10,167 ratings
Long War 2
File Size
2,533.949 MB
Jan 17, 2017 @ 1:55pm
Sep 2, 2017 @ 4:08pm
10 Change Notes ( view )

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Long War 2

Long War 2
By Pavonis Interactive (formerly Long War Studios)
Web site, forums and mailing List: http://www.pavonisinteractive.com
Discord: https://discordapp.com/invite/XBVqMZU
Twitter: https://twitter.com/terra_invicta

Long War 2 is a significant overhaul of XCOM 2 aimed at giving players the feel of running a worldwide guerrilla war against ADVENT and offering them a greater variety of strategic and tactical experiences.

Many of the mod's new mechanics are described ingame in the XCOM archives. Players are strongly encouraged to read those entries immediately after finishing Gatecrasher.

Features include:
1) A much longer campaign, running for 100 to 120 missions on average
2) Infiltration mechanics that require you to send out multiple squads at once
3) Manage resistance Havens and have resistance members scrounge for supplies, gather intelligence or recruit more people to your cause
4) Nine soldier classes: Sharpshooter, Shinobi, Ranger, Assault, Gunner, Grenadier, Specialist, Technical and Psionic (plus Sparks for DLC owners), each with unique secondary weapons
5) Two new weapon tiers, lasers and coilguns
6) Dozens of new enemies and smarter battlefield AI
7) ADVENT strategic AI that tries to counter your moves

------------ COMPATIBILITY -------------

This is a "total conversion" of XCOM2 and will not work with other total conversions. It does include a new XComGame.upk.

Long War Studios' / Pavonis Interactive's mods SMGPack, AlienPack, LeaderPack, Toolbox, PerkPack, and LaserPack are already integrated into this mod (with different settings and functionality) and should NOT be activated when playing campaigns.

Other mods may not necessarily work given the depth of changes.

----------- TROUBLESHOOTING ------------

If you are have problems with the mod, you should first exit the game and REGENERATE YOUR INI files by deleting all files in \Documents\My Games\XCOM2\XComGame\Config. These will be recreated on your next game start. If that does not resolve your issues, you may need to verify XCOM2 back to its vanilla state in Steam before activating this and other mods.

You may need to disable other mods for this to work properly.

An additional temporary workaround to crashes when starting a new campaign is to move all of your old save files out of \Documents\My Games\XCOM2\XComGame\SaveData.

------------- PERMISSIONS --------------

Free for noncommercial use: Modders are free to use material from this in their own works, as long as credit is given.

------------- LANGUAGES ----------------

Long War 2 is supported in all XCOM2 languages.

--------------- CREDITS ----------------

Design Lead
John "JohnnyLump" Lumpkin

Technical Lead
Rachel "Amineri" Norman

Jonathan "tracktwo" Emmett
Chris "chrisb" Boertien

SMGs, Muton Centurion, Drone, Naja, Sidewinder, MEC Archer, Holotargeters, Combat Knives, Sectoid Commander, Resistance MEC, 2D Art, Concept Art, Animations
James "JCLewis" Karlson

Lasers, Coilguns, Sawed-off Shotguns, Muton Elite, Hive Queen, Holotargeters
Chris "Capnbubs" Mansell (@capnbubs)

Concept Art, 2D Art and iconography, Load Screens, Technical Art
Dana "lfish" Henderson - http://www.danaillustration.com/

Arc Throwers and Contributor, Lasers
Robert "BazserMazser" Bakos

Technical Artist, Programmer, ADVENT Grenade Launcher
Alexander "XMarksTheSpot" Behne

"Rocketflamer" Gauntlet
Percy Parache - http://www.percyparache.com

Quality Assurance Lead
Tim "Bilfdoffle" Evans

Quality Assurance and Design Advisers
Matt "WyMANderly" Price
Xavier Wynns - https://www.youtube.com/xwynns
Stephen "JoINrbs" Flavall - https://www.twitch.tv/joinrbs
Tim "deaconivory" Douglas
Caitlin McDonald
Paul "Kordolius" Massip
Benedict Jacka "Saph"
Colin "Thrair" Hendershot
Paul "Plockets" Giles


Changelogs are at: http://www.pavonisinteractive.com/longwar2_changelog.htm

v 1.0 (1.19.17) - First release.
v 1.1 (1.28.17) - 1st major patch.
v 1.2 (2.26.17) - 2nd major patch. Primarily bugfixes. Barring hotfixes, major balance patch up next.
v 1.3 (5.14.17) - 3rd major patch. Guide to migrating a 1.2 campaign: http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=20&t=25841
v 1.4 (5.21.17) - 4th patch. Bugfixes. Should not affect existing campaigns.
v 1.5 (8.27.17) - 5th major patch. Bugfixes and some balancing. Should not severely impact existing campaigns, although if you are having problems we recommend clearing your inis and unsubscribing and resubscribing to the mod ensure it's fully updated.
1.5 Hotfix (9.2.17) - Fixed bug preventing S&G missions.


The mod does not support controllers.
As of 2/8, the mod should be working with Linux and most Mac versions of the game.

This mod does support the XCOM 2 DLCs, but they are not required to play.

This mod is translated into all supported XCOM 2 languages: Spanish, French, German, Russian, Polish, Italian, Japanese, Korean, Traditional Chinese, and Simplified Chinese.

To provide feedback and bug reports, please visit the Pavonis Interactive forums. We will be posting details on new features, balance changes and pending fixes there. We are unable to monitor Steam threads closely, but we will do our best to respond on our own forums.


We do not expect Long War 2 campaigns to be affected by the release of the War of the Chosen expansion. Players with WotC are able to select a non-expansion version of XCOM 2 to continue playing modded campaigns.

11/7/17 update: We do not expect to update Long War 2 for WotC. Full announcement over on our forums: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26982
Popular Discussions View All (728)
May 9 @ 3:10pm
Aliens converging on my soldiers for no reason?
Apr 9 @ 10:00am
Comprehensive Bug Report Thread (Release)
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Mar 2 @ 6:31pm
long war 2 + War of the Chosen еxpect updates?
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Qxami May 6 @ 12:28pm 
@captgrogan The new launcher doesn't display all the currently installed mods for your xcom. Try using the alternate launcher.
Niclas Cage Apr 23 @ 10:02pm 
I have a question. I have edited several ini-files on my main computer (added a few turns on the mission timers and increased the length of the Avatar Project among other things). If I save to the cloud and load it up on another computer, will these changes follow the save or do I have to do the same changes to the ini-files on my second PC?
Cidian Apr 19 @ 7:02am 
By chance does anyone know if this is compatible with the 40k mods?
Deathwing Apr 17 @ 2:05pm 
I like it too, still, even a 4 squad with 100% infiltration... after being spotted, a mountain of reinforcments, too much for 4. (and without my vest (a mod too) to send corpse to the base/carrying them to the helicopter on my units's back, since I have to evacuate all the time, I would never get any body to sell :( )
Deathwing Apr 17 @ 2:02pm 
@Kessler Use Cheat Vest (a mod) to help a little. (no need to get overpowered units, just modify the file to suit your needs, to survive a little)
Forceglyph Apr 17 @ 1:21pm 
i just got into it so i cant really give a good review yet but it does feel like enemy placement and the weapons they are carrying are a bit to high to start with for instance i dropped into a snatch and grab and almost immediately a roving squad runs right into my group i then spend the next 5 turns or so duking it out with them wasting valuable time in what was supposed to be a quick raid did not make me feel good at all. keep in mind this was my first mission after the opening mission.
Colossus715 Apr 16 @ 5:19pm 

I beat it. I save scummed but I beat it.
Kessler Apr 16 @ 3:55pm 
This mod makes me hate xcom.. no matter how long I infiltrate for or how many people I send in, I simply cannot complete a mission. My soldiers land an allotted 3 shots in an entire mission before they're wiped. I see what you guys were trying to do but...imo, it just makes the game into a job. The balancing is "too realistic" if you would. I wasnt going for an absolute no win scenario, theres not even a shred of hope in this mod
Hydraxolalin Apr 14 @ 9:06am 
hey i cant find the mod in my mods list at all
captgrogan Apr 12 @ 2:31pm 
how can we get this to work with the stupid new launcher? used to be able to click which mods to use - that feature is... gone?