Search found 433 matches
- Thu May 18, 2017 1:51 am
- Forum: Long War 2
- Topic: Undocumented 1.3 Changes?
- Replies: 15
- Views: 22156
Re: Undocumented 1.3 Changes?
Hmmm.... Not sure about this, but it seems as though you can no longer go negative on monthly income? If you remember, in 1.2, it was advantageous to spend all your money before the end of the month if your income was in the red, since your actual supply count could not go negative. So far I haven'...
- Thu May 18, 2017 1:23 am
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011400
Re: Psi Ops still suck?
Nice LordYanaek. So much better than my ugly programmer art chart
- Wed May 17, 2017 9:54 am
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011400
Re: Psi Ops still suck?
The whole prerequisites is a terrible idea. Look at this: Fortres goes against Soul steal. Now at its base its already a bit of a difficult choice as it gives immunities vs healing/ablative. BUT if you choose Soul Steal you cant get: Bastion (which makes sense), Fuse or Stasis shield. And seeing ho...
- Wed May 17, 2017 6:36 am
- Forum: Resolved Bug Reports
- Topic: since 1.3 update: crash to desktop when leaving Weapon Upgrade screen
- Replies: 30
- Views: 73809
Re: since 1.3 update: crash to desktop when leaving Weapon Upgrade screen
~/Library/Steam/SteamApps/workshop/content/268500/844674609/ (although i presume the numbers are different on different systems.) Just an aside: Those numbers are the same for all Steam users. 268500 is the ID for XCOM2. 844674609 is the ID for the LW2 mod. Since these are assigned uniquely, steam ...
- Wed May 17, 2017 6:31 am
- Forum: Long War 2: Bug Reports
- Topic: 6 Faceless 1 map?
- Replies: 10
- Views: 13111
Re: 6 Faceless 1 map?
Every alert level has a schedule of enemies which can appear. Some alert levels even have multiple schedules and which one is picked is randomized. Under and over infiltrating changes the alert level of that individual mission, thus changing which schedules can be picked. As far as I can tell, there...
- Wed May 17, 2017 5:55 am
- Forum: Long War 2
- Topic: Undocumented 1.3 Changes?
- Replies: 15
- Views: 22156
Re: Undocumented 1.3 Changes?
As far as I know, Chameleon Suits never reduced detection radius, only Infiltration times. With the nerf to stealth things, I doubt it ever will.
- Wed May 17, 2017 5:04 am
- Forum: Long War 2
- Topic: Undocumented 1.3 Changes?
- Replies: 15
- Views: 22156
Re: Undocumented 1.3 Changes?
An updated Tech Tree for 1.3 is linked here: http://www.pavonisinteractive.com/phpBB ... 20&t=25888
One source of the actual image file is here: http://i.imgur.com/gVgX5dU.png
It's a bit rougher to read than a pure change log of course, but it gets the job done.
One source of the actual image file is here: http://i.imgur.com/gVgX5dU.png
It's a bit rougher to read than a pure change log of course, but it gets the job done.
- Wed May 17, 2017 4:57 am
- Forum: Long War 2
- Topic: v1.3 Gunner Skill Balance
- Replies: 22
- Views: 28851
Re: v1.3 Gunner Skill Balance
The whole idea is they are both situational and work better in different compositions. The thing is, as long as the developers are doing their job balancing the perks (and they are), every perk has some situation where it is better than anything else you could be doing. Danger Zone is better when yo...
- Wed May 17, 2017 4:32 am
- Forum: Long War 2
- Topic: A little help with things I'm not understanding
- Replies: 10
- Views: 15563
Re: A little help with things I'm not understanding
Another question; The Muton Melee parry doesn't always activate, what's the trigger? At a guess I'd say it wont trigger if I'm attacking from concealment at the start of the action but I'm not sure and being as it kicking in is a sure bet to get your Shinobi killed I'm not going to risk it. Muton p...
- Wed May 17, 2017 4:28 am
- Forum: Long War 2
- Topic: v1.3 Gunner Skill Balance
- Replies: 22
- Views: 28851
Re: v1.3 Gunner Skill Balance
I appreciate the humor, but can you explain why you prefer CUP over DZ? Extending Danger Zone's radius to me is a no-brainer since it lets you shoot at least 1, and more commonly 2+ extra targets with your area suppression. That is a massive massive efficiency increase over 10% aim/crit on 1 or 2 s...
- Wed May 17, 2017 3:46 am
- Forum: Modding Long War 2
- Topic: New v1.3 Psionic Tree & Preqs flow.
- Replies: 7
- Views: 13879
Re: New v1.3 Psionic Tree & Preqs flow.
In 1.2, Solace was required for Void Rift and Bastion. In 1.3, it's required for Void Rift and Domination. So it's a bit different.
- Tue May 16, 2017 11:21 pm
- Forum: Long War 2
- Topic: Psi Ops still suck?
- Replies: 208
- Views: 6011400
Re: Psi Ops still suck?
For what it is worth, the new requirements list for 1.3 Psi Operatives is: Soul Fire -> Soul Steal Insanity -> Schism Mind Merge -> Soul Merge Fortress -> Bastion Fortress -> Fuse Fortress + Stasis -> Stasis Shield Solace + Stasis -> Domination Solace + Fortress -> Void Rift Stasis -> Null Lance Als...
- Tue May 16, 2017 10:36 pm
- Forum: Modding Long War 2
- Topic: New v1.3 Psionic Tree & Preqs flow.
- Replies: 7
- Views: 13879
Re: New v1.3 Psionic Tree & Preqs flow.
That would have been me. Looks like there are some changes in the prereqs. From Src/LW_Overhaul/Classes/LWTemplateMods.uc (only includes LW specific requirements, vanilla requirements still apply): if (Template.DataName == 'Fuse') { Template.PrerequisiteAbilities.AddItem ('Fortress'); } if (Template...
- Tue May 16, 2017 9:54 pm
- Forum: Long War 2: Bug Reports
- Topic: Ever Vigilant Bugged? Not sure
- Replies: 1
- Views: 4034
Re: Ever Vigilant Bugged? Not sure
There is a mod if you don't like that behaviour: http://steamcommunity.com/sharedfiles/f ... =877414306
No idea if the LW2 devs consider it bugged or WAD though.
No idea if the LW2 devs consider it bugged or WAD though.
- Tue May 16, 2017 9:18 pm
- Forum: Long War 2: Bug Reports
- Topic: 6 Faceless 1 map?
- Replies: 10
- Views: 13111
Re: 6 Faceless 1 map?
Lib3 has a +3 alert modificator. Bet that counts. It's only +2 in 1.3 - Reduced Alert Level increases on Liberate missions (3 to 1 for mission 2 and 3 to 2 for missions 3 to 5) Also, he said he got it to "Extremely Light", which would mean some misreporting of difficulty by the UI beyond ...
- Tue May 16, 2017 9:18 am
- Forum: Long War 2
- Topic: Solution for 0% column ambush/supply raids.
- Replies: 31
- Views: 41100
Re: Solution for 0% column ambush/supply raids.
I didn't say it was easy. Plenty of players weren't good enough to beat v1.2 0% supply raids. Plenty of other players were. v1.2 0% supply raids, broke the strategy game for those players.
Giving corpses ahead of schedule just breaks the game in even more ways for the few that can do it.
Giving corpses ahead of schedule just breaks the game in even more ways for the few that can do it.
- Tue May 16, 2017 2:09 am
- Forum: Long War 2: Bug Reports
- Topic: 6 Faceless 1 map?
- Replies: 10
- Views: 13111
Re: 6 Faceless 1 map?
I'm not sure that's normal actually. For a Dark VIP mission reporting as "Extremely Light", you shouldn't be getting 6 Faceless. About the only way it's likely to have happened is if he also had the Alien Infiltrators Dark Event active, which would add 4 more Faceless than normal. To get 6...
- Tue May 16, 2017 1:29 am
- Forum: Long War 2
- Topic: Solution for 0% column ambush/supply raids.
- Replies: 31
- Views: 41100
Re: Solution for 0% column ambush/supply raids.
How about adjusting the force level for under-infiltration? It would be reasonable, that immediately following an incident the elite is sent to investigate being later replaced by the regular guys as the shock troops move on. Giving a 0% supply raid a +4 modifier on force level would lead to an exp...
- Tue May 16, 2017 1:07 am
- Forum: Long War 2
- Topic: Question on Infiltration and Reflex Action chances
- Replies: 6
- Views: 11382
Re: Question on Infiltration and Reflex Action chances
Legend difficulty is quite brutal with reflex actions (all my numbers will be for Legend as you requested). Yellow alert actions start at 38%. Green Alert actions start at 50%. Yellow alert actions are generally offensive in nature, so can be quite dangerous. Green Alert actions are always defensive...
- Mon May 15, 2017 7:29 am
- Forum: Modding Long War 2
- Topic: Disable loot destruction when using explosives
- Replies: 2
- Views: 5733
Re: Disable loot destruction when using explosives
Search for EXPLOSIVES_NUKE_CORPSES=TRUE in XComLW_Overhaul.ini and change it to FALSE. That will at least remove corpse destruction. I think it should also prevent loot destruction, but can't confirm.
- Mon May 15, 2017 5:20 am
- Forum: Long War 2
- Topic: New Player - Quick Question need advice
- Replies: 6
- Views: 9937
Re: New Player - Quick Question need advice
About the only way to get advent strength down is by doing supply raid and troop column missions in the region or by doing lots of missions in other areas and no missions in the region you want to shrink. However, this is isn't strictly necessary. Advent HQs have a lot of troops in them by default. ...
- Sat May 13, 2017 12:38 pm
- Forum: Long War 2
- Topic: 1.3 stealth concerns
- Replies: 15
- Views: 21912
Re: 1.3 stealth concerns
He actually did. The first video had him send in 1 Specialist to rescue a Prisoner. It was super risky.Franzy wrote:Watching xwynn's 1.3 campaign made me worry - he did not do a single stealth mission as of yet.
- Thu May 11, 2017 2:58 pm
- Forum: Long War 2
- Topic: Differences between difficulty levels
- Replies: 4
- Views: 7568
Re: Differences between difficulty levels
The XCOM wiki seems to have a reasonably detailed list of all the differences you might find in the ini files:
http://www.ufopaedia.org/index.php/Difficulty_(LW2)
Will probably need an immediate update when v1.3 releases.
http://www.ufopaedia.org/index.php/Difficulty_(LW2)
Will probably need an immediate update when v1.3 releases.
- Wed May 10, 2017 10:41 pm
- Forum: Long War 2: Strategy
- Topic: How many regions? Liberate one at a time, or expand continually?
- Replies: 14
- Views: 27701
Re: How many regions? Liberate one at a time, or expand continually?
From XComLW_Activities.ini [LW_Overhaul.X2LWActivityDetectionCalc] ; This makes detection easier in regions of certain force levels (which are like tech levels), can be used to ramp up difficulty as alien tech level increases ; Index is difficulty, set to false to turn off all modifiers +USE_DETECTI...
- Wed May 10, 2017 8:52 pm
- Forum: Long War 2: Strategy
- Topic: How many regions? Liberate one at a time, or expand continually?
- Replies: 14
- Views: 27701
Re: How many regions? Liberate one at a time, or expand continually?
Depending on difficulty level, you'll get bonuses to mission detection at low force levels. You'll blow past the bonuses very quickly on veteran (FL3), commander (FL2) and legendary (FL2), but they last all game on Rookie. Force Levels increase every 16 days on every difficulty.