XCOM: Enemy Unknown

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Ucross

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Ucross

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About this mod

A mod on top of a mod. Acts as a major overhaul on LW, with significant balance adjustments, bug fixes, quality of life features, and game play improvements.

Requirements
Permissions and credits
Changelogs
Version 1.25.19 Released! 

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

Is there a discord for this mod?
Yes.  Click here: https://discord.gg/D2gSN68

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

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

It’s legitimately the best version of xcom I’ve played, even including some of the shenanigans you can do with modded xcom 2
 -- Admiral Billy

LWR is beyond expectations.  Some of the code adjustments have completely changed the game for the better.  I love the pod mechanics, Xcom scamper, air game changes, recon & perk adjustments, the list goes on.  And over all balance of perks, gear, everything is much better than LW.
-- bcdaphi

XCOM Long War was already my favorite game of all time, and you've made it even better! Finding your mod was a revelation. I particularly like how the new pod activation mechanics fundamentally change the feel and tactics of the alien engagements. Very nicely done.
-- Grendel13G

u shaped my favourite game in a drug
-- Nuvola84

I can't play any other version of LW or XCom. Anytime I try them they feel so inferior with so many of the LWR features missing that I just go back to LWR. I've spent more hours on LWR than any other game in my life. Thank you.
-- JohnDorreer

11/10 would spend another 60 hours!
-- darkhunterbg

It's a drastically overhauled version of LW 1.0. The changelog is immense. Most changes are for bugs, QoL and balance. It's a much better playthrough imo.
-- Forefal1

this is the definitive experience of xcom, nice job
-- sheeptraveler

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MAIN GOALS

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

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


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


Required files:  XCom:EW, Long War 1.0

1) Install LW 1.0 on a clean XCOM installation

2) Unzip the LW Rebalance zip

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

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

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

6) Play the game!

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

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

Do NOT use Long War Mod Manager as it will try to remove LW Rebalance and reset you to LW 1.0 each to you install a mod.

If you are installing on Linux please read the "Linux Install Readme.txt" contained within the LW Rebalance zip

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

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

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

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

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

Additional Species (by amaciel81): http://www.nexusmods.com/xcom/mods/619/?
Steam Vent Location Tweak (by Eclipse666): http://www.nexusmods.com/xcom/mods/699/?
Virtual Reality Training (by Eclipse666): http://www.nexusmods.com/xcom/mods/569/?
Long War Beta 14 HP Display Mod (By Ellatan): http://www.nexusmods.com/xcom/mods/503/?
DW Fix (By Lemaign): https://pastebin.com/PDBTiGEQ
Line of Sight Indicators (by tracktwo): http://www.nexusmods.com/xcom/mods/666/?
LoadoutManager (by tracktwo): http://www.nexusmods.com/xcom/mods/656/?
Cleanse of the Clones (by SirDrD): http://www.nexusmods.com/xcom/mods/514/?
Campaign Summary (by tracktwo): https://www.nexusmods.com/xcom/mods/626/?
Squadron Unleashed (by szmind): https://www.nexusmods.com/xcom/mods/710/?
Show Country Names (by eclipse666): https://www.nexusmods.com/xcom/mods/536/?
New landed terror and transport map (by LiQuiD911): https://www.nexusmods.com/xcom/mods/643/?
Meld-Countdown for Longwar (by Lafiir): https://www.nexusmods.com/xcom/mods/759/?
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THANKS AND ACKNOWLEDGEMENT

Thanks to szmind for Squadron Unleashed, Sequential Overwatch as well as many many pieces of code and help with coding.
Thanks to Lafiir for her various contributions to the programming, consistent feedback, and new programs that she created.
Thanks to AzXeus for teaching me how to code and helping me with a lot of the coding.
Thanks to tracktwo for so much of the amazing code: Line of Sight Indicators, LoadoutManager, XCOM Scamper, Campaign Summary, etc.
Thanks to Dustin and Terrible Name for helping me with conceptual code problems and getting through some difficult coding.
Thanks to SpazmoJones (aka Eclipse666) for the meld expiration timers, carlock, Exalt reminders, steam vent, and enchanced tactical info.
Thanks 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.
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FEATURES (I.E. EU/EW/LW 1.0 BUGS WE CANNOT FIX)

  • The following are official 'features' of LWR and are to be expected:
  • Aliens will sometimes double move off the bat as some of them were waiting for you in ambush and will get an extra move to reflect this
  • The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it's part of the base engine code that we definitely cannot change). Just be aware that you might get shot at or overwatched by an alien that you can't see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren't aware).
  • Reaction shots against someone performing an action will sometimes inactivate their action because getting fired at sucks and it's hard to do things with bullets flying at your face
  • SHIVs need extra time to load onto the Skyranger during combat; make sure the SHIV has full actions and is in the extraction zone before attempting to abort the mission or the SHIV may be left behind
  • Suppression will sometimes not fire when the target moves (and you'll get a cool slow motion view of it) because you were distracted while suppressing and maybe some bullet shells or a fly got in your eyes
  • Big Sky (the Sky Ranger pilot) has a girlfriend that he likes to see sometimes -- if your mission happens to be at the same time he may bail on you and you'll notice there is no evacuation zone.  We've talked to him about this but he's the only one in the world capable of flying the Sky Ranger so there is no way around it. Just make sure you pass all the missions when there is no evacuation zone.
  • Exalt will always know where your covert op is as soon as they are activated as they have a transponder on everyone and figure out that he's the mole! Expect them to beeline for your operative as soon as they are activated.
  • Being Mind Controlled is a really intense experience and can have some weird side effects that include (but are not limited to): having a soldier lose some of his equipment (specifically grenades and rockets), gaining an extra turn (specifically with hit and run), and having unexpected fatigue/injury times. 
  • Aliens have invisible floating teleportation devices -- they aren't used a lot because they really hurt but sometimes if one or more aliens are desparate they will use these devices to teleport around the map
  • Sometimes a dying soldier will fall into a hole the aliens dug inside the mountain/building/dirt. If they do it's best to just move on as the holes will often form an inpenetrable barrier that prevents access until the occupant is completely dead (or sometimes reloading works).
  • Panicking units will not gain an action during their turn, EXCEPT if that unit is visited by it's guardian angel. It happens rarely (1% of the time), and you won't be able to see the angel (obviously they are only visible to the soldier/alien they are guarding), but you'll see the panicked unit miraculously act as if he wasn't panicked. If you see this happen you should not feel frustrated and instead feel blessed to have witnessed such holy greatness.
  • You will sometimes hear chyrssalids where there are none - it was probably just your imagination - you need to relax man.
  • Sometimes it looks like a soldier can see an alien to shoot at but they can't. You may think this is ridiculous but the aliens are equipped with reflective padding that can really cause a glare. From above it looks like the soldier should see the alien, but the glare is quite deceptive the soldier just thinks the alien is a broken street light or something. This is especially common on ramps as everyone knows glare can be a problem when changing elevations.
  • If the aliens attack your base things are going to be a little bit chaotic (understandably so). Your reinforcements may come from multiple different places: the normal hatch, under the platform, on the platform, the roof, under the tiles, in the janitor's closet, etc.  The point is: they don't understand how they got there and neither will you.  It's probably the aliens using their matter dislocation auras but we can't be sure.
  • Units that go invisible sometimes stay that way for the entire mission. This is because being invisible is really cool and the unit gets addicted to it (like cocaine). If it's an enemy unit, you can try AoE effects or using the console.  If it's one of your soldiers he/she should snap out of it after the mission.
  • Close Combat Specialists usually have PTSD and will sometimes not fire at an enemy when you want them to. The training that they take is very intensive and these momentary freezes in the heat of battle are to be expected.
  • Run and Gun trained soldiers will sometimes not move if they try to run and gun aftering being commanded or if they try to run and gun during an xcom scamper.  Again, this is because of very intensive training causing PTSD which acts up when too much is happening at once.
  • Sometimes in the loadout screen, your soldiers will overlap each other. This might seem like a visual bug but it's actually your soldiers being friendly and sharing a moment of intimacy.  Please respect their privacy.
  • Sometimes your soldiers will step out of cover to perform an action, if they do this during a full moon when Juptier is touching the ecliptic, the soldier will feel a strange desire not to move back to cover and may actually stay in the stepped out space.  
  • If you rapidly click on buttons to purchase or sell or place equipment/buildings/etc. sometimes the engineers and assistant engineers will get confused and order too many or too few and the accountants sometimes also get confused and you lose money. 
  • Shotguns do more damage up close, but rarely they won't. This is because their stock gets jammed. It should be fixed on the next mission when they can unjam the shotgun stocks back at HQ.
  • Sometimes invisible sectoids will appear and the immediately be shot, either by XCOM or the aliens.  Don't ask about them... for your own safety.
  • Some Exalt missions will CTD or appear as a black/blank map if you try to enter them.  This is because the covert op has already died in such a gruesome way that the game is trying to spare you the suffering of witnessing his final condition and instead encouraging you (quite forcefully) to just skip that mission.
  • The F1 critical bonus description of some perks/items will be missing on the lists of crit bonuses and maluses if there are a lot of them. However, the total crit is still accurate and the perks/items are still working.  This is because pressing F1 is asking a soldier to report their status and when there are too many perks/items they sometimes get confused and misreport.
  • NEVER SAVE/LOAD ON THE XCOM BASE DEFENSE MISSION.  It angers the XCOM gods and they may prevent you from finishing the mission, stop spawning aliens, or even corrupt your save.
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HOW TO PREVENT BUGS 

  • XCom is a game that has many functions running simultaneously. We have found quite a few bugs that will only occur when a computer is running slowly. For example, szmind had one bug only and always occur whenever the 'power saving' mode of a laptop was turned on (i.e. it was moving slower).  Another bug was reproducible only if a player had been playing for many hours. With new features/functions that we code we literally have to say "don't run this for 3 seconds" to make sure other functions will finish first, in case they take longer than normal. It seems like bugs will occur if the memory storage gets too restricted or the computer too slow.  Having said that, even on a really old (20 years) laptop the game still runs with minimal problems.  Still, I have 3 recommendations for players:

1) Save and restart the game if you've been playing for more than 4 hours (clears up memory)

2) Try not to run many other programs in the background (allows functions to finish quickly)

3) If you can, run it on the fastest computer with the most memory (functions finish quick, clogging up memory not a problem)

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STRATEGIC-LAYER CHANGES

  • Difficulty changes (other LW 1.0 difficulty changes still apply)
  • Normal:      100% funding    HQ Power 50   Start cash 100%  Start Panic  200   UFO Alloy/Elerium 100%  Meld 200%  Fatigue/Injury 100%
  • Classic:         80% funding    HQ Power 40   Start cash  80%   Start Panic  400   UFO Alloy/Elerium   80%  Meld 166%  Fatigue/Injury 80%
  • Brutal:           60% funding    HQ Power 35   Start cash  60%   Start Panic  600   UFO Alloy/Elerium   60%  Meld 133%  Fatigue/Injury 60%
  • Impossible:  50% funding    HQ Power 30   Start cash  50%   Start Panic  800   UFO Alloy/Elerium   50%  Meld 100%  Fatigue/Injury 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

  • All continents will now receive similar chances of an event occurring (despite the number of countries within)
  • Previous to this change smaller continents would have less events
  • This makes starting in continents with 3 or 2 countries just as likely to have landed UFOs, council events, etc. as continents with 4 countries

  • All missions reward 10% more elerium, alloy, weapon fragments, and alien artifacts per month
  • Abductions reward 10% more cash per month
  • Accommodates for decreased mission density during the late game

  • Terror Missions increase panic on countries/continents by 15/4 but each civilian saved reduces panic by 1/0.3 and grants 20 credits (modified by dynamic war and increased by 10% per month)
  • Aliens on terror missions will prioritize civilians less when they can see XCOM soldiers
  • For each civilian you lose the panic goes up by 0.5 (from 3) in the country and 0.15 (from 1) in the adjacent countries to a max of around 7.5 (from 45) in the country and 2.5 (from 15) in the adjacent countries -- overall way less punishing if you lose or do bad
  • DW does double this and you still lose the country straight out if you fail the terror mission
  • If you do well you can still actually improve the panic situation
  • This is a little more realistic as the number you save shouldn't be so essential
  • With the huge weight of the terror missions before it was too easy to lose countries after each mission even if you did reasonably well, this helps prevent that
  • The terror panic modification and off screen civilian deaths makes it possible to actually lower panic in terror missions
  • It also makes saving people during terror missions feel like a reward instead of preventing a punishment
  • You break even (0 net panic) if  you rescue 15 civilians and reduce panic if you save anymore than that
  • The cash is to create a further incentive to rescue civilians

  • 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)
  • Gives players a little more control over panic levels and defection rates with satellite placement

  • If a country has 4 bars of panic (from 4.75 bars) it may defect at the end of the month
  • The defection chance is how much into the 5th bar the panic is:
  • 4 bars = 1% defection chance, 4.5 bars = 50% defection chance, 5 bars = 100% defection chance
  • If there is a satellite on the continent of a country it reduces the defection chance by 20% (from 95%)
  • If there is a satellite in a country it reduces the defection chance by 50% (from 80%)
  • Overall starting country panic levels increased by 25%
  • The effect of all panic increases are increased by 5% per month (double effect at 20 months)
  • 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 have a few more countries panic off the bat when playing on impossible (compared to LW 1.0)
  • The later the game goes the harder it is to control panic

  • 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 5 (from 25) and continent by 5 (from 5)
  • Makes it less punishing for something that is difficult to control

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

  • Panic decreases for completing an abduction increased to 3 (from 2)
  • Panic decreases for completing an Exalt mission lowered to 2 (from 5)
  • More panic generation throughout the campaign, encouraging you to end it early as the entire world panics more and more
  • Panic still remains constant for successful abduction missions

  • Panic increase for any UFO mission when it is not damaged reduced to 1 (from 2) 
  • Note: if UFO is attacked and takes any damage it is +0 panic
  • Panic increase for bombing runs reduced to 6 (from 8)
  • More panic generation throughout the campaign, encouraging you to end it early as the entire world panics more and more
  • There are a lot more bombing runs so the panic needed to be toned down

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

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

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

  • Losing a country does not cost alien resources
  • Prevents late game, when the aliens take over more bases, from being a situation where the aliens have really low resources

  • Slingshot and Progeny DLC missions and Newfoundland occur at more random start times and later in the game
  • Less predictable campaign to campaign
  • Please be careful on an early Newfoundland, lid pods are still large
  • The times are later because the squad sizes are smaller making the missions more challenging

  • Items sold on the grey market sell for 40-60% less but fluctuate in price each month
  • Makes later game research and tech are more attainable (because you didn't sell as many resources)
  • Makes when to sell more interesting

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

  • Reduced the amount of alloy/elerium/meld you get from intact alien corpses by 80%
  • You can recover weapon fragments from aliens destroyed by explosives
  • 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

  • All mobility/weight is now displayed in tiles (instead of metres)
  • So instead of having a soldier with 16 "metres" of mobility, it will display a soldier with 10 "tiles" of mobility
  • When you look at a chryssalid it will say it can move 11 tiles and you don't have to try to calculate it out

  • Minimum Alien Resources (a measure of alien mission potential) per month increased to Month*12 (from Month*9)
  • Prevents campaigns where a player is doing "too well" from getting too easy and the aliens getting too far behind

  • Once you research meld, you can now inject wounded soldiers with 50 meld to reduce their wound time by 50%
  • Gives the players some flexibility if they have a meld surplus during highly injury times
  • Access this by clicking on the soldier in the barracks, there is a button on the bottom of the screen
  • Thanks to szmind for the amazing work on this feature

  • Aliens launch double the number of harvest/research missions but cut their benefit in half (rounded up)
  • This means players will experience more landed UFOs
  • Grants more opportunities to interfere in the basic methods of alien growth (harvest/research missions)

  • You can now reset perks of a soldier for the cost of 50 meld
  • Allows some minor experimentation at a significant cost
  • This is also useful if you are upgrading to a new version of the mod and the perks have changed as you can use the console command and "`giveitem meld 50" if you want to repick new perks (or you could just go into defaultminimods.ini and set the meld cost to 0)
  • Access this by clicking on the soldier in the barracks and then accessing their perks, there is a button on the bottom right of the screen
  • Thanks to szmind for the amazing work on this feature

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

  • Exalt scan cost does not increase with each successive scan and initial cost is 200
  • Exalt reward for mission complete to 200+40meld/100+30meld (from 150/120)
  • Failing an exalt mission increases panic by 1 bar in that country
  • Exalt mission ratings are now not always terrible on covert-op missions
  • Minimizes the effect of exalt being a benefit due to cash influx from the missions
  • It made no sense that scans became successively more expensive and at the end of each month became cheap again
  • Encourages passing and not skipping the exalt missions
  • Overall the player should have incentive to kill Exalt as soon as possible

  • The "drone capture" and "Field Repairs" foundry projects have been removed
  • It was hard to prevent it from being abusive on the last mission, and was more gamey than anything enjoyable
  • The field repairs (using the stun rifle to somehow repair mechanical units) was a little silly

  • The "super sky-ranger" upgrade has been removed
  • 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

  • After a UFO mission the player has the option to send additional salvage teams (at a cost)
  • They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul (but capped)
  • Gives players more control over their resources
  • Thanks to szmind for the awesome code and awesome idea!

  • Injuries last 50% longer
  • There is no additional fatigue for officers, genemods, and psionics
  • 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

  • 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

  • Losing a mission will only have a 10% chance to lose equipment (from 40%)
  • Makes recovering from lost missions much more reasonable

  • The first mission of the game contains 11/11/16/21 aliens on normal/classic/brutal/impossible (from 10)
  • The first mission will select only from a pool of 10 maps
  • Acts as a bit of a difficulty check for newer players to help gauge their appropriate difficulty level
  • The maps are selected to have enough variation to allow players to deploy advanced tactics (such as LoS blocking, OW vs Steady vs shooting, flanking, etc.)
  • Please note this mission is intentionally quite challenging and losing a soldier is not unreasonable

  • Dynamic war will modify the # of exalt clues you received
  • Overall # of clues received reduced by ~25%
  • This is a modification of the 'EXALT Intel Tweak' by Eclipse666
  • Prevents DW games from making it unreasonable to find the exalt HQ in time (as it was in LW 1.0)
  • Slows down overall clue rate so that you don't locate the exalt base too early

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

  • Number of aliens on abductions are: Light 8-10, Medium is 10-12, Heavy is 12-14, Swarming is 14-16 (from 8/11/14/17)
  • Abductions gain 1 extra alien every 4 months
  • Smaller maps will be rerolled during the abuction map selection process if the difficulty is high and the map is too small
  • Abduction missions are less likely to be light or swarming than medium or heavy
  • The first 2 months will not contain swarming abductions, the first month will not contain swarming or heavy abductions
  • Helps make abductions missions more reasonable with the map adjustments -- Thanks to szmind for this awesome code
  • 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 (due to reduced squad size)
  • Keeping panic low is more important as higher panic = more difficult abductions
  • Keeping the abduction difficulty down in the late game ensures there are still some light and medium missions that are possible

  • Both Exalt missions have reduced # of enemies
  • Covert Op Extraction missions start with only a single pod
  • Covert Op Extraction mission reinforcements occur are on a timer and the turn after you approach an array 
  • Covert Op Extraction mission reinforcements are constant until turn 16
  • Makes them more reasonable missions
  • Makes the covert op extraction missions more about avoiding the large pod, extracting quickly, and not trying to kill everyone

  • 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)

  • Psionic Training Rework:
  • The Base training time is 30 days with a 100% success rate
  • Each psionic ability has a target_will (starting at the first level): 45, 40, 45, 50, 60, 70
  • For every point of will under the target_will your chance decreases by 10%
  • For every point of will over the target_will your time decreases by 2 days
  • The minimum chance to succeed is always at least 10%
  • The volunteer will gain every psi ability for the last mission
  • This removes a lot of RNG from psionic training
  • As an example: if you have 60 will and the target will is 45, you will automatically train in 1 day (30 days - 2*15 days [from 15 will diff]= 0 days, minimum of 1 day). If you have 40 will and the target will is 45, you will have a 50% chance to train in 30 days (100% - 50% [from 5 will diff] = 50%).
  • When you are below target_will the time is not increased more than 30 days as it can lock up psi training slots and soldiers, so that's why % chance drops instead
  • The minimum chance to succeed is so that it is 'possible' for anyone to succeed (e.g. if target_will is 45 and you have 10 will, you will still have a 10% chance to learn the ability in 30 days)
  • This makes it significantly more predictable and faster to train someone up to mind merge once they are psionic because their success rate will be higher
  • To compensate it's now much harder to get someone to become a psionic (anyone with less than 27 will would take ~300 days to become a psionic)
  • Nice that the volunteer gets to use all the psi abilities

  • Added in a 2nd wave option called "Wolverine Blood (#32)": Reduces injury times by 50%
  • Sometimes players find the injury times excessive so this makes them feel less punishing
  • Note: this will be the game significantly easier

  • Perfection Information is now on by default and includes pop-ups of to-hit chances
  • Added in a 2nd wave option called "Hidden Chances (#28)": Hides enemy to-hit chances
  • Since almost everyone played with PI on, it just made sense to put it on by default and have the 2nd wave option disable it
  • To-hit chances now display more information

  • Red Fog is now automatically enabled
  • Added in a 2nd wave option called "Just a Flesh Wound" which turns off Red Fog
  • Makes it more integrated into the mod, but still customizable

  • The barracks is now sorted by class (instead of rank)
  • Makes it easier to find and select units from a specific class
  • This can be reverted in defaultgamecore.ini: SPECIES_POINT_LIMIT=1 [Set to 1 (LWR default) to have the barracks sorted by class, Set to 0 (LW 1.0 default) to have the barracks sorted by rank ]

  • All items are now sorted when loading out your soldiers
  • THANK THE HEAVENS
  • It should be much easier to find equipment as it's sorted according to use and tier and category instead of just being seemingly completely random

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

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

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

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

  • You start with 2 SHIVs, 15 preset soldiers, 4 random soldiers, and 2 spare Satellites
  • Soldiers cost 110 to recruit (from 25)
  • Newly hired recruits take 18 days to arrive
  • At the end of each month XCOM recruits soldiers (for free) to fill your roster
  • Discourages players from not using worse soldiers and even sometimes 're-rolling' soldiers
  • Gives players easy access to early SHIVs (which are really effective in the early game) and strongly encourages use
  • You start with more cash to allow you to purchase soldiers/interceptors instead of just starting with them (gives you more flexibility)
  • The increased soldier cost is to make soldiers feel more valuable and to make recruiting a lot much less financially feasible
  • The soldiers you gained each month ensure that if you're doing bad you get free soldiers, that you get more soldiers as the game goes on
  • The spare satellites are so that if your original gets shot down you aren't completely blind to UFOs if you forgot to build a spare

  • Skeleton key cost increased significantly
  • You are rewarded a Fusion Core for successfully assault an alien base
  • 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.
  • The fusion core gives you a reward that is not really abusive

  • Start date of the game changed to 2020 (from 2016)
  • More up-to-date ;)
_____________________________________________________
FACILITY/RESEARCH CHANGES


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

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

  • Squad Sizes reworked: 
  • UFO and Assault missions are always 8 soldiers
  • Abductions, Terror Missions, Council Missions, and Covert Op Data Recoveries are always 6 soldiers
  • Covert Op Extractions are always 2 soldiers
  • Temple Assault mission is 7-10 soldiers (increase with country support)
  • The officer training school no longer provides squad size upgrades
  • Significant increase in the number of soldiers
  • Sets squad size to maximize the number of soldiers that can participate in most battles while still preserving some diversity in squad types
  • Exalt are smaller to provide mission diversity and more variable game play
  • Abductions and other missions have less soldiers due to the smaller map sizes and the risk of triggering too many enemies at once where there are more enemies (which you need to make the game challenging if you have more XCOM)

  • Officer Training School (OTS) Rework:
  • OTS Projects require successful missions to unlock (instead of being based on total soldier ranks)
  • Squad Size I and II replaced with XCOM Training Programme I and II (which provides daily xp to your soldiers)
  • Successful missions required for XTPI/XTPII and Lt/Cpt/Maj/Col/FC are 40/90 and 10/20/60/120/150 (modified by DW)
  • XTP I  grants PFCs 20xp/day
  • XTP II grants SPECs and LCPLs 50xp/day
  • It makes it so PFCs/SPECs/LCPLs are not such a burden in the mid game
  • Strengthens your roster to help fill in for injuries and losses
  • You don't have to try to rank up as many soldiers as possible to unlock OTS projects
  • Squad wipes and MEC conversions do not set you back in OTS projects
  • The number of successful missions you have completed will appear first thing on the ticker in the situation room 
  • Makes it easier to figure out how many successful missions you've completed as it is an important statistic to know now

  • Item Production Rework:
  • You can only be fabricating 2 items at a time (an Item Fabrication Capacity of 2)
  • The remaining items are added to a queue and work is started when one of the items being fabricated is complete
  • Each workshop increases the Item Fabrication Capacity by 1
  • Create some strategy and encourage thought when deciding when to produce which items
  • Encourage of stacking items 
  • Boost to the importance of engineers and workshops

  • Alien tech, resource, and threat levels have been added to the ticker
  • Realistically, XCOM would have a general idea how the aliens are doing and the only players really going to care about these values are the ones that would like them available

  • Workshops/Labs 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

  • Workshops no longer provide rebates and instead directly affect the alloy and elerium cost of items
  • Workshops also lower the credit/alloy/elerium cost of foundry projects
  • Makes it easier to tell the effect of discount from workshops
  • Makes workshops more valuable

  • Labs provide 30% bonus research (from 20%) and their adjacency bonus is still 10% (from 10%)
  • Boost to laboratories as bonus research at 20% was not as effective in the rebalance

  • Facility maintenance costs are significantly increased
  • Items take longer to build later in the game
  • See in-game when you go to produce them for exact values
  • Makes the decision to just build everything you can afford not always the best option

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

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

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

  • No research or foundry project will require alien plasma weapons
  • MEC Close Combat, Super Sky Ranger, Scope Upgrade, and Wingtip Sparrowhawks are removed as foundry projects
  • Prevents the feeling that you need to mass capture aliens
  • The foundry projects were removed to make room for other projects and/or b/c they were too strong

  • SHIV Suppression Foundry project renamed to SHIV Advancements and grants Repair Servos, Suppression, and Danger Zone
  • SHIV Sentinel Drone Foundry project renamed to SHIV Advancements II and grants Damage Control and Close Combat Specialist
  • Buff to suppression on SHIVs
  • Gives SHIVs another source of DR and early healing potential

  • 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)

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

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

  • UFO Analysis research now provides 30% more elerium and alloys (from 20%) and 30% more damage against their respective UFOs (from 10%) but requires a longer time to research
  • UFO identification and analysis also occurs when a UFO is shot down or destroyed (instead of just on a successful raid)
  • Provides an outlet for extra research
  • Makes the research choices more distinctive/impactful
  • Makes it easier to get identification and open up analysis options

  • 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 

  • Condensed the spacing of equipped items on soldiers in the barracks so you can see the 3rd item slot by default
  • Just a little QoL change to view the inventory easier

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

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

  • Rushing a foundry project/facility/item requires only 40% more resources (from 50%) and 10/10/5 meld (from 20 or 2+itemcost/40 more meld)
  • Makes it more reasonable to rush something from a resource perspective

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

  • Alien Containment Facility, Foundry, and Psi Labs are significantly cheaper
  • It was sometimes restrictive (in cost) and it should not be restrictive at all to get them online early

  • Council Request system redesigned from ground up
  • Requests come every 5-10 days
  • Any item can be requested (from only 40 items)
  • Future items and items requested with shorter time frames will have increased rewards
  • Less ridiculous requests
  • Much more variation, less stocking items you know they'll request
  • Can encourage players to try reserach/production paths they normally wouldn't

  • 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

  • Each scientists only provides a 2% boost to research speed (from 10%)
  • Makes the growth of science not so exponential and a little slower

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

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

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

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

  • Squadron Unleashed Mod Incorporation:
  • You can now send squadrons of aircraft against UFOs (Highest ranked pilot determines how many aircraft you can send)
  • You can now send damaged (over 50% health) aircraft against UFOs
  • Lead formation grants +50% aim to the UFO and +10 to XCOM aircraft
  • Mid formation has no modification to aim or damage
  • Rear formation grants -33% aim to the UFO and -10 aim to XCOM aircraft
  • One aircraft will be the active aircraft (randomly chosen from lead formation, then mid formation) and the others are supporting
  • You can only withdraw the active aircraft
  • Aircraft boosters only work on the active aircraft 
  • Supporting aircraft will retreat at 25% remaining health
  • When the active aircraft retreats, a new active aircraft will be chosen from the supporting aircraft (randomly from lead of formation, then mid of formation, then rear of the formation)
  • The UFO will target the active aircraft 50% of the time, and a random supporting aircraft the other 50% of the time
  • Both active and supporting aircraft fire at full power all the time
  • Incorporated szmind's amazing "Squadron Unleashed" mod - HUGE thanks to szmind and his amazing work with that mod as he helped me incorporate and fix it so it works well within the rebalance.  It's incredible stuff.
  • You can always send 2 interceptors out, Lt's can send 3, Majors can send 4, and Cmdr's can send 5 (so it's 2,3,3,4,4,5 from 1,2,3,4,5,6) - This allows you to always be able to send out a squadron (which feels cool), makes that initial rank feel important (so ranks feel like they matter), and makes the strength of xcom not so various throughout a campaign (helps make it easier to balance and accommodate fluctuations in how players are performing as the majority of the game will be with 3-4 interceptors)
  • Enemy UFOs have no stance and the weapon item card does not show UFO stances anymore - Stops gaming the UFOs and it was getting a little too convoluted with all the different stance combinations to figure out a reasonable strategy quickly
  • Stances/aggro are replaced with formation positions: You can set your formation in the squadron to either Lead, Mid, or Rear and have +10 aim for Lead and -10 aim for Rear.  UFOs will have +50% aim against lead aircraft and -33% aim against rear aircraft. Lead aircraft will always be chosen over Mid aircraft which will always be chosen over Rear aircraft when selecting the active aircraft (the one you can control and retreat and that takes the most damage from the UFO).
  • Formation positions have no extra effects on modifying hits or misses above the +10/-10 (in the original Squadron Unleashed they have a 23% chance) - A little more straight forward
  • The UFO will target the active aircraft 50% of the time and a random supporting aircraft 50% of the time (in the original squadron unleashed mod it was always targeting the active and all misses targeting supporting aircraft).  The UFOs will also have it's normal aim on shots against supporting aircraft (instead of 0/20/40% automatically based on supporting aircraft stance). - Makes a little more sense as it wasn't realistic that each miss had a chance to hit every single supporting aircraft like they were all in a line in front of the UFO
  • Fixed promotions to work with dynamic war and set a minimum number of kills you need for promotions to 1/2/3/4/5 so that you never actually skip ranks - Though this means at DW values less than 0.5 your pilots will rank up slightly slower than what is fair
  • The list of interceptors does not re-sort itself every time you select an interceptor of different aggro - Was sometimes annoying and would lead to misclicking and lack of awareness of which plane was where on the list  (thanks to szmind for the code)
  • UFOs will target supporting aircraft in lead formation twice as often as supporting aircraft in mid formation and 4x as often as supporting aircraft in the rear of a formation. Note: this does not change the amount of shots or damage the UFO deals, just what the targeting priority of the UFO is - This basically means that the formation position of your supporting aircraft makes a difference.  The active aircraft will always take 50% of the UFOs shots, but the supporting aircraft will divide the remaining 50% amongst them.  If you had 3 supporting aircraft (2 leads and 1 mid) the leads would each have a 20% chance of being targeted and the mid would have a 10% chance of being targeted.

  • Revamp of strategic UFO air game:
  • Number of Scout UFOs increased by 7x but occur everywhere instead of just in countries where XCOM has satellites
  • Some Scouts UFOs always appears where a satellite exists
  • The chance to trigger a satellite hunt after scouting reduced by 65%
  • Number of Scout, Research, Abductions, and Terror Missions decreases by 15% (manipulatively) each month
  • Number of Research UFOs increased by 4x but occur over the entire world instead of just where XCOM has satellites
  • Some Research UFOs always appears where a satellite exists
  • Number of Bombing UFOs tripled
  • Number of Overseer UFOs reduced to 1 per month
  • The Aliens' chance to gain bonus research for untouched UFOs removed
  • Successful UFO Research missions award ~1/3 the research at base but increase by 10% per month
  • This is a huge change strategically
  • In LW 1.0, the aliens tend to overwhelm 6 interceptors and commanders are somewhat forced to expand to another continent in order to deal with the UFOs over 2 continents (2 continents = 12 interceptors to deal with the same # of UFOs).  Thus, expanding to other continents had little to no effect on the # of UFOs you encounter but allowed you to field more interceptors against said UFOs. With these changes, in LWR, the entire world has lots of UFOs, and not expanding means you won't get as many UFOs but you also won't get overwhelmed. If you do expand, you can expect more UFOs. This gives the player some agency to try to protect more of the world and thus fight more UFOs. It makes more intuitive sense in how the strategic game should operate.

  • The chance of an interceptor detecting a UFO in a country without a satellite increased to 7% (from 4%)
  • Makes it more reasonable to field interceptors where you can't field satellites to detect UFOs

  • Shooting down a UFO grants 50-100% of its alloys (from 30-45%)
  • Destroying a UFO grants 75-100% 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

  • UFOs are always shotdown in March, have a 66% additional chance of being shotdown in April, a 33% additional chance of being shotdown in May, and normal chances of being shotdown thereafter
  • Destroyers and Fighters are always destroyed
  • Removes some of the RNG from the early game
  • Destroyers and Fighters being always destroyed is to reduce mission density

  • Late game UFO scout missions will deploy Harvesters instead of Destroyers
  • Makes it possible to still generate a crash mission

  • UFO Scanners foundry project prolongs interception time by 20% and reveals all UFO health bars (even if they are not researched)
  • UFO Scanners can be researched as soon as a foundry is built and is a lot cheaper
  • Quality of life improvement

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

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

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

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

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

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

  • You can't send the same aircraft back at a UFO repeatedly anymore
  • Refuel time increased to 12 hours (from 4)
  • It now must reach home and refuel before re-engaging
  • Stops some unintended behaviour (thanks to szmind for the code)
  • Extra refueling time prevents the feeling that you have to spam start/stop on UFOs until your interceptors can relaunch against them

  • All UFOs explode (instead of being shotdown) at an x% chance where x is the overkill damage divided by 10
  • Added in a 2nd wave option called "Sturdier UFOs" that make all UFOs shotdown 100% of the time
  • To figure out the chance you'll destroy a UFO the formula is %chance = 1 - (0.5^[dmg/1000]) (I hope)
  • Makes it so early game there are mostly shot down UFOs and later game more destroyed UFOs
  • Having all ships the same means that you don't have to try and recalculate for each ship and you can easily understand an apply the values

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

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

  • UFOs do not gain aim/damage bonuses, only hp bonuses
  • It's a lot easier to calculate the variables of the air battles and thus use strategy to win when the variables are not changing
  • The health means that the air game still gets a lot more difficult and even later game scouts get pretty tanky

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

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

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

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

  • LW 1.0 Bug Fix: Shooting down a UFO no longer grants 100% elerium and instead grants 40-60%
  • 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:                 350dmg per 1.0s,     50% penetration,   30 aim,     +0dmg/mo,   +0aim/mo
  • UFO Plasma II:              1500dmg per 2.0s,   100% penetration,   40 aim,     +0dmg/mo,   +0aim/mo
  • UFO Fusion Lance:       5000dmg per 3.0s,   150% penetration,   50 aim,     +0dmg/mo,   +0aim/mo
  • The increased aim of the UFO weapons Increases the strategic importance of the air stances
  • With Plasma I it's easy to avoid an interceptor death -- as the UFO weapons get stronger it becomes more difficult

  • Rework on XCOM air weapons
  • Avalanche Missile:  160dmg per 2.0s,       0% penetration,   40 aim,    Potential: 80dmg/s,     Realized: 32dmg/s,  UFO Destruction: 10%
  • Stingray Missile:   900dmg per 10.0s,     75% penetration,  30 aim,    Potential:  90dmg/s,     Realized: 27dmg/s,  UFO Destruction: 46%
  • Phoenix Cannon:     360dmg per 3.0s,     50% penetration,   30 aim,   Potential: 120dmg/s,    Realized: 36dmg/s,  UFO Destruction: 22%
  • Upgrade:                   360dmg per 3.0s,   100% penetration,   30 aim,   Potential: 120dmg/s,    Realized: 36dmg/s,  UFO Destruction: 22%
  • Laser Cannon:          300dmg per 2.5s,       0% penetration,   60 aim,   Potential: 120dmg/s,    Realized: 72dmg/s,  UFO Destruction: 19%
  • Upgrade:                    450dmg per 2.5s,       0% penetration,   60 aim,   Potential: 180dmg/s,  Realized: 108dmg/s,  UFO Destruction: 28%
  • EMP Cannon:            420dmg per 3.5s,   150% penetration,   50 aim,    Potential: 120dmg/s,  Realized: 60dmg/s,  UFO Destruction: 26% 
  • Plasma Cannon:     1500dmg per 2.0s,   100% penetration,   20 aim,   Potential: 750dmg/s,  Realized: 150dmg/s,  UFO Destruction: 65%
  • Fusion Lance:         5000dmg per 3.0s,   150% penetration,   15 aim,  Potential: 1667dmg/s, Realized: 250dmg/s,  UFO Destruction: 97%
  • Avalanche missiles are useful all game for shooting down enemy UFOs instead of destroying them
  • Stingray are highly damaging but slow and cause UFO destruction
  • Lasers are king against scouts/raiders but weak against armored targets (fighters/destroyers/larger UFOs)
  • Cooldown and damage is increased on later weapons to make more UFOs explode in the air and therefore less missions in the late game
  • EMP is for mid-late game and will help at acquiring elerium and artifacts
  • The low aim and high damage on the plasma and fusion weapons makes skilled pilots, aim boosters, friendly skies, and more aggressive stances more effective in the end game

  • Rework on UFOs/Interceptors
  • Scout:                     HP:800,         DR:0%,   Pen:+0%
  • Fighter:                   HP:500,       DR:75%,   Pen:+0%
  • Raider:                  HP:4000,        DR:0%,    Pen:+0%
  • Destroyer:             HP:3000,      DR:75%,    Pen:+0%
  • Destroyer II:         HP: 3000,      DR:75%,    Pen:+0%
  • Overseer:              HP:4000,    DR:125%,    Pen:+0%
  • Harvester:          HP:8000,      DR:100%,    Pen:+0%
  • Abductor:           HP:12000,    DR:225%,    Pen:+0%
  • Transport:          HP:14000,    DR:150%,     Pen:+0%
  • Terror Ship:        HP:10000,   DR:125%,     Pen:+0%
  • Battleship:          HP:20000,   DR:175%,     Pen:+0%
  • Assault Carrier: HP:20000,    DR:200%,     Pen:+0%
  • ---------------------
  • Interceptor:       HP:2000,    DR:0%,      Pen:+0%
  • Firestorm:          HP:6000,    DR:100%,    Pen:+0%
  • Assault carrier and abductors are now very difficult (pretty much impossible?) to kill. This helps increase late late game mission variety if you had air dominance by including terror missions and abductions on urban maps instead of just ufos being shot down.
  • Trying to shoot down the overseer should be easier.  Previously only plasma, EMP and fusion could realistically down it.  Now gauss can actually damage it and plasma/fusion do more damage.  You should be able to spread your airforce out more to try to find and down the overseer, especially with the increased interception time.  Even interceptors can do some damage to help drop the overseer now.

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

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

  • Armored Fighters grants +500 hp
  • Was too significant at 1000hp

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

  • Chance to cover intact computers from shot down UFOs increased to 50% (from 25%)
  • It was too rare at 25% for a resource that gates a lot of technology

  • EMP chance to recover artifacts on shot down UFOs increased to 60-90% (vs 20-50% without EMP)
  • EMP chance to recover elerium on shot down UFOs increased to 80-100% (vs 40-60% without EMP)
  • Makes EMP a more useful tool for gathering resources though it's less useful for shooting down UFOs

  • You can no longer transfer damaged interceptors to a different continent or change their loadout (you must repair them first)
  • Interceptor repair time to 350 hours (from 600)
  • Interceptor weapon equip time for researched air weapons to 0.5 days (from 7 days)
  • Interceptor continent transfer time to 0.5 days (from 1.5 days)
  • Interceptor cost to 500 (from 300)
  • Makes it less gamey (no swapping out to other continents to repair and sending back and no taking weapons of recently damaged craft and swapping to new craft after each engagement)
  • Makes expansion and investment into the air game more costly which should make alterior investments more attractive (balancing where to spend credits)

  • Friendly Skies aim bonus to 20 (from 15)
  • Gives players more control if they want the air game to be easier
_____________________________________________________
TACTICAL-LAYER CHANGES

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

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

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

  • New HUD Display
  • The HUD icons for aliens will now reveal who is overwatching you (a target icon appears beside their head)
  • The HUD icons for aliens will now turn into a special alien leader symbol if the alien is a leader
  • This is awesome, as sometimes you forget if your soldier was in sight of the target or not (see new OW mechanics), so now you know that if you see an alien head with a target icon on it that someone has you in their overwatch
  • Likewise, if you don't see an alien head with a target sign on it, you know you are safe from overwatch from those aliens you can see
  • This makes it more obvious if you are fighting a leader alien (yes, I know, the symbol looks like the old exalt symbol, but that's actually the alien leader symbol that exalt had just stolen because they idolize the alien leaders) ;)

  • New Fatigue Mechanic
  • Base fatigue per mission is 1 day
  • Soldiers and MECs receive 6 hours additional fatigue each turn
  • Soldiers and MECs that receive more than 6 days of fatigue will become injured (~20+ turns on a mission) but instead of receiving any injury time they receive their normal fatigue time +3 days
  • To help with understanding # of turns passed, it is now displayed at the beginning of your turns
  • Added in a 2nd wave option called "Consistent Fatigue": Soldiers and MECs will no longer receive extra fatigue for every turn that passes but base fatigue per mission is increased. Similar to LW 1.0.
  • Added in a 2nd wave option called "Green Fog": Enables a 10% chance to lose 1 health per turn (cannot go below 1 health) after 20 turns, for soldiers and MECs.
  • Now, the penalty for taking too long is mostly extra fatigue on your soldiers and you don't have to worry that near the end of a mission you soldiers will be crawling towards the enemies and unable to aim
  • A buff to SHIVs that have low fatigue (which makes sense)
  • If you enter a mission for only a few turns you have little fatigue
  • Still slightly tactically penalizing if you spend a really long time on a mission (>20 turns) as you can start to slowly lose some health
  • Added in 2nd wave options so that players can customize the game to their liking more

  • New Scatter Mechanic:
  • Rocket scatter is no longer affected by aim
  • When you perform a costly action and fire a rocket, the range of the rocket is not decreased (from a 50% decrease) but scatter is still doubled
  • Scatter can be reduced by: Platform Stability (-30%), Steadying (-50%), Mind Merge (-50%)
  • Makes low aim rocketeers a viable class

  • New SHIV Mechanics:
  • The 1st SHIV alive at the end of any mission grants its mission experience to the other soldiers
  • The SHIVs are controlled by the skyranger pilot and thus only 1 SHIV can act each turn
  • Prevents stacking multiple SHIVs trivializing some missions
  • Makes bringing a SHIV into a mission not feel as penalizing as you still get xp

  • New DR Mechanics:
  • DR will never push damage below 1
  • Flat DR is applied first, then percent DR, then flat penetration, then percent penetration
  • Simplification of the DR system
  • Allows players to always feel effective against high DR enemies, and prevents players from creating invulnerable DR tanks

  • New Overwatch Mechanics:
  • Overwatch shots only trigger against units that you could see when you actually overwatch
  • You cannot overwatch if it would not be effective (i.e. you can see no enemies)
  • There is no aim malus during reaction fire
  • Reaction shots ignore defense from cover and cannot crit
  • Prevents overwatch camping
  • Now overwatch is for waiting for units you can see to make a move and only works against the units you can see when you go into overwatch
  • Prevents overwatch from locking aliens off from approaching (due to too stupid AI)
  • Prevents overwatch from locking XCOM off from approaching (due to too much risk to XCOM)
  • Allows overwatch to be very effective/predictable against units you can see
  • Makes alien OW more unpredictable and harder to 'clear'

  • New feature: Combat Readiness
  • Ending a soldier's turn with actions to spare will grant them +10 aim until the end of their next turn
  • The soldier's hp color will turn from teal to green to indicate that combat readiness is active (on enemy turn it will turn from pink to light pink to indicate it is still active)
  • Acts like a quasi-steady weapon without having to do anything (faster play)

  • New feature: Hold Fast (Activate by pressing "J")
  • Ends the soldiers turn and activates Combat Readiness
  • Allows players to activate Combat Readiness without constantly tabbing back to a soldier with moves available

  • New feature: Ammo Spent display
  • Aliens that fire their lost shot of a clip will have an "Ammo Spent" popup to help you identify when they are out of ammo
  • Since the information is available it seems fair to keep track of it for you
  • This makes it a lot easier to keep count, but to be fair it's only autopsied aliens

  • New feature: Close Range
  • Units in cover are now considered "Close Range" and act as if they do not have cover when the distance between them and their attacker is less than 1 tile (directly adjacent)
  • Makes sense
  • Allows for easier flanks
  • Prevents SHIVs from granting cover to close range aliens (a really annoying problem in LW 1.0)

  • Smoke revamped:
  • Smoke prevents units from triggering enemy reaction shots
  • Smoke only lasts as long as the graphic does (your turn, enemy turn, and then your turn)
  • Smoke increases the defense and lowers the aim of soldiers in the smoke (from just increasing the defense)
  • Grants another method of combating enemy OW
  • Prevents smoke from locking down aliens for 2 alien turns
  • It was annoying when the smoke disappeared in LW 1.0 that it was actually still active -- now the graphics align with the effects
  • Smoke is no longer an automatic benefit, it has more strategic use (e.g. lower alien aim, use after firing your shots, etc.)

  • New game speed functions
  • Base game speed can now be set in the defaultgamecore.ini with the variable REACTION_PENALTY
  • Every battle will now start at the game speed defined in the dgc.ini (default 1.33)
  • Alt-F7 now decreases the game speed by 25% (can be used repeatedly, min speed 0.25)
  • Alt-F8 now increases the game speed by 33% (can be used repeatedly, max speed 8.0)
  • Alt-F9 resets the game speed to the default value set in the dgc.ini
  • Action sequences (glam sequences) will not reset the game speed anymore (it will stay at whatever speed it is set to)
  • Allows players a lot more control over how fast or slow they want their game without it constantly being reset every time a kill shot occurs
  • Please note that at high speeds (>3.0) you may encounter more bugs (especially if your computer is slower or you're running a lot of other programs)

  • Damage Calculations
  • Damage Dealt = (([((base damage + barrel_modifiers) * crit_dmg) + target_modifiers] - flat DR) * (1 - percent DR) + penetration)
  • Damage from the barrel is: base weapon damage + modifiers (e.g. ranger, alloy-jacketed rounds, holo, etc.)
  • After it leaves the barrel critical damage is applied (anywhere from 1.5x to 2.0x damage)
  • One it reaches the targets, target based modifiers are applied (shredder, VPT, CST, Fragmentation, then Distortion)
  • That gives you preDR damage: ((base damage + barrel_modifiers) * crit_dmg) + target_modifiers
  • Then damage resistance (DR) is calculated
  • Flat DR is applied first, then percent, then penetration: ((preDR damage - flat DR) * (1 - percent DR) + penetration)
  • The final damage dealt cannot be reduced below 1 by damage resistance (DR) and the final damage dealt can never go above the preDR damage
  • All damage is then truncated (so 5.6 becomes 5, 9.1 becomes 9, and 9.9 becomes 9)
  • As an example: A soldier with an assault rifle and the ranger perk fires at a drone
  • The assault carbine does 4 damage with +1 damage from range and has no innate penetration, the drone has 1 DR and is hardened (30% DR)
  • The drone is not shredded, does not have distortion, the soldier does not have VPT or CST, and fragmentation does not apply to rifles, so there are no target modifiers to the damage
  • The shot does not crit so critical damage is 1.0
  • Damage Dealt = (([((base damage + barrel_modifiers) * crit_dmg) + target_modifiers] - flat DR) * (1 - percent DR) + penetration)
  • Damage Dealt = (((((4 + 1) * 1.0) + 0 - 1) * (1 - 0.3) + 0) = 2.8 = 2 damage dealt

  • Sleeves have been removed from all armors and the armors have automatic deco settings
  • This makes a lot more sense as an armor being sleeveless is probably a pretty poor idea
  • The armors with the new deco settings also appear in the tactical game and look really good
  • Thanks to Lafiir for all her hard work at helping create this feature

  • Dashing now allows a unit to move 20% further than they could with 2 blue moves
  • Means you actually move further when dashing
  • A simple change that makes sense and plays out well

  • SHIVs now share their mission experience with the other soldiers
  • Makes bringing SHIVs on missions not feel like such a waste
  • Only applies to the 1st SHIV alive at the end of each mission and only to mission xp
  • The mission xp the SHIV would have gotten is divided equally amount the other remaining squadmates

  • Steady Weapon ability is only possible when your soldier can see an enemy
  • Steady Weapon provides 50 aim and 50 crit (from 20 aim and 0 crit)
  • Steady Weapon is cancelled if the unit cannot see any targets at the beginning or end of the turn
  • Prevents "steady walking": half-move and then steady, slowly creeping and more boring play
  • Encourages using steady weapon during the battle
  • Makes a little sense as you'll have to steady the weapon aiming at SOMETHING, it really shouldn't grant an aim bonus if you've steadied your weapon 180 degrees from where the enemies come in

  • Soldiers gain a chance for bonus stats for the final mission based on how many countries are still supporting XCOM and extra skyranger slots (at 6, 11, and 16 countries supporting)
  • Makes keeping countries around important
  • Feels great having the countries support you
  • Feels awesome having your soldiers reach their peak potential for the final mission

  • Soldiers will always switch back to their primary weapon at the beginning of their turn
  • Unless they have a stun rifle in which case they'll always switch back to their secondary weapon
  • Nice QoL
  • Makes it so you don't forget and unintentionally reload or shoot with your secondary

  • A turn counter now appears on save files and on the post missions screen
  • Thanks to szmind for the coding

  • Grapple distance increased to 15 tiles (from 10)
  • Makes it more useful as it can extend movement (15 tiles is 24 movement)

  • Meld gain per canister is now double, will not decrease if the aliens are doing poorly, and increases are further 10% each month
  • Prevents late game meld shortages when XCOM is performing very well from strangling their options to produce late game equipment

  • Explosives deal 35% damage at their periphery (from 25%)
  • Makes it  more likely to do some damage if you just 'tick' someone

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

  • Flight consumes 1 fuel per turn (as well as when toggling on and moving)
  • If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location)
  • Flight fuel is announced more regularly (QoL improvement)
  • Means you can't hover indefinitely anymore

  • Rookies cannot use pistols
  • A change to help fix some other bugs and also makes specialists a little more unique

  • Penetration, expected damage, and expected DR are now displayed when shooting and penetration when using explosives
  • Makes it a lot easier to figure out how much damage you'll do by doing the calculations for you

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

  • Minimum and maximum number of aliens on non-hardcoded missions clamped at 3*#pods to 8*#pods and a minimum of 6
  • Prevents pods from getting too small (making it too easy) or too large (causing bugs)

  • A picture of the mission map is displayed during loadout to help better choose your squad
  • Makes sense, you'd know which map you'd be approaching before you got there and it helps with loadouts and squad comps
  • Thanks to szmind for more awesome code :)

  • Missions generators for Raiders will now use maps from the Destroyer pool (adds more variety to mission maps)
  • Increased map pool diversity
  • Nice since destroyers can't be shot down anymore (only destroyed)

  • Missions grant +20 experience and there is no cap to the amount of experience a soldier can earn on a mission (in LW 1.0 it was capped at only gaining a max of 1 rank)
  • Helps accommodate for less soldiers on abduction missions
  • Allows the officer and other +xp bonuses to matter more for lower ranked soldiers

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

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

  • Zombie terror missions no longer appear
  • Terror Mission AI will no longer prioritize civilians the majority of the time
  • Zombies and Chryssalids on terror missions will occur in smaller pods
  • Overseer mission # of aliens increased by 6
  • Alien base assault # of aliens reduced by ~20%
  • The zombies missions were not that fun after testing multiple different versions it was decided that it just wasn't good gameplay having a mission with all melee enemies
  • The overseer mission was a little too easy for such a climatic part of the game
  • The lack of focus on civilians during terror missions makes it a little easier to save civilians and makes more sense
  • The alien base assault was a little too challenging with the higher number of aliens

  • Exact ammo counts of weapons are now displayed in the lower right corner
  • QoL improvement
  • Thanks to szmind for this awesome code

  • Tiles from target is now displayed when you target enemies
  • QoL improvement
  • More thanks to szmind for this awesome code =D

  • Acid removes all flat DR (from the greater of -3 DR and 50% of the DR)
  • Simplification

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

  • Tactical Rigging can be researched from Sectoid Interrogation (instead of Muton Elite Autopsy) and costs less
  • Allows players to get 3 item slots much earlier in the game 

  • Soldiers can only equip 1 of each small item
  • Encourages equipment diversity
  • Balances against early tactical rigging

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

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

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

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

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

  • Limited Squadsight is now +6 tiles beyond visual (for strike rifles and MEC weapons, from +3.8 tiles)
  • Helps open up the space units with squadsight can work in
  • Makes the SS Jaeger competitive

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

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

  • Cover damage resistance is now percent based (instead of static DR)
  • Partial Cover: 30% DR
  • Full Cover: 50% DR
  • Hunkering: 50% DR
  • To summarize: Full cover grants 50Def and 50%DR.  Partial cover grants 30Def and 30%DR.
  • DR stacking had a problem with trivializing many encounters when it was less percent-based
  • This change makes cover DR stronger against high-damage weapons and much weaker (i.e. not abusive) against low-damage weapons
  • Stronger cover makes cover more important, even into the late game
  • Stronger cover also makes non-tank units less likely to get one-shot

  • Boosted the stats of reward characters, but lowered their ranks
  • Set the mobility of Glenn Friendly and the Furies (instead of random)
  • All bonus perks removed from reward characters
  • Added Carlock as a reward character for completing his mission
  • This is a modification of the Customize Unique Soldiers and Add Patrick, "The Plumber" Carlock merged mod created by The Iron Rose aka vazeron1 and SpazmoJones aka Eclipse666
  • The ranks were a little high making some soldiers your highest ranking soldiers when you acquired them
  • Carlock's head is different to make it work with players who do not use the Slingshot DLC
  • All reward characters lose their bonus perks (if they had them; this does not affect psionic abilities) as the bonus perks restricted which class they could become and would bug out if you picked a class with that perk
  • The stats were increased to make sure they were always at least decent soldiers (e.g. in hidden potential games)
  • The mobility was made static (instead of random between 6-9) so that you didn't get a 6 mobility of any of them and have it be an under-performing character or a 9 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

  • Crashed and Landed UFO missions all start with the same number of aliens
  • Crashed UFOs: Each alien (except key aliens) have a 25% chance of dying, those that survive have a 33% chance of being injured
  • Medium UFOs have stronger aliens and leaders
  • Large UFOs have much stronger aliens and leaders
  • Very Large UFOs have extremely strong aliens and leaders
  • Crashed UFOs give a cool feeling when the enemies are injured that makes sense for a crashed UFO and is a little more realistic
  • This makes landed UFOs more challenging missions
  • Traps were too challenging with the extra research and they were too much of a slog fest to fight through
  • They are reasonable to skip because doing so has minimal penalty
  • This does not increase the types of the aliens you'll face, just the strength and leader levels
  • Large and Very Large UFOs have less aliens so that they are such exhausting missions to attempt (especially in multiples)

  • 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 is 20% more likely to occur and Chain panicking is 10% less likely to occur
  • Soldiers will only panic from damage if the damage was more than 30% of their remaining health
  • Units will not hunker down when panicked anymore
  • Panic will only ever last 1 turn
  • 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 reduced
  • Prevents 1 dmg scratches on 30 health units from causing panic which was frustrating
  • Prevents multiturn panics from being too powerful against XCOM and alien units both
  • Prevents panic being advantageous by allowing your unit a free hunker

  • Added some colors to some of the different popups on abilities to help distinguish them
  • QoL improvement

  • Bleed Out timers increased to 4-7 turns (from 2-5 turns)
  • Makes it easier to save soldiers (50-100% more time) who are dying as the battles can last longer in LWR

  • The AI cares less about firing at their suppressor and will make more ideal decisions when being suppressed
  • The AI will be less likely to run into the open (often Mutons would do this in LW 1.0 as a tactically terrible move)
  • The AI will care more if multiple XCOM soldiers are on OW about not triggering that OW
  • The AI will not care about acting with 1 health when corroded (as corrosion doesn't cause damage anymore)
  • The AI will no longer stall out XCOM out of sight on overwatch (this is not necessary as OW camping isn't effective anymore)
  • Helps make the AI smarter

  • Hacking Exalt arrays requires a full turn (no actions used) and the covert op will hunker after hacking
  • This makes Exalt missions quite different as there are more engagements 
  • Previously the Exalt missions were too much of a cake walk: just chain the towers (gaining complete immunity -- which is key) and mow down the Exalt at point blank
  • Makes hacking feel like you are doing something instead of just brushing by the array

  • Exalt will NEVER use grenades or rockets
  • Makes Exalt missions a little safer

  • You can only have base defense missions during a single month each campaign (usually just 1 per campaign)
  • Base defense missions will not occur until October
  • You only equip 8 soldiers on base defense missions (from 12)
  • If you lose a base defense mission, you only lose 500 cash, all of your alien captives, and 20% of your scientists and engineers
  • Makes them slightly easier as losing a non-optional mission with high consequences was a little too harsh
  • The limit of ~1 base defense mission per campaign is that multiples of the mission felt very punishing and sometimes quite unfair
  • Also, it didn't make sense to be surprised and be mind controlled twice in a row with the exact same cut scene
  • The base defense mission will field the soldiers you equip (as there are 8 instead of 12) which helps reduce getting an odd crew and losing due to deployment RNG 
  • The cost for losing is less so that it's not so campaign-breaking

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

  • Red fog mobility cap to 5, is not decreased by will, but does lower will (up to 35) as well, increases rocket scatter (by up to double), reduces flat DR (by up to 100%), decreases melee damage (by up to 70%), and is now on by default
  • Red fog affects robotic units immediately (instead of at 50% health)
  • A 2nd wave option can turn it off
  • The low movement is the most fun part of red fog
  • The will effect makes red fog useful against sectoids
  • The DR affect means you can hit heavy targets with heavy damage to make them more susceptible to more damage
  • The will effect means your psionic units are more effective against low health aliens
  • Robotic units were too unaffected by it and it's a interesting feature to have be so inconsequential against robotic units
  • Affecting melee units make red fog quite useful against lids and zerkers

  • Green fog is removed as a 2nd wave option (replaced by the new fatigue system)
  • New fatigue system replaces the purpose of green fog

  • 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 20 (from 15)
  • Gives players more control if they want the ground game to be easier
_____________________________________________________
ALIEN CHANGES

  • Difficulty changes to aliens (replaces LW 1.0 alterations)
  • Normal:        -50% hp*  -20 def   -1 dmg  -20 aim      0 will   -6 aliens/mission   Never Overwatch on drop-in/reveal/launch
  • Classic:        -25% hp*     0 def    0 dmg   -10 aim      0 will   -4 aliens/mission   Never Overwatch on drop-in/reveal/launch
  • Brutal:          -10% hp*      0 def    0 dmg     0 aim  +10 will   -2 aliens/mission   Overwatch on drop-in/reveal/launch at 50% of normal rate
  • Impossible:    0% hp*      0 def    1 dmg  +10 aim +20 will  +0 aliens/mission   Overwatch on drop-in/reveal/launch at normal rate
  • *All partial hp is rounded up

  • Eliminated all % chance of acquiring perks for navigator aliens
  • Navigators will either start with the perk, or always gain it at a certain research level
  • Prevents checking F1 for their perks and makes it easier to know which aliens will have which perks
  • Note: F1 is still useful for determining which leader level you are facing (and thus the perk the leader will acquire)

  • Cyberdiscs and Drones will never land (except sometimes when they still bug out or start landed)
  • Just makes sense, how could they land anyway?

  • Significantly reduced the amount of ammo aliens had:
  • Small and medium alien weapons have 3 ammo 
  • Large alien weapons have 5 ammo
  • Makes long drawn out fights not so disadvantageous just for XCOM due to ammo constraints

  • Alien pod leader's are significantly stronger and larger
  • More clearly identifies who the leader is and who you have to worry about having nasty perks
  • Makes leaders a little tougher

  • Exalt units are more distinct with multiple modifications to their perks and weapons but gain significantly less damage as the alien research progresses
  • Makes fighting Exalt more various depending upon the type of Exalt you are fighting
  • Makes it easier to identify distinct Exalt types
  • No Exalt carry grenades anymore (they were too dangerous for xcom)
  • Exalt Snipers lose Mayhem and no longer gain bonus penetration from their weapons: as they were too damaging with both things (especially to XCOM tanks)
  • Exalt heavies lost their ability to use rockets but do more damage on normal attacks
  • Exalt operatives gained hp to take the roll of a front line tank and make it not too easy to eliminate Exalt in alpha strikes
  • Elite Exalt (except for the sniper) carry Gauss (instead of Laser) weapons but the damage is the same as laser for an esthetic change

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

  • Muton Berserkers have a lot less will
  • Give them another counter and increase the usefulness of psionic abilities

  • Sectoid Commander does not shoot ever
  • Sectoid Commanders are much less likely to run away
  • The lack of shooting 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
  • Less running away actually makes them more dangerous but easier to kill (improves the interactions with them)

  • Ethereals had an odd AI in LW 1.0: they were like silent watchers - they are now more like brave commanders
  • Ethereals will appear much less frequently (80% less often) in a pair
  • Ethereals are no longer hardened as it really didn't make sense for such frail bodies in robes and no longer reflect damage (made it too frustrating to attempt to damage them with low hit chances) but gain Distortion
  • This accomplishes a few things:
  • 1) It makes a lot more sense that an 'ethereal' unit is not hardened
  • 2) Shotguns were too weak against them, this makes them more like other weapons
  • 3) Reflection was fairly poor verisimilitude and poor gameplay due to frustration with low chance shots
  • Both sectopods and ethereals are enemies you really don't want to see as they are designed to make it difficult to deal with them without suffering casualties
  • Ethereals can't use psi drain as it was buggy
  • The loss of squadsight was because it was very frustrating to die from out of sight ethereals
  • The AI change from silent watchers to brave commanders makes them much more dangerous
  • The not occurring in pairs was because it made them feel less special appearing so frequently in pairs and made the mission difficulty spike too much

  • Cyberdiscs gain +4 DR when closed
  • Makes their closed form more effective 

  • Zombies from dead civilians or XCOM never turn into chryssalids
  • Zombies are susceptible to acid
  • It was too difficult to recover from losing a guy to a chryssalid when the zombies did a lot of damage
  • Overall they are less damaging but faster and harder to kill -- be careful, it's easy to get swarmed by now
  • The mobility makes them much more threatening

  • Chryssalids lose all regen
  • The DR is to help them survive explosives a little easier and make it consistent with the chitin plating
  • The health reduction is to make up for the hardened perk granting DR and make them easier to kill in the early game

  • Outsiders start with Close Combat Specialist
  • The are weaker, but gain in strength (dmg, aim, health, will, mobility, DR) every turn
  • Their strength gain per turn is dependent upon difficulty (1x = normal, 1.33x = classic, 1.67x = brutal, 2x = impossible)
  • Makes early large landings more risky and normal early outsiders a much larger threat
  • Regeneration nerf was to prevent frustrating situations where you felt like you couldn't keep any damage on them
  • It may be strategically advantageous to do the command pod on landed UFOs immediately while the outsiders are still weak

  • All aliens have 0 innate defense (except for Ethereals/Chryssalids: 50def)
  • All aliens have 0 defense growth
  • 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
  • Chryssalids/Ethereals are now difficult to eliminate at long range encouraging different tactics to deal with them (explosives especially)

  • All alien upgrades occur at 50, 100, 200, 400, 600, 800, 1000, and 1200 alien research (Responds to alien tech level 1 to 9)
  • 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
  • Makes it more obvious where on the research tree you are as all upgrades occur at similar research points

  • Uber Ethereal will have 100% DR until all of the muton elites and ethereals around him are dispatched
  • Makes the final battle a more engaging, difficult, and interesting
_____________________________________________________
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, 53-77 aim, 0 defense, 7-8 mobility, and 5-55 will
  • Soldiers have random overall stats: some soldiers are overall stronger and some overall weaker (not balanced by weighting)
  • The initial 15 soldiers are set and are unique (always the same -- you can change this with the Fresh Recruits second wave option)
  • Defense was standardized at 0 to prevent abusing alien AI with intersquad defense values
  • Health was increased to make it less likely to have soldiers die and instead just become injured
  • This also removes innately negative defensive values
  • The increase will range gives psionic access to classes that might not have otherwise been able to become psionic
  • The increased hp, aim, and mobility ranges was to make our soldiers a little more distinct from each other
  • Soldiers are not equivalent in terms of stat distributions to give the player some variation in overall strength of their soldiers
  • Average total soldier stats (weighted scores) from campaign to campaign vary by ~1% -- so re-rolling for a "good set" of soldiers should be insignificant and not worth the effort
  • Note: Initial soldiers are still all perfectly even with the "strict screening" second wave option
  • Note #2: Unique rookies that are of the 'heavy' class (gunner/rocketeer) will not be able to equip a sidearm

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

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

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

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

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

  • Soldier experience changed to 100,500,1200,2200,3500,5100,7000 (from 120,350,700,1200,2000,3000,4200)
  • Delay the final perks and make it less ideal to go for and consistently field a full Team of MSGTs, help prevent a reverse difficulty curve
  • This makes late game missions feel more important as you will still be growing many more of your soldiers and feeling like you are getting more out of those missions
  • Early game is higher to make it easier avoid 'over leveling' so you don't focus on not getting kills on troops with max experience and to allow you to play more with those soldiers at that level (instead of just 1 or 2 battles with them at those levels)

  • Psi experience reworked: 
  • You gain 100 psi xp per mission
  • Soldiers require the following psi xp to promote to each new rank: 
  • 200-Awakened, 600-Sensitive, 1200-Talent, 2000-Adept, 3000-Psion, 4200-Master
  • Dynamic war modifies psixp (double psixp for DW 0.5) and the neuroregulator increases base psixp per mission to 150
  • Makes it easier to understand how soldiers gain psi xp and overall this is slightly faster than before to accommodate fewer troops on missions

  • 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 HP modifies throw range, rocket scatter, and injury times: 
  • Base will modifies fatigue times:
  • For each health above/below average, throw range is increased/reduced by 4%
  • For each health above/below average, injury time is reduced/increased by 4%
  • For each health above/below average, scatter is reduces/increased by 4%
  • For each will above/below avearge, fatigue times are reduced/increased by 1%
  • Averages = 6hp for soldiers, 10hp for MECs, 30will for both
  • Gives base health a stronger role vs armor health

  • Number of missions a solder must undertake as squad leader to be promotable to 2 (from 5)
  • Allows you to promote to an officer soon after upgrading to bring higher level officers online sooner (and allow replacing them more easily if they die)

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

  • Advanced Surgery only decreases injury time by 15% (from 30%)
  • It made late game injuries less significant which wasn't ideal
  • Still really strong at it's new level

  • Neural Feedback does 10% of the psionic defender's will in damage, always activates, and range to full visual (from 8 tiles)
  • The range means any ally your psi soldier can see that gets attacked will trigger neural feedback from your psi soldier
  • To trigger Neural Feedback you used to have to pass a will test vs the psionic attacker, it now always triggers

  • Psi Inspiration no longer grants the panicked targets an extra turn but grants units +1.9 mobility
  • It was somewhat abusive and unrealistic to give your units free turn if they happened to panic

  • Mind fray damage to 5% of the psionic attacker's will (from 1) and also lowers defense by 25, cool down to 4 turns (from 1)
  • It was too weak before
  • Makes the ability more useful and more of a threat when the enemies use it
  • Helps reduced mind fray spam by increasing the cooldown

  • Telekinetic Field grants +50 defense (from +40)
  • Note: this ability never actually worked in EU/EW/LW even though it said it did
  • Could use a little boost to deal with enemy extra aim boosts like mind merge and holo

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

  • Mind Merge/Greater Mind Merge grants +25/100 aim, +25 crit, +25 will, -50% scatter, and +25% DR (for humans) and a specific amount of health (for aliens)
  • Mind Merge has a 4-turn cooldown (from no cooldown)
  • Greater Mind Merge has a 1-turn cooldown (from no cooldown)
  • A reasonable buff for DR and prevents static-DR stacking abuse
  • Makes the perk very effective on early game sectoids with the high aim boost
  • Prevents spamming of the ability
  • Makes greater mind merge an effective ability used by sectoid commanders

  • Mind control success modifier to -50 (from -35), and aliens only have a 2-turn cooldown on it (from 5-turn)
  • Psi Panic success modifier to 0 (from -10) with a 1-turn cooldown (from 2-turn)
  • Mind control was borderline abusive so this helps keep it in check now that it will be available to more psionics
  • Psi panic wasn't abusive and a buff was needed, especially that all panic is only 1 turn now

  • Gene mods have rebalanced costs, occur a lot quicker, and have altered techs requirements (see tech tree image above)
  • Bioelectric Skin is replaced with Adrenaline Surge
  • Gene mods done in multiples will only take as long as the longest gene modification and only cost as many credits as the highest credit cost gene modification
  • 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
  • Makes it worthwhile doing them in tandem (note: meld costs still accumulate)
_____________________________________________________
SOLDIER PERK CHANGES


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

  • Sentinel grants Opportunist when leveling up
  • Makes it more competitive for balance on the trees

  • New Perk added: Tenacious Defense
  • Tenacious Defense grants, when in cover and unflanked, 20% crit resist -- it also grants +3 armor health at all times
  • The crit resist is important because biotanks don't have access to resilience anymore and crits can ruin tanks

  • New perk added: Mechanic
  • Grants 3 uses of Repair [Repair nearby mechanical units for 3 HP, disabled with side arms] and +1 damage to shots against mechanical units
  • Helpful perk to define the engineer and give some early healing to SHIVs

  • New perk added: Master Mechanic
  • Grants 5 additional uses of Repair [Repair nearby mechanical units for 3 HP, disabled with sidearms] and the first repair each turn is a free action and +1 damage to shots against mechanical units
  • Perk to boost the Mechanic perk

  • New Perk added: First Aid
  • First Aid grants 1 free use of a medikit; grants 2 extra restorative mist uses for MECs
  • Reduces injuries sustained during battle by 1 HP on all soldiers (multiple instances stack)
  • Spreads out the ability to heal to more classes without using item slot
  • Can help reduce injury time on injured soldiers

  • New perk added: Death from Afar
  • Grants +10 aim at squadsight range
  • A new perk for snipers with distinct gameplay that encourages you to keep your unit at range

  • New perk added: Distortion
  • Reality is distorted around this unit causing non-psionic attacks to deal only 35% damage and cover to grant allies within 8 tiles 10 more defense. 
  • A perk for sectoid commanders and ethereals to make both of them scary but encourage psionic damage

  • New perk added: Onslaught
  • The first Kinetic Strike or Shot against an adjacent enemy each turn is free but prevents movement after use
  • Now you can double use it for a lot more of a guarantee kill against... well everything =D  
  • Also, makes it effective at moving in, punching, and then being able to perform another action (e.g. OFA, overwatch, reload, another punch, etc.)

  • New perk added: Awareness
  • Grants +30 defense when steadying a weapon or on overwatch
  • Doubles the Combat Readiness bonus (to +20 aim from +10 aim)
  • Helps set up ITZ and overwatch while in range of enemies

  • New perk added: Grit
  • Grants +1 DR, +1 HP, and %DR equal to half of the %HP lost
  • A perk to help gunners be tanky

  • New 4th level psionic ability added: Inner Fire
  • Grants +10 aim and +1.3 mobility
  • Grants shooter classes and highly mobile classes a perk that benefits them directly

  • New perk added: Tracker
  • This soldier can detect aliens and uncloak seekers within 6 tiles through and around obstacles -- the heightened senses renders this soldier immune to strangulation
  • A perk for the mid-late game scout to help with scouting abilities

  • New perk added: Brawler
  • Grants 30% DR and +1 damage when within 4 tiles of the enemy. Grants Opportunist.
  • A perk for the assault and maruader that further distinguishes them from other classes and boosts their CCS

  • New perk added: Deflection Shield
  • When this unit ends its turn with actions to spare or by moving, a deflection shield activates for 1 XCOM turn
  • The deflection shield grants +3 defense per tile away from the shooter
  • The unit will have a dashed circle around them as a graphical indicator
  • It's a perk to help aliens that derp from being as abusable and to prevent breaking LoS from being such a successful strategy against the AI
  • Also, encourages closer combat and explosives against later game enemies
  • If you want to avoid the deflection shield, you can simply overwatch so you fire at the unit once the shield is down

  • New perk added: Growth
  • Outsiders get this to gain stats each turn up to a cap
  • Makes stall tactics on UFOs not ideal

  • New perk added: Penetrator
  • Grants 2 penetration to the primary weapon
  • Replaces old HEAT Ammo while not being nearly as OP and polarizing

  • New perk added: Critical System Targeting
  • Grants 50% more damage against autopsied mechanical aliens
  • Allows it to work with crits and damage bonuses

  • New perk added: Overpower
  • Grants an Overpowering Aura: Enemies within LoS of this unit perform a will test vs 50% of this unit's will after each action/move and if they fail they end their turn
  • Does not affect SHIVs
  • Does not work if the overpowering unit is panicked or dormant
  • New perk for beserker leaders and ethereals
  • Makes will important if soldiers want to complete a double action within LoS

  • New perk added: Psi Mastery
  • Mastery of multiple psionic abilities. Mind Fray, Psi Panic, Psi Inspiration, Telekinetic Field, and Psychokinetic Strike cost only 1 AP. Neural Feedback deals +50% damage. Inner Fire grants +50% aim and mobility
  • Replaces mind control on the psi tree
  • Mind control was very easy to abuse and could trivialize the majority of encounters, offering little tactical play
  • Psi mastery feels like a valid and fun upgrade to a psionic user's power to replace mind control

  • New perk added: Fragmentation
  • Grants all explosives a 50% chance to deal 1.5x damage on impact
  • Acts like crit for explosives

  • Reworked Perk: Snapshot
  • Shots will not trigger non-suppression reaction shots
  • Grants a 20% chance (60% with strike rifles) for "standard shots" to cost 0 AP (does not work for Exalt/Aliens)
  • Ignores overwatch when shooting from cover to help with things like disabling shot not triggering reaction fire
  • A multi-action perk for scouts with strike rifles and regular classes
  • Will trigger before any other AP discounting perks (like Close Encounters, Double Tap, etc.)
  • It was too spikey for aliens and exalt, so it was removed from them

  • Run and Gun cooldown to 1-turn
  • Makes it more readily available

  • Killer Instinct grants +25% crit damage
  • More universally useful

  • Close Combat Specialist grants +40 aim against targets within 4 tiles (besides just a reaction shot)
  • Helps with CCS reaction shots and just firing at enemies in close range
  • Also, it just makes sense: you're a close combat specialist!

  • Steadfast now also grants immunity to overpower
  • Makes it a little more versatile than just immunity to non-psionic panic

  • Will to Survive grants +30% DR and -10 defense when protected by cover, 30% reduced injury time, and Steadfast
  • Biotanks can now survive heavy damage shots more easily (due to percent based DR instead of static) and aren't so abusive against static DR
  • The negative defense is to act as a 'taunt' to encourage enemies to fire at the tank
  • Having a tank injured isn't as bad

  • Hardened grants 30% DR (it still grants 60 crit resistance) but 50% DR vs shotguns and 0% DR vs breaching ammo or when shredded
  • This makes exposed and armored (i.e. hardened) targets much more resistant in general (specifically this is a buff to MECs/SHIVs)
  • It's somewhat more realistic
  • This is important to help chryssalids not die so easily from aoe effects (as they love to group up in front of you)

  • Rapid Reaction no longer stops firing on a miss, still grants 3 reaction shots, and allows OW to trigger against all units
  • Makes it much more likely to trigger reaction shots with the perk helping get off all 3 shots

  • Battle Scanner perk renamed to Reconnaissance, grants 2 battle scanners, allows the first battle scanner used each turn to be free, does not increase battle scanner range, grants detailed audio cues after each move the scout makes when no aliens are visible, also grants low profile
  • The perk having the same name as the item was confusing
  • Decreased throw range helps prevent alpha strikes
  • Encourages equipping the battle scanner item

  • Resilience renamed to Fortified and grants an additional 1 DR and steadfast
  • 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 DR boost is to make it stronger

  • Close Encounters reduces mobility by 50% after activating
  • Hit and Run triggers off of any standard, precision, or disabling shot against an uncovered unit (now triggers on flying units) but the soldier/MEC cannot shoot or overwatch after triggering it
  • Hit and Run also grants +1 damage against any uncovered unit
  • Makes you hit and run more often and you can't hit and hit
  • Distinguishes CE from HnR

  • Smoke and Mirrors: Using a support grenade as the first action does not end the turn. Grants 1 free smoke grenade and increases the number of equipped support grenades and battle scanners by 1. Using a support grenade does not trigger non-suppression reaction fire. Increases throw range by 20%.
  • Part of the effort to have items not named the same as perks
  • Support grenades incorporate: flash bangs, psi grenades, chem grenades, and smoke grenades
  • Note: this does not allow you to throw a battle scanner for a half action (battle scanner is no longer a support grenade -- as it gets pick up in the reconnaissance perk)
  • Allows support classes to use their consumables without triggering enemy reaction fire to make them a lot more viable

  • Lone Wolf grants +10 aim, +10 crit, and +10 defense when no allies are within 7 tiles
  • It has an indicator to help you better figure out exactly where 7 tiles is
  • Buff for better competition on the trees

  • Deadeye renamed to Bullseye and grants +30 aim against flying units (from 15)
  • Makes units with the perk more distinct
  • Renamed due to an icon issue that is much more fitting for Bullseye (the old LW version doubled up on one of the SHIV foundry icons)

  • Aggression grants the primary weapon +1 damage during critical hits (from 0)
  • Buff to the perk to make it a strong competitive perk on the trees

  • Bring 'Em On grants the primary weapon +0.5 damage per enemy in sight
  • Only works on primary weapons (from primary + sidearms)
  • Fixed  LW 1.0 bug where Bring 'Em On was basing it's bonus off of ALL the enemies the squad could see
  • Only working on primary weapons is to stop 2 damage pistols from critting for large amounts of damage
  • The damage get very large if you see a lot of enemies and does not require a crit for triggering so it's always active

  • Precision Shot damage to +50% base damage (from 2-4 damage during critical hits), does not remove squadsight crit penalties, and works on strike rifles
  • Precision shot is now: +30% crit, +50% base 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

  • Depth Perception grants +20 aim/crit when you have height advantage (from +5)
  • Hyper-Reactive Pupils grants +20 aim after a miss (from 10)
  • Both were too weak previously

  • Low Profile grants the defense and DR of full cover when in partial cover (from just the defense bonus)
  • Makes sense and acts as a nice buff to the perk

  • Fire Rocket grants 2 rockets (from 1)
  • Significant buff to the ammo supply of the rocketeer

  • Concealment works if moving or dashing, works in partial and full cover, and will cancel at the beginning of the unit's turn if the unit can see an enemy
  • Alteration to the perk to allow it to work more frequently but not be able to use to gain vision on enemies without subsequent activation

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

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

  • Mayhem grants +100% base damage to sniper rifles, +70% base damage to strike rifles, +35% base damage to explosives
  • Mayhem grants +1 damage to suppression (can be upgrade with advancing SAW/LMG/SHIV weapon technology)
  • Buffs and nerfs to the perk to make it competitive on the trees
  • Doesn't affect arc rifles due to redesign of the arc rifle

  • Suppression now triggers an opportunist reaction shot with -50% base damage on actions and movement
  • Suppression Pins [no reaction fire, -30 aim, -1 AP, -50% AoE range, x2 scatter] non-melee targets down
  • Suppression requires 2 ammo, but only expends 1 on suppression and 1 if the unit fires a reaction shot from suppression
  • Significant buff to suppression as it really pins a target down and much more likely will have a reaction shot trigger
  • The -1 AP will be applied to a pinned unit at the beginning of their turn
  • In LW 1.0 suppression used 2 ammo and a 3rd would be spent if the unit fired, if the unit didn't have any the shot would just be free so it was kinda bugged
  • The -50% base damage is to pull suppression back to make it not so overpowered and to make it distinct from normally shooting

  • Ranger grants 10 aim to sidearms and the +1 damage affects all sources and it grants +20% throw range
  • 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
  • The additional source to the +1 damage was so that it worked on grenades

  • Sprinter grants +1.3 mobility and increases the dash mobility bonus to +40% movement (from +20% movement)
  • Useful for scouting, picking up meld, RnG, covert ops, and targets you might command

  • Damage control grants 30% DR (from 1.5 DR) but lasts for 1 turn (from 2)
  • This means taking multiple large 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 percent (instead of flat DR) means that it's less likely to prevent too much incoming damage (for both xcom and aliens)

  • One For All grants 30% DR (from 1), disables reactive fire, ends the MEC's turn, and sets innate defense to 0
  • Innate defense is the defense from equipment (not perks or abilities)
  • The innate 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 % DR was to help the MEC against high damage long range shots

  • Secondary Heart extends the bleed out timer by 5 turns (from 2)
  • Makes it easier to keep your soldiers alive

  • Advanced Bone Marrow reduces injury time by 30% (from 66%)
  • Was too strong at 66%

  • Shock-Absorbant Armor grants proximity DR if the target is within 15 tiles (+2% DR per tile up to +30% at point blank)
  • Trying to guess where x tiles could be quite annoying, this is a more forgiving application
  • 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)
  • Makes damage calculations a lot easier
  • Nerf as stacking DR was too strong

  • Jetboot Module grants 2.5 mobility on use
  • Significant buff to a weaker perk

  • Executioner grants +20 aim, +20 crit, and +2 damage against targets at or below 50% health 
  • Embodies what the perk infers: you execute someone when they are low in life
  • Also gives a much needed buff due to new positions on the perk trees

  • Flush aim to 0 (from +30) 
  • Flush is only available on drum mags and it was too strong as an aim bonus on the item
  • This makes flush more about flushing a target out rather than gaining accuracy to hit him

  • Adrenal Neurosympathy has a 10% chance per enemy it can see to trigger after each action (from triggering always on kill shots)
  • Remove some of the gaming of setting up kills to predictably get the buff
  • It makes sense the ability would not be able to be used on command (it would have some randomness) and it would be more likely to trigger with more threat

  • Adrenaline Surge no longer grants +10 aim and crit but instead grants +3.8 mobility and +30 defense
  • It triggers when the user is below 50% health (instead of as soon as damage is received)
  • Makes the perk more of a survival perk rather than damage and prevents abuses like 'ticking' a soldier to make them stronger

  • Extra Conditioning grants +1 armor health (from 1-4), +0.6 mobility, and reduces fatigue/injury times by 20%
  • It was a little too hidden how much health you were getting with each armor type
  • This makes the perk more unique

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

  • Reactive Targeting Sensors grants +50 aim on the RTS shot and opportunist
  • It was too weak due to the requirement that you were attacked to trigger it
  • Now it's a significant buff to the reaction shot from RTS allowing RTS to be effective on classes with mediocre aim

  • Combat Drugs grants 10 aim, 20 crit, 30 will to units that breath the smoke and +1 health to all biologic units in it's radius at the start of the turn
  • Combat Drugs extra bonuses no longer affect SHIVs
  • Dense smoke grants 50 defense (from 40) and has a 30% increased radius (from 0%)
  • Dense smoke reduces psi hit chance by 50% and prevents explosions from doing any damage
  • Both provide 1 free smoke grenade charge
  • Combat Drugs now counteracts most of the smoke aim malus on biologic soldiers
  • The tone down on radius is to attempt to reduce likelihood of full-squad coverage with smoke
  • Dense smoke is now more effective with tanks getting surrounded and with MECs that can OfA (as OfA negates all defense)
  • Dense smoke can be really effective if you are worried about eating a grenade or having a soldier be mind controlled

  • Grenadier makes grenades used as the first action only cost half an action and increases destructive grenade range by 20%
  • So a unit with grenadier can fire two grenades in a single turn if he/she doesn't move (like Light 'Em Up for grenades)
  • It isn't the primary perk on the engineer anymore and acts to turn the engineer/infantry into a grenadier

  • Tandem Warheads increases damage at the periphery of explosives to 100% (normal periphery damage = 35%)
  • Balance vs other options

  • Danger Zone grants 33% increased radius (from ~22%) for explosives and a 1.6 tile radius suppression area (from just under 3)
  • Buff for balance on the explosives
  • Nerf for balance on suppression (the bullet wizard was too dominating at applying multiple debuffs to enemies)
  • The 1.6 tile suppression means you should hit anyone that is in an immediate circle around the primary target

  • Packmaster only affects equipped small items (not perks)
  • It also does not affect the number of charges on the stun rifle (previously called the arc thrower)
  • It grants a free use of a medikit and a smoke grenade
  • Consistency with other perks (S&M)
  • Makes the users of the perk really feel like he has a lot of equipment

  • Field Medic grants 2 medikit charges (from 1) and allows the first medikit use each turn to not cost an action
  • Savior grants 0 medikit charges (from 2) and medikits heal for +3 more HP (from +4)
  • Reduces injuries sustained during battle by 1 HP on all soldiers (multiple instances stack)
  • Gives the medic some earlier access to medikits
  • Makes Savior not such a drastic increase in healing and late game medics not so superior in terms of healing
  • Helps reduce injury time on injured soldiers

  • Holo-Targeting renamed to Holo Rounds
  • Holo rounds lasts for 3 turns (from 1) when granting and aim bonus
  • Holo rounds marks targets granting +20 aim (from +10) to friendly fire at marked targets
  • Holo rounds is applied to targets during reaction fire (not sure why it wasn't before)
  • Holo rounds grants +1 damage when hitting a mechanical unit
  • Holo rounds prevents marked targets from entering stealth or concealment
  • Buffed to make it more appealing, renamed to more accurately represent it's role   
  • Gives it a little bit of an anti-mechanical role

  • Shredded lasts the entire battle (from 2-4 turns)
  • Shredded targets now take +1 damage (from +40%) before DR (from after DR) but also removes the DR from being hardened
  • Makes more sense as shredded armor should not really repair itself
  • Removing hardened DR makes shred very effective against hardened targets

  • Disabling shot renamed to Disabler:
  • Grants Disabling Shot: Sniper/Strike/Arc Rifles will disable an enemy weapon, forcing a reload before they can fire again
  • Steadied shots with non-Sniper/Strike/Arc rifles will jam the enemy weapon, forcing a reload before they can fire again (each enemy weapon can only be jammed once)
  • The damage is always 1 now
  • Gives the ability to work with or without Sniper/Strike/Arc rifles, but requires a steadied weapon (although this has a nice aim bonus to make sure the shot lands too)

  • Ready For Anything always activates overwatch at the end of the turn
  • Significant buff as now you can fully use your turn and still enter overwatch
  • You can even do things like move, reload, and then you'll still enter OW
  • It can even act like CCS by sprinting up beside someone with a full move and going on OW
  • It's extremely flexible

  • New Perk: Shadowstep
  • Prevents triggering of reaction shots against this unit when it moves
  • Grants +1.3 mobility
  • Allows immunity to reaction fire while moving plus some nice bonuses

  • Psi Shield (Mechtoid shield) now has 0 DR (from 50%) and provides 20 health (from 6)
  • It means it's more important to remove the sectoid to damage the mechtoid
  • Encourages more movement and strategy on the battle field

  • Tactical Sense now grants +15 defense if in cover or flying (from +5 defense per enemy in sight up to a max of 20)
  • Prevents gaming the perk (I'll move 2 soldiers away to reduce the defense of that enemy) and makes flanking more important

  • Sharpshooter perk crit to 0 (from 10), aim against targets with half/full cover to 15/15 (from 0/10), and grants 1 penetration against targets protected by 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 boost to stay competitive
  • The penetration helps deal with units who have high DR in cover

  • HEAT Warheads grants 4 penetration (instead of +50% of base damage that bypasses DR)
  • This is being altered for a few reasons:
  • To make HEAT not so specific against only mechanicals
  • Realism
  • To help counter the stronger DR mechanicals you'll be facing

  • Vital Point Targeting grants 50% more damage against uncovered humans and autopsied biologic aliens
  • Allows it to work with crits and damage bonuses
  • Encourages working around cover

  • Psionic Rift is less affected by will differences between the user and target
  • It deals 8+modifier_damage initially and then 10+modifier_damage after a turn. The minimum damage is 4 and 5. The modifier_damage NOW is: (caster_will - target_will - 20)/20 (In LW 1.0 it was divided by 10)
  • Makes rift less damaging when there is a large disparity between caster and target will

  • 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

  • Double Tap allows shooting twice with the primary weapon, 1-turn cooldown, grants +10 aim (+20 aim with sniper rifles) on non-reaction shots when firing at 2 action points (max AP)
  • Makes it more competitive and more unique vs other abilities
  • Provides some versatility to the perk

  • In The Zone reworked:
  • 'In The Zone' activates when the soldier shoots with a steadied weapon
  • When active: all shots are free (and gain +20 aim/crit if the soldier has a sniper/strike rifle equipped), but the soldier can only shoot
  • With the alterations to the perk tree and enemies ITZ is not as strong as it used to be, this is a buff to compensate
  • The fact that you can trigger off any shot is a large buff which is necessary as cover destruction is a little more difficult in this rebalance
  • The fact that you cannot move and fire and trigger ITZ is to prevent it from being too strong and encourage the roll of stationary sniper a little more

  • Command can be used once each turn (from a 4-turn cooldown) and you cannot get the benefit from multi-turn perks after being commanded (Close Encounters, ITZ, etc.)
  • Makes higher ranked officers a little stronger as they can now use command every turn

  • Initial Officer Perk: 'Lead by Example' renamed to 'Commanding Officer'
  • Initial Officer Perk: 'Commanding Officer' no longer shares will and grants -20% personal fatigue reduction
  • Initial Officer Perk: 'Commanding Officer' grants +20%/rank of all type of xp for all soldiers in the officer's squad
  • Initial Officer Perk: 'Commanding Officer' grants can trigger Tactical Brilliance [will/2% chance for command to cost 0AP, will/2% chance for command to refund it's charge]
  • The will share was making will unimportant on individual soldiers by making will just "everyone has reasonable will"
  • The +20%/rank of xp is huge and creates significant increases in xp gains with higher ranked officers
  • Tactical Brilliance makes getting higher will on your officers a little more important

  • Officer Perk at Lt: 'Stay Frosty' reduces fatigue by 10% (from 1 day)
  • Officer Perk at Lt: 'Legio Patria Nostra' renamed to 'Strength in Diversity'
  • Easier to understand how it affects fatigue

  • Officer Perk at Captain: 'Semper Vigilans' renamed to 'Cover Tactics' and increases defense in cover by 10 (from 5)
  • Officer Perk at Captain: 'Fortiores Una' renamed to 'Inspired Tenacity' works on the entire squad (from only those near an officer), does not require cover (from only in cover), and grants 15% 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
  • 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 Major: 'So Shall You Fight' renamed to 'Tricks of the Trade' and grants +50% mission XP for SGT rank or higher (from +25% kill xp)
  • Officer Perk at Major: 'Into the Breach' renamed to 'Show 'em the ropes' and grants +150% mission XP for SGT rank or lower (from +25% mission XP)
  • Makes it much easier to level up lower ranked troops
  • Helps make losing soldiers not so bad as your barracks should have a lot of SGTs ready to go

  • Officer Perk at Col: 'Band Of Warriors' renamed to 'International Warriors'
  • Officer Perk at Col: 'Esprit de Corps' renamed to 'Battlefield Aptitude'
  • Easier to remember and derive their function from the new names

  • Officer Perk at Field Commander: 'So Others May Live' renamed to 'Comradery', has no cap (from 8 aim/will), increases 50% of the time, and is affected by DW
  • Improved effectiveness
_____________________________________________________
WEAPON CHANGES

  • Laser and Pulse weapons have +5 aim, +10 crit, +25 crit damage, and +0.6 mobility, but 1 less damage
  • Laser and Pulse sidearms gain +5 extra aim but do not gain the +0.6 mobility
  • Beam Strengthening is a new foundry project that grants +1 damage during critical hits to primary laser and pulse weapons
  • Makes laser a better bridge option to gauss and more unique
  • The beam strengthening means if you couldn't get to gauss on time lasers can still be effective and pulse is still competitive
  • The mobility bonus does not apply to sidearms

  • Gauss weapons damage penetration to 0 (from 0.33), ammo to +0 (from +1)
  • Makes them more distinct
  • Quenchgun upgrade increases this to +1 penetration against mechanical units (from 0.66 against everyone)

  • Plasma weapons have a significant meld cost and take longer to research but their unique bonuses have been increased in effectiveness (see in-game) and primary weapons require UFO power sources to produce (instead of alien weapons from captures)
  • The enhanced plasma foundry project no longer grants +1 damage
  • They still give significant damage over pulse and are still more effective
  • Skipping pulse right to plasma is a lot more intimidating with the high meld cost and longer research times
  • Realistically plasma is more like the blaster launcher now -- something you CAN get but is a serious task
  • Removing the need to capture aliens is to remove the pressure for XCOM to turn into a zoo and to make UFO power sources (and their acquisition) more important

  • Damage of weapons in the same technology tier differ based on proportions
  • Weapon damage bases are 4/4/6/6/8 damage for ballistic/laser/gauss/pulse/plasma
  • Pistol, Machine Pistol, SMG, Carbine: 75% of base
  • Assault Rifle, Shotgun, Strike Rifle: 100% of base
  • Battle Rifle, Sniper Rifle: 125% of base
  • SAW: 150% of base
  • LMG: 175% of base
  • MEC, SHIV: 200% of base
  • All damage increases are rounded down (e.g. a gauss battle rifle will do 6 * 1.25 = 7.5 rounded down to 7) but weapons which lost the 0.5 damage (due to rounding down) receive a +crit bonus that will give a little more than the 0.5 damage lost
  • The main purpose of this is so weapon upgrades are proportional and the extra damage on weapons like LMG and battle rifle are still useful come late game, and the damage decreases of weapons like SMGs and carbines don't become so insignificant to become overpowered late game
  • This proportional damage only applies to primary weapons and sidearms

  • Gauss Autopistol and Blaster renamed to Gauss Pistol and Pulse Pistol and stats adjusted accordingly
  • Now each weapon tier has a basic pistol, and the upgraded heavier pistol only occurs for ballistic, laser, and pulse

  • Shotguns gain extra base damage when within 10 tiles (+5% per tile up to +50% at point blank) 
  • Shotgun reaction range reduced to 7.5 tiles (from 8.8 tiles)
  • Shotguns are basic tier tech (instead of advanced tier)
  • Shotgun crit to 30 (from 15)
  • This acts as a damage boost at close range
  • The reaction range was changed due to increased damage of shotguns when the target gets closer -- this seemed like a more ideal time to fire an overwatch as previously it was often just slightly too far away

  • MEC Weapons can now steady aim
  • Makes sense on a humanoid type unit and is necessary for ITZ to proc

  • SMGs have 3 ammo, 0.6 mobility, 40 crit, and gain extra base damage when within 10 tiles (+5% per tile up to +50% at point blank) 
  • Carbines have 10 aim and 20 crit
  • Makes them both more competitive
  • The mobility nerf on the SMG is to prevent it from being used as a pure mobility item and ignoring the primary weapon

  • Battle Rifles crit to 0, ammo to 2, mobility to -1.3, penetration to 1, can be equipped by the rocketeer, 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 18.8 tiles, aim to 0, crit to 0, damage to 4, and has a 20 credit cost
  • Makes building 30 off the bat not something you automatically do
  • Slight nerf and simplification to make it not so dominant 

  • Mag Pistols foundry project renamed to High-Capacity Pistol Magazines, crit bonus to 0, grants +1 ammo
  • 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, damage to 75% of base
  • Autopistol cost decreased by 66%, aim to 0, ammo to 3, crit to 20, mobility to -0.6
  • Makes them more reasonable to attain and slightly more effective
  • Autopistols are now regular pistols with 2 more ammo and 0.6 less mobility

  • The 'Ammo Conservation' foundry project only works on SMGs, Assault Rifles, Battle Rifles, and Carbines
  • Makes it less of an essential upgrade

  • Arc Rifle redesigned
  • It can be created as soon as alien computers is researched
  • Damage:4 (+6 against robotic targets) (+3 more damage against robotic targets with the supercapacitors upgrade)
  • Penetration:0, Crit:0, Crit Dmg:+25%, Aim:0, Ammo:2, Mobility:-0.6, Range:25
  • Assault, Engineer, Medic, Sniper, Scout, and Infantry only
  • Grants Squadsight
  • The Arc Rifle is designed to combat any robotic threat from a distance
  • It is easy to handle and will severely damage any robotic target but has limited ammo
  • Gives us more early game options for countering mechanical units and makes the rifle fill a unique niche

  • Assault Rifle crit to 20 and ammo to 4
  • Buffed for balance

  • Sniper rifle crit to 30, range to 37.5, mobility to 0, and penetration to 1
  • Ballistic sniper rifle ammo to 3
  • The range is exactly double normal weapon range
  • Removes unlimited squadsight as it could encourage some very abusive situations
  • The ballistic ammo change was to put it in line with all other sniper rifles

  • Gauss Long Rifle and Alloy Strike Rifle renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and are just normal progression of sniper and strike rifle
  • The bonus against mechanicals and lack of ammo made certain builds not viable so it was undone

  • Strike rifle grants 1 penetration, crit to 20, and mobility to 0
  • Ballistic marksman's rifle ammo to 3
  • Strike rifles no longer have increased OW range (it didn't do anything with the new OW triggering mechanics)
  • Balance vs the other options
  • The ballistic change was to put it in line with all other strike rifles

  • LMG grants Danger Zone, can move and fire, loses Squadsight, aim to -10, mobility to -1.9, ammo to 7, damage to 175% of base
  • SAW mobility to -1.3, ammo to 4, damage to 150% of base
  • SAW/LMG increases damage of mayhem suppression by 1 every weapon tier
  • Both SAW and LMG are advanced tier tech (from basic tier)
  • 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
  • Mobility is to decrease the effectiveness of the gunner class slightly as it is very strong
  • The -aim, mayhem suppression damage, and Danger Zone make the LMG a more ideal weapon if the gunner is going to be suppressing more than shooting

  • Reaction fire can be conducted at squadsight range for all weapons with squadsight (Sniper Rifles, Arc Rifles, Strike Rifles, and MEC weapons)
  • Opens up opportunities for more reasonable overwatch on weapons that are rarely used for overwatch

  • Rocket launcher/Recoilless Rifle/Blaster Launcher damage to 5/8/12 and radius to 4.5 tiles
  • Blaster Launcher weight to 0.6
  • Shredder Rockets renamed to Javelin Rockets, deal double base damage (from half), have 50% less scatter, have a 33% radius, and will damage through cover (but not destroy it)
  • Blaster launcher range is no longer affected by aim (consistency with no aim-based rocketeers)
  • You can only equip 1 rocket item at a time
  • Rockets have approximately half the scatter (vs LW 1.0)
  • 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 larger AoE and less scatter
  • The single equip of an extra rocket is useful for opening inventory space on the rocketeer 
_____________________________________________________
OFFENSIVE EQUIP CHANGES

  • Neural Gunlink will malus to 0, weight to 0, and aim/crit to 10/10
  • Buff to psionics

  • HE grenade damage to 6 (from 3), upgraded to 9 (from 3), radius to 2.5 (from 3.5), range to 7.5 tiles (from 9.4)
  • AP grenade damage to 4 (from 4), upgraded to 6 (from 6), radius to 1.5 (from 3.5), range to 10 tiles (from 9.4), shreds targets
  • Alien grenade damage to 7 (from 5), upgraded to 7 (from 5), radius to 2.5 (from 3.5), 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 = shred with no cover destruction, longest range, Alien =longest range, cover destrution)
  • The alien grenade foundry project now upgrades the damage of HE grenades instead of increasing the blast radius

  • Drum Mags, Flak Ammo, Breaching Ammo, AP Ammo, and Shredder Ammo can only be equipped on Ballistic and Gauss series weapons
  • Realism, creates more diversity between the weapon tiers

  • Alloy Bipod confers platform stability but grants no aim or crit and is equippable by the sniper, gunner, rocketeer, and scout
  • Encourages stationary fire from those classes and grants gunner and rocketeer early access to platform stability

  • Scope aim to +5 (from +8), crit to +5 (from +0), weight to 0, and the foundry perk doesn't exist
  • Nerf to offensive items, encouraging more defensive or supportive choices

  • Laser Sight aim to 0 (from +5), crit to +20 (from 0), mobility to 0
  • Makes the laser sight a nice light-weight option for increasing crit and more distinguished from the scope

  • Targeting Module weight to 0 and grants +10 crit and +2 crit damage
  • Buff as it now replaces the laser sight (but can still work in conjunction with it)

  • Marksman's scope aim to +10 (from 0), mobility to 0, and is cannot be used with other scopes
  • Buffs the use of the item on a strike rifle scout

  • Illuminator gunsight is equippable by MECs, still grants executioner, and aim/crit to 10/0 (from 12/12)
  • Nerfed as executioner is quite strong now

  • High-Cap mags mobility to 0 and can only be equipped by organic units
  • Drum Mags aim to 0 (from -4), mobility to -0.6, grants flush, and can only be equipped by assault rifle, carbine, and battle rifle, and not rookies
  • Make the items more competitive
  • Prevents use of bonus ammo on SHIV/MEC where it was more powerful and encourages more of the SHIV/MEC items on those units
  • Preventing equipping on rookies is to prevent a bug when promoting rookies when they have the drum mags equipped

  • New item: Proximity Sensor
  • Grants Tracker [Soldier can detect and uncloak aliens within 8 tiles through and around obstacles and is immune to strangulation]
  • Grants +5 def
  • Available to produce immediately, can be equipped by all units
  • Gives xcom another tool against seekers
  • Helps with classes that like to steady/OW by granting them extra aim and extra defense
  • Provides information through walls helping with UFOs and other maps with significant LoS blockers

  • New Item: Large-Cal High-Cap Mags
  • Grants +1 ammo to SHIV and MEC primary weapons, weighs 1
  • Gives MECs and SHIVs the ability for extra ammo

  • Units can only equip 1 small ammo item at a time
  • They were bugging out when overlapping 
  • It makes logical sense

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

  • Breaching Ammo nullfies the DR and Crit Resistance from the hardened perk and can be equipped by any class (from just assaults) but has a -20 aim malus
  • Against hardened targets, shotguns will be doing more damage than regular weapons
  • This ammo makes them much stronger anti-chrys and anti-zerker weapons and effective against mechanical units
  • It works great on CCS builds as melee aliens that charge you are hardened

  • Armor Piercing ammo is restricted to MEC weapons, SHIV weapons, Carbines, Assault Rifles, and Battle Rifles
  • With the prevalence of %-based DR, 1 penetration is often worth more than 1 damage making this item still quite powerful at 1 penetration

  • Reaper Pack grants +40 crit (from +15) and weighs 0 (from 1)
  • They were too weak previously

  • Alloy Jacketed Rounds weight to 0
  • Enhanced Beam Optics weight to 0
  • Plasma Stellerator grants +2 damage to plasma weapons and +50% base damage against units with distortion
  • Boost to the items usefulness
  • Stellerator was too weak at +1 damage only when we were dealing with plasma weapons

  • Flak ammo grants 4 damage before DR (from 2 or 20% damage after DR) against flyers but only works for primary weapons (not rockets)
  • It needed a buff and simplification

  • Quenchguns foundry project now gives +1 penetration against mechanicls to both Ballistic and Gauss
  • Quenchguns foundry project also increases the base damage of the sawed-off shotgun to 6 (from 4)
  • It was bugged in LW 1.0 and didn't do anything
_____________________________________________________
ARMOR CHANGES

  • Armor rework
  • 1-Tac Armor                    HP:5,  Mob:0,    DR:0,     Def:0
  • 2-Phalanx Armor            HP:5,  Mob:1,  DR:0.5,    Def:0,   half build cost
  • 3-Carapace Armor         HP:7,   Mob:1,  DR:0.5,     Def:0
  • 4-Aegis Armor                HP:9,  Mob:3,  DR:0.5,    Def:0,   Item Slots:1, Grants Damage Control
  • 5-Titan Armor                 HP:14, Mob:0, DR:1.0,    Def:0
  • 6-Archangel Armor        HP:14, Mob:0, DR:1.0,  Def:10,   Flight (8 fuel), Item Slots:1, Grants Tactical Sense
  • 7-Vortex Armor              HP:10, Mob:2, DR:1.0,    Def:0,   Will:20, No Fatigue, Psi Only
  • ------------------
  • 0-Leather Jacket     HP:0,   Mob:5,   Def:5,  Covert Ops Only
  • 1-Tac Vest                       HP:3,   Mob:2,   Def:5
  • 2-Aurora Armor              HP:8,   Mob:2,   Def:5,  Will:10, DR:0.5, Psi Only
  • 3-Kestrel Armor              HP:4,   Mob:3,   Def:5,  Grapple
  • 4-Banshee Armor           HP:7,   Mob:5,   Def:5,  Grapple, Item Slots:1, Grants Low Profile
  • 5-Corsair Armor             HP:9,   Mob:3,   Def:5,  Grapple
  • 6-Seraph Armor             HP:9,   Mob:3, Def:15,  Flight (6 fuel), Item Slots:1, Grants Tactical Sense
  • 6-Shadow Armor            HP:7,   Mob:3,   Def:5,  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

  • You can only equip 1 small item armor at a time
  • Allows the items to be stronger since they can't stack

  • Reinforced Armor hp to 3 (from 1), DR to 2 (from 1), mobility to -1.3
  • Ceramic Plating hp to 2 (from 1), DR to 1 (from 0), mobility to -0.6
  • Alloy Plating hp to 4 (from 2), DR to 1 (from 0), mobility to -0.6
  • Chitin Plating hp to 2 (from 3), DR to 1 (from 0), mobility to 0, melee DR to 40% (from 40%)
  • Allows for less injuries to the front line and encourages using more defensive items
  • Allows the 'taunting' effects desired for biotanks to be possible from the start of the game
  • Chitin plating is fast (like chryssalids are)

  • Impact vest renamed to Regenerator Vest
  • +1 HP, +1 DR, and Repair Servos, can be equipped by all soldiers
  • Can be produced as soon as the experimental warfare foundry project is researched
  • It comes online early
  • Buff to tanks to give them a method to heal themselves that they really needed as they are often away from the medic on the front lines

  • Alien trophy mobility to 0
  • Slight buff

  • Chameleon suit can be equipped by all soldiers, prevents non-suppression reaction shots from triggering when performing an action while in cover and unflanked, but no longer grants crit immunity from reaction fire
  • Makes it useful for avoiding reaction shots on units that need to act (e.g. suppression on a gunner, or throwing a smoke)
  • Encourages use of more defensive items

  • Shadow Device renamed to Elerium Emitter: blast radius decreased to 0.6 tiles (from 2 tiles), will penalty removed, range increased to 12.5 tiles (from 9.5), grants +1.5 DR, 0 mobility
  • Shadow devices were abusive -- chaining them was very strong and the use of them as a get-out-of-jail-free card was far too powerful
  • This change should prevent the abuse that while still making them useful
  • They now can target only 1-3 soldiers but get extra range, will, mobility, and DR
  • Since they don't benefit from Packmaster and/or S&M, they are ideal items for psi tanks or classes that need to move fast, and the DR helps a lot



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

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

  • Combat Stims adrenaline rush perk removed, grants +1.9 mobility, activated DR to 20% (from 40%), lasts 6 turns (from 3), and do not require a use on activation
  • This makes it an ideal item for a tank and competes against the other DR and HP granting tank items
  • The abuse with adrenaline surge was gamey and not ideal
  • They are useful on non-tanks as well due to the free activation and mobility boost

  • Psi Screen will to +10 (from -12), defense to +5, mobility to 0, and grants neural feedback
  • This is an item for a psionic that wants some extra defense and mobility
  • Useful for covert-ops and will-stacking psionics 

  • Respirator Implant mobility to +0.6, defense to +5, health to +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 renamed to Psi Accelerator, will benefit to +20 (from +25), mobility to 0, grants Mind Fray (from steadfast)
  • Steadfast was a mostly useless perk on someone with high will... really didn't make sense
  • New name is to convey the most common use as an offensive psionic tool
_____________________________________________________
OTHER EQUIPMENT CHANGES

  • Arc Thrower renamed to Stun Rifle, capture rate almost doubled, is a primary weapon (looks like a rifle when equipped), occupies a small item slot, 2 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
  • 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: 
  • Normal -> (1HP:88%, 2HP:79%, 3HP:69%, 4HP:48%, 5+HP:<7%)  
  • Elerium Batteries -> (1-3HP:93%, 4HP:88%, 5HP:79%, 6HP:69%, 7HP:48%, 8+HP:<7%)
  • 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 disabled use of consumables when the stun rifle is your main weapon is because there is a bug if you use a consumable with the stun rifle as your primary weapon (you get a weird movement glitch) -- so just switch to your pistol (press 'x' - there is no image to click on) if you want to use a consumable
  • In LW 1.0 it was not uncommon for XCOM to turn into zoo keepers trying to collect as many aliens (instead of focusing on saving the human race) as they could because it wasn't that costly.  These changes are an attempt to curb that habit and to make it costly (but more predictable) to attempt a capture.

  • Flashbangs renamed to concussion grenades, radius to 4 tiles, turns of effect to just the next alien turn, and range to 12.5 tiles
  • Psi Grenade radius to 6 tiles, mobility to 0, will to 0, range to 15 tiles
  • They now work against allies and psionic units (everyone but mechanical units)
  • They do not penetrate through walls/cover
  • They disorient the target: cancels overwatch and suppression, -20 defense, -20 will, -70% mobility, -50 aim, -50% AoE range (except rockets), double scatter
  • Psi Grenade can reasonably reach some air units
  • The penetrating through walls was borderline ridiculous
  • The less defense and will allows the grenade to be used not just for disabling targets, but also for making them more vulnerable

  • Chem grenade renamed to Acid grenade
  • Range to 12.5, radius to 3
  • Effect renamed to Corroded (from acid)
  • Duration is indefinite, aim to -20, mobility to -20%
  • There is no partial immunity to acid anymore (affects all units evenly)
  • Significant buff

  • Smoke grenade range to 12.5, grants -15 aim, grants +30 defense, and lasts through 2 enemy turns (visually as well)
  • Smoke grenades do not cap hit chances anymore (was a LW1.0 mechanic)
  • Makes smoke easier to use

  • Fuel cells give 14 fuel (from 6), +2.5 mobility, and has no weight
  • Makes fuel cells a more reasonable item
  • Makes fuel cells boost flying armor units and Hover SHIVs when not flying

  • Motion Trackers restricted to SHIVs only (from soldiers and SHIVs), mobility to 0, range to 25 tiles (from 21.9), charges to 1 (from 2), and will now detect Seekers
  • Helps distinguish the roles of the classes
  • Helps keep SHIVs relevant
  • Allows you to move further 'safely' when using the motion tracker
  • Makes it easier to figure out where seekers are

  • Cognitive Enhancer aim to 5 (from 0), crit to 5 (from 0), defense to 5 (from 0), will to 10 (from 5), weight to 0
  • Neuroregulator will to 20 (from 10) and mobility to +0.6
  • Makes them more useful items as a reward for downing Exalt
  • They should be stronger for items you only ever get a single copy of

  • Walker Servos sets the mobility of the soldier to 8.8
  • This item wasn't strong enough for an end-game item
  • It can now be very effective on low-mobility soldiers (e.g. a soldier with 4 mobility would gain +4 mobility)

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

  • Advanced Servomotors (foundry project) only grants sprinter to SHIVs (from MECs and SHIVs)
  • Accommodates increased early mobility of MECs, and allows for the sprinter perk on the MEC trees

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

  • Battle Scanner range to 7.5 tiles (from 16.9), can be equipped by only the scout, no longer a support grenade
  • Battle Scanner small item is no longer affected by S&M or Packmaster but grants a 2-pack of battle scanners (from just 1 charge)
  • Shots against enemy units in range of the battle scanner will gain +5 aim
  • LW 1.0 Bug Fix: the battle scanner does not disable lone wolf
  • It's use is now for peaking around corners, on rooftops, etc. instead of just granting extended sight range as well as a mini spread out version of holo targeting
  • Reducing the range of battle scanners helps reduce AIs inability to fight when they can't see you and prevents you from performing significant squad sight abuses
  • The effect on lone wolf was that if you were near a battle scanner lone wolf wouldn't activate - this has been fixed
  • It's not a support grenade so that the free action from reconnaissance doesn't interfere with the free action from smoke and mirrors
_____________________________________________________
MEC/SHIV WEAPON/ARMOR/EQUIPMENT CHANGES


  • MECs rebalanced
  • MEC1:           9HP,    1DR, 0.6Mob, 30Def,  Body Shield,          1/2 secondary weapon/equipment slots
  • H-MEC2:    12HP,     2DR,    0Mob, 10Def,  Damage Control,  1/2 secondary weapon/equipment slots
  • L-MEC2:       6HP,     0DR, 2.5Mob, 40Def,  Body Shield,          2/2 secondary weapon/equipment slots
  • H-MEC3:     14HP,    3DR, 1.8Mob, 10Def,  Damage Control,  2/3 secondary weapon/equipment slots
  • UH-MEC3:  18HP,    4DR,     0Mob,   0Def,   Damage Control,  1/3 secondary weapon/equipment slots
  • UL-MEC3:     6HP,    0DR,     5Mob, 50Def,   Body Shield,          2/3 secondary weapon/equipment slots
  • L-MEC3:      10HP,    0DR, 3.1Mob, 40Def,   Body Shield,          3/3 secondary weapon/equipment slots
  • All MEC suits have a 35% chance to get damaged on a soldier who has taken 100% of their health in damage (from 95%)
  • All MEC suits no longer require a previous tier of MEC suit to build the next tier

  • SHIVs rebalanced
  • Armored SHIV:        12+12HP,   3DR,  6.8Mob,  55aim,           0Def, 4 small item slots 
  • Alloy SHIV:              16+16HP,   4DR,  8.1Mob,  55aim,           0Def, 4 small item slots, now requires mechtoid autopsy
  • Hover SHIV:            14+14HP,   3DR,  8.7Mob,   55+30aim,  20Def, 4 small item slots, 16 flight fuel
  • * ALL SHIVS CAN PROVIDE PARTIAL COVER*

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

  • Cash cost for augmenting (chopping) a soldier to 30/90 cash/meld (from 40/40)
  • Augmenting (chopping) a soldier resets their xp to 0 and their rank to SPEC (from just -1 ranks)
  • Augmenting a soldier has a 50% chance each to grant 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will per rank above LCPL
  • Newly chopped soldiers will have their will set to 80% of their previous will value
  • Large boost to the stats when chopping higher ranked MECs
  • Example: A MSGT chopped to a MEC will gain on average: 0.8 mobility, 2.5 health, 5 aim, and 10 will and could gain up to 3.1 mobility, 10 health, 20 aim, and 40 will
  • Makes it slightly harder to mass MECs
  • Makes it so in the mid game when MECs come online they are not already your highest ranked troops as it was a little too powerful
  • Grants a slight bonus/reward for chopping a high level and/or high will MEC

  • 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

  • SHIVs take twice as long to repair and their primary weapons have 2 ammo (from 3)
  • Helps keep SHIV tanks in-line with other tanks

  • Core Armoring grants 2 DR instead of Resilience and +3 hp (from +2) and requires advanced power armor to produce
  • Necessary change as resilience is a perk on MECs now
  • Makes tanky MECs more viable

  • Carbide Plating hp to 5 (from 6), and mobility to 0
  • Encourages use of defensive items

  • MEC Kinetic Strike Module (KSM) cost reduced by 50%, damage to 20 (from 12), restricted to 1 per MEC
  • Thumper mobility to 0 and damage boost to +10 
  • This risk for getting up close, especially with the reduced movement should be worth it
  • Considering MEC primary weapons deal 8-16 damage, having something that only dealt 12 that you have to be in their face to use is underwhelming
  • Restricting it to 1 per MEC just makes sense, especially given that there is an item called the thumper to specifically boost the damage
  • The thumper needed a boost

  • Electropulse damage to 8 (from 6) and penetration to 8 (from 0)
  • Significant buff to the strength of the item

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

  • Elerium Turbos grant +2.5 mobility
  • It needed a boost for an end-game item

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

  • Restorative mists heal for 5 (from 3) and do not benefit from the Improved Medikit foundry project and start with 1 charge (from 2)
  • Putting the foundry project directly into the mists and giving it a slight buff because the MECs don't pick up savior anymore

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

  • SHIV initial aim to 55 (from 70)
  • To balance SHIVs as a heavy damage dealer with great utility but poor worse aim

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

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

  • Adaptive Tracking Pod grants Bullseye instead of Advanced Fire Control, aim to 0 (from 10), and weighs 0 (from 1)
  • Autosentry Turret grants Reactive Targeting Sensors instead of Sentinel and weighs 0 (from 1)
  • Smartshell Pods mobility to 0 and grants +15 aim (from +0)
  • Tactical Sensors mobility to 0, renamed to Extended Sensors and grants +10 def instead of tactical sense
  • Targeting Motor (old Suppression Module) weighs 0 (from 1), grants +10 aim and Mayhem
  • Damage Control Pod renamed to Shielding Pod and grants Absorption Fields (instead of DC)
  • Buffs

  • MEC Flamethrower range to 8 tiles, restricted to 1 per MEC, and damage to 7
  • Incinerator Module mobility to 0, grants an additional ammo for the flamethrower, and grants +3 damage
  • Restricting it to 1 per MEC is reasonable as equipping multiple is kinda weird
  • Incinerator module needed a boost

  • Proximity mine damage to 8 (from 10), range to 7.5 tiles (from 10.6), radius to 2.5 (from 3)
  • Proximity mines will be harder to land on/near inactivated pods and be consistent in damage with the grenade launcher
  • It's not that strong, on purpose, as the gameplay isn't the best

  • Grenade Launcher damage to 10 (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)
  • Grenade launchers needed love
  • They are not affected by the alien grenade foundry project and start at 10 damage