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fjz

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About this mod

This mod makes the basic LW experience feel different and more enjoyable in many ways. Completely changes the monetary system with realistic prices. More specialized enemies that provide unique challenges. Increased weapon and soldier versatility. Rebalanced items and armors. And much more!

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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.

It's balanced around using the Training Roulette SW option along with the included Roulette Plus mod, as well as Hidden Potential. Not using Roulette Plus might result in explosives and Snipers being OP, and will allow you to use Concealment Scouts. Not using Hidden Potential will give your soldiers and MECs more HP. 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!


But if you don't have the time to browse through all of it, here's a TL;DR 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 the player 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 removed. 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 also squishier. 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 in the game now feel like specialized tanks that can't hide all that well behind cover. 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.
Now their 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 and Gauss automatic weapons confer Suppression, so now 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 now offer greater protection at the expense of higher mobility penalties. Hopefully, you'll now 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.

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

Interceptor changes, Elerium and Alloy drop amounts, soldier values, renamed abilities and items, and more.

Thanks for making it this far. If you have any ideas or suggestions, feel free to leave a message here or comment on the Google Sheet. I'd like to know what you think!

Credits
This mod would not be possible without the contributions of the Long War team (now Pavonis Interactive), and AzXeus. Check out his other great mods here!
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