UPDATE: Long War 2 Patch 1.1 is now available

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johnnylump
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UPDATE: Long War 2 Patch 1.1 is now available

Post by johnnylump »

Changelists will also be posted here http://www.pavonisinteractive.com/longw ... ngelog.htm

NOTE: This is a big one. We tested as much as we could, but we're on alert to put out hotfixes in case we broke anything new. Beyond that, there are still issues to address, things to balance and new stuff to add, so expect a 1.2 in the future.

FROM CL 1945, Updated to 2113

Asking about release dates means dead rookies!

Bugfixes
- Fixed bug preventing tactical DEs from occurring. This will cause a meaningful increase in difficulty.
- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.
- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.
- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build
- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM's movement without any direct knowledge of them. (Default behavior can be re-enabled via config)
- Psi Operatives can now equip heavy weapons (with appropriate armor).
- Fix for non-commanding officers on a mission getting officer abilities.
- Disorient effects will now cancel overwatch on units that are already disoriented.
- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.
- Corrected line-break in RapidTargeting detailed help text and other typos.
- Disallowed Field Medic from list of possible Rebel skills
- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness
- Fixed base-game issue that could cause POIs to become unselectable. POIs now have minimum Weight of 1 instead of 0.
- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.
- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors
- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back
- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5
- Removed possibility you can spawn two of the same ruler on black site mission
- Fixed bug causing Full Kit to grant a partial extra ghost grenade
- Bugfix for alert locations: adjust the location to ensure it's pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.
- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain.
- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).
- Added SMG Range profile to hunter pistol weapons via template mod.
- Fixed incorrect offset for CoilCannon Reargrip B.
- Officer ranknames/icons now only show once officerRank > 0. Pulling a trainee from the tube will no longer lock their rank at NCO.
- Fix bug allowing RNF units to get yellow reaction shots.
- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads
- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn't a Muton type.
- Rebels can no longer accrue to an officer's leadership bonus pool.
- Fixed bug in sorting by mission count for Leadership display for officers
- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.
- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips).
- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants
- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.
- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn't active.
- Added condition to officer pack to prevent display of "Officer already selected" warning unless UISquadSelect is active, and not in squad management.
- Added Frostbomb as a valid support-type grenade for RapidDeployment
- Adding grenade targeting to XComGame to provide smoke preview fixes.
- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini
- Faceless from 'Infiltrators ' Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).
- Fixed some bad FL15 boss definitions in mission schedules
- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.
- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities
- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor.
- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior
- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.
- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.
- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don't need to persist when switching from tactical to strategy
- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.
- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration.
- Hacked doors on jailbreak after a restart level would not unlock all doors.
- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers 'HunterWeaponsViewed' when carry on is pressed.
- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger.
- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.
- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.
- Added event listener to squad manager to remove a unit from squad when unit is dismissed.
- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.
- Fix for rare bug causing units to be unable to move in tactical. They have a leftover "Immobilized" unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.
- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.
- Fix for Combatives animation not firing.
- Skulljack and Skullmine should show correct icon colors now
- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% => 1% instead of 0%). Also fixed potential issue with localized string.
- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech
- Fixed bug in facility configuration that may have ignored some elerium core costs
- Fixed loc error in "low on scientists" and "low on engineers" that said you can buy them with intel (english only)
- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.
- Disable the pointless mission counter UI on supply convoy missions.
- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC
- Fixed missing psigate schedule/diff level (4)
- Alien Facility lead RP increment corrected from bad huge erroneous value
- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn
- Cleanup of multiple map plots and custom parcels. Shout out to McDenny's '09 for the labor.
- Fix civilians rescued summary for Soldier VIPs.
- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone
- Fixed description of Armor Piercing Rounds so it doesn't say all armor in INT, FRA, ESN, ITA.
- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).
- Shortened Polish translations of SquadSize and Covertness infiltration modifiers.
- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission
- Added plating category localization text to Carapace Plating item.
- Added replacement 512px image for Carapace Plating.
- Fix for zero intel cost showing up on shadow / plot projects with no intel cost
- Fixed Propaganda mission rewards (personnel no longer will be granted)
- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won't start nuking planters
- Fixed iSoundRange ini values for some weapons
- Fixed a bug causing Cutthroat not to grant crit bonuses
- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.
- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.
- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.
- Fix objective updating for optional rescue objective on defend missions.
- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.
- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7
- Fix for Grazing Fire perk causing you to never miss
- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.

Balancing / Gameplay

- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.
- Set up Shaped Charge grenade with full loc! Thanks awesome translators!
- Faceless now steal supplies as a percent instead of absolute value.
- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.
- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.
- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.
- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on :
-- Preview of tiles and affected units should match units affected.
-- Should be better at shooting from behind full cover. Step out should properly preview and and animate.
-- Can now path around behind obstacles that block LOS, acting more like a real flamethrower.
-- Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).
-- Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.
-- Rebalance of damage and fire chances because it's so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.
-- Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often
-- Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.
-- Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.
- Rendezvous activity now has regional instead of global cooldown.
- A region's liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.
- Chances for Haven Faceless to help generate retaliation and raid missions reduced.
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care
- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense
- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas in infiltration more meaningful.
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver
- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.
- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job
- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid
- Made Black Market personnel a bit cheaper on all diffs but Legend
- Added config var allowing bias toward soldier recruits if a haven is full
- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs
- Added some Faceless civilians on rare guerrilla ops
- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint
- Rookie max wound time shorter
- Rookie, Commander longer Doom internvals for fortress (day or two)
- Added new advent units to war cry bonus list
- Capped Advent Grenadier as 1 per pod
- Reduced Hack Defense on Hunter Drone
- Removed Charger, Defender AI job from the game (pod jobs does it better)
- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.
- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they're a little less predictable. Also ensures their alert gets periodically refreshed so they won't lose it.
- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include 'Charger' job leaders that will attempt to enter the avenger landing area.
- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels
- Adjusted up advanced Hunter Pistol and Axe damage stats
- Removed possibility of Alien Rulers on Regional Network Tower missions
- Reduced Spark build cost to same as Mechanized Warfare research
- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels
- Sparks now get 5 ablative armor HP
- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.
- Increased chances for datapads as loot and in Black Market
- Made some techs and plasma weapons cheaper
- Reduced reveal cost of dark events to 5 intel
- Reduced duration of 50% job effectiveness dark events from a month to average 15 days
- Increased Avatar delay hours per global vig from 8 to 10
- All varieties of smoke now counter the crit bonus from flanking.
- DLC POIs set to 1-2 days just like the rest
- Standardized weights for all POIs to prevent any zeroing-out late campaign.
- Protect Data will reward supplies if all POIs exhausted
- More Hit Points for M3s on Legend
- Lost Towers POI won't appear to FL 8; Alien Nest won't appear until FL 12
- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs
- Dark Events will now first trigger on a difficulty-based month setting
- GTS projects get cheaper
- Recruit soldier bias goes to 80-20 in full regions
- Set lose mode to 28 days, 24 on legend
- Made liberation sequence missions a little easier to detect
- HEAT Warheads will check for existing shred > 0 on grenade before adding more shred.
- Hunker Down bonii will no longer apply to units flanking you
- Fixed alloy padding DE so it only pops post-codex
- Reduced some enemy defense scores on lower diffs
- Reduced application chance of some tactical DEs
- Gave rookie-diff xcom soldiers +5 offense
- Added one day to cooldown between FL UFOs (so it's 16 days instead of 15)
- Fixed bad icon for Rapid Targeting passive
- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.
- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning:
Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.
- Added standard shootereffectexclusions for Ghostwalker (so can't do it in lots of bad situations)
- New Region Contact is now 3-4 days sted 4-6
- Focus Fire aim bonus increased from 4 to 5
- Increased officer command range significantly
- A few rookie settings changes
- Returned Insanity and Soulfire cooldowns to vanilla
- Reduced research time for Sectoid Autopsy
- Clutch Shot no longer works at squad sight range
- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted
- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor
- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.
- Removed Corpse costs from advanced heavy weapons projects
- Increased env damage on all heavy armor weapons
- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns
- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle
- Gave war suit +1 armor, -1 hp
- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins
- Higher-tech swords and knife gain higher aim bonuses
- Allowed you to take 10 soldiers on an invasion mission
- Mind Control via insanity attack now lasts two turns and is ini-configurable
- Shadow / Wraith armor now offers greater infiltration bonus
- Made several PG projects cheaper
- Commander default evac delay increased to 4 turns, same as Legend
- Evac timer -2 only awarded on 200% infiltration instead of 190%
- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34
- Reduced tube time for a lot of officer ranks
- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps
- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.
- Embiggened patrol zones on Troop Maneuvers
- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC Only in English ATM, undocumented bonus for other languages until I can update loc for 1.2
- Set Combat Stims cost to reflect they are consumed upon use
- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from
- Generals a little tougher on advanced difficulties
- Removed SMG-laser env damage
- Zeroed out sword env damage
- Reduced damage spread on all shotguns
- Zeroed out crit penalty at squadsight ranges
- Updated some stat NCE stat trades
- Added some melee abilities to AWC for gunner/shinobi
- Fixed stiletto rounds not working
- Units in RNF pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.
- Vital Point Targeting bonus damage now proceeds as 1, 1, 2

COMPATIBILITY
- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.

QOL
- Set 'bronzeman' style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.
- AWC and officer training can now be initiated from the relevant Armory Promotion UI.
- Set VeteranSoldierRank to 0 so all customization options are available from start
- Weapons and armor should be sorting better in engineering
- Regions in resistance management will now show bullets for each liberation stage completed
- Attempted to get rid of swaying camera effect for berserker rage
- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.
- Strip gear buttons in UILoadout will not strip units in the current squad.
- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.
- Removed camera shake from Coil Cannon during suppression.
- Removed camera shake from Laser Cannon during suppression.
- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined >= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577
- Added standard sound fx for the command and oscar mike abilities.
- Replaced the custom logic in Intervention's visualizer to play the sound with the new sound cue support - just set the name of the cue in the template's AbilityConfirmSound variable.
- Gave ourselves some credits on Shell/ShellDifficulty
- Made death animations faster
- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.
- Remaining time to infiltrate to 100% will now show for non-expiring missions.
- Add LWRenameRebel console function.
- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.
- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets 'stuck' infiltrating
- Option "View Locked Perks" now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2

Modding
- Removed most non-UI class overrides.
- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.
- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.
- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense
- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.
1 A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.
2 The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.
3 The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it's found, it's played as normal.
4 If the string isn't found in the SoundEvents array it's looked up in the SoundCues array. If found the corresponding SoundCue is played.
- Added world effect and smoke effect classes to mod's XComGame override.
- Allowed setting of delayinit timer for squad select in lw_overhaul.ini
- Added event hook 'PostPsiProjectCompleted' to PsiTraining HeadquartersProject gamestate.
- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn
- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.
- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).
- Reworked UI class overrides so they can be further overridden recursively.
- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.
- Made some adjustments to FullKit code to move hard-coded abilities into config variables.
- Added an event to the alert when an AWC training project is complete.
- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.
- Added hook to allow override the usual tactical mission launch process.
- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.
- Add 'RebelAdded_LW' and 'ResistanceMECAdded_LW' events.
- De-const the evac flare effect paths for easier modder access.
- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.
- Change the specific tests for the 'Soldier' template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.

Known Issues
- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.
- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles.
- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.
- The mod does not support controllers.
User avatar
rifleman
Posts: 49
Joined: Sat Jan 14, 2017 3:37 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by rifleman »

Thank you, Pavonis Interactive! You guys do a hard work for this, all the lists are awesome! Can`t wait for patch online.

I have some questions following:
1, "Lost Towers POI won't appear to FL 8; Alien Nest won't appear until FL 12."
When do the FL reach on 8 & 12 in legend? I need planning when I should do the related missions.

2, Will Sharpshooter get Killzone back? There are 3 class get Killzone. However they don`t have Squadsight to make Killzone work well.

3, More Love for Spark?
LeaderEnemyBoss
Posts: 106
Joined: Wed Jan 18, 2017 5:27 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by LeaderEnemyBoss »

Wow, the fabled patch again - looks great!

However:
- Strip gear buttons in UILoadout will not strip units in the current squad.

So I did never use the squad feature till now. I usually just pick the soldiers i feel best for the current mission "on the fly". Since the game seems to create squads on its own this could be rather annoying for me. Can i deactivate this?

Also: are there any plans to include a "strip all unused weapons" function, after some missions and some upgrading i feel like having to clean my room when i try to get an overview over my weapon upgrades.
User avatar
Postmaster
Posts: 35
Joined: Thu Jan 19, 2017 2:36 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Postmaster »

- Fix bug causing AI to adjust their patrol paths in response to XCOM's movement without any direct knowledge of them.
Is this the fix to the behavior I've heard about, aliens making a beeline for soldiers in concealment?
- Faceless now steal supplies as a percent instead of absolute value.
This will make people happy!
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care
Awwwww
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas in infiltration more meaningful.

- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint
I am interested in what exactly these mean for the player, laymans terms.
- Set VeteranSoldierRank to 0 so all customization options are available from start
THANK YOU!

On another note after reading through this, can you explain how force level is handled differently in LW2, if at all?

Lots of really good stuff in the changes, great work!
Zyxpsilon
Posts: 274
Joined: Fri Jan 20, 2017 1:26 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Zyxpsilon »

- Increased officer command range significantly

- Reduced tube time for a lot of officer ranks (Although i already made some tiny INI adjustments for myself.. will have to check the new span delays)

- Add the loot ability to rebel soldiers... (Never really understood why they shoudn't be able too.)

THESE i like very much for more rational reasons than having multiple Officers in different Squads --- Thanks. :ugeek:
Last edited by Zyxpsilon on Tue Jan 24, 2017 4:31 am, edited 1 time in total.
marshmallowjustice
Posts: 3
Joined: Mon Jan 23, 2017 7:34 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by marshmallowjustice »

That's one gigantic patch note list. I expected like 45% of that, and would have been extremely happy with that. I have nothing but gratitude and praise, especially for some of these changes.
mattprice516
Long War 2 Crew
Posts: 265
Joined: Tue Jan 10, 2017 12:49 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by mattprice516 »

rifleman wrote:3, More Love for Spark?
Did you see the 5 ablative armor, increased aim growth, and SPARK rifle damage, aim, and ammo buffs? :)

LeaderEnemyBoss wrote:Wow, the fabled patch again - looks great!

However:
- Strip gear buttons in UILoadout will not strip units in the current squad.

So I did never use the squad feature till now. I usually just pick the soldiers i feel best for the current mission "on the fly". Since the game seems to create squads on its own this could be rather annoying for me. Can i deactivate this?

Also: are there any plans to include a "strip all unused weapons" function, after some missions and some upgrading i feel like having to clean my room when i try to get an overview over my weapon upgrades.
Not sure I understand this. If you use the "make X available" buttons before creating a squad "on the fly" it'll strip everyone who isn't currently infilling or advising. Also, the "make weapons available" button packaged with LW2 will strip all weapons from everyone not currently on the loadout screen (or infilling or advising). Is there some other functionality you're interested in? O_o
deducter
Posts: 43
Joined: Wed Jan 18, 2017 3:47 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by deducter »

Nice change list.

For the QOL changes, any chance of adding a modifier to the game animation speed to the default menu UI? It can have some options like 1x, 1.25x, 1.5x, 2x speeds.
rakoon79
Posts: 93
Joined: Wed Dec 30, 2015 8:03 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by rakoon79 »

May I know if the changelist will be available for multi languages?

I am currently already in the middle of translating into a different language, only realizing now that there is a possibility of it having an official translation
bingo12345
Posts: 76
Joined: Fri Jan 20, 2017 8:13 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by bingo12345 »

late spark ablative armor will scale up? repair time is true enemy of late spark.
ArchmageMC
Posts: 37
Joined: Sun Jan 22, 2017 6:24 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by ArchmageMC »

Any chance of fixing or buffing Suppression? Right now it uses Vanilla XCOM 2 values and behavior, which makes it very underwhelming and often times super broken. Most of the time you pretty much laugh or cheer if an alien suppresses you due to them wasting a turn on an ability that breaks constantly. Meanwhile gunners are kinda useless if you go anything but damage route due to how bad suppression/area suppression is.

ATM Suppression is really bugged and needs fixing. Heres what it does...

-If an enemy moves to Full cover or is suppressed while in Full Cover, Suppression doesn't go off if they move to or past Full Cover, nor does it give them an Aim penalty once they move. This is because Suppression doesn't trigger until the unit has left the suppressed tile, however it takes Soldier sight into consideration, so if the soldier loses sight of the enemy when they would trigger the reaction fire, the reaction fire doesn't go off and suppression is ignored. In LW1, Suppression ignored sight checks or triggered on the same tile so as to ignore sight checks. I forget which one but it was much more reliable.
-Reaction shots from Suppression have the Overwatch shot penalty. In EU/EW and LW1 they did not.
-Suppression takes 2 ammo (3 for Area Suppression) and needs an additional unit of ammo to take a reaction shot per enemy. This makes sense for Area Suppression past the first shot, but not standard suppression. 1 free reaction shot should be included when you suppress an enemy. If this means increasing the cost of all suppression abilities by 1 ammo, then thats fine.
-Has a -30 aim value instead of EU/EW LW's -50 (I can understand this change, -50 was silly)


Love the patch notes otherwise!
admo
Posts: 39
Joined: Fri Jan 20, 2017 11:46 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by admo »

- Fixed bug preventing tactical DEs (Alien navigator-type upgrades) from occurring. This will cause a meaningful increase in difficulty.
What does this mean?
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed anti-Beaglerush maneuver as redundant.
Is this worded correctly? Is the intent that Green alert enemies can now take yellow actions? Alternatively what is a defensive action aside from scampering? My first thought was hunkering or overwatch but that wouldn't help against beagle-maneuvers.

I didn't see it in the patch notes: the "show hidden perks" menu option does not reveal Leader and AWC trees.

Release when?
trihero
Posts: 1099
Joined: Sun Jan 01, 2017 7:01 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by trihero »

Love the list, would ask some things

1) make rookie mode a little easier. I think rookie mode should be a somewhat facerolling mode; I think the biggest deal is you get handed size 4 pods right off the bat even at 200% infiltration. Size 4 feels a bit much for a "rookie" difficulty (in vanilla you never saw a pod size that big in rookie). I think a -1 to all pods size 4 and up would help it feel more like rookie mode.

2) On the "haven management" screen, add the ability to sort the havens by alphabetical name of the region, and also by advent strength (clustering liberated together). I get a headache trying to find which haven when the games tells me like East Asia get a new rebel! Then I can't easily find east asia when I have 10+ contacts on the list. I think the ordering has to do with continental clusters but it's a headache. I thought clicking the "region" tab would sort them but it doesn't.

3) for engineering -> build weapons, make sure it lists them all alphabetically. I have no idea why maybe it has to do with order of research but for instance "enchanted shadow keeper" is second to last, next to vibroblade. It's not correctly alphabetically sorted and there are alot of other examples.
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Arcalane
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Joined: Thu Jan 19, 2017 10:42 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Arcalane »

- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.
I've always thought the raised/lowered drawbridges being impossible to interact with in the Tower maps was such a wasted opportunity. Being able to interact with the environment to change routes/etc. is always interesting and can be strategically useful.

That said it would probably require extra fiddling so that enemies can understand that they need to lower raised bridges to path across them, in case you've gone and holed up behind a pair of raised bridges.
Nevetz
Posts: 1
Joined: Thu Jan 12, 2017 2:36 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Nevetz »

deducter wrote:For the QOL changes, any chance of adding a modifier to the game animation speed to the default menu UI? It can have some options like 1x, 1.25x, 1.5x, 2x speeds.
Seconded, and I also know more would like to see this. Some of us like the slow pace of the turns, don't cut us of out it! :roll:
Sylvester
Posts: 26
Joined: Sun Jan 22, 2017 9:09 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Sylvester »

Will these changes corrupt an in-progress campaign?
Jadiel
Posts: 214
Joined: Tue Jan 24, 2017 9:28 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Jadiel »

Amineri's Flamethrower changes don't seem to be on this list (or have I just missed them?). Are they not going to be added until 1.2, or is it just an oversight? Really looking forward to seeing them in-game!
MutatedMuton
Posts: 5
Joined: Thu Jan 19, 2017 7:44 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by MutatedMuton »

johnnylump wrote:- Corrected line-break in RapidTargeting detailed help text and other typos.
Does this include the offset issue for the Center Mass ability text? I assume it affects all classes, but I can confirm it at least on gunners and sharpshooters:

Image
ArchmageMC
Posts: 37
Joined: Sun Jan 22, 2017 6:24 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by ArchmageMC »

- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.
Suggestion, is it possible to raise/lower these bridges using map items? And could you make it so these bridges auto lower for aliens/ADVENT that want to cross them via a scanner? That way enemies path as if they're always down (or should always see them as down since they'll automatically go down for them), but if XCOM wants to use them, they need to spend an action point to lower them first.
Ashtero
Posts: 1
Joined: Sun Aug 07, 2016 8:59 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Ashtero »

My internet connection is bad and I am worried that I'll need to redownload all 1.5 Gb of this great mod. Will there be an option to download only the patch?
rakoon79
Posts: 93
Joined: Wed Dec 30, 2015 8:03 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by rakoon79 »

Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.
Is this one on the "uncontrollable MECs?"
Simmin
Posts: 1
Joined: Tue Jan 24, 2017 10:24 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Simmin »

Would it be possible to include a button by strip all weapons for a "strip all attachments" button, that would strip all the attachments off of unequipped weapons? Was really hoping that would be added in.
ArchmageMC
Posts: 37
Joined: Sun Jan 22, 2017 6:24 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by ArchmageMC »

Another thing I just thought of. Could you make a Proving Ground project where when we have a Defense Matrix up, any spare laser weapons and predator armor is given to resistance members when doing a mission where you have those resistance rookies? Akin to the XCOM Base Defense Personnel training project from LW1.
Crushing Doom
Posts: 8
Joined: Tue Jan 24, 2017 11:50 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Crushing Doom »

Will the flamer fixes be in the patch?

But really evil to release this massively sexual list of changes without an ETA. I've lose all will and desire to continue playing with the current build knowing what a better game this will be after update. :cry:
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Gallion
Posts: 16
Joined: Tue Dec 29, 2015 3:01 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Gallion »

Is there a console to add/remove perks to fix soldiers who's trees have changed?
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