Search found 433 matches

by Tuhalu
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'...
by Tuhalu
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 :)
by Tuhalu
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...
by Tuhalu
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 ...
by Tuhalu
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...
by Tuhalu
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.
by Tuhalu
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.
by Tuhalu
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...
by Tuhalu
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...
by Tuhalu
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...
by Tuhalu
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.
by Tuhalu
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...
by Tuhalu
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...
by Tuhalu
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.
by Tuhalu
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 ...
by Tuhalu
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.
by Tuhalu
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...
by Tuhalu
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...
by Tuhalu
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...
by Tuhalu
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.
by Tuhalu
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. ...
by Tuhalu
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

Franzy wrote:Watching xwynn's 1.3 campaign made me worry - he did not do a single stealth mission as of yet.
He actually did. The first video had him send in 1 Specialist to rescue a Prisoner. It was super risky.
by Tuhalu
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.
by Tuhalu
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...
by Tuhalu
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.