XCOM 2
Long War of the Chosen [Experimental]
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Update: Dec 13 @ 11:55am

  • Sedate ability can now be used on units that are marked as alien (bugfix for Ted Jam stuff)
  • Added another of the new Slums maps to the "large map" list
  • Rebuilt some redone Slums parcels to ensure the road pieces work correctly

Update: Dec 10 @ 12:00am

  • Emergency Life Support can no longer bypass things that prevent bleeding out. Unfortunate, but had to happen due to issues with things like Chryssalid poison.
  • Fixed some handling of the hidden evac flare item to clean up some bad state handling that caused logspam when starting a mission.

Update: Dec 9 @ 12:48am

  • Fix a bug causing units with Iron Skin ability to take 1 damage from missed melee attacks.
  • A bunch of map fixes and tweaks. Fixed more bugged cover on the various Train maps (you know, the windows that say they're full cover but actually count as flanked). The LOS is still inconsistent but they now count as half cover, but the cover at least works. You can also now vault through the windows and break them, they don't have a proper breaking animation, so that will be gone when I figure out how to disable it again.
  • Fixed some more cases where crate race missions spawned the crates inside buildings on the Abandoned City map
  • Fixed some bugged spots on UFOs that alllowed singular units to spawn in stuck inside the roof.

Update: Dec 4 @ 10:22pm

  • More small bugfixes for config typos, DOT checks, AI tree typo that might cause crashes.

Update: Dec 4 @ 12:33am

  • Derelict Mecs and Neonate Vipers no longer benefit from the various ADVENT tech upgrade Dark Events
  • Improved the failsafe handling for the initial mission timer configuration
  • Refactored Area Suppression clear effect from Merist
  • Fixed duplicate flyover for Hit And Run from Merist
  • Added more objective parcel options for Invasion missions
  • Fixed some bugged LOS on a few map pieces
  • Fixed the Slums bridge PCPs that had issues with being able to path at each end.

Update: Nov 26 @ 8:25pm

  • That's Close Enough range has been buffed from 1 tile to 2 tiles to deal with some edge cases involving diagonal tile distance.
  • Fixed an edge case causing Death From Above to not trigger with multitarget attacks from the bound weapon.
  • Improved the debug functionality of the LW Pod Manager so it can be seen without needing to run an uncooked Highlander.
  • Pod Job and sniper defense tweaks: Increased all the pod job minimum turns by 1 turn since the pods freezing for a turn issue being fixed meant they would move in one turn sooner. Adjusted the pod jobs on supply raids and HQs to reduce instances of XCOM getting rushed by the entire map at once immediately after activating the first enemies. Removed Chosen Supply Raids from these pod jobs as well for the same reasons. However, the Pod Manager can now use the alert data generated by Sniper Defense reactions to update its knowledge of XCOM's position. Enemies that are visible in yellow alert will now also overwatch and hunker more, both making them harder to squadsight cheese but also reducing the speed that they move towards XCOM.

Update: Nov 21 @ 12:43am

  • Fixed a bug causing units to not be able to plant the X4 on Chosen Avenger Defense after loading a mid-tactical save, added by the update to show the AOE preview of the objective explosions.
  • none-check AI groups being passed to the pod manager to hopefully cut down on some logspam.
  • Reverted some old config for the Reflect that isn't used anymore in LW so it doesn't affect other things.
  • Small Russian localization update.

Update: Nov 17 @ 5:41pm

  • Updates to Suppression abilities: reworked the triggering for improved performance and using the new rules. Suppression attacks can now trigger on enemy attacks with Covering Fire, and exposed more values to configuration. Thanks to Merist for this code.
  • Chosen Avenger Defense: planting the X4 now shows a preview of which tiles will be damaged by the explosion, and now has an animation. Thanks to Furudee for this one.
  • New reward list for Jailbreak missions now also shows when the mission is infiltrating.
  • Split the configuration for pistol weapon categories for Center Mass and Magnum.
  • more localization updates from Copyrite

Update: Nov 9 @ 11:06pm

  • Fixed NCE not working for reward units after yesterday's update.
  • The Avenger will no longer fly to the region when starting a Rendezvous mission.
  • Refactor of Avenger, Death From Above, Gunslinger to improve their reliability in edge cases.
  • Added functionality to allow disabling specific mission types on specific plots/parcels.
  • Disabled the TLE Crashed UFO map from protect the device missions.

Update: Nov 9 @ 1:10am

  • Mod-added gatecrasher units should now get Not Created Equal applied
  • Chaining Jolt's bonus robot damage now applies to robots that are hacked and controlled by XCOM
  • Death From Above effect refactor from Merist
  • New condensed display of Jailbrea mission rewards from copyrite
  • FL2 on commander/legend now has a small bonus to mission detection as anti-bad-RNG changes. It's smaller than the bonus each difficulty gets at FL1.
  • Exposed config to turn on some debug logging
  • More map fixes for not working cover and areas that weren't pathable on one PCP