XCOM 2
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Partisan War -OUTDATED-
   
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749.346 MB
Mar 14, 2016 @ 9:31am
Aug 23, 2016 @ 12:48pm
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Partisan War -OUTDATED-

In 1 collection by JayBee 🔰
Partisan War Integrated Mods
22 items
Description
Keep Calm & Save Earth! ~~ Resist, or die!

The Partisan War Mod for XCom 2 is going to hopefully carry the torch in some fashion as Long War did for XCom, but gentler. A unified plan to make this game more fun and interesting. A balanced, better, and broader mod. It should have more of everything, weapons and other items,unique soldier classes with many custom abilities, updated and varied new and old enemies and missions, and more. This will take some time and will need balancing. :)

Partisan War is has many improvements already and so much more to come, over time everything will be modified to be fully integrated for balance and not just thrown in randomly. Rookie is harder than the base game but not a grind. Primarily set for Veteran difficulty for a campaign that will last 3-5 times longer than you may be used to. For a harder challenge then Commander difficulty is for you, if you're somewhat insane, possibly suffering from a head injury... then go ahead and try Legendary, we promise to send flowers.

This is an evolving work in progress, please be patient with our updates and patches.
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Helpful Links

Coffee Fund ----------------------------------------------------------------------------------- Partisan War Group

Nexus Version ------------------------------------------------------------------------------------- Updated Credits

PW Integrated Mods (Now or Soon) ---------------------------------------------------- Suggested PW Mods
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Localization:
English
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This build is in ALPHA. V0.012i - Feel free to provide constructive feedback. =)
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Patch Notes August 22 2016
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-XCom adjusts Added various triggers to refresh stages of the game to add new content to existing games. Not in all situations as that's a bit more work.

-XCom will have a few large nerfs happening later, due to large perks that XCom is getting, so reduced effectiveness of Shred soon, more expensive weapon upgrades, more expensive weapon techs (but adjusted for 5 tiers so they won't seem expensive).

-TESTING (alpha) Specialized Weapons (viewable but intentionally impossible cost while testing)

-Soldiers
--Tweaked Hidden Potential.
--Reduced starting aim, mobility, will, soon other benefits to compensate. Will later be rebalancing Not Created Equally.

-Weapons
--Grenade Tweaking. Basically reduction in initital effects for some grenades that have other effects (poison, acid, etc)
---Acid Grenades do a little less shred with extra pierce. A tiny bit less damage. Range 10.
---Alien Grenades do more damage. Shred a less and pierce more. A bit less environmental damage, Range 11.
---AP (anti-personnel) Grenade, range 12.
---EMP Grenades are a little more random. High hack bonus. Range 11.
---Fire Grenades do less damage and no shred, though pierce a lot and have a higher chance to set target burning. Range 10.
---Frag Grenades do more damage. A bit less environmental damage,Range 11.
---Gas Grenades do a little more damage, do not shred, and have a high pierce. Range 10.
---HE (high explosive) Grenade, More environmental damage, range 11.
---Micro Grenade, 2-3 damage instead of 1-4, range 13. (3 per slot)
---Proximity Mine, range 12.
---Smoke Grenades, radius 5/7 reg/adv, range 13. (also provides -40 Crit protection)
--Adjusted pricing of grenades.

-Enemies
--Sectoid OverMinion M1 reduced Psi attack by 5.
--Sectoid Minion reduced liklihood of mind control. Reduced Psi attack by 5. (they just love)

-Continent Bonuses (testing ALPHA, probable issues)
--Fully configurable from the config file (PersonalSettings)
--Removed continent bonus for +1 weapon attachment (now a tech requiring "Magnetic Weapons (Standard)")

-Bug Fix
--Codex should be able to be autopsied all the time (temp removal of Codex versions while working on a proper fix)
--However body drops stopped for all aliens killed by explosives, this is not 100% reliable so that'll have to be monitored.

-Ammo
--Started makiong adjustments, in preperation for ADV and SUP, and new ammo types.

-Alien Facilities general tweaking.

-Alien Progress Adjusted (slightly slower alien power progression)

-All general difficulty tweaks for alien strategy, power, and more.
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Compatibility & Overrides

Partisan War is a multi-faceted mod. Some mods will work fine but others won't, or will work in unintended ways... for example a new enemy might appear much faster in the campaign or be more powerful. Just save before you add a new mod to Partisan War and you'll be fine. With an authors permission we can possibly integrate something into Partisan War that makes sense.
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Want to help?! We'd love to hear from you!

We'd be happy to hear of any aspect of help that you can provide. We're a loose group, so there's lots of options to help, especially in the visual arts department (new weapons for example), and new content such as enemy additions and mission design. We especially like well thought out variants of existing enemies, precursors, and leaders or bosses.
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Popular Discussions View All (8)
21
Nov 18, 2016 @ 1:11pm
PINNED: Constructive Feedback Here... :)
JayBee 🔰
12
Dec 2, 2016 @ 12:30pm
PINNED: Bugs, Mr. Rico. Zillions of em!
JayBee 🔰
7
May 6, 2016 @ 3:41pm
PINNED: Dev Notes
JayBee 🔰
311 Comments
Jesterofgames7712 Jan 6, 2017 @ 6:07am 
question
Are you still gonna be doing this with the annoucment of Long war 2?
TCliff Jan 2, 2017 @ 11:27am 
I reach a point in each game where enemies stop spawning. Its very annoying :(
binscattic Dec 25, 2016 @ 2:30pm 
Once i had two soldiers bleeding out i rescued them , but then i saw that one had died, is that normal?
DaddyHammer Dec 25, 2016 @ 2:14am 
Hi i have problem with this mod , rescue civilians mission i dont have civilians . maby u can fix it thx
Nazodude Dec 2, 2016 @ 6:43pm 
most of the missons that send reneforcments send in the drop ships but show no enemys
binscattic Nov 3, 2016 @ 2:53pm 
Overwatch not working ? atleast not in the first mission
Dreyfus0414 Oct 9, 2016 @ 6:57pm 
I was testing the smg with one rookie side by side with another on an open street. 1 has and smg and 1 has a rifle. They could move the same amount of tiles in a blue move. I will check to see if my mods are conflicting. But it looks like the smg is glitched
Dreyfus0414 Oct 9, 2016 @ 6:53pm 
thanks
JayBee 🔰  [author] Oct 9, 2016 @ 6:50pm 
The SMG does provide extra mobility as well as a smaller detection radius when the holder is concealed.

I'll double check this week in case something became bug in a patch.
Dreyfus0414 Oct 8, 2016 @ 10:33am 
Why doesn't the smg provide extra mobility? Does it have a purpose?