> First is, did you guys change the AI at all? I think one of the most impressive changes for me for the first Long War was how much smarter and realistic you guys made the enemy feel, can we expect more of that in Long War 2? I ask because,
Now there are two popular AI mods on the steam workshop. Improved AI 1.47 and A Better Advent 2.0. However you got unique enemies of your own and only ABA2 supports your alien pack enemies (and only sort of).johnnylump wrote:For the most part, we avoided duplicating effort by other modders unless it directly supported our new features, so stuff like Flank Preview and Numeric Health Display will need to be added separately (they do work with LW2, though).
> Aim Rolls! How do they work? As far as I understand XCOM 2, the game rolls a single time and uses that single result to determine Hit, Crit and Dodge all in one and kind of skews the actual crit chance of shots in certain situations. I ask since in XCOM EU aim and crit were rolled independent of each other: Roll to hit, if hit, then roll for crit. It made more sense. Does Long War 2 restore this? There is a workshop mod for this so I assume as per Mr. Lump's quote, I assume it falls under avoiding duplicating mods.
> Lastly, the hidden Aim Assist mechanic! If I recall Long War removed Aim Assist on all difficulties? I don't recall where I remember hearing this though the FAQ on the original Long War mod hints at it,
And I bring this up because of an article Mr. Lump generously posted!faq wrote:[...] we've removed every bit of code we can find that cheats for the player on the lower difficulties.
Does this mean you'll allow the aim assist to remain on the lower difficulties? There are already mods on the workshop to remove Aim Assist from all difficulties, but none to add them.johnnylump wrote:A few details in this Eurogamer article
http://www.eurogamer.net/articles/2017- ... al-players
I understand if you can't answer any of these questions yet, I'm excited for Long War 2 all the same!