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fjz

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About this mod

A revamp of Long War 1.0 that emphasizes realism, expands tactical options, and reduces economy micromanaging with a new monetary system. More specialized enemies that provide unique challenges. Increased weapon and soldier versatility. Rebalanced items and armors. And much more!

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This project is in need of an experienced modder to develop more ambitious concepts. Please PM me if you are interested in contributing. 


As a long time LW player, I wanted to create a mod that fundamentally changes the way you conduct your campaign, while also improving upon its gameplay in several ways. If you want to play with an earlier version, just PM me for the file.

It's balanced around using the Training Roulette SW option along with the included Roulette Plus mod. I also recommend turning on Red Fog and Aiming Angles.

I've put together a Google Sheet that allows you to easily find out about its many features as well as recent changes. You can even leave comments on it!

Here's just a few of its many changes.

New Challenge difficulty that replaces Normal difficulty. For players who can consistently beat the game on Impossible difficulty and want more of a challenge. You can still play with Normal difficulty if you download the Lite version of the mod.

Weapons, armors, and items are much cheaper. No longer will you have to fret over choosing to buy 2 SCOPES or your next Laboratory, or worrying if you can afford just one more Laser Rifle for your troops. After all, what kind of planetary defense organisation has to dig in its pocket just to buy a single firearm? Now, you are free to splurge on as many items as you like (provided you have enough Alloys). The real financial dilemnas come with which Facilities you want to build next, or how many Interceptors you feel you need, just as it would in real life.

Better starting country and satellite bonuses. Some weaker starting bonuses are buffed, to encourage new strategies and to improve replay value. Many satellite bonuses (especially the stat increases) were completely negligible. Now you must carefully decide at the beginning of the game which bonuses they feel are most helpful.

Various ability changes.
 Several weaker abilities are improved, while a couple of powerful ones have been allocated to items. Gunners, for example, can spec into anti-robotic or Mayhem-suppression with just an equipment change. All MEC ability trees have been revised, eliminating some lackluster perk choices and enhancing the flexibility for many classes.

Increased cover effectiveness. Greater high cover bonus encourages flanking maneuvers, Flush usage or cover destruction rather than repeated low-percentage shots. Allows you to focus more on tactics and worry less about your soldiers getting killed in full cover

Early game enemies, including EXALT, are more dangerous, but have less HP. This leads to faster and more decisive battles, and also rewards good plays such as flanking and cover destruction.

Mutons and large robotic enemies are much easier to hit, but have more DR. Mutons are tankier, but are easier to hit. Muton Berserkers are much tougher than before, but are slower and lose their Bloodlust ability. Mectoids and Sectopods hit a lot harder and are more resilient.

Sectoid Commanders and Ethereals have much less HP, but are buffed in other areas.
 Their lowered health total reflects their physical fragility. The default way of simply giving harder enemies more HP was both unimaginative and uninteresting.

Interceptor weapons are more specialized. Before, upgraded Phoenix Cannons and upgraded Laser Cannons were almost equally effective. Now, they are better in different areas, giving you a small incentive to develop both technologies.

Various weapon changes. Weapon progression is no longer strictly linear. Ballistic, Gauss, and Plasma automatic weapons confer Suppression, so you might continue to use some Ballistic weapons even after researching Laser tech. This also allows for better tactical play in the early game and makes your rookies actually useful. MEC weapons are specialized according to tier. And much more.

Various armor changes. Kestrel, Banshee and Corsair armors were woefully underpowered, and so have been buffed. Now you might put them on soldiers other than your Snipers. On the other hand, Tactical Armor, Carapace and Aegis armors offer greater protection at the expense of higher mobility penalties. Hopefully, you'll have to think about which armor type to equip, instead of mindlessly outfitting your entire squad in Carapace and Aegis armors.

Rebalanced equipment. Many items now grant abilities. Previously underutilized items have been buffed or reworked.

Various SHIV and MEC changes. SHIVs never need to reload, but have significantly lower defense. MECs also have lower defense but gain health and DR, making them feel like mechanical juggernauts that can shrug off hits from lesser enemies.

Interceptor changes, new Psionic ability tree, renamed abilities and items, and more.

If you have any ideas or suggestions, feel free to make a post or comment on the Google Sheet. I'd like to know what you think!

Included mods 
Roulette Plus by azxeus
Realistic Mission Intel by crypticc62
EndTurnPodReveal, RobotsNeedRepairs, and MoreCompetentExalt mods by szmind
Reworked In The Zone mechanics and Collateral Damage damage fix, from LW Rebalance by Ucross
Customize Item and Perk Charges, and Lightning Reflexes Hit Chance, from Assorted Long War Gameplay Modifications by Vazeron1
3rd Item Slot by Mrwatsyoname
Arc Thrower Range by epiceuropean
Tab select next/previous soldier mod by Oakeman and other contributors

Special thanks to
szmind for his crucial coding contributions and brilliant modding insight
Ucross for generously letting me include portions of his code 
Long War team (now Pavonis Interactive) for creating the much-beloved Long War mod
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