Long War 2 Patch 1.3 Notes (Live)

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johnnylump
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Long War 2 Patch 1.3 Notes (Live)

Post by johnnylump »

This is a running list which we'll keep updated as we get things fixed. The numbers after some items are references to internal changelists and nothing anybody should worry about. Remember asking about release dates means dead rookies!

We're planning to focus more on balancing and gameplay changes in this patch. Among the things we will be focusing on incentivizing using mid-sized squads more often, in part by reigning in the relative utility of tiny and huge squads in some situations.

Bugfixes
- Fix a bug causing newly-hired units to rapidly level up, especially mid/late game black market purchases.
- Fix base game bug with PCS items disappearing from soldiers.
- Attempted fix for the "squad stuck on mission" bug when infiltrating an about-to-expire mission. 2207
- Fix bug causing the DLC mission sites to spawn more than once in a campaign. Requires a new campaign to avoid the bug. 2219
- Fix bug causing Invasion missions to sometimes be considered a failure if the spike is destroyed after all aliens are defeated. 2160
- Attempted fix for bug causing failed facility sabotage missions to still destroy the facility
- Add faceless base loot (corpse) to the faceless civilian & rebel character templates. Ensures they still drop a corpse if you manage to kill them before they transform. 2177
- Full Override Permanent now does not break MindControl on source unit death or leaving play (e.g. evaccing). Added a listener to the TransferMec effect that breaks MindControl when the only remaining units are mind-controlled units that cannot evac. 2158
- Alerted units will now be alerted to the location where explosives detonated instead of the location of the unit that threw/launched/placed them.
- Berserkers should no longer attack friendly units while in yellow alert on datatap missions. They may still target friendlies after being enraged. 2174
- Fall back effect (used by Flush, Roust and Fall Back) will no longer trigger on stunned units
- Dead/Captured Psi units will not show eligible for Psi level up
- Port fix to allow mod-added menu items to respond to keyboard activation. Courtesy of robojumper and the Community Highlander project.
- Fix keyboard navigation order issue in the armory with mod-added entries (AWC, Officer abilities) being skipped over. Allow <enter> to fire the on clicked delegate for mod-added armory buttons.
- Attempted fix for case where liberation object chain would not advance when liberation 2 was completed. Add a backup TriggerEvent for 'LiberateStage2Complete' when the network tower trigger occurs. 2163
- Replace the md_ShootingRange_01 parcel with a modified _LW variant that removes the fire from one of the XCOM squad spawn locations. Should avoid starting missions with people on fire tiles. 2210
- Fix a bug causing non-ballistic weapons to not stack correctly in the inventory after stripping all weapon mods. 2211
- Restore weapon upgrade UI to showing 4 slots at a time.
- Moved "Strip All Weapon Upgrades" button to bottom nav-bar of the weapon upgrade UI
- Fix bug with weapon pawn not updating properly after stripping weapon upgrades in the weapon upgrade UI
- Fix bug with some soldiers not having their weapons stripped when "Strip All Weapon Upgrades" is used
- Fix bug with "Strip All Weapon Upgrades" stripping the current soldier when used from the weapon upgrade UI.
- Blanked-out vanilla ENDS TURN loc because it was often used inaccurately.
- Attempted fix for LR pop-up when unit is impaired and not getting LR bonus
- Added IsPanicked check for various abilities that shouldn't work when panicked (not sure if IsImpaired covers panicked or not)
- Removed Reaper from AWC list, would not work on gunner without Fleche
- Fixed Sniper Rifle laser sound range to 30.
- Pod Substitution code should now respect "Protected" string in encounter name and not make any substitutions
- Lone Wolf should ignore Gremlins as a "nearby ally"
- Removed vestigal sweep objective from facility sabotage, should correct "full salvage" erroneous report
- Large intel cache should properly reward 25 intel instead of 40 now
- Fix vanilla bug with the navbar not refreshing correctly when entering the weapon upgrade UI from squad select (2217)
- Combined Arms should no longer provide a damage bonus to non-damaging attacks like Flashbang (2218)
- Fix bug causing captured soldiers to occasionally re-appear in their squad and be able to go on missions (but be uncontrollable on those missions). 2222
- Fix bug with Trojan not applying when hacking a robot outside of regular sight range. 2223
- Added check for dead units in UnitCannotAcceptAura, attempt to fix dead leaders broadcasting passive bonuses 2224
- Refresh the mission info panel after a boost. Ensures the evac delay turn count is updated correctly.
- Air Controller perk should be properly reflected in mission brief evac estimations 2227
- Sneks will no longer attempt to bind stunned units (fixes buggy behavior) 2227
- Hack Defense malus from Redscreen Rounds should stack now 2227
- Attempted fix for Skullouch not applying properly 2228
- Attempted fix to deprecated vanilla Advanced Heavy Weapons PG project showing up 2230
- Sharpshooters restricted from Chain Shot, Guardian in AWC
- Removed all upkeep costs from facilities to work around negative supply bug. Raised initial price of some facilities and upgrades.
- Units protected by Mind Merge will now correctly handle losing temporary shield hp before losing permanent shield HP
- Fixed logic short circuit in LeadByExample so it should apply consistently now
- Flush and Roust may no longer be used from concealment, as they don't work properly in those cases
- Remove disorient/shutdown effects from robots on a successful control robot hack, similar to as is done for dominate. Fix bug causing the effect animations to not be removed (with a slight glitch in the animation showing the robot recovering from shutdown twice). 2232
- Attempted fix for bug in Rapid Reaction and Sentinel causing their use counters to reset every half-turn. 2233
- Fixed bug with reinforcement difficulty-based modifiers
- Fixed some bugged code in PostEncounterCreation not finding right mission
- Fix vanilla graphical bug causing units taking more than one overwatch shot after stepping out to fail to step back to their previous tile.
- Fix bug causing mission brief to incorrectly display "concealed start" for avenger defense.
- Fix bug causing mastered MECs to not be transfered to the resistance outpost on sweep missions. 2235
- Fix bug causing bleeding out Haven Advisers to not be recovered on mission completion. 2234
- Using Steady Weapon will now count as an attack action for the purposes of Deep Cover, meaning DC will not trigger. This prevents Deep Cover auto-canceling the Steady Weapon bonus.
- Fixed bad config in Reinfs where [0] index was being ignored. All reinf arrays start at 1.
- Fixed some crit damage values that were too low
- Fix a vanilla bug causing wounded units taken on missions allowing deployment of wounded soldiers (e.g. avenger defense) to magically heal on mission end. This can cause bugs in both LW2 and vanilla where their HQ healing project is still active and when it completes they will be reset to "Active" status regardless of whatever status they had at the time. Since they were no longer injured they could be infiltrating or advising in LW2 or in a training project in LW2 or vanilla.
- Fix bug causing InclusionExclusionLists to not work. 2255
- Created handlers for objectives for cases in which player has unlocked black site after 1) researching resistance communications or 2) has contacted all 16 regions. 2256
- Concussion rocket smoke will take effect immediately now. 2256
- Fix a bug causing dark events to sometimes activate before the activity they are attached to expires. 2257
- Fix bug causing blaster launcher scatter text to remain on-screen. 2261
- Fix a vanilla bug causing aliens to get a free turn on a Restart Mission. This also has the side-effect of fixing the LW2 specific case where a Restart Mission on a mission type where XCOM starts on top of the evac zone would restart the mission on the XCOM turn with no action points (as if they weren't on an evac zone it'd immediately skip to the alien turn). 2263.
- Fixed vanilla bug in which Saturation Fire was 100% blowing up cover that someone was using instead of assigned %. Expanded SF cone to vanilla levels to compensate.
- Attempted fix for "Quick Response Mission" showing up for black site
- Infil should not surpass 200% with liberated region bonus
- View Squad: Dim soldiers & class icons for members of squads infiltrating a mission where those soldiers are not present on the mission.
- Fix vanilla "rule" allowing cheaty visibility for AI AOE attacks. Added two new config vars to XComGame.Helpers_LW: 1) RequireVisibilityForAoETarget - if true, the AI will only consider targets that are visible when evaluating AoE abilities. When false (e.g. vanilla behavior) the AI may target anyone on the XCOM team regardless of visibility. Set to true for LW2. 2) AllowSquadVisibilityForAoETarget: Only has an effect when RequireVisibilityForAoETarget is true. If false, a unit may only target units it can directly see for AoE effects. If true, a unit may target anyone visible to anyone on the alien team. Set to true for LW2.
- Fix config error in Kill Avatar doom reduction.
- Fix bug causing soldiers to occasionally spawn away from their squad on some missions due to incorrectly choosing a spawn without enough space for the entire squad. 2278
- Corrected Trad Chinese for Advanced Mag Weapons
- Fixed a bug in region-reinforcement logic. May make alert levels less sticky in some regions. Some other minor tweaks in reinf logic.
- Add interrupt state to the RocketLauncher ability. Fixes bug causing Covering Fire to not trigger on rocketeer shots.
- Fix bug causing rebels to fail to spawn on recruit raids if the chosen spawn site is too small. Now attempts to reserve extra space for rebels & advisers on appropriate missions.
- Disable Not Created Equally and Hidden Potential on Sparks, which were not being applied properly anyway. Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.
- At last figured out why Kubikiri wasn't working right.
- Flush should actually do damage now
- Made change to UISquadSelect_LWs to use our custom GetMaxSoldiersAllowedOnMission instead of vanilla in three cases (should fix DLC bug with some mods of LW2)
- Made sure Advent turrets can't spawn on invasion mission
- Fixed typical weapon cost on coil sniper rifle
- Attempted fix for dodge bonus not appearing with Combatives in the soldier UI
- Fix Hack PCS tiers so they sort properly
- Bugfix for Field Surgeon not applying on minor wounds.
- Fix vanilla bug causing soldiers to be unable to be picked up when killed/KOd/bleeding out. (ragdolls may still occasionally land on wrong tile)
- Award wrecks/loot for any Mastered robot that is ineligible to be transferred to a haven on missions where corpses are awarded.
- Fix disappearing civ rescue rings on terror/defend/invasion missions.
- Fix bug causing POIs to not be removed when a mission expires, preventing them from being re-used later. Should fix problems with POIs not spawning late game.

Feature
- Adding Smash n Grab mission and associated activity. This mission will show up fairly often, including from campaign start. XCOM starts out revealed at a fixed evac point. At a nearby ADVENT structure is between 4-6 loot boxes that contain supplies, elerium dust, alien alloys, an elerium core or a datapad. Loot will scale up over the course of a campaign. A soldier may carry loot from only one box. The mission uses a "soft" timer of steadily increasing reinforcements after a turn threshold is reached. Mission can occur in city, smalltown and wilderness areas.

Gameplay / Balancing
(Subject to Change)
CLASSES
- Significant changes on Shinobi, Specialist, Gunner, Ranger trees. Also changes to Assault, Grenadier, Sharpshooter, Psi Operative, Spark. Technical was apparently perfect.
- Reduced XP to level up on Rookie -> Commander. This is to offset the now-fixed bug that was causing some soldiers to level up too rapidly.
- Significant rework of infiltration bonuses/penalties to 1) give infil bonuses for not carrying small items in utility slots and 2) Add a diminishing returns effect when stacking tons of infiltration-related items.
- Reduced XP bonus you get for being a Shinobi. Increased it a little on Specialists.
- Technicals no longer have an innate infiltration penalty.
- Technical gains two aim from progression
- Gave all Spark characters +30 hacking. Added more Hacking points to Spark on level-ups
- Gave Rookie soldiers/Sparks +5 aim to counteract mod-specific graze band bugfix that also disables aim assit multiplier
- Legend +2 days in the rookie training tube
- Disable Not Created Equally and Hidden Potential on Sparks (which wasn't working anyway). Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.
- Gunner loses two aim from progression

SECONDARIES
- Increased damage from advanced gauntlets
- Psi Amps now give an infiltration bonus
- Advanced Swords do more damage
- Advanced Grenade Launcher now grants +2 range and +0 radius over regular GL, instead of +1/+1. Cost is now $25/1/1/0. Now available at Mag Weapons.

ABILITIES
Major:
- Added new Shinobi ability, Whirlwind, which grants a bonus move action after a successful melee attack but does not stack with Reaper. Replaces Implacable on the tree.
- Added new Officer Ability, Trial by Fire. Trial By Fire will automatically level up any soldiers below the rank of sergeant after they go on a successful mission with the officer. Replaces Fall Back.
- Added new Specialist Ability, Rescue Protocol. It grants a free move action to qualifying allies. It goes in at GSGT; tree loses Suppression.
- Guardian, Sentinel and Rapid Reaction will only proc once per enemy per turn
- Covering Fire perk now also confers an aim malus to anyone you take a reaction shot at (regardless of whether it was a CF shot). Ability should trigger against MEC Micromissile launch now.
- Hit and Run now grants a full action rather than a move action.
- Snap Shot refactored so 1) It doesn't replace standard sniper rifle shot 2) only appears when you have one move left 3) no longer provides close-range bonuses; 4) no longer allows overwatch. Lowered Snap Shot penalty to -10 per tile after 5.
- Revamped Coup de Grace to provide passive sword bonuses: +50 aim and crit, and +2 damage against disoriented, stunned, unconscious and panicking targets.
- Double Tap now lets you fire at two targets.

Additional:
- Increased sapper env damage bonus by 1 to make it more reliable.
- Significantly increased the chance for Concussion Rocket to Disorient or Stun targets; it does a bit more damage and env damage and has a larger AOE
- Increased Gunslinger range to 12 tiles
- Flush now has +30 to hit and also lowers defense and dodge of the target for the rest of the turn. It uses only 1 ammo.
- Increased Lockdown to-hit bonus to account for reaction fire modifier.
- Interference charges scale up with Gremlin
- Increased Iron Curtain AOE width. Iron Curtain will now reduce mobility by 5 tiles sted 3
- Phosphorous now grants 1 shred to all flamethrower attacks
- Oscar Mike grants +5 mobility sted +3 (or 1 more tile)
- Deadeye, Precision Shot and Killzone will only cost 1 AP on weapons that normally only require 1 AP to fire.
- Improved Spark bits should apply repair bonuses per vanilla loc
- Threat Assessment no longer increases Aid Protocol Cooldown
- Increased strength of Spark Strike, Intimidate and Bombard abilities at higher tech levels
- AMF and Lethal will now provide additional bonuses to critical damage (+1 for Lethal and +2 for AMF)
- Flush and Rupture will cost 2 AP with Sniper Rifles. Both now allowed Sharpshooter perks in AWC.
- Covert Detection Radius Modifier from .2 to .25, so it is a little more effective (and also better calibrated to usual visual range of many enemies).
- Roust and Firestorm provide flat malus/bonus to damage (mostly so it reports potential damage more clearly)
- Ghostwalker Detection Radius Modifier from .4 to .25. Reduced cooldown by 1, so you can use it more often but won't remove as many detection tiles.
- Formidable now gives 2 ablative HP instead of armor and has 50% explosives DR sted 67%
- Reaper loses 1 turn from its cooldown but also 3 damage reduction per attack
- Added code to several bonus damaging effects that denies bonuses to crits from Biggest Booms. Removed some other abilities from causing DoT bonuses. Biggest Booms will now grant 1 bonus damage to DOT when a crit is scored.
- Tactical Sense now grants +3 defense per enemy in view, up to +15
- ChainShot hit penalty increased to -10
- Hard Target now grants +3 dodge per enemy in view, up to +30
- Rupture no longer auto-crits; instead provides bonus to crit chances.
- Added standard ShooterEffectExclusions to Conceal ability, so no more doing it while carrying someone or being on fire. Conceal now ends your turn when used.
- The following officer abilities will no longer affect civilians: Get Some, Fall Back, Oscar Mike, Command, Incoming.
- Ghost Grenade will no longer affect targets that are carrying another unit, on fire, or bound
- Dense Smoke now confers +10 defense bonus instead of +20, so dense smoke grenades are +30 defense instead of +45.
- Dodge cap from leadership is 10, accumulates at .5 per mission with leader (old: 20, 1)
- Collector intel income is capped at 10 per mission
- Scavenger stuff income is capped at 10 per mission
- Demolition now uses 5 ammo
- Street Sweeper perk is no longer guaranteed hit. Does 3 bonus damage to unarmored targets.
- Serial now loses 20 crit % and 1 damage per kill. Coded for aim malus per kill but not currently in use (also would need loc).
- You can no longer activate Run N Gun after using Close Encounters.
- Faceoff cannot be used from concealment
- Cannot use Chain Lightning when suppressed or concealed
- Bring Em On now respects the ApplyToWeaponSlot setting and only applies to primary weapons
- Close Combat Specialist shots consume two ammo each
- Suppressed aim penalty from -30 to -25
- Pistol perks require full training time in AWC
- Removed Conceal from AWC abilities list
- Tradecraft nerfed a little
- A robot may only be attempted to be Haywired or Full Overridden once per mission
- Increased MinHackSuccess on Full Override/Control for mission by 10
- Reduced defense and armor provided by Sacrifice perk and increased cooldown
- Change Nova self-damage to electrical to prevent Formidable from overprotecting against it. Reduced Nova Env damage.
- Increased weights on some weaker pistol perks in the AWC
- Javelin Rockets perk will apply to Concussion Rocket and Bunker Buster now
- Allowed Rupture to work at Squad sight ranges
- Add 'CumulativeRupture' config option to base game. Defaults to true for LW2. When enabled each ability that applies rupture will have that rupture value added to the unit, unlike the original mode where only the highest rupture value is stored. In this new mode the rupture value of a shot only applies to subsequent attacks, not the attack it is made on, so attacking a unit 3 times with a weapon with a +1 rupture will do bonus rupture damage of +0, +1, and +2 for the shots.

PSI OPERATIVES
- Psis now get all four starter abilities.
- Added Second Psi Chamber Sci slot, for a total of 75% reduction in training time possible. (Note this is non-fatally bugged on 1.2 campaigns) Removed tech gate for second psi training slot.
- Initial Psi Training now set to equal intiial GTS training (halved when scientist is installed). Lowered additional days per level above psi's current level.
- Fuse now has a cooldown.
- Reduced Cooldowns on a number of Psi perks. Soulfire, Void Rift and Null Lance do more damage, mostly at higher PsiAmp tiers.
- Insanity no longer ends your turn.
- Soul steal will grant 1 ablative HP when not healing a wound. Will not grant ablative HP if you have more than 8.
- Mind Merge no longer ends your turn and grants +1 crit per 10 psi offense; Soul Merge grants +1 crit per 5 psi offense. Both abilities gain flat bonii from better psi amps.
- Swapped Schism and Soulsteal on Psi Tree, will change existing campaigns
- Solace is now an active-use ability rather than an AOE passive (which was reported bugged).
- Added "Quick Study" ability as level 1 Psi and AWC ability. Halves officer and AWC tube training times. Fortress becomes a trainable ability rather than a starter. Removed Sustain from the tree.
- You can now see Psi Offense scores at sectoid autopsy for troops in the barracks.

GEAR
- Significant increase in point-blank aim bonuses for all shotguns, including sawn-off. Shotgun damage reduced to sniper rifle levels.
- Increase in short range aim bonuses for rifles, SMGs. Increased long-range Penalties a bit on SMGs.
- Reduced cost of NanoMedikit
- Increased Mk2 and Mk3 gauntlet's abilities to cause panic with Napalm-X
- All Plasma tier weapons gain 1 Rupture.
- Acid Grenades gain 1 Rupture.
- PsiAmp 2 gated behind Elerium tech and requires a sectoid corpse instead of codex autopsy/codex corpse
- Made Mind Shield cheaper
- Shredder Rounds provide 2 shred instead of 1, now cost 1 crystal in addition to 1 alloy.
- Stiletto, Flechette and Needle Rounds do a base +1 damage and 1 more damage to specific targets.
- Reduced 2nd+ spark supply costs
- Reduced damage spread on some coil and plasma weapons
- Reduced supply cost of mag weapons slightly
- Increased Spark armors HP granted to match bonuses from medium soldier armor
- Increased hack bonus from improved Spark bits
- SMG damage scaling smoothed out
- A lot of adjustments to infiltration bonuses from stealth gear. SMGs will get increasing bonuses with tech. Suppressors provide a smaller infil bonus but extra sound reduction.
- Various PG project/item adjustments.
- LMGs lose a half-point of damage.
- Reduced flashbang AOE by 1
- Reduced env damage on Shredder Gun and Shredstorm cannon
- Dragon and Venom Rounds have a 50% chance to apply debuff
- Made getting Exosuits more expensive
- Reduced dodge bonus on light armors by 5
- Damage Control PCS will be more rare
- Increased supply cost of AP Rounds
- Removed corpse requirement from Combat Stims, now costs 3 supplies and armor bonus is 2 instead of 5
- SMG Detection Radius Modifier from .2 to .125 (meaning it will remove fewer red tiles).
- Coil and Plasma pistols got more expensive.
- Pistols lose a half-point of damage, except plasma
- Tracer Rounds now costs 10 supplies
- Fire sword has a 50% fire apply chance
- Dodge and Defense PCS will provide smaller bonuses
- Removed 5 of the aim bonus from beam arc thrower, so it's consistent +5 for all ATs

MISSIONS
- Increased hard-fail timers on Rescues, Jailbreaks, Extracts, Neutralize to 18 or more turns, with extended timers on larger maps. These missions will see more reinforcements around the 10 to 12 turn mark.
- Reduced max turret count on low-alert guerilla missions
- Recruit Raids won't have turrets on the map
- Rebels on terror/defend/invasion missions should now spawn more spread out over the map. Min/Max distances from XCOM spawn can be configured in XComLW_Overhaul.ini.
- Reduced Alert Level increases on Liberate missions (3 to 1 for mission 2 and 3 to 2 for missions 3 to 5)
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations. 2151
- Infiltration percentage now affects reflex actions chances. The degree varies by difficulty. On lower diffs you can mostly lower it with good infil; on higher you mostly increase it with low infil.
- Removed a lot of negative EZs on extracts so enemies won't bunch up at map's edge
- Reduced some pod sizes on black site and forge missions (and added some smaller pods)
- Infiltration% will now have difficulty-specific impacts on enemy detection ranges
- Embiggenated a lot of patrol zones to mid-forties to cover the edges
- Incresed minvigilance to spawn a recruitraid
- Updated Facility mission schedules. More drones, smaller pods (and less enemies overall) at lower levels.
- Jailbreak, Rescue and Neutralize missions will have much for variety in locations for evac point.
- Certain missions now require 100% infiltration to for the squad begin concealed. They are Troop Maneuvers, Supply Raids, and UFO Raids. This is ini-configurable.
- Reduced MaxSoldiers to 8 on Supply Raids, UFO Raids and various Guerrilla missions
- Removed evac delay reduction for squad sizes 1-3
- Reduced infil rate for squad sizes 1-3
- Reduced timer for Secure UFO reinforcements
- Reduced detection chance of Supply Raids, reduced rewards a bit
- Reduced detection chance of Troop Maneuvers and set a minimum vigilance for a region to bother sending troops out, reduced rewards slightly
- Added a bunch of Troop Maneuvers schedules for more variety. Made D5 troop column tougher
- Supply raids and UFOs will have a difficult command pod on higher alert levels
- Made sure some Guerilla schedules tried to guard the objective better
- Added reinfs to Neutralize missions
- Increased minimum number of prisoners on Jailbreak to 3
- Amped up enemies on defend missions a bit
- Disable squad viewer automatic LoS on disruptor spike on Avenger defense.
- Avenger Defense will get a little harder on Veteran, moderately harder on Commander, Really harder on Legend
- Flare evacs on Legend are +1 turn
- +3 evac modifier on Facility sabotage missions
- Capped the number of general ops per month that can occur in a region to rein in 0% abuse. Varies by difficulty.
- Invasion back to 10-soldier cap.
- Game will no longer reserve a rebel at home when choosing the squad for rendezvous.
- Reduced alert level modifier on Reinforce Activities by 2 to +1
- Evac on Defend missions will now pop at turn 4 + (region alert/4)
- Propaganda activity is no longer general ops category, has longer max cooldown, and won't appear until month 3.

ENEMIES
- Removed env damage from a number of alien melee attacks, reduced Faceless AOE attack env damage to destroy only fragile objects
- Removed Fire Control from Advent Sentries
- Reduced dodge on a number of aliens, defense on a couple
- Yellow Alert Hit/Crit chances on Standard Shot now modified by difficulty. Crit from Yellow Alert shots is impossible on lower diffs.
- Removed bonus crit chance on Veteran Andromedon Robot
- Lowered offense of some aliens on rookie
- Viper grab ability reduced from 12 to 8 tiles range. Damage reduced slightly.
- Archon and Greater Archon both lose some will
- Disabled Formidable alien dark event.
- Significant updates to reinforcements and arrival timing to go along with increased mission timers. Decreased reinforcement rates on most missions on rookie and veteran. Reinforcements won't occur if more than 70 living enemies are on the map. Reinforcements of 10 and 12 enemies are now possible. Initial reinforcement pod strength will depend on infiltration %. Reinforcement Rate still depends primarily on region strength.
- Sidewinder M2 and M3 get the "Hit and Slither" variant of Hit and Run that only grants a bonus move action.
- Increase Green Alert reflex action chance on Legend from 33 to 50
- SentryM1 loses Covering Fire, SentryM3 switches from Rapid Reaction to Sentinel
- Increased HP on a number of lategame enemies to 18-20ish to make plasma weaponry more useful on veteran/commander and especially legend, and set some weaker enemies so they could only be one-shot by plasma but not coil most of the time
- Reduced basline Patrol zone depth from 14 to 12 on guerilla schedules
- Mec Archers get +10 defense on Legend to match Commander
- Fixed Hunter drone's defense scores
- Modified detection ranges on most enemies.
- Avatars get more HP on Veteran+
- Increased Andromedon, Cyberus, Chryssalid appearance weights. Chryssalids can happen a little earlier.
- Lots of schedule work to 1) introduce more drones on low-alert guer missions 2) drop in the odd faceless on some of them 3) add a little more variety, and have more but smaller pods at low alert
- Nu Advent Special units (generals, sergeants etc.) have custom weapon damage stats. Vanguard and GeneralM2 weapons have 1 Rupture
- AdvGrenaderM3 acid grenade gets 1 Rupture, tick damage reduced from 1-3 to 1 to account for additional hurtiness from Rupture (which will make it 2)
- Certain powerful enemies have a chance to ignore the effects of a flashbang
- Increased Gatekeeper and Sectoid Commander detection radius
- Gave Gatekeeper immunities to fire and poison
- Stun Lancer M2 gets Coup de Grace
- Stun Lancer M3 gets Coup de Grace and Whirlwind
- Reduced Faceless ability env damage (had pvsly reduced weapon only)
- Increased spawnweights of Stun Lancers, added Stun Lancer to rainbow pod
- Turned off tick damage on every soldier action for rulers
- Sidewinders' flanking aim bonus reduced to +5 for all Ms

STRATEGY LAYER
- Liberating any given region for the first time removes one doom from Fortress
- Retaliations (and mini-retals) will occur according to a different mechanism: every day you have a rebel on a job, the rebel has a chance to be detected by ADVENT. That chance is impacted by difficulty level, regional vigilance and alert. If detection occurs, a global bucket to trigger a retaliation gets a little more full. (There are buckets for each rebel job except hiding and a master bucket for full Haven retaliations). Once a threshhold is reached, a retal/mini-retal will occur and the bucket empties. They will tend to occur in busier regions. This reduces the minimum working rebels threshhold to trigger retals and should space out retals/mini-retals better. Increased regional cooldowns for these missions.
- Increased time for Fortress and facilities to accumulate doom by ~10% on all diffs. Reduced chance facility doom will transfer to fortress on veteran.
- Completing the Network Tower mission will grant a Radio Relay for the region, regardless if you have reserached Resistance Radio tech. Doubled rate at which cost for building towers increases. Lowered cost of first tower slightly. NEEDS NON-INT ENCYCLOPEDIA LOC
- Vigilance will now decay at a somewhat variable rate, depending on the number of people on non-Hiding jobs at the Haven. Current settings are: The baseline for the standard vigilance decay of every 168 hours is 9 *working* members at the Haven. This can decrease by up to 72 hours if the Haven is entirely dormant, or increase by up to 32 hours (4/9 * 72) if the Haven is fully active.
- Alert-granting UFO will come a little less often on Legend
- COIN Ops now has a 21-day global cooldown, so you won't be punished with a new one spawning if you beat back the current one
- COIN Research now has has a 10-day global cooldown, which does the same thing
- Increased activity detection chances on rookie and veteran
- Rapid Response DE won't occur super-early in campaigns, but can repeat
- Avenger has +1 power. PG costs 2 power. GTS costs 2 power but each officer tube costs 1 power. Second Psi tube increases to 3 power.
- Faceless won't generate in if they make up 30% of the Haven already
- Reduced cost of some PG projects
- Doom reduction (e.g. from main story missions) now can reduce doom in facilities if there is no doom left on the fortress instead of being ignored.
- Elerium Conduit +1 power, -10 Crystals compared to 1.2

OTHER
- Sped up Skyranger travel
- Increased cost of black market soldiers
- Increased Impact of Wet Work
- New Recruits will cost 15 on Cmdr, 20 on Legend. Soldier cost Continent bonus on those difficulties also increased.
- Made psionics cheaper to research (removed Sectoid Corpse requirement)
- Set interest item count per month to 2 on vet and commander, 1 on Legend.
- Interest items will only grant 50% bonus supplies on vet and commander.
- Second AWC slot will unlock one rank earlier
- Lowered Reinf bonus with Rapid Response DE on Cmdr & Legend to Vet levels, lowered Vet to Rookie level
- Reduced impact from Vigilance DE on sight ranges
- Lots of tweaks to make legend harder
- Disorient aim penalty from -25 to -20
- Poisoned aim penalty from -25 to -20
- Smoke aim penalty from -25 to -20
- Capped Red Fog aim penalty at -30 instead of -50

QOL
- Allow changing equipment/PCS/upgrades on haven advisers as long as the adviser is eligible to be moved (i.e. there is no active retaliation in the region).
- Added "Strip Weapon Upgrades" button to loadout screen: strips just the equipped weapon of upgrades.
- "Swarming" will have a number of plus symbols after it depending on how many enemies are on a mission; ie Swarming+++ has more than Swarming+. This will help show infiltration progress a little better in high-alert areas.
- Add a general function to UIPanel to allow the changing the color of arbitrary MCs by name. Adjust the reinforcement UI dags colors based on the text color.
- Add mod override for reinforcements incoming UI. LW2 will display green and yellow warning/imminent displays when the reinf bucket is filling. 2240
- Clicking the Missions button in the Haven Management UI will assign and cycle the first 13 rebels through each of the jobs. 14+ will go to hiding.
- Improve sorting of perk PCS when choosing a PCS to install
- Sort black market sell inventory by name after sorting by interest (note: sorting can fail on large inventories, this is an Unreal bug).

Modding
- Added trigger event to SwitchActiveRow (moddability improvement). 2164
- Added TriggerEvent for clicking on a SquadSelect_ListItem. For modding support. 2161
- Improved mod compat with mods that use the ammo pocket inventory slot: Slot will be locked on infiltrating units and items in the ammo pocket will behave similar to items in the grenade pocket when determining which items are utility slot items. 2208
- Move class limiting heavy weapons and hiding havens behind config variables. If these vars are not set original behavior will be used. 2221
- Functions that count # of working rebels will work better with custom rebel jobs by testing for hidden job rather than summing other default jobs. 2233
- Added some mod-support code to CanRankUpPsiSoldier for custom Psi trees. 2233
- Adjust accessibility of some of the marker tile variables to make them more mod-friendly. 2260
- Added code for making AWC restrictions more configurable
- Add two new config vars to XComUi.ini in [XComGame.UISquadSelect]:
NoStripWoundedInventory - If set to true, utility items will not be stripped from all wounded soldiers when entering squad select.
AutoStripWoundedAllItems - If set to true (and NoStripWoundedInventory is not true), other equipment slots will be stripped from all wounded soldiers when entering squad select. Variables are intentionally using different senses to ensure all false values retain base game behavior.
Locked