XCOM 2
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Long War of the Chosen
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File Size
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3.349 GB
Dec 16, 2021 @ 8:14am
Feb 8 @ 2:30pm
33 Change Notes ( view )
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Long War of the Chosen

Description
Long War of the Chosen is a port of the original Long War 2 mod by Pavonis Interactive to XCOM 2's War of the Chosen expansion. It is a complete overhaul of the vanilla game that attempts to make campaigns more engaging, longer and more challenging. Overall, you get more tools (items, abilities, soldier class types), but you have to deal with more enemies and a greater variety of enemies.

Here's a quick summary of the major differences from the vanilla game:
  • Build up the resistance by contacting regions and recruiting rebels in their havens
  • Use those haven rebels to detect missions for you, which you must then infiltrate before they expire
  • Send out multiple squads at a time, adjusting the equipment and composition to make sure they can infiltrate in time
  • Watch as ADVENT reacts to your actions by strengthening regions (making missions more difficult) and sending retaliatory strikes on your havens
  • Grapple with much more challenging versions of the Chosen both in the strategy layer and in retaliation missions (they no longer randomly spawn on missions)
  • Discover a new research tree with several new techs and a bunch of new Proving Ground projects
  • Make use of 8 new soldier classes that have 3 ability choices per rank and an extra rank (8 instead of vanilla's 7)
  • Get up to 2 of each faction soldier class, all of whom have been completely reworked from WOTC
  • Train up officers that provide powerful buffs and abilities for your squad
  • Play with buffed-up SPARKs and more challenging Alien Rulers if you have the corresponding DLCs installed
  • Encounter entirely new enemies that force you to adapt your tactics

What's different from Long War 2

We have largely tried to keep as much of Long War 2 version 1.5 intact, but some things have changed to incorporate how WOTC works and we have also made some balance changes that we felt were worthwhile. You can find the major differences from Long War 2 on Ufopaedia[www.ufopaedia.org].

Getting Started

After subscribing to Long War of the Chosen and its required mods, make sure:
  • You are also subscribed to the Alien Hunters Community Highlander if you have the Alien Hunters DLC installed
  • You have frame rate smoothing disabled (that option breaks LWOTC - not our fault!)

As LWOTC is a complex overhaul of XCOM 2 WOTC, we suggest the following before you start a campaign:
  • Start with the minimum required mods to check it's working (the New Game button should be replaced by one titled "Long War (LWOTC)")
  • Look for any LWOTC quality-of-life mod collections on Steam that will make the whole experience smoother
  • Check out our resources for new players[github.com]
  • Look at the Advanced Options (colloquially known as Second Wave Options) when starting a new campaign to check you have the settings you want
  • Start on at least one difficulty level below what you're used to in the base game, unless you're already very familiar with Long War 2

Note that the campaign Advanced Options allow you to do things like disable the Chosen, disable the tutorial, and enable resistance orders.

Following the project and getting help

Keep tabs on the project or get help via any of the following mediums:

To see past and future changelogs for LWOTC, check out the releases on GitHub[github.com].

Credits

There are many people that have contributed to this project in one way or another. First, a big thank you to Pavonis Interactive for developing Long War 2 in the first place and then making the code available to others. Long War of the Chosen is still mostly that original Long War 2 code.

A special shout out goes to tracktwo, one of the Long War 2 team, without whose help this project would have stalled and probably been abandoned after a month or two.

The team of modders behind the Community Highlander (robojumper, Xymanek/AstralDescend, Musashi, Iridar) deserve special mention not only for the work on that mod, without which a lot of things in LWOTC simply wouldn't be possible, but also for all the help and explanations as to how XCOM 2 WOTC mods work. The Community Highlander is also a big reason why LWOTC is compatible with a lot of WOTC mods.

In addition to the various mods that LWOTC depends on, we have also used the work of others directly in the mod, so many thanks to the following:
Popular Discussions View All (185)
5
2
Mar 10 @ 11:57am
Русская локализация LWOTC (v.1.2.3 + обновления от 9 февраля) + Дополнения
shichkinwladimir
45
7
Mar 23, 2025 @ 11:24am
PINNED: LWOTC 1.2.0 release date: December 16, 2024
Tedster
42
Feb 20, 2023 @ 1:19pm
PINNED: Recommended mod collections
LongWarOfTheChosen
2,683 Comments
handsomegrape 11 hours ago 
@JazzimoX It's likely an enemy mod or a map pack mod, I would wager, better to take it out since it'll cause recurring issues. You could also just abort the mission.
JazzimoX Mar 12 @ 12:18pm 
Getting a consistent crash when loading into a certain mission. I have enough mods to probably disqualify me from asking for specifics. Is there by chance a console command to regenerate a mission that is already infiltrated but not yet launched? Or would it just be better to start ripping out mods until I find the one that's causing this crash?
cyrneco Mar 8 @ 12:29pm 
Anybody else has an issue with civilians not appearing in haven defense missions? The mission then is counted as failed.
Pain Mar 8 @ 5:44am 
What are the console commands to add laser weapons and coil weapons to your inventory?
Teppopups1 Mar 8 @ 12:19am 
@Kronos, for sone missions this is hard coded, for other cases you can disable or slow down RNF in the XComLW_Overhaul.ini

===
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[0]=999
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[1]=0
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[2]=-2
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[3]=-4

+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[0]=999
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[1]=0
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[2]=-4
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[3]=-6

; Global Reinforcement bucket fill value divisor. 1.0f is default
; values over 1.0f will reduce bucket fill rate, values below 1.0f will increase bucket fill rate;
; Example: 2.0f will cut RNF rate in half.

REINFORCEMENT_BUCKET_FILL_MODIFIER = 1.0f

; Reinforcement bucket fill divisor for when Beta Strike is on. 2.0 is default, cuts RNF rate in half.

BETA_STRIKE_RNF_MOD = 2.0f
===
Kronus Mar 7 @ 3:19pm 
Is there any INI entry I can modify to ensure that enemy reinforcements don't come every turn?

LW seems to have a custom reinforcements system and towards the end of a mission groups of 12+ can come in every turn. I would like to make that every other turn.
夏空的英仙座 Mar 6 @ 11:12pm 
Does anyone know how to modify BeamGrenadeLauncher code?
SwellingCrotch Mar 6 @ 5:36am 
@Nico I am sorry, my comment was unclear. I've already unchecked the integration mode and checked both dlc modes. Now I am playing the 3rd run and turn down to veteran difficulty but the result is the same: After picking up those 3 gadgets, doing human in green jar blacksite and the first encounter with alien gate the ruler missions doesnt show up.

Julian Mech is working no hassle.
Can any mods with LWotC compability or bridge cause this? thx in adv.
Nico Mar 4 @ 10:11pm 
@Kiloromeo: When you launched the game, did Steam offer you the choice between the 2 different launchers? Since if not then you have told Steam to default to one of thse 4, and 2 of them are without a mod launcher. Meaning, if you had no choice to select any mods when starting then you defaulted to the non mod launcher. Either way, the best mod launcher is called Alternate Mod Launcher (AML) and you need to download it from the internet.
paladin1128 Mar 4 @ 9:55pm 
@Kiloromeo - I launch from Steam.