XCOM: Enemy Unknown
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fjz

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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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You can discuss the mod in Discord here: https://discord.gg/nWJe8Pq

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. 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.

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.

Extensive ability and item 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. You also start with 3 item slots on each soldier, allowing more ways to customize troops to fit your playstyle. Previously underutilized items have been buffed or reworked. Some items give new tactical advantages, such Bioelectric Skin or Squadsight. All MEC ability trees have been revised, eliminating some lackluster perk choices and making the classes more distinct.

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

Enemies are more numerous and dangerous, but have less HP. This leads to faster and more decisive battles, and also rewards good plays such as flanking and cover destruction. Grenades and rockets are also more powerful. Just as you would expect in reality, an HE Grenade can now reliably take out a Sectoid or Thin Man. Don't worry about this making things too easy, however. Activated aliens will now alert other pods within their sight, resulting in more frenetic and non-stop battles.

Alien toughness is reflected in their physical attributes. Mutons are tankier, but are easier to hit. Muton Berserkers are much tougher than before, but are slower and lose their Bloodlust ability. Mechtoids and Sectopods hit a lot harder and are more resilient. Sectoid Commanders and Ethereals have much less HP, but are buffed in other areas. The default way of simply giving harder enemies more HP was both unimaginative and uninteresting.

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 technology. 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.

SHIVs and MECs can both take on and dish out more damage. SHIVs have more ammo and DR, 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. Their weapons are also more powerful, truly setting them apart from your soldiers' firearms.

Interceptor changes, a new Psionic ability tree, revised research paths, and much more!



Incorporated mods 
Roulette Plus by azxeus
Realistic Mission Intel by crypticc62
Minimods, 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
HP Display Mod by ellatan
Tab select next/previous soldier mod by Oakeman and other contributors

Included mods
Display Crit Chance by sectoidfodder
Enhanced Tactical Info by SpazmoJones
EXALT Scan Reminder by SpazmoJones
EXALT Intel Tweak by SpazmoJones
Meld Alarm by SpazmoJones
Show Country Name by SpazmoJones
Steam Vent Location Tweak by SpazmoJones
Loadout Manager by tracktwo
Campaign Summary by tracktwo
Lines-of-Sight Indicators (Sightlines) by tracktwo
Hunker Down Fine Tune (from XCom Interface and Gameplay Tweaks) by wghost81
No Chain Panic (from XCom Interface and Gameplay Tweaks) by wghost81
Red Fog Mod (Gaussian Red Fog) by LeoKian
Chop Psionics and Officers by DM666
No Alien Activity Sound by Gruust123
Remove Death Animation Delay by Peasly Wellbott
Pod Reveal Mods Collection (Reveal Mod) by tracktwo and szmind

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