UPDATE: Long War 2 Patch 1.1 is now available

Pendrako
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Joined: Sat Jan 21, 2017 2:03 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Pendrako »

When's 1.1 due out?
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Valaska
Posts: 197
Joined: Tue Feb 02, 2016 5:45 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Valaska »

Pendrako wrote:When's 1.1 due out?
Another Rookie dies :(

Lol seriously though, we don't know. I am just on the edge of my seat as you as my game pretty much is dead until the console command for freeing up infiltrators and I am a MASSIVE XCOM2 junkie. I had to stop playing like an addict in university when EU came out because I played for almost three days straight and missed two parties ._.
Tivec
Posts: 4
Joined: Tue Jan 24, 2017 7:10 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Tivec »

- Set 'bronzeman' style restart mission controls. Enabled on non-ironman campaigns <snip>
I truly hope this will be a configurable option. I, for one, do not wish to see this forced upon me - it's difficult as it is :shock:
Krakenous
Posts: 10
Joined: Fri Jan 20, 2017 5:40 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Krakenous »

I'm waiting for 1.1 so i can actually use my aliens lol as currently we have a "non selection" bug where i can't control them in LW2 compatible version.
Legatus
Posts: 13
Joined: Wed Jan 25, 2017 10:56 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Legatus »

Please release the patch soon. I cant play the current version anymore now that i know how many problems it has.
Cant install it has a beta?
gormack82
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Joined: Wed Jan 25, 2017 11:37 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by gormack82 »

Wow who would tease us with a sweet juicy list of patchnotes and not release the patch? What kind of cruel ruthless people would even do th-oh right i see
K200Jay
Posts: 4
Joined: Tue Jan 24, 2017 7:27 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by K200Jay »

johnnylump wrote:
K200Jay wrote:I seem to be getting a lot of Gatecrasher missions with Vipers on them. I asked one of the testers and he mentioned this is a bug caused by the game setting the force strength to +1.

It seems to happen when you start a new game after wiping, and probably progressing far enough? could this have something to do with memory not clearing when you restart a new game?

I wouldnt know, but its annoying and makes the game much harder, seeing as i also get Mutons a few missions later.
We had this occur a couple of times with our Legend testers. WE don't understand it. The only thing that seemed to make it go away was to clean out their save files.

Yea im not sure either, and have been playing on legend :)

Just thought id report this anyway.
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: My thoughts and experiences so far...

Post by LordYanaek »

Mickey -renraw- wrote: Aim Range Bonuses
-I am kinda hoping you guys haven't finalised the range bonuses yet, point blank unimpaired base rookie against a target with no innate defense has an 85% to hit? I'm pressing the barrel of my gun against this Sectoids chest and i have a significant chance to miss?...
No, you are not!
What you are actually doing is running towards the sectoid while he tries to run back for another cover and firing as soon as you are relatively close by.
Turn-based players really need to stop thinking that the real world is divided into turns! The enemies are not sitting ducks. The whole system is an abstraction of some real time action. You are never actually at point blank range unless the enemy is immobilized one way or another. If anything needs changes, it's the aim bonuses against stunned/disabled targets. Those could be higher because they are the only sitting ducks you face.

EDIT. Don't get me wrong, i totally understand how you feel and i hate it when my rookies miss those shots, but it definitely makes sense that it's not 100% as it's not really "point-blank".
Legatus
Posts: 13
Joined: Wed Jan 25, 2017 10:56 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Legatus »

This is torture im checking the forum every 10 minutes, the anxiety should i start a new game with the aliens always going for my position when im hidden or should i wait? When the LW2 was announced by Fireaxis they released it in the same day (thank god). Whining apart let me just say that you guys are taking game mods to a whole new level. Lw2 feel like the deserved Xcom 2 expansion, lw is prob the best mod i ever saw in a game and XCom LW 2 might be the best Xcom game ever. For the first time i feel like im outgunned, outnumbered and fighting a desperate fight.
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JLtheking
Posts: 105
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Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by JLtheking »

Pendrako wrote:When's 1.1 due out?
Hopefully, it is "very very soon" again :lol: ;) ;) ;)
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johnnylump
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Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by johnnylump »

gormack82 wrote:Wow who would tease us with a sweet juicy list of patchnotes and not release the patch? What kind of cruel ruthless people would even do th-oh right i see
Heh, good one. Mostly it was so I didn't have to type "Fixed in 1.1" so much on the bug report thread.
Legatus
Posts: 13
Joined: Wed Jan 25, 2017 10:56 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Legatus »

johnnylump wrote:
gormack82 wrote:Wow who would tease us with a sweet juicy list of patchnotes and not release the patch? What kind of cruel ruthless people would even do th-oh right i see
Heh, good one. Mostly it was so I didn't have to type "Fixed in 1.1" so much on the bug report thread.
Dont give me an eta, just tell me should i wait or this will take more than 1 week?
AegixDrakan
Posts: 33
Joined: Tue Jan 24, 2017 11:18 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by AegixDrakan »

infidel901 wrote:Ahhhh! I Don't care about rookies anymore!! When do we get to play 1.1???
(infiltration time increased by 30%)

I'm anxious too, as my ironman campaign was halted by a show-stopping bug (Rescuable soldier not taking commands), but asking for a release date when they said not to is just going to irritate them and slow their work.

If the sudden release of the mod is any indication, the patch should be out in a week latest.
Tivec
Posts: 4
Joined: Tue Jan 24, 2017 7:10 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Tivec »

AegixDrakan wrote:
infidel901 wrote:Ahhhh! I Don't care about rookies anymore!! When do we get to play 1.1???
(infiltration time increased by 30%)

I'm anxious too, as my ironman campaign was halted by a show-stopping bug (Rescuable soldier not taking commands), but asking for a release date when they said not to is just going to irritate them and slow their work.

If the sudden release of the mod is any indication, the patch should be out in a week latest.
Yeah, I'm holding off starting my campaign because of the fixes/changes... Let's just say I'm patiently waiting here :P
Zerikin
Posts: 17
Joined: Thu Jan 12, 2017 5:30 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Zerikin »

Covert's bonus of .95 means you get a 5% better infiltration?
mc322
Posts: 18
Joined: Mon Jan 23, 2017 3:41 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by mc322 »

Yes, that is the mod. I'm that guy posting about the kevlar arms would be great if they put that in the game as well, just a thought but thanks for a quick response.
roberdjp
Posts: 18
Joined: Tue Jan 17, 2017 4:24 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by roberdjp »

mc322 wrote:Yes, that is the mod. I'm that guy posting about the kevlar arms would be great if they put that in the game as well, just a thought but thanks for a quick response.
Oh, I get it. I thought you were just saying, "It would be great if there were symmetrical arms."

They have said repeatedly that they don't want to duplicate functionality that is already available in the mod pool. In general, purely cosmetic mods should not interfere with Long War in any way. I have been running with Symmetrical Arms (and a bunch of other cosmetic mods) with no issues.
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Mickey -renraw-
Posts: 13
Joined: Thu Jan 12, 2017 2:24 am

Re: My thoughts and experiences so far...

Post by Mickey -renraw- »

LordYanaek wrote:
Mickey -renraw- wrote: Aim Range Bonuses
-I am kinda hoping you guys haven't finalised the range bonuses yet, point blank unimpaired base rookie against a target with no innate defense has an 85% to hit? I'm pressing the barrel of my gun against this Sectoids chest and i have a significant chance to miss?...
No, you are not!
What you are actually doing is running towards the sectoid while he tries to run back for another cover and firing as soon as you are relatively close by.
Turn-based players really need to stop thinking that the real world is divided into turns! The enemies are not sitting ducks. The whole system is an abstraction of some real time action. You are never actually at point blank range unless the enemy is immobilized one way or another. If anything needs changes, it's the aim bonuses against stunned/disabled targets. Those could be higher because they are the only sitting ducks you face.

EDIT. Don't get me wrong, i totally understand how you feel and i hate it when my rookies miss those shots, but it definitely makes sense that it's not 100% as it's not really "point-blank".

... or am i? :D
What if it was a lancer that tried to run me down and missed his melee shot? Or a trooper that dashed round a corner not realising i was on the other side
That's the thing with abstract, it doesn't need to be :D The more luck that can be feasibly removed from the game the more the game begins to rely on your choices(tactics) alone for success. Do you think chess would be a better game if each move had an 85% chance to fail and if you roll that 15% you move your piece back to where it was and miss your turn?
This isn't to say what worked in Long War 1 will work here, but in this situation, yes it will :D It would take nothing away from the experience, and in fact actually add to it. You don't need to find a "realistic" reason why NOT to make a beneficial gameplay modification for the player. No body ever missed a point blank shot and said "wow I'm having so much fun with this game I'm loving it!". It just creates unnecessary frustration. If someone in control of a unit (player or AI) gets their unit to a distance of 0 to their intended target (point blank, as close as the game physically allows), the unit doesn't have any aim impairing de-buffs, machine gun, sniper rifle and the target has no innate defense, they should be rewarded with a guaranteed hit for getting that tactical advantage. You don't need an abstract justification why that shouldn't be the case if it makes the gameplay less frustrating :D
Lorkenpeist
Posts: 9
Joined: Thu Jan 19, 2017 6:59 pm

Re: My thoughts and experiences so far...

Post by Lorkenpeist »

Mickey -renraw- wrote:No body ever missed a point blank shot and said "wow I'm having so much fun with this game I'm loving it!"
*raises hand*
My most memorable (and enjoyable) experience in XCOM 2 was when I missed a shot that I really shouldn't have on a black site mission and lost my only 2 specialists as a result. It was my darkest hour and really drove home the feeling of "that's XCOM baby!" It also made my win that much more satisfying when I went on to pick up the pieces and finish the game without losing even one more soldier (on Commander honest man) until the final turn off the final mission. I gotta say, I look forward to many more heart wrenching moments like that in LW2!
wadeanthony
Posts: 28
Joined: Wed Jan 18, 2017 5:34 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by wadeanthony »

When the update is applied will the changes to Sparks (level up growths mainly) take affect or will I have to start a new game/ build a new spark for it get the changes?
please delete my account, I know long use it.
ArchmageMC
Posts: 37
Joined: Sun Jan 22, 2017 6:24 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by ArchmageMC »

I hope this fixes that "spawn under Avenger" bug that a lot of people are getting.
K200Jay
Posts: 4
Joined: Tue Jan 24, 2017 7:27 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by K200Jay »

johnnylump wrote:
K200Jay wrote:I seem to be getting a lot of Gatecrasher missions with Vipers on them. I asked one of the testers and he mentioned this is a bug caused by the game setting the force strength to +1.

It seems to happen when you start a new game after wiping, and probably progressing far enough? could this have something to do with memory not clearing when you restart a new game?

I wouldnt know, but its annoying and makes the game much harder, seeing as i also get Mutons a few missions later.
We had this occur a couple of times with our Legend testers. WE don't understand it. The only thing that seemed to make it go away was to clean out their save files.

BTW we tried cleaning out the save files, and it didnt help at all, still getting vipers on Gatecrasher-legend.
code99
Posts: 32
Joined: Mon Jan 23, 2017 7:34 am

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by code99 »

Well darn ... i shouldnt have read the changelog!

Now i cant play the game anymore!


Nice patch! Hope to see it soon™
Torquemada
Posts: 14
Joined: Tue Jan 17, 2017 5:54 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Torquemada »

johnnylump wrote:
gormack82 wrote:Wow who would tease us with a sweet juicy list of patchnotes and not release the patch? What kind of cruel ruthless people would even do th-oh right i see
Heh, good one. Mostly it was so I didn't have to type "Fixed in 1.1" so much on the bug report thread.
OK that kinda makes sense but does that mean there's new systems introduced in the patch that you chose not to mention since they will never be addressed by people outside the team?

If so, does that mean there's going to be more systems being introduced in future patches? Please say yes :D
Tivec
Posts: 4
Joined: Tue Jan 24, 2017 7:10 pm

Re: Pending Changelist for 1.1 (NOT RELEASED)

Post by Tivec »

Torquemada wrote:
johnnylump wrote:
gormack82 wrote:Wow who would tease us with a sweet juicy list of patchnotes and not release the patch? What kind of cruel ruthless people would even do th-oh right i see
Heh, good one. Mostly it was so I didn't have to type "Fixed in 1.1" so much on the bug report thread.
OK that kinda makes sense but does that mean there's new systems introduced in the patch that you chose not to mention since they will never be addressed by people outside the team?

If so, does that mean there's going to be more systems being introduced in future patches? Please say yes :D
I don't mind new systems being introduced, as long as it is compatible with ongoing campaigns - or at least not destructive ;)
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