LW2 1.5 Bugfixes
Posted: Thu May 31, 2018 12:46 pm
I was asked recently to post here the modified versions of the LW2 files that I use to solve or create workarounds for some of the bugs I detected. To use this you need to extract the files in Steam\steamapps\workshop\content\268500\844674609 and delete everything in Documents\My Games\XCOM2\XComGame\Config.
Changelog:
Changelog:
- Collector works by default and is prevented from working when the game says that Kill XP is capped instead of only working when the game says it isn't capped. This is a workaround for a bug that prevents Collector from working because the listener responsible for new limitation added in 1.5 to prevent reinforcement farming isn't working properly. This is only a workaround, not a real fix. Until the listener is fixed this change is actually removing the limitation.
- Failing or ignoring Liberation 3 ends the ProtectRegion activity instead of trying to reset it, solving the bug that forces Lib3 detection immediately after the respawn.
- Fixed broken Blacksite schedules that not only prevented some of the pods from spawning but also made the schedule choice random instead of Strength-based.
- Fixed broken encounters that prevented the 5-man command pod from spawning in mid/late game Supply raids.
- Fixed broken encounters that prevented the 6-man Alien pod from spawning in early/mid game Troop Columns.
- Added a new inclusion list for enemies with everyone in the AlienGlobal_LW list except MECs and used the new list instead of the original one for pod leaders, but not for followers. This prevents a bug that creates underpopulated pods when a MEC leader is chosen but the game can't spawn enough supported followers to fill the pod. A side effect of this change is that late game UFO command pods where most enemies are MECs are slightly less common (1/2 instead of 2/3 if I understand how pods are created correctly).
- Fixed some high strength schedules that had more pods than intended because of a typo that made the same encounter be used multiple times.
- Made small adjustments to schedules that had a different number of enemies than intended. This is easier to notice because some of the schedules affected are played often, like the VL STR2 Smash and Grab or the EL STR3 Guerilla Ops.
- Added Vanilla MECs to the list of supported followers for all Vanilla aliens that already had LW2 MECs as supported followers.
- Added Vanilla enemies to the list of supported followers for Chryssalids.
- Fixed some restrictions to activities that didn't work. Tactical Dark Events can't spawn in a region that already has a Strategic Dark Event and vice-versa. Dark Events can't spawn in a region where a facility is being built. Super Emergency UFOs can't spawn in a region that already has a normal reinforcement UFO.
- Added a restriction that prevents Emergency UFOs from spawning in regions that already have a Super Emergency UFO, mirroring the restriction that already exists.
- Added dummy rewards to Lib1 and UFO detection missions making all "Find a Lead" missions look exactly the same.
- Fixed cooldown for Recruit mini-retaliations.
- Applied the changes that normal weapons received in 1.3 to the DLC weapons. Hunter Pistols lose 0.5 damage, Ionic Axe gains 1 damage, Fusion Axe gains 2 damage and 1 crit damage, damage spread for T3 Bolt Caster/Spark Rifle/Axe is reduced by one.
- Applied the Fusion Blade's reduction in burn chance from 100% to 50% to the T3 Hunter's Axe.
- ADVENT Sentries use the correct damage entry instead of the Officer's. All Sentries lose 0.5 damage and 1 crit damage. M3 Sentries lose 1 point of shred.
- Fixed error that made unit damage falloff for explosives slightly less severe than intended because the game was looking at the wrong line in the damage ratio x distance ratio table.
- Damage falloff in cone attacks changed to use the source unit position instead of the target point as the "center of the explosion". This makes Shredder Gun/Shredstorm Cannon falloff more intuitive (damage is lower against units and objects that are far away instead of the current behavior that makes it lower against units and objects that are close to the source unit). It is a huge nerf to these weapons.
- Environmental damage in Shredder Guns and Shredstorm Cannons reverted to pre-1.3 values, making them slightly worse than they are now against objects instead of being extremely worse after the changes described above.
- Incendiary Grenades always have 75% burn chance and Incendiary Bombs always have 85%, like the 1.5 changelog says it should work. The way it works in base LW2 is that both have 75% burn chance when thrown and 85% burn chance when launched.
- Skullmining damage increased to the same value used for Skulljack in 1.5
- Fixed some loot tables that didn't add up correctly.