Long War 2 Resources (including mod compatibilities)

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johnnylump
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Long War 2 Resources (including mod compatibilities)

Post by johnnylump »

Mod compatibility test results by DeaconIvory: https://drive.google.com/file/d/0B0KYKP ... FzdE0/view

Long War 2 wiki: http://www.ufopaedia.org/index.php/Long_War_2

- Balance adviser and beta tester JoINrbs:
* YouTube channel: https://www.youtube.com/channel/UCpjr4a ... 8Y77e8dd_Q
* Twitch: https://www.twitch.tv/joinrbs (streaming live on launch day)
* Tutorials: https://www.reddit.com/r/Xcom/comments/ ... tion_vids/

Balance adviser and beta tester /u/xwynns YouTube channel with explainers is here: https://www.youtube.com/channel/UCmJ_gg ... Re9dUU3kYQ
tekronis
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Re: Long War 2 Resources (including mod compatibilities)

Post by tekronis »

Thank you!
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Valaska
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Re: Long War 2 Resources (including mod compatibilities)

Post by Valaska »

A couple questions if I may!

BleedoutMod - How is LW2's mechanic similar exactly? I didn't see it in the change log for the game anywhere or features that it changed?

Do these mods work??

http://www.nexusmods.com/xcom2/mods/131 ... w%3D&pUp=1
https://steamcommunity.com/sharedfiles/ ... =783066416

I don't like the RNG on the current wounding mechanics, the more categories is one of my favorite mods.
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Arcalane
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Re: Long War 2 Resources (including mod compatibilities)

Post by Arcalane »

Judging by the comments and values defined in XComLW_Overhaul.ini, a soldier has a 90% chance to go into bleedout if they're reduced to exactly 0hp. For every (effective) negative hitpoint they're reduced to, the chance drops by 20%; -1 = 70%, -2 = 50%, and so on. If a soldier is massively overkilled by a sectopod cannon blast, you're probably not going to get them back. On the other hand if they're KO'd by an ADVENT Mag Rifle, you have pretty decent odds of picking them back up unless they were already critical.

I'm not sure if/how willpower plays into this (if at all).

As for armour, all of LW's armour vests essentially add shield HP that can't be recovered/regenerated after it's lost, but doesn't cut into healing time either. Not sure exactly how standard armour plays into things here since kevlar doesn't seem to do anything by itself.
silver_swift
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Re: Long War 2 Resources (including mod compatibilities)

Post by silver_swift »

Another request for a mod that is not on the list:

Bronzeman mode: https://steamcommunity.com/sharedfiles/ ... =623894318

Any indication on whether this is likely to be compatible?
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johnnylump
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Re: Long War 2 Resources (including mod compatibilities)

Post by johnnylump »

silver_swift wrote:Another request for a mod that is not on the list:

Bronzeman mode: https://steamcommunity.com/sharedfiles/ ... =623894318

Any indication on whether this is likely to be compatible?
Our version of bronzeman will be in 1.1. Not sure how that one works, but we'll allow restarts in non-ironman by default. In ironman you'll need to go into the inis to set a flag to turn it on.
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xwynns
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Re: Long War 2 Resources (including mod compatibilities)

Post by xwynns »

Valaska wrote: BleedoutMod - How is LW2's mechanic similar exactly? I didn't see it in the change log for the game anywhere or features that it changed?
; Vanilla is based on will score minus a configurable penalty. This instead bases it on the overkill damage -- how much damage the soldier took beyond zero.
; These settings mean a 90% to bleed out rather than die at exactly 0 hp, 70% at -1 hp, 50% at -2 hp, etc.
USE_ALT_BLEEDOUT_RULES=true
BLEEDOUT_CHANCE_BASE=90
DEATH_CHANCE_PER_OVERKILL_DAMAGE=20
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Valaska
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Re: Long War 2 Resources (including mod compatibilities)

Post by Valaska »

Arcalane wrote:Judging by the comments and values defined in XComLW_Overhaul.ini, a soldier has a 90% chance to go into bleedout if they're reduced to exactly 0hp. For every (effective) negative hitpoint they're reduced to, the chance drops by 20%; -1 = 70%, -2 = 50%, and so on. If a soldier is massively overkilled by a sectopod cannon blast, you're probably not going to get them back. On the other hand if they're KO'd by an ADVENT Mag Rifle, you have pretty decent odds of picking them back up unless they were already critical.

I'm not sure if/how willpower plays into this (if at all).

As for armour, all of LW's armour vests essentially add shield HP that can't be recovered/regenerated after it's lost, but doesn't cut into healing time either. Not sure exactly how standard armour plays into things here since kevlar doesn't seem to do anything by itself.
Oh okay that's pretty cool then.

Does anyone know if there is a mod that fixes wounded states too, that is compatible to LongWar 2? I am really sick of a soldier taking 1-2 damage and being put out for 30 days when I got a guy who's down to 4 HP left only out for 10.
Zyxpsilon
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Re: Long War 2 Resources (including mod compatibilities)

Post by Zyxpsilon »

The Injuries spiral can effectively be "tamed" by using a specific Mod by krj12; Make Heals Persist. Which options can also be configured as need be.

(( http://steamcommunity.com/sharedfiles/f ... =690713958 ))
** Compatible & tested for LW2, btw.

--- and of course.. bringing a few MedKit(s) & whatever else necessary! :)
speedmaster
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Re: Long War 2 Resources (including mod compatibilities)

Post by speedmaster »

True Concealment is said to have a similar mechanic in LW2, but I don't think that's the case. TC stops the timer countdown while under concealment and unless there is an option that I missed, LW2 concealment timers operate exactly like vanilla.
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Valaska
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Re: Long War 2 Resources (including mod compatibilities)

Post by Valaska »

Zyxpsilon wrote:The Injuries spiral can effectively be "tamed" by using a specific Mod by krj12; Make Heals Persist. Which options can also be configured as need be.

(( http://steamcommunity.com/sharedfiles/f ... =690713958 ))
** Compatible & tested for LW2, btw.

--- and of course.. bringing a few MedKit(s) & whatever else necessary! :)
Yeah I suppose that'll be the best one available at the moment :(.

I much prefer simply having more categories and brackets to damage so that you can't necessarily take the wound away. I like that first aid is a field thing and they will still be wounded and injured, but LW2 and Vanilla can bring you the event of one person who lost 3 HP is wounded for 31 days, and another who has lost 6-10 could only be wounded for 10 :|
bilfdoffle
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Re: Long War 2 Resources (including mod compatibilities)

Post by bilfdoffle »

If a soldier only has 4 health and takes a 3 HP injury, they're gonna have a lot longer time that someone with 12 health that loses 3 HP. It's a percentage thing, but there's a lot more brackets in lw2 than there is in vanilla.
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Valaska
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Re: Long War 2 Resources (including mod compatibilities)

Post by Valaska »

bilfdoffle wrote:If a soldier only has 4 health and takes a 3 HP injury, they're gonna have a lot longer time that someone with 12 health that loses 3 HP. It's a percentage thing, but there's a lot more brackets in lw2 than there is in vanilla.
Oh there are more brackets? And nah they were both specialists with same health and armor, there is a random roll thing for injuries too.
bilfdoffle
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Re: Long War 2 Resources (including mod compatibilities)

Post by bilfdoffle »

Yeah, i think vanilla had 3, and I think lw2 has 5 or 6. Been a long time, so I don't remember the exact numbers for either.
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johnnylump
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Re: Long War 2 Resources (including mod compatibilities)

Post by johnnylump »

We have 10 brackets, running at 10% increments. There is some overlap and RNG, but it's not extreme.
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Valaska
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Re: Long War 2 Resources (including mod compatibilities)

Post by Valaska »

johnnylump wrote:We have 10 brackets, running at 10% increments. There is some overlap and RNG, but it's not extreme.
Oh that is awesome news, I can de-activate that mod now. Danke :> Now if only I could find a hair colour mod that didn't bog the game down in character customization! Haha, but that is a first world problem.
Krakenous
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Re: Long War 2 Resources (including mod compatibilities)

Post by Krakenous »

Dissappointly, "playable aliens": http://steamcommunity.com/sharedfiles/f ... 1458427971

Is not compatible, and is causing primarily the "soldiers stuck forever in infiltrating" bug making them unusable.

Also, it's causing alien VIPs to turn up inside trucks/prisons in rescue missions but they are not actually there at all, so the mission can never be completed because nothing spawns.

If it would be possible to get these two mods to work together then wow, that would be simply perfect!
sarge945
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Re: Long War 2 Resources (including mod compatibilities)

Post by sarge945 »

So does this mean I can completely get rid of It's Just a Scratch V2

from my understanding, Nanoscale Vests still add actual HP in Long War 2?
eisenefaust
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Re: Long War 2 Resources (including mod compatibilities)

Post by eisenefaust »

They have items that add HP and items that ablative HP (think shield bearer bonus HP). I loved it's just a scratch but it's really not needed here specially considering it makes some items identical.
Zyxpsilon
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Re: Long War 2 Resources (including mod compatibilities)

Post by Zyxpsilon »

Much to my surprise...

AND to anyone else interested by that!

Yep.. Grimy's "Hotkeys" Mod works just fine with LW2. That means Amineri (and the coding gang at Pavonis) must have fixed LW-Toolbox/LW2 some wild hooks into the layer stack so that HK's special functions can manage the TacticalInput/structure correctly.
As a bonus.. you also get a controllable Camera with SHIFT+CTRL (from the middle mouse button) & most likely, configurable Shortcut/Bindings of Perk slots.

WOW.. great news, IMHO.
Zyxpsilon
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Re: Long War 2 Resources (including mod compatibilities)

Post by Zyxpsilon »

Valaska wrote:... Now if only I could find a hair colour mod that didn't bog the game down in character customization! Haha, but that is a first world problem.
Well -- Carmau designed a good enough set of colors for more than just the Hairs.
Soooooo here goes.. http://steamcommunity.com/sharedfiles/f ... =628668732
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JLtheking
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Re: Long War 2 Resources (including mod compatibilities)

Post by JLtheking »

Zyxpsilon wrote: Yep.. Grimy's "Hotkeys" Mod works just fine with LW2.
Wow!
Last edited by JLtheking on Mon Jan 23, 2017 9:36 am, edited 3 times in total.
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Arcalane
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Re: Long War 2 Resources (including mod compatibilities)

Post by Arcalane »

sarge945 wrote:So does this mean I can completely get rid of It's Just a Scratch V2

from my understanding, Nanoscale Vests still add actual HP in Long War 2?
As eisenefaust pointed out, there's two seperate kinds of HP item; Platings, and Vests. You can equip a Plating and a Vest, but not two Platings or two Vests.

Platings add ablative HP; you start with a basic Ceramic Plating that adds +2. Ablative HP can't be recovered by healing but doesn't impact wound recovery times.

Vests add standard HP, the first you're likely to find is the Nanoscale Vest (I think you get a free one for doing some early armour R&D?) that gives +3 HP and reduces the chance of being critically hit by enemies. There's also the Hazmat Vest which is +HP and tox/fire/etc. immunity.

Gives you some good options if you want to set up a tanky soldier with lots of damage/effect resistances.
Krzysztof z Bagien
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Re: Long War 2 Resources (including mod compatibilities)

Post by Krzysztof z Bagien »

You need to update "True concealment"; there's no such mechanic in LW2, ̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶ ̶j̶u̶s̶t̶ ̶s̶a̶y̶ ̶t̶h̶a̶t̶ ̶i̶t̶'̶s̶ ̶̶̶i̶̶̶n̶̶̶c̶̶̶o̶̶̶m̶̶̶p̶̶̶a̶̶̶t̶̶̶i̶̶̶b̶̶̶l̶̶̶e̶̶̶.

Edit: mod has been updated to work with LW2:
http://steamcommunity.com/sharedfiles/f ... =847481752
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johnnylump
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Re: Long War 2 Resources (including mod compatibilities)

Post by johnnylump »

With Long War 201 forum up and running, I'm going to unsticky and lock this thread. Everybody head there!
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