0 of 0

File information

Last updated

Original upload

Created by

Ucross

Uploaded by

Ucross

Virus scan

Safe to use

About this mod

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

Requirements
Permissions and credits
Version 1.16.4 Released!

What is this mod?
This is a modification of a modification. :)  The popular Long War 1.0 modification for XCOM:EU/EW was amazing and very successful.  However, I felt that there were still a few improvements that were possible... thus this mod.

Regarding Difficulty:
While Normal and Classic are easier, Brutal and Impossible are harder.  I passed 9/10 campaigns on LW 1.0 I/I but fail over half of my impossible campaigns on this rebalance.  Take that for what you will.  Veteran long war players may consider dropping the difficulty if they are used to playing on impossible or brutal... or leave it on impossible if you want to get your butt kicked like I do :) .  The difficulty curve is also adjusted so that the game starts off easier and gets more difficult as it progresses.  Captures and interrogations are now required research and getting them early is important to not slow down research.  Destroyers are more difficult to shoot down and attempting to in the early-mid game is not advised.  As well, landed UFOs, exalt missions, and swarming abductions are more challenging -- treat them with respect.

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

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

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

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


Required files:  XCom:EW, Long War 1.0, PatcherGUI

1) Unzip the files

2) Copy the files that end with '.INI' into your 'Config' folder (XCom-Enemy-Unknown\XEW\XComGame\Config):
  • DefaultMaps.ini
  • DefaultGameCore.ini
  • DefaultGameData.ini
  • DefaultContent.ini

3) Copy the files that end with '.INT' into your 'INT' folder (XCom-Enemy-Unknown\XEW\XComGame\Localization\INT):
  • XComGame.int
  • XComStrategyGame.int
  • Subtitles.int

4) Install the LWRebalance vX.XX.txt with PatcherGUI
  • This should be done on a clean install of LW 1.0 (no other mods installed except LW 1.0)
  • It may take a while, give it some time
  • It will likely conflict with other mods, especially if you install a mod that is already incorporated (see list below)
  • The recommended additional mods listed below are tested and safe
  • Keep the LWRebalance vX.XX.txt.uninstall file that PatcherGUI makes (you'll need it to install any updates)
  • When updating, run the LWRebalance vX.XX.txt.uninstall before you run any new LWRebalance vX.XX.txt

5) Play the game!

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

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

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

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

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

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

Additional Species (by amaciel81): http://www.nexusmods.com/xcom/mods/619/?
Steam Vent Location Tweak (by Eclipse666): http://www.nexusmods.com/xcom/mods/699/?
Virtual Reality Training (by Eclipse666): http://www.nexusmods.com/xcom/mods/569/?
Long War Beta 14 HP Display Mod (By Ellatan): http://www.nexusmods.com/xcom/mods/503/?
DW Fix (By Lemaign): https://pastebin.com/PDBTiGEQ

_____________________________________________________
RECOMMENDED ADDITIONAL MODS

Line of Sight Indicators (by tracktwo): http://www.nexusmods.com/xcom/mods/666/?
LoadoutManager (by tracktwo): http://www.nexusmods.com/xcom/mods/656/?
Alien Sight Range Indicator (by Eclipse666): http://www.nexusmods.com/xcom/mods/556/?
Cleanse of the Clones (by SirDrD): http://www.nexusmods.com/xcom/mods/514/?

_____________________________________________________
THANKS AND ACKNOWLEDGEMENT


Thanks to AzXeus (especially AzXeus), Dustin, and Terrible Name for their help with the hard coding.
Thanks to SpazmoJones (aka Eclipse666) for his help with meld expiration timers, adding carlock, exalt reminders, steam vent locations, and enchanced tactical info.
Thanks to Cryptic C62 for his map category modifications.
Thanks to kawyua for the AI modifications.
Thanks to oakeman for his help fixing exalt using explosives when disabled and proper tabbing through of soldiers.
Thanks to The Iron Rose (aka vazeron1) for his help with customizing the unique soldiers.
Thanks to szmind for his help with air game, balancing, and the sequential overwatch shots.
Thanks so much to Forefal-, Lafiir, bigjet, Youge, Tacklezz, and LateNight_Rax for their feedback and tireless beta testing.
Also tremendous thanks to johnnylump, wghost81, and Amineri and everyone else who has made LW such an amazing game.
_____________________________________________________
STRATEGIC-LAYER CHANGES

  • Difficulty changes (other LW 1.0 difficulty changes still apply)
  • Normal:        200% XCom funding    Base HQ Power 50   Start cash 2000   Start Panic  500   UFO Alloy/Elerium 100%
  • Classic:        160% XCom funding    Base HQ Power 40   Start cash 1600   Start Panic  600   UFO Alloy/Elerium   80%
  • Brutal:          120% XCom funding    Base HQ Power 35   Start cash 1200   Start Panic  700   UFO Alloy/Elerium   60%
  • Impossible: 100% XCom funding    Base HQ Power 30   Start cash 1000   Start Panic  800   UFO Alloy/Elerium   50%

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

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

  • Terror Missions increase panic on countries/continents by 45/15 but each civilian saved reduces panic by 3/1
  • Terror Missions have only a 50% chance to kill a civilian off screen each turn (from 100%)
  • The terror panic modification and off screen civilian deaths makes it possible to actually lower panic in terror missions
  • It also makes saving people during terror missions feel like a reward instead of preventing a punishment
  • You break even (0 net panic) if  you rescue 15 civilians and reduce panic if you save anymore than that

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

  • If a country has 5 bars of panic (from 5.75 bars) it may defect at the end of the month
  • Overall starting country panic levels increased by 25%
  • Starting country panic levels are more even -- Specifically: panic chunks to 1 (from 3)
  • With less panic from terror missions and satellites the aliens needed some help so the threshold to defect was lowered and initial levels increased
  • The difference between starting country panic levels was made more even so you didn't start with countries already defecting
  • Warning: you will likely a few more countries to panic off the bat when playing on impossible (compared to LW 1.0)

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

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

  • All grey market selling is worth 80% less, except meld sells for 10 (instead of 4)
  • Discourages early game selling and makes later game research and tech are more attainable (because you didn't sell as many resources)
  • Increase in Meld sell cost gives more reward to the player for completing missions faster

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

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

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

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

  • Exalt scan cost to 100 (from 50) but does not increase with each successive scan
  • Exalt reward for mission complete to 50/40 (from 150/120)
  • Minimizes the effect of exalt being a benefit due to cash influx from the missions
  • It made no sense that scans became successively more expensive and at the end of each month became cheap again
  • Overall the player should have incentive to kill Exalt as soon as possible

  • Countries never request satellite transfers and can request sectoid corpses, drone wrecks, alloys, elerium, meld, and weapon fragments from the start
  • You do not need to research anything to open up these requests
  • Stops satellite request spam from blocking reasonable requests
  • Opens up options to the player for earlier cash at the cost of their resources

  • The "super sky-ranger" upgrade has been removed
  • OTS squad size upgrade ranks required to 150/300 (from 40/115) and cost to 500/1000 (from 200/200)
  • The big missions you will still only get 8 soldiers max, making them (fitfully) the most difficult missions
  • Stops the crowding and tedium that sometimes occurred from more than 8 soldiers
  • The upgrade from 6 to 7 and 7 to 8 occurs throughout the game instead of just at the beginning and has a significant cost associated; both help stop the reverse difficulty curve

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

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

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

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

  • The first mission of the game contains pods of 2-3 aliens (from 3-4)
  • Didn't make sense to start with a harder mission on easier difficulties

  • Exalt multiple clues are re-enabled and dynamic war will modify the # of clues you received
  • This is a modification of the 'EXALT Intel Tweak' by Eclipse666
  • Allows you to more quickly find the exalt HQ and (if you're strong enough) defeat them

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

  • Abductions contain an average of 7/12/17/22 aliens on light/moderate/heavy/swarming (from 8/11/14/17)
  • Abduction missions are more likely to be a lower difficulty -- The difficulty is 1 level lower on average
  • Makes the difficulty more of a factor when attempting an abduction mission
  • The increased likelihood of easier missions makes up for the increased difficulty of the abduction missions
  • Keeping panic low is more important as higher panic = more difficult abductions

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

  • Psi Training Changes
  • The chance to become a psionic is 3x[will-35] (from 1x[will-5])
  • Each level after is 3x[will-5] except rift which is 3x[will-75] (from 1x[will-15] to 1x[will-75]) 
  • Psionic training times increased by 50%
  • Psi levels require only 4 battles per level (instead of 5) (neuroregulator reduces this to 3)
  • This makes it significantly more predictable and faster to train someone up to mind control once they are psionic because their success rate will be way higher, their time to train is way faster, and the number of missions is significantly reduced
  • To compensate it's now much harder to get someone to become a psionic (anyone with less than 35 will cannot become a psionic)

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

  • You start with 2 SHIVs, 16 soldiers (from 40), soldiers cost 50 to recruit (from 25)
  • At the end of each month XCOM recruits more soldiers to fill your roster
  • The formula is: [1 + (50-#Soldiers)/5 + Rand(50-#Soldiers)/10] soldiers gained at the end of each month
  • Discourages players from not using worse soldiers and even sometimes 're-rolling' soldiers
  • Gives players easy access to early SHIVs (which are really effective in the early game) and strongly encourages use
  • You start with more cash to allow you to purchase soldiers instead of just starting with the soldiers (gives you more flexibility)
  • The increased soldier cost is to make soldiers feel more valuable and to make recruiting a lot much less financially feasible
  • The soldiers you gained each month ensure that if you're doing bad you get free soldiers, that you get more soldiers as the game goes on, and stops after 50 soldiers to prevent roster bloating

  • Skeleton key cost to $400,60M,60E,100A (from $200,10M,40E,10A)
  • As counter-intuitive as it may seem, in LW1.0 it is actually beneficial when the aliens set up bases. This is because you get increased meld from canisters, can raid the bases to get lots of resources, and will set back alien research significantly when you do raid them. The skeleton key change makes it so you get no net resource gain but still set back the alien research.

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


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

  • Satellite Uplink/Nexus engineers required to 15/15 (from 10/20)
  • Getting a full continent covered in the first month is unrealistic now
  • Slows down satellite expansion
  • Makes the nexus more competitive
  • The number is lower than expected because scientists and engineers are less common

  • Laboratories/Workshops cost 350 (from 200) and require 15/15 (from 10/10) for the initial and 15/15 more (from 10/10) for all subsequent 
  • Makes some starting bonuses more reasonable
  • Since both laboratories and workshops are not mandatory and only serve to accelerate xcom progress it was reasonable to target these to slow down overall progress

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

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

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

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

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

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

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

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

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

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

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

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

  • Scientists are 2.4x as effective (~half research time)
  • Makes up for losing some of them from country supply

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

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

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

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

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

  • LW 1.0 Bug Fix: Shooting down a UFO no longer grants 100% elerium and instead grants 5-15%
  • It was supposed to be that elerium was unstable and often destroyed when a UFO was shot down and destroyed.  However, a part of the LW 1.0 code was not working due to a bug which made shotdown UFOs give full elerium so everyone always was stock piling or selling it. 
  • Now landed UFOs or UFOs shot down with EMPs are the best source of elerium (as intended)

  • Rework on UFO air weapons
  • UFO Plasma I:                 300dmg per 0.5s,       0% penetration,   15 aim,     +3dmg/mo,   +1aim/mo
  • UFO Plasma II:                550dmg per 1.0s,  100% penetration,   30 aim,      +5dmg/mo,   +1aim/mo
  • UFO Fusion Lance:       1300dmg per 2.0s,  250% penetration,   45 aim,    +13dmg/mo,   +1aim/mo
  • The decreased early aim of the UFO weapons Increases the strategic importance of the air stances making defensive/balanced more viable
  • With UFO Plasma I at the beginning on defensive/balanced/aggressive stance the aliens will have an aim of 5%/15%/30% with double damage
  • On aggressive the UFO plasmas are more powerful and on defensive they are much weaker; on balanced they are similar to LW 1.0
  • With Plasma I it's easy to avoid an interceptor death -- as the UFO weapons get stronger it becomes more difficult
  • The different rates of fire make it more clear which weapon you are fighting when engaged with a UFO

  • Rework on XCOM air weapons
  • Avalanche Missile:                   80dmg per 0.5s,       0% penetration,   30 aim
  • Stingray Missile:                     300dmg per 2.0s,     50% penetration,   30 aim
  • Phoenix Cannon:                     200dmg per 1.0s,     50% penetration,   35 aim
  • Phoenix Cannon Upgrade:     200dmg per 1.0s,   100% penetration,   35 aim
  • Laser Cannon:                        1000dmg per 3.0s,        0% penetration,   40 aim
  • Laser Cannon Upgrade:        2000dmg per 3.0s,        0% penetration,   40 aim
  • Plasma Cannon:                     4000dmg per 3.0s,   100% penetration,   20 aim
  • Fusion Lance:                         6000dmg per 3.0s,    125% penetration,   15 aim
  • EMP Cannon:                               40dmg per 0.5s,    150% penetration,   80 aim 
  • Helps distinguish the weapons
  • Avalanche missiles are useful all game for shooting down enemy UFOs instead of destroying them
  • Phoenix cannons are superior to avalanche/stingray and good against armored targets (fighters/raiders) but weak against unarmored (scout/raider)
  • Lasers are king against scouts/raiders but weak against armored targets (fighters/destroyers/larger UFOs)
  • Cooldown and damage is increased on later weapons to make more UFOs explode in the air and therefore less missions in the late game
  • EMP is for helping ensure UFOs crash land instead of exploding, especially with the increased aim it's easy to use in defensive stances
  • The low aim and high damage on the plasma and fusion weapons makes skilled pilots, aim modules, friendly skies, and more aggressive stances more effective in the end game

  • Rework on UFOs/Planes
  • Scout:                HP:750,     DR:0%,        Pen:+15%
  • Fighter:             HP:850,     DR:75%,       Pen:+35%
  • Raider:              HP:2500,    DR:0%,        Pen:+35%
  • Destroyer:         HP:2600,    DR:75%,     Pen:+75%
  • Overseer:          HP:3500,    DR:150%,    Pen:+125%
  • Harvester:         HP:5500,    DR:100%,    Pen:+15%
  • Abductor:          HP:6000,    DR:250%,    Pen:+10%
  • Transport:          HP:7000,   DR:150%,     Pen:+0%
  • Terror Ship:       HP:8000,    DR:125%,    Pen:+0%
  • Battleship:         HP:13000,  DR:150%,    Pen:+100%
  • Assault Carrier:  HP:15000,  DR:200%,   Pen:+90%
  • ---------------------
  • Interceptor:       HP:3000,    DR:50%,      Pen:+0%
  • Firestorm:          HP:5000,    DR:100%,    Pen:+25%
  • Assault carrier and abductors are now very difficult (pretty much impossible?) to kill. This helps increase late late game mission variety if you had air dominance by including terror missions and abductions on urban maps instead of just ufos being shot down.
  • In contrast, battleships are now easier to kill (though still quite challenging) so that you can more reasonably acquire fusion cores
  • Trying to shoot down the overseer should be much easier.  Previously only plasma, EMP and fusion could realistically down it.  Now gauss/pulse can actually damage it and plasma/fusion do more damage.  You should be able to spread your airforce out more to try to find and down the overseer, especially with the increased interception time.  Even interceptors can do some damage to help drop the overseer now.
  • The interceptor has slightly more armor and is a little more durable
  • The firestorm has slightly less armor - this means the smaller ships can still pose a reasonable threat to it

  • Interception times increased by 40%
  • Afterburner bonus interception time to 7s (from 5s)
  • Allows us to use the different stances without the UFO flying away

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

  • Phoenix and laser cannon alloy cost reduced to 6/15 (from 12/30)
  • Takes away a little bit of the early game alloy shortage pressure

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

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

  • EMP chance to recover artifacts on shot down planes increased to 70-100% (vs 20-50% without EMP)
  • EMP chance to recover elerium on shot down planes increased to 60-80% (vs 10-30% without EMP)
  • Makes EMP a more useful tool for gathering resources though it's less useful for shooting down planes

  • Interceptors cost to 300 (from 200)
  • With the stronger interceptors and the ability to use balanced/defensive stances we don't need as many interceptors

  • Aim boost cost increased by 20 meld
  • With the slower more damaging weapons in the late game the aim booster became a lot stronger

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

  • The F1 ability now displays enhanced tactical information
  • This is a modification of the Enchanced Tactical Info mod created by SpazmoJones (aka Eclipse666)
  • Extra information includes: Soldier XP and Psi XP (XP values take mission completion bonuses into account), soldier current mobility and non-percent based damage reduction, a count of active aliens for each alien type, a count of aliens killed (in total -- not just for the selected soldier), and XP earned for each kill (appears over the dead alien)

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

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

  • Aim bonuses and penalties for being close increased
  • Shotgun to 10 per meter (from 6)
  • Normal weapons to 5 per meter (from 3)
  • Sniper/Strike Rifles to 7 per meter (from 5)
  • Range at which these bonuses/penalties are applied increased to 10 tiles (from 8.8)
  • Note: This works for both xcom and aliens
  • Helps prevent close proximity misses
  • Encourages closer range play and less "destroy from a distance"
  • Makes the difference between weapons more distinct
  • Close range combat is more rewarding (for both you and the aliens)

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

  • Cover-based damage reduction is now percent based (instead of static DR)
  • Partial Cover: 20% DR 
  • Full Cover: 30% DR
  • Hunkering: 1.5x cover-based DR
  • Will to Survive: 2x cover-based DR
  • If you have will to survive and are in partial cover you'll have 20% x2 = 40% DR
  • If you are hunkering in full cover with will to survive you'll have 30% x1.5 x2 = 90% DR
  • DR stacking had a problem with trivializing many encounters when it was less percent-based
  • This change makes cover-based DR stronger against high-damage weapons and much weaker (i.e. not abusive) against low-damage weapons

  • Boosted the stats of reward characters 
  • Set the mobility of Glenn Friendly and the Furies (instead of random)
  • All bonus perks removed from reward characters
  • Added Carlock as a reward character for completing his mission
  • This is a modification of the Customize Unique Soldiers and Add Patrick, "The Plumber" Carlock merged mod created by The Iron Rose aka vazeron1 and SpazmoJones aka Eclipse666
  • Carlock's head is different to make it work with players who do not use the Slingshot DLC
  • All reward characters lose their bonus perks (if they had them; this does not affect psionic abilities) as the bonus perks restricted which class they could become and would bug out if you picked a class with that perk
  • The only exception is Zhang with lone wolf because it is 1) not that powerful and 2) only on the sniper tree (and Zhang has really poor aim so that's a very poor choice of class)
  • The stats were increased to make sure they were always at least decent soldiers (e.g. in hidden potential games)
  • The mobility was made static (instead of random between 11-15) so that you didn't get a 11 mobility of any of them and have it be an under-performing character or a 15 mobility and have it be a little too strong

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

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

  • Aliens on landed UFOs gain 3 months of extra research strength (from 1)
  • This makes landed UFOs much more challenging missions
  • They are reasonable to skip because doing so has minimal penalty

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

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

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

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

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

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

  • You can only bring in 3 and 5 operatives on Exalt Covert Op and Exalt Data Recovery missions, respectively
  • Makes the missions more unique and thus the overall game more various
  • They were a little too easy with the reduced damage on exalt with the full compliment of operatives (but the low damage was better gameplay)

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

  • Red fog mobility cap to 9 (from 6)
  • The low movement is the most fun part of red fog

  • Green fog has an aim/will/mobility% chance to reduce aim/will/mobility by 1 each turn (from 1 aim/will every turn)
  • Green fog has a will/2% chance to not affect a soldier each turn (from just occurring every turn)
  • Green fog is inactivated on base defenses and exalt missions (from active at all times)
  • Makes the effect overall less (especially on soldiers with low aim/will)
  • Makes it less punishing in longer battles as the effect per turn gets smaller and smaller
  • Makes it random: so you can have a soldier heavily affected or one that was hardly affected at all
  • Base defenses are challenging enough and technically would not have green fog; Same with exalt missions
  • Stops the problem when you get to that 30th turn of not caring about the effect and camping again
  • Pulling back from active pods and letting the enemy approach you can turn a 7v7 into 7 1v7s and as such is VERY powerful; green fog nerfs it
  • Pulling back can be incredibly effective but takes a lot of turns and is boring; it's ideal to discourage
  • Mobility was included on the stat loses to more evenly spread out the green fog affect (instead of focusing on shooting and psionic classes)
  • The fact that the soldier avoids the effects of green fog (will/2)% of the time means that will is very good at preventing green fog accumulation
  • Example: a soldier with 90 will would only be affected by green fog 45% of the time

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

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

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

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

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

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

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

  • Exalt units are more distinct
  • Exalt Snipers (+aim, -hp, -will), Exalt Heavies (+hp, -mob, -aim), Exalt Medics (+mob, +will, -hp, -aim)
  • All exalt lose 1 damage and a further 2 damage during research upgrades
  • Makes fighting exalt more various depending upon the type of exalt you are fighting
  • Makes it easier to identify distinct exalt types
  • The loss of damage make exalt easier -- this is important due to the more difficult exalt missions and the likelihood of facing many at once

  • Sectoid health to 4 (from 3), aim to 60 (from 65)
  • A little too easy in the early game
  • The lower aim will encourage the use of psionic abilities a little more and make them easier to deal with in shootouts

  • Floater mobility to 14 (from 13), gain a 15% chance to pickup lightning reflexes at 180 research, and leaders do not gain Close Combat Specialist
  • The lack of CCS is to encourage close-quarters combat
  • Slightly more mobile to make them more of a threat at closing in (improves their AI from sitting on overwatch as often)
  • The LR pick up was to act as a small check against overwatch builds

  • Heavy Floater mobility to 14 (from 12) and has a 15% chance to gain lightning reflexes at 180 research
  • Accommodates for their significantly decreased grenade range
  • Consistency with normal floaters
  • The LR pick up was to act as a small check against overwatch builds

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

  • Muton Elite health to 24 (from 20), base DR to 2 (from 0), damage to 12 (from 10)
  • They start with Danger Zone, Shredder Ammo, Will to Survive, and Tenacious Defense
  • They pick up Mayhem (instead of Tandem Warheads) at 420 research
  • Helps encourage fire fights due to larger health pools and more DR
  • Mayhem vs tandem keeps the grenades just as damaging with less cover destruction and strengthens suppression (esp. with mayhem & shredder)
  • Will to survive makes their cover more important

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

  • Sectopod hp to 45 (from 35), Chest Cannon damage to 20 (from 11), starts with Absorption Fields/Damage Control/Fortified, initial DR to 2
  • Makes them harder to taken down in 1-2 focused turns
  • Encourages HEAT, chem, or high base damage weapons to deal with (as opposed to just anything)
  • Completely resists criticals
  • They do serious damage now

  • Sectoid Commander health to 6 (from 15), 5 less hp gain with research, aim to 60 (from 65), will to 120 (from 90)
  • Sectoid commanders are a little easier to kill when they mind control your guys (though they have more defense -- see below)
  • The lower aim will encourage the commander to use psionic abilities more often
  • The extra will is to accommodate for mind control being more difficult to hit with to

  • Ethereal base health to 25 (from 20)
  • Makes the ethereal require 1 more shot to drop

  • Seekers gain the hardened trait and base health to 6 (from 4)
  • Makes them more threatening early game
  • Hardened trait makes all alien mechanicals consistent with the hardened trait and starting at 2DR

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

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

  • Chryssalids gain 0.5 DR, and damage to 6 (from 8)
  • The DR is to help them survive explosives a little easier and make it consistent with the chitin plating
  • The less damage is to lower their overall difficulty (since they pick up a significant defense boost)

  • Thin men health to 6 (from 5)
  • They all gain concealment and damn good ground at 240 research (from 25% gaining DGG at 90 research)
  • They all gain squad sight at 150 research (from 10% at 550
  • Slightly too easy in the early game
  • Slight discouragement for overwatch walls, forcing x-com into action during the mid-late game
  • Buff to thin men in the mid-late game and encourages xcom to use battle scanners

  • Outsiders base DR to 1 (from 0), gains an extra DR at 120 research, damage to 7 (from 6), and leaders do not gain Close Combat Specialist
  • Makes early large landings more risky and normal early outsiders a much larger threat
  • Multiple outsiders are now difficult to tackle with ballistics and lasers only (due to lower damage output)
  • The lack of CCS is to encourage close-quarters combat

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

  • Cyberdisc mobility to 16 (from 18), AI will fire at long range, starts with Covering Fire and Opportunist
  • Mobility reduction helps accommodate for the weaker capability to pin them with suppression
  • Covering Fire + Opportunist makes them harder to pin down in overwatch mode
  • AI changes allows them to fire when they are at long range instead of forcing them to either move or overwatch

  • All aliens have 0 innate defense (except for Sectoid Commanders: 30 def, Ethereals/Chryssalids: 60 def)
  • All aliens have 0 defense growth
  • All aliens do not gain Shock-Absorbent Armor (except for the uber ethereal)
  • Accommodates the decreases in aim progression xcom experienced
  • Helps reduce the trivialization of early game enemies in the late game
  • Makes it easier to calculate likelihood to hit a target
  • The lack of shock-absorbent armor is to allow xcom to get close without punishment (as its more engaging gameplay)
  • Chryssalids/Ethereals/Sectoid Commanders are now difficult to eliminate at long range encouraging different tactics to deal with them (explosives especially)

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

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

  • Doubled the hp, aim, will, DR, and regen of all alien upgrades after 500 research is accumulated
  • Usually occurs a few months into the new year
  • This makes it so if you are stalling and dominating the aliens they will present more and more of a challenge as the game goes really late

  • Uber Ethereal DR to 4 (from 0) and gains 15hp, 5 regen, and 20 will at 500, 600, 700, etc. research
  • The longer you wait, the stronger he gets
  • Makes it so the final end boss stays a challenge even if you decide to wait 3 years before attempting him
_____________________________________________________
SOLDIER STAT/ABILITY CHANGES

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

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

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

  • Hidden potential makes the stats random (from 0% to 200%) at each promotion
  • Works as expected for Aim and Will
  • Mobility is not randomized
  • HP is randomized but you can only gain a max of 1 hp each promotion (look in dgc.ini for the exact values)
  • Overall hidden potential units will have the same average stats as non-hidden potential units at max level

  • Added in a 2nd wave option called "Balanced Soldiers (#31)" that balances soldier stats like they were in LW 1.0 (Removes the randomness to starting stats)
  • Basically gives and takes away soldiers stats so they are all relatively equal when considering their overall stats (like LW 1.0)
  • Weighting of stats: M=12, HP=4, A=3, W=1

  • Soldier experience changed to 100,500,1000,2000,3500,5000,7500 (from 120,350,700,1200,2000,3000,4200)
  • Delay the final perks and make it less ideal to go for and consistently field a full Team of MSGTs, help prevent a reverse difficulty curve
  • The goal is to finish the game with only a handful of MSGTs
  • This makes late game missions feel more important as you will still be growing many more of your soldiers and feeling like you are getting more out of those missions
  • Early game is higher to make it easier avoid 'over leveling' so you don't focus on not getting kills on troops with max experience and to allow you to play more with those soldiers at that level (instead of just 1 or 2 battles with them at those levels)

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

  • Base health modifies fatigue and injury times: 
  • For each health above/below average, fatigue and injury times are reduced/increased by 5%, and vice versa
  • Averages = 6hp for soldiers, 10hp for MECs
  • Gives base health a stronger role vs armor health
  • Makes health more useful vs other stats
  • This means the "survival training" country bonus (+3 HP) gives your soldiers 15% reduced injury and fatigue times

  • Ranks required for OTS officer upgrades increased to 10/70/130/190/250 (from 20/45/75/110/150)
  • Number of missions a solder must undertake to be promotable to 2 (from 5)
  • So you aren't maxing out mid game and have nothing to grow into
  • Encourage a wider roster (compared to focusing on your A-Team)

  • OTS Upgrade "Company Officers" institutes the XCOM PFC Training Program (PFCs gain 2xp/day)
  • OTS Upgrade "Regimental Officers" institutes the XCOM Specialist Training Program (SPECs gain 8xp/day)
  • This is a modification of the Virtual Reality Training mod by Eclipse666
  • It makes it so PFCs are not such a burden in the mid game and PFCs/SPECs are not such a burden in the late game

  • SGT/TSGT/GSGT/MSGTs have a 10/20/30/40% chance to gain stats after each mission (% chance is proportional in DW games)
  • If a soldier does gain stats, the stat distribution is as follows: 5/15/20/60% chance for +1 mobility/health/aim/will
  • Increases the feel of soldier progression during the later ranks when promotions take longer to acquire
  • Makes it more worthwhile to still bring them in

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

  • Mindfray damage to 2 (from 1)
  • It was too weak before
  • Makes the ability more useful and more of a threat when the enemies use it

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

  • Mind control success modifier from -35 to -60
  • Psi Panic success modifier from -10 to 0
  • Mind control was borderline abusive so this helps keep it in check now that it will be available to more psionics
  • Psi panic wasn't abusive and the nerf was not needed

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


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

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

  • Will to Survive grants 2 mobility and doubles the cover-based DR (from 20/30% to 40/60%)
  • Tanks were a little too slow with their equipment, this makes them more mobile
  • Biotanks can now survive heavy damage shots more easily (due to percent based DR instead of static) and aren't so abusive against static DR

  • New Perk added: Tenacious Defense
  • Tenacious Defense grants, when in cover and unflanked, 30% crit resist and a 5% increase in the cover-based DR -- it also grants +3 armor health at all times
  • This increases the cover-based DR from 20/30% (for half/full cover) to 25/35%
  • This means WtS gives 50/70% DR (from 40/60%)
  • The crit resist is important because biotanks don't have access to resilience anymore and crits can ruin tanks
  • The 3 health is to aid in making the tanks tankier

  • New Perk added: Advanced HEAT Tech
  • Advanced HEAT Tech increases the bonus damage of HEAT Ammo and HEAT Warheads by 50% 
  • Increases the effectiveness of HEAT on the engineer in the mid-late game
  • Makes mechanical enemies more reasonable to kill
  • Centers the engineer around taking down mechanical enemies

  • Hardened grants 30% DR against explosives (it still grants 60 crit resistance)
  • This makes exposed and armored (i.e. hardened) targets more resistant to explosives
  • It's somewhat more realistic
  • This is important to help chryssalids not die so easily from grenades (as they love to group up in front of you)

  • Resilience renamed to Fortified and grants an additional 0.5 DR 
  • It only is used on mechanical units (thus the name change) because it took away some of the strategy of trying not to be flanked on biologic units, which wasn't ideal
  • The 0.5 DR boost is to make it slightly stronger

  • Sentinel grants +1 damage on reaction shots
  • Makes the overwatch builds with sentinel more effective (for balance)

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

  • Aggression grants the primary weapon 1.5 crit damage plus an additional 3 crit damage if within 4 tiles of the target (it used to grant none of this)
  • Buff to the perk to make it a strong competitive perk on the trees
  • Encourages close quarters combat

  • Bring 'Em On grants the primary weapon 1.5 crit damage plus a 10% chance for an additional 7.5 crit damage per enemy in sight (from 1.5 + 1.5 per every 3 enemies)
  • Only works on primary weapons (from primary + sidearms)
  • Only working on primary weapons is to stop 2 damage pistols from critting for large amounts of damage
  • The crits get very large if you see a lot of enemies

  • Precision Shot crit damage to 6 (from 3-6), does not remove squadsight crit penalties, and works on strike rifles
  • Precision shot is now: +30% crit, +6 crit dmg, and unlimited range on sniper and strike rifles
  • More simple calculations, usability, and understanding of the skill
  • Makes it a reasonable choice for strike rifle snipers as well
  • Makes it so squadsight shots still have a draw back, even when using precision shot

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

  • Javelin Rockets grants +20% range (from +25% range)
  • Slight nerf to minimize longer range sniping and accommodate for the extra range that mayhem grants
  • Note: in LW 1.0 it was +25% range but was incorrectly described as +33% range

  • Mayhem grants +20% range to destructive hand grenades and rockets
  • Buff to the perk to make it competitive on the trees
  • Ranger grants 10 aim to sidearms (the aim bonus does not affect aliens)
  • Makes the perk more useful for classes with poor aim
  • Makes the perk and classes that pick it up more distinct by offering a significant advantage for sidearm use

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

  • Damage control grants 50% DR (from 1.5 DR) but lasts for 1 turn (from 2)
  • This means taking multiple hits per turn is less damaging
  • This also means you can't purposefully get hit to be more protected on the following turn
  • Changing it to a percentage (instead of flat DR) means that it's less likely to completely prevent incoming damage (for both xcom and aliens)

  • One For All grants 3 DR (from 1), reduces incoming damage by 30%, and sets base defense to 0
  • It was a little too insignificant for such a cool ability
  • Base defense is the defense from equipment (not perks or abilities)
  • The base defense was set to 0 because defensive MECs were too strong when using One For All and it was a little unrealistic to have a stationary MEC using OfA and having 50 defense
  • The 30% DR was to help the MEC against high damage long range shots (as the 3 DR was not enough reduction on shots of 15+ to be a viable tank)

  • Shock-Absorbent Armor grants 50% DR (from 33%) against damage within 8 tiles (from 4 tiles)
  • Needed a buff
  • Encourages more engaging game play by allowing players to get closer and let melee enemies get closer

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

  • Close Combat Specialist grants 50% DR (from 0%) against damage within 4 tiles
  • Encourages players to get closer
  • Helps make getting close and using CCS not so punishing
  • Makes sense for a perk that makes someone a specialist at 'close combat'

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

  • Executioner grants 10 aim and 40 crit (from 10 aim and 10 crit) against targets at or below 50% health 
  • Embodies what the perk infers: you execute someone when they are low in life
  • Also gives a needed buff

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

  • Each repair servos heals 1 hp (from 1/2 an hp each) and you start with 0 servos (from 6)
  • Makes the perk overall stronger as you lost half your servos on the first hit anyway
  • Allows you to possibly heal back to full if you are careful with the damage you take

  • Covering Fire negates 20 of the defense enemies receive from cover during reaction shots
  • A buff to reaction shots against targets in cover and covering fire itself
  • It is a much more dangerous perk on an enemy
  • Does not apply on reaction shots triggered from suppression (as the cover bonus is already removed in those cases)

  • Rapid Reaction grants 20 aim on all reaction shots
  • Makes it slightly easier to hit with and to chain hits, buff to the perk for balance purposes

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

  • Combat Drugs grants 10 aim (from 0), and increases radius by 0% (from 25%)
  • It was too weak previously
  • Now serves as an effective offensive boost
  • The tone down on radius is to attempt to reduce likelihood of full-squad coverage with smoke

  • Grenadier only grants a range bonus (+20%) to destructive hand grenades and also grants +1 damage to destructive hand grenades
  • It isn't the primary perk on the engineer anymore and acts to turn the engineer into a grenadier

  • Damn Good Ground aim to 0 (from 10), crit resistance and defense to 50 (from 0 and 10), but only works on the ground (NOT flying)
  • Makes shooting over ledges and other areas of 'damn good ground' very defensible
  • You can stand in the open with 50 defense and 50 crit resistance if you have height advantage and it works almost like heavy cover
  • Doesn't work on flying because it was too effective with flying armors

  • Snap shot now removes all penalties for moving and shooting
  • Makes the snap shot rocketeer much more viable

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

  • Battlescanner Perk no longer grants a range increase
  • Makes bombard a more competitive and useful perk
  • Keeps the battlescanner as a short-range item (useful for around corners and over cliffs)

  • Packmaster grants 3 additional restorative mist items (from 1) and does not affect other MEC equipment
  • It also does not affect the number of charges on the stun rifle (previously called the arc thrower)
  • Buff to the Guardian MEC's ability to heal (as the only MEC with packmaster)
  • Also because it lost field medic and savior

  • Field Medic grants 2 medikit charges (from 1)
  • Savior only increases healing by +2 (from +4) and grants 0 extra medikits (from 2)
  • Gives the medic some earlier access to medikits
  • Stops healing from getting to high hp levels (at 12hp heals you stopped carrying if you took 6 or 10 damage)
  • Savior was already really effective at increasing healing by 50% without the extra medikits

  • Holo-Targeting lasts for 3 turns (from 1)
  • Shredded lasts for 3 turns (from 2-4)
  • Shredded targets now take +50% damage (from +40%)
  • Standardizes the effects at 3 turns
  • Buffs holo-targeting
  • Slight buff to shred as well (and more simple calculations)

  • Disabling shot aim to 0 (from -10)
  • A 10 aim boost to make the shot easier to hit with

  • Ready for Anything triggers on any shot (from only shots before a costly action)
  • It needed a significant buff due to competition on the trees
  • The requirement of not moving and firing to activate was too much of a negative on the perk and severely limited the classes

  • Lightning Reflexes grants +3 mobility (from 0) and dodges 50% of subsequent reaction shots (from 70%)
  • Makes it a little less likely to clear a full room full of overwatch for both aliens and xcom
  • Large buff to the perk with the mobility for balance on the trees

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

  • HEAT Ammo and HEAT warheads grant 100% more damage (instead of 50%)
  • This is being increased for a few reasons:
  • To act as a deterrence to your MECs and SHIVs against enemies with HEAT
  • To encourage distinction between your soldiers depending upon enemies you are facing
  • To help counter the stronger DR mechanicals you'll be facing
  • Vital Point Targeting only works on biologic units
  • Nerf and distinction of the ability

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

  • In The Zone now triggers on any kill (from kills on flanked/exposed units only) but can only trigger if no costly actions have been taken
  • Subsequent In The Zone shots have an aim/crit malus of -15 per ITZ kill (from -10 crit and -1 dmg per ITZ kill)
  • With the alterations to the perk tree and enemies ITZ is not as strong as it used to be, this is a buff to compensate
  • The fact that you can trigger off units in cover is a large buff which is necessary as cover destruction is a little more difficult in this rebalance
  • The fact that you cannot move and fire and trigger ITZ is to prevent it from being too strong and encourage the roll of stationary sniper a little more
  • The reason the -1 damage on subsequent ITZ shots was swapped to -10 aim was for realism (why would your bullets do less damage?) and because it encouraged some slightly gamey situations

  • Command has a 1-turn cooldown (from 4-turn)
  • Makes higher ranked officers a little stronger

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

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

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

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

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

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

  • Gauss weapons damage penetration to 1 (from 0.33) and have -10 aim (from 0)
  • Makes them more distinct
  • The 0.33 damage penetration was fairly negligible
  • Quenchgun upgrade increases this to 2 penetration (from 0.66)

  • Pulse weapons have 40 crit (from 8) and do 6 base damage (from 7)
  • Makes them more distinct (e.g. for a crit focus infantry or sniper)
  • Makes them more useful even after you get plasma

  • Plasma weapons require double the resource cost and 20-80 meld to produce
  • Plasma weapons were are a huge jump from pulse and a big reason for the trivialization of the late game
  • They still give significant damage over pulse and are still more effective
  • Skipping pulse right to plasma is a lot more intimidating with the high meld and resource cost
  • Realistically plasma is more like the blaster launcher now -- something you CAN get but is a serious task

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

  • Shotguns gain extra base damage when within 10 tiles (+10% per tile up to +100% at point blank), mobility to +1 (from 0), ammo to 5 (from 4)
  • This helps them gets flanks off easier, be more consistent with ammo, and acts as a huge damage boost at close range
  • Ballistic shotguns used to do 6 damage in LW 1.0, now they do 4-8 damage with 1 more mobility and ammo

  • Carbines have 10 aim (from 6)
  • Makes them more competitive

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

  • Sawed-off Shotgun range increased to 3.8 tiles (from 1.9 tiles), aim to 0 (from -12), damage to 4 (from 6), and has a 20 credit cost
  • Makes it more useful
  • Also makes building 30 off the bat not something you automatically do
  • It is also affected by the increased base damage when within 10 tiles (so it will usually be doing 7-8 damage)

  • Mag Pistols foundry project renamed to High-Capacity Pistol Magazines, crit bonus to 0 (from 8), grants +1 ammo (from 0), and costs an additional 40 alloys
  • The crit was almost a negative on pistols as you used them to subdue enemies
  • The ammo makes the upgrade worthwhile

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

  • Arc Rifle mobility to +1 (from 0), aim to 0 (from 10), and can be equipped by rocketeers
  • Makes the arc rifle with the mayhem perk more significant on rocketeers

  • Sniper rifle aim to 10 (from 0), mob to -2 (from -1), damage penetration to 1 (from 0), range to 37.5 (from 125)
  • The range is exactly double normal weapon range
  • Helps make the sniper rifle more competitive against the marksman/strike rifle on the sniper and encourage stationary fire
  • The damage penetration makes it slightly stronger against mechanical units and units in cover
  • Removes unlimited squadsight as it could encourage some very abusive situations

  • Gauss Long Rifle does 6 damage (from 7), has 2 ammo (from 1), is renamed to the Anti-Materiel Long Rifle, damage penetration to 2 (from 1)
  • Balances against HEAT doing 100% damage
  • Now, compared to LW 1.0, the GLR does 2 more dmg against mechanicals (12 instead of 10) and 1 dmg less against biologicals (6 instead of 7) 
  • The 2 ammo is to make the rifle more usable
  • New name is to make it more obviously distinct (along with the new anti-materiel rifle)
  • Damage penetration increase is because it is a sniper rifle (which all get +1 damage penetration now)

  • Plasma Sniper Rifle 1.5 bonus crit damage triggers when firing at >20 tiles (from >35 tiles)
  • With the limited range on the sniper rifles it was ridiculous to try to get bonus damage between 35 and 37.5 tiles

  • Strike rifle mobility to -1
  • It was a little too strong vs other weapons for getting an extra damage with almost no draw back

  • Alloy Strike Rifle renamed to Anti-Materiel Rifle, grants HEAT ammo, +30% crit against hardened targets, aim to -5 (from 0), mobility to -2 (from 0), ammo to 2 (from 4)
  • This change gives the scout (and the sniper) more HEAT capability
  • The AM Rifle mimics the change from the sniper rifle to the AM Long Rifle

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

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

  • Neural Gunlink will malus to 0 (from -12) and aim/crit to 15/15 (from 12/12)
  • Buff to psionics

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

  • Alloy Bipod loses it's aim and crit but now confers platform stability
  • Encourages the stationary fire from all snipers (helping distinguish them from scouts)

  • Marksman's scope aim to +15 (from 0)
  • Buffs the use of the item on a strike rifle scout

  • Illuminator gunsight loses executioner and aim/crit to 15/25 (from 12/12)
  • The illuminator gunsight executioner perk was useless if you wanted to equip it on someone who already had the perk

  • Drum mags aim to 0 (from -4)
  • The loss of an extra mobility was enough

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

  • Quench guns foundry project now correctly gives double damage penetration 
  • It was bugged in LW 1.0 and didn't do anything

  • Breaching Ammo receives 2 damage penetration (from 0) and -10 aim (from 0)
  • Helps make the item and mid-late game assaults more useful against robotic units
_____________________________________________________
ARMOR CHANGES

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

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

  • Reinforced Armor hp to 3 (from 1), DR to 1.5 (from 1), defense to -10 (from -6), mobility to -2 (from -2)
  • Ceramic Plating hp to 2 (from 1), DR to 0.5 (from 0), defense to -10 (from 0), mobility to -1 (from -1)
  • Alloy Plating hp to 2 (from 2), DR to 0.5 (from 0), alloy cost to 10 (from 16)
  • Chitin Plating hp to 2 (from 3), DR to 0.5 (from 0), mobility to 0 (from -2), melee DR to 50% (from 40%), alloy cost to 30
  • Allows for less injuries to the front line and encourages using more defensive items
  • Allows the 'taunting' effects desired for biotanks to be possible from the start of the game
  • Chitin plating acts as the most expensive but most superior plating and is fast (like chryssalids were)

  • Impact vest hp to 3 (from 1), DR to 1 (from 0), and grants damage control (instead of shock-absorbent armor)
  • Encourages use of more defensive items
  • Damage control is a lot better on the assault biotank than SAA so it acts as a buff to that tank
  • SAA was a little too abusive when combined with CCS

  • Alien trophy will to 15 (from 0), does not grant steadfast, and mobility to 0 (from -1)
  • The idea of carrying around a part of a dead alien granting you immunity to fear was a little much

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

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

  • Combat Stims adrenaline rush perk removed, grants 1DR, activated DR to 50% (from 40%), mobility to 0 (from -1)
  • This makes it an ideal item for a tank and competes against the other DR and HP granting tank items
  • The abuse with adrenaline surge was gamey and not ideal

  • Psi Screen grants 15 defense (from 0), DR to 0 (from 1), will to 15 (from -12), mobility to 0 (from -1)
  • This is an item for a psionic that wants some extra defense and mobility
  • The DR stacking was getting too high and was sometimes abusive so some items lost their DR
  • Useful for covert-ops and will-stacking psionics 

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

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

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

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

  • Chem grenade range to 10 (from 9.4)
  • Consistency of ranges

  • Smoke grenade range to 12.5 (from 9.4)
  • Makes smoke easier to use

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

  • Motion Trackers restricted to Scout only (from soldiers/SHIVs), mobility to 0 (from -1), charges to 2 (from 3), range to 25 tiles (from 21.9)
  • Helps distinguish the roles of the classes
  • Helps keep scouts as a highly mobile class
  • Reduces the frequency of use but increases the effectiveness
  • Allows you to move further 'safely' when using the motion tracker

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

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

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

  • Battle Scanner range to 10 tiles (from 16.9), can be equipped by any soldier
  • Not restricted to just engineer and scout
  • It's use is now for peaking around corners, on rooftops, etc. instead of just granting extended sight range
  • Reducing the range of battle scanners helps reduce AIs inability to fight when they can't see you and prevents you from performing significant squad sight abuses
  • The class restriction isn't necessary anymore as the scanner has a significant range nerf and isn't as coveted of an item
_____________________________________________________
MEC/SHIV WEAPON/ARMOR/EQUIPMENT CHANGES


  • MEC suits rebalanced
  • MEC-1: 14HP,    0DR, 1Mob, 30Def, 1 Weapon Slot,  Body Shield,             half build costs
  • MEC-2: 18HP, 1.0DR, 1Mob,   0Def, 2 Weapon Slots, Damage Control,    half build costs
  • MEC-3: 10HP,    0DR, 3Mob, 40Def, 2 Weapon Slots, Body Shield,            half build costs
  • MEC-4: 26HP, 1.0DR, 2Mob,   0Def, 3 Weapon Slots, Damage Control,    double build costs
  • MEC-5: 30HP, 2.0DR, 0Mob,   0Def, 2 Weapon Slots, Damage Control,    double build costs
  • MEC-6:   6HP,    0DR, 7Mob, 50Def, 2 Weapon Slots, Body Shield,            double build costs
  • MEC-7: 14HP,    0DR, 5Mob, 40Def, 3 Weapon Slots, Body Shield,            double build costs

  • Meld/cash cost for augmenting (chopping) a soldier reduced to 30/30 (from 60/40)
  • Makes it easier to brings MECs online

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

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

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

  • Carbide Plating hp from 4 to 8
  • Encourages use of defensive items

  • MEC Kinetic Stike Module (KSM) overall cost reduced by 50%, damage to 30 (from 12), mobility to 0 (from -1), and restricted to 1 per MEC
  • Thumper mobility to 0 (from -1)
  • This risk for getting up close, especially with the reduced movement should be worth it
  • Considering MEC primary weapons deal ~10 damage, having something that only dealt 12 that you have to be in their face to use is underwhelming
  • Restricting it to 1 per MEC just makes sense, especially given that there is an item called the thumper to specifically boost the damage
  • The thumper needed a slight boost

  • SHIV mobility decreased by 5 but DR increased by 1.5 and hp increased by 6
  • They now move slower than normal soldiers
  • The increased hp and DR helps them fill the role of tank and mobile cover while the decreased mobility significantly nerfs their offense

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

  • MEC and SHIV Primary weapon damage set to the same as the LMG/shotgun (50% over base)
  • They are now tie with the LMG and shotgun for most damage, except have none of the draw backs of either weapon (i.e. still easily the best weapons in the game)
  • MEC/SHIVs were a little overpowered offensively, especially given their lack of need for cover and great defensive capabilities

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

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

  • Holo-Targeter is a SHIV only item (from MEC and SHIV) and does not have an aim bonus
  • This is because holo-targeting is a perk on the MEC trees now

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

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

  • MEC Flamethrower range to 7.5 tiles (from 10.6) and restricted to 1 per MEC
  • The flamethrower and upgraded flamethrower was too powerful with too little draw back (it has a 4 turn AOE panic!)
  • Restricting it to 1 per MEC is reasonable as equipping multiple is kinda weird

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

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