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Been a while since I played XCOM so I decided to give Enemy Unknown a try with the Long War mod. I got into this on XCOM 2, but not EU. I recall that with Long War for 2 I could tell the mod was enabled, but starting a new campaign just now I don't see any indication I installed either correctly and they're being used.
Basically, the "single player" button changes to "long war" and the so do all the tooltips about each difficulty and the second wave options.
Feel free to let me know if you are facing any issues in getting the mod to work.
Yes that confirmed it, thanks. I guess the first step I needed was to launch Enemy Within and not Enemy Unknown.
Something's still wonky with the mouse control though, will have to figure if I can deal with it or if it becomes game breaking before digging further. In the head quarters phase mouse clicking is inconsistent and I often have to use the keyboard, biggest problems I'm having with that is I kind click on the detail info for weapons/items. In the tactical phase, what the mouse cursor is showing vs what is actually being inputted is off by a square or two. Making due but having a potential big issue with doors. If I put a unit next to a door and click the overwatch button because I'm sitting up and don't want to go in yet, it opens the door for some reason. I have to use the keyboard to set overwatch instead, and I have been unable to determine how to properly open a door as clicking the icon makes the character run through (offset issue) .
You can try windowed & fullscreen-windowed modes and see if the problem persists. Does your mouse give you any issues outside of the game? I never use the mouse when my selected soldier is near a door lol. I always use the keybinds.
Anyone know if a score of 6513 (Easy) is above/below or average for these two mods?
Forget about scores and just play to win the campaign (no reloading saves when soldiers die).
Here is a brief summary of Long War:
Long War features over 700 distinct changes in gameplay from vanilla XCOM. Here is a list of what you can expect:
Aliens:
Aliens have a larger toolkit in general and are gradually upgraded over time. Aliens can gain many perks.
Abductions don't happen simultaneously - you can answer them all. However, you only get credits, not personnel.
The aliens run their own base game, similar to the humans. In addition to abductions and terror missions, they scout and hunt satellites, research, gather resources, bomb cities to increase panic, and launch base assaults of their own when they consider XCOM a threat.
More UFO types.
Soldiers:
Squad size begins at six and increases to eight, with 2-4 individual soldiers on major missions using the appropriate Foundry Upgrade.
Soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can deploy a fatigued soldier if you must, but then they'll receive a fatigue injury, and need a longer rest session that can't be skipped.
The promotion system has a different naming scheme. Soldiers have eight classes, with three perks selectable per level at each tier.
MEC Troopers also have eight classes, seven armor suits in three tiers, and equippable primary, secondary weapons and items.
SHIVs are available from start, on the other hand MECs come into play much later.
New stat for soldiers/aliens: Damage Reduction (DR).
Randomized stats are enabled by default.
In place of the medal system, Long War features promotable Officers with unique squad perks. These officers share will with nearby soldiers.
All non-officer, non-MEC soldiers can become Psionic. The Psionic tree has been expanded, and Rift can be learned on top level Psionics who have mind controlled an Ethereal.
Inventory/Weaponry:
All soldiers start with two inventory slots and a plethora of free items.
Gun types now include a high mobility, low damage SMG, a high accuracy, low damage Carbine, and a low accuracy, low mobility, high damage Battle Rifle. Shotguns are equippable by multiple classes.
Pistols are inaccurate at range, and have limited ammo. Secondary weapon types now include Machine Pistols and a one tile range Sawed-off Shotgun.
There is an extensive amount of new items for SHIVs, MECs, and Soldiers to manufacture and equip.
Equipment that is purchased has a 50% chance to be lost on soldier death.
Equipment may become damaged and require repair at the Repair Bay as a result of a soldier taking non-armor damage or dying.
Alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly, but are consumed to manufacture XCOM plasma weapons.
Research/Foundry:
The research tree has been overhauled.
Autopsies are required before interrogations and need multiple corpses. Some autopsies require relevant research.
Psionics can be researched before capturing a Sectoid Commander.
New research category: UFO analysis.
The Foundry has been massively expanded, with many expensive projects and useful upgrades.
Construction:
Almost all facilities have their cost, maintenance, power requirements, adjacency bonuses, etc. changed.
Satellite Uplinks provide 1 Satellite, Satellite Nexuses provide 2. Uplinks are capped by engineers.
Laboratories and Workshops do not grant personnel.
Workshops only affect item prices, and provide diminishing returns up to a cap of 50%.
Situation Room:
The game is only lost when ALL Council Nations leave the project.
You can select every Council Nation as starting, and choose among many different bonuses. All Council Nations who have not left the Council contribute credits to XCOM (they contribute more with a satellite). Satellite coverage also provides nation-specific bonus. Continent bonuses are overhauled, and you do not gain any continent bonus at start.
Successful Base Assaults will return a Council Nation to XCOM.
The aliens will set up a base in a Council Nation early in the first month. This nation will leave the project immediately.
Nations not in XCOM become alien strongholds and provide them with resources. The aliens will often focus on particular continents.
Fulfilling nation's requests for materials and resources will provide personnel and improve their ability to resist the aliens' influence on their own - they maintain a resistance level.
Losing the Base Defense no longer ends the game, however, you can expect substantial resource/personnel loss.
EXALT is tougher to pinpoint and will remain around for much longer. EXALT hacks can reduce your funds below 0.
The Base Assault can be done with 2 additional soldiers given the proper Foundry upgrade (max 10). The Temple Ship Assault can be done with 4 additional soldiers using the same upgrade (max 12).
You can sell meld and manufactured equipment on the Gray Market.
Tactical Combat:
Many maps that were specific to terror or council missions are used in abduction site missions. A small tagline will indicate what type of map you will be flying to.
All aliens except Outsiders make noises when they move.
Most pods contain a squad leader, a slightly tougher alien with a higher chance of having unique perks, or a squad navigator, featuring perks appropriate for the role.
In the later game, some pods contain boss aliens, which are larger and deadlier than their counterparts.
Panic no longer causes soldiers to shoot each other.
You can see percentages of alien shots and overwatch fire.
Most weapons can be steadied for bonus aim in the next round.
Explosives deal random damage.
Arc Thrower is much less accurate.
Rockets are much less accurate.
Air Combat:
Air battles are generally harder. Even the weakest UFO can defeat your basic aircraft.
Three battle stances for interceptors: aggressive, balanced, defensive.
Pilots gain experience.
Maximum six interceptors per continent (up from four).
Long War rebalance further iterates upon these changes. You can get a summary here - https://www.ufopaedia.org/index.php/New_Mechanics_(LWR)
TLDR: LW and LWR turn Xcom into a completely different experience with hundreds (if not thousands) of hours of replay-ability
Anybody who plays on a high difficulty and complains that the game is "unfair" is an egotistic idiot imho. This applies to any game. A game is only unfair if it feels like that on the lowest difficulty or has no difficulty settings at all.
These mods are fairly balanced with maybe the exception of the air war part of the game.
I found it tough until I had extra money to fix jets that were down for 3+ weeks and researched the next level of ship design. The Rebalance mod is still being tweaked by "ucross".
I would rather play this game, with these two mods, than Phoenix Point (which even on Normal difficulty, is stupid hard in the latter game).
The air game is meant to be tough yea but some tips are to use the new options provided. You can "pay" a repair crew to speed up repairs on a jet from the hangar section. You can also run a "combat patrol" which puts the respective jet for a week's repair but reduces panic all across the continent. There is also a second wave option to improve Aircraft aim by 15%.
I usually pick a country bonus which involves boosting Aircrafts as well haha.
I never got into Phoenix point because it looked very overly complex and RNG driven.
As for the mod very good but I agree that air combat is a huge pain. They send so many UFO's at you, you're jets get taken out for so long, and then they shoot down your satellite. Which takes 21 days to build at 'normal rate' in engineering. Not quite sure how you're supposed to balance it (maybe I missed it but I haven't seen quick repair or patrol options) but so far I've resorted to save scumming to keep my satellites up.
That gets to another issue I'm having, my science research is moving along nicely but there's such a huge backlog on engineering, especially with foundry projects thrown into the mix. I don't recall having such an issue with TLW in XCom 2, but what the heck is engineering doing that it takes 11 days to build 1 laser rifle but building 12 laser rifles also takes 11 days? You really have to work the grey market as the only way to get anything done is large batches on double time.