Search found 207 matches
- Thu Jun 08, 2017 11:35 am
- Forum: Long War 2
- Topic: FL for Alien Rulers in 1.4?
- Replies: 7
- Views: 11737
Re: FL for Alien Rulers in 1.4?
I am playing with the DLC (Alien Hunters and Shen's Last Gift) installed, but the story missions turned off. Under this configuration, is there a Force Level required for the Rulers to start showing up? I am also a little worried: when I was playing a 1.1 campaign, the Viper King showed up normally...
- Thu Jun 08, 2017 11:29 am
- Forum: Long War 2: Bug Reports
- Topic: 1.4 Psi Bug (serious solace x 2 issues)
- Replies: 21
- Views: 27822
Re: 1.4 Psi Bug (serious solace x 2 issues)
This would be tedious for a total respec, but there's a pretty nice step-by-step for repairing Solace in this thread - http://www.pavonisinteractive.com/phpBB ... 17&t=26221
- Wed Jun 07, 2017 8:14 pm
- Forum: Long War 2
- Topic: FL for Alien Rulers in 1.4?
- Replies: 7
- Views: 11737
FL for Alien Rulers in 1.4?
I am playing with the DLC (Alien Hunters and Shen's Last Gift) installed, but the story missions turned off. Under this configuration, is there a Force Level required for the Rulers to start showing up? I am also a little worried: when I was playing a 1.1 campaign, the Viper King showed up normally,...
- Wed Jun 07, 2017 1:45 am
- Forum: Long War 2: Bug Reports
- Topic: Temporary solution of Solace bug
- Replies: 8
- Views: 14657
Re: Temporary solution of Solace bug
Lyzak's point is that there are two versions of solace in the game with two different descriptions: The bugged one is the "old" version, and its description says something about passively projecting an aura that immediately extinguishes mental effects. This ability was causing tons of prob...
- Tue Jun 06, 2017 7:23 pm
- Forum: Long War 2: Bug Reports
- Topic: Schism not doing guaranteed damage
- Replies: 4
- Views: 7015
Re: Schism not doing guaranteed damage
I believe that's the wording used in the vanilla ability, which functions identically. I agree that it's a bit misleading, but it's not surprising to me that Pavonis didn't think to change the description, since they didn't change the ability at all, and every time they change in-game text they also...
- Tue Jun 06, 2017 5:53 pm
- Forum: Long War 2
- Topic: Sectopod reinforcements
- Replies: 5
- Views: 9225
Re: Sectopod reinforcements
You're the 2nd person I've seen complain of this. Do you have a save file from before it happened?
- Tue Jun 06, 2017 4:31 pm
- Forum: Long War 2: Bug Reports
- Topic: Schism not doing guaranteed damage
- Replies: 4
- Views: 7015
Re: Schism not doing guaranteed damage
It doesn't look like Insanity hit, since the Advent gunner doesn't appear to be disoriented, panicked, or mind controlled. As Lyzak said, it only does damage if Insanity actually hits.
- Tue Jun 06, 2017 3:40 pm
- Forum: Long War 2
- Topic: 1.4 Some feedback notes
- Replies: 13
- Views: 18800
Re: 1.4 Some feedback notes
About dodge chance with low graze band settings... I play with 0% graze band and noticed the same thing, and did some empirical testing. It turns out that the issue is a UI one, not a combat one. I took a soldier with 40% dodge and consoled in a bunch of health and had her eat a bunch of shots. I n...
- Mon Jun 05, 2017 3:16 am
- Forum: Long War 2
- Topic: Psi ops not learning ability, what to do?
- Replies: 6
- Views: 17874
Re: Psi ops not learning ability, what to do?
It's a new bug in 1.3/1.4 involving the fact that Bastion uses the *vanilla* version of Solace (the aura ability) as a prereq and not the new LW2 version (the targeted ability). There's a mod that fixes it until 1.5 comes out (http://steamcommunity.com/sharedfiles/filedetails/?id=933334693), but it'...
- Fri Jun 02, 2017 7:32 pm
- Forum: Long War 2
- Topic: LW1.4 Hit and Run not triggering after Run & Gun
- Replies: 6
- Views: 10473
Re: LW1.4 Hit and Run not triggering after Run & Gun
I'll add a question here, what counts as "Flanked or Exposed"? In LW1 Mechtoids and Berserkers were "Exposed" and could be hit and run. In LW2, I think MECs are NOT exposed, or at least HitnRun doens't work on them. I'm guessing the same will be true for Sectopods, Drones, Berse...
- Tue May 30, 2017 9:02 pm
- Forum: Long War 2
- Topic: Trojan seems to always kill robots - a bug?
- Replies: 14
- Views: 20749
Re: Trojan seems to always kill robots - a bug?
Add my experience to the mix as well, exactly as OP described it. I was stealthing my way through the beginning of an Advent HQ, taking out all the turrets and solo drones from concealment with haywire/trojan. I trojan'd a hunter drone with 8hp and it took 7 damage. I had just started to say "o...
- Tue May 30, 2017 4:23 pm
- Forum: Long War 2
- Topic: Burning duration, bug?
- Replies: 6
- Views: 11188
Re: Burning duration, bug?
I was used to burning lasting one full alien turn, applying one last tick of damage on the second alien turn and fade out on that same turn. Do advent officers have some kind of fire resistance perk?. Today I used roust on one of them, got the burn applied, and on the next turn the advent officer g...
- Tue May 30, 2017 4:16 pm
- Forum: Long War 2: Bug Reports
- Topic: Strange loot-drop behavior for aliens killed while under mind-control
- Replies: 3
- Views: 6976
Strange loot-drop behavior for aliens killed while under mind-control
I've seen this bug twice now, exactly the same each time. It's an ironman campaign, so no save, unfortunately. LW 1.4 on Steam, Windows 10. I am not using any mods that modify loot drops in any way. I can post my full mod list if it seems worth it... let me know. Here's the setup: 1. Mind control an...
- Tue May 30, 2017 3:53 pm
- Forum: Long War 2
- Topic: Free Network Tower radio towers jack up the price of all towers?
- Replies: 15
- Views: 20192
Re: Free Network Tower radio towers jack up the price of all towers?
For what it's worth, this is what JL had to say when asked about this right after 1.3 was released: Does the free radio tower you get from liberation count towards the increasing cost to manually build radio towers? It does. (The vanilla code just counts how many towers you have when pricing the nex...
- Tue May 30, 2017 2:50 pm
- Forum: Long War 2: Bug Reports
- Topic: 1.4 Psi Bug (serious solace x 2 issues)
- Replies: 21
- Views: 27822
Re: 1.4 Psi Bug (serious solace x 2 issues)
I enabled this mod last night, and then started training solace on one of my PsiOps. It was the "correct" version of solace with the updated LW2 1.3 description.
I'll post here again with what happens when I finish training it.
I'll post here again with what happens when I finish training it.
- Mon May 29, 2017 5:05 pm
- Forum: Long War 2: Bug Reports
- Topic: 1.4 Psi Bug (serious solace x 2 issues)
- Replies: 21
- Views: 27822
Re: 1.4 Psi Bug (serious solace x 2 issues)
Awesome! Thanks to RealityMachina for the mod and to Tuhalu for the heads up.
- Fri May 26, 2017 5:56 pm
- Forum: Long War 2
- Topic: 1.3/1.4 Psi Amp damage?
- Replies: 5
- Views: 8982
Re: 1.3/1.4 Psi Amp damage?
This is pretty good work! I think if you post this in the Bug forum, it's more likely to be seen and responded to by the devs.
- Fri May 26, 2017 4:52 pm
- Forum: Resolved Bug Reports
- Topic: [Glitch] Pistols not showing up, weapons being switched(?)
- Replies: 42
- Views: 101270
Re: [Glitch] Pistols not showing up, weapons being switched(?)
At any rate, will be fixed in 1.5. Fun fact: it was a vanilla bug fixed in the patch that came with the Alien Hunters DLC. The code we had for pistols copied the bug, and the copy didn't get fixed in the patch, which is why it applies only to pistols. This is such great news! It must feel great to ...
- Fri May 26, 2017 3:28 pm
- Forum: Long War 2
- Topic: 1.3/1.4 Psi Amp damage?
- Replies: 5
- Views: 8982
Re: 1.3/1.4 Psi Amp damage?
The files in that folder can be deleted and will be generated fresh the next time you start the game. This is basically the first thing you should always try when faced with buggy behavior stemming from a mod. From the pinned thread in the bug report forum: "If you are have problems with the mo...
- Fri May 26, 2017 2:18 pm
- Forum: Long War 2: Bug Reports
- Topic: Aliens can use SPARK for cover... against itself
- Replies: 3
- Views: 5391
Re: Aliens can use SPARK for cover... against itself
I guess not technically "Vanilla", because the SPARK is a DLC unit? But yeah, Bulwork is a Firaxis-created perk (not Pavonis) and creates some strange AI behavior. As I said, if you position yourself properly, you can bait Advent units into actually moving to take cover behind your SPARK. ...
- Fri May 26, 2017 1:09 am
- Forum: Long War 2: Bug Reports
- Topic: Aliens can use SPARK for cover... against itself
- Replies: 3
- Views: 5391
Re: Aliens can use SPARK for cover... against itself
This is a well-known vanilla bug, and unlikely to be fixed by the LW2 devs. I kind of like it... you can bait advent into using the SPARK as cover and then pull the rug out by moving somewhere else.
- Thu May 25, 2017 8:31 pm
- Forum: Long War 2: Bug Reports
- Topic: 1.4 Psi Bug (serious solace x 2 issues)
- Replies: 21
- Views: 27822
Re: 1.4 Psi Bug (serious solace x 2 issues)
Thank you for your work and response! So is solace completely useless, then, if it doesn't show up in combat even after you train it? Is the workaround here just "never train solace"? If so, is there a way to mod the config so solace doesn't show up as an option anymore? I didn't want to ...
- Thu May 25, 2017 7:41 pm
- Forum: Long War 2
- Topic: How do you detect infiltrators ?
- Replies: 2
- Views: 4722
Re: How do you detect infiltrators ?
It's RNG-based. You can improve your odds by: Staffing a solider with more solider ranks as your advisor Staffing a soldier with more officer ranks as your advisor Staffing a soldier with more psi-op ranks as your advisor The numbers are different for each rank in each category, and the relevant sec...
- Thu May 25, 2017 6:32 pm
- Forum: Long War 2
- Topic: Too many resistance members?
- Replies: 5
- Views: 8416
Re: Too many resistance members?
It's neither - it's working exactly as designed.
The 3 "extra" rebels, I believe, are true reserves. They'll be there to fill in if any of your rebels get killed in retaliation or rendezvous missions.
The 3 "extra" rebels, I believe, are true reserves. They'll be there to fill in if any of your rebels get killed in retaliation or rendezvous missions.
- Thu May 25, 2017 4:32 pm
- Forum: Long War 2: Bug Reports
- Topic: [SOLVED] Liberated = Free Relay Tower?
- Replies: 6
- Views: 9242
Re: Liberated = Free Relay Tower?
Do you have RealityMachina's "More Rewards" mod installed? He replied on the main forum saying that until very recently, his mod would cause this behavior.Zyxpsilon wrote:I did the Network Tower (Lib4) earlier but that didn't give me the free Relay either. Something is buggy.