sometimes its easy to forget how much of a boost that is, the additional crit was not necessary
- - Extra Conditioning grants 30% reduction in fatigue/injury times (from 20%) - Slight boost for balance
- - Eagle Eyes remade into "Advanced Perception": allows this unit to react earlier to incoming fire, causing 10% of all shots to graze, dealing only half of their original damage - Eagle eyes was bad for 2 reasons: 1) It focused on only 2 classes and 2) The purpose of squadsight penalites was to prevent cheese and eagle eyes was circumventing this. Advanced Perception is now a perk that all soldiers can use but is specifically helpful for tanks.
- - Disabling Shot now affects all enemies (from just biologic enemies) but requires 2 AP and a steadied weapon to work - Means it requires a lot more setup, but still works against the most effective enemies to disable
- - Adrenal Neurosympathy triggers at 5% per enemy in sight (from 10%) - Was a little too strong and too frequent, especially in dense battles
- Equipment:
- - Restorative Mist heals for 7 (from 5) - Significant boost to MEC healing (especially due to packmaster only granting 1 additional mist)
- - Marksman Scope no longer reduces the squadsight penalty - It actually was bugged and never did, theoretical nerf to mobile squadsight, but technically no change
- - Strike Rifle crit to 20 (from 30) - Slight tone back, balance
- - Battle Rifle crit 0 (from 10) - Slight tone back, balance
- - SMG and carbine ammo to 2 (from 3) - Significant tone back in flexibility while not changing their hitting power, their strength mostly comes from how effective extra mob
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