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Long War 2
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17 ян. 2017 в 13:55
2 септ. 2017 в 16:08
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Long War 2

Long War 2
By Pavonis Interactive (formerly Long War Studios)

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
Популярни дискусии Всички (694)
15 май в 0:50
Comprehensive Bug Report Thread (Release)
Byrnkastal (Kal)
18 март в 15:50
long war 2 + War of the Chosen еxpect updates?
15 март в 14:58
Long War 2 Makes XCOM unbearable
< >
4,760 коментара
±Knifey12 преди 28 минути 
Player over 250+ hours of LW2. Never finished it.
!Defender 19 май в 22:35 
Maybe try lower difficulty if its too hard? Heck its even written it will be hard even for veteran xcom player that and once u know how to cheese supply convoy it became easy resource just have to sacrefice 1 meatshield for 20+corpse is a good and by meatshield i mean rookies
Colossus715 19 май в 11:24 
Not gonna lie; sometimes this MOD sucks major ADVENT balls. It'll eventually start to get easier once you get plasma weapons.
D_REVAN 12 май в 9:04 
loved this mod, really, the only issue is the stealth mission , too many, to be honest i did not started to enjoy the mod until i started to fight againts, literally, dozens of enemies, but it was worth to get there.
TRJoker 12 май в 0:47 
@Deric Carter

Okay, After reading your essay for a bit longer. Here is my conclusion...

Game was to hard for you on first glance, so you blame the game, instead of just use your brain.
If there is a hype, there is a reason, and most ppl are not stupid!
4rrakis 12 май в 0:39 
No, this mod changes so much that you need to start a new game.
NuggetCancer 12 май в 0:27 
Can I use this mod on a vanilla savegame?
mozgriken 6 май в 3:51 
@Deric Carter:
I'm not sure you're actually looking for any constructive feedback, but f it:
rng out the gate is torture, but the premise is they're grunts/recruits -- and even at higher levels you never have the super-soldiers like the normal game. A mitigating difference from the normal game that helps in the first few missions is the fact you can equip flash grenades on anyone, which helps cut down accuracy on enemy fire. Tactics aside, have you tried using a mod like Perfect Information? It helps avoid falling into confirmation bais that the rng is rigged against you.

Your post reads more like trolling than legit criticism, but if you're looking for more insight on how to enjoy the mod, I'd recommend checking out joinrbs or xwynn content as I found it helpful in my first playthrough.
Deric Carter 5 май в 23:18 
I get the feeling that the Devs of his mod really had no idea why half the game configurations were what they were, so they went with absolute values. Based on my last 12 hours of trying to play through this, resetting and coming back at it. This would appear to be true.

Once again, Concept is great, but the RNG against the player to this extreme is just keeping anyone who would like to go to sleep at a reasonable time while not feeling like resetting the entire mission, next to impossible.

In Conclusion, Extremely disappointing based on the hype I'd have thought this was a well thought out Xcom introducing some longer gameplay. I now see what they mean by Several hours for a play through, It's calculated by how many times you will reload a save because the enemy just does extreme cheesey unnatural shots that basically forces you to reset and try again of just concede and fail the mission.
Deric Carter 5 май в 23:16 
Okay, After playing it for abit longer. Here is my conclusion...

Game wasn't hard enough so the following has been added.

Game mode Difficulty = Doesn't matter. It's fixed.
Enemy Accuracy = Ally Positioning doesn't matter, It's fixed.
Team Mates Accuracy = Pathing and Point Blank has 0 effect on % chance to attack.
Player can be point black with 30% chance to hit, or across the map, with 30% chance to hit. Just which ever the RNG gots deem makes sense at the time.
Weapon type = Doesn't matter, They all have the same RNG on what the % hit will be. GL.
The Enemies = Regardless of the difficulty/infultration - Enemies are still fixed based on progress of the game.
Enemy Difficulty = Basically means they'll have 100% accuracy from across the map regardless of player coverage.
AI Smarter = No... They still perform as they did in regular Xcom, Pathing, attacks, etc. All that has been done was increase of accuracy from across the map.