Search found 207 matches
- Tue Feb 14, 2017 6:33 pm
- Forum: Long War 2
- Topic: So Jonny Lump....
- Replies: 18
- Views: 28725
Re: So Jonny Lump....
I actually got the impression that the VO for the Muton Elite Autopsy was just sliced up lines from other autopsies. If I recall there's a line about "mental acuity" or something that sounded a lot like the Advent Captain autopsy and a line about "more advanced weapons and armor"...
- Fri Feb 10, 2017 4:47 pm
- Forum: Long War 2: Strategy
- Topic: Mid-Late game shinobi solo infiltrations
- Replies: 2
- Views: 6993
Mid-Late game shinobi solo infiltrations
I'd like to describe my experience and wondering if anyone else shares it. I'm mid-late game playing on Veteran (Advanced Mags, saving cores for shadow chamber, just finished elurium research) and I have two highly leveled infiltration shinobis (with ghostwalker, covert, conceal, and tradecraft). I'...
- Wed Feb 08, 2017 1:24 am
- Forum: Long War 2: Bug Reports
- Topic: Ablative HP granted by Mind Merge does not last through enemy turn
- Replies: 1
- Views: 3575
Ablative HP granted by Mind Merge does not last through enemy turn
LongWar 1.1 Steam (Windows 10) Mods: Evac All, Gotcha, Overwatch all/others, free camera rotation and skulljack feedback fix I've tested this a couple times after it first happened and it seems to happen every time. Mind Merge grants ablative hit points as it should, but those hit points vanish as s...
- Tue Feb 07, 2017 11:41 pm
- Forum: Resolved Bug Reports
- Topic: "Can't equip multiple UNKNOWN ITEM TYPE"
- Replies: 1
- Views: 4433
"Can't equip multiple UNKNOWN ITEM TYPE"
Small thing, but if you have a mindlash equipped on a psi soldier and attempt to equip a 2nd one, the text over the mindlash reads "Can't equip multiple UNKNOWN ITEM TYPE".
- Tue Feb 07, 2017 10:39 pm
- Forum: Long War 201
- Topic: Long War 2 Console Commands
- Replies: 35
- Views: 240834
Re: Long War 2 Console Commands
(sorry for stupid question) How does one go about enabling the dev console in the first place? Go to steam Library. Right click XCom2, click "properties". Click "set launch properties". Type "-allowconsole" (no quotes, but include the dash) in the box and click "o...
- Tue Feb 07, 2017 3:49 pm
- Forum: Long War 2: Strategy
- Topic: Gunners Builds
- Replies: 39
- Views: 56046
Re: Gunners Builds
Lockdown + Danger Close + mayhem = A very very strong suppression gunner. I had one suppress 7 units at once on a tower assault, because Danger Close is amazing, and he killed the 3 that attempted to move. With Lockdown and an elite hair trigger, the overwatch penalty is negated amd most of the tim...
- Mon Feb 06, 2017 8:42 pm
- Forum: Elevated Bug Reports
- Topic: What's up with damage to relays?
- Replies: 8
- Views: 31277
Re: What's up with damage to relays?
I can confirm that I have occasionally seen this in my games as well - doing damage to relays that is less than the minimum that weapon should do.
Next time it happens I'll see if I can replicate it and grab the save file.
Next time it happens I'll see if I can replicate it and grab the save file.
- Mon Feb 06, 2017 7:21 pm
- Forum: Long War 201
- Topic: Visualization of how Graze, Hit Chance, Crit Chance, and Dodge interact.
- Replies: 9
- Views: 46477
Re: Visualization of how Graze, Hit Chance, Crit Chance, and Dodge interact.
It's the latter. For instance, there's a +/- 10% "graze band" on all shots, right? So any shot with a raw hit% between 90% and 10% ALWAYS has a 20% chance to graze. A dodged graze will "downgrade" a graze to a miss. So an enemy with 10 dodge will cause 10% of the graze shots to m...
- Fri Feb 03, 2017 6:56 pm
- Forum: Long War 2: Strategy
- Topic: SPARKS worth it?
- Replies: 31
- Views: 53824
Re: SPARKS worth it?
You need Hybrid Materials Research as well as Alien Biotech --> Trooper Autopsy --> Advent Robotics
Advent Robotics research unlocks the "Mechanized Warfare" project in the Proving Grounds, which gives you a SPARK.
Advent Robotics research unlocks the "Mechanized Warfare" project in the Proving Grounds, which gives you a SPARK.
- Fri Feb 03, 2017 5:00 pm
- Forum: Long War 2
- Topic: What does the AWC fix listed in the 1.2 patchnotes mean?
- Replies: 8
- Views: 12663
Re: What does the AWC fix listed in the 1.2 patchnotes mean?
This is great information, thanks! I do have something to add to the discussion... if your campaign is early on, I believe I read somewhere else on this forum that there is a console command that rerolls all AWC perks for all soldiers. EDIT: Found it. It's in this thread: http://www.pavonisinteracti...
- Thu Feb 02, 2017 8:33 pm
- Forum: Long War 2
- Topic: What does the AWC fix listed in the 1.2 patchnotes mean?
- Replies: 8
- Views: 12663
What does the AWC fix listed in the 1.2 patchnotes mean?
I'm curious about this: "- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). Should see a lot more options open up for training." I'm excited that there will be a lot more options, as I've been a little sad that...
- Thu Feb 02, 2017 8:30 pm
- Forum: Long War 2
- Topic: Corpse Drops and drop rate
- Replies: 11
- Views: 20381
Re: Corpse Drops and drop rate
You get corpses when you win a mission that has "murder everything" as a goal.
You do not get corpses when you win a mission by evac'ing.
You do not get corpses when you win a mission by evac'ing.
- Wed Feb 01, 2017 6:07 pm
- Forum: Elevated Bug Reports
- Topic: Flamer not showing hit at point blank
- Replies: 5
- Views: 8757
Re: Flamer not showing hit at point blank
For reference, here's a great visualization posted in a different thread showing highlighting before 1.1 and after 1.1 http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=24095 I noticed this too and wondered if this was by design. I read in the original flamethrower changes thread tha...
- Wed Feb 01, 2017 4:33 pm
- Forum: Long War 201
- Topic: Mods Compatible with Long War 2 - Final Update
- Replies: 14
- Views: 38620
Re: Mods Compatible with Long War 2 - Final Update
This is very much a dynamic document and I'll be updating as long as it is necessary. Keep in mind that I'm one guy who is trying to test 500+ mods so I can, and will miss a 99% shot occasionally. Feel free to let me know and I'll get a fix up asap. https://docs.google.com/spreadsheets/d/1e7YrjDSl9...
- Tue Jan 31, 2017 7:44 pm
- Forum: Long War 2
- Topic: Area Suppression Q?
- Replies: 2
- Views: 5459
Re: Area Suppression Q?
Also, Vanilla had a (maybe) bug that wasn't changed for Long War in that reaction fire only triggers once the suppressed target has moved 2 or 3 tiles. If the target breaks line of sight before that (if, say, it's peeking around the side of a solid wall and moves out of sight behind the wall), you g...
- Tue Jan 31, 2017 7:41 pm
- Forum: Long War 2
- Topic: Am i missing something.
- Replies: 8
- Views: 11355
Re: Am i missing something.
You unlock "Psionics" *Research* from sectoid autopsy. Psionics research requires a sectoid corpse (among other things).
Advent Officer Autopsy requires Advent Trooper Autopsy.
Advent Officer Autopsy requires Advent Trooper Autopsy.
- Tue Jan 31, 2017 5:09 pm
- Forum: Long War 2: Strategy
- Topic: Regional ADVENT HQ Assault - Advice needed
- Replies: 6
- Views: 17593
Re: Regional ADVENT HQ Assault - Advice needed
I brought a couple of shape charges on my first HQ assault. Give them to a shinobi or assault. Apparently they are VERY loud, but they also allow you to open up the outer wall of a building so that when enemy pods come patrolling through, your soldiers can see them
- Mon Jan 30, 2017 9:06 pm
- Forum: Long War 2
- Topic: Was Flamethrower Range Nerfed as well in 1.1?
- Replies: 32
- Views: 43325
Re: Was Flamethrower Range Nerfed as well in 1.1?
So are you guys able to target adjacent targets around cover? Like, I am on the south face of a full cover and flanking someone on the west face of the same cover. My flamethrower skips right over him to the square behind him. Has happened repeatedly. This happened to me as well. There was a note i...
- Mon Jan 30, 2017 8:26 pm
- Forum: Long War 2
- Topic: Game says I dont have any main/story researches to do. Also, I'm not picking up corpses
- Replies: 4
- Views: 6915
Re: Game says I dont have any main/story researches to do. Also, I'm not picking up corpses
To be even more clear, the vast majority of missions are "get in and get out". You're hacking, you're extracting a VIP, you're rescuing rebels from jail, etc. etc. Any mission that ends with you hitting that "evac" button will never yield any corpses. Troop column ambushes, suppl...
- Mon Jan 30, 2017 8:22 pm
- Forum: Long War 2
- Topic: Getting Rulers Late
- Replies: 8
- Views: 11505
Re: Getting Rulers Late
From the 1.1 changelist thread:
"- Lost Towers POI won't appear to FL 8; Alien Nest won't appear until FL 12"
I don't know what FL stands for but it sounds like they moved the Nest later.
"- Lost Towers POI won't appear to FL 8; Alien Nest won't appear until FL 12"
I don't know what FL stands for but it sounds like they moved the Nest later.
- Mon Jan 30, 2017 8:19 pm
- Forum: Long War 2
- Topic: Was Flamethrower Range Nerfed as well in 1.1?
- Replies: 32
- Views: 43325
Re: Was Flamethrower Range Nerfed as well in 1.1?
I'm frustrated by this as well. I love the new targeting mechanics, but they nerfed everything else about it so hard that it's so difficult to use. I *want* to love the flamethrower, but it's hard. I'm actually ok with the damage nerf, but the nerf to burning chance and range is tough to swallow. Ar...
- Mon Jan 30, 2017 4:09 pm
- Forum: Long War 2
- Topic: Alien Rulers on regular missions, without DLC active or The Nest done. Why???
- Replies: 7
- Views: 12681
Re: Alien Rulers on regular missions, without DLC active or The Nest done. Why???
That being said, I've played a decent amount and I've seen the Viper King 2 times - a tower mission (since disallowed by 1.1) and a troop column ambush. I was thinking that hopefully rulers were only allowed to show up on missions without timers. Has anyone seen a ruler show up on a timed mission? T...
- Mon Jan 30, 2017 12:48 am
- Forum: Long War 2
- Topic: Non-activated pods don't activate when seeing hacked bots, but still shoot at them.
- Replies: 3
- Views: 5879
Re: Non-activated pods don't activate when seeing hacked bots, but still shoot at them.
My squad was already NOT concealed. The bot I hacked has LOS to an inactive pod that could see the bot, but not anyone in my squad. It wasn't about breaking conealment, but about the fact that an inactive pod that could see it took shots despite not going active.
- Sun Jan 29, 2017 9:27 pm
- Forum: Long War 2
- Topic: Non-activated pods don't activate when seeing hacked bots, but still shoot at them.
- Replies: 3
- Views: 5879
Non-activated pods don't activate when seeing hacked bots, but still shoot at them.
One of those weird edge-cases that doesn't show up often, and I have no idea whether it's intended behavior or not. An un-concealed specialist hacks an activated advent drone. The drone is in LOS of another un-activated pod. That pod does NOT activate after haywire protocol resolves. No scatter, no ...
- Sun Jan 29, 2017 4:40 pm
- Forum: Long War 2
- Topic: Baffling Design Decisions
- Replies: 7
- Views: 11526
Re: Baffling Design Decisions
I asked the question about the "to hit" crit penalty too. It can be a little confusing. To put it succinctly - if you have 100% chance to hit, and a raw 50% chance to crit, then there is no "to-hit" penalty, because you are *actually* critting 50% of the time (since you're hittin...