Long War Toolbox
Showing 1-10 of 10 entries
Update: Nov 14, 2016 @ 10:29am

- Updated witth attempted fix to reinforcement soldiers not having abilities on Avenger mission when Red Fog is activated

Update: Nov 8, 2016 @ 4:06pm

- Patch 7 critical compatibility update

Update: Aug 22, 2016 @ 8:31pm

- Hidden Potential should correctly handle concurrent Shaken condition and level-ups now.
- Turning on and off Not Created Equally should correctly account for gear and other conditional stat bonuses now.

Update: Jul 30, 2016 @ 3:03pm

- A number of Red Fog fixes to prevent Virtual Error issue at mission end and other cleanup. Player is advised to turn Red Fog off and on again TWICE (saving settings each time) in existing saves.
- Added workaround for base-game issue with ammo-merging when adding units after tactical mission has begun. This should mean correct charges for medikits (which was bugged when the soldier had both MP and Field Medic)

Update: Jul 6, 2016 @ 9:14pm

- Retrieves and reverts to prior gamestate only stats that are on RANDOMIZED_LEVELUP_STATS. Fixes issue of not being able to equip PCSes.
- Added backwards "fix" for units that didn't get PCS stat increased.
- Limit number of soldiers on SLG SpecialMission to 8 in total to avoid issues with unit placement when switching levels.

Update: Jun 30, 2016 @ 11:11am

- Compatiblity fix for Patch 6 (released today). Fixes CTD when ending mission.

Update: Jun 29, 2016 @ 3:58pm

- Overhauled how HP works to fix a number of issues. New high-ranking soldiers who join XCOM will receive base-stats for their level when they join, and then HP after. Should activate properly when NCE is activated.
- You will have the ability to adjust the amount of randomness in hidden potential with a slider in the options menu. Default is 35%.
- Fixes issue where removing a soldier wouldn't trigger an OnReceiveFocus event for UISquadSelect, preventing any screen listeners from updating based on the change.
- Fix so that 5th soldier slot isn't hidden when 4 soldiers and first GTS SquadSize nagger activates.
- Removed PostMission gamestate effect checks that could (?) result in CTD
- Fix so Red Fog doesn't stick around after missions and works properly across savegames.
- Fix issue where RedFog didn't adjust stats when activated for the first time in a tactical mission.
- Fix issue where initial soldiers on first mission could get NCE stat swaps they weren't supposed to.
- Clear Squad function will no longer remove Special Soldiers as defined by the mission. This will prevent you from removing Bradford from the Alien Nest mission.
- The 'autoresolve' mission option can now only be activated by a debug console command. It is intended for modders to aid in debugging only. It is very buggy with the new DLC and should not be relied on in regular campaigns that use it. The autoresolve is a vanilla debugging tool that we simply made available to players, but Firaxis isn't updating it to work with DLC, and we don't have the resources to fix it ourselves.
- NCE: Set max hack loss to 5 sted 15 to avoid negative initial hack scores
- Soldiers in won't receive 2 mission credits for a single mission, nor appear twice in the memorial if they are killed.

Note: We think all this stuff will work with current campaigns. (Tactical saves we're less sure about). If you see any weirdness, turn off all the TB options (and save changes), then turn them back on again.

Update: May 19, 2016 @ 4:41pm

v3 (5/19/2016)
- Fixes issue with soldiers in larger squads not receiving benefits from gear
- Fixes issue with Hidden Potential sometimes applying negative bonuses. This fix may not work on campaigns started before this patch.
- Rebalances Hidden Potential so you get roughly between 2/3 and 4/3 of the default level-up stat
- Fixes issue with Red Fog not persisting between missions
- Removed Red Fog bloody hand icon which was not being applied consistently; "Red Fog" is now marked by down carets in soldier UI flag. Known issue: These carets don't appear when loading a tactical save until someone takes an action.

Update: May 12, 2016 @ 2:22pm

v2 (5/12/2016)
- Updates to be compatible with main game 5/12 patch. This should fix SquadSelect CTDs and fixes issue where game would hang when loading from strategy to strategy game.
- Removes "MAKE WEAPONS AVAILABLE" functionality because it is now part of base game
- Fixes issue with Gremlin staying at spawnpoint for soldiers in larger squads
- Fixes issues with NCE not always applying to some soldiers
- Fixes issue in which Red Fog was applying to unwounded soldiers when NCE was activated and they changed hit points
- Fixed a bunch of bugs in Hidden Potential
- Added TriggerEvent messages to allow individual overriding of NavHelp elements
- Added TriggerEvent at end of UISquadSelect.UpdateData

Update: Apr 28, 2016 @ 7:25pm