Change Log (LWR)

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LW Rebalance v1.37

LW Rebalance v1.37.03

Strategic:

- Condensed Plasma costs 180 elerium (from 50 elerium) and 0 alloys (from 120 alloys) - Shifts it much more towards an elerium sink rather the alloy
- Bombing Run panic increase reduced massively to 6 panic (from 12) - Helps reduce the alien's ability to just push a country to 100+ panic

Tactical:

- Ethereal and Sectoid Commander bounties halved - With them being mandatory on UFOs it led to an unintended influx of elerium

Perks:

- Psychic storm no longer requires full HP - The ability didn't really need the restriction as it really encourages engaging

Equipment:

- Weapon Supercooler costs 25 Elerium (from 5) - Was supposed to have a cost associated with it but kinda get left off, increase in late game elerium sink

Bug Fix:

- Fixed a bug where the strategic AI would sometimes attempt more bombing runs in a row than reasonable causing countries to be lost very quickly
- Fixed a bug where the Hover SHIV audio would sometimes not be turned down mid-mission
- Fixed a CTD when using multiaction abilities with enemies that also had multiaction abilities
- Fixed a CTD when mind controlled units attempted to use area of effect abilities
- Fixed a bug where armor HPs were not being calculated correctly on a large portion of aliens
- Fixed a bug where unfettered UFOs that were undamaged would sometimes not raise panic
- Fixed a bug where Exalt Sabotage operations were not being scaled for campaign length (they were actually reversed scaled (!)) - Note this doesn't affect the first one
- Typos

LW Rebalance v1.37.02

Strategic:

- Losing a soldier of Rank SGT or higher than # of months passed lowers IS by 4 (from 8) - Helps prevent encouraging abusive situations
- Losing a country lowers Incrusion Strength by 12 (from 10) - Slight tone back to not plummet it into the late game as easily

Bug Fix:

- Fixed a CTD when using certain Area of Effect abilities
- Fixed a bug where using a battle scanner on units with Hit and Run would cause a CTD
- Typos

LW Rebalance v1.37.01

Tactical:

- Blitzkrieg mode now grants 10s per all activated units (from just XCOM activate units) - Makes difficult situations not such a rush
- Blitzkrieg now gives additional time if new units are activated - Makes activating a pod with 10s left not a death sentence =P
- Chance for Enrage/Berserk to trigger reduced to 3/1% (from 5/2%) and will only trigger if the aliens could see XCOM at the beginning of their last turn - While a great comeback mechanic, having it be reliable is not good for gameplay, this makes it a lot less reliable and a lot less gamey when you are trying to rely on it

Perks:

- Bring 'Em On grants +1 damage and an additional +1 damage for every 2 enemies in sight (from +1 damage for each enemy after the first) - The previous iteration was highly subject to being abusively strong

Bug Fixes:

- Blitzkrieg now should stop counting down anytime the camera is locked - Prevents the camera counting down when vahlen or bradford pause the game
- Fixed a bug where Battle Scanner would say it won't affect any units
- Fixed a bug where alien grenade environmental damage wasn't correctly reduced
- Fixed a bug where reaper rounds still have a mobility malus when they shouldn't
- Fixed a bug where Muton Berserkers accidentally got increased to 30 HP (instead of at 22 HP where they should be)
- Fixed a bug where exalt scan costs and rewards were not scaling with campaign length
- Fixed a bug where you could keep moving the camera around to artificially inflate the time you have during blitz games
- Alien armor HP now accommodates for perks that specifically give armor HP (e.g. tenacious defense)
- Typos

LW Rebalance v1.37.00

Note: This version will require a new campaign or using the game console to change your second wave settings to match campaign lengths

Strategic:

- New default campaign length is half of normal - As most players found the game took too long
- New 2nd Wave Campaign Length settings: Not So Long War is now half of the new default (half of previous), Very Long War is now double the new default (same as LW 1.0), and a new setting "Epic Long War" is 4x the new default (double of LW 1.0) - QoL
- Chance a rookie rolls your least common supra class reduced from ~50% to ~33% - Will likely force more accommodation during campaigns, can be edited in the dgc.ini (LATE_UFO_CHANCE)
- Incursion strength now affects the number of aliens at the beginning of each covert op mission (instead of the strength of the individual aliens on the mission) - Consistency with how it affects the rest of the game
- Bombing runs increase panic by 6 (from 9) - Decreases the effectiveness of aliens when they try to over-panic a country
- Panic generation from losing a satellite toned back to 7 in the country and 3 in the continent (from 10 and 5) - Significant reduction of penalty for losing a satellite
- Combat Patrols are now twice as effective at reducing alien resources and continent panic - Makes them a more useful tool
- Daredevils country start bonus now increases the effectiveness of combat patrols by double (from triple) - Actually a buff as combat patrols are twice as effective
- Temple Ship Assault crew now gains stats bonuses only (but up to 16 countries now) and squadsize is always set to 9/10/11/12 based on difficulty (instead of granting an extra soldier at 5 countries) - Buff to ease of temple ship and the importance of number of countries
- Crashed UFOs now have all of their units roll for injury (from 50%) - makes crashed UFOs a lot easier
- Alien Grenade Foundry project no longer grants +1 damage to rockets - Tone back on rocket strength

Tactical:

- Combat Readiness now grants a 10% chance for incoming attacks to graze - Makes it slightly more useful
- Muton Elite, Heavy Floater, and Cyberdisc grenade damage reduced to 4 (from 7) and range reduced to 8 (from 10) - Makes not using a grenade not such a poor AI decision anymore, while still keeping them impactful at closer range
- Concussive blast is now half as likely to disorient - Tone back in strength of explosives
- Drop-ins on early council missions toned down - Helps accommodate for stronger thinmen
- Base Flat DR of aliens is now reduced based on difficulty: Normal 50%, Classic 75%, Brutal/Impossible 100% - Makes the easier difficulties not require working around flat DR as much
- Beserkers will only intimidate 35% of the time they take damage - It was a little extreme seeing this guy yell at everyone and them panic - didn't feel great and felt a little off due to the frequency
- Overall rocket scatter increased by 10% - Slight tone back on rocket strength
- Strangle (from seekers) doesn't shred anymore - it was pretty overkill

Perks:

- Hit and Run grants +1 damage and +20 aim when it hits targets that are damaged/suppressed/disoriented - Buff to the perk: after testing the conditional use makes it pretty challenging to use and I feel like it was a little overnerfed
- Brawler makes all attacks within 4 tiles graze (from just 65%) - Buff to the strength of the perk, helps units get close with a little less danger and more predictability
- Onslaught reduces mobility by 50% (from 100%) - Buff to the mobility of the Marauder after using the KSM
- Hardened now grants 35% DR (from 30%) - Overall increase in resiliency to both XCOM and Alien mechanical and melee units
- Will to Survive grants 40% DR (from 35%) - Buff to biotanks
- Activated Outsiders will grow twice as fast - It is fairly easy to keep growth disabled and they often don't grow much at all while engaging them
- Adapative Bone Marrow reduces wound times by 70% (from 40%) - Significant buff to injury reduction, overall slight buff to gene modded units
- Muscle Fiber Density increases mobility by 0.6 - Nice buff, overall slight buff to gene modded units
- Killer Instinct increases crit damage to 175% (from 200%) - Toned back for balance
- Mechanic and Master mechanic grants +1 pen (from +2 pen) - Toned back, makes engineers not quite as capable and early drones a little less threatening
- Advanced Perception grants a 40% chance to graze (from 20%) - Buff to gene mod tanks, some alien leaders
- Absorption Fields to 25% DR (from 20%) - Was a little too insignificant at 20%
- Distortion damage reduction to 35% (from 30%), no longer grants additional defence and DR to those around the distorted unit, but instead shares any damage taken with all biologic allies within 8 tiles - This helps make it less obvious to just do everything possible to kill the unit with distortion and perhaps try to kill those around it first
- Dual Heart increases throw range by 10% but also decreases rocket scatter by 10% - Tone back on supports and makes it slightly more useful for rocketeers
- Shock and Awe no longer doubles the chance for concussive blast but Sapper does - Pushes the ability from rocketeers to Engineer grenadiers while leaving it on Shoguns
- Shock and Awe increases the range of MiNEs and the Grenade Launcher by 10% - Buff to accommodate the nerf
- Collateral damage only uses 1 AP but no longer grants a free reload - Gives the Shogun more flexibility after use
- Awareness grants 30 defense (from 20) - buffed
- Acidic (Chryssalid Perk) now corrodes enemy units that are within 1.5 tiles of this unit after each move - Gives lids more capability to affect XCOM even if they can't get a hit off
- Camaraderie grants triple chance of Commanding Officer trigger - Needed a buff to be competitive
- Bring 'Em On grants +1 for each enemy in vision after the first (from +1 damage per 2 enemies in sight) - Large buff to make it competitive

Equipment:

- Concussion grenade/Psi Grenade radius reduced to 2/3 (from 3/5) - Tone back in strength of supports
- Shotguns no longer increase the DR of hardened units - Was complex to remember/figure out (especially for newer players) and made this odd hole where units with shotguns were quite ineffective against units unless they had breaching
- Breaching Ammo bypasses half the DR targets gain from the hardened perk (from 100%) - Makes it so it doesn't melt mechanical units as quickly
- Laser and Pulse weapons no longer grant 175% crit damage but instead grant +10 crit (note: this also changes some crit values on pulse weaponry further) - Tone back on overall damage output for XCOM
- Reaper Rounds damage to +1 (from +2) - Tone back in strength as they are quite strong
- Psi Defender grants 40% DR when in cover (from 20%) - Significant buff to psi tanks

XCOM:

- Jaeger base stat growth to +10A, +0.6M (from +20A) - Focuses a little more on the close range build
- Marauder base stat growth to +10A, +1.3M (from +10A, +0.6M) - Helps the marauder close distances a little easier
- Shogun base stat growth to +10A, +2HP (from +20A, +2HP) - Pushes the non-shooty Shogun builds
- Base Crit Resistance on Alloy/Hover SHIV lowered to 30/20 (from 50/30) - Was a little too good at avoiding crits

Aliens:

- Heavy Floater base HP to 20 (from 16), but mobility reduced to 8 (from 9.3) and aim reduced to 65 (from 70) - Along with their grenade nerf, makes them a little less able to close in and kill (especially with their ability to fly), overall making them less threatening but more resilient
- Muton Elite base HP to 28 (from 24) and base DR to 4 (from 3) but aim to 70 (from 80) - Along with their grenade nerf, increase in their durability but decrease in their offensive power
- Mechtoid HP to 36 (from 30) but aim to 65 (from 70) - Swap some of their offensive power for durability
- Mechtoid lvl 9 leaders gain 10 HP (from 5 HP) - Felt too small for a lvl 9 upgrade
- Drone base HP to 4 (from 3) - Increase to early game difficulty
- Sectoid base HP to 5 (from 4) - Increase in early game difficulty
- Muton base HP to 20 (from 16) - Increase in resiliency and early game difficulty
- Thinmen base HP to 8 (from 7) and gain 5 HP per AL upgrade (from 4) - Increase in early game difficulty and resiliency throughout the game
- Floater base HP to 10 (from 8) - Increase in early game difficulty
- Cyberdisc base HP to 26 (from 22) - Increase in their resiliency
- All Muton Berserkers gain Grit (from just lvl 9 leaders) but their armor is only 30% of their total HP (from 50%) - Makes them harder to finish off but still easy to hit and reduce their damage through red fog
- Level 6 Berserker leaders gain 10 will (from 20) - Makes them a little more suceptible to psionics
- Seeker base HP to 10 (from 16), but all gain holo rounds and critical system targeting - Makes it much harder to nullify them with a tanky mechanical unit
- Sectoid Commanders lose Awareness (except for lvl 9 sectoid commander leaders), regain Distortion, and base HP to 8 (from 18) - Makes them a lot more resilient as they were simply too fragile otherwise

Bug Fixes:

- Fixed a bug where equipping a jav rocket on a Shock and Awe Rocketeer would still grant 2 jav rockets
- Fixed a bug where damaged items were not being adjusted for campaign length
- Fixed a bug where the estimated enemy units on using aoe abilities would find invisible and/or out of LoS units
- Fixed a bug where collateral damage would estimate it was targeting no units when it was targeting units
- Fixed a bug where sometimes a satellite shotdown event would half occur but still leave the satelitte intact
- Again, hopefully fixed a bug where dropins could be tile scanned - Though I guess it's not really that important if fixed as the player should know where they are
- Fixed a bug where a unit might become unable to be concealed
- Fixed a bug where tint colors of armor for specific builds on certain classes would sometimes not stick
- Fixed a bug where Incursion Strength was inadvertently lowering the level of mid-late game exalt missions too much
- Fixed a bug where enraged units could still panic
- Fixed a bug where concealed units could sometimes be overwatched against (despite being apparently invisible)
- Fixed a bug where seekers that were strangling units would not estimate at 3x damage in damage previews

LW Rebalance v1.36

LW Rebalance v1.36.22

Tactical:

- Updated some visual information when using area of effect abilities - QoL
- Reduced Hover SHIV volume to 0 - QoL, it was just annoying
- Firing a rocket at 1 AP triples scatter (from double) - Tones back the strength of rocketeers to move and fire, this is necessary as just overall scatter is much lower than it has been in past versions
- If the aliens fire multiple cluster bombs from multiple sectopods each will now have an indicator of approximately where they will be targeted - QoL

Perks:

- Distortion reduces damage dealt to 30% (from 35%) - slight buff to survibility on volunteer and ethereals
- Shock and Awe no longer grants extra equipped rockets an additional use - Slight tone back on strength of rocketeer

Aliens:

- Seeker base HP to 16 (from 12) - increase in survivability, helps make them more effective even when revealed, especially since they lost their 50 crit resistance
- Mechtoid base HP to 30 (from 24) - Increase in survivability, helps offset recent nerfs to mecs in general

Bug Fixes:

- Fixed a rare XCOM EU / LW 1.0 bug where XCOM units could sometimes become permanently concealed
- Fixed a bug where a verbal reinforcements warning from your soldier would sometiems occur on exalt missions when no reinforcements were coming
- Fixed a bug where damage previews were not accurate cause I messed them up trying to fix something else =P
- Typos

LW Rebalance v1.36.21

Strategic:

- Gangangplank and Furies Alloys and Elerium rewards reduced significantly - Makes them more reasonable on shorter campaign lengths (e.g. NSLW and MLW)
- UFO Hunt frequnecy now varries by the SQRT of the campaign length as follows for MLW/NSLW/LW/VLW: 0.5/0.7/1/1.4 (from 0.25/0.5/1/2) - Hunts have a defense mechanic that the first doesn't hit and are somewhere between not needing to be adjusted and needing to be adjusted.  This is a more appropriate place.

Tactical:

- A steadied weapon at 1 AP (bullseye) grants 35 aim (from 50) - Tone back on strength of bullseye

Perks:

- Hunter no longer grants +20 aim and +2 pen - was too strong, I think this is a nice simple and clean place for Hunter
- Close encounters grants immunity to critical hits within 4 tiles (from 10 crit resistance for each tile closer than 10) - Simplification of the perk as a 'within 4 tiles perk' and helps with predictability
- Hit and Run now also triggers against suppressed and disoriented units - I caved, buff to the ability to use Hit and Run

Equipment:

- Autosentry turrent mobility to -1.3 (from -0.6) - Should have been in last patch to accommodate for buffed Sentry

XCOM:

- Alloy SHIV gains 18 base HP and 18 armor HP (from 16 and 16) - Buff to it's ability to tank

Bug Fixes:

- Fixed a bug where marksman scope was granting incorrect aim and crit values
- Fixed a bug where the overwatch indicator was saying CCS is on overwatch even when out of ammo
- Fixed a CTD when equipping laser/pulse weapons with certain equipment and trying to enter a mission
- Typos

LW Rebalance v1.36.20

Strategic:

- Exalt clues are acquired approximately 15% slower - Makes figuring out where the exalt base is take a little longer
- OTS: XTP III grants 40xp per day and automatically promotes units to SGT (from CPL) - Significant buff to end game experience gains
- OTS: Col/XTPIII/FCMDR ranks required to 100/130/160 (from 90/110/130) - Means you don't get them online before they are needed and accommodates for XTP III buff
- SHIV Advancements II requires 35 alloys (from 95) - Makes it more reasonable to bring online

Tactical:

- Pressure Play renamed to Blitzkrieg - So the acroynm PP doesn't become a meme
- The Blitzkrieg timer now pauses during animations - Feels more fair
- When Blitzkrieg ends the turn your units with actions remaining will enter combat readiness - Feels better and is reasonable
- Chance of armor injury is now percent of total HP lost (from percent of remaining HP lost) - Consistency and makes it a little less likely to occur
- Updated some tactical information when shooting - QoL

Equipment:

- Smartshell Pod aim bonus to +10 (from +15) - Slight tone back on SHIV aim, balance amoung SHIV items
- Adaptive Tracking Pod aim bonus to +5 (from +10) - Slight tone back on SHIV aim, balance amoung SHIV items
- Targeting Motor aim bonus to +5 (from +10) - Slight tone back on SHIV aim, balance amoung SHIV items
- Shielding Pod grants 20 crit resistance - Helps SHIVs tank, balance amoung SHIV items
- AutoSentry Turret again costs 0.6 mobility - Accommodation for buff - makes the item more competitive on shooting SHIVs to help diversify their capabilities, balance amoung SHIV items
- Battle Rifle crit to 0 (from 20) - Nerf to Battle Rifles to keep the Assault Rifle as the primary weapon and battle rifles are more of a niche weapon
- Shotgun ammo to 3 (from 4) - Shotguns were actually a little OP, this also opens up more room for other primary weapons
- Javelin rocket scatter reduction to 70% (from 80%) - Was still a little too strong compared to standard rocket
- Marksman Scope grants +15 crit (from +5 crit) and Killer Instinct (instead of Executioner) - With the new bullseye build additional aim isn't as important, this also encourages critting with crit items/builds and flank shots to help diversify the scout as a mobile squadsight unit

Perks:

- Hunter grants +20 aim and +2 pen (from +30 aim and +3 pen) - Accommodation for gaining combined arms
- Snapshot no longer requires a non-steadied shot and grants a 20% chance for a 0 AP action, but no longer grants additional chance for a 0AP action to strike rifles - Makes it work with the bullseye scout, slight buff in general
- Run and Gun no longer grants immunity to reaction fire - It's reaction fire clear capabilities and low profile are quite strong that it received in the last buff and make it a little too easy to use, but the defenseive capabilities are good for it's roll, so removing the reaction immunity should be adequate for balance
- Distortion now also grants +30% DR to adjacent units within 8 tiles who are in cover - Buff to XCOM on the temple ship, makes ethereals better at protecting those around them in cover
- Sentry now also grants +2 ammo - Buff to the ease of use of the perk, it needed quite a buff due to difficulty in use
- Close Combat Specialist no longer has an aim malus - Buff to it's use due to ammo restrictions

XCOM:

- Bullseye and Snapshot swapped on the Scout - Provides a less RNG based main build for the shooter strike rifle scout, removes bullseye from turning the support scout into a shooter imbalancing the scout builds
- Alloy SHIVs have innate 50 crit resist - Helps prevent crits against them and offset the strength of CST against them
- Hover SHIVs have innate 30 crit resist - Similar to above
- Cost for Alloy/Hover SHIVs reduced to 80/60 alloys (from 120/90) - Makes them feel like less of a trap to invest into

Bug Fixes:

- Fixed a bug where the Blitzkrieg timer was ticking 33% faster than intended, it now accommodates based on whatever game speed is set in the dgc.ini (default 1.33)
- Fixed a bug where ITZ would automatically reload at the end of each chain
- Fixed a bug where multiple abilities could still be triggered after using command
- Fixed a bug where some abilties would still show up as purple on the action bar despite not giving an AP discount
- Fixed a bug where abilities that set AP to 1 would appear purple when the unit was at 2 AP (they should be green to represent 1 AP use)
- Fixed a bug where enemy units with CCS would trigger a reaction fire indicator against XCOM units within 4 tiles, even when panicked
- Fixed a bug in the damage preview system that wasn't accounting for target modifiers when using abilities that could not critically hit
- Fixed a bug where the stun rifle would trigger damage reduction abilities
- Fixed a bug where retired soldiers were not granting xp when an XTP programme was active
- Fixed a bug where steadying a weapon would sometimes not bypass cover DR
- Fixed a bug where units that were concealed/stealthed could still be overwatched
- Fixed a bug where corrosion was removing inaccurate amounts of armor
- Typos

LW Rebalance v1.36.19

New Game Mode - Pressure Play:

- Defective Outsiders (#26) second wave option replaced with Pressure Play (#26): You will have 10s per unit to complete each turn (this value is dgc.ini adjustable). Pressing Esc will set the timer to 1s. Changing game speed is disabled. - An interesting new way to play LWR
- New dgc.ini variable: REFLECT_DMG = 10; (LWR Default = 10) amount of time per unit on a squad for each turn with the second wave option Pressure Play (#26) enabled (minimum 1s, maximum 60s)

Strategic:

- Air Force names updated to some more accurate names - Thanks zdrif

Tactical:

- All free action abilities with restrictions (Close Encounters, Double Tap, ITZ, etc.) will now have those restrictions removed after a free action (or the final free action) is taken - Significant buff to abilities that provide free actions and the ability to command and feels a lot better during gameplay
- Damage previews now accommodate for the second wave options: Predictable Damage (#6) and Damage Roulette (#0)
- Your soldiers will now sometimes warn you before reinforcements arrive on exalt covert op extraction missions - QoL

Perks:

- Hunter now grants Combined Arms - Buff to Jaegers, helps fix the rapid fire bug
- Close Encounters, Hit and Run, and Onslaught will now set the unit to 1 AP after they trigger (instead of costing 0 AP) - Just prevents double use of the perk due to the new lifting of full turn restrictions on free actions

Aliens:

- Mutons and Muton Elites gain Penetrator - While it was removed on all aliens due to making flat DR more important, these two aliens need it to make their suppressive fire damage significant. Also their offensive potential was a little weak and this helps.
- Seekers base HP to 12 (from 9) and base damage to 4 (from 3) - Buff to earlier game seekers, as they need to be a little more threatening, even when revealed, this was partly due to their reduced mobility

Bug Fixes:

- Fixed a bug where MECs could not reload when they had less than full ammo but more than 1
- Fixed a bug where in the zone chains would sometimes ignore cover-based DR after the first shot
- Fixed a bug about panic in terror missions not being generated appropriately when the mission was in a location that had already left the council
- Fixed a bug where Overpower was being reduced from it's appropriate value
- Fixed a bug/feature where base defense aliens would have proportionatly more alien leaders than intended
- Typos

LW Rebalance v1.36.18

Strategic:

- Exalt Data Recovery Missions will now start with 4 more exalt - Makes them more challenging, especially early game where they only started with 4

Augmentation:

- Previous: 
- For each rank above LCPL before augmentation, the MEC will receive a 50% chance to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will.
- For each base HP above 8 (most starting country bonus attributes not considered) the MEC will gain x positive attribute points. The MEC will then gain 0-0.6x mobility, 0-2x health, 0-4x aim, and 0-8x will. Any bonus stats gained are then reduced by 1 (0.6 for mobility).
- New: 
- For each rank above LCPL and base HP above 8 (most starting country bonus attributes not considered) the MEC will gain bonus attributes as follows: 0.2x-0.4x mobility, 0.6x-1.3x health, 1.3x-2.6x aim, and 2.6x-5.3x will. All bonus attributes gained are truncated to an integer except for mobility which is truncated to a multiple of 0.6.

Tactical:

- Included information on how many times a target has been damaged that turn in the F1 popup - Helpful for damage control and hit and run calculations
- Corrossion now strips 1 + 10% of armor HP (from 20% of armor HP) and removes all flat DR - Overall increase in effectiveness of corrosion, will now strip down to base HP on lower armor HP targets, makes it more effective against enemy mechanical units
- Suppressive Fire damage is now 35% of shot damage (from 30%) - Boost to the damage potential of suppression
- Enrage and Berserk count each critically wounded XCOM for only half the value of a dead XCOM - Creates a difference between entire squad critically wounded and entire squad dead

Perks:

- Psi Inspire reduces overpower effects by 50% (from 100%) - Nerf to make psi feel a little less mandatory against overpower enemies
- Mind Merge reduces effects of overpower by 50% (from 100%) - Overall tone back of overpower counters
- Absorption Fields grants 20% DR (from 30%) - Tone back on non-cover tanking and Mechanized Alien Leader resilience
- Psychokinetic Strike radius to 3 (from 4) and cooldown to 3 (from 2) - Was a little too effective at clearing out full screens of cover, it's still quite reasonable and quite powerful with a 3 tile radius without being so absurd sometimes. A lot of this is because the previous bugged version that was balanced for did not destroy cover so effectively and the new non-bugged version is quite a lot stronger.
- Overpower toned back to 15% + will_diff/10 (from 20% + will_diff/10) - Makes it a little less oppressive
- Steadfast grants it's +30 will defense against overpower as well - Increases it's potential in the late game to make it more competitive (e.g. alien trophy)
- Psychic Storm can no longer be resisted - it was too innoccuous 
- Body Shield grants a 35% chance for graze (from 50%) - Was more effective than 25% DR, making them, in some ways, better at tanking than HMECs, needed to be toned back
- Cover Tactics and Cover Tenacity cap at 10 activated enemies (from unlimited) - Prevents situations where you are gaining too much

Equipment:

- Rocket Radius reduced to 4 tiles (from 5) - It was quite large, and sometimes even unweildly, but this is more to tone back the strength of rocketeers slightly due to their increased strength in the recent patches for clearing psi abilities and lowering units from max health and clearing overwatch
- Javelin Rocket scatter reduction reduced to 80% (from 90%) - Accommodation for above and it was a little too low
- Combat Stims mobility to 0 (from -0.6) and reduces effects of overpower by 50% (from 100%) - Buffed, and overall tone back of overpower counters
- SAWs and LMGs weigh 0.6 less - Buff to mobility of gunners
- Arc Rifle damage vs mechs to 6 (from 4) and is upgraded to 8 (from 6) - Makes it generally more useful
- Arc Pistol damage vs mechs to 4 (from 3) and is upgraded to 5 (from 4) - Makes it generally more useful

Aliens:

- Sectoid base will to 65 (from 55) - Makes them a little more dangerous early game
- Sectoid Commander base will to 100 (from 80) - Makes it harder to resist their abilities mid game
- Muton Elite lvl 9 leaders lose advanced perception - Makes the final room of the temple ship a little less RNG and a little easier on high difficulties

Bug Fixes:

- Nickname generation now accommodates for campaign length
- Alien heads in the bottom right didn't update after an action unless you changed units
- Tracking the number of times a unit was damaged in a turn was not being cleared correctly all the time
- Fixed a LW 1.0 bug (crazy that this one is still there with how LW has been released and playtested) where Rapid Fire would not work with less than full ammo on certain MEC weapons - Thanks to szmind for helping diagnose and guide me towards the fix for this one
- Fixed a bug where thinmen would spawn on some exalt missions
- Fixed a bug where upgrade arc pistols were doing 10+ damage
- Fixed a bug where you could tile scan for drop-ins
- Typos

LW Rebalance v1.36.17

Aliens:

- Shock-Absorbant Armor replaced with Kinetic Dampening on leader Chryssalids and Berserkers - SAA on aliens discourages what is more ideal, close gameplay. Kinetic Dampening on the other hand encourages it. SAA was originally placed on them to buff them and because it felt like the type of upgrade they would have, but enemies having weaknesses is OK, especially if that weakness encourages more engaging gameplay.

Perks:

- Hunter now grants 3 penetration (from 25% of weapon damage in penetration) and also grants +30 aim against targets at full HP - Large buff and simplification, helps the Hunter perform it's role more cleanly
- Squadsight now only reduces aim by 2 per tile (from 4 per tile) and sniper rifles reduce this to 1 per tile (from 2 per tile) - With the restrictions already on squadsight the aim maluses being so extreme were not necessary
- Disabling Shot has a 30 aim malus (from 20) - Seems to be the sweet spot between 20 (too consistent) and 40 (to penalizing)
- Natural Leadership grants 15 will (from 30) - While officer's aren't psionic and don't benefit from will as much, it's still quite useful for psi resistance and fatigue reduction and the amount they got was a little too strong
- Strength in numbers grants 10 will (from 20) - Same reason as above

XCOM:

- Gunner base will to 10 (from 5) - Slight boost, makes psionic gunners slightly more possible
- Marauder base mobility to 0.6 (from 0) - Slight boost, helps with setting up onslaught
- Goliath base aim to 5 (from 10) - Slight further nerf

Aliens:

- Exalt Elite gain half as much damage with alien level increases - Prevents them from hitting so hard in the later game

Bug Fixes:

- Fixed a bug where Psychic Storm was not accurately being resisted based on the target's will
- Fixed some unnecessary pans during alien turns to speed things up
- Fixed a bug where psychokinetic strike was actually hitting a smaller radius than intended and what was shown in the targeting sphere leading to some cover not being destroyed at the periphery, especially since the bug was worse on low will soldiers
- Possibly fixed a bug where Exalt Elite were spawning too commonly making exalt missions too difficult
- Fixed a bug where snipers were not getting low profile on gaining squadsight (if yours doesn't have it you can retrain to pick it up)
- The distance indicator should no longer appear over units that are scampering - Just QoL, and kind of a bug fix
- Typos

LW Rebalance v1.36.16

Bug Fixes:

- Fixed a fatal crash on start up
- Typos

LW Rebalance v1.36.15

Strategic:

- EMP Cannon aim to 35 (from 40) and cost to 80 elerium (from 20) - Nerf so that it's not so important or effective to rush
- Panic increase for losing a satellite toned down to 5 country and 5 continent (from 8 and 8) - makes losing a satelite not as harsh
- Failing a MEC augmentation refunds 50% of the augmentation cost - Makes it less punishing if RNG is bad for you
- Cooling Coils Foundry project requires Heavy Floater Interrogation (from Advanced Aerospace Concepts) - Makes Heavy Floater Interrogation feel more worthwhile
- The chance for alien leader level bonus on the Temple Ship change to 25/50/75/100 (from 20/40/60/80) - Makes Impossible guaranteed all gold leaders (removing RNG)

Perks:

- Hunter grants penetration equal to 25% of the base weapon damage when targeting units at full HP - Large buff to it's strength against units in cover and mechanical units
- Reactive Targeting Sensors grants +20 aim (from +30) - Slight nerf
- Squadsight on the Sniper and Run and Gun on the Assault grant Low Profile - General sniper and assault buffs
- Body Shield also grants a 50% chance for all incoming shots to graze - Significant buff to the resilience of MEC1 and LMECs

Scout Nerfs:

- Perk tree swapped around - Tones back early and mid game strength of support scout by moving packmaster later
- Snapshot grants 50% chance for a 0 AP shot (from 60%) - Tones back consistency of snapshot scout
- Hit and Run no longer grants bonus damage when hitting (from +35% weapon damage) - Less impactful when they connect

Aliens:

- Mongo (lvl 9 berserker leader) gains 80 will (from 30) - Makes them less trivial to deal with through psionics
- Archon (lvl 9 heavy floater leader) gains 60 will (from 10) - Makes them less trivial to deal with through psionics
- Level 6/9 drone leaders gain 1 damage (from 2) - Slight tone back, helps further with the first room on temple ship
- Level 6/9 sectoid leaders gain 5 HP (from 10) - slight tone back, helps further with the first room on temple ship

Bug Fixes:

- Fixed a bug where suppressive fire was not doing the intended amount of damage
- Fixed a bug where some aliens would have a "?" perk
- Fixed a bug where some aliens would get the hunter perk
- Fixed a bug where the Jaeger had 2 copies of Lone Wolf in it's perk tree
- Typos

LW Rebalance v1.36.14

Tactical:

- Blueshirts no longer count towards triggering enrage or berserk - Prevents using them as fodder as much
- On the Temple Ship Assault the leader level is randomly decreased by 1-6/0-3/0-1 on normal/classic/brutal - Makes the mission much easier on lower difficulties

Perks:

- New Perk: Hunter: Standard shots that hit targets at full HP cost 0 AP.
- Neural Damping no longer grants additional defense against psionic attacks - Nerfed as it was quite strong as a gene mod choice
- Inner Fire no longer resists Overpower - Was too strong as was and made psionics a little too dominant near the end game
- In the Zone back to only granting 2 extra shots (from the full ammo clip or 2-3 extrta shots) - Tone back in strength
- Damage Control is 15% per hit (from 20% per hit) - Tone back on stacking DR on both HMECs and aliens
- Jetboot Module to 2 turn cooldown (from 3) - Slight increase in use
- Killer instinct upgrades all critical hits to 200% Crit damage (from 225/200% with the former for beam weapons) - Nerf of strength of KI on laser/beam
- Shock-Absorbent Armor and Kinetic Dampening now consider the location of the explosive when calculating distances (instead of the unit that used the explosive) - Makes a lot more intuitive sense, bit of a buff to Shock-Absorbent Armor
- Overpower minimum effect to 20% (from 15%) - Boost in it's effect, especially with the uber ethereal will nerf and lower overall ethereal will
- Steadfast grants 30 defense vs psionic attacks (from 50) - Tone back on it's strength
- Additional shred now increases damage by 2% per shred damage dealt (from shred damage received) - makes the growth way more effective on armored targets, significant buff
- Mind Control cooldown to 3 turns (from 2) - Tone back on rate of losing actions for your soldiers
- Mind Control reduces the AP of the mind controller by 1 while mind controlling a victim - Significant decrease to the effectiveness of mind controllers when mind controlling (now they'll be -1 AP and -50% mobility each turn)
- Distortion grants 80 crit resist (from 70) - Slight decrease in predictability of critting distortion units

Equipment:

- Alien trophy now grants +10% xp gains - Buff to the item's appeal
- MEC1 HP to 8 (from 10) and Def to 20 (from 30) - Nerf to survivability of early MECs
- HMEC2/HMEC3/UHMEC3 HP to 12/14/18 (from 14/16/22) - Slight nerf in overall strength
- Arc Rifle damage vs MEC lowered to 4/6 (from 7/11) - Less max end damage
- Arc Pistol penetration vs mechs increased to 4 (from 3) but damage vs MEC lowered to 3/4 (from 4/6) - Same as above
- Restorative Mists now heal units that have it equipped by 1 HP anytime they take 2 or more damage and there are charges remaining (passive healing does not consume charges) - Buff to the item
- Autosentry Turret mobility to 0 (from -0.6) - Slight buff

XCOM:

- Regular and Alloy SHIVs gain 20 defense (from 0) - helps them survive throughout the various stages of a campaign
- Marauder Sharpshooter swapped with Reactive Targeting Sensors - Brings on the RTS + Sentry combo earlier
- Jaeger Perk Tree reworked - See Perk Tree Image
- Goliath Perk Tree reworked - See Perk Tree Image

Aliens:

- All Muton Leaders gain Close Combat Specialist and Close Combat Specialist moved from level 8 Muton Elite Leaders to all Muton Elite Leaders - Muton and Muton Elite leaders gaining CCS help increase their effectiveness on the battlefield
- Level 6/9 Thinmen leaders gain 6/10 HP (from 12/20 HP) - Significant decrease in thinmen leader HP to tone back their durability
- Level 6/9 Drone leaders gain 10/10 aim (from 15/30 aim) and 5/10 HP (from 15/20 HP) - Decrease in drone leader strength, specifically the difficulty of the first room on temple ship
- Level 9 Cyberdisc leaders gain 10 aim (from 20 aim) and 10 HP (from 15 HP) - Decrease in cyberdisc leader strength, specifically the difficulty of the first room on the temple ship
- All aliens no longer gain mobility through alien levels except for: Berserkers, Zombies, and Chryssalids
- Uber Ethereal will to 160 (from 240) and mobility to 10.6 (from 13.3) - Tones down the offensive power on the last room of the temple ship 
- Level 1 Ethereal leaders gain 4 HP (from 8 HP) - makes leader ethereals a little less resilient
- Ethereals gain 5 HP per alien level (from 10) - makes later game ethereals easier to take down
- Ethereals start with 22 HP (from 26 HP) - Makes all ethereals a little easier to take down
- Overpower removed from Beserker leaders - it's mostly specific to sectoid commanders and ethereals from now on and should rarely be seen otherwise
- Sectoid Commanders lose Distortion and Close Combat Specialist but base HP to 18 (from 12) - Makes them MUCH easier to engage and kill (subjectively dropping from 36+ HP to 18)
- Overpower moved from Sectoid commander leaders to all sectoid commanders - helps accommodate for no distortion
- All Chryssalid leaders gain awareness - Makes it more challenging to hit the leaders
- Level 9 Chryssalid leaders gain advanced perception - Makes the Queens more resilient
- All Berserker leaders gain iron skin - Makes the leaders harder to take down
- Level 9 Berserker leaders gain deflection shield - Mongo no go down easy
- Level 9 Heavy Floater leaders gain Fortified - Archon will not be crit

Bug Fixes:

- Fixed a bug where having too many items too late in the game would cause a crash when trying to build something - Optimized code that determined total number of items XCOM has so that 1 million loop errors were avoided
- Fixed a bug where Shock-Absorbent Armor and Kinetic Dampening weren't doing anything
- Fixed a bug where Jetboot Module was granting 1.3 mobility where it should have been granting 2
- Fixed a bug where armor tint changes from LCPL promotions were not being retained
- Fixed a LW1.0 bug where hunts on satellites started as if all satellites had already been hunted once - Thanks to szmind for finding this one =D
- Maybe fixed a bug where overwatch wouldn't trigger on floaters launching
- Typos

LW Rebalance v1.36.13

Strategic:

- Abductors upgraded to tier 7 armor - makes them harder to shoot down, making it harder to prevent abductions late game
- Sat Hunts increase in frequency by 12.5% per satellite in orbit (from 10%) - Makes it slighty more challenging to obtain more continental coverage
- Sat Hunts increase in frequency by 25% (modified by campaign length) for each UFO successfully raided each month - Represents the aliens ramping up hunts to help protect their UFOs each time one is raided, will overall make it difficult to continously supply an airforce to down UFOs when hunts accelerate so much
- Overall Sat Hunt frequency decreased by 25% - Accommodates for new increases to have a lower baseline
- All UFOs will now have a guaranteed Sectoid Commander in November and December and a guaranteed Ethereal in January and later - Gives more access to required corpses/interrogations and makes the missions more challenging

Air Game:

- Foundry project Penetrator Weapons replaced with Cooling Coils: Increases rate of fire of aircraft by 15% - Penetration was used to gate and control aircraft weapons but penetrator weapons was bypassing that too much and was too strong on some encounters and not useful on others, this should be more universally useful while not being as mandatory

Tactical:

- Enrage now also prevents panic - QoL and buff to bad situations
- Exalt can now go off-guard and be unprepared again, but reinforcements enter active so will never be unprepared or off-guard - makes sense, consistency

Perks:

- Bombard grants 30% throw range increase (from 25%) - Buff to support rocketeers, makes it more competitive for grenade rocketeeers
- Kinetic Dampening grants 3% DR per tile further than 10 with no cap (from 3% DR per tile further than 10 up to 30% at 20 tiles away) - There really was no reason for a cap and it really helps the ability reduce long-range damage

Aliens:

- All outsiders gain kinetic dampening (from just outsider leaders) - Helps make UFO command pods more resilient against distant defense traps and setups, significant buff to outsiders resisting damage further than 15 tiles away, encourages closer engagements
- Outsiders no longer get neural dampening but instead have +30 will - Just reduces the laundry list of perks they have

Bug Fixes:

- Fixed a bug where CE wasn't reducing mobility after use
- Fixed a bug where double tap wasn't triggering off of precision or disabling shot
- Fixed a bug where alien reinforcements could sometimes be 'off-guard' - They are now active as soon as they land
- Fixed a bug where F1 DR display would be 0 (99%) all the time
- Typos

LW Rebalance v1.36.12

Strategic:

- Council requests that reduce panic will reduce panic by a lot more - They felt like some of the weaker requests previously
- Retired soldiers now offer twice as much experience - Makes the mechanic a lot more reasonable
- Special Warfare School grants 40% more exp to XTPs and Retired soldiers (from 60%) - Accommodates for new retired strength
- Standard Plasma Weapon research requires 240 time (from 500 time) - Bring plasma on earlier, accommodates for increased pulse research times
- Compat Plasma Weapon research requires 80 time (from 210) - Makes more sense for sidearms
- Pulse Lasers research requires 200 time (from 90 time) - Brings pulse on later
- Advanced Pulse Lasers research requires 225 time (from 80 time) - Brings pulse on later
- Public heroes grants triple abduction rewards (from 230%) - Buffed
- Advanced Flight requires 16 floater corpses (from 4 cyberdisc corpses) - Cyberdisc corpses were hard to acquire
- Gollop time to build to 30 (from 5) and power to 140 (from 120) - You can still rush it, so its not a huge effect, both are another late game nudge towards a little more time before the temple ship

Tactical:

- Corrossion now reduces remaining armor HP by 20% at the beginning of each turn (instead of just 1 armor HP) but no longer affects flat DR - Makes the damage effect quite significant into the late game when units have more than 5 armor HP, helps against sectopods and other large units with lots of armor, makes it less effective against early game units with less than 4 armor HP
- Stagger now occurs with a chance equal to the percent of HP lost (from half the percent of remaining HP lost) - Simplification, consistency with other abilities not using remaining HP, increase in occurance without the 0.5 modifier
- Red Fog no longer reduces flat DR but Flat DR is instead reduced by 0-100% (from 0-50%) with any damage (from just base HP damage), this is now just the nature of flat DR - Accommodates for the need to break through armor first and it didn't make sense that red fog (soldier fatigue) was affecting armor and things like psi inspire would remove it
- Hardened now prevents a unit from being exposed (like flying) instead of granting 60 crit resistance - The effect of this is that flying mechanical units can on longer double up on crit resistance from no exposure and being hardened

Equipment:

- LMG has 5 ammo (from 6) - Slight nerf, accommodate for mayhem's easier effectiveness against high defense units
- Vortex Armor requires 200 meld to produce (from 100) - Makes it a little more difficult to acquire

Perks:

- Collateral Damage now reloads the weapon at the end of the turn IF the last action taken was collateral damage - Prevents a bug where the Shogun wouldn't reload sometimes after using collateral damage
- Mind control can be interuppted by disorientation or any explosive damage (from 10% for each set of any damage type taken only), it's success rate of hitting is based +50% of the casters will (from -50% the casters will), targets lose 10% of their HP at the end of each of their turns (from just 1 HP at start), and mind control will now slow the mind controller by 50% when active. - The result is that mind control is much more commonly landed, but also much easier to break. This changes mind control from "an ability that, if you play well, rarely lands and you're OK and sometimes it does like and your'e screwed" to "an ability that often lands but you can break it pretty readily", Also makes explosives more effective at clearing mind control. Prevents units that mind control your units from being able to run and hide as well.
- Psychic Storm can only be interrupted by explosives or disorientation (from disorientation and any damage) - makes it slightly harder to interupt, consistency with mind control
- Suppressive Fire damage no longer calculated damage as hit chance * damage but instead is just 30% of damage - Consistency and effectiveness vs high def targets. including aim was not leading to ideal gameplay and was making the ability too complex 
- Mayhem increases the damage of suppressive fire by +1 - Buff to bullet wizards
- Impact now doubles the stagger chance (from triple) - Accommodates for approximately double stagger chances
- Distortion no longer removes all DR from units but instead reduces any healing by 50% in human users - Allows the volunteer to be a tank if desired and to benefit from various DR abilities while not being overly abusive
- Inner Fire now grants immunity to overpower - Another option to help deal with overpower
- Will to Survive grants +35% DR (from +40% DR) - Nerf to the general tankiness of biotanks in cover
- Cover Tenacity reduced to 2% per activated enemy (from 3%) - Balance vs the defense one as defense doesn't realy help when tanking

Aliens:

- Awareness on Heavy Floaters now only occurs on heavy floater leaders - Significant nerf to the difficulty in landing shots against large pods of heavy floaters
- Cyberdiscs have penetrator replaced with impact - Helps make flat DR more viable on XCOM units
- Level 5 Heavy Floater leaders lose penetrator - Helps make flat DR more viable on XCOM units
- Muton Elites lose penetrator - Helps make flat DR more viable on XCOM units
- Level 9 Sectopod leaders lose penetrator - Helps make flat DR more viable on XCOM units
- Seeker leaders lose penetrator - Helps make flat DR more viable on XCOM units
- Drone leaders lose penetrator - Helps make flat DR more viable on XCOM units
- Sectoid Commander base HP to 12 (from 16) - Makes it slightly easier to down, accommodates for increased DR from cover through new distortion

Bug Fixes:

- Tons of log error fixes and minor bugs that may have been slowing things down, but definitely cluttering the log - This one is more for szmind and me =P
- Fixed a bug where Double Tap would trigger on abilities other than shooting
- Fixed a bug where free action abilities triggering on One For All wouldn't grant full free actions
- Fixed a bug where suppressive fire wasn't acting like real damage and was bypassing certain aspects of damage (like applying shredder)
- Fixed a bug where CE would be unreliable for triggering when throwing grenades
- Fixed a bug where conduit wasn't granting +1 damage to everything
- Fixed a bug where melee damage wasn't being reduced by disorientation properly
- Fixed a bug where saving and reloading the game would reset psychic storms
- Fixed a bug where MiNEs would have incorrect explosion time when saving/reloading - Thanks to szmind for helping with this really tricky one
- Maybe fixed a bug where collateral damage would sometimes deal no damage
- Fixed a bug where a really large base with lots of items (i.e. end game) could cause a crash to desktop when loading up the build item menu
- Fixed a bug where having an incorrectly assigned genemod code (programming level variable only) would cause a permanent lock of the strategic layer

LW Rebalance v1.36.11

Strategic:

- Classes with different LCPL perks will now have different tints to their armors - QoL
- New dgc.ini variable: BARRACKS_CAPACITY=10; (LWR Default = 10) Percent of extra fatigue soldiers take for each mission they have completed
- New dgc.ini variable: SOLDIER_COST_CLASSIC=1; (LWR Default = 1) Set to 1 to have the tint of armors change to hardcoded values on LCPL promotions, Set to 0 to use the SPEC armor tint changes defined in this dgc.ini only
- The Gollop Chamber requires 120 power (from 80) and 300 credits, 50 alloys, 50 elerium (from 30 credtis, 5 alloys, 5 elerium) - Encourages destroying the entire base to build and slows down the very end of the game slightly, also feels cool to sacrifice everything to power the chamber and gives a nice gap between recovering the device and using it

Tactical:

- Finally reworked native double tap code so that it works like other discounting abilities - Should help prevent bugs with the ability

Perks:

- Countercharge now only stops working if the unit has lost any base HP (from armor HP) - Buff to the use on XCOM
- Countercharge will no longer proc when using Run and Gun - Makes sense as using run and gun isn't an action
- Overpower reduces stats by 15% minimum (from 10% minimum) - Slight increase in its effect, acts as a buff to berserker leaders and ethereals
- Ready For Anything grants +15 aim (from +10) - More of a boost
- Clarified the description of Indomitable such that it only works against non-psionic damage - Clarification
- Critical System Targeting deals 150% damage vs mechanical units (from 140%) - Approximately 7% more damage vs mechanical units for a slight buff for more balance on the gunner trees and slight tone back of the strength of CST to push back mechnical units (both for XCOM and Aliens)
- Brawler makes 65% of attacks within 4 tiles graze (from 50%) - Buffed as it was too weak for a perk that only worked within 4 tiles
- Aggression grants +15 crit per enemy in sight (from +10) - Buffed
- Jetboot Module grants +2 mobility (from +3.3) and a 3 turn cooldown (from 2 turn) - Nerfed to make other options more competitive on the trees
- Fortified no longer grants +1 DR - was strong enough without it
- Shock and Awe now also doubles the chance that Concussive Blast disorients a target - Buff to the perk on the Shogun and later game rocketeers

Equipment:

- Psi Retaliator renamed to Psi Defender and grants +20% DR (when protected by cover) (from 0) and 40% Crit Resist (when protected by cover) (from +40% crit resist at any time) and no longer affects countercharge - Accommodation for relative nerf due to countercharge change, focus on tanking capabilities. Stops it from feeling bad if you equip it on tanks that don't have countercharge.
- Psi Conduit no longer grants +20% DR or +30% explosive damage but instead simply grants a +20% chance for a free action (from 10%) and +1 damage to all sources - Simplification and focus on offensive actions
- Psi Frayer deals double damage (from triple) - Toned back as it's quite strong on really high will units
- Grenade Launcher starts with 3 rounds (from 2) - Buff to help grenadier MEC builds
- Electro Pulse radius reduced to 4 (from 8) and damage increased to 8 (from 1) - Significant reduction in the strength, and makes it more difficult to get off, but does some damage so it's useful against more mechanical enemies but more punishing to use
- Skeleton Keys now cost 1 Outsider shard for every Alien Base Assault completed - Makes multiple assaults more and more difficult to attempt

XCOM:

- HEAT Warhead on the engineer replaced with Mayhem - The engineer already picked up +4 pen vs mechanical and posibly another +1 pen on sapper, so HEAT warheads felt a little superfluous. Overall should be a significant a boost to the build.
- Vital Point Targeting and Penetrator swapped on the Jaeger - Penetrator wasn't competitive enough vs CST and new aggression on a high damage class

Aliens:

- Level 3 Outsider Leaders gain Kinetic Dampening - Helps them stay alive from a distance

Bug Fixes:

- Fixed a bug where tenacious defense was not granting crit resist at point blank ranges
- Maybe fixed a bug where a distance popup would occur when using free aim abilities
- Fixed a bug where aliens that were unprepared would sometimes reload their weapons
- Fixed a bug where some large damage popups would still occur
- Fixed a bug where all units with repair servos would start with 6 charges
- Probably fixed a bug where flanked units were not showing up correctly on the indicator
- Maybe fixed a bug where aliens don't go on OW when they should
- Typos

LW Rebalance v1.36.10

Strategic:

- Terror Missions, Infiltrations, and Bombings (note: not hunts or scouts or other missions) will not occur in your home continent until more than 6 months have passed - prevents campaigns from being lost due to bad strategy RNG
- The items listed in the engineering build menu now list the number of total you have (not just the number available) - Makes it a lot easier to determine when you need to build more or not

Perks:

- Shock and Awe now also increases the charges on the Grenade Launcher and MiNE Launcher - New perk on Shogun
- New Perk: Kinetic Dampening - Grants proximity-based DR if the damage dealer is further than 10 tiles away (+3% DR per tile up to +30% at 20+ tiles).
- Psi Mastery now only prevents reactions shots from triggering if they were used at 2 AP - Makes overwatch builds somewhat more effective against sectoid commanders and ethereals
- Mayhem grants +50% damage to sniper and strike rifles (from +65%) - Toned back for balance on the sniper tree
- Ready For Anything grants +10 aim to reaction shots if they unit did not move and no longer grants additional ammo - This biases the boost to helping low aim OW medic/gunners make their shots hit instead of providing consistency with ammo
- Close Encounters now works with grenades as well as standard shots - Significant buff to close range grenades with the assault grenadier
- Run and Gun grants immunity to reaction fire - Significant buff to the versatility of Run and Gun Assaults
- Psychokinetic Strike cooldown to 2 turns (from 3) and radius increased from a variable 2-3 to a constant 4 tile radius - Buffed

Equipment:

- Aurora and Vortex Armor grant Kinetic Dampening - Buff to survivability of psionics at longer ranges
- All SMGs and Carbines have their cost reduced by ~33% - Makes them more reasonable to use
- Rockets lose their innate 1 penetration but Alien Grenades Foundry project grants them +1 damage - Tone back in early game strength

XCOM:

- Shogun MSGT perk HEAT Warheads replaced with Shock and Awe and swapped with Fragmentation which is then swapped for Extra Conditioning - The penetration wasn't that useful on a MEC (with MiNEs) and since they likely already picked up sapper, focuses more on extended grenade use especially early
- Assault will growth to 10 (from 15) - Lowers psionic potential of assaults - They were pretty competitive, especially with all the recent buffs
- Medic will growth to 15 (from 10) - Increases psionic potential of assaults - The medic support and tank would use the psionic abilities the most and they were slightly less favoured classes. Especially the tank needs to get psionic to get crit resistance.
- Sniper aim growth to 25 (from 20) - Makes them a little more competitive

Aliens:

- Level 9 Heavy Floater leaders gains Grit - makes it more resilient for a champion

Bug Fixes:

- Fixed a bug in minimods where the distance popup could occur on random enemies when trying to grapple
- Fixed a bug where melee damage was not showing up in popups
- Maybe fixed a bug where drop-ins would still not OW when they should
- Typos

LW Rebalance v1.36.09

Perks:

- Danger Zone upgrades suppression to deal half suppressive damage in an aoe around the primary target (from full suppressive damage) - Toned back so that aoe effect isn't so powerful
- Suppression's suppressive Fire damage is now calculated with the hit chance capped at 50% (instead of the hit chance having a minimum of 25%) - Toned back, especially late game on high aim gunners as it was much too strong
- Predictive tracking no longer affects suppression shots - Necessary for a bug fix and makes it not as mandatory to go gene mods on gunners
- Suppression reaction shots are all now conducted at normal weapon damage (instead of 50% weapon damage) - Accommdoation for no predictive tracking boost

Equipment:

- Plasma Dragon only grants +2 damage to suppressive fire (from +3 damage) - Slight tone back for balance

LW Rebalance v1.36.08

Strategic:

- Raiders now have 8-13 base aliens (from 12-19) - Makes them easier to tackle
- Data Recovery Exalt missions will have significantly less Exalt in the early game and slightly less in the mid game - Makes those missions slightly easier
- XP requirements per soldier rank for CPL/SGT/TSGT changed to 1000/1500/3000 (from 1200/2200/3500) - Earlier mid game ranks

Air Game:

- Boosters are now only useable in their respective stances: Aim Booster in LEAD, Tracking Booster in MID, Dodge Booster in REAR - Makes their use more strategic and proper deployment more important, slight nerf to their strength overall

Tactical:

- Outsiders, Ethereals, and Sectopods can now be wounded during a UFO Crash, but they can still regenerate each turn - Makes crashed UFOs slightly easier to hit and makes a unique opportunity to hit the command pod early
- The AI will use countercharge and psychic storm 75% less on normal, 50% less on classic, and 25% less on brutal - Modification of AI to accommodate for difficulty

Suppression Changes:

- Sprinter no longer grants immunity to being pinned - Leaders were the primary targets for suppression and it not being able to work on them did not feel good
- Suppression now only pins (-1 AP) units protected by cover (from non-melee units) at the start of their turn - Makes more intuitive sense that you can't "pin down" a sectopod or cyberdisc
- Suppression now damages units NOT protected by cover at the start of their turn with "suppressive fire": non-crit damage equal to their hit chance (min 25%) times the damage of a standard shot - Makes sense that you'd unload and actually damage a target without cover
- Suppression now reduces the suppressed unit's mobility by 30% - Makes suppression more effective against units that don't use cover and just in general, can help prevent units from fleeing or flanking or charging
- Suppression now only decreases ability range by 30% (from 50%) and only increases scatter by 30% (from 100%) - consistency with disorient and the other effects of suppression
- Mayhem Suppression no longer does 'set' damage and instead deals "suppressive fire": non-crit damage equal to their hit chance (min 25%) times the damage of a standard shot - Consistency, makes more sense

Perks:

- Disabling shot has a -20 aim malus (from -40) - Significant buff to make it more useful
- Sentry DR to 50% (from 65%) - Tone back as it was too strong on aliens and didn't need to be so strong on MECs/SHIVs
- Lock N' Load no longer grants +1 ammo - Balance in the perk trees, tone back on OW infantry and LnL Jaeger
- Danger Zone grants +35% radius to explosives (from +1 tile radius) - Accommodates new Javelin Rocket
- Disorient only increase rocket scatter by 50% (from 100%) - Consistency with the rest of disorient
- Platform Stability upgrades Suppressive Fire damage by +1 (instead of mayhem suppression damage by +1) - Slight tweak for accommodation of new suppression changes
- New Perk 'Uber' - This is just a perk for the Uber Ethereal that helps explain that the Uber Ethereal has 100% DR until all of it's allies are dead, no mechanical change

Equipment:

- Blaster Launcher range back to 14 (from 12) - It was a little too short at 12
- The Arc Rifle and Arc Pistol gain Overload: Standard shots gain a chance to disorient mechanical units equal to the percent of total HP lost - Acts as a buff to the equipment and a unique ability
- Arc Rifle Penetration to 6 (from 4), Arc Pistol penetration to 3 (from 2) - Buffed
- The Kinetic Strike Module gains 8 penetration (from 0) - Significant buff to it's strength vs DR units
- The Javelin rocket is now a 150% damage shredding rocket that does not destroy cover and has a 1 tile radius - Altered to be a more unique effect
- Plasma Dragon now increases suppressive fire damage by +3 (from upgrading mayhem suppression damage from 4 to 6) - Accommodation for new suppression

XCOM:

- Marauder Tree rework - See Perk Tree image
- Sniper and Scout have +1HP base growth (from +0HP) - makes converting them to MECs a little easier

Aliens:

- Heavy Floater DR to 2 (from 3) and growth per level to 0.5 (from 1) - Makes them less resilient, especially against smaller arms fire
- Repair Servos moved from Lvl 1 leader mechtoids to lvl 5, Reactive Targeting Sensors moved form lvl 5 leader mechtoids to lvl 9 - Makes earlier leader mechtoids more reasonable to deal with
- Chryssalids gain 4 HP per alien level (from 6) - Reduction in strength so they are easier to take out
- Berserkers gain 8 HP per alien level (from 6), and start with 1 DR (from 0.5) and gain 1 DR per level (from 0.5) but Level 9 leader Berserker gains 10 HP (from 20) and grit moved from lvl 5 leader berserkers to level 9 - Overall more resilient with a slight turn down of leader resiliency

Bug Fixes:

- Fixed a bug where Brawler would activate from Close Encounters instead of Brawler
- Fixed a CTD when trying to reverse an interceptor order
- Improved a bug where alien AI would not utilize all their actions properly on lower difficulty levels
- Typos

LW Rebalance v1.36.07

Strategic:

- Minimum soldier cost is now 90 (from 70) - Was a little too low at 70
- Fusion lance rate of fire to 8s (from 6s) - Slows down it's offensive potential some

Tactical:

- Disorient status now reduces melee weapon damage by 50% - Gives another tool against berserkers and chryssalids (especially with concussive blast)

Perks:

- Brawler grants a 50% chance for ALL attacks to graze, if made from within 4 tiles (from +20 aim and +20% DR) - alteration to make it effective against melee attacks and focused on defense
- Close Combat Specialist has a -20 aim malus (from -30) - Slight buff, accommodates for brawler no longer helping
- Ready For Anything grants +1 ammo - Slight buff to medic and gunner overwatch builds
- One For All grants immunity to critical hits but only +20% DR (from +30% DR) - Buff to non-tank build use, nerf to fortified tank use
- Fortified grants +1 DR - Slight buff
- Collateral damage cooldown to 4 turns (from 2) - Prevents as frequent use as it's quite strong
- Will to Survive grants 0 mobility (from +0.6) and no longer reduces the chance of an armor injury by 50% but instead reduces all injury time by 50% (from 30%) - Simplification. Also was too strong vs other perks and is a pretty loaded perk already with steadfast and half injury time
- First Aid no longer reduces the chance of an armor injury - Was a little too convoluted for a minimal effect
- Run and Gun cooldown to 2 turns (from 3 turns) - Slight buff

Equipment:

- Chitin plating reduces melee damage by 50% (from 60%) - Slight nerf
- Kinetic Strike Module requires alien biocybernetics to produce (from floater autopsy and MEC Warfare Systems) - Allows it to produced with MEC 1 so the Marauders primary perk doesn't feel useless if rushed
- Javelin rocket reworked: radius to 5 (from 4) and damage to 100% (from 200%) - The javelin was in a weird place where it wasn't that useful early game, ok mid game, and overpowered late game. This should make it a more standard way to augment your team with shred throughout the game at the cost of 1 tile radius and not destroying cover.
- Regenerative Plating grants +1 DR - Buffed for balance

XCOM:

- Fragmentation and HEAT Warheads swapped on Shogun - HEAT wasn't as competitive and the MEC grenadiers have a lot of penetration already

Bug Fixes:

- Possibly fixed a bug where soldiers were not aligned with the stats box during loadout screens pre-mission on the skyranger
- Fixed a bug where corrosion popups would appear on out of sight aliens
- Fixed a bug where reinforcements and launching floaters would sometimes not correctly go on overwatch
- Possibly fixed a bug where some alien's overwatch would be cancelled at the beginning of XCOM's turn
- Fixed a bug where a unit hacking an array or defusing a bomb could be stuck doing so multiple turns later
- Maybe fixed a bug with erroneous exalt scanning times
- Possibly fixed a bug where ethereal kill cams would prevent the player from seeing what was occuring
- Fixed a bug where chitin plating melee damage reduction was not working
- Removed some erroneous damage popups that would occur in some missions
- Fixed a bug where some units would move (like from flush) but still retain their OW status

LW Rebalance v1.36.06

New Air Game Armor System:

- All DR and Penetration changed to a tier (e.g. Fighters have tier 3 Armor, Phoenix cannons have tier 2 Penetration) - More clean display that makes more sense than something have 150% DR
- For each tier of armor greater than the penetration of the weapon the damage will be reduced by 25% - Same as previous
- For each tier of penetration greater than the armor the weapon will gain 10% crit (from 2.5% crit) - Bonus to higher tiers of penetration
- Maximum DR is capped at 90%, so even a weapon with no penetration vs tier 8 armor will still deal 10% damage - Helps make all weapons somewhat useful against all aircraft
- Plasma and EMP cannon penetration to Tier 4/5 (from Tier 6/6) - Slight nerf at capability against larger UFOs

UFO Hunt System:

- The first hunt against any satellite is now just an observation mission - Think of it as finding out approximately where the satellite is
- The second and further hunts against any satellite will have a 50% chance of success (from 90%) - Makes hunts that you couldn't stop less likely to be punishing
- Stealth Satellites now decreases the chance of hunting UFOs from finding satellites to 25% on subsequent hunts - Makes the project more worthwhile

Air Game Shot Down vs Destroy System (UFO Shielding):

- All Fighters/Destroyers are always destroyed - As previously
- UFO Shielding no longer occurs - Won't be necessary due to next point
- The chance for UFO Destruction is the amount of overkill beyond 600 dmg divided by 5 (instead of just the amount of overkill divided by 5) - Massively lowers the destruction chance of the majority of aircraft weapons. Means you can often guarantee the downed ship in the early game. The RNG of destruction vs shot down was not productive towards an enjoyable game and had almost 0 effect towards making the air game engagements more engaging. The only weapons that can destroy now are Stringrays (23%), Plasma (43%), and Fusion (100%) [Or some weapons that crit].

Strategic:

- UFO Scout HP to 500 HP (from 700) but gains 150% per alien level (from 100%) - Made it too difficult to down early and the focus was supposed to make it more challenging late game, not early
- Studier UFOs replaced with Multitasker and Predictable Damage turned back on - Sturdier UFOs is no longer needed due to new UFO destruction mechanics
- XTP II now comes online at 50 missions, Majors now come online at 70 missions (from 70/50) - Sometimes the officers weren't even that needed at that time and the XTP is quite beneficial earlier
- Research Focus start grants 25 Elerium and 10 scientists (from 50 elerium and 20 scientists) - Accommodation for stronger laboratories

Tactical:

- Crashed UFOs will now never kill units, but will injur 50% of them (from 33%) - Makes captures more reasonable

Bug Fixes:

- Augmented (MECs, SHIVs, Mechtoids, Sectopods, etc.) units no longer 'step out' - They weren't supposed to, it's a core game bug that should be fixed now (note that they can still see pointblank around a corner as that is still straight line vision)
- Fixed a bug where Iron Skin was granting 1 less DR than intended during some tactical games
- Fixed a bug where buying new interceptors could cause a hang with the new Alien Propulsion research
- Maybe fixed a bug where AP pips would be elongated and short
- Maybe fixed a bug where unit's wouldn't be in their spot when entering loadout for a mission
- Maybe fixed a bug whre enemies going on OW would lose their OW at the start of XCOM's turn
- Possibly fixed a bug with hunts occuring in North America
- Fixed a bug with the hyperwave relay not showing correct numbers of units during missions
- Typos

LW Rebalance v1.36.05

Strategic:

- You will now only have 1 base defense mission in each campaign - Figured out how to limit it, prevents having multiple base defense missions in a row
- Destroyer/Improved Destroyer HP to 2000/3000 (from 1500/2500) and growth to 30% per AL (from 20%) - Makes them much harder to deal with
- Scout HP to 700 (from 600) and Raider HP to 5000 (from 4000) - More tanky, accommodates for XCOM earlier air game upgrades into plasma/fusion/supercapacitors
- Plasma Cannon Damage to 1000 (from 1500) - It was too strong
- Supercapacitors costs 80 weapon fragments (from 280) and 70 alloys (from 300) - Makes it much more attainable since it was competing with earlier fusion and plasma
- Satellite cost to 400 (from 550) - Makes expansion slightly more reasonable
- Roscosmos grants 60% satellite cost reduction (from 40%) - Buff to accommodate new satellite cost
- Alien Propulsion (tech required for Firestorms) now reduces interceptor cost by 50% and build time to 5 days (from 20 days) - Makes late game expansion more reasonable and makes interceptors more reasonable in the face of firestorms
- Cheyenne Mountain excavation cost reduction to 70% (from 80%) - Slight tone back for balance
- Second Wave option Predictable Damage replaced with Multitasker: Big Sky can control multiple SHIVs per turn (removing the restriction of 1 SHIV acting/moving per turn)

Tactical:

- Exalt missions are slightly more challenging in the mid-late game

Perks:

- Dense Smoke grants 20% DR (from 30% DR) - Slight tone back, balance amoung supports
- One For All grants 30% DR (from 40% DR) - Tone back on overall tanking capability of MECs

Equipment:

- SMGs grant 40 crit (from 30) - The role of the SMG is to be the only item to guarantee the crit on flanks or give more reliable crits during regular fire but the shotgun was recently making this advantage not clear enough. This extra crit should help the SMG further empahsize its role as a weapon with the most reliable crits.
- Conduit back to 20% DR in cover and 10% chance for a free action (from 30% and 20%) - Psi was strong enough and conduit felt too mandatory
- Sawed-off Shotgun crit to 60% (from 40%) - Buff to pull it further from obscurity into the lime-light

XCOM:

- Alloy SHIV mobility to -0.6 (from -1.3) - Slight boost in mobility to make it less of a turtle

Aliens:

- Replaced the Exalt Elite Sniper's weapon with a Gauss Strike Rifle (from Laser Strike Rifle) - Consistency with the rest of Exalt and the bonus aim and mobility and crit damage was nasty with their attribute growth making the laser strike rifle arguably superior to the gauss strike rifle
- Exalt Sniper and Exalt Elite Sniper lose 1 and 2 damage, respectively and 0.6 mobility - Lowers their offensive capability
- Mechtoids gain 5/15/20 HP with alien leader levels (from 10/30/40) - Makes leader Mechtoids a lot more reasonable to encounter/engage
- Heavy Floater HP to 16 (from 20) with 3 DR (no change) - Slight compromise between the 12 HP 2 DR version and the 20 HP 3 DR version

Bug Fixes:

- Fixed a bug where combat stims were ending turns 
- Possibly fixed a bug where reloading a save game would delay a MiNE from exploding for a turn
- Possible fixed a bug where the position of soldiers when loading them out on the skyranger were not correct
- Fixed a bug where MECs/SHIVs at close ranges where they could flank didn't show as a flank in the indicator
- Fixed a bug where Exalt would sometimes not have their intended perks
- Fixed a bug where Chitin plating was not reducing melee damage at all
- Fixed a bug where the flank locator above the green LoS eye was not always accurate for SHIVs/MECs
- Fixed a visual display bug with iron skin
- Typos

LW Rebalance v1.36.04

Tactical:

- Damage numbers are in red again with a yellow explosion for crit damage - QoL

Bug Fixes:

- Fixed a bug where the flank indicator would sometimes show flying units as flanked
- Maybe fixed a bug where units would not overwatch when launching/reinforcing
- Fixed a bug where close encounters would sometimes give too much reaction fire immunity
- Hopefully fixed a bug where kill cams were still activating too much
- Fixed a bug where the overwatch icon would sometimes overlap the cover shield
- Changed and re-did some of the maim code and some of the small item charge code in hopes that one or the other would prevent the unpredictable T-Posing XCOM soldier who can't use a stun rifle anymore bug
- Fixed a bug where concussive blast could clear disorient status on some units

LW Rebalance v1.36.03

Tactical:

- Replaced the double damage sign for crit with simply the text "CRIT" - Feels better

Equipment:

- Alloy plating alloy cost to 40 (from 30) - Makes it slightly harder to acquire
- Chitin plating alloy cost to 15 (from 25)  and reduces the duration of corrosion by 2 turns - Makes it easier to acquire and a little more unique
- Reinforced plating mobility to -1.3 and HP to 4 (from -0.6 and 2) - Makes it more distinct from other plating
- Regenerative plating mobility to 0 (from -0.6) - Buffed

Aliens:

- Zombie base damage back to 5 (from 7) - It's ok if they are a little easier, and fairly fitting
- Chryssalid base mobility to 12 (from 14.6) and mobility growth to 1 per level (from 2) - Makes it a little easier to position against them and helps prevent things like off-screen dash attacks
- Berserker base mobility to 10 (from 11.3) - Makes it a little easier to position against them and helps prevent things like off-screen dash attacks
- Chryssalid and Berserker damage growth to 2 per level (from 4) - Accommodates for previous penetration buff

Bug Fixes:

- Fixed a bug where the flank indicator wouldn't show up on distances greater than 11 tiles
- Fixed a bug that would show excessive damage numbers on bleedouts and civilian deaths
- Fixed a bug of incorrect glam cams showing up

LW Rebalance v1.36.02

Strategic:

- Quenchguns requires 360 alloys (from 130) - Makes it more difficult to bring online mid campaign as it's supposed to be a late game just pre-plasma tech that will not always be viable
- Beam Strengthening requires 220 fragments (from 360) - Makes it not as unreasonable to bring on with it's competition with weapon fragments for plasma tech

Tactical:

- Reverted the kill cinematics happening on misses and non-kills - They made it so you couldn't see what damage you did, if the unit died or was OK -- especially during the enemy turn it was quite frustrating
- Injury through armor damage only occurs when the damage is greater than 1 - Single damage injury felt frustrating and this avoids a lot of small cases of injury
- Corrosion lasts 4 turns (from 6) and causes units to lose 1 armor HP (from take 1 armor HP in damage) so it no longer triggers damage control - QoL, decrease in strength
- Mind Deterioration causes units to lose 1 HP (from take 1 damage) so it no longer triggers damage control - QoL, consistency
- The distance indicator now also indicates whether a unit would be flanked or not - QoL

Equipment:

- Combat Stims last 4 turns (from 3) - Buff to offset overpower nerfs and the fact that it's less ideal to bring fatigued units
- Chryssalid Claw (Chryssalid weapon) and Muton Blade (Berserker weapon) penetrate all DR - Buff to melee attacks
- Chittin plating reduces melee damage by 60% (instead of granting 60% DR) - Works with new penetrating melee attacks

Perks:

- Opportunist grants +50% weapon damage to sniper and strike rifle reaction shots - Slight boost to make it more competitive on even non mayhem builds
- Absorption Fields grants 30% DR (from 35%) - Slight tone back on MEC/SHIV tanking
- Collateral damage deal 20% damage per ammo spent (from 15%) and automatically reloads the weapon after use, but has a 2 turn cooldown - Buffed while still encouraging use of other tactics
- Extra Conditioning grants +1 armor HP (from +2) - Slight nerf as the +10% action is really strong

Aliens:

- Mechtoid base HP to 24 (from 32) but base aim to 70 (from 60) - Makes them significantly less tanky so they aren't such walls but they are a little more offensively dangerous
- Zombie base damage to 7 (from 5) - Slighty more threatening
- Chryssalid base damage to 5 (from 7) - Accommodates for penetration
- Berserker base damage to 10 (from 14) - Accommodates for penetration
- Thinmen gain 1 damage per level upgrade (from 2) and 15 crit per level upgrade (from 20) - Slight tone back

Bug Fixes:

- Fixed a bug where alien leader HUD icons were not being lengthened
- Fixed a bug where damage resistance displays were not popping up
- Fixed a bug with AP pips being squashed when loading some maps
- Fixed a little line graphical error in the loadout screen - Thanks szmind
- Fixed a bug where maim only fired 1 shot
- I think fixed a bug where the stun rifle would bug out
- Fixed a bug where the stun rifle ammo counter wasn't working properly
- Typos

LW Rebalance v1.36.01

Tactical:

- Removed the Sectopod + Mechtoid pod as an option to spawn - I hope
- Shred is now 20 + 2 times shred damage taken (from 20 + 3) - Tone back on strength of damaging applications of shred
- Shot Cinematics will now trigger on misses - QoL so you can't tell from a cinematic if you're guaranteed the kill

Bug Fixes:

- Fixed a bug where the hp pips on certain aliens would go invisible - thanks szmind
- Fixed a bug where the alien HUD icons would not be colored correctly - thanks szmind 
- Fixed a bug where corrosion was doing too much damage - thanks szmind
- Fixed a bug where the tile distance indicator would show random values when ontop of a unit - thanks szmind
- Fixed a bug where grapple icon was blurred out and showed 0 charges - thanks szmind
- Fixed a bug where certain icons on perk trees would be replaced with "img:" - thanks szmind
- Fixed a bug where the rocketeer's perk tree was reverted to an earlier version
- Fixed a bug where salvage after ufos missions displayed less than the actual amount you would receive
- Fixed a bug where gamespeed was defaulting to 5 (even if set to 4) making the game appear too fast
- Fixed a bug where a corrosion cleared popup would occur on units not corroded
- Fixed some scout perception grammatical errors
- Fixed a bug where some reinforcements would not have correct perks
- Typos

LW Rebalance v1.36.00

Strategy Game:

- Laboratories grant +50% research (from +30%) - Buff to their significance, increase in mid and especially later game reserach speeds
- Jai Vidwan boost laboratories to +75/15% research (from +50/10%) - Slight buff, accommodation for increased laboratory strength
- Workshops reduce item build time by 40% (from 20%) - Buff to their significance, increase in mid and especially later game production speeds
- Home Continent bonus grants 800 credits (from 500) - Buff to overall cash flow 
- Xenological Remedies grants 5-8x corpse/captive sales (from 7-10x) - nerfed
- Fusion Weapons are now unlocked through EMP weapons (from Standard Plasma weapons) - Brings fusion technology online much earlier
- Perks that give free items are now displayed in the loadout - Thanks to szmind for the great code
- The first Exalt sabotage operation is now always a credit hack for 100-200 credits - Makes RNG less important in this hit

Air Game:

- UFO Hunt missions occur 33% less often overall - Reduction in hunt spam
- UFO Hunt missions increase by 10% for every satelitte in orbit (from 100% for every continent with coverage) - Significant reduction in hunt spam and allows for more air game expansion and more diverse air game expansion (2 vs 4 country continents)
- Aim Boosters require 28 floater corpses (from 12) - Much more rare, accommodates for increased access to plasma/fusion cannons
- Sending up a damaged aircraft has a -10 aim malus (from -20) - Makes it much more reasonable
- Improved Destroyers have 150% DR (from 125%) and 3000 HP (from 2000 HP) and Abductors have 150% DR (from 100%) - Makes later game UFOs more difficult to shoot down without EMP or higher
- Raiders have 4000 HP (from 4500 HP) and gain 30% HP per level (from 20% HP per level) - Easier to down early game but increased difficulty to take down in the mid and especially later game
- Fighters have 800 HP (from 600 HP) - increased difficulty to take down throughout the game
- Plasma Cannons have 150% penetration (from 100%) - Makes them superior end game weapons
- Plasma Cannon credit cost to 400 (from 1200) and Fusion Cannon credit cost to 600 (from 1800) - Makes them more reasonable acquisitions
- Fusion Cannon aim to 10 (from 15) and fire rate to every 6s (from 3s) - Makes a more experienced pilot more important and also accommodates for increased access to the weapon so it's not so overpowered
- Alien Fusion Cannon fire rate to 2s (from 3s) - Makes dodge boosters less effective against them

Tactical:

- All explosives gain the "Concussive Blast" ability: clears enemy overwatch and has a chance to disorient targets (including mechanical targets) equal to the percent of base HP they lost - Boost to the strength of explosives throughout the game
- Orange AP pips representing 'danger of receiving reaction fire' have been replaced with a red target icon - QoL, thanks to szmind for this awesome code
- A grey shield on the unit flag of each unit now represent the approximate level of % DR - QoL, thanks to szmind for this awesome code
- A green eye will now more clearly represent Line of Sight where the cursor is (instead of a blue eye) - This removes the problem of the blinking red/blue eye when a unit was on overwatch but also could see the cursor, thanks to szmind for this awesome code
- Above each green eye (showing which units you can see) will be the number of tiles away the unit is from the cursor - Large QoL upgrade - This means you can move your cursor to a flanking position on your unit and see if, for example, a thinman has the mobilty to reach it
- The green eye representing Line of Sight will turn red when only a unit with squadsight would be able to fire at that unit - Large QoL upgrade - We can now use the LoS indicator to determine if we can see units at squadsight!
- Ready For Anything will no longer activate on maimed aliens - Half bug fix, half feature change: it's more intuitive this way
- Ammo counts for weapons are now displayed in a graphical bar
- Reaction Fire will no longer trigger if the unit that could reaction fire is stealthed/concealed/hidden - Prevents abilities like CCS or OW from breaking, QoL
- Exalt Data Recovery missions increase in difficulty a little slower as the campaign progresses - Makes them a little less challenging as the campaign progresses
- Any unit that moves (including those that are flushed) have overwatch removed - Accommodates for flush nerf and some odd buggy situations

Perks:

- Squadsight now allows units to target enemies around obstacles more easily - For example: a tree will not block as much of the view as much for a squadsight unit as it would a normal unit
- Insentient Crush deals 40% of max HP in HP loss to SHIVs (from 20%) - Prevents soloing etherals with SHIVs
- Flush now only causes units in cover to move, including hunkered units - Prevents the annoying situations where you move units that you don't want to move - QoL
- Flush no longer clears enemy overwatch (though it will clear if the unit moves), but no longer has a cooldown (from 1 turn cooldown) and has no crit malus (from -50 crit) - Nerf to the predictability OW clearing capability and buff to it's damage output
- Rapid Fire now grants -5 aim per tile away (from -30 aim always) - Buff to closed range use, nerf to long range use
- Opportunist now grants reaction shots from sniper and strike rifles +35% weapon damage - Buff to the strength of reaction shots on the sniper with opportunist
- Close Encounters now grants 10 crit resist for each tile closer than 10 (from 5% chance of graze for each tile closer than 10) as well as immunity to reaction fire within 4 tiles - More predictable and prevents the high crit damage which is really what can be fatal to CE units that get too close, also makes assaults great at dealing with outsiders helping further carve out a niche for them
- Sprinter now grants immunity to being pinned (from suppression) - Makes suppression a lot less effective at controlling alien leaders
- Suppression has 1 turn cooldown (from 2 turns) - Not needed with it not being as strong against leaders
- Sapper no longer 'clears enemy overwatch' as all explosives now do this but instead grants explosives the ability to ignore flat DR - Tweak to more damaging role
- In The Zone no longer has a restriction on the number of extra shots per turn - Buff to ITZ builds
- Growth (on outsiders) no longer increases DR - Makes large outsiders MUCH more managable
- Camaraderie now makes Commanding Officer grant double the chance for end-in-idle actions of squadmates in vision to cost 0 AP - alteration as the stacking of it wasn't ideal as it was often either useless or overpowered
- HEAT Warheads grants +5 penetration (from +4) - Slight buff
- Combined arms grants +1 damage (from +2) - Was too strong at 2, balance on the tree
- All officer perks now grant an attribute bonus when selected (see wiki or in game for detail) - Makes officers much stronger and more comparable to psi/gene/MEC
- Onslaught now only grants the KSM a free action (from both KSM and Flamethrower) - Flamethrower was too strong used back to back
- Sentry grants 65% DR (from 50%) but no longer grants additional ammo - Focus more on the resiliency role of the perk

Equipment:

- Smartshell Pods grants 15 aim (from 20) - Balance
- Carbines now gain +10 aim and +10 defense (for ballistic/laser), +15 aim/defense (for gauss/pulse), and +20 aim/defense (for plasma) - Buff to progression of carbine aims
- Sniper Rifles now have 2/2/3/3/4 penetration (from 1) - Buff to armor piercing capability of sniper rifles
- Blaster Launcher range to 12 tiles (from 14) - Toned back in strength due to earlier access
- Plasma Reflex Cannon (shotgun) grants the perk Penetrator (from +2 damage against targets within 4 tiles) - Buffed
- Plasma Carbine grants biologic shredder (from bonus defense) - Buffed and accommodates for carbine changes
- Plasma Novagun (SAW) grants +3 damage vs Mechanical Enemies (from +2) - Buffed
- Mayhem Suppression bonuses are now 2/2/3/3/4 (from 2/2/4/4/6) - Fix of strength of mayhem suppression so that it doesn't accelerate past normal damage levels (fixed at 50% of base damage)
- Plasma Dragon (LMG) grants 6 damage mayhem suppression (from 8) - Nerfed to accommodate toned back mayhem suppresison damage
- MEC Grenade Launcher range to 12 (from 10) and damage to 10 (from 8) - Boost to reach and damage for MEC grenades

XCOM:

- Hover SHIV aim and defense bonus to 20/20 (from 30/30) - Tone back in strength as they are quite strong

Aliens:

- Exalt Snipers and Elite Exalt Snipers have 10 less aim and half as much health - Makes them much easier to deal with
- Exalt Operatives and Elite Exalt Operatives have 5 less aim - Slightly less offensive punch
- Muton Elite and Heavy Floater pods will more likely consist of regular mutons and floaters (as oppossed to full pods of muton elites or heavy floaters) - Note: this is MORE likely, not guaranteed
- Sectopod aim to 90 (from 100) and base damage (for cluster bombs and main cannon) to 14 (from 16) - Reduces damage output, makes it a little less oppressive end game
- Ethereal will to 130 (from 160) - Lowers it's damage output and overpower strength, makes it a little less oppressive end game
- Chryssalid defense to 50 (from 40) and base HP to 8 (from 6) - Increase in terror mission difficulty
- Chryssalids gain 6 HP every alien level upgrade (from 4) and 2 mobility (from 1.5) and 4 damage (from 3) - Increase in later game difficulty
- Zombies gain 7 HP every alien level upgrade (from 5) and 3 damage (from 2) - Increase in later game difficulty
- Cyberdiscs deal 12 base damage (from 10) and 3 damage per level upgrade (from 2) - makes them a little more threatening
- Floaters gain +2 base HP, Heavy Floaters gain +6 base HP - Increase in overall difficulty/resiliency of these enemy types
- Floater/Heavy Floater aim to 60/70 (from 55/65) - Slight increase in offensive strength
- Heavy Floater base DR to 3 (from 2) and gain 1 DR per alien level upgrade (from 0.8) - Increase in resiliency
- Muton Elite base DR to 3 (from 2) and gain 1 DR per alien level upgrade (from 0.8) - Increase in resiliency
- Outsiders gain 1 DR per level upgrade (from 0.5) - Accommodates for growth not increasing DR at all
- Thinmen mobility to 9.3 (from 10) but gain 1.3 mobility per AL upgrade (from 0.6 mobility per AL upgrade) - buff to the strength of later game thinmen
- Seekers gain 1 damage per AL upgrade (from 0.5) and 4 HP per AL ugprade (from 2) and 1.3 mobility be AL upgrade (from 0.6) and 0.5 DR per AL upgrade (from 0) - buff to the strength of later game seekers

Bug Fixes:

- Fixed a bug where collateral damage was doing 1 damage
- Fixed a bug where psychic storm wasn't correctly getting interrupted from concussion grenades
- Fixed a bug where Muton leaders did not show that they had Shred in their F1 panel
- Fixed a bug that was causing lag during the alien turn (thanks szmind!)
- Fixed a bug where scavenging after UFOs was not adjusting for campaign length
- Fixed a bug where One For All would not cancel if a unit went on overwatch
- Fixed a bug where reinforcements would go on overwatch when they had not be activated yet through squadsight
- Maybe fixed a bug where staggered alien units would overwatch at the end of their turn
- Fixed a bug where daredevils was giving 40% less damage during combat patrols (instead of 50% less)
- Fixed a bug where corrosion would not trigger on panicked units
- Fixed a bug where Mecthoid non-leaders would sometimes get Absorption Fields
- Maybe fixed a bug where panicked exalt units could still enter overwatch
- Fixed a bug whre the remaining ammo count on enemies would not always be accurate - Thanks to szmind for this one
- Fixed a bug where non-ironman games were being recorded as ironman
- Fixed a bug where maimed units could be left on Overwatch
- Fixed a bug where units on Overwatch that scampered could reenter overwatch
- Fixed a bug where stagger could still sometimes cancel actions mid-action
- Maybe fixed a bug where exalt radar hacks would provide data on covert operation
- Fixed a bug where retired soldiers were only granted 40% more xp on Special Warfare School when it should have been 60%
- Fixed a bug where Psionic abilities triggering reaction fire with psi mastery against Reactive Targeting Sensors
- Typos

LW Rebalance v1.35

LW Rebalance v1.35.06

Bug Fixes:

- Hopefully fixed a bug where Stagger wouldn't properly remove AP from some units
- Fixed a bug where Exalt units would sometimes overwatch while panicked
- Fixed a bug where corrosion cleared would appear on all medikit uses
- Fixed a bug where corrosion could do more than 1 damage

LW Rebalance v1.35.05

Strategic:

- Exalt spawn with 2 less initial soldiers on data recovery missions - Makes those missions easier
- Special Warfare School provides a 70% discount (from 95%) on OTS projects but also grants 60% more experience from retired soldiers - buffed, accommodates new retired mechanic
- Ancient Artifacts starts with an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator (from 2 Illuminator Gunsights) - Buffed
- Meld cost significantly increased on genetic modifications - They were too cheap for how strong they are

Tactical:

- Countercharge no longer displays a % chance of success when activating - It wasn't possible to get the accurate number based on the way the mechanic works without it bugging out (false popups) or being inaccurate without using a lot of processing power
- You can now see crit values in the F1 display (small number beside the aim) - QoL
- Aliens now have armor HP - works with new acid (corrosion) mechanics
- Red Fog now only occurs on base HP (it has no effect if the soldier has only lost armor HP) - QoL, makes sense, feels cool

New Acid Mechanics:

- Corrosion lasts 6 turns - Makes it temporary
- Corroded units lose 1 armor HP at the beginning of each turn - Makes it still quite impactful
- Corrosion can no longer be removed while the unit is in an acid cloud - Always should have worked this way

Perks:

- Fragmentation grants +35% chance for double damage (from 30%) - Slight buff
- Light 'em up grants +1 damage AND +10 crit for each time their target has been damaged (from just +1 damage) - Buff to the perk and the crit rates on various shooters
- Killer Instinct grants the full +50 crit damage to laser/pulse weapons (from just +25 to laser/pulse) - Boost to laser/pulse crit weaponry
- Sentry only grants 50% DR on the first hit when on OW (from just anytime on OW) - Prevents unintended situations where the unit cannot effectively discharge overwatch and Sentry acts as permanent +50% DR
- Close Encounters grants a 5% chance for graze per tile closer than 10 (from 10%) - Nerfed

Equipment:

- Beam Laser and Pulse Laser weapon tiers grant +10 aim (from +5 aim) - Boost to laser and pulse weapons
- Both laser/pulse pistols gain +10 crit - Accommodation for not gaining aim
- LMG grants 6 ammo (from 5) - Futher slight boost
- Cognitive Enhancer provides +35% xp (from +50%) - Toned back slightly

XCOM:

- Reworked Rocketeer perk tree - see Perk Tree Image

Aliens:

- Slight improvement in overall alien AI - QoL
- Exalt Snipers no longer have Impact - Tones them back slightly

Bug Fixes:

- Fixed a bug where elerium reward was 50% more than intended on gangplank/furies
- Fixed a bug where melee attacks were acting as shots for abilities like CST, VPT, graze, etc.
- Fixed a bug where a visual for countercharge would occur when no actual countercharge attack would trigger
- Fixed a visual bug where graze was showing more damage than was actually done
- Fixed a bug where genetically modified soldiers could become officers
- Fixed a bug where you couldn't use combat patrols if you had the required credits
- Fixed a bug where the Stagger chances were not being displayed correctly (despite working correctly)
- Fixed a bug where the Javelin rocket indicator would suggest that it did not do damage around cover
- Typos

LW Rebalance v1.35.04

Strategic:

- Architects of the Future reduces cost and upkeep of labs/workshops by 65% (from 50%) - Buffed, increases cash flow for campaigns that capture Africa, helps accommodate for low credit values on the countries
- Starting credits increased by 100/150 for all South American/African country starts - Helps increase available cash for weaker continents

Tactical:

- Lowered Hover SHIV volume more - QoL
- Reinforcements on Exalt covert operative missions occur 1 turn earlier - Slight increase in engagement

Perks:

- Dual Heart grants 15% throw range (from 20%) - Slight tone back
- Bombard grants 25% throw range (from 30%) - Slight tone back
- Fragmentation grants a 30% chance for double damage (from 20%) - Buffed
- Flush grants +20 aim (from +30) - It was a little too strong, especially with the gene mod
- Extra Conditioning grants +2HP (from +1) but no longer grants +10% DR - simplification of the perk as the small DR wasn't doing much
- Grit grants 15% base DR (from 10% base DR) - Buffed
- Suppression is on a 2 turn cooldown (from 1 turn) - Tone back of gunners, and control on aliens, especially the bullet wizard

Equipment:

- LMG ammo to 5 (from 4) - Slight buff, helps offset suppression nerf and makes the LMG slightly more competitive for later game non-bullet wizard builds

LW Rebalance v1.35.03

Aliens:

- Tweaked Exalt and their perks slightly

Bug Fixes:

- Removed the aim/crit chance displays - it would cause some games not to load and those that did to be quite laggy and sometimes cause problems like step out bugs (on regular LW it might work, but LWR has a lot of extra code so calculating and displaying those hit chances is too intensive for the engine)
- Improved some code to make the game a little less laggy
- Fixed a bug where Meld healing required 120 meld in order to be able to use it (where it should only be 50)
- Fixed a bug where the countercharge popup % chance was not always accurate
- Fixed a bug where Gangplank and Furies were awarding more alloys than intended

LW Rebalance v1.35.02

Strategic:

- Xenoneurology research time to 10 (from 80) - Slowed down research too much at 80 and felt bad at a longer research since it grants very little now
- 2nd wave option strict screening grants every soldier 38 will (from 35) (so a total of +8) - When the minimum will was raised to 20 (from 5) there was no accommodation for strict screening
- Every month the cost of soldiers increases by 10, everytime a soldier, SHIV, or pilot dies the cost of soldiers decreases by 10, the lowest soldier cost can go is 70 - Makes losing soldiers easier to replace
- Any soldier who enters a mission with fatigue will have that fatigue doubled after finishing the mission (does not affect fatigue accumulated on the mission, just previous fatigue) - Discourages fatigue stacking, especially on officers

Tactical:

- The enemy ammo count is now always available in the F1 view - Good players are able to check the wiki for ammo amounts, then count ammo used; and for verisimilitude soldiers would be able to do the same. Since the former is tedious and the later is reasonable, ammo counts will now be displayed.
- AP Pips of XCOM units will now highlight to help identify characters: Purple = Psionic, Yellow = Commander, Green = Genetically Modified, Grey = Mechanical (Note: danger of OW fire and enrage will overwrite these) - QoL
- Hit and crit chances are always displayed on the alien HUD icons - QoL (thanks to szmind for the great idea and code help)
- Commanding officer's health bar no longer turns yellow - Not needed with the new AP pips
- Turning AP pips yellow after 1 action no longer occurs - Would get confusing with new AP pip indentification system
- Turned up the early difficulty up on both exalt missions - They were a little too easy

Perks:

- Critical System Targeting no longer works with the Arc Rifle or Arc Pistol and no longer gains an additional +50 crit vs fliers - The Arc equipment was designed to grant anti-mechanical capabilities to squads that didn't have enough, not to amplify squads that did, this helps achieve that end. The extra crit against fliers made the perk a little too strong on the jaeger due to it's high damage output capitalizing on the +40% damage.
- Command (from Officers) is now a free action - Large buff, allowing them to chain commands and also makes picking the officer less build dependent
- Tactical Brilliance no longer has a chance to make command a free action - As it always is now

Equipment:

- Sawed-off Shotgun gains +40 crit - Buffed, makes it more reliable for critting
- Stun Rifle now maims targets when they are at or below half health (from just below half health) - QoL, prevents situations where you think it should get maimed and doesn't
- Grenade Launcher no longer requires Gauss Weapons to unlock - Brings it on much earlier
- Motion Tracker now has 2 base charges and also grants the Tracker perk - Makes the item more competitive vs the newer stronger SHIV items and also gives another unit capable of acting as anti-seeker and another unit capable of acting as a scout
- Arc Pistol alloy cost to 0 (from 2) - Makes sense

XCOM:

- Original SHIV armor HP to 12 (from 8) - Helps the SHIV last longer in the early game

Aliens:

- All Cyberdiscs get Penetrator (from just cyberdisc leaders) - Since they will no longer come in pods of all dics, their main cannon should pack a punch, and the reduction in it's damage has made it a little weaker than intended

Bug Fixes:

- Fixed a bug where mayhem would grant 2 separate suppression abilities on units with suppression
- Fixed a bug where CE was granting graze too often still
- Fixed a bug where Mechtoids were still getting sentinel Opportunist
- Fixed a bug where snapshot was not working correctly with Exalt overwatch
- Fixed a bug where mayhem suppression was doign too much damage on laser/pulse
- Typos

LW Rebalance v1.35.01

Strategic:

- Genetically Modified Psionics renamed to Super Soldiers - Fixes a spacing issue
- Consistent Fatigue is now 4 days (from 6) - Accommodation for new lower fatigue

Perks:

- Critical System Targeting grants +40% damage (from +20%) - I was off and miscalculating it's strength and after analysis I believe it's more reasonably balanced with this change
- Collateral damage now deals 15% weapon damage per ammo spent (from 50% weapon damage) - Makes additional ammo more valuable on the Shogun
- Secondary Heart renamed to Dual Heart and also increases throw range by 20% - Buff to genetic modification for support classes and grenadiers
- Predictive Tracking also allows Flush and suppression shots to deal 100% weapon damage (instead of 50% weapon damage) - Buff to gene mods on the gunner
- Adaptive Bone Marrow decreases injury times by 40% (from 25%) - Buffed gene mods on tanks
- Inner Fire also increases throw range by 10% - Buff to psionic supports and grenadiers
- Psychokinetic Strike to 3 turn cooldown (from 4) - Buffed for level balance
- Mind Merge grants +40 DR, +40% mobility and -40% scatter to the target (from 25 of each) - Buff to psionics

Equipment:

- Stun Rifle is unlocked by Xenobiology (from Xenoneurology) - Allows earlier access to captures without making xenoneurology so mandatory so early
- Elerium emitter now has 5 charges (from 2) and 0 mobility (from -0.6) - Buffed for longer missions
- Aurora and Vortex armor now both grant +2 mobility (from +1.3) - Buff to psionics in general

Aliens:

- Mecthoids replace Sentinel + Opportunist with Sentry - Makes them more defensive and less offensive

Bug Fixes:

- Fixed a bug where Close Encounters was granting 100% chance for graze at all ranges
- Fixed a bug where soldier costs were left at 120 inadvertently (instead of 140 as intended)
- Fixed a bug where all research times were inadvertently increased by 15%

LW Rebalance v1.35.00

Strategic:

- Furies and Gangplank now both reward 90-110 alloys and 1-2 UFO Power Cylinders - Makes the rewards more reasonable and set
- Advanced Repair is a 35% reduction in repair time (from 30%) - Buffed, helps with later game SHIVs, MECs, and the air game
- Cost for hiring soldiers increased to 140 (from 80) - Accomodates for decreased fatigue time and less soldiers neccessary (you still acquire soldiers through the game)
- Meld sell cost reduced to 3 (from 4) - Decreases the use of it as a cash substitute, encourages use of things that use meld (meld healing, MECs, gene mods, equipment, rushing, etc.)
- Augmentation of a soldier to a MEC resets the mission count - Allows older soldiers to become MECs without feeling like they are so useless due to fatigue
- 2nd Wave Option "Mind Hates Matter" changed to "Genetically Modified Psionics" - Allows psionic Soldiers to receive genetic modifications and vice versa
- Plasma II UFO Air Weapon damage/cooldown to 400/0.5s (from 1500/2s) - Slight increase in damage per second, but massive decrease in per hit damage so it makes it impossible to one shot an interceptor from full HP - Helps reduce RNG
- LMEC3 and HMEC3 research time to 250 (from 90), Xenoneurology research time to 80 (from 25), all interrogation times doubled - Makes research acquisition more challenging, encourages building of more labs
- Armored Fighters foundry project costs 550 credits (from 200) - Makes it more difficult to get online as early

Start Bonuses:

- Daredevils now triples the effect of combat patrols - Boost to it's strength for balance
- We Have Ways reduces autopsy and interrogation times by 65% (from 80%) - Nerf to accommodate increased interrogation times
- Foreign Legion starts with 12 extra soldiers (from 20) - Accommodates for decreased barracks sizes
- Advanced Preparation starts with 5 extra soldiers (from 8) - Accommodates for decreased barracks sizes
- Legacy of Uxmul grants +10 bonus will for the purposes of psionic training (from +8) - Buffed due to the fact that psi is a mutually exclusive path for soldiers now

Soldier Upgrades:

- Augmentation, promotion to officer, psionic training, and genetic modification now represent 4 different 'paths' that a soldier can take and each are mutually exclusive to each other (meaning you can only pick 1 for each soldier) - Lowers the ability of biosoldiers to become such super soldiers, increases distinction of soldiers

New Meld Heal Mechanic:

- Meld healing now costs only 50 meld (from 120) but effectiveness decreases from 80% by the formula: 80/(1+uses) - Makes it much more reasonable to use a few times on the majority of your soldiers but much less reasonable to use more than a few

New Retirement Mechanic:

- Retiring a soldier now sends them to the OTS, and for every 10 missions (modified by campaign length) that retired soldiers have accumulated in the OTS, every active soldier in the barracks gains +1xp/day - Significant buff to the effect, but more delayed effect

Tactical:

- Fatigue is now 8 hours per turn (from 12 hours per turn) - Significant reduction in fatigue accumulation resulting in a smaller barracks size overall
- Cyberdisc pods will no longer spawn full pods of cyberdiscs - Was too much of a difficulty spike to fight against
- Experience gained for missions/long missions/kills reduced to 70/100/4 (from 100/140/5) - Accommodates for lower fatigue accumulation to not overpower the smaller barracks
- The Temple ship now grants 8/9/10/11 soldier capacity for impossible/brutal/classic/normal (from 9) and grants +1 soldier capacity at 5 countries only (from an additional at 5 and 10 countries) - Makes the mission significantly easier on easier difficulties and slightly harder on impossible with less dependency of number of countries beyond 5
- The Bonus chance for +1 leader level (and thus possible max level leaders) on Terror Missions, Alien Base Assaults, and the Temple Ship is now 20/40/60/80% on normal/classic/brutal/impossible (from just 50% always) - Makes the challenging enemies more common on higher difficulties and less common on lower difficulties
- The volunteer now gains Distortion - Massive boost to the strength of your squad on the temple ship, makes it a lot easier and feels cool to not have to always hide the volunteer
- Cash rewards for destroying UFOs mid-air increased 5x to make destroying have some unique advantages (in terms of additional cash flow) - Helps make it feel less frustrating if you miss out on a crashed UFO, overall credit boost

Exalt Rework:

- Covert Operative Missions:
- - The number of XCOM members allowed is 3 - Results in 3 + 1 (covert op) = 4 on field
- - The missions start with 2 small exalt pods
- - Approaching or activating relays no longer has any effect on triggering reinforcements - Means there is no gaming around feeling like it's bad to get close to relays
- - The first set of exalt reinforcements now arrive on turn 6/7/8/9 (on impossible/brutal/classic/normal) and will reinforce again every 3 turns
- - Each time exalt sends in reinforcements there will be an additional set (e.g. for impossible: 1 set on turn 6, 2 sets on turn 9, 3 sets on turn 12, 4 sets on turn 15, and 5 sets on turn 18)
- - Reinforcements will stop completely if you make it to turn 24
- - Mission success is extraction of data from 3 towers (2nd will always fail) and extraction of the covert operative - The reasons for the 2nd tower fail are due to coding limitations
- Data Recovery Missions:
- - The number of XCOM members allowed is 5 (from 6) - Results in 5 + 1 (covert op) = 6 on field
- - The missions start with 2 medium exalt pods
- - Reinforcements occur every 2 turns starting on the 3rd-4th turn and will occur 3 times
- - Upgraded AI: Exalt on this mission will be half as likely to try to capture data devices (thus, more likely to engage XCOM) - Reduces the amount of derping by Exalt (note: I did not say eliminates derping, just reduces it)
- - Mission success is protection of one or both of the data areas and elimination of all exalt
- All Exalt soldiers are re-designed, are stronger (as you'll be fighting significantly less), and more closely resemble their XCOM counterparts - See the wiki (aliens section) for more details
- Elite Exalt are now more like mirrors of their non-elite versions except with enhanced stats and gene mods

Perks:

- Sentry now grants +50% DR when overwatching and +2 ammo as well - Buffed, makes it better at tanking a single shot
- Cover Tenacity grants 3% DR per activated alien (from 4%) - Slight nerf
- Hit and Run only works on damaged units (from damaged, suppressed, or disorientated) - Limits the use a little more
- Critical System Targeting grants +20% damage (from +30%) - More focus on the crit aspect, tone back in strength
- Close Encounters grants a 10% chance for every tile closer than 10 to have shots graze (from 50% of shots within 10 tiles) - The range felt too large (as it wasn't really 'close' at 10 tiles), this makes the range feel more important and gives higher consistency at point blank
- Transform (Closed state) grants cyberdiscs 5 DR (from 4) - slight buff to resiliency when closed 
- 2 New Alien Perks: Hive Mind and Eagle Eye: Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP - The AI simply cannot effectively use squadsight otherwise
- Blood Call no longer grants double mobility but instead grants +3 flat DR and only lasts 2 turns (from 3) - more fitting for the ability, prevents out of line of sight charges from berserkers
- Distortion grants +30 defense to surrounding units in cover (from +50) and removes all DR from the user - Slight tone back so it's not as mandatory to kill the distorting unit first, prevents abuse on the volunteer and helps make sectoid commanders in cover not as hard to kill from range
- Inner Fire now also grants +1 DR - overall strength boost, buff to psionic tanks, keeps them competitive vs genetically modified tanks
- Telekinetic Field grants 40 Def (from 30) - Buffed
- Sapper now upgrades explosives to clear OW on any unit they damage - Buffed so that it's not so unidirectional in it's role
- Shock-Absorbent Armor grants +5% DR per tile closer than 10 tiles (from +2% DR per tile closer than 15 tiles) - Buffed but closer range
- Iron Skin grants 2 DR (from 1) - Buffed
- Adrenaline Surge grants +40 defense (from +30) - Buffed

Equipment:

- Laser SHIV weapons, SAWs, and LMGs no longer upgrade mayhem suppression and pulse versions only upgrade mayhem suppression to 4 damage (from 5) - Tone back on pulse/laser mayhem suppression weapons
- Conduit grants +30% DR when in cover (from +20%) and has a 20% chance to grant a free action (from 10%) - Significant buff for most psionics, buff to psionic tanks, keeps them competitive vs genetically modified tanks
- MiNE Launcher, Grenade Launcher, and Restorative Mists can only be equipped once per MEC - Encourages use of multiple different weapons for more diverse gameplay (similar to biologic class items)
- AutoSentry Turret grants Sentry (from CCS) - Buff for another way for SHIVs to tank (the first shot) as CCS was a little too slow on them, gives them a nice ammo boost as well
- Adaptive Tracking Pod and Targeting Motor aim to +10 (from +15) - Balance vs other modules
- Shielding Pod cost reduced to 25% of it's previous cost - Makes it much easier to bring online, makes SHIVs tankier earlier to help keep the relevant before alloy SHIVs
- Elerium Turbos grants +5.3 mobility (from +4) - Significant boost

XCOM:

- Shogun perk tree and base stats rework - See Perk Tree Image

Aliens:

- All non-exalt aliens with squadsight gain either Hive Mind - Improved AI
- All exalt snipers gain Eagle Eye - Improved AI
- Aliens with AP discounting actions will now act much more appropriately with them - Improved AI
- Cyberdisc base HP to 22 (from 18) - Buffed to accommodate for fewer possible in a pod
- Floater/Heavy Floater will to 10/20 (from 15/40) - Makes them more suceptible to XCOM psionics
- Mechtoid will to 25 (from 40) - Makes them more suceptible to XCOM psionics
- Muton Berserker will to 10 (from 20) - Makes them more suceptible to XCOM psionics
- Sectoids gain 10 will per alien level upgrade (from 14) - Lowers later game sectoid will strength
- Seekers gain 2 HP per alien level up (from 3), Seeker leaders gain half as much HP with each level up, but seeker leaders all gain tactical mobility - Makes them less about being a damage sponge but the leaders compensate by being a little harder to hit
- Thinmen gain 10 aim and 20 crit per alien level (from 20 aim and 10 crit) - Slight tone back on hitting capabilities
- Thinmen mobility to 10 (from 11.3) - Helps with preventing extreme range flanks and negating the effectiveness of cover vs these units
- Mechtoids and Sectopods only gain absorption fields if they are leaders but gain +1 and +2 flat DR - Makes high damage weapons and penetration more effective against them

Bug Fixes:

- Fixed a CTD infinite loop that would occur when alien reinforcements spawned in odd positions
- Fixed some bugs with combat patrol acting wonky (too much cost, wrong damaged time display on different campaign lengths, and sometimes not able to be activated)
- Fixed a bug where the volunteer would not have access to psychokinetic strike
- Fixed a bug (I think?) where exalt elite would spawn too early on some missions
- Fixed an old rare LW 1.0 CTD that would occur when trying to enter specific Exalt missions
- Fixed a bug where smoke/hunker/steadfast were not granting defense vs psychic storm
- Fixed a bug where countercharge was activating based off of base will units entered the mission with and not their current active will
- Fixed a bug where the Targeting Motor was not granting its penetration
- Fixed a bug where SHIV Advancements II was not granting shredder
- Fixed a bug where AP discounting actions could occur on some reaction shots (though it did nothing)
- Typos

LW Rebalance v1.34

LW Rebalance v1.34.17

Strategic:

- Robotics start to +12 aim for SHIVs/MECs (from +16) and moved to Australia - Nerfed and moved to something further from Ghost in the Machine
- Abductions now have 12 hour times to respond but after completing one the others disappear - makes having them automatically eliminated due to time constraints not a problem anymore - QoL
- Council Missions have 2 hour times to respond (from 1.5 hours) - makes it easier to have the 1 hour warning trigger - QoL

Air Game:

- Scout HP to 600 (from 1000) but gains 600 HP per alien level (from 500) - Makes earlier scouts easier to down
- The 2nd and 3rd UFOs on all recon missions will always be Raiders (players will still have the 1 guaranteed scout in a country with coverage) - increased representation of raiders, reduce crashed scout missions
- Scout UFO Missions renamed to Recon UFO Missions - Helps prevent confusion with the actual Scout UFO
- Combat Patrol rework:
- No longer affects alien research
- Initial cost 50 (from 100)
- Cost still decreases by 50 each month but down to a minimum of 50 (from a minimum of 100)
- Cost increases by 10 x the current alien level (from just always 100) (e.g. so on alien level 3 each combat patrol increases the cost of the next combat patrol by 30 credits)
- Overall Result: Combat Patrols are a lot more affordable, especially early game, but are mostly just used for panic instead of lowering alien research/level

Tactical:

- Scouts now have command crews of 2 which upgrades to 3 outsiders (from 1 that upgrades to 2) - Increased difficulty of scouts. Reasonable considering the first downed scout can have multiple specialists attacking it now.
- Raiders now have command crews of 4-5 outsiders (from 3-4) - Increased difficulty of raiders
- Covert op missions have ~15% less (on top of the previous decrease) rate of reinforcements - Makes it slightly easier to push through
- Covert op and data recovery exalt missions start with ~20% less soldiers - Makes them slightly easier off the bat
- Number of drop-ins on council missions reduced by ~33% - Makes them a lot easier to deal with
- Flame damage (from the flame thrower) is no longer affected by DR - Buff to the flamethrower's consistency and damage output

Alien Pod Compositions:

- The following changes are to increase consistency of mid and especially later game missions:
- Sectoid pods will stop spawning when Sectoid Commander Pods fully spawn
- Drone pods will stop spawning when Mecthoid Pods fully spawn
- Muton pods will stop spawning as Muton Elite pods emerge
- Floater pods will stop spawning as Heavy Floater pods emerge

Perks:

- Countercharge now does 3 + PsiRank/2 damage (from 3 + PsiRank damage) and trigger rate back to will/5 - Lowers the upper damage limits so it's not so much stronger later game and reduces overall occurrance 
- Grenadier grants +10% throw range - General buff to grenade builds
- Bombard increases throw range by 30% (from 35%) - Slight tone back... It got more of a buff from the grenadier throw range boost and was a little strong
- Close Encounters no longer grants 40% DR to units within 4 tiles but instead causes 50% of all shots within 10 tiles to graze, dealing only half of their original damage - Buff to Assault and medic tank's ability to tank up close and prevents it from working against melee attacks and explosives
- Disabling Shot aim malus to -40 (from -60) - Makes it much more reasonable to use

Equipment:

- Cost of Aegis and Banshee armor lowered by ~50% - Makes them more reasonably attainable
- Shotguns have 4 ammo (from 3) - Encourages increased use of short range weapons
- Arc Rifle and Arc Pistol only grant their pen vs mechanical units - As it was always intended
- Arc Pistol penetration to 2 (from 4) - Toned back
- SMG crit to 30 (from 40) - Toned back

XCOM:

- Engineer swaps Danger Zone for Tandem Warheads - Slight buff to engineer grenadier

Aliens:

- Thinmen now gain 2 damage every 2nd alien level (from 1), 20 aim (from 10), and 4 HP (from 3) - Increased strength of mid to late game thinmen
- Thinmen leaders gain 2/3/4/5 damage for each leader upgrade (from 2/1/2/2) - Increased threat to mid to late game thinmen leaders
- Thinmen level 6 and 9 leaders gain indomitable - Increased resiliency to late game thinmen leaders
- Chryssalid base damage to 7 (from 6) - Slight increase to their damage output

Bug Fixes:

- Fixed a bug where gentle aliens and elite aliens second wave options were not working correctly
- Fixed a bug where biological and mechanical shredder were applying to non-shot abilities
- Fixed some missing perks in the F1 panel on exalt
- Typos

LW Rebalance v1.34.16

Strategic:

- SHIV Advancements I and II require half as many weapon fragments - Makes them more accessible
- SHIV Advancements II grants Shredder (from Brawler) - Significant buff to mid and late game utility of SHIVs
- Modified the XCOM Base Defense to not require certain aggression and resource limits so that it will always occur in campaigns (as it could rarely not occur) - Makes campaigns feel more complete

Tactical:

- Countercharge now displays a % chance - QoL
- VIPs mobility to 125% (from 150%) - They were slightly too quick, the goal was to encourage early evacuation, not speed-run single turn missions
- Going on overwatch when in One For All now breaks One For All (instead of leaving the unit in OFA with no ability to overwatch) - QoL

Perks:

- Reactive Targeting Sensors now automatically enters One For All after activating but only grants +30 aim (from +50) - Tweak/buff to the perk
- Overpower minimum effect increased to 10% (from 5%) - Makes it so Berserker overpower isn't so insignificant
- Rapid Reaction renamed to Sentry: grants only 2 reaction shots (from 3) but +40% DR when on OW - It was common to not get all 3 reaction shots off anyway so this not only buffs it, but also make it synergize much better with RTS. Now Sentinel is the double shot damage reaction perk and Sentry is the double shot tank perk.
- Ready For Anything no longer grants an aim bonus (from +10) - Simplification of the ability and tone back of multi-action perk strength of RfA

Equipment:

- Incerator Module damage to +7 (from +6) - buffed
- Flamethrower damage to 7 (from 6) - buffed

XCOM:

- New Goliath Perk Tree - makes CPL level more competitive while not overpowering the SGT level

Aliens:

- Floater Leaders and Heavy Floaters have gained Sentry instead of Rapid Reaction - Obvious, but I should put this note to make others understand it's intentional
- Cyberdisc HP to 18 (from 14) - Were slightly too easy for enemies
- Heavy Floater HP to 14 (form 18) - Accommodates for new Sentry perk

Equipment:

- Elerium cost of Pulse weapons reduced
- Adaptive Tracking Pod grants SHIVs +15 aim (from +10 aim) and Sharpshooter (from Predictive Tracking) - Significant buff to offensive use of SHIVs
- Smartshell Pod grants SHIVs +20 aim (from +10 aim) - Significant buff to offensive use of SHIVs
- Targeting Motor grants SHIVs +15 aim (from +10 aim) and +1 penetration - Significant buff to offensive use of SHIVs

Bug Fixes:

- Fixed a bug where the meld sell price was still sometimes randomized
- Fixed a bug where sometimes height aim and defense bonuses would be incorrect for a reason I still don't understand =P
- Fixed a bug where the Close Combat Specialist range indicator wouldn't show properly on units with Run and Gun
- Fixed a bug where double tap that could not activate the 2nd shot would not allow for the unit to be a spotter
- Typos

LW Rebalance v1.34.15

Bug Fixes:

- Fixed a bug where the engineers didn't actually swap CST for BeO
- Fixed a CTD when access items in the strategic layer

LW Rebalance v1.34.14

Strategic:

- Meld prices no longer fluctuate in the Grey Market - Was too much of a resource for players to leave to RNG

Perks:

- Hit and Run deals +35% bonus weapon damage (from +50%) - Slight tone back, it wasn't intended to be so effective as a hard hitting damage dealer, especially with the full mobility. Hit and run was easier to trigger than anticipated.
- First Aid boosts medikits to cost only 1 AP - Buff to the perk
- Close Encounters grants 40% DR within 4 tiles (from 30%) - Buff to resiliency during close range combat on assaults and CE medics
- New Perk: Biologic Shredder: Shreds biologic units - for new equipment bonus
- New Perk: Mechanical Shredder: Shreds mechanical units - for new equipment bonus
- Countercharge has a will/4 chance to activate (from will/5) - Slight buff

Equipment:

- Javelin rocket radius to 3 (from 2) - Significant buff to the ease of hitting with the rocket
- Shredder ammo cost to 50 credits (from 120) and 5 alloys (from 20) - Makes it more reasonable to bring online
- Plasma Novagun grants +2 penetration vs mechanical units (from +2 penetration vs all units) - slight tone back
- Plasma Rifle no longer grants +3 damage vs biologic targets but instead grants Biologic Shredder - Buff to the rifle, increased late game access to shredder
- Plasma Battle Rifle no longer grants +5 damage vs targets at full health but instead grants Mechanical Shredder - Buff to the rifle, increased late game access to shredder

XCOM:

- Engineer Perk Tree: Critical System Targeting replaced with Bring 'Em On - CST didn't work well with the engineer's innate pen as it was still low damage, this also helps the DT engineer be relevant when there are no mechanical units
- Engineer base aim to +10 (from +15) - Slight nerf to accommodate for new BeO perk

Bug Fixes:

- Fixed a bug where snapshot would not prevent reaction fire triggering from exalt when entering overwatch
- Fixed some bugs on the defense values of elevated position
- Fixed a CTD when shooting from squadsight at a target with multiple spotters
- Typos

LW Rebalance v1.34.13

Bug Fixes:

- Fixed a bug where suppression only worked with 2 AP
- Typos

LW Rebalance v1.34.12

Strategic:

- Phoenix Cannon aim to 30 (from 35) - Makes it slightly less effective
- UFO Scout HP to 1000 (from 800) - makes them slightly harder to take down
- Aircraft Booster Foundry project costs 16 seeker corpses (from 28) - Makes it easier to obtain at a more reasonable time

Start Bonuses:

- Home Country bonus increased to 500 (from 300) - Increased influx of credits to XCOM
- Wealth of Nations bonus grants 10% more credits (from 15%) - Toned back even more
- Kiryu-Kai Commander renamed to Kiryu-Kai Commander"s" and grants 2 GSGT soldiers (from 1 MSGT soldier) - Buffed
- Pax Nigeriana: All non-mechanical units start with +1.3 mobility (from just +0.6 mobility)
- Advanced Conversion: MEC augmentation acts if all soldiers have +3 HP (from +2 HP)
- Bred Tough: All biosoldiers start with +1 DR and +2 HP (from 1 DR)
- Survival Training: All non-mechanical units start with +4HP (from +2HP)
- Per Ardua Ad Astra: All non-mechanical units start with +2 HP, +4 aim, and +4 will (from 1, 2, 3)
- Robotics: +16 aim bonus for new SHIV's and MEC troopers (from +10)
- Special Air Service: All non-mechanical units start with +8 aim (from +5)
- Legacy of Uxmal: 8 bonus will, only for the purposes of psionic training (from 7)
- Jungle Scouts: All non-mechanical units start with +0.6 mobility and +2 HP (from just +1 HP)
- Sandhurst: 20% reduction in fatigue and ranks requires for OTS projects (from 15%)
- Xenologic Remedies to 7/8/9/10x sales (from 8/9/10/11x) - Slight tone down

Tactical:

- Height advantage now grants +5 aim and defense per tile higher (capped at 30 aim/defense) [Flying units always just gain 30 defense] (from +20 flat aim and never defense if you were 3 tiles or more higher) - Makes strategic use of the battlefield and flying more valuable, makes it less frustrating when you are right at the cut-off for height bonuses, feels better even when you get small height bonuses
- The number of aliens on abductions and terror missions no longer increase by 1 every 4 months - Makes these missions a little less difficult at month 4 and especially month 8
- Rocket scatter reduced by 10% - makes rockets a little more accurate
- Shred is 20 + 3x shred damage taken (from 20 + 5x shred damage taken) - Stops it from scaling so heavily into the late game
- Stagger chance is now half as likely to trigger - Makes it a little harder to stagger

Perks:

- Snapshot to 60% chance for a 0 AP action on strike rifles (from 50%) - Support scout and HnR scout feel quite strong and are actually putting the snapshot a little down due to unpredictability, so the goal is to slightly overpower the snapshot but have the drawback be unpredictability
- Bring 'Em On no longer grants an additional damage to reaction shots - Strong enough without the reaction fire buff
- Mayhem grants 65% damage to sniper/strike rifles (from 70%) - Slight tone back
- Rapid Fire has a -30 aim malus (from -50) - Buff to mid-late game assaults
- Impact increases the stagger chance by 3x (from 2x) - Buff due to lower stagger base chances

Equipment:

- Battle Rifle base crit to 20 (from 10) - Slight boost for balance between weapons
- Psi Retaliator grants 40 crit resistance (from 20) - Significant boost to crit resist potential for psionic units
- Extra Conditioning now grants an additional 10% DR - Boost to the resilient nature of the perk, makes it more appealing on tanks
- SMGs can only be equipped by Scouts, Infantry, Assault, Medic, and Engineers - Didn't feel right on some of the other classes (long overdue change)

XCOM:

- Jaeger tree rework (see Perk Tree image) - Brings some key perks online earlier and Bring 'Em On helps define the Jaeger as stronger when there are lots of enemies
- Gunner and Rocketeers gain 4 base HP (from 3) and Rocketeer base aim to 10 (from 5) - Slight buff to Gunners/Rocketeers/Goliaths

Aliens:

- Floaters, Heavy Floaters, Drones, Seekers, and Cyberdiscs lose 5 aim - Accommodates for height advantage aim boost
- Mutons only upgrade to Rifles at alien level 5 (instead of 3) - Makes them a little less dangerously offensive for the early levels
- Muton Elite HP to 24 (from 30) and Heavy Floater HP to 18 (from 22) - Makes them less resilient
- Sectoid Commanders now all have Awareness (+20 def) but their HP is 8 (from 16) - Makes it easier to kill them quickly if you can accommodate for their extra defense (e.g. flank shots or KSM or explosives or countercharge, etc.)
- Sectopods no longer have RTS except for Sectopod lvl 9 leaders - It felt too strong on the majority of sectopods to have such resiliency to being attacked

Bug Fixes:

- Fixed a bug where panic reduction could pass 99% on council requests
- Fixed a bug where save games with the 'xenological remedies' starting bonus were not working correctly
- Fixed a bug where the pulse battle rifle and pulse assault rifle had 10 less crit than intended
- Fixed a bug where improved destroyers had 50% less DR than intended
- Fixed many erroneous crit values in descriptions
- Fixed some font display issues
- Typos

LW Rebalance v1.34.11

Strategic:

- Home Continent bonus increased to 300 per month (from 200) - Larger influx of guaranteed credits to XCOM
- Asia Continent bonus increased to 35% (from 25%) - was too weak for a 4 country continent
- Jai Vidwan starts with 50 elerium - bonus to help with early research
- Research Focus moved to a Canadian start (from Indian) - Spreads out the research starts
- Ghost in the Machine only grants 2 extra SHIVs (from 4) but all SHIVs receive +30 aim (from +20) - Boosted as SHIVs can be difficult to use offensively
- NeoPanzers boosted to 70% reduction (from 65%) - Buffed for balance
- Roscosmos start reduces Sat costs by 40% (from 50%) - Slight tone back in strength for balance
- Xenological Remedies now grants different rewards based on difficulty (11,10,9,8x for normal, classic, brutal, impossible) - Makes it useful on lower difficulties as the corpse count was less, slight tone back in strength
- Legacy of Uxmal grants 7 bonus will for the purposes of psionic training only (from 6 bonus will) - buffed for balance
- We Have Ways reduces autopsy/interrogation time by 80% (from 90%) but now also grants the "Elerium Batteries" foundry project - Buffed for balance
- UK Special Air Service grants +5 aim (from +6) - Slight nerf

Perks:

- Ready for Anything aim bonus to 10 aim (from 15) - Nerfed again; it's simply that the extra free action is really powerful, balance b/w the overwatch classes

Bug Fixes:

- Fixed a bug where units were losing half their flat DR only if they weren't corroded 
- Misc fixes
- Typos

LW Rebalance v1.34.10

Strategic:

- The overseer mission has 21 aliens (instead of 27) - Makes it a little easier as it's quite a challenging mission
- UFO shielding now also prevents destruction of UFOs up to June (from March to May) - Prevents destroyed UFOs from impacting campaigns as much in the early to mid game
- New color coding for many descriptions and abilities - Thanks to CptnHappyTimePie for this

Tactical:

- Reduced the reinforcement rate on covert op exalt missions by around 15% - Makes them slightly easier
- Corrossion now only removes half of a unit's flat DR (from all of the unit's flat DR) - Makes flat DR now so poor due to acid

Perks:

- Overpower further reduced to 5% + 1/10th of the will difference (from 10% + 1/10th of the will difference) - Makes it a little less oppressive for an ability that is 'always on'
- Mechanic and Master Mechanic now grant their +2 penetration to explosives as well - Buff to engineer grenadier
- Ready For Anything grants +15 aim (from +20 aim) - Slight nerf

Equipment:

- Flamethrower damage to 6 (from 5) - Slight buff
- Incinerator Modules damage to 6 (from 5) - Slight buff
- SAW mobility to -2.0 (from -1.3) - Slight nerf

Aliens:

- All exalt have 15 less aim and 15 less will - Makes fire fights with exalt more reasonable and psi a little more effective, doesn't reduce the speed at which you kill exalt but it means leaving some alive is not as deadly

Bug Fixes:

- Fixed a bug where pscyhokinetic strike was not destroying some cover and was unpredictable: it is now 100% predictable and destroys ALL destructible cover
- Fixed a bug where you could use One For All on scamper
- Fixed a bug where pressing "J" to trigger combat readiness would often not carry over to the next turn
- Typos

LW Rebalance v1.34.09

Tactical:

- The AI will use Psychic Storm less often when out of sight - Minimizes spam from a single unit out of sight
- Spotted and non-spotted aliens heads on the HUD are easier to see - QoL

Perks:

- Mayhem grants 50% weapon damage to grenades (from 35%) - Makes it a little more reasonable to take a grenade on a mayhem sniper/gunner and acts as a slight boost to the infantry grenadier
- Snapshot grants a 15% chance for shots to be a 0 AP action (from 10%) - Slight further buff

Bug Fixes:

- Fixed a bug where suppression (without mayhem) would sometimes 'hit' and then cause shredder to apply
- Clarified some ability descriptions to make them more intuitive
- Typos

LW Rebalance v1.34.08

Strategy:

- Anti Grav systems requires Heavy Floater Autopsy (from heavy Floater Interrogation) - Allows some of the more fun flying equipment to come online earlier

Perks:

- Overpower is now Will_Difference/10 (from Will_Difference/5) but also works even if the unit with overpower has not been actived - Makes it even less oppressive, but more consistent and not reliant on activations
- Steadfast no longer helps resist overpower - Minor tone back on the ability to passively resist
- Platform Stability now grants its bonus if the soldier has not moved (rather than if the soldier is at 2 AP) - Makes a lot more sense and I can now program in this sort of functionality

Equipment:

- Arc Rifle grants +6/+10 dmg vs mechanicals (from +8/+12) - Slight tone back
- Arc Pistol grants +3/+5 dmg vs mechanicals (from +4/+7) - Slight tone back

XCOM:

- Engineer base aim to +15 (from +10) - Makes it a slightly better shooter

Aliens:

- Heavy Floater base HP to 22 (from 28) - Makes them easier to drop

Bug Fixes:

- Fixed a bug where Impact was not clearing OW with steadied shots when using In The Zone

LW Rebalance v1.34.07

Behind the Scenes:

- Further optimized some code to reduce sluggishness and lag while playing (and potential CTD from too much code being executed at once) - QoL
- Reduced some log spam as per szmind's recommendations - QoL for coders

Strategic:

- Global Networking sale prices are 30% higher (from 35%) - Was supposed to be 30%

Tactical:

- Spotting now requires the spotter to be to be at 0 AP (from 2 or 0 AP) - Prevents some edge abuse cases, acts as a slight nerf to squadsight
- Non-Spotted units at squadsight are now indicated by a very transparent alien head - QoL
- Steadying a weapon only bypasses cover DR if the unit is at 2 AP - Prevents bullseye from being so effective against units in cover while still being just as effective against flying units or other uncovered units
- Stagger will no longer cancel abilities mid-ability - Prevents bugs, makes it less oppressive

Perks:

- Critical System Targeting grants +100 crit against flying targets (from +50 crit) - Helps offset the innate crit resistance flying mechanicals have
- Snapshot also grants a 10% chance for non-steadied shots to cost 0 AP - Boost to the perk on infantry/shogun
- Overpower's effect reduced by 5% - Makes it a little less oppressive

Equipment:

- Rocket Launchers start with only 1 rocket (from 2) but gain +1 penetration - Buff to the strength of rockets at the cost of their uses (3-5 rockets on an ability you can only use every 3 turns meant 7-13 turns to get them off, and that's if you could spam it -- this was longer than many missions)

Bug Fixes:

- Fixed a bug where Light 'Em Up was working on non-standard shots
- Fixed a bug where spotting aliens in squadsight was not working correctly
- Fixed a bug where mind merge's defense bonus was not being shown in the F1 panel

LW Rebalance v1.34.06

Strategic:

- Meld healing cost reduced to 120 meld (from 200) - Makes it more useful, but still fairly restrictive

Bug Fixes:

- Fixed a bug where mecthoid drop-ins would sometimes be missing some perks
- Fixed a bug where some interactive devices on DLC missions would say it takes 2 turns to deactivate when they don't
- Fixed a bug where In The Zone was activating with 1 more shot than intended
- Fixed a bug where the game was processing so much code that it would cause a CTD, especially on large missions (base assualt, exalt, crashed UFO) and especially when loading a save or starting or mission

LW Rebalance v1.34.05

Strategic:

- Incursion Strength now ranges from 80 to 130% and # of aliens on missions is no longer affected by alien resources - Makes alien resources specifically a strategic level alteraion and gives more flexibility to the come-back mechanic on incursion strength
- Battleships are 50% less likely to be used for scouting/hunting/bombing missions (on top of the previous 50% decrease) - Gives the player more agency over the strategic game
- Abductions now occur in 2 sets of 2 spaced a day apart (upped to 2 sets of 3 at 6 months in) - Allows players to always deal with 2 abductions and only 2 abductions and have more control over which they deal with, prevents feeling 'abduction flooded' in the late game
- You only have 1.5 hours to complete council and abduction missions (from 2 and 9 hours) - Shorter time but still allows a 1 hour warning for misclicks
- Panic Increases for failed abductions lowered to 2 in the country and 1 in the continent (from 3 and 3) - Accommodates for increased failed abductions
- Brazil and Argentina starting cash to 900 and 800 (from 1200 and 1100) - Accommodates for abduction time not mattering anymore
- New Warfare (Asia coverage bonus) foundry cost reduction to 25% (from 30) - Accommodates for abduction time not mattering anymore
- Air Superiority (North America coverage bonus) airspace cost reduction to 15% (from 20%) - Accommodates for abduction time not mattering anymore
- Repairing items requires 40% of their normal build time (from 80%) - Makes it easier to come back after damaging items
- Decreased the # of exalt on exalt missions slightly - There were a little dense

Tactical:

- Shred is now: Damage received is increased by x% where x is 20 + 5 times shred damage taken (from just 5x all shred damage taken) - makes shred more useful both early game and on first application (is this full circle?)

Perks:

- Tactical Brilliance now triggers with a will/2% chance (from will% chance); the cap is still 50% chance - Makes will less important on officers, makes command charges less common
- Danger Zone also increases the damage of explosives by 1 - Buffed
- Bombard increases throw range by 35% (from 30%) - Slight boost
- In The Zone can only trigger twice each turn (3 times with Lock N' Load) - Lowers it's strength as a 'set up' perk decreasing its strength on initiations
- Fragmentation has only a 20% chance for double damage but now also grants +1 penetration to explosives - Change to make the perk more consistent

XCOM:

- Infantry base aim to +20 (from +15) - Boost to it's shooting capabilities

Bug Fixes:

- Fixed a bug where 0 damage shots would interrupt psychic storm
- Fixed a bug where Vigilis was giving 8 more will than intended for psi training
- Fixed a bug where raiders would go on Hunts/Bombing Runs
- Fixed a bug where a pilot who died could enter the memorial multiple times
- Fixed a bug where civilians saved on a terror mission would sometimes show as -2

LW Rebalance v1.34.04

Air Game:

- Raider HP to 4500 (from 6000) - Created too much dichotomy between anti-armor and pure dps loadouts for raiders/destroyers

Tactical:

- Staggered now display a % chance - QoL

Perks:

- Light 'Em Up no longer grants +20% crit but instead grants +1 damage for every instance of damage their target took this turn - Buff to shooting on infantry/rocketeer and feels right for the perk, also buff to using sidearms on infantry
- Psychic Storm can now be interrupted by disorientating the stormer - QoL
- Danger Zone boosts the radius of explosives by 1 tile (from 30%) - Boost to grenade version of danger zone, slight nerf to rocket version
- Mayhem grants 70% damage on both sniper and strike rifles (from 60%) - Nerf was not warranted on sniper rifle, further buff to strike rifle snipers
- Lone wolf minimum range for bonus to 6 tiles (from 7) - Slight buff
- HEAT Warheads to 4 penetration (from 5) - Slight nerf
- Disabling Shot has a -60 aim malus, no longer needs to be steadied to activate, and has a 4 turn cooldown (from 3) - Nerfed, makes it less important for dealing with late game enemies, makes it easier to use without the steady requirement
- Close Encounters reverted to previous version: It grants 30% DR against enemies within 4 tiles (from immunity to reaction fire vs enemies within 4 tiles) - This version more reasonable and the immunity to reaction fire felt more like a niche use

Officer Perks:

- Commanding Officer no longer has a will/10% chance to grant a 0 AP action to squadmates but instead has an Activated_Enemies% chance to grant a 0 AP action to squadmates - helps offset bad situations, makes will a little less important on officers
- Battlefield Aptitude renamed to Natural Leadership grants the squad +4 will per enemy in sight (from +10 will straight up) - Standarization and helps offset bad situations, rename helps standardize the Colonel perks
- Inspired Tenacity renamed to Cover Tenacity and grants the squad +4% DR per activated enemy when protected by cover (from +20% DR when protected by cover straight up) - helps offset bad situations (note: it stacks multiplicatively: 0.96 ^ Activated_Enemies), rename helps standardize the Captain perks
- Cover Tactics grants the squad +2 defense per activated enemy when protected by cover (from 10 defense when proteced by cover straight up) - helps offset bad situations

Equipment:

- Psi Greande range to 10 (from 12) - It was always 10 due to a bug, just never officially changed
- Arc Pistol penetration to 4 (from 2) - Buffed
- Arc Rifle now grants Disabling Shot - Makes the ability more accessible 

XCOM:

- Modification of Rocketeer tree (see perk tree image)

Aliens:

- Sectopods gain 4 damage per alien level upgrade (from 8) - Lowers their damage as late game progresses so they don't hit so hard

Bug Fixes:

- Fixed a bug where the death perk "Survivor" was granting way more DR than described
- Typos

LW Rebalance v1.34.03

Strategy:

- Vigilis grants +20 will (from +15) - Further buffed
- Brazil starting cash to 1200 (from 900) - Buffed
- Public Heroes grants +130% abduction rewards (from +100%) - Buffed

Bug Fixes:

- Fixed a bug where all aim calculations were completely fubared cause of a hex code mistake I made
- Fixed a bug where 1 less abduction than intended was being spawned during an alien abduction blitz
- Fixed a bug where Jungle Scout HP gain was being added to augmentation chances

LW Rebalance v1.34.02

Strategic:

- Abductions and Terror missions only decrease in frequency by 5% per month (from 10% per month) - Makes late game not so barren of these mission types
- Abduction and Terror rewards only increase in value by 5% per month (from 10% per month) - Accommodation for terror/abduction rates
- Overall country/continent panic increases by 5% each month (from 10%) - Accommodation for terror/abduction rates
- Reserach missions only increase research gains by 5% per month (from 10% per month) - Accommdation for long time ago change to 5% decreased rate of these missions per month
- The excavations you start with are a little more static - Helps prevent the feeling that you need to reroll
- Beam Strengthening costs 360 weapon fragments (from 180) and 12 power sources (from 8) - Makes beam strengthening later to come online and more costly, making gauss weapons and quench guns more appealing
- Quenchguns costs 130 alloys (from 260) and 18 Muton Corpses (from 36) - Same reason as above, especially helpful for bullet wizards due to the new penetrator perk not granting flat pen
- New Warfare (Asia coverage bonus) foundry cost reduction increased to 30% (from 25) - Balance due to longer abduction times
- Air Superiority (North America coverage bonus) airspace cost reduction increased to 20% (from 15%) - Balance due to longer abduction times
- Born to Fly start bonus increased to 4 aim per kill (from 3) - Buffed
- Ready For War starts with 200 alloys (from 100) - Buffed
- Patriae Semper Vigilis renamed to Vigilis and grants 15 will (from 12) - Buffed

Air Game:

- Reduced the rate that battleships occur for multiple UFO missions by a further 50% - Helps with late game battleship spam now that it's not needed for panic generation
- Phoenix Coilgun upgrades penetration by 25% (from 50%) - Doesn't supplant EMP as much
- Laser Cannon / Laser Cannon Upgrade damage to 400/600 (from 300/450) - Significant boost in laser cannon strength, balance vs other weapons
- Destroyer HP reduced to 1500 (from 2000) - Makes them easier to shoot down when you don't have high penetration weapons
- Abductor DR increased to 100% (from 75%) - They were a little too easy to shoot down
- Raider HP increased to 6000 (from 4000) - Makes them a little more challenging to deal with so that more air game priority is placed on them

Tactical:

- New Mechanic: Stagger: All reaction shots have an x% chance to deplete the targets remaining AP and cancel some actions, where x is the % of remaining HP the target lost - It's BAAAAcccckkkk! =D Makes all reaction fire stronger, without needing impact.
- First terror mission has a group of 2 lids and a group of 3 zombies (from 2 groups of 2-3 lids and a group of 3-5 zombies) - makes it a little more reasonable
- Abduction and (non-first) terror missions have 1 less enemy but once again increase in number of enemies by 1 every 4 months - Makes earlier missions easier, later missions harder
- All Covert Operatives now gain the perk "Quick Draw" - See below
- The first mission will only use rookies - Prevents losing someone or having someone injured off the bat from being so punishing

Perks:

- New Perk: Quick Draw: Pistol shots at point blank cost 0 AP - Note: this can be used repeatedly on the same turn
- Hardened now grants immunity to stagger - Accommodation for new stagger mechanic
- Grit no longer grants +2 armor HP or reduces armor HP wound chances - nerf to the gunner tank and MEC tanks
- Mayhem no longer grants 50% weapon damage to flush - nerf to the bullet wizard
- Mayem grants 60% damage to sniper/strike rifles (from 70/50%) - buff to strike rifle sniper, slight nerf to sniper rifle sniper
- Fortified no longer reduces armor HP wound chances - nerf to MEC tanks
- Penetrator now bypasses all flat DR (from granting straight up +2 DR) - Makes it more useful against high DR targets where you don't have acid, makes acid less mandatory
- Danger Zone increases the radius of explosives by 30% (from 20%) - Buffed
- Ready For Anything grants 0 ammo (from 2) - Nerfed, as the perk is quite strong, and you can just reload anyway to still trigger RfA. Also, simplification of the perk
- ITZ no longer grants crit on the first shot (from +50%) - Toned back, simplification
- Impact no longer depletes AP on reaction fire but instead doubles the chance of Stagger occuring - Accommodation for new stagger mechanic
- Executioner no longer grants +1 damage against targets at or below 50% HP - Nerfed for balance on the trees

Equipment:

- Sniper, Arc, and Strike rilfes lose 16 aim per tile within 10 tiles (from 8 aim per tile) - Makes them quite unweildy in close range, encouraging sidearm use
- Marksman Scope grants +5 aim and crit (from 0) - Buff to accommodate for executioner nerf

Bugs:

- Fixed a bug where impact would sometimes not clear OW status on steadied shots
- Fixed a bug where zombie groups would appear as lids during terror missions
- Fixed a LW 1.0 bug where the December report would have the wrong year date
- Fixed a bug where during the alien turn sometimes a lot of code would execute at once causing a CTD, now it skips some of the code during alien turns that is not needed which should remove reduce a lot of (all?) alien turn CTDs
- Fixed a bug where VIPs still got hit by psychic storm (they aren't supposed to)
- Typos

LW Rebalance v1.34.01

Strategic:

- Bonus resources from continent coverage for deciding alien UFO types is changed from 0/20%/40%/80%/100% for 1/2/3/4/5 continents covered to 0/10/20/30/40% for 1/2/3/4/5 continents covered - Makes the alien air game a lot less punishing, especially when you start to get multiple continents covered (i.e. this should significantly reduce the number of battleships they send and replace them with fighters and destroyers)
- Meld healing now lower both fatigue AND injury times by 80% - Significant buff and makes it feel more useful and fair
- Updated the 2nd wave description "Save Scum" to explain that in LWR many abilities always use a random number and will be reset on save/load - Accuracy
- New Function: You can now 'RETIRE' uninjured soldiers which will dismiss them and share 50% of their xp with all soldiers with a lower rank and lower experience - Gives an option for older soldiers that aren't as needed anymore
- Wealth of Nations bonus (European continent bonus) lowered to 15% income (from 25%) - Was much too strong and too important to get coverage in Europe, this should open up more options for coverage
- MEC Augmentation chances now consider campaign length when applying injury maluses - Should have always been this way
- Added a new 2nd wave option (#28): Elite Aliens: Aliens gain 10 aim, 10 will, and 1 damage - Replaces Hidden Chances, gives players more control over the type of campaign they play
- Alien Research is now multiplied by 0.75/0.8/0.85/0.9 (from 0.7/0.8/0.9/1.0) - Overall standardization in difficulty, but it was important for campaign pacing. This makes the aliens progress at a more similar rate on different difficulty campaigns. Makes brutal and impossible campaigns slightly easier, and normal campaigns slightly harder.
- Abductions now start as 3-4 at a time and increase by +1 every 3 months (from 2-3 and +1 only at 3 months and 6 months) - Increases late game panic generation due to weaker hunts
- Abductions now only give 9 hours to complete (from 12) - This reduces the possible abductions down to 2-4 (from 3-6), increasing panic generation (especially late game) and making the choice of which abductions to do more prevalent from the start
- Failed Abductions only raise alien bonus research by 2 (from 3) - Accommodates for effect of losing more abductions
- Instead of starting a campaign with 10 soldiers at SPEC, you now start with 5 soldiers in the barracks at LCPL - Makes sense as the first 5 soldiers would become SPEC from the first mission anyway and gives you a little more experienced soldiers to help give more agency during the early game

Tactical:

- Berserk and Enrage will now also trigger off of critically wounded units and stabilized units - Prevents unideal behavior like trying to kill your own guys to get an advantage and feels more reasonable in how the mechanic should work
- Dashing now reduces the chance to be hit on a reaction shot by 20 aim - Feels reasonable and has been around in LW for a long time. Gives RnG assaults as little more use. Doesn't feel too abusive as it does require a double AP action. 
- Mission Fatigue now decreases by 2% each turn up to a 50% reduction at 25 turns - Makes longer missions much less punishing on fatigue and reduces overall fatigue more to help reduce barracks size
- Variation in aim and will per difficulty lowered to intervals of 5 (from 10) - Makes the difficulties a little more similar, and makes normal/classic a little more challenging and impossible a little easier.

Equipment:

- Laser and Pulse weapons no longer gain +10 crit vs other weapons - Helps put ballistic/gauss on more even footing
- HMEC3 and UHMEC3 lose 2 and 4 HP respectively - Slight nerf, balance among MEC choices

Bug Fixes:

- Psi XP requirements for psi ranks were slightly lower than intended
- Fixed a display bug where hovering over nodes in DLC missions would say that nodes take 2 turns to deactivate when they actually deactivate immediately
- Fixed a bug where ghost aliens would be left around the site of crashed UFOs
- Typos

LW Rebalance v1.34.00

Fatigue Modifications:

- Fatigue now increases on soldiers by 10% for each mission they've gone on (modified by campaign length): so double fatigue at 10 missions, triple at 20, etc - Instead of late game increasing fatigue on all soldiers evenly it targets the most used soldiers to encourage using all soldiers and not stacking the A-Team - This more than accommodates for the above point creating a barracks that is more well roundeded and more resilient to loss but overall smaller
- Fatigue is no longer increased by 0.5 per month on each mission - Removed due to new mission-based fatigue mechanic
- Any soldier that was previously fatigued now increases new fatigue by 1% for each day of fatigue they had when they went on the mission (modified by campaign length) - Not a huge effect, but encourages using soldiers that have no fatigue for min/maxing
- Will modifies fatigue by 0.5% per will (from 1% per will) - Means low will soldiers are less poor soldiers and prevents really high will soldiers from being super human
- Officers no longer acquire an additional 30% fatigue - This is now accommodated for with the new fatigue system
- Meld injection reduces injury/fatigue by 80% for 200 meld (from 30% for 30 meld) - The design is supposed to be to have a severely wounded soldier able to be brought back into the game through an expensive cost and not to power level specific soldiers - this modification should push meld healing more in-line with the design goal
- Every turn spent in a mission reduces fatigue acquired from that mission by 1% (capped at a 50% reduction at 50+ turns) - Reduces fatigue on longer missions
- Consistent Fatigue sets fatigue per mission to 6 days (from 7) - Accommdation for new fatigue #s

Strategic:

- Modified council requests so they won't request corpses or captives that would be unreasonable for the player to acquire within a short time frame - QoL
- Aircraft pilots are now added to the memorial - QoL
- Exalt Reminder: Instead of a reminder of approximately when an exalt cell will occur, you will now simply get a warning each time an exalt cell establishes itself - Removes the guessing game which was just not fun, be careful though, the warning is just a little text message in the lower left and could be easy to miss (it will pause the Geoscape though)
- Elerium now requires a hyperwave beacon to research - Allows it to be more obvious in the research list to help newer (and older) players realize what they need to acquire it
- Alien Communications no longer requires a hyperwave beacon to research  - Accommodates for Elerium tech change as you only get 1
- Destroyers have 125% DR (from 75%) - Increases their resiliency in the air game
- Fighters have 600 HP (from 400 HP) - Increases their resiliency in the air game
- Advanced Conversion starts with 4 UFO Flight Computers (from 8 UFO Power Sources) - The power sources weren't as needed due to minimums now and not getting flight computers could lock you out of MECs for too much of the early game
- Psi XP required for each psi rank reduced to 200/600/1000/1400/1800/2200 (from 200/600/12000/2000/3000/4200) - accommodates for reduced missions on soldiers being as feasible

Tactical:

- Gamespeed readjusted to a scale of 1 to 10 with the default level being 4 - QoL
- Steady Weapon no longer has a cooldown - The negative of the cooldown outweighted the positive, reverted

Perks:

- Executioner grants 30 aim and +1 damage vs targets at or below half health (from 40 aim and +2) - Toned back, makes it less competitive on sniper and jaeger trees
- Snapshot has a 50% chance to trigger (from 40%) - Accommodates for executioner nerf
- Ready For Anything no longer grants +2 penetration when the OWer didn't move - Toned back as it's quite strong with reaction fire immunity on OW, +20 aim, +2 ammo, and free OW
- Close Encounters grants immunity to reaction fire from anyone within 4 tiles but no longer grants additional DR - helps assaults and medic tanks deal with CCS units
- Impact only deplets AP on OW shots on non-hardened units - Toned back so it's not quite as ubiquitous at cancelling enemy actions (especially against melee units)
- Psi Inspire no longer prevents fatigue/exhausted - It didn't really anyway since it didn't last more than 1 turn, so this is just a technicality 
- Hit and Run's trigger condition changed to targets that are damaged, disorientated, or suppressed this turn (from targets that are uncovered) - Prevents abuse and encourages multiple unit attacks
- Hit and Run now grants +50% weapon damage (from +35% weapon damage) against targets that are damaged, disorientated, or suppressed this turn (from targets that are uncovered) - Buff due to more difficult trigger condition
- Jetboot Module grants +3.3 mobility on activation (from +2) - Was slightly over nerfed, this feels like a reasonable compromise
- Collateral Damage deals damage in a 5 tile radius (from 6) - Slight nerf
- Overpower range reduced to 30 tiles (from 45) - Makes it a little easier to move out of range

Equipment:

- Psi Frayer will bonus to +15 (from +10) - Slight buff
- Psi Retaliator will bonus to 0 (from +15) - Nerfed, will wasn't that important for countercharge anyway
- KSM damage to 16 (from 20) - Was a little too strong early game
- Thumper grants 8 damage and 4 pen (from just 5 pen) - Buff to the KSM in the mid-late game
- Plasma grenade range to 10 (from 8), weight to 0 (from -0.6), and damage to 10 (from 12) - Slight boost as a long range option with less weight
- Respirator Implant defense to +10 (from +5) and cost to 20 credit and 20 meld (from 40 credits and 40 meld) - Buffed
- Battle Rifle crit to 10 (from 0) - Slight buff
- Carbine aim to 15 (from 10) - Slight buff
- Strike Rifle mobility to +0.6 (from 0) - Includes it in the list of mobility boosting weapons, makes it more reasonable to equip on non-damage builds
- Core Plating costs 550 alloys (from 380) - Nerfed, makes it more difficult to acquire
- Elerium Turbos grants +4 mobility (from +2.6) - Helps accommodate for low mobility on SHIVs, especially the alloy SHIV

XCOM:

- Jaeger aim growth to +30 (from +40) - Slight tone back, as it's aim was a little too high
- Shogun Fortified swapped with sapper - Gives earlier access to sapper for the grenadier build and prevents comboing grit and fortified on the tank builds, nerf to Shogun tank strength, pushes the hybrid builds more
- Scout perk tree reworked slightly (swap Shadowstep and Ranger, then swap MSGT with GSGT perks except for precision shot) - Allows earlier access to Ranger and makes covertop choices more balance

Aliens:

- Thinmen awareness and tactical mobility moved from level 1 leaders to level 6 leaders - Makes early thinmen easier to kill
- Thinmen Close Combat Specialist and Impact moved from level 1 leaders to level 9 leaders - Makes early thinmen easier to kill
- Thinmen level 6 leaders gain 12 HP (from 10) and thinmen level 9 leaders gain 20 HP (from 10) - Makes later thinmen leaders more dangerous
- Sectopod damage to 16 (from 20) - Tones back their primary damage some (they still scales with higher damage)
- Cluster Bomb base damage to 16 (from 20) and now deals half damage - Significantly decreases damage making it possible to survive some cluster bombs
- Ethereal and Uber Ethereal will +20 and +40 - Makes them offensively more potent

Bug Fixes:

- Fixed a bug where enemies would proc RfA after moving
- Fixed a bug where XCOM countercharge was doing 2 more damage than intended and alien countercharge was doing 2 less damage than intended
- Fixed a bug where the weapon on an aircraft sent for a combat patrol was not correctly modifying the effect of that combat patrol
- Hopefully fixed a bug where Exalt would sometimes steady their weapons instead of reload (If anyone notices crashes on exalt missions again, this would likely the be cause and I can remove this fix)
- Fixed a bug where corpse and captive requests would sometimes offer up to 192x as much as intended
- Fixed a bug where dead units would rarely come back alive
- Fixed a bug where disabling shot would sometimes not activate maim
- Fixed a bug where VIPs were not gaining 50% mobility
- Typos

LW Rebalance v1.33

LW Rebalance v1.33.18

Strategic:

- Countries now gain +2 panic per month but -3 panic per defection on impossible, -4 on brutal, -5 on classic, -6 on normal - Makes the set point of # of countries lost per month to be less overall and especially less on easier difficulties
- Research Focus start bonus now grants +50 elerium - buffed for balance and usefulness
- Assembly Line start bonus now grants +50 alloys - buffed for balance and usefulness

Bug Fixes:

- Updated code the prevents multiple SHIVs from acting so the restriction occurs immediately and prevents 'rush' moving/acting with multiple shivs
- Fixed a rare CTD when reloading a weapon quickly after performing a move
- Fixed a CTD when doing base assaults and using laser or pulse weapons
- Fixed a CTD when killing the uber ethereal
- Fixed a CTD when fighting exalt and the AI decides multiple Exalt need to reload 

LW Rebalance v1.33.17

Strategic:

- Stingray missle penetration to 50% (from 75%) - Makes them slightly weaker against fighters/destroyers mid-late game
- Fatigue on a mission only increases by 0.5 days per month (from 1 day per month) - Reduces mid and especially late game fatigue, reduces the overall required roster size, increases overall xp on soldiers, reduces roster credit requirements
- At the beginning of each month, countries no longer randomly gain 1-4 panic based on difficulty but instead gain 2 panic for each month passed and lose 2 panic for each country defected - Acts as an overall standardizer to strategic game progression reducing the effect of RNG -- if you have barely any countries defected then your panic will increase more and if you got unlucky and have lots of countries defected, panic might even decrease
- Damaged Power Sources will yield twice as much elerium - Raise the minimum amount of elerium each campaign gets to help prevent bad RNG from having too much of an impact on the campaign

Tactical:

- Steady weapon has a 1 turn cooldown - prevents using every turn on bullseye classes
- The VIP now has 50% more movement - Makes escorting him out of extraction missions more reasonable
- Number of XCOM allowed on temple mission is now 9-11 (from 7-9) - Makes it a little easier and makes it feel a little more epic
- Exalt never come off-guard or unprepared - Was not necessary for their mission, slight difficulty increase on their missions, fixes a drop-in bug

Perks:

- Psi Inspire now also grants immunity to overpower, radius to 6 (from 2.5), can only be cast around the caster, and lasts until the beginning of the next turn (from 3 turns) - Makes it easier to counter overpower
- Bombard increases throw range by 30% (from 20%) - slight buff for balance on the rocketeer tree
- Hit and Run no longer grants +1 damage but instead grants +35% weapon damage against uncovered targets or when steadied - Boost to progression of HnR builds so that they don't feel as early-game centric
- Collateral Damage rerequires 2 AP - It's actually quite strong
- Critical System Targeting to 30% damage and 50 crit - focus on the crit aspect
- HEAT Warheads no longer clears OW - was minor enough that the extra complication of the perk did not seem waranted, slight nerf for both
- Impact now only clears OW on steadied shots - Restricts the use but makes it predictable, makes the Scout and Shogun premier OW clearers due to having snapshot, impact, and bullseye
- Snapshot to 40% chance for a 0 AP action (from 50%) - Was too strong
- Tenacious Defense to +3 armor HP (from +2) - Buff to Inf/Ass tank
- Grit to base DR to 10% (from 20%) - Toned back (it now caps near 60% DR, from 70%)
- Psychic Storm will no longer work on mind controlled units - Felt unfair and triggered at the wrong time

XCOM:

- Assault Mayhem replaced with HEAT Warheads - Buff to dealing with units with DR for the later game assault grenadier

Aliens:

- Chyrssalids back to 40 defense and gain +1 HP - The defense was more frustrating and further pushed them into explosives required
- Sectopod Penetrator moved to level 9 leaders only - They did enough damage on their own that the extra damage from penetrator was not needed so regularly

Bug Fixes:

- Typos
- Fixed a bug where psi inspiring would still change AP pip colors
- Fixed a bug where collteral damage could be used without full ammo
- Fixed a bug where 0 AP granting abilities would not work with double tap
- Fixed a bug where mind merge could show as inactive despite not being on cooldown
- Fixed a bug where aliens would overwatch without seeing any targets

LW Rebalance v1.33.16

Strategic:

- UFO shielding now guarantees UFOs will be shot down (instead of destroyed) for the first 3 months of the game (instead of just the first month and 2nd -4th month had a % chance) - Eliminates a portion of early campaign RNG
- Wolverine Blood 2nd wave option is now available for modification in the dgc.ini: SW_MORE_POWER - Allows some more customization for players

Tactical:

- Smoke radius is decreased to a 5x5 tile area with the corner tiles missing (from a 7x7 tile area with 3 tiles from each corner missing) - Reduces the capability to mitigate alien OW

Equipment:

- Battle Scanners grant +10 aim to units in vision (from +5) - Makes it a more significant aim boost to make the scanner stronger in its aim-assist role

Perks:

- Dense Smoke grants 30% DR (from 25%) - Slight buff to support engineer
- Will to Survive is only 40% DR (from 50%) - Was slightly too tanky in cover
- Mind Fray and Psi Panic hit chances are calculated using 66% of will (from 75%) - Slight tone back in the strength of sectoids and psionic XCOM
- Impact now grants an x% chance to clear enemy OW (from 100%) where x is twice the % of remaining HP the target lost - Makes it far less consistent at removing OW, making enemies not waste their turns when they go into OW
- HEAT Warheads now grants an x% chance to clear enemy OW (from 100%) where x is twice the % of remaining HP the target lost - Makes it far less consistent at removing OW, making enemies not waste their turns when they go into OW
- Psi Inspire no longer grants immunity to reaction fire - Removes OW avoiding abilities, makes enemies not waste their turns when they go into OW
- Psi Inspire now lasts 3 turns (from 1) - Accommodation for reactive fire immunity nerf
- Extra Conditioning to +1 HP (from +2) - Slight nerf
- Hit and Run grants +1 damage against uncovered targets or steadied shots - more synergy with bullseye and slight buff to HnR builds as they both felt a little weak

Equipment:

- Platform stability now grants +1 damage to mayhem suppression - makes the alloy bipod more useful on bullet wizards

XCOM:

- Assault gains Lock N' Load instead of Opportunist at MSGT - Helps with ammo problems and allows unique strategies like RnG to gain full ammo and Dash into CCS range to reload

Aliens:

- Sectopod DR to 5 (from 8) - Makes them a little more reasonable to tackle without acid
- Thinmen gain 10 aim/crit per level (from 6) and all leaders gain Close Combat Specialist - Makes mid to late game thinmen less of a walk over
- Impact on Thinmen moved from level 6 leaders to level 1 leaders - makes their OW more effective
- Seeker base HP to 9 (from 6) - Makes them more durable and more difficult to fight at a distance
- Seekers now take triple damage when strangling (from double) - Makes them much easier to destroy if they strangle
- Chyrssalid defense to 50 (from 40) and base HP to 5 (from 4) - slight buff
- Mechtoid HP to 32 (from 28) and all mecthoids gain impact - Buffed

Bug Fixes:

- Fixed a bug where exalt would sometimes steady their weapon
- Typos

LW Rebalance v1.33.15

Bug Fixes:

- Fixed a CTD when countercharge would trigger

LW Rebalance v1.33.14

Aliens:

- Heavy Floater HP to 26 (from 20), Mechtoid HP to 28 (from 24), Muton HP to 16 (from 14) - Increase in resiliency

Tactical:

- Shred is now: Damage received is increased by 5 times all of the shred damage taken (from 6x shots and 10x explosives) - Simplification, was too strong previously, made it too mandatory and melted high HP units too quickly

Equipment:

- Javelin rockets no longer reduce scatter by 30% - They felt too mandatory to take on Rocketeers, especially later game, opens up the option for not taking javs

Bug Fixes:

- Fixed a long time CTD bug that occured I think because of the UTF formatting of the hex files - Confusing as hell, but I was actually able to remove hundred of lines of old code that are now unnecessary cause I moved some code lines around - tested with 4 different old CTD saves that all work flawlessly now
- Fixed a bug where the new alien AI would sometimes reload when they weren't out of ammo yet
- Typos

LW Rebalance v1.33.13

Strategic:

- Xenologic Remedies increased to 10x sell cost (from 7x) - Buffed as it was too little cash previously
- You start the game with 10 specialists now, but only 2 soldiers from your home country - Makes the early game more interesting as you have some SPECs already
- You start the game with 1-4 SHIVs (based on difficulty) - Makes the starting roster more restricted on harder difficulties
- Combat Patrols now cost 100 more after each use (from 50 more) but lower by 50 every month (down to the minimum of 100) - Encourages use in the early campaign and use throughout the campiagn of just over approximately 1 patrol every 2 months
- UFO Research Missions grant aliens twice as much reserach but at half the chance - Accommodation for MLW

Tactical:

- Steady weapon now grants full(50) aim at 1 AP (from 35) - Buff to bullseye

Perks:

- Ready For Anything aim bonus to +20 (from +15) - Buffed
- Ready For Anything grants +2 penetration to reaction shots when the unit has not moved - Boost to RfA reaction fire
- Dense Smoke DR to 25% (from 20%) - Slight boost to support engineer
- Penetrator grants +2 pen (from +1 pen with +2 vs covered units) - Buffed and simplification, with the boost to CST this didn't need to be as weak
- Impact now has 100% chance to deplete the AP of a target - Makes OW much more effective against units with multi-action turns
- Shock and Awe no longer grants +15% chance for fragmentation - Was strong enough without the extra boost
- Fragmentation boosted to 35% chance (from 25%) - Buff for tree/build balance
- Rapid Fire grants -50 aim (from -40) - Slight nerf
- First Aid grants 2 medikits (from 1) - With the nerf to how injuries work it needed a boost

Equipment:

- Thumper grants 5 pen (from 10) - Was too mandatory and made the thumper too strong for bypassing DR, it's still really good at 5
- LMG ammo to 4 (from 5) and mobility to -2.6 (from -2) - Nerfed as danger zone is really good and the bullet wizard is a little too effective, also makes ammo more relevant on LMG users, slight boost to late game walker servos
- Plasma grenade damage to 12 (from 10) but range to 8 (from 10) - Pushes the grenadier builds more into short range high damage, slight nerf
- Psi Retaliator Crit Resist to 20 (from 30) - Further toned back

XCOM:

- Alloy SHIV base speed to 7.3 (-1.3) (from 7.3 +1.3) - They were too mobile making them too offensively strong. This puts them more into the cover granting tank role instead of the offensive juggernaught role.
- Hover SHIV base speed to 7.3 (+1.3) (from 7.3 +2) - Slight tone back
- Rocketeer: Critical System Targeting replaced with Ready For Anything - CST was too weak, especially with not synergizing well with an arc rifle, and RfA plays an interesting additional role on a rocketeer

Aliens:

- Ethereal and Uber Ethereal gain 40 will - Makes them offensively more damaging
- Heavy Floater Leaders and all exalt lose will to survive - Less durable in cover (now only mutons and muton elites have will to survive)
- Exalt Medics gain Smoke and Mirrors - Helps them stay relevant during battle

Bug Fixes:

- Fixed a bug where the camera would sometimes pan around on the alien turn
- Fixed a bug where Show 'Em The Ropes was not correctly applying to SGTs
- FIxed a bug where reinforcements could be offguard or unprepared
- Fixed a bug where units on OW could countercharge and it would mess up there overwatch
- Fixed a bug where sectoid commanders pods could generate support aliens as sectoid commander as well (I hope - if this isn't true please send me a save)
- Fixed a bug where tile scanning could occur right after aliens were revealed
- Fixed a bug where aliens would OW when no XCOM were in sight (I think?)
- Fixed a bug where Exalt would rarely steady their weapons when out of ammo
- Fixed a bug where off guard was not working many times when it should
- Fixed a bug where off guard was not triggering correctly when multiple pods were activated
- Typos

LW Rebalance v1.33.12

Strategic:

- UFO Analyses no longer require weapon fragments - Didn't really make sense and was not needed
- Elerium and Alloys now sell for a base price of 2 (from 3) but council requests for them are increased by 100% - Makes selling them off less of a reliable source of income
- Injuries are now 3 days + %hp lost of 30 days (from 1 day + %hp lost of 30 days) - Makes them more significant when smaller
- Cash and Meld cost of all gene mods reduced by 50% - Massive increase to the viability of gene mods in campaigns
- Deus Ex starting bonus to 90% reduction (from 75%) - Accommodation for cheaper prices
- Condensed Plasma grants +1 damage to explosives (from +2) - It was too strong for late game explosives
- Abduction and Terror mission frequency is dereased by 10% each month (from 5% per month) - Late game is supposed to have less missions and simply due to higher generation it wasn't being reduced enough
- Phoenix Cannon aim to 35 (from 30) - Boosted for balance

Tactical:

- HP above and below average alters throw range by 2% (from 4%) - Tone back on throw range and the importance of HP
- Covert Operative Extraction missions now have reinforcements spawn automatically MUCH later during the mission (note: triggering a relay still automatically starts a given spawn) - Gives players ample time before triggering each relay
- Covert Operative Extraction mission reinforcements spawn 50% slower but continue to ramp up - Makes it much harder to get overwhelmed
- Covert Operative Extraction mission reinforcements continue to spawn up to 30 turns (from 16) - Makes it difficult to ever clear the missions as the reinforcements will get very strong past 20 turns
- Covert Operative Data Recovery missions start with more exalt - Makes the missions slightly more challenging
- The frequency of additional mechtoids and cyberdiscs in mechtoid and cyberdiscs pods has been decreased by around 50% - Makes it much less likely to run into full pods of discs or mechtoids
- Sectopods, Ethereals, and Sectoid Commanders will never spawn as more than 1 in a pod (except for scripted missions) - They are dangerous enough and this makes them feel more like leaders. Doubled or tripled up these enemies often amount to a difficulty spike the is more frustrating than engaging.
- Scouts have 2-3 less aliens - Makes them a lot easier, more so than mediums
- Improved the robustness of when aliens have units on overwatch or not - Should make it much less common to see aliens taking OW shots at units that were out of sight originally
- Certain aliens on alien base assaults will always gain additional leader levels: Sectoid Commander and Chryssalids (+2), Muton Elites and Heavy Floaters (+5), Ethereals and Sectopods (+8) - replaces the old system that was not working where the extra aliens were supposed to gain extra levels but didn't, now all aliens of that type will gain extra levels

Perks:

- Shredder is now: 6x shots/stangle, 10x explosives (from 4x for shots/strangle, 8x for mayhem suppression, and 12x explosives) - Buff to shredding shots, slight simplification of the perk
- Grenadier no longer grants +10% throw range - Tone back on strength and versatility of grenade-focused classes
- Collateral Damage no longer requires 2 AP to use - Buff to the ability to use it in a good position
- Disabling Shot now also maims any biologic target but has a 3 turn cooldown (from 1 turn) - Buffed in usefulness, can act as a 2 turn disable, but can't be spammed to avoid abuse
- Light 'Em Up grants +20 crit (from +30) - Was a little too polarizing towards critting with infantry (as it was just supposed to be a boost)
- Ready For Anything grants +15 aim on reaction shots if the unit did not move - Buff to the stationary fire role
- Critical System Targeting grants 40 crit and 40% extra damage - Toned back as it was too strong
- Mayhem grants +35% damage to grenades (from +50%) - Nerfed
- Double Tap no longer grants +10 aim - It was a little too strong with the ability to move and fire and when it was moving it firing it didn't get the 10 aim anyway so this focuses its role a little more
- Shock and Awe no longer maims biologic targets below 50% HP - It was a little odd, it could be too strong in certain aspects, and it was buggy.
- Shock and Awe increases the trigger rate of fragmentation by 15% - Makes it competitive on it's place on the tree
- Run and Gun cooldown to 3 turns (from 2) - Slight nerf for tree balance, especially considering grenadier assault got nerfed too
- Close Encounters no longer grants +1 ammo - Balance on the medic tree, was making CE too strong of a pick
- Close Combat Specialist has -30 aim (from -40 aim) - Slight buff, accommodates for less ammo from CE, better balance on marauder
- Overpower now has a base 15% effect (from base 30% effect) and no longer requires line of sight and instead effects everyone within 45 tiles - Prevents feeling like you need to abuse LoS mechanics, overall nerf, but harder to avoid
- Relentless (Miller's personal perk) reduced to a 25% chance (from 50%) - Was too strong
- Psychic Storm can now be interuppted with any damage - Makes it much easier to avoid it
- Jetboot Module grants +2 mobility (from +4) - Makes it more about reaching heights than reaching further, nerf for balance on the trees
- Lock N' Load again grants +1 ammo - Buff to LnL Jaeger

Equipment:

- Electric weapons can no longer crit (arc rifle and arc pistol) - Tone back on their strength, especially in synergy with CST
- Plasma Battle Rifle bonus grants +5 damage against targets at full HP (from +3 damage) - Buffed as it was too insignificant before
- Combat Stims lasts 3 turns (from 4) - Their ability to negate overpower and fatigue are quite strong making them a little too useful
- Psi Retaliator no longer grants triple the activation rate of Countercharge - Was too strong, the will, crit resist and activation not at full HP were strong enough, especially after the countercharge buffs
- Plasma Grenades no longer gain 3 penetration - Not necessary as they are enough of an upgrade already
- Grenade Launcher damage to 8 (from 10) - Nerfed as it's quite strong on MECs
- Marksman Scope no longer grants any aim/crit (from 5 aim / 5 crit) - Slight nerf
- Rocket Launcher mobility to -0.6 (from -1.3) - Gives the rocketeer a little more mobility back

XCOM:

- Engineer: Bullseye and Critical System Targeting swapped - Balance for the tree, holo was too good vs bullseye and CST with its buff is more reasonably competitive, especially with mechanic and master mechanic already encouraging shooting at mechanical targets
- Engineer: Base mobility to 0 (from 0.6) and aim to +10 (from +5) - shift to more aim from mobility
- Engineer: Danger Zone, Tandem Warheads, and HEAT Warheads swapped - Slows down early game strength of grenadier engineer, opens up the possibility of hybrid grenadier engineer
- Rocketeer: Shock and Awe, Ranger, and Fragmentation rotated - Provides more reasonable options at GSGT, makes Ranger more viable

Aliens:

- Outsiders start with 14 HP (from 8) - Makes them much tankier as they were quite weak before 20 turns
- Improved the AI of aliens so that if they end their turn with extra actions they will perform basic tasks (reload, overwatch, etc.)
- Tried to change the AI so that mind controlling psionic units will not always flee - Not 100% sure if it works
- Heavy Floater DR to 2 (from 1) and gains 0.8 each upgrade (from 0.5) - Buff to their resiliency in the air, requires more penetration to deal with
- Outsider leaders no longer get shadowstep and snap shot - Buff to OW against them
- Muton Elite: Grit moved from all muton elites back to only leaders - Reduced resiliency for the non-leaders
- Exalt Heavy and Exalt Elite Heavy aim reduced by 10 - Makes them less offensively effective

Bug Fixes:

- Fixed a bug where maim was doing full damage against mechanical targets
- Fixed a bug where units that were critically wounded wound receive significantly less wound time than intended
- Fixed a bug where some exalt operatives did not have Lock N' Load
- Fixed a bug where panic changes from terror missions were not being modified by campaign length
- Fixed some bugs with incorrect triggering of off-guard and unprepared
- Fixed a bug where overpower would not update correctly after a unit with overpower died
- Fixed a bug where xp bounties from killing leaders would sometimes grant double
- Fixed a bug where aliens were losing too many resources from destroyed UFOs
- Fixed a bug where autopistols were doing 1 more damage than intended on critical hits
- Fixed a bug where the uber ethereal did not have insentient crush
- Fixed a bug where the aim malus of overpower was not a % of base aim but was being applied directly
- Fixed a bug where some suppression reaction shots would not bypass cover DR
- Fixed a bug where you got resources from UFOs when retreating or losing the mission
- Fixed a bug where sectopods would seemingly shoot off into the distance at no one
- Fixed a bug where the hypwerwave relay species list would overflow
- Fixed a bug where OTS autopromotion was assigning full xp to the rank when it should be rank - 1 xp
- Typos

LW Rebalance v1.33.11

Strategy:

- Gene Lab power to 2 (from 4) - Consistency and makes it slightly easier to bring genes online 

Tactical:

- There is an extra pod of 2 low level exalt on all exalt missions - Makes the initial situation require more firepower before chaining relays

Perks:

- Collateral Damage radius to 6 (from 2.5), weapon damage to 50% (from 100%), and only destroys 25% of most cover - Acts as consistent large area damage with unreliable cover destruction, it also works really well with boosts like impact, AJRs, Penetrator Ammo, or the plasma stellerator
- Opportunist replaced with Impact on the Marauder - Nerf to OW Marauder as opportunist pushed the RR Marauder to hard vs the other marauders and did not fit with the 'close range' theme of the marauder
- Bring 'Em On grants an additional +1 damage to all reaction shots - Buff to the perk on OW due to having less enemies on OW than when firing (just due to battle flow)
- Impact grants a 50% chance to deplete the target's AP (from 30%) - Buffed

Aliens:

- Exalt Elite Operatives have the following perks moved to leaders only: Shock-Absorbant Armor, Will to Survive, and Tenacious Defense - Made them too difficult to deal with in larger numbers
- Exalt Elite Operative Leaders and Exalt Operatives Leaders lose shadowstep - Made them too resilient against overwatch builds
- Exalt Elite Heavies and Exalt Heavies gain Critical System Targeting and lose Penetrator - Focuses them more on anti-mechanical duty

Bug Fixes:

- Fixed a bug where IS was dropping by 20 after the aliens took a base (instead of 12) - Thanks Foyboy for the detailed report
- Fixed a bug where alien research would erroneously fluctate by 10% at the end of each month
- Fixed a bug where mimic beacons worked with Smoke and Mirrors
- Typos
- Misc fixes

LW Rebalance v1.33.10

Strategy:

- Geoscape now pauses on fatigue and injury recovery separately

Tactical:

- The initial chance for a pod to be off-guard on the 1st/2nd turn is reduced to 0/0% (from 80/40%) - It was a little too frequent and not necessary with the new engaged enemies offguard/unprepared mechanic. After careful though, I believe the additional 'rush/push' that it encourages did not offset the negative of trivializing some pods off the bat.
- Unprepared now has a 10% chance to occur per each alien more than 5 that is engaged (from 10% of per any engaged alien) - Makes it much less likely to occur with smaller groups

Equipment:

- Illuminator Gunsight no longer grants +1 damage (the +15 aim was enough) - Slight nerf to increase competition for the slot later game and make the gunlink still viable
- Neural Gunlink crit to +15 (from +20) - Slight nerf
- Alloy Carbide Plating to -0.6 mobility (from 0 mobility) - Makes it harder for LMECs to supplment their weakness as easily
- Flak ammo aim to 0 (from -5), Breaching Ammo aim to 0 (from -10), Shredder ammo and AP ammo weight to 0 (from -0.6) - Boost to special ammos
- Alloy cost of various gauss weapons decreased slightly - makes it more reasonable to delve into gauss tech

Perks:

- Tactical Mobility no longer grants extra defense against reaction shots - Makes OW a little more effective against units with tactical mobility, slight overall buff to OW
- Collateral damage to 2.5 tile radius (from 3 tile) - slight further nerf, in accordance with sapper nerf. Also, 5 tile 100% hit 100% weapon damage is still very strong.

Bug Fixes:

- Compact Plasma Weapons no longer requires alien weapons to produce
- Fixed a bug where aliens were being unprepared more often than intended
- Fixed a bug where soldiers were not autopromoting from the XTP
- Typos

LW Rebalance v1.33.09

Strategic:

- Injury and Fatigue are now separate: when a soldier recovers from injury his fatigue timer starts - Nice QoL, feels more fair
- Soldiers with over 30 days of fatigue have all extra fatigue converted into injury time (instead of just receiving an injury for being deployed with >30 days of fatigue) - Makes more sense
- Meld healing reduces the fatigue or injury time (not both) by 30% (from 20%) and only costs 30 meld (from 40) - Accommodation for separate times, slight buff overall
- UFO analyses now require significant amounts of weapon fragments to complete - Gives an outlet to fragments and also makes them more of an optional research
- All autopsies require 1 corpse (from 8) - while indeed this is slightly unfair for campaign lengths, it is NOT a fun mechanic to require RNG to have such a drastic restriction on campaigns.  Plus, at such a low value the difference in campaigns will be more negligible. Yes, this means you can technically bag your sectoid commander interrogation early on the ABA, but that doesn't even seem like that's bad or abusive gameplay.
- The cost to repair damaged items is 10% (from 50%) - Makes it much easier to recover from getting items damaged

Perks:

- Combat Drugs heals units for 45% of damage taken (from 35%) - Significant buff to its unique strength
- Dense Smoke reduces normal and psionic hit chance by 60% (from 50%) and grants all units in the smoke 20% DR - Significant buff to its unique strength
- Run and Gun no longer grants immunity to reactive fire but cooldown to 2 turns (from 3) - Nerf to the strength of the RnG assault
- Sapper no longer grants +1 damage and +1 penetration - It's cover clearing aspect was competitive enough
- Jetboot Module cooldown to 2 turns (from 4) - Makes it a lot more available

Aliens:

- Cyberdiscs no longer have Impact and mobility reduced to 9.3 (from 10.6) - Reduces their offensive potential as it was too strong in groups, makes tanking the shots more viable
- Mechtoids no longer have Ready For Anything or Impact - Reduces their shots per turn and damage as it was too strong in groups, makes tanking the shots more viable
- Sectoid Commanders no longer have Shadowstep and Overpower is restricted to Sectoid Commander Leaders - Makes overwatch more effective against them, makes them not so oppressive

Bug Fixes:

- Fixed a bug where RTS would still activate when the unit was in OfA (it should not)
- Fixed a bug where unprepared was triggering too often
- Fixed a bug where units would miraculously revive after missions
- Typos
- Fixed a bug where some unique perks were not being granted correctly
- Fixed a bug where destroying airborne UFOs did not properly increase alloy rewards for alien metallurgy and the research technology of the specific UFO
- Fixed a bug where beam strengthening wasn't working unless you had specific items equipped

LW Rebalance v1.33.08

Tactical:

- All injury times cut in half - Decreases how punishing injuries feel and how controlling fatigue felt
- Armor HP injuries: Anytime you take any damage you take a chance of injury equal to double the percent of current HP lost - Increases frequency of injuries, makes taking any damage more consequential
- Enrage has a 5% chance per ally dead per enemy in sight (from 3%) - Makes it 66% more likely to trigger, helps in dire circumstances

Perks:

- First aid and Savior no longer reduces base HP Injuries but instead reduces the chance of an armor HP injury by granting 50% chance (stacking) to prevent armor HP injuries - Works on new armor HP injures
- Will to survive reduces the chance of an armor HP injury by 50% - helps tanks deal with damage
- Grit reduces the chance of an armor HP injury by 50% - helps tanks deal with damage
- Fortified reduces the chance of an armor HP injury by 50% - helps tanks deal with damage

Bug Fixes:

- Rewrote some portions of code that were leading to the AI 'fluttering' - I think this should solve a LOT of crashes and weird AI behavior, or it might do nothing =P
- Fixed a bug where selecting the covert-op for a mission would cause a CTD
- Fixed a bug where reinforcements would popup an 'off-guard' message even though they weren't off-guard
- Fixed a bug where multi-action perks would not work with rapid fire
- Fixed a bug where the number of activated aliens was incorrect leading to AI oddities

LW Rebalance v1.33.07

Bug Fixes:

- Fixed a bug where the AI was causing multiple CTDs

LW Rebalance v1.33.06

Strategy:

- Extra aliens on the alien base assault are no longer cumulative, but distinctive with additional leader levels for the 1st try, 2nd try, 3rd try, and 4th plus try, all pods now have a leader, and alien base assaults will behave like terror and temple ships where +1 leader levels (up to lvl 9) have a 50% chance of occuring - Stops a bug that was overflowing XCOM resources due to too many enemies on the alien base assault
- Alien Metallurgy, ALien Nucleonics, and Improved Salvage grant 15% more resources (from 20%) - Goal is to make them optional, there were pretty much still mandatory at 20%
- Gentle Aliens is -10 aim, -10 will, and -1 damage (instead of that as well as -1 DR and -25HP) - Makes it more of an 'inbetween' difficulty
- IS now has a lower cap of 80 (from 70) - It made recovery a little too easy

Tactical:

- Increased the liklihood additional mecthoids and cyberdiscs will appear in pods - They were too rare before, this should help with corpse requirements 
- Medics and Engineers can also be Covert Operatives - Opens up selection
- The entire squad now receives +10 bonus xp for a leader kill and +40 bonus xp for a level 9 leader kill - Makes killing them feel more rewarding
- All covert op missions contain 2 more normal exalt - Makes them slightly more dense before reinforcements arrive

Perks:

- Ready For Anything now grants +2 ammo (from +1) - Makes it more distinct
- Countercharge base damage to 3 (from 2) - Boost to early game strength (on sectoids too)
- Psychic Storm requires 2 AP - so suppression prevents it, felt unfair when suppressed targets used Psychic Storm
- Inspired Tenacity grants 20% DR in cover (from 15%) - Slight boost (also it was previously bugged and providing 25% DR)
- Grit further changed to grant 2 HP (from 3) and 0 DR (from 1) but 20 + half of the HP lost in % DR (from 10 + half) - Boost to the ability of units with grit to take big shots
- Mechanic grants +2 pen to shots against mechanical units (from +1) - Boost to strength of early game shooter engineer
- Collateral Damage radius to 3 (from 4) - Slight tone back
- Vital Point Targeting to 30% dmg (from 20%) - It was just too weak at 20% to be competitive (despite the 50% at point blank bonus)

Equipment:

- The extrasensory vest grants tracker as well - Acts as an upgrade to the proximity sensor

XCOM:

- Medic: Lock N' Load replaced with Bring 'Em On and then swapped with Sharpshooter - Grants more damage to the OW build, also LnL wasn't as necessary with +2 ammo on RfA
- Goliath: Rework of tree - see perk tree image

Aliens:

- Level 9 Sectopod Leaders gain Grit - Increase to their resiliency
- Level 9 Muton Elite Leaders, Heavy Floaters Leaders, and Thinmen Leaders gain Advanced Perception - Increase to their resiliency
- Exalt Operatives and Exalt Elite Operatives gain Lock N' Load - Make them more resilient against relays
- Sectoid Commanders gain Close Combat Specialist - One of the problems with sectoid commanders is that their AI would derp pretty hard when surrounded, this makes it much harder to capitalize on this
- Sectoid Commanders gain Overpower - Boost to strength of sectoid commanders

Bug Fixes:

- Fixed a LW 1.0 bug where the # of engaged aliens was incorrectly set during the loading of saved games
- Fixed a bug where Psychic Storm would hit civilians
- Fixed a bug where you needed multiple hyperwave relays for research when you should only ever need 1
- Fixed some AI so that psionic users will be a little smarter with their AI use (a LITTLE smarter, don't expect them never to derp)
- Fixed the aformentioned inspired tenacity bug
- Fixed a bug where RTS shots were not firing because the aim threshold was not considering the +50 aim from RTS 
- Fixed a bug where you could trigger off-guard when there were no engaged alien units after turn 3
- Fixed a bug where bonus elerium from UFOs that were researched was being reduced to 1
- Fixed a bug where if you were over the max number of soldiers in the barracks, the free monthly soldiers would cause a CTD

LW Rebalance v1.33.05

Strategic:

- Damaged UFO Power Cylinders now provide: 1-2 intact UFO Power Sources and 10% of elerium of a normal UFO Power Cylinders - Helps give minimal amounts if RNG is bad

Tactical:

- Reduced the chance for pods to go off-guard to 10% per engaged alien (from 20% per engaged alien) - It was a little too common

Bug Fixes:

- Fixed a typo on Light 'Em Up
- Fixed a bug where the AI would derp TOO often when unprepared
- Fixed a LW 1.0 bug where stunned enemies were not removed from the 'engaged' list for aliens
- Fixed a bug where UFO Power Sources were not being modified correctly on different campaign lengths
- Typos

LW Rebalance v1.33.04

Strategic:

- Progeny DLC missions II and III should start approximately 3.5 months earlier - Makes their recruited soldiers a lot more reasonable
- Losing a satellite has twice the effect on panic - Makes it more reasonable to defend them
- Satellites now cost 550 credits (from 300) - Makes it more reasonable to protect them instead of just letting them fall and replacing them, slows down expansion
- Alien resources now only increases alien numbers by 1/2 if it's at or above 50/80% (from 1/2/3 above 40/60/80) - Decreases alien numbers slightly, accommodates for IS buff in alien numbers
- Jai Jawan starts with 12 additional power sources (from 8) - Buff due to more frequent acquisition
- Advanced conversion starts the player with 8 UFO Power sources - Buff to help players make early MECs

Incursion Strength:

- Incursion Strength now ONLY affects alien counts (as opposed to the plethora of things it used to) and is capped between 70 and 110%
- Incursion Strength is only decreased by: 4% for a significant death (modified by campaign length) and 12% for a country lost
- Incursion Strength is only increased by: 1% for successful mission (modified by campaign length) and it gets set to max after a successful base assault
- Reasoning: Incursion Strength is now mostly ideal to have as low as possible. It acts as a bandaid when you're doing bad and makes things slightly more challenging when you're doing well. Overall it has gone from a massive factor of every campaign to a smaller alien stat: similar to alien resources and aggression. It failed to meet its original goals but its current goal of just helping players who just did poorly it should be effective for.

Tactical:

- Extra pods that activate when you are already engaged with other pods will have a 20% chance per unit currently engaged to activate off-guard - One of the highest difficulty spikes in LWR is when you activate too many pods at once. This makes it so a consecutive pod that activates will take a little longer to engage you and soften the difficulty spike of multiple activations.
- New Mechanic 'Unprepared': Extra pods that activate when you are already engaged with other pods will have a 10% chance per unit currently engaged to be unprepared and out of ammo - One of the highest difficulty spikes in LWR is when you activate too many pods at once. This makes it so a consecutive pod that activates will take a little longer to engage you and soften the difficulty spike of multiple activations.
- The chance to gain bonus attributes after each mission is decreased by half - reduction in the number of super soldiers by end game and the viability of newer recruits
- New specialized bonus perks will be granted to soldiers that survive battles in which multiple soldiers of rank have perished - Makes losing soldiers a little less bitter and a little more bitter sweet

Perks:

- Psychic Storm now triggers at the end of XCOMs turn (from the beginning of XCOM's turn) - Allows XCOM a chance to kill the psychic causing the storm and prevents cancellation of steadied weapons on the turn before
- Psychic Storm will on longer hit VIPs - QoL
- Psychic Storm range is now limited to 30 tiles - prevents aliens triggered far away from hurting you and allows you to retreat to avoid the damage
- Light' Em Up no longer grants +1 damage to non-reaction shots but instead grants +30 crit to all shots - Buff to reaction fire on the infantry and standard fire crit effectiveness in general (Goliath, Rocketeer, Infantry)
- Will to Survive grants +0.6 mobility - buff to biotanks
- Iron Skin now grants 2 DR (from 1) - Buffed
- Advanced Perception grants a 20% chance for a graze (from 10%) - Buffed
- Countercharge now deals 2 + Psi Rank damage (from 2 + Psi Rank/2) - Significantly more damage, especially as psi users get higher ranked (Note: for enemies, sectoids count as psi rank 0, sectoid leaders as psi rank 2, and sectoid commanders as psi rank 4). Max XCOM damage would be (2 + 6[volunteer]) * 1.5[psi mastery] = 12 damage
- Danger Zone effects enemies in a 2.5 tile radius around the primary target (from 1 tiles adjacent/diagonally) - Buff to bullet wizards
- Distortion grants +70 crit resistance (from +50) - Gives ethreals (who are always exposed) 20 crit resistance to further help make crit based builds not the primary method of removing them
- Collateral Damage area of effect further increased to 4 tiles radius (from 3) - Makes it much easier to hit air targets with, overall significant boost
- Snapshot grants a 50% chance for strike rifle to have a free action (from 55) - slight nerf

XCOM:

- Impact and Snapshot swapped on Infantry - Give earlier access to penetration

Aliens:

- Sectoid base HP to 4 (from 5) and will to 55 (from 65) but they gain 14 will every 2 alien levels (from 10 will) - Makes them and early game a little easier and also fits their frail nature

Equipment:

- Plasma Stellerator no longer grants +50% base damage vs units with distortion - It made it too necessary of an item (both strategically to acquire and produce and tactically to equip) and also sectoids and ethereals a little too easy to drop. Opens up options for other items.
- SAW aim malus to 0 (from -5) - Further buff to the shooter gunner
- LMG damage to 200% (from 175%) - Makes it more distinct from the SAW and a reasonable alternative for higher aim gunners to accommodate it's aim malus, slight buff to bullet wizard

Bug Fixes:

- Fixed a bug where planes did not repair correctly on Mini Long War
- Typos

LW Rebalance v1.33.03

Bug Fixes:

- Fixed a bug where psychic storm would occur as a free action to aliens
- Fixed a bug where XCOM wouldn't properly resist psychic storm
- FIxed a bug where psychic storm would sometimes still kill bleeding out units

LW Rebalance v1.33.02

QoL:

- Added Salt and Salty to potential mission names - Improves realism

Strategic:

- Minimum will of all soldiers is now 20 (it was too punishing to have will less than this) - This effect just boosts the minimum, so it will not affect the # of high will soldiers, the actual calculation is just providing +15 will to anyone with less than 20 will, you can fix ongoing games buy using the console and typing [`giveperk stat will 15] on any soldier with less than 20 will

Tactical:

- Psychic Storm will no longer target bleeding out units and each soldier has a will/storm_level chance to resist the effect - makes it not feel so unfair and makes the alien trophy useful against it

Bug Fixes:

- Typos
- Fixed a bug where psychic storm was not triggering reaction shots
- Fixed a bug where aliens that launched were going on OW too often on lower difficulties
- Fixed a bug where Psychic Storm would sometime increase in level (and thus damage) if a psychic was buffed in will AFTER using psychic storm
- Fixed a bug where first aid would let severely fatigued soldiers not get injured
- Fixed a bug where bonus stats listed characters with their first name twice

LW Rebalance v1.33.01

QoL:

- Hover SHIV volume reduced again from 20% volume to 10% volume - QoL, relative volume buff to other sounds

Strategy:

- Militarization only grants double bilets from the Captain and Colonel OTS upgrades - Was still too strong with so many officers due to how restricted officers are now, relative buff to cadre
- Arc Pistol is unlocked with Alien Computers (instead of Beam Lasers) - Was supposed to be this way but I forgot, relative buff to alien computers

Tactical:

- Bringing a soldier with over 30 days of fatigue (modified by campaign length) will automatically result in an injury - Prevents accumulating ridiculous levels of fatigue, relative buff to fatigueless campaigns
- Blaster Launcher range to 14 (from 16) - Slight nerf, relative buff to AP grenades
- Collateral Damage radius increased to 3 (from 2) - Significant buff to area of the effect, relative buff to perks that synergize with collateral damage

Bug Fixes:

- Fixed a bug where units would get OW against units that they should not have OW against (I think?), relative buff to OW
- Name of the campaign length options set to the proper names, relative buff to naming schemes
- Typos, relative buff to grammar nazis
- Fixed a bug where the game would sometimes crash after firing a shot, relative buff to ironman campaigns

LW Rebalance v1.33.00

New Feature of Aliens: Incursion Strength

How to modify:
- Starts at 100%
- Increases by 1% after XCOM successfully completes any non-UFO mission
- Decreases by 1% for any soldier that dies with a rank greater than either the number of months passed or 5 (SGT)
- Decreases by 5% for an exalt/abduction loss
- Decreases by 15% for a council/DLC loss
- Decreases by 20% for terror site/defense mission loss
Effects (each of the following are modified directly by the Incursion Strength %):
- Modifies the # of aliens on all non-scripted missions
- Modifies the xp gain of all XCOM soldiers
- Modifies the rate of xcom research and xcom engineer production
- Modifies the amount of Alloy, Elerium, Weapon Fragments, and most alien artifacts recovered after each mission
- Modifies quick mission bonuses, council missions rewards, terror missions credits, council requests offers
Extra info:
- A loss applies to any mission where the skyranger landed and the mission was not a success
- UFO mission and Alien Base Assault losses do not decrease Incursion Strength
- Incursion Strength is capped between a minimum of 50% and a maximum of 200% and the minimum increases by 5% per month
- Incursion Strength at or above 120 will be denoted with an additional + sign on landed UFO, terror, and abduction missions

Strategic:

- New Campaign Length SW options: Mini War: 1/4 the campaign length of Regular Long War - So the 4 campaign lengths are now: MLW(Mini Long War: 1/4), NSLW(Not So Long War: 1/2), RLW(Regular Long War: 1), VLW(Long Long War: 2) - I realized that almost NO ONE played VLW let along VVLW and so many people played NSLW that having an even shorter campaign length would probably be ideal for many players. It took a lot of rework of programming functions to make MLW work.
- The estimated alien #s on UFOs will now be more accurate - QoL
- Mutliple foundry projects will now appear in the foundry list and in an unlock list after research is complete even if you dont' have the prerequisite items - QoL: makes it a lot easier to figure out what you need for projects without going to the wiki
- Aliens gain 3 research per failed abductions (from 5) (still modified by campaign length) - Makes skipping/losing an abduction less punishing
- XTP I/II/III to 5/10/20 xp per day (from 3/5/10) - Significant boost to the lower ranked soldiers in a campaign
- Fusion Weapons requires Standard Plasma Weapons (from Heavy Plasma Weapons) - Makes it a little more reasonble to acquire during a campaign
- Meld injections (soldier recovery) significantly nerfed: They remove 20% of the fatigue/injury (from 80%) and cost 40 meld (from 40 meld + 0.5 meld per day fatigued/injured) - Discourages use except for severely fatigued/injured soldiers
- Retraining causes 10 +3 days per rank (from 10 +5 days perk rank) - Makes it slightly easier and more reasonable to swap perks as you progress through a campaign
- Only Infantry and Scouts can be covert operatives - They are the most enjoyable this way, removes RnG from being too strong on the covert op
- All Autopistols renamed with Autopistol in their name - Consistency
- Laser Heater removed as a weapon
- Abduction rewards are calculated by a 20% chance for 1-3 reward units (from a 40% chance for 1 reward unit) - Accommodates new MLW game mode
- OTS project required missions spread out a little more: XTP 1-3 (20, 70, 110), Officer 1-5 (10, 30, 50, 90, 110) (from 20, 60, 100 and 10, 30, 50, 70, 90) - Slight increase to later game requirements
- Gangplank (especially) and Furies DLC missions provide significantly less alloys and elerium - Helps balance these missions from granting too much reward (vs those who play without the DLC) as it was borderline ridiculous how much they gave
- Scout-Sniper supraclass renamed to Marksman supraclass - Just a little more reasonable of a name
- Alien Grenades Foundry project no longer requires alien grenades - It was frustrating to try to figure out if the muton you were capturing had it, if you already had it, and to even know how to get it
- Plasma Weapon research projects no longer requires alien weapons - Same reason as above, and you basically always already had the items when you got there
- Each civilians saved on a terror mission rewards 10 credits (from 20) - Makes the mission a lot more on par with other missions for cash influx
- Researching a UFO now increases the fire rate against that UFO by 30% (from increasing damage by 30%) - Prevents extra mid-air destructions
- Corpse and Captive council requests will now offer more for fullfillment - They were a little too low

Resources:

- Soldiers cost 80 (from 90) - Makes it slightly easier to fill out the barracks
- You now acquire 4-6 UFO power sources from each intact UFO Power Cylinder (from 1-3) - Triple the amount of power sources for building and researching
- Bomb Disposal council missions now award 3x the cash (from 1x) while still awarding a significant decrease in panic - Makes them more ideal missions to get
- Assault council missions now award 3x the cash (from 2x) - Makes them more ideal missions to get
- Alloys and Elerium from UFOs increased by ~25% - slight boost to help with resources in the mid game
- All Autopsies require 8 corpses - Balances out the campaign lengths (as it was previously unfair)
- Beam Lasers, Advanced Beam Lasers, and Advanced Pulse Lasers requires 10, 50, and 80 elerium (from 0, 0, and 30) - Makes elerium more useful early game
- Tactical Rigging requires 80 elerium (from 30) - Makes elerium more useful early game
- Psi Warfare systems requires 60 elerium (from 20) - makes elerium more useful early game
- Xenopsionics requires 8 UFO Power Sources and 50 elerium (from 5 meld) - Makes power sources and elerium more useful and coveted early game, slows down psionic progress
- Salvage rewards start off a little higher and do not progress as steeply - Gives the player more access to alloys and elerium exchanges to help bad RNG campaigns renormalize resources

Air Game:

- Stingray aim to 35 (from 30) - Slight boost to their usefulness
- Dodge boosters require 4 cyberdisc wrecks (from 2) - Consistency on campaign lengths
- Firestorms require 8 UFO Power Sources (from 4) - Accomodation for increased acquired

Foundry:

- Alien Metallurgy, Alien Nucleonics, and Improved Salvage now grants 20% additional resources of their respective resources (from 50%) - Significant nerf to the projects, makes them feel less mandatory and more of a choice

Country Bonuses:

- Resourceful now grants both Alien Metallurgy and Alien Nucleonics - Buff due to decrease in strength of foundry projects
- Militarization only reduces soldier cost/arrival time by 30% (from 60%) - The officer bonus is really strong
- Special Officer school grants +60% more xp (from double) - nerf to accommodate stronger XTPs

Tactical:

- Suppression no longer clears a steadied weapon - Finally got the code working
- Terror missions only have monster pods + 7 enemies (from monster pods + 10 enemies) - Makes them easier, as in some ways, they are even worse than missions you can retreat from (due to the country loss on losing)
- Removed the Sectopod + multiple cyberdisc pod from spawning - Was a little too dangerous to tackle and never really felt fair
- Camaraderie stat improvements will now be displayed post-mission

Perks:

- Camaraderie is a 20% chance to gain 5 aim and 10 will (from 40% chance to gain 1 aim and 2 will) - Buffed, accommodates MLW games
- Mechanic grants 2 charges of repair (instead of 1) - Buff to the engineer and the early game SHIV
- Close Encounters now also grants +1 ammo - Grants more ammo for close engaging in close quarters combat
- Awareness reworked: Provides +20 defense and steadied weapons do not become unsteadied after taking damage (from 10-30 defense and boosting combat readiness) - Makes it much better on the Jaeger and not so abusive on the extrasensory vest RfA classes
- Will to survive grants 50% DR in cover (from 40%) - Significant boost to the strength of biotanks
- Psychokinetic strike to 4 turn cd (from 5 turn) - Slight buff
- Critical System Targeting grants 50% more damage and 50 crit against mechanical units (from 40% and 40) - Buffed for balance on the trees and to make MEC tanky a little more difficult
- Psychic Storm is now active anytime and the AI wishes to use it (Note: range is unlimited and max 1 storm per turn) - Increases the strength of psionic units
- Psi Mastery allows psi abilities to avoid reaction fire but no longer grants a damage boost to mind fray - The avoiding reaction fire allows nice combinations like psi inspire while under overwatch, while providing another counter to OW builds. The mind fray already received the 1 AP boost and there was no need for Psi Mastery to double boost it.
- Mind merge grants the target 25 defense and +25% mobility in addition to it's other assortment of benefits - Buff to mind merge, makes the target harder to kill when it's in a dangerous situation (e.g. it got holod or mindfrayed)
- Distortion now grants 50 crit resistance - Makes sectoid commanders and ethereal more resilient against crit damage units
- Telekinetic Field defense bonus to 30 (from 50) and reduces the damage of explosives to 1/5th (from 1/10th) but cooldown to 4 turns (from 6 turns) - Nerfed, but more readily useable. Reason was to stop waiting for the ability which was bad gameplay and also to balance that level on the psi tree.
- Run and Gun now has a 3 turn cd (from 2 turn) - Was a little too strong for balance on the tree, toned back a little
- Mind Control grants a 5% chance per damage taken to break (from 20%) - Makes it harder to break mind control
- Commanding Officer no longer gives officers +30% xp - Was not necessary, officers are stacked anyway so they end up with ample xp as it
- Jetboot Module grants +4 mobility (from +5.3) - Toned back as it's quite strong
- Grit grants +1 DR (from 0) and +3 HP (from +4) - Slight boost to strength of the perk for mitigating damage
- Ready For Anything no longer grants +20 crit resistance and will not activate if the unit moved, but instead grants +1 ammo- It's strong enough without the crit. Encourages multi-shot perk instead of assault point blank attack perk.
- Fortified no longer grants +1 DR - Slight nerf
- Disabling Shot has a 1 turn cooldown (from 2) - Slight buff

Equipment:

- SAW aim to -5 (from -10) - Boost to shooter and OW gunner
- Battle Rifles and Carbines crit to 0 (from 10) - Slight nerfs
- If the Stun Rifle fails to stun a target below 50% health, it will maim them instead. The stun rifle also gains an extra charge - Makes captures easier
- Arc Rifle does 1 damage (from 4) but has 4 pen (from 0) - Buff to the strength of the arc rifle against mechanical units, and makes it more specialized - Encouarges uses of sidearms with the arc rifle as it didn't feel as good using it for normal damage purposes and the poor use against bio encourages diversification on the soldier (e..g equipping nades, or using sidearm)
- New Electric Weapon: Arc Pistol: Dmg: 1 (+4 vs mech / +7 vs mech upg), Pen: 2, Crit: 0, Aim: 0, Ammo: 2 (+1 upg), Mob: -0.6, Range: 18, {Maim}, Aim penalty beyond 10 tiles, Equippable by all biosoldiers - Gives soldiers a sidearm option to help deal with mechanical units
- Javelin rockets again reduce scatter by 30% - Makes them more viable
- Chitin plating provides 60% DR vs melee attacks (from 40%) - Important as melee units will often crit bio units so they need more DR
- KSM damage to 20 (from 24) - Nerf, primarily towards the Marauder
- MEC1s and MEC2s each require 4 UFO power sources to build, MEC3s each require a fusion core - Makes the resources more useful, accommodates for different campaign lengths
- Plasma weapons require 4 UFO power sources to build (from 1) - Accommodates for different campaign lengths
- Rocket Launcher and Recoilless Rifle range to 18 (from 20) - Prevents squadsight rocketing
- Cognitive Enhancer increases xp by 50% - At 100% it was borderline broken
- Rocket Launchers have -1.3 mobility (from -0.6) - Slight nerf to rocketeers
- Psi Retaliator now grants +30 crit resistance (from +20) and allows Countercharge to work regardless of unit HP - Buff to it's use on tanks
- Walker Servos now set the mobility to 8.8 and ignore all mobility altering effects (e.g. enrage, red fog, acid, etc.) - Makes it a lot more useful

XCOM:

- Infantry, Engineer, Assault, and Shogun all gain +0.6 base mobility - Slight buff to those classes
- Marauder Impact replaced with Opportunist - Gives more interesting choices with both the Rapid Reaction and Close Combat Specialist builds
- XP required for soldier ranks increased for GSGT/MSGT to 6000/9000 (from 5100/7000) - Spreads out the late game ranks more due to the signficant increase in XP soldiers get late game

Aliens:

- Ethereal defense to 50 (from 40) - Relative boost to non-aim attacks (e.g. KSM / Explosives) against ethereals
- Sectoid Commander/Ethereal HP to 16/26 (from 20/32) - Accommodates for their increase in crit resistance and defense and OW avoidance
- Muton base HP to 14 (from 12) - Slight increase in durability
- Level 5 Outsider leaders gain grit - Boost to the resiliency of higher level outsider leaders

Bug Fixes:

- Typos
- Maybe fixed a bug that caused some exalt missions to soft lock
- Fixed a bug where some missions would not end until you actually evacuated your squad
- Fixed a bug where rapid fire wouldn't properly trigger free action abilities
- Fixed a bug where smoke wouldn't grant reaction fire immunity after moving through it more than a tile if the aim within the smoke was less than 30 and wouldn't trigger a reaction shot
- Fixed a bug where the expected crit damage display was not properly taking into consideration some damage modifiers on the target
- Fixed a bug where a hit chance would be displayed when stabilizing a soldier
- Fixed a bug where the leaders on the exalt base assault were not high level like they should be
- Fixed a bug where stat promotions would show the characters first name twice if it was a soldier without a nick name
- Fixed a bug where some techs would not show if you had not acquired the required items when they should show
- Fixed a bug where impact would not work on low HP units sometimes
- Fixed a bug where indomitable could prevent impact from clearing overwatch
- The motion tracker will no longer be usable on a scamper move
- Fixed a bug where meld costs for foundry and tech projects were being reduced on shorter campaigns when they shouldnt' have been
- Fixed a bug where the Uber Ethereal would start using psychic storm on XCOM before even being revealed
- Fixed a bug where overpower wasn't updating correctly when units were moving
- Maybe fixed a bug where some floaters would not go on overwatch after launching
- Fixed a bug where researching UFOs was giving additional resources from bounties
- Fixed a bug where Exalt would sometimes fall off ledges when they spawned
- Fixed a bug where the # of civilians on a terror mission would sometimes display as a weird value (e.g. -2)
- Fixed a bug where the "home sweet home" popup would sometimes occur multiple times

LW Rebalance v1.32

LW Rebalance v1.32.17

Strategic:

- Adjusted mission descriptions for UFOs to be more clear what they are doing

Bug Fixes:

- Fixed a bug where sorting the soldiers by class would sometimes lead to crashes (e.g. on a base defense mission or after a DLC mission)
- Fixed a bug where reinforcements would sometimes not enter on overwatch
- Fixed a bug where reinforcements would sometimes cause the game to soft-lock
- Fixed a bug where the automatic reloads from Lock N' Load and In The Zone were not working correctly with free actions
- Fixed a bug where units firing at a unit that is steadied would cancel the steady if they missed6

LW Rebalance v1.32.16

Bug Fixes:

- Fixed a bug that would cause reinforcement units to soft-lock the game when the entered the map
- Removed a bug that prevented half of the oversseers from not generating each month
- Fixed a bug where close combat specialist shots would still fire if the chance to hit was less than 30%
- When you finish a mission (by saving the VIP, diffusing the bomb, or getting the data out) the popup will now properly say 'extract units' instead of 'abort mission'
- Fixed a bug where aliens would use overwatch even though there were no active XCOM in sight

LW Rebalance v1.32.15

QoL:

- Soldier Progression notices include the soldier's nickname - QoL

Strategic:

- The base defense mission will always occur before the new year (from always before April of the 2nd year) - Makes it less likely to be skipped by campaigns

Tactical:

- All explosives will deal full damage to anything within 1 tile of the center of the explosion - Required to fix a bug

Equipment:

- Psi Retaliator triples the activation rate of countercharge (from doubles) - Buffed as item slots are really valuable and needed more to be competitive

Bug Fixes:

- Fixed a rare bug that would occur when you grappled to a unseen location that actually had an enemy pawn there
- Fixed a bug where psychic storm would sometimes trigger despite being in vision of the enemies (thanks obsidian127 for the save file, helped a lot)
- Fixed a bug where explosives could be reduced in damage at the center of an impact: Now all explosives will deal full damage within 1 tile of the center of the explosion
- Improved the code to try to ensure reinforcements will properly enter overwatch after spawning
- Fixed a bug where units on OW lists were not carrying over between turns sometimes allowing units that did not have an enemy in LoS to fire on them anyway
- Fixed a bug where floaters that launch would go on OW before they launch - looked a little silly
- Fixed a bug where berserk would sometimes not grant the unit a turn after going berserk
- Fixed a bug where berserk would sometimes force a player to fire a shot after moving after going berserk
- Fixed a bug where berserk would double the chance for berserk or enrage to trigger, so instead of doubling them or forcing them to stack, just lowered the chance of berserk to 2% (from 5%) and enrage to 3% (from 5%)
- Fixed a bug where ITZ would not interact properly with berserk
- Fixed some typos and incorrect descriptions
- Fixed a bug where rarely muton and muton elite grenades could cause a shred effect

LW Rebalance v1.32.14

Strategic:

- Consistent Fatigue 2nd wave option set to 14 turns (from 20) - More reasonable

Perks:

- Psychic Storm: When this unit has full HP and the aliens have had no enemies in vision on their turn for more than a turn: it has a (will/10)% chance to create a Psychic Storm that will deal will/50 damage to all enemy units at the beginning of their turn - It needed to be changed as it didn't feel good. Now it strictly works only when XCOM breaks LoS for more than 1 turn but can be more damaging.

Bug Fixes:

- Fixed a bug where aliens would sometimes move more than allowed on their turn
- Fixed a bug whre aliens were cheating by sometimes moving twice and activating overwatch
- Fixed a bug where reaction shots against units that are steadied would ignore their cover DR as if the unit firing the reaction shot was also steadied
- Fixed a bug where psychic storm was damaging SHIVs
- Fixed typos

LW Rebalance v1.32.13

Bug Fixes:

- Fixed a bug where all units had psychic storm :o
- Fixed a bug where units were going on OW seemingly randomly

LW Rebalance v1.32.12

Tactical:

- Improved sneak mode slightly
- Made reinforcements and launch more consistent when it comes to overwatching

Perks:

- Psychic Storm chance to activate changed: When this unit is active and has no enemies in vision, it has a (will/10)% chance to deal 1 damage to enemy units at the beginning of their turns. - Makes the will more relevant
- Psi Mastery increases the activation rate of psychic storm by 5x - Makes sectoid leaders, and more dangerous psionic foes, more dangerous to break LoS on
- Mind Fray, Psi Panic, and Mind Control use 75/75/50% of the user's will (from 50/50/33%) - Boost to the hit chance of psionic abilities

Aliens:

- Sectoids gain psychic storm - makes them harder to play LoS games with

Bug Fixes:

- Typos

LW Rebalance v1.32.11

QoL:

- Creating a naming system for semantics: 
Biosoldiers 		= all 8 bio classes
Soldiers 		= all 8 bio classes and MECs
Units 			= all XCOM units
Mechanized Units 	= MECs and SHIVs

Strategic:

- Abductor HP lowered to 3000 (from 4000) - Even easier to shoot down

Tactical:

- Disorient reduces defense by 50 (from 20) - Makes them more offensively useful, helps push the 'breach and clear' aspect of them

Perks:

- Vital Point Targeting deals 20% damage (from 30%) when not at point blank - Nerfed as it was too strong, especially with the recent pick up of steady
- Psychic storm will now only activate if the psychic user has no enemies in sight - Focuses more on the anti-LOS_Break effect
- Reactive Targeting Sensors will trigger Cluster Bomb if a sectopod is charging a cluster bomb - Vanilla mechanic that would take a lot of work to fix (not sure if I even can fix it) so I'm going to leave as is
- Overpower now reduces attributes by 30 + will_diff/5 (from 20 + will_diff/10) - Significant boost to the oppressive strength of berserker leaders and ethereals

Equipment:

- Concussion grenade and Psi grende radius reduced to 3/5 (from 4/6) - Accommodates for stronger disorientation

XCOM:

- Maruader aim to 10 (from 20) - Nerf to the strength of shooting on the Marauder

Aliens:

- Cyberdisc DR when closing grants 4 DR (from 6) - makes it easier to deal with even when closed

Bug Fixes:

- Fixed a bug where the battle scanner would sometimes still act as a spotter
- Fixed more typos
- Fixed a bug (again) where the psionic cinematic would soft lock the strategic game
- Fixed a bug where Psychic Storm would sometimes work on the aliens
- Fixed a bug where bleeding out units would sometimes count as an active unit for aliens
- Hopefully fixed a bug where reinforcements would sometimes overlap other units
- Fixed a bug where the VIP would sometimes gain stats and shouldn't

LW Rebalance v1.32.10

Strategic:

- Improved the display of item information in various places
- Gentle Aliens also reduces alien DR by 1 - Only works if they had flat DR to begin with (note: this mostly makes mechanical enemies easier)

Tactical:

- Reduced the formula for aliens leaders from 25 + 5% per alien level to just 5% per alien level - Makes them feel more special when you see them, instead of such a common occurance, overall lowers difficulty some, especially earlier game when you might have as many tools to deal with difficult leaders
- Temple Ship has 50% chance for champion leaders (from 10% - like terror missions) - Increases difficulty of the mission, but also makes sure that terror missions dont' feel harder than the temple ship

Bug Fixes:

- Fixed multiple typos
- Fixed a bug where SHIVs were getting free actions from the commanding officer
- Fixed a bug where seekers would sometimes get lost during 'sneak' mode

LW Rebalance v1.32.09

Strategic:

- Terror missions have 2 more aliens - Increase in difficulty

Equipment:

- Psi Frayer grants +10 will, still prevents strangulation, and triple damage to mind fray; but no longer grants mind fray or +1.3 mobility - More focused on psionics specifically
- Psi Retaliator grants +15 will, still grants 20% crit resistance, and doubles the activation chance of countercharge; but no longer grants countercharge or +0.6 mobility - More focused on psionics specifically
- Neuroregulator grants +10 defense (from 0) and +1.3 mobility (from +0.6) - Boost to strength
- Conduit grants +40% damage to explosives (from +50%) - Was too strong at +50%

Bug Fixes:

- Fixed a bug where gunners and rocketeers would not correctly act as spotters for squadsight units
- Fixed some text display issues
- Fixed a bug where item unlock screens would take up too much realestate and cause players that didn't know about pressing 'space' to be soft-locked out of the game

LW Rebalance v1.32.08

Quality of Life:

- A complete reformating of almost all information fields in the game - Thanks to CptnHappyTimePie for all the weeks of work he put into creating this

Strategic:

- Moderate increase of costs of multiple late game items - Creates a little more tension on what to purchase

Tactical:

- Van Doorn special perk changed to "Cool Under Pressure: Has an [enemies in vision]% chance for end-in-idle actions to cost 0 AP." - more universally applicable, less encouraged into certain classes/builds
- Zhang special perk changed to "Gunslinger: Deal +1 damage with pistols." - more universally applicable, less encouraged into certain classes/builds

Bug Fixes:

- Fixed a bug where Sneak mode was being activated in situations where it shouldn't (e.g. drop-ins)
- Improved the AI on sneak mode so the aliens more accurately aim to move to a good flanking position and not just a position near the enemies that might flank
- Fixed a bug where aliens would warping eradicly at the beginning of their turn
- Fixed a bug where getting mind merge would sometimes cause the game to lock up
- Did another attempt to remove the alien's ability to use grenades inappropriately (I think I got the last situations they might be doing this with)
- Fixed a bug where Van Doorn's rank upon acquiring him sometimes wasn't scaling correctly
- Fixed a bug where saving and reloading in the middle of a turn would mess with 'sneak' mode

LW Rebalance v1.32.07

Strategic:

- Elite Aliens replaced with Gentle Aliens: Aliens lose 1 damage, 10 aim, 10 will, and 25% base HP - Feels better for players

Perks:

- Growth now occurs at a 50% chance (from 66%) but increases amount of growth by 5x when the outsider is activated - encourages engagement once they are activated and discourages breaking LoS and cheesing them
- Distortion no longer prevents squadsight shots - Not necessary with the spotter requirements, opens up more options for squadsight units against distortion units
- Distortion reduces damage to 1/3rd (from 1/4th) - Makes it feel like your damage matters more, because at only 25% damage truncation and small damages could feel too frustrating
- Ready For Anything will no longer activate on units with deflection shield - Felt a little unfair to have both activate
- New Perk: Psychic Storm: When this unit is active, it has a 50% chance to deal 1 damage to all enemy units (even those not in line of sight) at the beginning of their turns - Discourages camping sectoid commanders and ethereals
- Grenadier grants a 10% throw range increase (from 20%) - Tone back on range of destructive grenades
- Each trigger of countercharge has an additional will/10 percent chance to double activate, dealing double damage - Think of it like a crit

Items:

- The skeleton key requries 60 engineers (from 30) and 80 meld (from 20) - Makes doing alien base assaults really early more difficult. This is good as doing so is likely not in the player's best interests

Equipment

- SMGs have 40 crit (from 30) - Boost, pushes them more into the role of predictable flank crits

Alien AI:

- When you lose vision of all aliens for more than a turn, they enter a new "sneak" mode where they are 1) more aggressive and 2) try to actively flank XCOM. During this mode they will try to remain hidden (e.g. not use abilities like mind merge).
- Pods and aliens will retreat 75% less often - Tested and this IS working, please note that they WILL still retreat, just much less often

Aliens:

- Outsider regeneration permanently stays at 1 (from 3-13) - Makes it much easier to keep them from growing when activated and encourages engaging them (discouraging breaking LoS and trying to cheese them). Also makes damage against them (e.g. overwatch) not feel so wasted.
- Sectoid commander pods ONLY spawn with sectoids (not mechtoids and not outsiders) - Makes their fights more interesting as there are enough outsiders already
- Sectoid commanders and Ethreals start with 20 and 32 HP (from 12 and 24) - helps accommodate for weaker distortion and weaker pod composition
- Sectoid commander mobility to 9.3 (from 8) - Slight increase to their mobility for using various abilities
- Ethereal regeneration halved - It felt frustrating to have your hard earned work against it so invalidated
- Sectoid Commanders and Ethereals gain Psychic Storm - Helps prevent slow long abusive engagements like breaking LoS against them

Bug Fixes:

- Typos
- Fixed all instances of using Native code to determine if a target is shredded (might fix rare situations where units are not receiving extra damage from being shredded)
- Units gaining bonus HP from missions are no longer automatically injured
- Rewrote countercharge code so that the popup should only display when it actually activates
- Fixed a bug where will was not be calculated correctly for psionic abilities when maluses were applied to targets

LW Rebalance v1.32.06

Bug Fix:

- Fixed a bug where reaction fire was avoided as if units were in smoke when they weren't

LW Rebalance v1.32.05

Strategic:

- First mission has 1 less sectoid (ease into is only 5 sectoids) - Makes it slightly more predictable
- Alien Base Assaults ramp up in difficulty much quicker - See wiki, basically twice as fast, discourages farming as multiple of these missions can be tedious
- Toned back the size of salvage requests into the late game - They were a little too large
- You only get bonuses for the temple ship up to 9 countries with XCOM, any more than that have no effect - Helps prevent the feeling of needing to cover the world
- After 3 months, the aliens can send 3-4 abductions at a time, after 6 months, the aliens can send 4-5 abductions at a time - Makes it harder to stop abductions, even if you shoot them down, allowing the aliens to finally get some through. Also note you may not be able to get to all abductions and will have to priortize some. Also note that you will only be able to select 3 of the 5 at any one time.

Second Wave Options:

- Elite Aliens (replaces Quick and Dirty #27) now grants aliens gain 10 aim, 10 will, and 1 damage - Acts as a difficulty modifier

Air Game:

- Elerium Afterburners increases aircraft battle speed by 10 (from 5) - Buff to air game upgrades
- Improved Avionics increaes air weapon aim by 10 (from 5) - Buff to air game upgrades
- Penetrator Weapons increases air weapon penetration by 25% (from 15%) - Buff to air game upgrades
- UFO Countermeasures increases aircraft dodge by 10 (from 5) - Buff to air game upgrades
- Abductor HP to 4000 (from 6000) - Makes them even easier to shoot down

Tactical:

- Non-suppression reaction fire will not trigger until the hit chance is at least 30% - Prevents wasting ammo, makes sense, feels better
- Steady only grants +35 aim if the unit is at 1 AP - Tone back on the strength of bullseye
- Commanding Officer's now have gold armor HP - Helps distinguish them

Perks:

- Squadsight spotters can no longer be concealed to act as a spotter for squadsight - Prevents using concealed units for squadsight purposes
- Fragmentation to 25% chance (from 30%) - Slight tone back
- Camaraderie grants 2 will per mission (from 1) and does not require the mission to be deathless - Buffed
- Snapshot to 55% chance to proc with strike rifles (from 50%) - Slight boost to Snapshot Scout
- Reconnaissance grants 1 battle scanner (from 2) - Nerf to the scout, relative buff to the battle scanner item
- Commanding Officer grants a will/10% chance for anyone the officer can see to have end-in-idle actions cost 0 AP - Encourages keeping in sight of the officer, buff to the on-field strength of officers
- Critical System Targeting grants +40% crit against mechanical units as well - Slight buff
- Penetrator grants +1 penetration and an additional +1 against units in cover (from +2 at all times) - Nerf for balance on the trees

Equipment:

- Reinforced plating back to 2 DR and alloy cost back to 20 (from 40) - Was too strong at 3
- Regenerative plating to 0 HP (from 1) - Toned down a little more
- Battle Scanner range increased to 12 tiles (from 8) - with the inability to abuse them, their range no longer needed to be so restrictive
- Shotgun reaction fire range increased to normal vision range (from 8 tiles) - Not longer necessary with the reaction fire accuracy filter

Aliens:

- Sectoid will to 65 (from 50) - Buff to their strength of psionic abilities
- Tactical Mobility moved from level 6 thinmen leaders to level 1 thinmen leaders - Makes early thinmen leaders more resilient
- Sectopod DR lowered by 4 - Makes them a little more reasonable to take down if you dont' have acid
- Mechtoids lose Lock N' Load - With disabling being weaker they didn't need the extra ammo resiliency, relative buff to disabling shot

Bug Fixes:

- Fixed a bug where the gamespeed would sometimes slow down during reveals and other matinees
- Finally fixed the bug where grapple would send you flying away - YAY. I did it simply by letting grapple do what it wants, and if it does throw you way off target, it changes the target to move your soldier back - I tested 200 times, reproduced a bad grapple 7 times, all of which were immediately redirected =D
- Hanse Graf renamed to Hans Graf - Was always just misspelled
- Fixed a bug where outsiders that were hunkered still triggered an orange AP pip and a CCS circle
- Fixed a bug where rapid-fire wouldn't proc extra actions correctly
- Fixed a bug with countercharge was not always applying correctly
- Fixed a bug where countercharge was doing incorrect damage amounts sometimes
- Removed the code for minimizing the chance the AI retreats - It seemed like it wasn't doing anything so I removed it just in case it was causing a bug and left the code as it was in LW1
- Fixed a bug where countries were not granting the appropriate stats before the temple ship to the soldiers
- Fixed a bug where rapid fire wouldn't correctly trigger end-in-idle free actions
- Fixed a bug where sectoid commander pods would sometimes spawn mecthoids

LW Rebalance v1.32.04

Perks:

- Squadsight now only works if you have a spotter (a unit that is not in the middle of their turn (i.e. at 0 or 2 AP) that can see the target) - Prevents some abusive situations, encourages engagement of the enemy

Bug Fixes:

- Typos
- Fixed an error where players would earn 1-2% less alloys and elerium than intended - more of an OCD fix
- Fixed a bug where dead unit could sometimes still trigger countercharge
- Fixed a bug where countercharge would sometimes only partially activate
- Fixed a bug where squadsight would sometimes not allow you to hit targets in normal vision that had distortion
- Fixed a CTD if combat patrols were used really frequently

LW Rebalance v1.32.03

Bug Fixes:

- Fixed a bug where all the changes from 1.32.02 were not working in the last upload
- Fixed a bug where cyberdiscs could spawn on early terror missions

LW Rebalance v1.32.02

Strategic:

- The bonus DR from the "Bred Tough" start now shows up in the strategic soldier loadout screens

Tactical:

- The first mission has 2 less sectoids - Accommodates for harder early aliens
- Ethereal and Sectopods occur much more rarely when they first appear and grow in frequnecy over 5 aliens levels (instead of 2 alien levels) - Significantly reduces their frequency at the beginning of the late game
- Muton Elites and Heavy Floaters are slightly less likely to occur in the late game - Increases the diversity of aliens encountered in the late game

Perks:

- Shred application is x4 for shots/strangle, x8 for mayhem suppression, and 12x explosives (from 3/9/12) - Balance
- Mind Control has the caster's will at 33% for calculating hit chance (from 50%) - Was too strong with the soft cap
- Psi Panic and Mind Fray has the caster's will at 50% for calculating hit chance (from 66%) - Was too strong with the soft cap
- HEAT Warheads now lets explosives clear enemy overwatch - Buff to utility

Equipment:

- Alloy Bipod reduces scatter by 30% (from 15%) - Buff to use on the rocketeer

Aliens:

- Ethereal defense to 40 (from 60) - They were too difficult

Bug Fixes:

- Fixed a bug where Bred Tough would sometimes award soldiers a single defense
- Fixed a bug where Dare Devils would sometimes award soldiers a single aim
- Fixed a typo on the perk tree image
- Fixed a CTD when trying to use F1 during the tactical game
- Fixed a bug where hitting an alien with a grenade who was using countercharge would sometimes cause the grenade to do 0 damage
- Typos
- Ready for Anything and Cluster Bombs will no longer trigger on units that are electropulsed
- Fixed a bug where the game would CTD when you researched certain technologies (e.g. advanced Gauss)
- Fixed a bug where the chances for psi panic to work were not correct

LW Rebalance v1.32.01

Bug Fixes:

- Fixed a bug where downed and landed UFOs would often cause crashes to the desktop
- Maybe fixed a bug where countercharge would imcompletely activate?

LW Rebalance v1.32.00

Starting Bonuses:

- Ring of Fire grants 150 credits per month (from 100) - Buffed
- NeoPanzers reduces costs by 65% (from 60%) - Slight buff
- New Brazil Bonus: Born to Fly: Pilots gain 3 aim per kill instead of 1
- New Germany Bonus: Militarization : Soldier costs and arrival time are decreased by 60% and the OTS grants double the officer bilets at each upgrade
- New Japan Bonus: Global Networking: Intel Scans cost only 50 credits, Grey Market Prices are 30% higher, and sightings on downed UFOs occur twice as often
- New Nigeria Bonus: Bred Tough: All biosoldiers start with 1 DR
- New USA Bonus: Daredevils: Combat Patrols are twice as effective and cause half as much damage to the aircraft
- Xenologic Remedies now also boosts captive sells costs - Easier to use
- Cadre grants 3xp per day (from 2) - Buffed
- Cheyenne Mountain starts with a 2nd steam vent - Buffed
- Advanced Preparations starts with 8 extra soldiers (from 5) - Buffed
- Jai Jawan starts with 8 UFO Power Sources (from 4) - Buffed

Second Wave:

- Elite XCOM and Friendly Skies bonuses to 15% (from 25%) - So they are not as game altering (this value is still dgc.ini adjustable)

Strategic:

- Players now gain significantly more resources from missions in the mid and especially late game (as the 10% bonus per month was previously not working and now is) - Massive influx of mission resources into the mid and especially late game (double resources at 10 months in)
- The Exalt reminder is reset back to the default value from the original mod and acts as a reminder but scans can occur earlier or later than this - Native coding prevents me from defining this accurately so I'll let players figure this out and just have a reminder for QoL
- Light Plasma Weapons requires Advanced Pulse Lasers and EMP Weapons (instead of Alien Biocybernetics and Alien Power Systems) - Encourages more standard progression
- Number of officer spots availabled decreased to 7x Lieutenant, 5x Captain, 3x Major, 2x Colonel, 1x Field Commander (from 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander) - Makes the spots worth more
- Range of prices of items sold on the grey market is now ~66% to ~133% (from 33-185%) - Reduces the RNG of the strategic game (Note this can still truncate to 0)
- Abductions and Terror missions no longer gain an additional alien for every 4 months that have passed - Make them feel less congested and less difficult in the later game especially
- Terror missions have 1-2 less pods and ~30% less aliens on all missions, but each pod now has a guaranteed leader with +2 levels, and the chance for a level 9 leader 5x as high - Makes them feel much less crowded but still retains the difficulty 
- Council Missions expire in 2 hours (from 1) - Makes it more reasonable to not miss them
- Council Requests with significant rewards will no longer reward scientists or engineers - They were often not worth it
- After each mission, all soldiers can gain bonus stats (instead of just MSGTs), but the chance is decreased from 100% with MSGT, to 50% with GSGT, to 25% with TSGT, down to 1% with SPECs - creates a sense of progression of stats even when the base stats aren't growing

Difficulty Changes:

- XCOM Funding and Starting cash is now standardized across difficulties (at 50%) - Significant nerf to cash influx on normal, classic and brutal difficulties, makes less of a step between the difficulties on a strategic level, balances out cash flow problems being different on different difficulties
- Initial HQ Power is now 30/30/30/30 on normal/classic/brutal/impossible (from 50/40/35/30) - Reduces the difference between difficulties on the strategic level
- Initial Panic is now 500/600/700/800 on normal/classic/brutal/impossible (from 200/400/600/800) - Reduces the difference between difficulties on the strategic level

Air Game:

- The cost for combat patrols starts at 100 credits, the bonuses granted to the effects are halved (from fire storm, stronger weapons, more xp pilots), and the base effect is increased to 3-5 (from 2-4) - Makes them much more viable early and mid game
- Firestorms require 120 alloys (from 20) - Puts pressure back on alloys and their competition from other areas, especially with the significant increase to acquisition
- Abductors have 75% DR (from 225%) and 6000 HP (from 12000 HP) - Makes them reasonable to down in the mid+ game, opens up some new maps
- Overseers have 2000 HP (from 3000 HP) - With the more difficult crew it wasn't as necessary to require a strong air game
- Raiders will not appear until alien level 4+ (from alien level 2+) - Makes the early game less RNG based
- The more continents that XCOM has satellite coverage on will encourage the aliens to send out stronger UFOs - Makes it harder and more challenging to get world coverage, helps prevents the aliens from getting 'shut out'
- The Aliens will now send out satellite hunt missions for each continent (instead of just a single set for the entire world) - Makes it harder and more challenging to get world coverage, helps prevents the aliens from getting 'shut out'
- Alien resource determination of alien mission UFOs no longer jumps at levels 8 and 13 and instead increases granularly from level 1 to 15 - Makes more sense

Unique Units:

- Peter Van Doorn, Annette Durand, Shaojie Zhang, Hank Miller, Hans Graft, and Stanislav Orlov have unique perks - Makes them feel more special without interfering with their class perks
- Annette and the Furies all arrive with 3 extra levels than previously - Makes them easier to use as you get them rather late

Tactical:

- All experience gained is now increased by 10% each month - This is a huge influx to xp gains over a campaign and an especially large increase in the late game. This should make leveling up lower soldiers significantly easier, again, especially in the late game.
- Covert Operative missions now allow for 3 soldiers (from 2), have 3 relays to hack (from 2), spawns occur 2 turns earlier, and the mission no longer reduces the operative's mobility - More engaging missions
- All significant bounties reduced by 50% - Due to the increase in resources these are actually doubled at 10 months in so this is more of a wash than it seems
- You now get bounties for units that are captured (instead of just units that are killed) - Feels better
- The overseer now contains a much more dangerous crew (larger pods and an additional cyberdisc and sectoid commander pod) - Makes it harder to do the overseer earlier, as it is a retreatable mission
- The alien base assault will no longer have an extra elite exalt pod on it or cyberdisc pod. As well, the additional pods after retrying the mission are tweaked slightly (see wiki) - As a mandatory mission where there is no retreat, it can't be too difficult. Also, it can't take too long with possible outsiders at the end and no way to retreat.
- Officers now gain 30% more xp from missions but also accumulate 30% more fatigue from missions - Makes it so a good chain of officers is important but xp gain on officers isn't reduced
- Steady now bypasses cover DR regardless of AP (instead of granting 2 pen when at 2 AP) - Significant buff, especially to bullseye
- Suppression will now cancel the steady effect - so it's not inconsistent
- Fixed some map bugs ala LiQuiD911's Map patches for LW1.0 mod (https://www.nexusmods.com/xcom/mods/780?) - Should help with some weird pathing and cover

Perks:

- Reactive Targeting Sensors will no longer trigger if the unit with RTS is panicked - Consistency with the rest of the game
- HEAT Warheads grants +5 penetration (from +3) - Buffed for balance
- Snapshot grants a 0/50% chance for a 0 AP shot (from 20/60%) - nerf on infantry/shogun but more accommodation on the snapshot scout due to executioner on marksman scope
- Extra Conditioning grants +2 HP (from +1) and a 10% chance for any idle-ending action to cost 0 AP but no longer grants fatigue/injury reductions - Alteration to something more for the tactical game and buff
- Close Combat Specialist is -40 aim (from -50 aim) - Buffed for balance
- Tactical Mobility grants 30 defense against reaction shots - Significant buff, creates more situations where using OW is not strong
- Ranger no longer grants 20 aim on sidearms but instead doubles the sidearm close-range aim bonus - Didn't feel good how strong it was at range and now it has the highest accuracy at close range
- Hit and Run will now trigger on steadied shots (as well as targets that are not protected by cover) - Buff to the use, synergy with bullseye
- Vital Point Targeting will now trigger on steadied shots (as well as targets that are not protected by cover) - Buff to the use, synergy with bullseye
- Brawler is 20 aim and DR (from 30) - Nerfed for balance
- Mind Control grants control of the target. Final hit chance is reduced by 50%. Does not work on mechanical units. Mind controlled targets receive 1 damage and -1 AP each turn. There is a 20% chance per damage taken by the mind controller to have the effect broken. 
- Countercharge only works against biologic units, only on idle-ending actions, and only activates if the casting unit is at full HP - It felt weird when it worked against robotic units and actually was often a negative against cyberdiscs (due to closing), the full HP is to reduce the amount of triggering, the idle-ending actions is to reduce bugs
- Shred is multiplied by x3 for shots/strangle, x9 for mayhem suppression, and 12x explosives (from x3, x7, x10) - Buff to shred effect of mayhem suppression and explosives
- Collateral damage does 100% damage (from 50%) - With the 2 AP restriction it's pinned in enough that it doesn't also need the damage to be so low, especially since the 2 AP restricts the ability to remove cover as well
- Camaraderie has a 40% chance to trigger (from 20%) - Buffed, especially for a Field Commander perk
- Combined Arms grants +2 damage (from +1) - Buffed, especially for a Field Commander perk
- Rapid Fire has an aim malus of 40 (from 15) - Toned back to stop assaults from becoming so strong at TSGT+
- Mind Fray, Psi Panic, and Mind Control are now SOFT caps (instead of HARD caps) calculate their hit chances with reduced portions of the caster's will, and the reduction on fray and panic is 33% (from 25%) - Means you can scale up as high as you want

Equipment:

- Plasma Grenades have +3 penetration (from +4) - Slight nerf
- Marksman Scope aim to +5 (from +10), penetration to 0 (from +1), but grants executioner as well as squadsight - Perk granting for this item is reasonable and fun, as the scout can't get executioner otherwise now, buff accommodated by decreased snapshot chance, though it acts as a straight buff on HnR and S&M scouts
- SMG costs are now similar to Carbine costs - A long-time overdue change
- Pulse weapons are a little more affordable - makes them less ideal to skip
- Flying armors no longer grant an additional 10 defense - balance due to tactical mobility buff
- Illuminator Gunsight also grants +1 damage - Buffed
- Reinforced Plating DR to 3 (from 2) but alloy cost to 40 (from 24) - Buffed but costs more
- Regenerative Plating HP to 1 (from 2) - Slight nerf
- Conduit grants 50% weapon damage to explosives (from 40%) - Buffed (due to truncation this results in more significant of an increase than the 10% it actually is)
- SMGs can no longer be steadied - Didn't really make sense, slight nerf

XCom:

- Shogun has Critical System Targeting replaced with Vital Point Targeting - Synergizes better with bullseye and Hit and Run
- Shogun has Snapshot, Fragmentation, and Impact rotated - Bring the snapshot -> Impact combo on a little earlier and pushes the grenade strength a little bit later
- Jaeger has Vital Point Targeting replaced with Aggression - Gives the Jaeger more of an option for a high crit build
- Gunner has Penetrator and Shredder swapped - Still provides shredder to the shooter builds and the CST vs Penetrator is still a reasonable choice with penetrator being great for the bullet wizard
- Engineer has Bullseye and Critical System Targetting swapped - Pushes the shooter engineer into an even stronger anti-mechanical role while not making the stronger bullseye (from steady boost) too strong on the tree as it's up against holo on a DT class

Aliens:

- Ethereal defense to 60 (from 50) - Makes them a little more resilient
- Outsiders grow 33% slower - Makes longer missions significantly less punishing
- Alien Pod AI is 4x less likely to enter 'retreat' mode - This means a few things: 1) Chasing down a lone enemy as they flee will be 4x less common, 2) Aliens will tend to pull back and activate other pods 4x less commonly, 3) when you kill a bunch of members of a pod they will be 4x less likely to turn tail and flee so they can be more deadly
- Floaters and Thinmen lose the ability to suppress (only mutons and muton elites can suppress now) - Significant decrease in the amount of suppression XCOM will face - Note this is NOT a buff, it just prevents some annoying aspects of gameplay when suppression is too frequent. An enemy that doesn't suppress is more likely to shoot which can be just as dangerous (or more so).
- Sectoids and Seekers gain 15 aim to make up for the 20 aim loss on ranger

Increase in Early Game Alien Strength/Difficulty:

- Sectoid will to 50 (from 55) and gain Countercharge
- Drone base HP to 3 (from 2)
- Floater base HP to 6 (from 5)
- Thinman base HP to 7 (from 6) and mobility to 11.3 (from 10.6)
- Chryssalid defense to 40 (from 30)
- Muton base HP to 12 (from 10)

Bug Fixes:

- Fixed a bug where Exalt missions were slightly too fast on NSLW games and slightly too slow on VLW games
- Fixed a bug where researching a UFO was NOT giving an additional 30% resources to the player
- Fixed some descriptions
- Fixed a bug where sorting the soldiers by class (instead of rank) would cause the base defense mission to break sometimes
- Attempted to fix the out of sight Muton grenades problem (AGAIN) - I hope this works, but without a reproducible save it's hard to tell
- Fixed a bug where the fatigue for retraining soldiers was not correct
- Typos
- Fixed a bug where countercharge was triggering during XCOMs turn

LW Rebalance v1.31

LW Rebalance v1.31.10

Strategic:

- Added required items to the research image and wiki - QoL

Tactical:

- Grapple only works at 2 AP - This fixes a really inconsistent bug where native code sometimes causes a unit with grapple to NOT end their turn after use - After over 30 tries with ap discounting abilities, free actions, etc. I still can't figure out what circumstances causes it, it's like it's certain scenarios are more likely to cause it and then it's also random

Bug Fixes:

- Fixed a bug where ending a unit's turn would sometime select a unit that had already ended their turn which was annoying - QoL
- Fixed a bug where the OTS experience gains were not rewarding xp past SGT and Cadre was not working correctly
- Fixed a bug where the popup of Shock-Absorbent Armor was not accurate or easy to read
- Fixed a CTD when Mechtoid shields were broken with a unit with impact
- Fixed an AI bug that caused floaters and heavy floaters to think xcom was closer then they actually are and then just derp trying to set up flanks
- Fixed a bug where the explosive damage from sectopods dying could trigger impact
- Fixed a bug where the nigeria bonus "advanced conversion" was not granting extra bonus stats
- Fixed a bug where overpower was granting many units invisible shields that would prevent damage
- Attempted a fix at where suppression would sometimes knock off the steadied bonus

LW Rebalance v1.31.09

Bug Fixes:

- Fixed a bug where scavenging was not awarding proper resources

LW Rebalance v1.31.08

Tactical:

- New dgc.ini entry: HQ_STARTING_MONEY=2 ;Set to 1 to have Mouse Buttons during the tactical game, Set to 2 to hide the Mouse Buttons during the tactical game (LWR Default: 2)

Perks:

- Countercharge does 2 + psirank/2 damage (from 3 + psirank/2 damage) - Slight tone back

Bug Fixes:

- Council rewards for quick missions should be working now
- Countercharge will no longer trigger an intimidate from a Muton Berserker

LW Rebalance v1.31.07b

Bug Fixes:

- Fixed a bug where council rewards for quick missions were not granting credits

LW Rebalance v1.31.07

Tactical:

- Mouse controls now appear again
- Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus - Makes the result of tactical missions matter more

XCOM:

- Infantry Lock N' Load swapped with First Aid - Improves the options when choosing perks (instead of feeling like you're choosing bad perks) and allows players to decide how versatile they want their infantry to be
- Goliath base aim to 20 (from 10) - Boost to the shooter/OW goliath

Equipment:

- Marksman Scope aim to +10 (from +5) and grants +1 pen - Significant boost to strike rifle use on the scout

Aliens:

- Added a new level 8 exalt elite operative alien leader - Acts as someone a step below Iago for the Alien Base Assault

Bug Fixes:

- Fixed a bug where the shredder effect wasn't updated correctly
- Fixed a CTD that was occurring when shredding enemies with high levels of shred already on them
- Fixed some typos

LW Rebalance v1.31.06

Strategic:

- All autopsies require only a single corpse - Allows autopsy research to be conducted after the first encounter of any alien that isn't destroyed by explosives, regardless of campaign length, also, it makes seeing a rare alien type earlier more valuable
- Command and Control research requires ethereal interrogation (from ethereal autopsy) - Delays the endgame a little, especially with the corpse requirement of autopsies decreased
- Special Warfare School projects costs are reduced by 95% (from free) - Helps avoid something seeming like a bug
- Injury and Fatigue alterations per difficulty changed to -15/-10/-5/0% (from 0/+10/+20/+30%) - Significant XCOM buff. Fatigue and Injury was overtuned as far as a large roster size is concerned. This makes fatigue and injury a lot more managable while still keeping the monthly fatigue increases to encourage multiple team usage. This means if you previously needed 60 soldiers in a campaign you would now only require ~48. Indirectly adds more credits to each campaign due to the lack of need for so many recruits.
- The alien base assaults only gain a single pod between subsequent tries (instead of double pods) but all start with a max leader level 8-man elite exalt squad - Makes them more challenging/engaging from the get go and they taper a little more gradually in difficulty. I like the idea that the exalt were helping the aliens with their alien bases too.

Tactical:

- Shredder damage taken is increased by 3x shots and 7x mayhem suppression (from 2x and 5x) - Significant increase in effectiveness of shredder ammo and Mayhem Suppression

Perks:

- Grit grants %DR equal to 10 + half of the %HP lost (from just half of the %HP lost) - Buff to the pick on the Gunner and Goliath, makes the DR more significant
- First Aid grants 1 medikit (from 2) - Nerfed, the injury reduction is quite strong
- Aggression grants 10 crit per enemy in sight (from 5 normally and 10 for shotguns) - Makes the perk much stronger on non-shotguns

Equipment:

- Medikits now weigh 0 (from 0.6) - Makes them more reasonable to equip as an additional item on many soldiers and builds, reduced reliance on the medic, significant xcom buff

XCOM:

- Jaeger: Aggression replaced with Shadowstep - Helps the Jaeger maneuver through OW if it needs to and still can grant crit after moving
- Infantry: Bullseye replaced with First Aid - Bullseye was really not a good pick for any build (especially with LeU), this increases the versatility of the infantry
- Scout: Executioner replaced with Impact and swapped with Packmaster - The support scout was a little too strong with such S&M + Bullseye + Packmaster and didn't lose enough for the versatility, acts as a buff to the snapshot scout
- Rocketeer: First Aid replaced with Bombard and swapped with Packmaster - The support rocketeer suffered from being at the back lines due to being slow and for positioning and not having the range to effectively use support grenades. Bombard and the rockeer's naturally high HP should sufficiencly accommodate for this weakness.
- Assault: Tandem Warheads replaced with Mayhem - Differentiation of the greandiers. Both are fairly similar in strength, mayhem being strongest against single targets, tandem being stronger against multiple targets at the edge of the periphery
- Goliath: Lock N' Load replaced with Holo Rounds - Grants the shooter Goliath some strong support as well, and helps with it's aim, LnL wasn't as great on the shooter due to already having LeU for action economy and was a little too strong on a RR RfA build. Overall slight buff to the shooter and slight nerf to the OW.
- Scout base will to 10 (from 15) - Nerf to the class overall

Bug Fixes:

- Fixed a bug where countercharge pops up as neural feedback

LW Rebalance v1.31.05

Strategic:

- Cadre no longer grants the xp up to the CPL rank (so the 5 CPL soldiers start at LCPL xp) but instead grants all active or fatigued soldiers 2xp each day - Makes the bonus less front loaded for experience, overall a buff
- Basic Gauss and Basic Pulse research requires half the resources - Helps accelerate the player toward some reasonable weapons in the mid game
- Experience gain for completely a normal/long mission increased to 120/170 (from 100/140) - Approximately 20% increase in experience gains, accommodates for less xp gains from XTP and officer perks
- NeoPanzer reduces cost of SHIV/MECs and their primary weapons by 60% (from 45%) - Significant buff due to restriction on # of MECs and 1-battle limit of SHIVs

Tactical:

- Shred damage is now: This unit takes x% more damage where x is the previous shred damage taken (x2 for shots, x5 for mayhem suppresion, and 10x explosives) (from 20 + normal shred damage taken + 5x explosive shred damage taken) - Makes the actual damage done more important and subsequent applications more effective, also makes explosives more significant. Also makes shredder on the gunner not so dominant a pick with the penetrator move and helps rocketeers stay more useful late game with javelins.
- Shock-Absorbent Armor now has a popup with the amount of DR it applied - Helps the player realize what's reducing their damage, QoL
- Rocket scatter reduced by 12% - Increases accuracy of rockets to make them slightly more useful throughout the mid and late game when HP really picks up as rocketeers were falling off a little more than most classes

Perks:

- Lock N' Load no longer grants a free ammo, it just allows a 1AP reload or a free reload on dash - Pulls it back on various builds for balance
- Fragmentation to a 30% chance (from 25%) - Slight buff for balance

Equipment:

- Battle Rifle gains 10 crit, SMG loses 10 crit, carbine loses 10 crit - balance
- Plasma Battle Rifle grants +3 damage against targets at full HP (from +5 damage against targets in cover) - Improvement to use, as firing at targets in cover is often not ideal
- MEC1 alloy and elerium cost reduced by half - Makes an early MEC more reasonable

XCOM:

- Critical System Targeting and Penetrator swapped on the gunner - The TSGT defining perk being CST didn't fit well with some of the builds, whereas penetrator is useful on all builds and feels useless against less enemies

Aliens:

- Seekers now take double damage when they are strangling someone - Makes it easier to recover as the damage they do, and the disabling they do is punishing enough and the original purpose for their resiliency when strangling was to make it more dangerous than revealing them which has definitely been accomplished

Bug Fixes:

- Disabled the constant saving after every action in ironman games because it was causing a bug with some ability tracking

LW Rebalance v1.31.04

Strategy:

- Ring of Fire no longer starts with all elevators built and thermogenerators are no longer free - It was too much credit accumulation over a campaign as I underestimated the ability to get all of the thermogenerators up quickly, this still grants the cash but stops making it so easy to get it
- XTP I/II/III programmes offer 3/5/10xp but for ALL soldiers (instead of 10/20/30 for just 2 ranks each) - Prevents feeling like you have to 'game' the XTP system to max experience gains
- Show 'Em the Ropes grants double xp for SGT ranks and lower (from triple for CPL ranks and lower) - Makes it more viable
- Tricks of the Trade grant +20% xp for SGT ranks and higher (from +35%) - Balance vs SETR
- Retraining the perks on a soldier costs 10 + 5/rank in days (from just 5/rank) - Makes it a little less reasonable to retrain soldiers throughout the game. Prevents 'early game builds' from getting prioritized then dropped as often through campaigns, though still quite possible.
- Adjusted the exalt reminder so it should NEVER miss an mission and always alert you before - Please let me know if anyone ever has a mission that occurs before the reminder as the code is native and I can't easily test it but it SHOULD work
- Alien Metallurgy requires 20 drone corpses (from 30) - Makes it a little less campaign breaking if you're low in drone corpses
- Alien Nucleonics requires 50 sectoid corpses (from 30) - Makes sectoid corposes a little more useful, especially since you don't need this tech as early

Tactical:

- New ability berserk for XCOM: triggers similar to enrage but will have the unit reload, move towards the nearest enemy, and shoot, and then have all of their actions refunded be enraged - Helps with the comeback mechanic and feels cool
- Removed the tutorial (intolevel) map - while a fresh and newer map, it had some cover bugs (more than usual) and no evac zone
- Removed the mouse controls from the bottom left - Clears up some real estate for something that was used more often as a misclick than something you'd purposely click

Perks:

- Rift cooldown to 2 turn (from 4) - Stops the ethereal from just unloading and then spamming psi lance after, this is much more reasonable with the lower damage
- Mind Control cooldown to 2 turn (from 4) - Stops the sectoid commander and ethereal from just unloading and then spamming psi lance after, this is much more reasonable with the hit chance
- Clarified Countercharge with the following line: 'Multiple triggers of Countercharge will result in only the highest PsiRank Countercharge dealing damage' - Helps players understand the underlying mechanics, QoL
- Bloodlust now also causes each unit that dies within vision of the berserker to increase this berserker's damage by 1 and mobility by 0.6 - Buff to berserkers and not dealing with them first
- One For All to 40% DR (from 30%) - Significant buff in tanking for MECs - With the offensive potential for MECs pretty high, it has made their tanking lag behind a little bit

XCOM:

- Assault: Fragmentation and Tandem Warheads swapped - No change in late game strength, but tappering off of early game strength as assaults are already quite strong early game it was creating an unreasaonble spike in the Assault Greandiers strength through progression vs other grenadiers
- Medic: Brawler replaced with Lock N' Load - Boost to the strength of the at range medic while also still boosting the CCS medic, also relinquishes the close-range master from the medic and back onto the assault

Aliens:

- Thinmen no longer leave an acid cloud when they die - It was too unpredictable. The mechanic felt more frustrating than engaging.
- ExaltOperative/ExaltEliteOperative base HP to 7/12 (from 10/16) - With the improved AI they were a little too strong

Bug Fixes:

- Fixed a bug where Ready For Anything would prevent regular shots from triggering reaction fire (it should just be going on overwatch)
- Fixed a bug where the movement display in F1 could be inaccurate sometimes
- Fixed a bug where hit chances against flanked units would sometimes secretely be less than intended due to the game engine not updating the cover status quick enough
- Fixed a bug where the game would freeze when an exalt could not decide whether or not to capture an area
- Fixed a bug where even when indomitable triggered the unit would still die
- Maybe fixed the squadsight grenade bug on Mutons (?), again, without a reproducible save it's difficult to know, but maybe this works
- Various Typos
- Fixed a bug where a unit that lost suppression mid turn would sometimes still have "Suppressed" in their F1 which is misleading
- Fixed a bug where mobility wasn't displayed correctly in the tactical game sometimes
- Fixed a bug where various multi-action abilities could sometimes still occur after being commanded

LW Rebalance v1.31.03

Tactical:

- Suppressing a unit now turns off it's close combat specialist range indicator - QoL, makes more intuitive sense
- Smoke and Acid indicators now highlight the targets that can be hit and should work on ALL missions types - No more arrows as I was able to reroute the function direction to the highlighting code, hopefully the best implementation yet
- Covert Op Extraction reinforcements occur 1 turn later - Even further tone back
- Being stealthed now counts as non-idle for the purposes certain abilities (e.g countercharge, ready for anything) - Prevents breaking stealth to perform certain abilities

Perks:

- Overpower reduces the aim, mobility, throw range, and rocket accuracy of any unit that can see them by 20 + Will_difference/10 percent (from cancelling their turn after they act/move) - Make it much more consistent, prevents frustrating unexpected occurances due to RNG. It's a slight buff as the RNG could really hurt some well laid plans, but it also makes the ethereal more tanky due to defense stacking.
- Rift extra damage is based on will_difference/40 (from will_difference/20) - Helps make it not such a deciding factor in battles by significantly lowering damage
- Will to Survive grants 40% DR (from 35%) - Helps tanks really stick it out on the higher difficulties against high damage hits
- Absorption Fields grants 35% DR (from 30%) - Helps tanks really stick it out on the higher difficulties against high damage hits

Equipment:

- Elerium Emitter charges to 2 (from 3), weight to 0.6 (from 0), and range to 6 (from 10) - Toned back, invisibility is just really strong - Even with this tone back (and the other nerfs) it still does some crazy strong stuff
- KSM damage to 24 (from 20) - It has to be high damage, as requiring point blank is quite demanding
- Standard grenade range of 10.6 change to 10 - Standardization, slight tone back on range by 6%
- Psi Grenade range to 12 (from 13.3) - Slight nerf in range

XCOM:

- Sniper aim to 20 (from 25) - It didn't need the extra aim
- All MECs gain +10 base aim for each class (+5 for the Goliath) - Boost to the general strength of MEC shooting power

Aliens:

- Sectopod Clusterbombs no longer have a shockwave - It was buggy and unnecessary due to the new AI and clusterbomb mechanics
- Uber Ethereal gain 20 more will - Doesn't do that much, but makes sure it's at least higher than the highest ethereals leaders, feels weird when an ethreal leader has more will than the end boss of the game =P

Bug Fixes:

- Fixed multiple typos
- Fixed a bug where grapple could reach 14.3 tiles and not the full 15 tiles
- Fixed a bug where indomitable wouldn't trigger properly
- Fixed a bug where EMP Cannon's cost was never decreased and should have been
- Fixed a bug where the Shogun's aim growth was sometimes lower than intended
- Fixed a display issue causing multiple popups on ethereals when they die
- Fixed a bug where psionic hit chance popups were incorrect
- Fixed a LW 1.0 bug where grapple would not update any volumes the unit was in (acid, smoke, rift, etc.)
- Fixed a bug where distortion targets in the 18-20 tile "technically squadsight but leniency due to stepouts"-zone were not receiving any chance to be crit (note: squadsight is described as anything over 18 tiles)
- Fixed a bug where the aim display on a unit's F1 tab was not correctly accounting for mind merge and greater mind merge

LW Rebalance v1.31.02

Strategic:

- EMP cannon damage reduced to 350 (from 420) - They were too effective at clearing out fighters and destroyers, making some campaigns have the alien resources plummet and not be able to field enough air game strength into the late game
- Destroyer HP to 2000 (from 1500) - Increased resilience to being shot down and thus less mitigation of panic increases and alien resource pinning
- UFO Scouts have 3 less aliens on average - Significant buff, due to map size they were competing with mediums for difficulty, this should make them easier and feel more fair
- Overseer HP to 3000 (from 4000) - Makes it easier to shoot down, especially with the EMP nerf
- Augmentation changed: you no longer lose stats for having less than 8 base HP, into only requries 10 days (from 15), but your chance of successfully being augmented decreases by 20% for every HP below 8 and by 1% for every 10 days of injury/fatigue - Means that you will never create poor MECs and that it will just be more difficult/costly to turn low HP soldiers into MECs
- Failure to convert a soldier into the MEC will occur immediately (if they fail) and will still cost the augmentation cost and the soldier will accumulate a wound equivalent to the time they would have spent being augmented
- Advanced Conversion no longer makes Augmentation cost 0 meld, but instead grants 2 HP to all soldiers, but only for the purposes of MEC augmentation - Alteration and consistency with psionic training, also the reduced meld cost was broken with the new mechanic

Tactical:

- Enrage is only a 25% chance to trigger a 0 AP action (from 75%) but has a 5% chance to trigger per dead XCOM soldier (from 2%) and also increases throw range by 100%- at 75% it could reasonably lead to streaks of enrage that felt ridiculous. The higher proc rate, weapon damage, mobility, and reaction immunity (plus the new throw range) still make it strong.
- A steadied weapon grants +50 aim, but only grants +2 pen if the soldier has 2 AP - Tones back strength of bullseye by 2 penetration
- Smoke grenades and acid grenades no longer highlight players inaccurately, though it still displays a targeting reticle - QoL, prevents misunderstandings
- Officers no longer have reduced fatigue time - Simplification and makes it harder to only use high ranked officers, spreads the commanding out
- Fatigue and injury increases no longer increase by 5% each month but instead base fatigue time is +1 per month - Later game mission amounts tone down quite a bit allowing consistent use of A/B Team which is NOT intended or ideal, this makes a deep roster important into the end game. This also makes shorter missions still fatigue teams and longer missions not feel nearly as punishing.
- When a unit is overpowered the camera will hover over them quickly - QoL so you know who gets overpowered and the camera won't move away quickly so you don't know
- The first mission of the campaign always occurs on the 'URB_CommercialAlley_EWI' map - Consistency and less unpredictability for a challenging filter mission

Perks:

- Mind Merge now grants immunity to overpower - More effective counters to overpower
- Combat stims now grant immunity to overpower - More effective counters to overpower
- Steadfast reduces the chance to be hit by psionic attacks and overpower by 50% (from 30%) - Significant buff to the alien trophy, will to survive, and Fortified
- Snapshot grants a 60% chance for a free shot (from 50%) - Significant buff - with the lack of synergy with both bullseye and disabling shot, the strike rifle snapshot build took some serious hits and could use a boost
- Indomitable works when the unit has more than half health (from full health) - Prevents just 'ticking' the unit to disable indomitable (like with a bullet wizard or a single grenade)
- Mind Control hit chance is reduced by half (instead of having a -50 hit chance modifier) - Significant buff to XCOM when dealing with really high will psionic enemies. This makes it so that really high will chance of mind control are not always 100% and the hit modifier does nothing, and so that really low will chance of mind control are not always 0% and the ability has no chance to succeed.
- Psi Panic and Mind Fray final hit chance is reduced by 25% - Makes them less powerful and less consistent, balance on the trees and lowering of the disabling strength of psionics
- Extra Conditioning reduces fatigue/injury time by 20% (from 30%) - Was too strong on a strategic level, despite being deceptive in its strength and not picked as often after performing some paper napkin math on soldiers and fatigue it appeared that NOT picking EC on basically everyone was a mistake at 30%. 20% made it still probably the strongest choice, but more reasonable.
- Combined Arms grants +1 damage to all weapons and equipment (from +1 pen) and Comaraderie has a 20% chance for bonus stats (from 50%) - Significant buff to combined arms, balance on the FCmdr rank
- Sapper deals double environmental damage and +1 damage and +1 penetration to explosives (from triple enviro damage) - Significant buff on damage, further nerf on cover destruction - keep grenades from being more utility and minimizing overall cover destruction, especially on late game Engineers (and Shoguns) who can deploy a lot of sapper greandes
- Psychokinetic Strike has a 5 turn cooldown (from 8) - Significant buff, It was not competitive at 8
- Overpower occurs at 20% of the unit's will (from 25%) - Slight nerf
- Neural Feedback rework and renamed to Countercharge: Causes enemies within line of sight that act to take 3 + PsiRank/2 psionic damage. The chance to trigger is Will/5. Target Will: 50.

Equipment:

- Aegis armor HP to 11 (from 9), Titan and Archangel armor HP to 16 (from 14), Banshee armor grants tactical mobility (instead of low profile) - Balance of armor types, removable of perk duplication ala sightings
- Illuminator Gunsight mobility to 0 (from -0.6) - Balance vs other options

Aliens:

- Sectopod Cluster bomb deals 20 base damage (from 30) - Significant buff for XCOM, makes it a less likely to be OHKO when you get hit by it
- Ethereal/Uber Ethereal base will lowered by 20 and will growth lowered to 30/40 (from 40/60) - Significant buff for XCOM, makes will modification much more effective against them
- Seekers no longer gain additional DR when strangling - Now that they shred and deal half damage, gaining additional DR seems unnecessary/overkill, previously it was used as a means to make their strangle signifcant and effective, but we have already more than achieved that
- Sectoids will to 55 (from 35) - With the reduction in final hit chance of psi panic and mind fray they needed a boost

Bug Fixes:

- Fixed a bug where neural feedback would not activate against mind merge or greater mind merge
- Clarified that Impact only clears overwatch if it actually damages the HP of the unit - Distortion and psi shield and prevent this
- Fixed a bug where seeker strangle shredding was acting as if it was explosive damage for the purposes of shred
- Attempted fix on enemies throwing greandes from squadsight - Hard to verify because I do not have a reproducible save, likelihood is high that it's fixed though
- Attempted fix on enemies prematurely ending their turn - Hard to verify because I do not have a reproducible save, likelihood is less than above, maybe 30%?
- Again fixed SKYRANGER_CAPACITY so that it works on abductions and some other missions where it still was not
- Fixed a bug where the gunner didn't get it's new MSGT perks updated
- Fixed a bug where units stepping out would be considered in squadsight range
- Fixed a bug where the HP pip color wouldn't update as frequently as ideal leading to some inaccurate HP colors
- Fixed a bug where too many enemy units overwatching at the same time would cause a CTD
- Fixed a bug where sharpshooter sometimes wouldnt' give +15 aim against a biologic unit
- Fixed a bug where squadsight aim penalties were not being applied correctly
- Fixed a bug where the ACTUAL reserach for aliens was 0.7/0.8/0.9/1.0 (instead of 0.8/0.9/1.0/1.1) but decided to leave the bug in as a feature as the game is pretty challenging as is
- Fixed a bug where telekinetic field was working on some non-explosive abilities and not working on some other explosive abilities
- Fixed a bug where the exalt scan reminders would sometimes fail to remind before an event occurs
- Fixed a bug where difficult to acquire council requests would not provide enough time to fullfill them

LW Rebalance v1.31.01

Tactical:

- Readded the aiming reticle to smoke/acid (so now you see the reticle AND the arrows) - Probably the best of both worlds

Perks:

- Indomitable reworked to: If at full HP, fatal damage reduces this unit to 1 HP instead - It's originally intention was to prevent OHKOs and alpha striking, so this still accomplishes it without feeling so punishing
- Insentient Crush deals 20% of max HP in damage (from 30%) - It's deadly enough at 20%

XCOM:

- Marauder MSGT perks Killer Instinct and Aggression replaced with Sprinter and Shadowstep - The crit perks were not effective on any of the builds and felt awkward

Aliens:

- Heavy Floater HP increased to base 20 (from 16) - As one of the last enemies in the game, and without the previous strength of indomitable, they needed a little more resilience

Bug Fixes:

- Typos
- Fixed an issue where mobility was beign displayed as 1.9 and 3.9 instead of 2 and 4
- Fixed a bug where Brawler wasn't granting additional aim
- Grapple no longer avoids reaction fire and suppression fire - Turns out it was always bugged and never worked, and the code I thought I could get to work won't

LW Rebalance v1.31.00

Strategic:

- Muton Elites, Sectopods, and Ethereals appear one alien level earlier (and upgrades adjusted accordingly) - There was a problem with not encountering high level enemies, especially on lower difficulties, but this was even occuring on impossible difficulty which was stalling out campaigns unnecessarily and creating a weird dip in the difficulty curve
- Close Combat Specialist on the SHIV from SHIV Advancements II has been replaced with Brawler - Overall a buff, as the hit chance was so low that it was often a forced waste of ammo
- Retraining a soldier now costs 5 days per rank (from just 15 days flat) - Makes it harder to just respec your A-Team as you need, while making it easier to respec low level soldiers, increase in overall difficulty of respecing mid-game
- Mexico start bonus Ancient Artifact no longer grants a cognitive enhancer but instead receives 2 illuminator gunsights - Was a little too strong, the gunsights are enough of a bonus
- Australia start Per Ardua Ad Astra grants +3 will (from +2) - Balance
- Canada start Advanced Preparations grants 5 additional soldiers to start with - Balance
- Canada start Cadre grants 5 CPLs (instead of 8 LCPLs) - In hindsight, the bonus was so front-loaded in a campaign that it was likely not ever OP, just felt that way off the start - the nerf just made this start unreasonable
- China start Assembly Line grants 20 engineers (from 8) - Significant boost, the difficulty in expansion keeps this boost in check
- India start Research Focus grants 20 scientists (from 12) - Significant boost, the limited resources keep this boost in check
- Japan start Ring of Fire now has each Thermo Generator grant $100 credits in production value - Significant boost, this was always a weaker start and is now quite interesting
- USA start Cheyene Mountain now reduces excavation costs by 80% (from 65%) - Significant boost
- USA start We Have Ways now reduces autospy and interrogation time by 90% (from 70%) - Boosted
- Alien base assaults gain more pods after each attempt - Makes them less farmable (see wiki for details)

Tactical:

- Smoke and Acid grenades no longer have a circular targeting reticle but instead just indicate units that would be affected by the smoke/acid with arrow - QoL, prevents quite misleading information from the targeting reticle
- Fixed a bug where all mobility and range for tiles was off by ~7% - Note this will change a bunch of common tile numbers you were seeing in the game
- Fixed an issue with increased bugs on high game speeds: Max speed of the game is now capped at x4 - Too many bugs could be reproduced with 8x speed 
- Overwatching with a unit will not trigger all reaction fire, but just a single reaction shot - Coding limitation, szmind and I spent many hours on this only to end up with buggy awful solutions, so this is now a feature =D. And...  it's kind of a cool feature. =P
- Being suppressed now counts as NOT being idle - This change affects abilities like Ready For Anything that require an idle unit to activate
- Grapple costs 1 AP (from 0 AP) but has no limit on the number of uses - It was too powerful for rocketeers/snipers and was being used more of as a one-time jet boost than a movement tool which is was intended for, this should hit the intention better while not making it so powerful (note: it still pulls away from suppression/reaction fire)
- Shred does 20 + normal shred damage taken + 5x explosive shred damage taken (from 30) - Tone back on the strength of shredder so that the ammo doesn't feel as mandatory and the gunner tree isn't as imbalanced

Perks:

- New Perk: Indomitable - Damage received is capped at 50% of this unit's max HP - Helps prevent alpha striking and OHKOs
- Neural Feedback no longer affects the cooldown of psionic abilities - It only did in some situations, I couldn't figure out how to control it, this is a lot more simple and clean
- Snapshot now prevents overwatch from triggering reaction fire - Slight buff, makes sense with the perk, feels good
- Brawler grants 30 aim and 30 DR (from 25 of each) - Slight buff
- Ranger grants 10% throw range (from 20%) - Nerf to the strength of the perk on supports and grenadiers
- Concealment again requires that you walk (instead of dash) - The strength is simply too high at revealing pods and getting the jump on all pods. The scout is strong enough on it's own that it doesn't need concealment to be so powerful.
- Reconnaisance will no longer trigger if the scout is dashing - It's hard to hear when you're sprinting -- also serves as a QoL if you're moving quickly and don't want to get the updates

Equipment:

- AutoSentry Turrent grants Close Combat Specialist (instead of Reactive Targeting Sensors) - Since it was removed from SHIV Advancements II it is now still available here, RTS was a little too strong on low aim SHIVs and CCS was a core part of encouraging close range SHIV that I did not intend to remove
- Reduced the alloy and elerium cost of Pulse weapons, alloy cost of Gauss weapons increased - Pulse was not supposed to be so much more expensive than Gauss and act as too much of a barrier to plasma, now Pulse and Gauss should be seen as competitive, with Gauss being quicker to get, but much more expensive on alloys, and pulse being cheaper to produce, but requiring more of the elerium which is needed for plasma
- Aegis Armor was supposed to either have lost DC or significant stats, but it never did, so Aegis loses DC - Balance vs other armors, it was clearly (and inadvertently) overpowered
- Acid Grenade radius to 2.5 (from 3) - Slight nerf, it's quite strong
- Javelin Rocket to double weapon damage (from triple) - I always felt it was effective at double, but was persuaded to move it higher (from players that were not using it very effectively) which I now think was not a reasonable change
- Cognitive Enhancer no longer grants aim and crit - The xp bonus is strong enough on its own
- Flak ammo reduces aim by 5 - Slight tone back in strength as it's very strong

XCOM:

- Assault Mayhem replaced with Fragmentation - Slight tone back on strength of later game Assault Grenadier (was a little too strong)
- Gunner gains +5 base aim - Helps with progression and the nerf didn't need to be so severe with the OW aim fix
- SHIV/Alloy SHIV/Hover SHIV armor HP to 8/16/14 (from 10/22/16) - Slight tone back as they are quite strong and were replacing biotanks a little too easily, a lot of this is due to the paucity of CST that used to exist
- Maraduer Opportunist replaced with Impact - Opportunist was too strong on the RR build 
- Marauder Bring 'Em On and Killer Instinct swapped - Prevents a strong crit line from not being able to support any of the major builds
- Gunner Lock N' Load swapped with Bring 'Em On - Makes a more competitive choice for the Bullet Wizard at GSGT while giving the other builds an earlier option for ammo

AI:

- Exalt will not always directly sprint towards the capture location - They will still go for the capture location, but a "little" less rambo style (it's not perfect, but it's better)

Aliens:

- The following units receive the indomitable perk: Muton Elites, Berserkers, Heavy Floaters, Outsiders
- All exalt leaders gain 20 will per leader level (except for Iago who gains an additional 60 will at his level for +100 will total) - Buff to exalt leader will as it felt too low
- Level 5/9 Berserkers Leaders gain +6/10 damage (from +4/4) and +20/30 will (from +10/10) - Boost to strength of Berserker leaders
- Berserker and Chryssalid level 9 leaders gain Brawler - Boost to resiliency of max level leaders
- Sectoid commander will to 90 (from 80), and hp to 12 (from 10) - Slight increase in difficulty
- Sectoid Commander / Ethereal Bounty back to 20/80 (from 40/120) - Reversion - the increase was displacing the need for elerium which was supposed to be more rare

Exalt Elite Gene Mods:

- Exalt Elite Operatives gain Muscle Fiber Density and Advanced Perception
- Exalt Elite Snipers gain Predictive Tracking and Adrenaline Surge
- Exalt Elite Heavys gain Iron Skin and Neural Dampening
- Exalt Elite Medics gain Smart Macrophages and Adaptive Bone Marrow
- Iago gains all 8

Bug Fixes:

- Fixed a bug where native code was removing will from units from red fog and my code was doing this as well so it was doubling the effect that redfog was having on will
- Fixed a bug where reaction shots were gaining the cover bonus of flanked units
- Fixed a bug where reaction shots were gaining a 8-15 bonus hit chance
- Fixed a bug where SKYRANGER_CAPACITY was not working from the dgc.ini
- Possibly fixed a bug where trying to select your unit would only show the tiles that another unit could move, especially after using combat readiness "J"
- Fixed mindfray predicted damage (again, but it actually works this time) =D
- Fixed a bug where bullseye was still granting +50 crit
- The gene mods listing on the perk tree image was updated with Advanced Perception
- Fixed various typos
- Possibly fixed a bug where Mutons could throw grenades extremely far
- Tried to fix the bug again where psionics were triggering impact
- Fixed a bug where the SHIV could 'sometimes' hold capture points on data recovery missions - This was supposedly disabled, but sometimes would still occur - should be completely disabled now
- Fixed a bug where enemies would sometimes not go on overwatch when they should

LW Rebalance v1.30

LW Rebalance v1.30.05

QoL:

- Improved some of the country ratios so that countries you start in have a higher proportion - QoL, helps with home sweet home bonus
- Pressing "J" now automatically selects another unit - Just for ease of use when playing

Bug Fixes:

- Fixed a LOT of bugs on maps where sometimes the alien heads would show a flank but the targeting wouldn't (or viceversa) - Basically I just rewrote the code that decides what is a flank to use the exact same function so they will at least always match up now
- Fixed a bug where everyone within 4 tiles was getting the Brawler +25 aim bonus showing up as an unknown +25 aim bonus
- Fixed a bug where CCS was not reducing the aim by 50 correctly (and in the majority of situations)
- Fixed a bug where the mists were still set to 5 HP
- Clarified the lack of proximity damage estimations on MEC mounted weapons
- Fixed a bug where enemies that were flanked with a distortion bonus would sometimes gain additional defense
- Fixed a bug where the estimated damage for mindfray would often include DR still (despite it actually bypassing DR)

LW Rebalance v1.30.04

QoL:

- Added some info that covert operatives have 50% reduced mobility

Bug Fixes:

- Fixed a bug with smoke: units are now immune to triggering overwatch when in smoke or when moving out of smoke through a full tile of smoke - It's a big work around but it stops the problem with multiple smokes not protecting you from overwatch between them - Feel free to run through multiple chained smokes now!
- Fixed a bug where someone hacking a relay or difusing a bomb would get an action from scamper (they should not)
- Fixed a "BUG" where the arc rifle wasn't doing enough damage, so it now does +8 vs mechanicals (+14 with the supercapcitors upgrade)
- Fixed a "BUG" where the gunner still had aim growth (they now have none) as it was too strong with the SAW/LMG and the suppression/flush combo that all gunners have (note it won't work retroactively so any already promoted gunners are unaffected)
- Overpower no longer works if the overpowering unit is maimed
- Fixed a bug where "Someone is there" tile scanning code would trigger for civilians
- Fixed a bug where AP grenades were not triggering as much shredder application as they should

LW Rebalance v1.30.03

Bug Fixes:

- Fixed some typos
- Fixed a CTD on base defense missions
- Fixed a "BUG" where Shred was too powerful from bullets so shred reworked to: [This unit takes (30 + normal shred damage + 5x explosive shred damage)% in extra damage]
- Fixed another "BUG" where shredder ammo no longer needed it's aim malus, so it's aim is back to 0 (from -15)
- Fixed a CTD at the beginning of exalt missions (again, hopefully for the last time)
- Fixed a bug where holo would grant more aim on reaction shots against units in cover
- Fixed a bug where penetration was not applying correctly on MiNEs
- Fixed a bug where the description of various technologies was misleading
- Fixed a bug where alien aggression would rarely decrease at a faster rate than intended

LW Rebalance v1.30.02

QoL:

- Removed the Ready For Anything popup as it was redundant with the OW popup - Less spam on the screen
- Orange Pips (indicating danger of reaction fire) will now be disabled with abilities that grant immunity to reaction fire (smoke, RnG, etc.) - Makes more intuitive sense so that when you see orange you know you're in trouble

Strategic:

- Increased abduction rewards from starts now occur after randomization and after a minimum of 1 - Makes it feel like the rewards are increased and that it's not a bug

Tactical:

- "Disorient" lowers will by 50 (from 20) and mobilty by 50% (from 60%) - Massive boost. This makes it more effective at lowering the strength of enemy psionics and making enemies suceptible to your own will-based attacks. The mobility reduction was to accommodate for the significantly decreased mobility gains of aliens (as too much mobility reduction really just neuters melee units). Overall this is a significant buff to concussion grenades and significant buff to support classes.
- Tactical Brilliance triggers (from Command) will now cap at 50 will (from 60 will) - Makes them slightly less effective, puts less pressure on high will officers
- The -10 aim and +30 defense from the In Smoke buff now affects psionic abilities as well - Makes smoke an effective deterent for psionic attacks, significant buff to smoke and thus support classes
- Automatic Reinforcements on Covert Op Extractions are reduced by 1 turn - Slight tone back, makes it a little easier to get out before you get overwhelmed

Perks:

- Squadsight penalties kick in as soon as it's being used, i.e. at 18.7 tiles (instead of at 20 tiles) - Slight nerf, makes sense as you're relying on your squad to help you site the target
- Onslaught no longer allows movement after use - This perk is the main reason the Marauder is a little too strong and simply put: 2 KSMs in a row needs more draw-back than just 50% reduced mobility
- Close combat specialist shot damage increased to 100% (from 50%) but has a -50 aim malus - This makes it so being really close (e.g. +80 aim bonus with shotgun) still hits at ~100% but being at max range (4 tiles) with a regular weapon (+30 aim) has a chance to miss (-20 aim total), overall significant buff.  Also note that with a shotgun at 4 tiles the aim malus is almsot completely negated by the shotgun close proximity bonus (8*6 = 48).
- Brawler grants 25% DR within 4 tiles (from 20%) and +25 aim (from +1 damage) - Buff to close range combat, offsets the aim malus from CCS, grants additional crit from spill over on regular shots
- Combat Drugs no longer grants additional will (from +10 will) and only heals 35% of damage received (from 40%) - Nerf to accommodate the additional 30 defense vs psionic attacks
- Bullseye no longer grants additional crit (from +50 crit) - The +50 aim and +2 pen was actually quite powerful and sometimes its easy to forget how much of a boost that is, the additional crit was not necessary
- Extra Conditioning grants 30% reduction in fatigue/injury times (from 20%) - Slight boost for balance
- Eagle Eyes remade into "Advanced Perception": allows this unit to react earlier to incoming fire, causing 10% of all shots to graze, dealing only half of their original damage - Eagle eyes was bad for 2 reasons: 1) It focused on only 2 classes and 2) The purpose of squadsight penalites was to prevent cheese and eagle eyes was circumventing this. Advanced Perception is now a perk that all soldiers can use but is specifically helpful for tanks.
- Disabling Shot now affects all enemies (from just biologic enemies) but requires 2 AP and a steadied weapon to work - Means it requires a lot more setup, but still works against the most effective enemies to disable
- Adrenal Neurosympathy triggers at 5% per enemy in sight (from 10%) - Was a little too strong and too frequent, especially in dense battles

Equipment:

- Restorative Mist heals for 7 (from 5) - Significant boost to MEC healing (especially due to packmaster only granting 1 additional mist)
- Marksman Scope no longer reduces the squadsight penalty - It actually was bugged and never did, theoretical nerf to mobile squadsight, but technically no change
- Strike Rifle crit to 20 (from 30) - Slight tone back, balance
- Battle Rifle crit 0 (from 10) - Slight tone back, balance
- SMG and carbine ammo to 2 (from 3) - Significant tone back in flexibility while not changing their hitting power, their strength mostly comes from how effective extra mobility is
- Carbine crit to 20 (from 10) and SMG crit to 40 (from 30) - Buffs to both to accommodate ammo loss
- Shotgun Mobility to 0 (from -0.6) and ammo to 3 (from 4) - Buffed, it was too slow for a close range weapon, slight nerf of consistency with the decreased ammo
- Neural Gunlink crit to 20 (from 10) and no longer grants aggression - Slight nerf, and prevents overlapping with class perks
- Illuminator Gunsight aim to 15 (from 10) and no longer grants executioner - Slight nerf, and prevents overlapping with class perks
- Shredder ammo aim malus to -15 (from 0) - It was replacing other shred options and forcing players to stick to gauss despite advancing due to it's sheer strength, this should put it more in-line with the other ammos and not be such a stopper towards progression
- Javelin rocket deals triple damage (from double) - Helps make it relevant when it hits and helps it apply more shred
- Conduit now grants 20% DR (from 15%) and 40% weapon damage to explosives only (from +20% weapon damage to all weapons and equipment) - Slight tweak, slight buff, takes the focus off of shooters who have the neural gunlink and gives a psionic item for both tanks and explosive users to use
- SAW/LMG Ammo to 4/5 (from 5/6) - Tone back on gunner strength

XCOM:

- Rocketeer Executioner replaced with Critical System Targeting - Increased access to anti-mechanical shooters
- Infantry Suppression replaced with Critical System Targeting - Increased access to anti-mechanical shooters, reduced access to suppression
- Marauder Run and Gun replaced with Opportunist - Run and Gun was a little too strong (the original reason it was removed) on a unit that doesn't require cover
- Marauder Sentinel replaced with Rapid Reaction - Lowers the damage on reaction shots (no opportunist) and grants consistency of OW style with MECs
- Marauder Impact replaced with Bring 'Em On - Encourages straight shooting as opposed to overwatch as the CCS + Impact combo was a little too strong
- Assault Shadowstep replaced with Opportunist - Shadowstep was redundant on RnG builds and opportunist sinks more into the CCS build
- Gunner Shredder and Holo Rounds swapped - Gives the ability to put shred into non-BW builds

Aliens:

- Outsider Level 1 leaders gain Lock N' Load - Makes trying to run them out of ammo less debilitating

Bug Fixes:

- Fixed a typo on the tech tree
- Fixed a bug where Sectoid Commander Autopsy required Xenogenetics instead of Xenobiology
- Fixed typos on some perks
- Fixed descriptiong of meld healing
- Fixed a slurry of slightly misnamed descriptions and abilities
- Shielding Pod was described under muton Autopsy when it should have been muton Interrogation
- Fixed a bug on the display of ready for anything's crit reduction
- Fixed a bug on the display of the Executioner perk
- Fixed a bug with mimic beacons not working correctly
- Fixed a long time bug where some enemies would still go on OW when they couldn't see any XCOM
- Fixed a bug where the # of soldiers allowed on the temple ship mission was off by 1 sometimes
- Fixed a bug where Electro Pulse could last longer than intended on aliens
- Fixed a bug where Iago would sometimes not appear on the Exalt Base Raid
- Fixed a bug where executioner was granting 30 aim instead of 40
- Fixed a bug where Jai Vidwan was not granting double scientists from abductions
- Fixed a bug where psi damage would sometimes trigger Impact
- Fixed a bug where you could accidentally disable a 2nd SHIV by clicking back and forth between 2 SHIVs quickly

LW Rebalance v1.30.01

Bug Fixes:

- Fixed Medic and Engineer being assigned 1.5 base HP (instead of the intended 1 HP)
- Fixed Shogun receiveing 15 base aim (instead of the intended 20 base aim)
- Fixed a bug where you could still get level 1 leaders on the first alien level

LW Rebalance v1.30.00

Strategic:

- OTS costs for officer projects increased by 50% - Makes their purchase more of a consideration, acts a slight cash sink into the mid and late game, slight buff to special warfare school
- The grey market price for all items will be 100% for the first month - Prevents too much variability in campaign starts (encouraging restarts)
- Augmentation base time (for MECs) increased to 15 days (from 10) - Slight increase in time required, lowering overall capacity, trying to make MECs feel a little more like psionic units
- Augmentation bonus stats (for MECs) from HP considers the unit's HP - 8 (instead of the unit's HP - 6) - It was quite common to have units over 6 HP which was giving MECs a lrage unideal stat boost, this makes their stat gains/loses more reasonable
- Legacy of Uxmal grants 6 will for the purposes of Psi Training (from 12) - Nerfed due to the increased strength of psionic individuals
- At alien level 1 the aliens will not send out raiders anymore - Smooths out the variance in the air game during the first few months
- Annette Durand gains 1 HP and mindfray instead of neural feedback - Help satisfy the Annette lovers out there
- Meld healing now costs 40 meld + 1 meld for every 2 days of injury or fatigue - Makes it a lot cheaper for larger injuries and less able to be used for smaller injuries
- Alien Command and Control Research (required for Gollop Chamber) requires Ethereal Autopsy (instead of Sectoid Commander Interrogation) - Requires players to encounter and kill ethereals before finishing the game

Tacitcal:

- Unlimited AP discounting abilities (enrage and conduit) now only affect "idle-ending" abilities - These are abilities that after being executed, the unit is idle. An example is shooting a weapon. Examples of a non-idle-ending ability are suppression or hunker, where after executed the unit is not idle. This was changed to prevent bugs.
- Covert Operatives now have a mobility debuff of -50% - Helps prevent low mobility from being too slow and high mobility units from not being slow enough (note: the leather jacket mobility is significantly buffed), overall decrease in mobility though
- Covert Operative Extraction missions now have reinforcements start spawning 3 turns earlier than before - Means that there is a lot less wiggle room to 'set up' the first hacks

Perks:

- New Gene Mod (replaces Hyper-Reactive Pupils), Eagle Eye: Squadsight aim penalties are reduced by 50% - the missing and then storing the aim for later felt lame
- Impact reworked slightly: it now grants a 30% chance to reaction shots to end their target's turn (from a 20% chance to cancel an action and end the targets turn on non-moving targets only) - The change really helps shut down enemies when they goto move and fire or if they have multi-action perks, but no longer cancels the current action (due to bugs)
- Executioner grants 40 aim (from 30) against targets below half health - Buffed, extra aim can flow over into crit and help eliminate wounded high defence targets (e.g. floater leaders)
- Mayhem reverted to 50% damage on strike rifle and 70% damage on sniper rifles - Slight tone back
- Double Tap grants 10 aim when fired at 2 AP (from 15) - Slight tone back, balance with ITZ, balance on engineer/gunner shooter builds
- VPT grants 50% damage at point blank (from 60%) - It was acting as too much of a damage amplifier on both aliens and XCOM
- CST grants 40% damage (from 50%) - The 50% was high enough to start excluding other options save CST units for dealing with mechanicals, this makes the anti-mechanical role a little less exclusive, and also lightens up the pressure on SHIVs and MECs
- Inspired Tenacity (officer perk) grants 15% DR in cover (from 20%) - The cover DR was stronger than the 10 def overall, this should balance the options out a little more
- Close Combat Specialist grants a 50% weapon damage shot (from 70%) - The free shots were still quite strong making it an imbalanced pick on the Assault and Marauder
- Brawler grants 20% DR and +1 damage to ALL shots (from 30% DR and 30% WEAPON damage to REACTION shots) - Slight rework, makes it a boost to active shooting in close range, toned back in other aspects, not so linked to CCS
- Grit to +4 HP (from +5) - Was really strong on the gunner tank
- Collateral Damage requires 2 AP - Reduces it's ability to destroy cover as easily (as it's quite strong)
- Packmaster now affects mists, grenade launchers, and flamethrowers - Necessary for use on the Shogun
- Telekinetic Field now reduces explosive damage by 90% (from 75%) - makes it a more effective counter to cluster bombs

Equipment:

- Reinforced plating mobility to -0.6 (from -1.2) but HP to +2 (from +3) - Mobility was so important that the reinforced vest stopped being competitive quickly
- Regenerative plating HP to +2 (from +3) - Nerfed to bring it more inline with other tank platings
- MEC1 cost cost increased and DR to 1 (from 2) and mobility to 0 (from 1.2) - Tone back on production efficiency as the MEC1 is quite strong and (due to stats and cheap cost) was making MEC2 feel like a mistake to produce (due to the cost efficiency of the MEC1)
- Conduit toned back slightly to 20% weapon damage, 15% damage reduction, and 10% free action (from 35/25/15) - It was quite strong
- Leather Jacket mobility to 2.5 (from -1.2) - Significant buff due to new mobility malus on covert operatives
- Neural Gunlink to +10 aim/crit (from +15) and grants aggression (from sharpshooter) - Tone back on it's strength, makes it more useful on shotgun builds
- Elerium Emitter radius to 1.5 (from 0.45), range to 10 (from 5), and charges to 3 (from 6) but wears off if the effected unit acts or moves, also does not work on self - Nerf to abusive uses

XCOM:

- Engineer base aim to 5 (from 10) and base will to 15 (from 10) - Tone back on strength of the shooter build, increases psionic potential
- Assault base mobility to 0 (from 0.6) - Toned back, especially affecting the assault tank build
- Medic base HP to 1 (from 0), Rocketeer base HP to 3 (from 2), Infantry base HP to 2 (from 3) - Evens out HP growth to make MEC classes balanced, slight buff to rocketeer/medic resiliency and grenade use
- Marauder base mobility to 0 (from 0.6) - Was probably the strongest MEC and needed to be reigned in a little more
- Reworked Goliath and Shogun perk trees - See perk image
- Shogun base aim to 20 (from 15) - Slight boost due to new tree being slightly weaker and less HP from base classes

Aliens:

- Aliens leaders will only start to appear at alien level 2 and higher - Smooths out the variability in difficulty of the missions in the first month
- Floater HP to 5 (from 7) and mobility to 7.5 (from 8.1) - Nerf to overall strength of floaters, especially in the early game
- Cyberdisc HP to 14 (from 18) - Decreased in strength when you first run into them as they were a little bit too much of a wall for ballistic/laser
- Mechtoid HP to 24 (from 32) - Same as Cyberdiscs
- Heavy Floater HP to 16 (from 20) - Increase in usefulness of explosives to bypass high defense
- Muton Elites no longer have access to holo rounds - Reduce amount of late game holo rounds
- All base mobility upgrades from alien levels decreased by 50% - The aliens were getting too fast in the end game, which was negating some reasonable tactics, this significantly slows down their mobility and thus range to flank and acts as a huge nerf to late game aliens
- Outisder aim growth and crit growth reduced to 4 per 2 levels (from 8) - Decreases the rate that they gain accuracy, making them less threatening in the later game
- Level 1 cyberdisc leaders gain 10 hp (from 3) and 10 aim (from 5) - boost to strength of leaders
- Level 1 berserker leaders gain 10 hp (from 5) - boost to strength of leaders
- Level 1 mecthoid leaders gain 10 hp (from 6) - boost to strength of leaders

Bug Fixes:

- Fixed a bug where pscyhokinetic strike did not have a description when being used
- Fixed a bug where the scout would trigger perception against visible enemies
- Fixed a bug where the predicted damage for mind fray was sometimes inaccurate
- Fixed a bug where defusing a bomb or hacking an array would grant you an extra move if you had scamper active
- Fixed a bug where loading a game on a bomb mission after the bomb was diffused would hunker one of your soldiers
- Fixed a bug where using close encounters would sometimes cause conduit not to work

LW Rebalance v1.29

LW Rebalance v1.29.20

Strategic:

- Quai d'Orsay starting bonus to 40% (from 50%) - It was deceptively strong (and still is)
- First mission contains 2 less sectoids (and Ease into it 2nd wave option lowers the first mission to 8 sectoids only) - Makes it less of a hurdle/annoyance, especially with new leaders

Perks:

- Bullseye grants +50 crit on steadied weapons - Buffed
- Disabling shot has a 2 turn cooldown (from 4) but only works against biologic units - Significant nerf, it was too strong of a pick on snipers/scouts and this fits better that it can disable hand held weapons but not a sectopod weapon

XCOM:

- Rocketeer Bullseye replaced with Executioner - Bullseye was a weak pick due to lack of synergy with LeU+Holo and the Holo + exeuctioner on a 2nd hit combo is nice
- Rocketeer Lock N' Load replaced with Bring 'Em On - Pushes the shooter rocketeer into more of a damage role than support role

Bug Fixes:

- Fixed a bug where Conduit's popup for a free action would use the enrage popup
- Fixed a bug where augmenting a soldier was requiring more time than intended
- Fixed a bug where ITZ was gaining +50 crit on subsequent shots (instead of just the initial shot)

LW Rebalance v1.29.19

Bug Fix:

- Accidentally left some log commands as active which was popping up throughout the game

LW Rebalance v1.29.18

Strategy:

- Augmenting MECs requires only 10 + 20% of previous fatigue/wound time in days (from 25 + 25%) but there is now only 1 MEC augmentation slot - Reverted the previous change. Thanks to Howdyfellowhumans for the great idea :)

Perks:

- Fragmentation has a 25% (from 35%) chance to deal double damage with explosives - Toned back due to synergy on the rocketeer

Bug Fixes:

- Elerium Emitter actually has 6 charges now
- Fixed a CTD that would occur at the end of the month
- Scout actually has Executioner now
- Typos

LW Rebalance v1.29.17

Strategic:

- Lowered the time for the exalt reminder scan so that it should always occur before a possible mission - QoL
- Lower the stats of the DLC bonus characters to make them less 'super hero' and more just 'strong' - Helps prevent them from automatically overshadowing your soldiers
- Council missions now have a 1 hour time limit (this is extended to 6 hours if the mission is generated during skyranger flight) - Helps prevent a bug of overlapping council missions which will prevent them from being completed
- SHIVs are now entered into the memorial - SHIVs have feelings too! 
- Tweaked council requests for boosters so they give more appropriate rewards - QoL
- Base stats from bonus starts will no longer effect psi training or MEC augmentation
- Patriae Semper Vigilis grants 12 will (from 6) - Boost since it no longer effects psi training

Augmentation Rework:

- Augmenting a soldier into a MEC now resets all stats to 10 HP, 8.1 mobility, 65 aim, 30 will (instead of keeping 80% of previous will) - Will was a little too prevalent at defining a soldier as good or bad. Now, low will soldiers can be chopped to reset their stats again. 
- MECs will have increased or decreased base stats based on their previous base HP (with 4 HP units being weak MECs and 8+ HP units being strong MECs). Note that Per Ardua Ad Astra, Jungle Scouts, and Survival Training bonuses will not effect this conversion and are adjusted for. - This makes HP the most significant stat for a good MEC candidate, boosting the strength of high base HP units. Thus, will makes for good psionics, and HP makes for good MECs. Aim and mobility were always competitive on their own just due to their tactical strength.
- Augmenting a soldier into a MEC requires 25 days + 25% of the unit's fatigue/injury time (from 10 + 20%) - Slows down MEC accumulation, tones back on the deployment capability of MECs to prevent late game full MEC teams from being as common
- Note: high ranking soldiers will still receive their bonus stats per rank above LCPL when augmented

Tactical:

- Clarified that hyper-reactive pupils miss bonus lasts until the unit makes another shot (even over multiple turns) - QoL
- The "In Smoke" buff now makes targets immune to critical hits and only reduces aim by 10 (from 15) - Buff to smoke
- Having a soldier mind controlled no longer causes the rest of the squad to panic - Was too punishing to lose half your squad after 1 action

Perks:

- Combat drugs heal 40% of damage received (from 35%) - Slight buff
- Tracker (from proximity sensor) now detects and uncloaks units within 6 tiles (from 5) - 20% buff in range to make it a more readily replacement for battle scanners
- Hit and Run no longer grants bonus damage (from +1) - nerf to HnR scout, pull back the scout even more
- Snapshot grants a 50% chance for a 0 AP shot (from 60%) with a strike rifle - nerf to snapshot scout, pull back the scout even more
- Mind Control has a -50 hit modifier - Significant reduction in its effectiveness. With the improved AI, both sectoid commanders and ethereals are proving to be too much of a difficulty spike and need to be toned back. The main reason for their strength was the effective use of mind control.
- ITZ now grants steadied weapons an additional +50 crit - Buff to ITZ snipers, Jaegers

Equipment:

- New item, "Conduit": Grants +35% weapon damage to all weapons and equipment, +25% DR when protected by cover, and a 15% chance for any action to cost 0 AP. Psi only. The conduit allows the wielder to channel psionic energy into various objects including weapons, explosives, and cover. Unlocked with Psi Warfare Systems. - Boost to strength of psionic equipment with a focus on non-psionic attacks and non-support units
- Neural Gunlink grants sharpshooter - Boost to strength of psionic equipment with a focus on non-psionic attacks and non-support units
- Psi Frayer and Psi Retaliator both grant 0 will (from 15/10) but mobility to +1.2 and +0.6 (from 0 and -0.6) - Boost to strength of psionic equipment with a focus on non-psionic attacks and non-support units
- Elerium Emitter grants 0 DR (from 2) but has 6 charges (from 3) - Felt like an item that was really stretched in terms of functionality. This was originally back from when I couldn't code well and needed a psi-tank item which is now replaced with the conduit.
- Holo Charger alloy cost reduced to 30 (from 40) and credit cost reduced to 90 (from 120) - Makes it slightly more affordable
- Flamethrower damage to 5 (from 7) - Slight tone back as the panic is quite effective with the recent panic buff
- Reinforced Plating DR to 2 (from 2.5) - Slight tone back

XCOM:

- Scout holo rounds replaced with executioner - Pull back on the support scout, more options for a shooting scout

Aliens:

- Mecthoid aim to 60 (from 70) but now starts with ready for anything - Increase in mid-game enemy overwatch
- Heavy Floater aim to 70 (from 80) but now leaders start with ready for anything - Increase in late-game enemy overwatch
- Sectoid Chief Commander renamed to Sectoid General - QoL
- Sectoid Commander Leaders gain 10 aim per leader level (from 20) and 2 hp (from 4) and all sectoid commanders gain 1 hp per alien level upgrade (from 2) - Tone down on the strength of sectoid commander and sectoid commander leaders
- Cyberdisc aim lowered to 90 (from 100) - Makes defensive tactics against them more effective and tones back their offensive power some
- Cyberdisc bounty increased to 20 alloys (from 10) - Boost to mid game alloy accumulation
- Sectoid Commander bounty increased to 40 elerium (from 20) and Ethereal bounty increased to 120 elerium (from 80) - Boost to late game elerium accumulation

Alien Leaders:

- Thinman Awareness and Low Profile moved from leader level 3 to leader level 1 - Increase in strength of early game thinman leaders
- Muton Elite level 1 leaders to 10 hp (from 0) and Muton Elite level 9 leaders to 10 hp (from 20) - Spreading out of hp gains to make level 1 muton elite leaders more significant
- Muton level 1 leaders gain shredder and lock n' load, muton level 3 leaders lose holo rounds - More consistency with muton elites, boost to level 1 muton leaders
- Seeker level 1 leaders to 10 hp (from 6 hp) - Boost to level 1 seeker leaders

Bug Fixes:

- Fixed a bug where reconnaissance was unnecessarily identifying enemies that everyone could see
- Fixed a bug where the laser cannon and upgrade was doing 250 and 400 damage instead of the appropriate 300 and 450 damage
- Fixed a bug where some high level units (muton elites, heavy floaters, etc.) were being chosen for missions at levels lower than intended due to some vanilla code
- Fixed a CTD when a unit received multiple applications of shred
- Fixed a bug where monthly panic increases were being modified by campaign length when they shouldn't be
- Fixed a bug where you could 'quick move' multiple SHIVs on the same turn
- Typos

LW Rebalance v1.29.16

Strategic:

- You get 3 new recruits each month on Normal, 2 each month on classic, 1 each month on brutal, and 0 each month on impossible - Reduced automatic influx of soldiers. Makes reward soldiers and purchasing soldiers more valuable/reasonable
- Alien aggression lowers more often - makes it less likely to have aliens sit at 100% aggression for long periods of time
- A third of the months elapsed are now added to the random roll when determine abduction reward soldier rank - Makes it much more likely to get a higher ranked soldier, especially into the later game

Tactical:

- Units have a 50% chance to break panic each turn (from 65%) - Makes panic more significant, especially with the lower occurance of panic occuring, also a boost to psionic strength (both XCOM and aliens)
- Rocket Scatter increased by 25% - Rocketeers were quite strong and a little too effective when firing even after moving (I think this came from the balance being made before the HP was fixed which was big reduction in scatter)

Perks:

- New perk: Insentient Crush - Non-biologic enemies in sight take 30% of their max health in damage at the beginning of their turn
- Distortion now longer does turn damage to purely mechanical units - simplifies the perk, removes the ability from sectoid commanders
- Mind Fray lasts 3 turns (from 2) but no longer stacks - Makes sectoids and psionic users (both XCOM and aliens) more potent, lack of stacking is for consistency and to prevent it from being too strong

Equipment:

- SMGs and Carbines lose 10 crit - balance vs other weapon options

XCOM:

- Infantry gain +15 base aim (from +20) - Slight tone back on shooting strength on infantry

Aliens:

- Ethereals gain Insentient Crush - Accommodates for distortion losing the effect
- Updated sectoid AI so that they'll seek cover before trying to attack

Bug Fixes:

- Fixed a bug where units at squadsight got an indicator suggesting they had RTS active
- Fixed a bug where some terror ships were not granting extra stats/levels to the aliens when assaulted
- Fixed an issue where leader levels were not being calculated correctly (they were being calculated higher and more often than intended)
- Typos

LW Rebalance v1.29.15

Strategic:

- OTS missions required for officers to 10/30/50/70/90 (from 10/30/50/90/120) and OTS missions required for XTP to 20/60/100 (from 20/70/150) - Much easier and earlier access to OTS projects. Campaigns can have variable numbers of missions completed and some would completely miss the higher end projects. I believe the best strategy is to just grant the OTS projects earlier so that reasonably all campaigns will have access to all projects.

Tactical:

- Successfully rescuing the VIP on any mission with a VIP automatically results in a win - No need to mop up the remaining aliens, QoL
- Successfully defusing the bomb on any bomb disposal automatically results in a win - No need to mop up the remaining aliens, QoL
- There are more drop-ins on bomb disposal, extraction, and rescue missions - Keeps the difficulty up
- Diffusing the bomb now causes the unit to hunker down and they will start their next turn with no AP - Keeps the difficulty up
- Hacking an exalt array no longer requires full AP, but after the hack, the unit will begin their next turn with 0 AP - Makes command more effective for covert ops and prevents players from saying "Why can't I click here?!" as it was inconsistent with all other interactable objects, consistency with bomb diffusal

Perks:

- Inner Fire no longer grants additional DR - Balance
- Absorption Fields grants 30% DR (from 20%) - Buff to Shogun Tanks and Goliaths, makes relying on OfA every turn a little less necessary
- Reactive Targeting Sensors no longer grants Opportunist but instead grants +2 penetration - Simplification, similarity to steady weapon, and removal of some synergy that was too powerful on the Marauder

Equipment:

- Phalanx, Carapace, Aurora, and Aegis armors all gain 1 HP - The 0.5 DR didn't fully make up for the 1 HP loss and the armors could benefit from a slight boost instead of a slight nerf
- All SMGs renamed to SMG (from shatterray, shattererer, shigawiggama, shuckawuckalooma, etc.) - QoL, easy to figure out which weapon is an SMG

XCOM:

- Scout loses 0.6 base mobility - Slight nerf
- Sniper gains 5 base aim - Slight buff
- Reworked perk trees on Goliath and Marauder (see perk tree image)

Aliens:

- Seeker damage gain per alien level reduced to 0.5 (from 1) - Makes them less threatening when not strangling

Bug Fixes:

- Fixed a bug where steadying a weapon was only granting 1 pen (instead of 2)
- Remove psi drain as an ability on ethereals (it was already inactive, just was still showing up)
- Fixed a bug where stunned aliens would block tiles - Now you can trample them like the dogs they are!
- Typo fixes

LW Rebalance v1.29.14

Strategic:

- Repairing an item now requires 50% of the original resources (from 20%) - Makes building backups more important and the decision to repair somewhat meaningful
- The repair bay now lists how many items are damaged and how many items are being repaired on the menu - QoL
- Augmenting (chopping) a soldier into a MEC now costs 70 meld (from 90) but requires 10 days plus 20% of the soldier's fatigue/wound times (from just 10 days) - Makes it more viable to have more MECs throughout a campaign but slows the process down so that it's not too powerful early-mid game, also means that just chopping the most injured soldiers isn't always so straight forward
- You can now assign a nickname to a soldier of any rank - QoL
- Soldiers will now have a chance to gain a nickname based on the number of missions and their rank when they level up (instead of just automatically at CPL) - Makes more sense
- Alien level progression lowered by 10% for all difficulties - Makes the mid game and especially the end game 'slightly' easier (will work immediately with ongoing campaigns - you may notice the alien level drop after the first day)
- Laser Cannon cost to 310 credits (from 450) - Makes them more accessible
- The number of overseer UFOs is now tripled when you don't have the ethereal device - Makes it easier to find one to down

Tactical:

- Steadying a weapon no longer grants a crit bonus but grants +2 pen (from +1 pen) - Crit overflow was a problem, simplification, makes steadying useful not just for aim but for units with higher DR as well

Perks:

- Shadowstep grants +0.6 mobility - Makes shadowstep more competitive, fits thematically
- Distortion now deals 30% of a unit's max HP in damage to purely mechanical units in line of sight of the unit with distortion at the beginning of their turns - Prevents ethereal cheesing with SHIVs
- Mayhem grants +60/80% damage to strike/sniper rifles - Slight buff to keep the sniper builds in balance
- Close Encounters grants +30% DR against targets within 4 tiles - Makes the Assault and Medic close range builds more resilient at close range
- Flush grants +30 aim (from +40 aim) and -50 crit and will only push a target out of cover 50% of the time (from 90%) - Was too strong, needed toning back
- Steadfast reduces the chance to be hit by psionic attacks and overpower by 30% (from 20%) - Buff to tanks resisting psionics and overpower and a buff to the alien trophy (which grants steadfast)

Equipment:

- Gauss Stuttergun to 55 crit (from 65 crit) - Accommodates for the bonus crit damage that was never taken into account when accommodating for the extra 0.5 damage with crit (0.143 * 0.5 * 4+3 = 0.5 extra damage)
- Gauss AutoPistol to 35 (from 45 crit) - Accommodates for the bonus crit damage (0.143 * 0.5 * 4+3 = 0.5)
- Pulse Stengun to 60 (from 65 crit) - Accommodates for the bonus crit damage (0.095 * 0.75 * 4+3 = 0.5)
- Shotgun mobility to -0.6 (from 0) - They were a little too obvious as a choice for close range classes. Gives more room for SMGs and other items.
- SMGs now benefit from ammo conservation - Consistency with the other 3 basic primary weapons, slight buff
- AP Ammo can now work on SMGs - Consistency with the other 3 basic primary weapons, slight buff
- AP Ammo now grants +2 penetration (from just bypassing all flat DR) - Makes it more useful against more enemy types
- Drum mags now works with SMGs and the appropriate laser, pulse, and plasma weapons - Consistency with High-Cap Mags and SMG change; now works on ALL ARs, SMGs, carbines, and BRs

XCOM:

- Scout base mobility to 0.6 (from 1.2) - Slight tone back for non-HnR scouts
- Assault GSGT Fragmentation replaced with Mayhem - Buff to the Assault Grenadier

Aliens:

- Updated alien AI more (especially on Ethereals) - Nice to have smarter opponents

Bug Fixes:

- Fixed a long-time vanilla bug where aliens could overlap on top of each and they'd end up occupying the same space and it would look wierd
- Fixed a bug where Close Combat Specialist failed to activate against units on different elevations - I bypassed the native function and wrote my own code for it which (with tests) seems to work perfectly. It should now be useful against floaters and other flying units as well as just units that are moving up ramps, acts as a reasonable buff to the perk
- Fixed a bug where the tactical info display for sidearms was showing 10 crit more than intended after acquiring High-Capacity Pistols
- Fixed a bug where when throwing a grenade it would say "to hit chance" instead of "enemy dmg"
- Fixed a bug where run and gun and other various abilities were showing "location dmg" on their ability use
- Fixed some typos
- Fixed a bug where the flamethrower was getting extra damage from Hit and Run
- Fixed a bug where blueshirts would get unreasonably high fatigue/injury times
- Fixed an incorrect description of psi lance
- Fixed a bug where the arc rifle was recieving an extra ammo from the pistol foundry project
- Fixed a bug where Mutons would show Intimidate in their perk list despite not having it
- Fixed a bug where aliens would sometimes levitate after being revealed

LW Rebalance v1.29.13

Bug Fixes:

- Fixed a bug where the automatic reloads on LnL and ITZ would often grant the unit a free turn
- Fixed a bug where the hp pip damage preview was applying DR to mind fray

LW Rebalance v1.29.12

Tactical:

- Estimated damage is now what is shown on the target's hp pips as blinking in an out (instead of total possible damage) - More realistic towards what would actually happen
- XCOM will now only panic from damage if they take more than 50% of their remaining HP in damage (from 30%) - Makes damage less likely to cause panic, helps prevent panic spirals from destroying missions, reflects XCOM as more 'elite' soldiers
- Added a new dgc.ini variable --> RAND_DAYS_INJURED_TANK = 50; (LWR Default = 50) XCOM rolls for panic when they take damage more than this % of their remaining HP (set to 100 to never have XCOM panic from damage)

Perks:

- Double Tap grants 15 aim when firing at 2 AP (from 10 aim) - Slight boost as the incentive to not move and fire was an interesting gameplay mechanic

Bug Fixes:

- Fixed a bug where ITZ would sometimes trigger without being steadied - Old test code left in
- Fixed a typo on the EMP cannon so it now just says "Increases artifact recovery to 60-90% (from 20-50%)" instead of mentioning elerium separately
- Fixed a bug where scout's recon would predict enemies as being closer than they actually were
- Fixed a bug where higher HP was actually increasing scatter instead of reducing it
- Misc typos
- Fixed a bug where you could repair a critically wounded MEC (which did nothing)
- Fixed a bug where aliens that happened to be on the same tile or tried to move to a tile where another alien is (vanilla bug, happens rarely) would cause the program that prevented tile scanning to create a CTD
- Fixed an incorrect credit issue for EMP Weapons on the tech tree
- Tweaked the combat drugs description to be more accurate

LW Rebalance v1.29.11

Bug Fixes:

- Fixed a bug where XTP III and Field Commander required 100 less ranks than intended - Left in from a test version
- Fixed a bug where the HUD would not show a hit chance for regular shots
- Fixed a bug where reconnaissance could give info on dead aliens

LW Rebalance v1.29.10

Strategic:

- Reworked XTPs and added a new one, XTP III: Soldiers autopromote to CPL and CPLs/SGTs gain 30xp each day (See https://www.ufopaedia.org/index.php/Barracks_(LWR)#Officer_Training_School) - Grants easier access to a stronger pool of recruits in the later game
- Special Warfare School grants double xp from XTPs (from triple) - Nerf to accommodate newer XTPs

Tactical:

- Steadying a weapon no longer triggers reaction shots - The gameplay was good if you could react to opposing overwatch by steadying your weapon, despite the lack of realism that OW would trigger reaction fire but steady wouldn't
- There is no bonus xp for high level kills/sightings - The code was wonky and it didn't do much beside confuse players anyway
- The flat DR of enemies and allies is now displayed in their health bar as grey pips (rounded up as DR is effective rounded up due to truncation of damage taken) - QoL
- Made it so that meld sound indicators last longer and center on the listerner - QoL, makes it easier to determine where meld is
- Normal and Classic difficulty aliens now deal 1 less damage overall - Makes the easier difficulties easier
- Normal/Classic/Brutal aliens have -20/-10/0 will (from 0/0/+5) - Makes the easier difficulties easier in terms of attack with and defending against psionics

Perks:

- Reconnaissance will now detect nearby inactivated pods during engagements and warn you of approaching hostiles - QoL, boost to the effectiveness of the Scout
- Ready For Anything makes overwatch avoid triggering non-suppression reaction fire - Necessary to make it not a negative when acquiring, buff to RfA builds
- In The Zone no longer grants +10 aim/crit when active but will grant an automatic reload after any non-steadied non-reaction shot - There were certain situations that were awkward with an ITZ unit: 1) When you wanted to fire a single shot (but didn't want to lower your ammo for your next ITZ chain) and 2) when you did an ITZ chain and had 1-2 ammo left. This helps make both situations less awkward by allowing you to keep full ammo after firing once and allowing you to fire and reload instead of just reloading when you have 1-2 ammo.
- Sharpshooter grants +15 aim (from +10) - Buffed, balance on trees
- Mayhem grants 50/70% damage to strike/sniper rifles (from 70/90%) - Snipers toned back, balance with other sniper options
- Double Tap grants 10 aim on shots at 2AP (from 20 aim) - Snipers, DT gunners, and DT engineers toned back, opens up more room for support/grenadier engineers and RfA/Shredder gunners, balance on the Sniper
- Disabler reverted to Disabling shot - It's no longer necessary on non-sniper/strike/arc rifles and was needlessly complicated, slight nerf
- Repair (from mechanic and on drones) heals for 6 (from 4) - Makes it a lot more useful and more likely to be worth the action. Also acts as a boost to engineers.
- Ready for Anything grants 20 crit resistance - Buff to gunner/medic tanks

Equipment:

- Electro Pulse radius to 8 (from 6) but damage to 1 and penetration to 0 (from 8 and 8) - The most imporant part of the effect was rarely the damage, and this allows much easier use due to the larger radius, especially for multiple stuns.
- Kinetic Strike Module damage to 20 (from 24) - Was a little to strong, especially with Onslaught
- Psi Retaliator grants 20 crit resistance but DR to 0 (from 0.5) and mobility to -0.6 (from 0) - Slightly more useful for a tank psionic
- Mind Frayer grants 0 DR (from 0.5) but mobility to 0 (from -0.6) - Slightly more useful for a non-tank psionic
- Aegis, Carapace, Aurora, and Phalanx armor grant 1 DR (from 0.5) but all lose 1 HP - Slight buff for tanks and the ability to stack flat DR, slight nerf for non-tank units using heavy armor
- Incinerator Module and Thumper weight to 0.6 (from 0) - Slight nerf as they are both really strong and almost auto-equips
- LMG ammo to 6 (from 7) - Slight nerf for balance

XCOM:

- Jaeger base aim to 30 (from 20) - Buffed due to ITZ tone back
- Marauder base mobility to +0.6 (from +1.2) - Slight tone back just because the Marauder is overshadowing some other MECs in strength

Aliens:

- Improved Sectoid Commander and Ethereal AI - This improvement is effective... and ominous.
- Psionic units are less likely to run away when using mind-merge and mind control - While actually good AI, it was annoying to fight against both when it was effective and ineffective, so this is more of a QoL improvement through the AI
- Ethereal aim reduced to 100 (from 130) - With the improved AI, it felt a little too hard to deal with them with such high aim, this helps a little

Bug Fixes:

- Fixed a bug where AP grenades would do 0 damage when firing directly on a target - thanks to Snackhound for his help on this one
- You can no longer find enemies in the fog of war with the proximity damage indicator on grenades
- Fixed a bug where deflection shield could activate after flushing a target
- Fixed a typo on supercapacitors foundry project
- Fixed XCOM being able to use some abilities while scampering
- Fixed a bug where enemy unit's going on overwatch after being revealed would sometimes not correctly update their OW list of targets
- Fixed a bug where some unit's would get some cover defense from overwatch shots when flanked or clearly moved outside of cover

LW Rebalance v1.29.09

Strategic:

- Meld heal now reduces injury/fatigue time by 80% (from 50%) - Makes it significantly more effective (especially considering the cost)
- XTP I and II provide +20xp/day (from +10xp/day) - Significant increase to xp gains from XTPs
- Combat Patrols credit cost increases by 50 (from 100) - Gives the player more agency at controlling the air game
- DLC Progeny Mission #2 (Deluge) now has less enemies (note: drop-ins are unaffected) - Makes it a little easier as it was too much of a spike in difficulty due to the difficult drop-ins
- Improved the frequency of "sightings" on UFO missions - increased information for which enemies you might be facing
- Air Superiority (NA continent bonus) grants 15% discount on aircraft and weapons (from 20%) - Slight nerf

Tactical:

- Actually successfully improved the Sectopod AI (yay) - I'd recommend against kiting them now...
- Provided a popup stating what happens when you are using 2 SHIVs and move one - increased tranparency of game mechanics

Perks:

- Distortion reduces damage by 75% (from 65%) and grants adjacent units in cover 50 defense (from 30 defense) - Buff to the presense of both sectoid commanders and ethereals, increase in late game difficulty, increased strength of late game cover for aliens, increased relative strength of psionics against distortion units
- Telekinetic Field reduces explosive damage against units within the field by 75% - Works similar to distortion, reducing the actual damage dealt. Buff to the perk, provides a solid counter to cluster bombs. 

Equipment:

- Electropulse range increased to 6 (from 4.5) but has a 4 turn cooldown (from 3 turn) and now affects the MEC that uses it as well - Increased ease of use, while also adding a significant draw back acting as a relative buff to Sectopods

Aliens:

- Thin men aim to 70 (from 60) and mobility to 10 tiles (from 8.7) - Makes them more of a threat as they were a little easier than ideal
- Mutons, Chryssalids, and Berserkers start with 0 DR (from 0.5, 0.5, and 1 DR, respectively) - Nerfs to make them a little more reasonable opponents during the mid game
- Cyberdiscs gain 2 damage/level (from 4), Berserkers gain 4 damage/level (from 5), Mechtoids gain 2 damage/level (from 3), Heavy Floaters gain 1 damage/level (from 2), Muton Elites gain 2 damage/level (from 3) - Decreased incoming damage during mid-late game, making it more reasonable for XCOM to survive a turn with uncontrolled enemies
- Level 8 Muton Leaders only gain 10 HP (from 20) - Prevents an overflow problem
- All Muton Elites gain grit (from just muton elite leaders) - Significant buff to muton elites, increase in late game difficulty to combat the extra strength XCOM has
- All Heavy Floaters regain access to awareness (from just heavy floater leaders) - Significant buff to heavy floaters, increase in late game difficulty to combat the extra strength XCOM has
- Sectoid Commander base HP to 10 (from 14), Ethereal base HP to 24 (from 28) - Accommodation for increased strength of distortion

Bug Fixes:

- Fixed a bug where drop-in's didn't update their OW lists correctly
- Fixed a bug where damage causing panic was calculating the 30% damage AFTER the health had already been lost
- Fixed some sidearms now showing proper ammo amounts in descriptions
- Typo fixes
- Fixed a bug where the code that was preventing tile scanning was altering some AI moves

LW Rebalance v1.29.08

Strategic:

- You can now cancel projects even if you have negative cash values - QoL
- Consistent Fatigue 2nd wave option sets fatigue to 10 days (from 7) - It was providing a signficant discount on fatigue (Thanks to LateNight_Rax for providing a detailed summary of the average fatigue during non-consistent fatigue games which was 10.1 over his brutal campaign)

Equipment:

- Machine Pistols have 2 ammo (from 3) - Toned back a little

Bug Fixes:

- Fixed a bug where Impact (old Stagger) would still cause some soldiers to bug out - should work very smooth now
- Fixed a bug where dead aliens would occupy tiles
- Fixed a bug where using a machine pistol would cause a CTD
- Capped the display of alien level at 15 (as going higher does nothing)
- Trimmed the Assault Carrier and Terror Ship names to be shorter so that it can still display alien level information - Thanks to szmind for this amazing idea =D
- Fixed some typos
- Workshops now correctly reduce item build time without having to save and reload the game
- Fixed a bug where Exalt wouldn't scale on VLW and VVLW campaigns
- Fixed a bug where the Exalt scan reminder would not scale with campaign length, leading to inaccurate scanning reminders

LW Rebalance v1.29.07

Strategic:

- Phoenix Coilgun upgrade slightly cheaper - helps makes it more reasonable to acquire

Tactical:

- You can no longer tile scan to find enemies in the fog - YAY =D
- OW arrows removed - The code was next to useless, no one used it, and it was very slow and could cause slow-downs/bugs
- Stagger no longer occurs naturally and is instead incorporated into the Impact perk - It was too strong and not ideal gamepay to have so ubiquitous, it tones back the strength of early game overwatch
- Overwatch and Steadying now both trigger enemy reaction fire - Note that the damage will hit before the steady so you can still steady if you took damage - Stops overwatch and steadying being 'easy outs' for enemy overwatch
- "L" no longer is a shortcut for steady weapon - I couldn't get it to work with new bullseye and it doesn't work with reactive fire, so I just disabled it

Perks:

- Savior reduces injuries sustained during battle by 1 HP on all soldiers similar to First Aid - Made sense for the medic to acquire this ability. It was frustrating if you wanted that ability and couldn't do it on the Medic.
- Impact now grants reaction shots a 20% chance to cancel the action of a unit and end their turn (similar to old stagger) - Acts as a buff to later game overwatch, more simple application of the ability

XCOM:

- Medic: Lock N' Load replaced with Impact - gives medic access to impact to upgrade their reaction shots (LnL was a little overkill with RfA anyway)
- Marauder: Vital Point Targeting replaced with Impact - grants Marauders access to Close Combat Specialist + Impact combo (VPT was a little redundant right beside Killer Instinct as both were just adding damage)

Aliens:

- Mechtoid base HP to 32 (from 20) - Buffed, makes them much more of a resilient threat
- Toned down Exalt increases with alien levels - makes late game Exalt a little less punishing
- The following units gain Impact: Floater leaders, Heavy Floaters, Cyberdiscs, Mechtoids, Sectopods - Increases their viability vs XCOM tanks and increases the strength of their OW

Bug Fixes:

- Fixed a bug where SMGs and Autopistols were not getting their appropriate damage bonuses
- Fixed a bug where getting staggered while using an item would cause you to T-Pose and lock that character out of the rest of the mission
- Fixed a bug where Flak Ammo wasn't correctly removing the air evade bonus (it was replacing it with partial cover)
- Fixed some typos
- Fixed a bug where using another item before being staggered would cause that item to stick as one of your weapons
- Fixed a bug where panicking and being staggered would leave you in the open during step-outs
- Fixed a LW 1.0 bug: Elerium is now correctly rewarded based on how many UFO Power Source Cylinders are remaining after an UFO engagement (it was decided randomly before battle previously and didn't take into consideration the battle itself)
- Fixed a bug where the MINE launcher didn't have a confirmation dialogue
- Fixed a bug where Reaper Rounds was causing a CTD when a unit with them tried to act with their weapon
- Fixed a bug where disabling a target would not reset their OW status which caused indicators to misleading show the unit as still capable of OW

LW Rebalance v1.29.06

Bug Fixes:

- Fixed a compilation error during the .upk creations that made v1.29.05 a real mess - Whoopsies

LW Rebalance v1.29.05

Strategic:

- Research speed is modified by difficulty: normal(150%), classic(133%), brutal(117%), impossible(100%) - Helps lower difficulties access more research and not feel 'blocked'
- XCOM Base Defense mission has a few less aliens - Makes it a little easier as it's an unavoidable mission and losing on it feels pretty bad
- Quai d'Orsay French start bonus to 50% (from 60%) - Slight tone back
- Advanced Repair foundry project grants a 30% reduction in repair time (from 25%) - Buffed

Tactical:

- Reaction fire now only bypasses half of cover defense (from bypassing all of cover defense) - Makes it less starkly all about dealing with units in cover and makes aim more important on OW units
- New Feature "Staggered": Anytime a unit takes damage during their turn they have a chance to be Staggered equal to the percent of remaining HP lost (half this chance if moving), cancelling the current action/move and ending their turn. This can occur in the middle of a move as well which may leave a unit without cover in a bad position. - Significant buff to reactive abilities like overwatch, CCS, suppression, and even RTS (against multi-action units). This also makes reactive abilities (and builds centered around them) much more useful into the mid-late game.
- Enrage grants +100% weapon damage to all sources (from +50% weapon damage) and mobility by 100% (from 50%) and has a 75% for actions to cost 0 AP - Buff to the comeback mechanic, it should yield 4 actions on average from the geometric series =(1 - 0.75^100)/(1-0.75), each action should hit hard, and the unit should be quite mobile. Previously, enrage was little more than a gimmick before the squad wipe reached completion. Now it just might turn things around.
- Decreases in hit chances are slowed (-1 for every -2) when they reach below 20% (indicated by orange hit chances) and even more (-1 for every -5) below 10% (indicated by red hit chances) - It smooths out the lower end of the hit curve: Previously if someone had a 5% chance to hit you and you gained 5 defense, all of the sudden their hit chance doesn't drop by 5x down to 1% -- now it would take them from 5% to 4%. As well, it helps the AI who loves taking 1% shots which will now more likely be ~10% shots - Improved AI through making their stupidity smart! =P Last, it's more realistic and helps prevent abusive gameplay (e.g. XCOM defense tanks that soak up 1% shots that have plagued LWR on and off for many versions).

Perks:

- Snapshot only grants a 0 AP shot on non-steadied shots (from all shots) - Important to balance the snapshot scout with bullseye, also makes sense as a 'snapshot' could be considered the opposite of a 'steadied shot'
- Clutch Leadership and Battlefield Aptitude provide 10 defense in cover (from 5) - Helps with late game resiliency
- Collateral Damage to 50% weapon damage (from 100%) - The cover destruction is really strong, I tried with 100% weapon damage and well, the cd is so short, simply having a unit that has guaranteed cover destruction at 0% weapon damage every other turn is strong in and of itself
- Predictive Tracking no longer grants +1 damage on reaction shots but instead allows reaction shots to bypass all cover defense (instead of only half of cover defense) - Buff, and the +1 damage didn't scale well

Equipment:

- Adaptive Tracking Pod aim to 10 (from 15) - Was a little too strong at 15, especially with the new predictive tracking

Aliens:

- Shadowstep on Exalt operatives only occurs on leaders - Makes overwatch builds more effective during exalt missions
- The following units have lost Squadsight as leaders: sectoids, mutons, floaters, cyberdiscs, sectoid commanders, heavy floaters, muton elites, mechtoids, seekers - Even just on the high level leaders it was too common with the difficulty in dealing with squadsight enemies. It was not fun. Now the only units with Squadsight are thinmen leaders, drone leaders, outsider leaders, sectopod leaders, exalt snipers, and exalt elite snipers.
- The following units have lost Ready For Anything as leaders: thinmen, drones, outsiders - The only unit with a quasi-RfA at SS is now the Sectopod. This should mostly remove a frustrating part of the mid-late game (squadsight + ready for anything units).

Bug Fixes:

- Fixed an issue where the "time to build" was off by 1 day on facilities when it showed what was required to have them built

LW Rebalance v1.29.04

Strategic:

- German Start bonus "Skunkworks" now reduces item build time by 50% and the fission generators are on the 3rd floor left side - Buffed for competitiveness
- The following gene mods have their credit, meld, and time costs significantly reduced: hyperreactive pupils, predictive tracking, secondary heart, adapative bone marrow - Makes some gene mods more reasonable to acquire mid and even early game

Tactical:

- First mission has 3 less sectoids on impossible, 2 less on brutal, and 1 less on all other difficulties - I was emotionally brow-beaten into doing this by my last I/I attempt. While having a difficulty gate is helpful for acting as a litmus test, the main purpose of the game should be fun. With the number of restarts that most players playing this mod do, having the first mission so difficult wasn't ideal.

Perks:

- Bullseye no longer boosts the strength of a steadied weapon but instead makes steadying a weapon only cost 1 AP - Makes it useful to get a shot off on that turn (I think the formula of trying to ultra boost a single shot was just too tight on the risk/reward spectrum unless it started to get ridiculous, so this is a better role for bullseye)
- Disabling shot to 4 turn cooldown (from 3) - Balance

Equipment:

- Cognitive Enhancer can again be equipped by rookies - Restriction not needed to fix a bug
- Reaper Rounds grant 20 crit and +2 damage during critical hits (from just 25 crit) - Buffed
- Armor Piercing ammo now ignores all of a unit's flat DR (similar to corrosion) (instead of just granting +1 pen) - Significant buff against targets with significant amounts of flat DR, acts as 2nd method of dealing with units with high DR (instead of only being able to rely on acid)
- Flak Ammo negates the 30 bonus defense that flying targets receive (from +4 damage against flying units) - Acts as a significant consistency buff while engaging flying units
- Shotguns no longer have -10 aim - Not necessary, slight buff, simplicity
- Flak Ammo, Shredder Ammo, Breaching Ammo, and Armor Piercing ammo weight 0.6 (from 0) - Slight tone back on ballistic/gauss ammo strength
- Arc Rifle mobility to 0 (from -0.6) but loses squadsight - Gives the arc rifle units a little more flexibility in movement while forcing them to engage at least in visual range
- Fixed some typos

XCOM:

- Engineer: Sharpshooter replaced with Bullseye - Sharpshooter felt a little forced given that the engineer was so anti-mechanical
- Shogun: Killer Instinct replaced with Bullseye - Gives the class something more reasonable to do when it's just standing and firing

Bug Fixes:

- Again fixed a spot where fire rocket still says 1 turn cooldown =P
- Updated the steady description to include the +1 pen in many weapon descriptions
- Fixed a bug where MECs couldn't equip a cognitive enhancer
- Fixed a bug where predictive tracking would erroneously appear in the to-hit F1 description (visual bug only)
- Fixed a LW 1.0 bug where the cognitive enhancer and neuroregulator would not work after saving a game mid-tactical - Szmind basically entirely fixed it. Tons of thanks to him.
- Assault now correctly gains 15 will
- Fixed an issue where swapping units quickly could sometimes cause the alien heads on the HUD to be colored incorrectly
- Fixed a bug where red circles would still appear beneath flying units when they were dead
- Fixed a bug where a unit without the rapid fire perk that was wielding a pistol would look like they actually had the rapid fire perk in the F1 overview
- Fixed a bug where flying units would cause a pause that could lock out a game (e.g. on a base defense)

LW Rebalance v1.29.03

Perks:

- Hit and Run grants +1 damage against uncovered targets (from +2) - Was a little too much of the perk, the boost to VPT makes HnR classes hit hard enough without the extra damage

XCOM:

- Jaeger: RTS replaced with Impact - RTS did not work well with an ITZ build
- Jaeger: Executioner and Sharpshooter swapped - Makes Sharpshooter the main mid-perk for the Jaeger, pushing it into an anti-biologic role a little more
- Medic: Vital Point Targeting replaced Lock N' Load and swapped with Sharpshooter - VPT was too strong on the CE medic tank, the OW tank will now have RfA + Sent/Opp + LnL meaning that you could heal, dash, and still get a full reload and enter Sent+Opp OW
- Engineer: Bullseye replaced with Sharpshooter - Bullseye didn't work well with Double Tap
- Engineer: Danger Zone and Tandem swapped - Bring the engineer grenadier online earlier

Bug Fixes:

- Fixed a critical issue causing CTD when steadying a weapon - Whoopsie, thanks mac92 for the report
- Fixed a typo on Fire Rocket suggesting it was still only a 1 turn cooldown
- Fixed a bug where Plasma grenades were accidentally set to 12 damage (instead of 10) and had a 3 radius (instead of 2)

LW Rebalance v1.29.02

Air Game:

- Stringray damage to 800 (from 900) - gives a little more room for phoenix cannons in the air meta

Strategic:

- XTPs now work on fatigued soldiers - Makes fatiguing low level soldiers not feel nearly as punishing

Tactical:

- Alien Heads in the HUD reworked: Exalt get their Alien Head icon back! Alien leaders have larger heads. Flying units have blue heads. Mechanical units have grey heads. Mechanical flying units have light greyish blue heads. Units at squadsight have transparent heads. Overwatching units still have the target icon. - Makes it easier to distinguish who you are firing at quickly and more intuitively. Thanks to szmind for some awesome code he discovered and shared with me a few months ago that allowed me to create this!
- New intro map can now occur for all abductions (from just light/moderate) - it's large enough and has a good mid-way LoS blocker (also, it seems like the code is bugged and not working for the new map to select a difficulty for it, so welcome new feature! =P)
- Number of drop-ins significantly decreased overall, but increased based on how many months has passed - Makes drop-ins a lot more reasonable early game but also less inconsequential in the late game (especially because a lot of them will still be thinmen and I can't change that)
- Steady Weapon now grants +1 penetration as well as +50 aim/crit (from just +50 aim/crit) - Buff to the ability to make it more useful, especially in dealing with early drones

Perks:

- Bullseye no longer grants 20 aim against fliers. Instead it upgrades steady weapon to +100 aim, +50 crit, +50% weapon damage, and +2 pen (instead of just +50 aim/crit and +1 pen) - The goal is to encourage the use of steady as another tactical option against high defense targets. The problem was that steady, taking 2 turns and firing on the 2nd, was not often worth it considering it did just about 2-3x damage and you might not get it off. Now, with bullseye, steady will be very worth it.
- Snapshot free AP chance to 60% with strike rifle and 20% otherwise - Buff to strike rifle scout as both the support scout and HnR scout are quite strong, nerf to regular snapshot as it was a little too competitive vs other picks on the trees
- Close Combat Specialist grants -30% weapon damage (from -35%) - Increases the damage dealt on multiple weapons, makes it more impactful without brawler
- Brawler grants 30% DR and weapon damage to reaction shots (from 35%) - Accommodation for CCS
- Collateral damage does 100% weapon damage (from 150% weapon damage) - It's main draw is supposed to be cover destruction on a tap, not acting as an infinite-sourced high damage grenade. Also, the fact that it grants 100% chance to hit (like mayhem suppression) makes it great against hard to hit targets (e.g. floaters), even if it's only doing 12 damage.
- Will to survive grants 35% DR and 50% reduced wound time (from 30% of each) - Buff to biotanks, makes them much more resilient to suffering from wounds
- Grit grants 5 armor HP (from 3 armor HP) but no flat DR - Makes it amplify it's lost HP -> DR effect and helps it survive high damage shots

Equipment:

- KSM damage is no longer reduced by red fog - Frees up the KSM to do full damage while injured: helps the tank-style MECs still perform well with the KSM (the mobility restriction with red fog seems to be more than enough restriction on the KSM).
- Proximity sensor decloaks seekers and detects units within 5 tiles (from 8) - Was a little too effective at nullifying seekers
- Adaptive tracking pods grant +15 aim (from +5) and grants Predcitive Tracking (from Bullseye) - Accommodation for new bullseye mechanics
- Cognitive Enhancer can no longer be equipped by Privates - prevents a bug of it not working on them
- Rockets now deal 150% base damage (from 100%) but have a 2 turn cooldown (from 1 turn) - Signifcant boost to their strength, slightly tappered by the increased cooldown which also encourages other actions, to boost hybrid nature of new tree
- Recoilless Rifle mobility and pen back to normal - With the boost in rocket strength, recoilless did not need an additional boost

XCOM:

- Jaeger: Bullseye replaced with RTS - Gives it a little more dimensionality while removing bullseye which would now be OP on the jaeger, especially works well with the LnL Jaeger due to the increased likelihood to be fired on the and increased ammo capacity (with the ability to reload and steady again)
- Goliath: Tandem Warheads and Danger Zone swapped - With Fragmentation buffs DZ wasn't competitive anymore
- Goliath: Grit replaced with Ready For Anything - Grit was too strong on low HP Goliath's due to their large HP pools: it could create some situations which made them too tanky, RfA works well with picking up opportunist from RTS
- Medic: Bullseye replaced with VPT - The Medic (unlike the engineer, scout, and infantry) had more trouble using bullseye effectively due to lack of multiaction shots. Thus, VPT felt stronger on the OW medic. It seems reasonable too, as the medic always had the option for ranger for a straight damage/mobility boost.
- Assault: Fragmentation and Tandem Warheads swapped - Gives the assault grenadier more predictability earlier
- Shogun: Shadowstep and Killer Instinct swapped - prevents gaining complete immunity to reaction fire, brings damage on a little earlier in the class
- Assault: Gains 5 base will and 0.6 base mobility - Increases chance to become psionic, slightly; makes it slightly easier to get CE off
- Gunner: Loses 5 base will - Decreases chance to become psionic, slightly
- Rocketeer: Tree and base stats reworked - see perk image

Bug Fixes:

- Exalt should no longer waste their turn by steadying their weapons - thanks to szmind for help with figuring out where to look
- Fixed some typos
- Optimized some code
- Fixed a bug where adrenaline surge was still granting 10 aim and appearing to grant 10 crit as well
- Fixed a bug where seekers, cyberdiscs, and drones would sometimes be landed
- Fixed a bug where the Home Ground bonus would not appear on UFO sites
- Fixed some missing in-game perk/ability descriptions
- Tried to include more code to fix the HUD disappearing with Exalt - hopefully this works even better
- Strangle now correctly displays a damage amount popup (was missing before)
- Fixed a bug where the defense value of units in F1 was not showing their correct defense value if they had tactical mobility
- Fixed a bug where both beam strengthening and the plasma stellerator were not giving damage as expected

LW Rebalance v1.29.01

Bug Fixes:

- Fragmentation correctly has a 35% chance to proc
- Fixed a bug where units would randomly get teleported to the center of the map
- Sectoid Commanders now properly have distortion (even if they are drop-ins)
- Fixed a bug where Shogun's perk tree would sometimes be missing a column of perks

LW Rebalance v1.29.00

Strategic:

- Passing a bomb disposal mission lowers panic by 10 (from 5) - Boost to make the harder council missions feel more worthwhile
- Marazuki's extraction mission now rewards 8 scientists - Makes it unique to that mission type
- Mr. Thorne VIP mission now rewards -20 panic due to political effect - makes it unique to that mission type
- Site Recon now provides +100 mission xp to all surviving members of the mission - makes it unique to that mission type
- Assault-style council missions grant double the cash reward - makes it unique to that mission type
- Success on Portent now has a reason the Exalt soldier/survivor doesn't kill himself: he now defects to your side and Anton "Vector" Smits joins your cause - But he was Exalt! Don't trust him!
- Success on the new Thomas Hutch extraction mission grants 2 new soldiers: Jamie "House" Watson and Jake "Snake Eyes" Green
- The "Act of the Game" no longer has any effect on abduction difficulty, and the abduction formula changed to be a little more variable - Act of game was an odd metric to use, and this will mean there should be a few more moderate abductions later on in a campaign (and maybe even a light)
- Added a new abduction map: Intro Level (for light and moderate abductions) - QoL
- Added a new mission: Thomas Hutch (as a council extraction mission) - QoL

Tactical:

- New Ability: Home Ground: Units participating in missions in their home country gain 10 will and 0.6 mobility
- Enrage now also increases mobility by 50% - Buff to it's effectiveness, makes it useful for units that are just moving
- Aliens will no longer auto-target and auto hit the VIPs: they can now miss like they should and will often prefer to hit a soldier that is an easier target if the VIP is in full cover - YAY, been wanting this for MANY MANY versions since the beginnings of LWR
- The moving of the camera and pausing/focusing on an object/unit during a tactical mission has been removed (e.g. van doorn talking, a flight computer description, etc.) - I always found it frustrating having to be forced to wait while the camera slowly pans and stops and bradford or someone talks for a while. I find it now feels much more intuitive where they describe what they are talking about and you can look or not if you want.
- Toned down the size of some of the alien leaders - Some felt a little cartoonish instead of cool
- Late game enemies starting at Sectoid Commanders have an increased chance to appear (SecCmmdr x1.5, MutonE+HyFloater x2, Sectopod+Ether x3) - so that they don't get diluted as much from all the earlier enemies
- The drop-in rate for enemies on multiple missions has been increase - Makes the drop-ins less of a small issue to a more major component of the mission

Perks:

- Neural Feedback always does 4 damage (from 5% of psi defender's will) - Simplification and a bit of a buff, acts to both limit strength on the final mission and buff it during normal missions. Also gives lower will soldiers a non-will based 1st level psi perk.
- Rift now deals 5 + will_diff/20 damage on the initial blast and final blast (from 3 + will_diff/20 on initial and 6 + will_diff/20 on final blast) - A little more concise and packs a little more punch on the first hit when the volunteer uses it.
- Psi Lance now deals 5 + will_diff/20 damage (from 4 + will_diff/20 and some caps) - Consistency and concise
- Fragmentation proc rate to 35% (from 25%) - Buff to assault grenadier and pure rocketeer - With the rocketeer firing every other turn, the pure build didn't need a weak initial perk for balance anymore and the assault grenadier could use some love
- Tactical Mobility back to 15 defense (from 10) - Buff to floaters
- Onslaught now reduces mobility by 50% (instead of setting to 0) - Significant buff to Marauders
- Aggression grants +10 crit per enemy in sight when using a shotgun - buff to shotgun assaults

Equipment:

- Laser Scatterer renamed to Laser Scattershot - Better name
- Guass Pistol changed to a Gauss Autopistol - Now there are 4 pistols and 4 autopistols
- All MECs gain 1 DR - Overall increase to their survivability and makes them even more useful early-mid game
- SMGs grant 40 crit (from 50) but grant +2/3/4 damage on crits per weapon tier (from 1/2/3) - Buff to their damage output
- Machine pistols grant 20 crit (from 40) but grant +2/3/4 damage on crits per weapon tier (from 1/2/3) - Buff to their damage output

XCOM:

- Fragmentation and Holo Rounds swapped on Goliath - Gives a MEC early access to holo, nerfs the grenadier goliath build some for balance
- Shogun and Goliath LCPL and CPL levels swapped - Brings them both online earlier

Aliens:

- Ethereal and Uber Etheral aim increased by 20 each - Makes it harder to focus disable them

Bug Fixes:

- Fixed a bug in the tech tree that said EMP weapons required 80 time when it's actually 350

LW Rebalance v1.28

LW Rebalance v1.28.22

Equipment:

- Recoilless Rifle mobility to 0 (from -0.6) and penetration to 1 (from 0) - Allows the mid-game rocketeer to be a little more effective at avoiding DR and to be a little more mobile

Perks:

- HEAT warheads grants 3 pen (from 2) - Buff for balance on the trees, especially with Recoilless Rifle granting a pen

Bug Fixes:

- Fixed a bug where the combat patrol cost was not incrementing
- Fixed a bug where the price for selling items in the grey market would modify when loading and saving other games too often (Note: the fix will occur after the first tactical mission)
- Fixed a bug where the assault rifle was doing 40 damage (!) - WHoopsies
- Fixed a bug where battlefield aptitude was not granting a will bonus
- Fixed a bug where battlefield aptitude was granting 5 more defense than intended
- Fixed a bug where all overwatch shots were bypassing cover DR
- Added some code to help prevent the HUD from disappearing when exalt panics - Not sure if this will work as the HUD doesn't disappear for me, but it might do the trick

LW Rebalance v1.28.21

Strategic:

- Conquering an alien base and freeing a country resets panic to 55 and lowers continent panic (including the freed country) by 5 (from setting to 88) - Makes it a lot easier to re-take countries and actually hold them

Perks:

- Fragmentation grants a 25% chance for double damage (from 20%) - Slight buff

XCOM:

- Gunner base will to 10 (from 15) - Slight nerf

Aliens:

- Berserker/Chryssalid mobility gain per alien level lowered to +1.2/1.8 (from +1.8/2.5) - Nerfed, Tone down on how much mobility they get, especially into the end game with stacking their mobility was too high
- Chryssalid mobility to 13.7 (from 15) - Nerfed, Decrease in mobility
- Seekers and Mutons upgrade at alien level 4, 6, 8, 10, 12, 14 (from 5, 7, 9, 11, 13) - Slight buff; makes it so that each alien level has some form of upgrade instead of focusing it mostly on the odd levels
- Berserkers and Mechtoids upgrade at alien level 6, 8, 10, 12, 14 (from 7, 9, 11, 13) - Same reason as above
- Heavy Floaters, Muton Elites upgrade at alien level 8, 10, 12, 14 (from 9, 11, 13) - Same reason as above
- Ethereals upgrade at alien level 10, 12, 14 (from 11, 13) - Same reason as above
- Sectopods start with Reactive Targeting Sensors (from only leaders having it) - Grants some more threat on the non-leaders

Bug Fixes:

- Fixed a bug where the Hit Chance Reticule was always saying 100%
- Fixed on typo on steady weapon suggesting it could affect overwatch shots
- Units caught off-guard should now correctly update their cover and position
- Suppression now correctly bypasses cover DR when it breaks and shoots
- Double Tap will no longer use the cooldown when the unit with double tap fires a pistol
- Fixed a bug where units throwing a grenade would sometimes speak twice or talk about a rocket being off target
- Fixed some slightly incorrect descriptions

LW Rebalance v1.28.20

Strategy:

- New soldier cost to 90 credits (from 110) - Makes it easier to avoid fatigue spirals with new soldiers

Tactical:

- New feature that identifies how much damage an explosive will have with fall off in the targeting HUD - Helps players figure out how close they are to their targets, QoL
- Explosive fall off is now simply the distance from the target down to 50% (from the distance from the target SQUARED down to 50%) - Makes explosive fall off less punishing

Equipment:

- AP grenades have 2 penetration (from 0), damage to 3 (from 4), and radius to 2 (from 1) - Makes them much better at penetrating hardened targets (as their name infers). Multiple reasons for the changes but the main one was a fall off being bugged at small ranges causing a significant decrease in damage with use.
- Javelin rocket radius to 2 (from 1) and scatter reduction removed (from -50%) - Large increase in hit area (2x radius, 4x area, 8x volume) but no more decreased scatter - necessary to fix damage fall off problem

Bug Fixes:

- Fixed a bug where holo rounds was granting +1 penetration even before holo was applied (making it quite OP)
- Fixed a typo where some descriptions still said shredder was damage received and not damage taken
- Fixed a bug where off-guard would popup after turn 2
- Fixed some typos
- Fixed a bug where panicked units were not acting correctly and sometimes would get a free move (almost lost Chilong in my own campaign due to this!)
- Fixed a bug where after a soldier has finished panicking, they still hyperventilate
- Fixed a bug where aliens that were "off guard" would still not process their cover correctly

LW Rebalance v1.28.19

Strategic:

- Reward soldiers start with their current rank, but their xp is set to a rank lower - Acts as newer soldiers taking time to adjust to XCOM, makes soldiers that have "earned" their ranks more valuable, slows down overall xp gain from reward soldiers (note: in the previous version this was bugged and reward soldiers started with 0 xp)
- XTP II auto promotes to LCPL and grants 100 xp (from 0 xp) - Adjusted to new dynamic of autopromotions granting xp to 1 rank lower
- MECs no longer receive additional fatigue - it was minor enough not to warrant the inclusion due to it not really being necessary to hamper MECs as their costs justify their strength

Tactical:

- You can now view abilities on XCOM units during a scamper move and they will be colored red denoting that they cannot be used - Helps identify charges/cooldowns and what abilities each of your units have available
- New dgc.ini value: RAND_DAYS_INJURED=1; (LWR Default = 1) After this many covert operative extraction or data recovery missions bradford will not talk about objectives before new mission - Allows the player to control how often bradford will talk about how to do exalt missions (setting to 0 will mean never)
- Shred is now based on damage taken instead of damage received - This just means it doesn't count the damage that was resisted, only the damage that was taken. This was changed because it was possible to stack high shred counts on some bosses (e.g. the final boss of the game) when they had full DR while still getting very strong shred effects. This way, it's still important to circumvent their DR and shred still stacks indefinitely and exponentially.

Perks:

- Extra Conditioning grants 20% reduction in both fatigue and injury times (from just fatigue at 30%) - Makes the increased use of the soldier work for wounds too
- Squadsight is -4 aim per tile (from -3 aim per tile) - Since sniper rifles and marksman scopes set this to -2, this change only affects Jaegers and enemy SS units, both being toned back slightly
- Sapper grants triple enviro damage (from quintuple) - Slight tone back on end-game cover destruction capability, cover destruction is very strong and not always ideal gameplay to have so strong, at triple enviro damage it will still destroy most things so this is't as large of a nerf as it might seem (e.g. a HE greande will do 180 enviro damage instead of 300, and most objectives have 40-120 enviro HP; a plasma grenade would do 300 enviro damage)

Equipment:

- KSM damage to 24 (from 20) - 20% buff in damage
- SMG crit to 50 (from 40) - Buffed, makes critting easier with them to act as a slight boost to their strength
- MINE launcher radius increased to 4 (from 3) and enviro damage to normal (from double) - Significant buff while also reducing cover destruction capability in the end game

XCOM:

- Shogun loses 0.6 base mobility - Slight nerf

Bug Fixes:

- Added some extra code to make sure that people you are OWing get OW'd when they act (as sometimes this would get missed)
- Fixed a bug where quieting bradford during consecutive exalt missions wasn't working - Thanks to szmind for this awesome code and the fix! =D
- Fixed some typos in-game and on the perk tree
- Fixed a bug where aliens who were panicked would sometimes not lose their first turn during their session of panic
- 2nd wave option "Training Roulette" no longer disables mobility stat gains
- Hit and Run now correctly colors the HUD icons purple for disabling shot and precision shot when active
- Shoguns now correctly have Fortified as a LCPL perk
- Fixed a bug where sectopods would show Hit and Run on their perk list
- Fixed a bug where distortion aura was working on flanked units

LW Rebalance v1.28.18

Maps:

- Removed some especially difficult landing zones from many maps to smooth out the difficulty of many missions

Strategic:

- XTPs that autopromote don't actually grant any xp, just the promotion - Slows down xp accumulation while still making lower level soldiers still useful, making Show 'em the ropes more useful as well - Thanks to snackhound for the idea

Tactical:

- A popup now displays when a unit is in smoke and it prevented a reaction shot - QoL, helps the player better understand game mechanics
- If you click on one of your units that are on overwatch, you can now see which enemies it has overwatch against as there will be a big green arrow over each enemy that that unit is targeting on OW - Provides some additional information if you've triggered more pods or simply had a long turn and want to quickly see who you can OW - thanks to szmind for the code
- Disorientation lowers mobility by 60% (from 70%) - It was a little too effective at 70%

Perks:

- Aggression now grants 5 crit per enemy in sight (from 10 crit and +1 crit damage) - Distinction of the perk and makes it stronger when XCOM needs it more
- Executioner grants +30 aim and +2 damage (from +20 aim and crit, and +2 damage) against targets at or below half health - Extra aim will carry over to crit if it's too much, simplification and buff of the perk, helps finish off low life targets that you just need to tag, and the crit on a unit below half health was usually not that important

Equipment:

- Shielding Pod requires Muton Interrogation (from Heavy Floater Autopsy) and New Combat Systems (from MEC Warfare Systems) - Brings the shielding pod online earlier to help SHIVs through the mid game, also didn't make sense that a SHIV only item was unlocked from a MEC tech

XCOM:

- Aggression and Bullseye swapped on Jaeger - makes the MSGT perk option more competitive
- Bullseye replaced with Sharpshooter on the Sniper - makes more sense for the sniper and still acts a little like anti-floater tech, also, tones down proliferance of bullseye and increases occurance of sharpshooter
- Alloy SHIV armor HP to 22 (from 18), Hover SHIV armor HP to 16 (from 14) - Boost to tankiness
- Hover SHIV defense to 30 (from 20) - Boost to resiliency
- Marauder perk tree reworked some (see perk image)

Bug Fixes:

- Fixed a bug where aliens would sometimes avoid multi-turn panics
- Fixed a bug where some abilities would remain on cooldown for an extra turn longer than they should
- Fixed a bug where RTS would trigger against XCOM units with snapshot
- Fixed a bug where "Reaction Fire Avoided" popups would occur when there was no reaction fire to avoid
- Fixed a typo on assault carbine's aim

LW Rebalance v1.28.17

QoL:

- Aliens who are out of ammo will now display this in the F1 panel incase you missed the popup
- Alien max level leaders now have gold HP bars - Distinguishes them from normal leaders

Air Game:

- Combat Patrols now cost 200 credits, but their cost increases by 100 after each use - The cost increase is cause the aliens get more resilient and aware of their effect. =P This makes it much more appealing to use, but not something that can readily be abused. It also presents an interesting dynamic of WHEN you should use them for best effect.

Strategic:

- XP required for GSGT/MSGT decreased/reverted to 5100/7000 (from 5500/8000) - The change wasn't required, the fatigue problem fixed it and the slower progression wasn't as ideal gameplay for the player
- XTP I now also auto promotes all PFCs to SPECs - Prevents ever having to field a PFC after acquiring
- XTP II now also auto promotes all SPECs to LCPLs - Prevents ever having to field a PFC/SPEC after acquiring
- XTP II grants +10xp/day to LCPLs and CPLs (from +10 more to PFC/SPEC and +30 to LCPL/CPL) - Tone back on rate at which XTP provide xp to mid level units. It was sometimes more beneficial to leave your units out of battle than actually bring them in a battle for the purposes of gaining XP. Simply, OTS programmes were much too strong and even sometimes punished players who brought them on missions with less XP.
- Special Warfare School grants triple xp bonus to XTP (from +50%) - Accommodates for decreased XTP rate
- Added new 2nd wave option: Ease Into It (#17): The first mission consists of only 10 sectoids - Gives those who dislike the first mission an easier way around it

Tactical:

- The chance for being fatigued is decreased to 2% (from 3%) - Makes it a little less punishing to bring fatigued soldiers on missions
- The chance for being exhuasted is decreased to 0.2% (from 1%) but is no longer restricted to non-battle situations and fatigue of >10 days - Makes it always a possiblity but much more rare so it doesn't hurt as much when you bring someone with 10+ days of fatigue in, also a simplification
- Chance of Alien Leaders reduced/reworked: Leaders in a pod now have a 25 + 5% per alien chance to appear in each pod - Slowly increases portion of leaders fought throughout the game. Note certain scripted missions will dictate alien leader chances outside of this formula.
- Leader Levels reduced/reworked: Leader level = 1 + rand(alien level/2), it can then be increased by ufo size (+0-3) and alien aggression (+0-2) and capped at 8, and then has a 10% chance to gain +1 - Reduces early and mid game frequency of high level aliens. Note certain scripted missions will dictate alien levels outside of this formula.
- Shaken now only lowers will be 10 per allied death (from 15) - Helps prevent will from plummeting as much during "dangerous" times

Perks:

- Officer Perk: International Warriors replaced with Clutch Leadership: Squad receives +2 aim per enemy in sight and +5 defense when protected by cover - Buffed, removed the continent requirements (as it felt odd) and replaced with # of enemies in sight as a more interesting and engaging mechanic, added some def that requires cover
- Officer Perk: Battlefield Aptitiude now grants +5 defense when protected by cover and +10 will (from just +5 defense at all times) - Buffed, includes cover-based defense and a will bonus
- Officer Perk: Show 'Em The Ropes grants triple xp (from double) but only grants it to CPL or lower (from SGT or lower) - The goal was to accelerate lower ranks quickly. SGT is not really a low rank, and double mission xp really wasn't fast enough for the lower ranks. This also helps accommodate for decreased XTP xp gain.
- Grit grants +3 HP (from +2) - Buff to gunner tanks
- Bombard increases throw range by 20% (from 40%) - Prevents aliens from throwing grenades as far, which was making cover and range less relevant
- Sharpshooter altered to grant +10 aim against bio targets (from +1 pen) - Makes it more unique, and stacks with bullseye against floaters
- Distortion's aura provides 30 defense to those in cover within 8 tiles (from 50 defense) - Toned back so it's not as oppressive

XCOM:

- Sharpshooter on the Sniper perk tree replaced with opportunist - Sharpshooter was a little weak and this helps turn on the mayhem overwatch build for snipers
- Sharpshooter on the Infantry perk tree replaced with aggression - Pushes crit builds a little more on a MSGT infantry
- Grit on the Assault perk tree replaced with Shadowstep - Grit was getting too strong of a choice and shadowstep allows for more crit predictability

Bug Fixes:

- Misc typos
- Fixed a bug where enemies with rapid reaction would still try to go on overwatch even when it would do nothing
- Fixed a bug where reaction fire avoiding abilities would proc even when there was no reaction fire to avoid
- Fixed a bug where impact was working for attacks other than shots

LW Rebalance v1.28.16

Strategic:

- Special Warfare School no longer grants -20% fatigue but instead grants +50% xp from XTPs - Makes more sense as it focuses on the "warfare school" aspect
- Roscosmos no longer grants an additional uplink but instead replaces the starting uplink with a nexus - Makes it easier to build upon, especially in Europe
- Fatigue increases by 5% per month (from 10%) - It was getting too punishing in the late game, and not all missions reduced at 10% per month into the late game

Tactical:

- Shred no longer removes hardened and grants +1 damage per application but instead: Damage to shredded targets is increased by 20 + x%, where x is 5 times all shred damage received - Despite trying to increase it with multiple applications, it was still too weak and not often sought-after (unlike holo). This should give it the boost it needs to make it more main-stream. Remember, you can check the amount of shred in F1 on any target. As an example of use: if you fire at and hit a mecthoid with a shredder ammo Gauss LMG, you will deal 10 damage and, regardless of how much damage was resisted, the mecthoid will be receiving +70% damage from future sources, but will still be hardened. Javelin rockets will also stack up additional damage quickly. There is no cap so on large enemies stacking shred can increase the damage drastically.
- Rocket scatter reduced by 20% - Increases accuracy of rockets

Perks:

- Shock and Awe grants rockets the ability to maim any biologic target that is below half health - Significant buff to the strength and role of rocketeers in the mid and late game
- Tactical mobility grants +10 def (from +15) - Toned back a little, making floaters and other high defense targets a little easier to hit
- Officer Perk: Strength in Diversity renamed to Strength in Numbers and grants will equal to the number of deployed soldiers (instead of number of different countries) - It was frustrating/annoying to have to worry about ensuring different nationalities
- Officer Perk: Stay Frosty grants 10% fatigue reduction (from 7%) - Buff for balance, was underpowered slightly before and the new strength in numbers is even a little stronger
- Holo Rounds no longer grants +1 penetration to shots at mechanical targets but instead, shots against targets that are holo'd will receive +1 penetration - Makes the debuff more significant to play with and around, especially now that the pen works on all units
- Vital Point Targeting grants +60% damage at point blank (from +50%) - Boost to it's strength in close quarters
- Fire Rocket and Javelin Rocket have a shared 1 turn cooldown - Prevents rocketeers from firing their rockets every turn, encouraging them to diversify their playstyle
- Critical System Targeting grants +50% damage (from +40%) - Needed a boost to stay competitive on the trees
- Extra Conditioning grants 30% fatigue reduction (from 20%) - Focuses more on the fatigue reduction aspect of the perk
- Mayhem grants 2 damage to suppression (from 1) - Buffed, it accelerated too quick to laser and was too weak at ballistic
- Hit and Run grants +2 damage against uncovered targets - As a single hit shot, it needed more of an impact
- Ranger grants +20% throw range (from +10%) - Buffed to boost builds on the perk trees

Equipment:

- Core Armoring renamed to Core Plating, Regenator Vest renamed to Regenerative Plating, Reinforced Armor renamed to Reinforced Plating - Increases understanding of their use and adds consistency to the naming convention
- Marksman's Scope renamed to Marksman Scope - Simplicity
- Adapative Tracking Pod grants +5 aim (from 0) - Accommodates for Bullseye not being as strong
- SAW/LMG/SHIV weapons grant mayhem suppression 3-6 damage (from 2-5) and plasma lmg grants 8 (from 7) - Accommodates for mayhem buff
- Breaching Ammo no longer bypasses the crit penalty from hardened targets - without shred removing hardened, it's room to work is increased significantly

XCOM:

- Gunner's Holo Rounds and Shredder swapped - Brings Holo on earlier
- Sniper's Holo Rounds and Executioner swapped - Brings Holo on earlier
- Scouts's Holo Rounds and Packmaster swapped - Brings Holo on earlier
- Medic's MSGT perk Grit replaced with Brawler - Tone back on the late game strength of the tank medic while pushing the CCS build

Aliens:

- Chryssalid defense to 30 (from 50) and their innate DR is reduced to 0.5 (from 1) - Accommodates for shredder's inability to remove hardened and makes them less frustrating to hit
- Shredder ammo removed from all muton elites to just leaders - It was too difficult to avoid and felt too punishing for the rate at which you acquired it, this should make it so it is somewhat avoidable by only worrying about the leader
- Holo rounds moved from level 5 muton elites to all muton elites - Accommodates for losing shredder and provides a late game source of holo as drones become less common

Bug Fixes:

- Fixed a LW 1.0 bug where red fog was modifying will values incorrectly
- Fixed a bug where rapid reaction could still overwatch against units that were unseen 
- Fixed a bug where Impact was only granting penetration against mechanical units

LW Rebalance v1.28.15

Strategic:

- XTP I grants +10xp per day for PFCs and SPECs (from +20xp per day for PFCs only) - Toned down in rate, but grants much more total xp
- XTP II grants PFCs and SPECs gain +20 xp per day and healthy LCPLs and CPLs gain +30 xp per day (from +50xp per day for SPECs and LCPLs) - Toned down in rate, but grants more total xp
- You can no longer retrain a soldier unless they are healthy - Makes sense and prevents some abuses

Tactical:

- Bradford will no longer explain to you how to perform a mission if you've already done it before (e.g. covert op missions) - Thanks to szmind for the amazing code
- Outsiders now physically grow in size based on their health - makes the effect of their growth perk more apparent
- Panic has a 30% chance to not break each turn (from 20%) [Still capped at 4 turns] - makes it more effective as it's more likely to be multi-turn
- Injury and Fatigue increases by 10% each month - There was a problem getting into the late game where the missions would start to significantly decrease making too many of your soldiers not needed and the ability to focus too much on just an A and B team, this keeps injury and fatigue times up with mission density

Perks:

- Mayhem grants +25% weapon damage to rockets (from +20%) - It was doing too little at 20%
- Rapid Reaction no longer grants reaction shots at units that were out of sight when the unit went on overwatch - It negated a core mechanic of overwatch, felt unfair a lot of the time, and made movement difficult/slow/unfun
- Psi Inspire lasts 1 turn (from 2) - Was really strong at 2, not needed and made it too competitive
- Psychokinetic Strike cooldown to 8 turns (from 3) - Nerfed as it was too strong (Like unlimited sapper)
- Telekinetic Field cooldown to 6 turns (from 4) - Nerfed as it was too strong as well (Like unlimited dense smoke)
- Inner Fire also grants 1 DR (1.5 DR with psi mastery) - Buffed, useful on tanks too
- Sharpshooter no longer grants any bonus aim (from +10 aim against targets in cover) - It was a little strong, balance on the trees
- Extra Conditioning grants +1 armor HP (from +2) - Nerfed as the fatigue reduction is really strong and it was stronger than ideal for tree balance
- Bullseye grants +15 aim against flying units (from +20) - It's surprisingly strong
- Disabling Shot has a 3 turn cooldown (from 2 turn) - Slight tone back; mostly just prevents consistent disabling which wasn't a common use
- Distortion grants 50 defense against shots to all allies protected by cover within 8 tiles (from 10) - Was too insignificant at 10, encourages either dealing with the distortion unit or bypassing cover
- Tenacious Defense grants 2 HP (from 1 HP) - Toned back for balance on the trees
- Jetboot Module to 4 turn cooldown (from 2) - It was previously a little too weak, and the buff made it a little too strong. However, I wanted to keep the unique role it plays vs other +mob perks so the cooldown was increased instead.

Equipment:

- Neural Gunlink aim to 15 (from 10) - Increased offensive potential of psionics
- Gauss and Pulse SMGs grant +2 damage during critical hits (from +1) and the Plasma SMGs and Plasma Mauler grant +3 damage during critical hits (from +1) - Boost to the damage of higher level SMGs
- Spare Rocket and Javelin Rocket only grant 1 rocket (from 2) - Tone back on # of turns rocketeers will spend just firing rockets in the early and mid game (basically pre-Shock and Awe)

XCOM:

- Gunner base will to +15 (from +10) - Slight boost to allow for a little more psionic potential

Alien:

- Various enemies will no longer receive an alien level stat upgrade at the same alien level that they appear en masse which includes: Seekers, Mutons, Mechtoids, Berserkers, Sectoid Commanders, Heavy Floaters (2 levels), Muton Elites (2 levels), Sectopods, Ethereals (2 levels)
- Muton will to 10 (from 20), Muton Elite Will to 30 (from 50), Floater will to 15 (from 30), Heavy Floater will to 20 (from 35) - Decreased amount of will throughout enemy ranks
- Muton/Muton Elite/Floater/Heavy Floater will gain per level to 6 (from 10) - Decreased amount of will throughout enemy ranks
- Muton base DR to 0.5 (from 1) - Makes them a little easier to down with lower damage weapons
- Muton Elite base HP to 30 (from 24) - Increases resiliency, accommodates for level losses
- Heavy Floater base HP to 20 (from 16) - Increases resiliency, accommodates for level losses
- Sectoid Leader level 1 will bonus to 20 (from 30) - Slight reduction as they are really strong opponents
- Ethereal will per level increased to 40 (from 20), aim per level to 20 (from 10), regen per level increased to 6 (from 3), and hp per level increased to 10 (from 5) - Accommodates for getting half as many levels
- Ethereal base health to 28 (from 24) and aim to 110 (from 100) - Accommodates for getting less levels

Behind the Scenes:

- Streamlined the overwatch code - helps prevent bugs and machine lag
- Streamlined some health display code - helps prevent bugs and machine lag

Bug Fixes:

- Fixed a bug where Ready For Anything would sometimes not correctly add all units visible to the valid overwatch targets
- Fixed a bug where drop-ins and other reinforcements would trigger inappropriate reaction shots from XCOM soldiers on overwatch
- Fixed a bug where the confirmed sightings on UFOs would disappear if the game was played in languages other than english

LW Rebalance v1.28.14

Bug Fixes:

- Ballistic, Laser, Gauss, Pulse Carbines grant 5 def - They were unintentionally granting 10 def

LW Rebalance v1.28.13

Strategic:

- XP required for GSGT and MSGT increased to 5500/8000 (from 5100/7000) - Makes it harder to max out your A-Team

Perks:

- Mayhem grants +70% and +90% weapon damage to strike and sniper rifles (from 75/100) - Slight tone back to accommodate for loss of penetration making other sniper builds proportionally weaker
- Sapper no longer grants an additional penetration - Cover destruction is really good
- Smoke and Mirrors no longer increases throw range (just extra grenades and reaction fire immunity with support grenades) - Tone back of offensive disabling potential of supports, was especially too far on the support rocketeer
- Mind Fray lasts through 2 turns (from 1) - It was too weak for XCOM, especially vs psi panic

Equipment:

- Carbines all grant +5 defense - Makes them unique and acts as a buff

Bug Fixes:

- Fixed a bug where newly revealed pods that went on overwatch sometimes wouldn't have their overwatch trigger

LW Rebalance v1.28.12

Air Game:

- Stringray fire time increased to 11s (from 10s) - Slight nerf
- Phoenix Cannon cost to 130 credits (from 300) - Signifcantly more accessible

Strategic:

- Base Fatigue time for going on a mission lowered to 0 days for soldiers and 2 days for MECs (from 1 and 3 days) - Makes fatigue a little less penalizing
- Consistent Fatigue reduced to 7/9 days (from 10/12 days) - accommodates for reduction of base fatigue, assumming 14 turns for a mission instead of 18
- Difficulty modification of alien level to 80/90/100/110% (from 62.5/75/87.5/100%) - Increases the rate at which campaigns will encounter new aliens, prevents easier difficulties from not gaining access to certain aliens before they require their research
- Abduction soldier rewards will have a minimum rank of Specialist - Never felt great to get another rookie

Equipment:

- Sniper Rifle penetration to 1 (from 2) - Was too strong at acting as mobile artillery, simplifying too many encounters
- Strike Rifle penetration to 0 (from 1) - Balance vs sniper rifle and other weapons
- Strike Rifle crit to 30 (from 20) - Slight buff for balance vs other weapons
- Battle Rifle crit to 10 (from 0) - Slight buff for balance vs other weapons
- Elerium Emitter range to 5 (from 10) - Encourages short range use as stealth can be quite abusive

Bug Fixes:

- Fixed a bug where every unit in the game was getting the damage bonus of brawler up close - Whoopsies
- Fixed an AI bug where some Mutons, Muton Elites, and Floaters would skip their turn when they tried to throw a grenade but their target was out of range - Slight improvement of AI
- Fixed a bug where officer's would sometimes not grant bonus experience to soldiers on 'heavy' missions
- Fixed a bug where Double Tap would sometimes not go on cooldown after using it
- Fixed a bug where a random popup of "Javelin Rocket" would sometimes occur when using javelin rockets that missed

LW Rebalance v1.28.11

Strategic:

- Plasma Weapons research renamed to Light Plasma Weapons, Advanced Plasma Weapons renamed to Standard Plasma Weapons - More intuitive to what they actually unlock
- The Brawler ability now has it's own icon - QoL

Tactical:

- Aliens gain 5 and 10 will on brutal and impossible (from 10 and 20) - Makes psionic abilities more useful against them on higher difficulties

Perks:

- Ranger grants 20 aim to sidearms (from 25) - Slight nerf as them outpacing primary weapons wasn't ideal
- Light 'Em Up now grants +1 damage to non-reaction shots - Encourages straight out shooting on the infantry, pushing the hybrid roles more

Equipment:

- Battle Rifles moved to basic laser/gauss/pulse (from advanced) - Allows unlocking them earlier
- Plasma Battle Rifle moved to Standard Plasma Weapons (from Heavy Plasma Weapons) - Consistency with previous tiers
- Plasma Novagun moved to Heavy Plasma Weapons (from Standard Plasma Weapons) - Consistentcy with previous tiers
- Rocket damage to 100% of base (from 125% of base) but scatter reduced by 20% - Overall nerf: 20% more consistent but less damage. More tone down for early game while not touching mid or late game as much.
- Carbine aim to 10 (from 15) and crit to 20 (from 30) - Was really strong putting it in too much of a primary role
- SMGs no longer grant Killer Instinct and instead grant +1 damage during critical hits - Nerfed, prevents overlap with the perk -- killer instinct was providing more damage than intended for a lightweight rifle (often +2 or more during crits)
- Machine Pistols now grant +1 damage during critical hits - Buffed, makes them more useful
- Pulse Pistol, Laser Pistol, and Laser Heater all lose their 10 aim, but each instead grants 10 more crit - The 10 aim was bugging out and not working in many situations and I couldn't fix it, it should have only been 5 aim so the 10 crit seems a reasonable compromise, gives the Heater a unique roll as highest crit laser tier

Equipment Crit Adjustments:

- Gauss Carbine to 45 crit (from 65) - Should have been 20 base crit with +25 crit to accomodate for the 0.5 damage loss (0.25 * 0.5 * 4 = 0.5)
- Gauss Stuttergun to 65 crit (from 75) - Should have been 40 base crit +25 crit (rounded to nearest 5: 15) to accomodate for the 0.5 damage loss (0.25 * 0.5 * 4 = 0.5)
- Gauss Strike Rifle to 35 crit (from 40) - It should have 20 crit (strike rifle) and then 14.3 more crit (rounded to nearest 5: 15) to accommodate for the 0.5 damage loss (0.1429 * 0.5 * 7 = 0.5)
- Gauss Pistol to 25 crit (from 35) - It should have +25 crit to accommodate for the 0.5 damage loss (0.25 * 0.5 * 4 = 0.5)
- Gauss Battle Rifle to 15 crit (from 20) - It should have 14.3 more crit (rounded to nearest 5: 15) to accommodate for the 0.5 damage loss (0.1429 * 0.5 * 7 = 0.5)
- Gauss Machine Gun to 10 crit (from 15) - It should have 10 more crit to accommodate for the 0.5 damage loss (0.1 * 0.5 * 10 = 0.5)
- Pulse Carbine to 45 crit (from 65) - Should have been 20 base crit +10 crit for pulse with +16.67 crit (rounded to nearest 5: 15) to accomodate for the 0.5 damage loss (0.1667 * 0.75 * 4 = 0.5)
- Pulse Stengun to 65 crit (from 75) - Should have been 40 base crit +10 crit for pulse with +16.67 crit (rounded to nearest 5: 15) to accomodate for the 0.5 damage loss (0.1667 * 0.75 * 4 = 0.5)
- Pulse Strike Rifle to 40 crit (from 45) - It should have 20 crit (strike rifle) +10 crit for pulse and then 9.5 more crit (rounded to nearest 5: 10) to accommodate for the 0.5 damage loss (0.0952 * 0.75 * 7 = 0.5)
- Pulse Pistol to 35 crit (from 35) - It should have +10 crit for pulse +10 crit for being a pulse side arm +16.67 crit (rounded to nearest 5: 15) to accommodate for the 0.5 damage loss (0.1667 * 0.75 * 4 = 0.5)
- Pulse Battle Rifle to 20 crit (from 25) - It should have +10 crit for pulse 9.5 more crit (rounded to nearest 5: 10) to accommodate for the 0.5 damage loss (0.0952 * 0.75 * 7 = 0.5)
- Pulse Gatler to 15 crit (from 20) - It should have +10 crit for pulse and +6.67 (rounded to nearest 5: 5) more crit to accommodate for the 0.5 damage loss (0.06667 * 0.75 * 10 = 0.5)

Aliens:

- Sectoids, Seekers, Sectoid Commanders all have +5 aim - Accommodates for Ranger nerf

Bug Fixes:

- Shadowstep buff was appearing on all units (even those without shadowstep) - Just a display bug, but fixed nonetheless
- Added the "Grants Maim" with description to all relevant sidearms

LW Rebalance v1.28.10

Strategic:

- SHIV Advancements no longer grants Danger Zone - Was a little too strong with Danger Zone especially at a time when the SHIV is already very strong
- Toned back council requests ability to offer high reward soldiers - Prevents situations like getting a request for a TSGT in March
- Retraining a Soldier (reseting their perks) now costs 0 meld but adds 15 days of fatigue - Allows players to reset perks for a more reasonable cost -- meld was a poor cost b/c it was too restrictive in meld starved campaigns and too abdundant in meld plentiful campaigns. This also allows reasoanble experimentation with soldiers that are not seeing as much action.

Tactical:

- Off Guard is a 80/40% chance on the 1st and 2nd turn to catch units off guard (from 100/66/33% on the 1st, 2nd, and 3rd turn) - Toned back slightly, as a little too powerful and will still have it's intended effect at 80/40%.
- Overseer missions now contain an extra pod of 3 outsiders - Makes it so players always have access to a shard for creating a skeleton key

Perks:

- Ranger grants a 10% throw range increase - A compromise to boost the throw builds while still boosting other builds. Yes it's more complex but this is kinda a swiss-army knife perk that seems to need it.
- Squadsight penalty now kicks in at 20 tiles (from 22) - Slight nerf to squadsight classes (no change for 0-20 tiles, -~5 aim at beyond 22 tiles)
- Danger Zone only boosts suppression on Gunners (not explosives) - Made little sense that it did, was just I had to (eventually) figure out how to program it as it was tricky
- Snapshot reduced to 25 and 50% chance to trigger a 0 AP action with a normal weapon and strike rifle, respectively (from 30 and 60%) - The strike rifle was buffed significantly which made the strike rifle scout a lot more powerful than the other options, this is to pull it back in line. It also was a little too competitive on both the infantry and Shogun so this pushes it back slightly on them.
- Deflection shield increases defence by 5 per tile (from 3 per tile) - With the reduction on triggering on difficulties and the lack of crit resistance attached, it was a little too insignificant at acting like a form of mobile cover and protecting ethereals, sectoid commanders, and mutons that walk into the open without acting
- Mind Merge reduces rocket scatter by 25% (from 50%) - You could move and fire a rocket, counteracting the extra scatter with mind merge, it was a lot more powerful than intended
- Mechanic grants 1 repair charge (from 2 repair charges) - Early game it was too effective at keeping your SHIV alive (+8 HP) and made the engineer/SHIV combo too strong

Equipment:

- Kinetic Strike Module (KSM) weight to 0 (from -0.6) - Makes it easier to use and move around with
- All support grenade ranges pulled back by 2.5 tiles - Tone back on the ability to disable enemies from long range and encourage supports to care a little more about their position (instead of sniping from the back lines without concern)
- AP grenade range to 10 tiles (from 12.5) - It's ubiquitous use was causing other shred applying sources to be uncompetitive, toned back to open up more room for competition
- Arc Rifle gains +4 extra damage against mechanical units (from +3) with the Supercapcitors Upgrade - Makes arc rifles slightly more useful with pulse
- Markman's Scope reduces squadsight penalty to -2 per tile (from -3 per tile) and grants +5 crit as well - buff to the item for competitiveness
- Respirator Implant grants 0 HP (from +1 HP) - Slight tone back. It made little sense it gave you 1 armor HP and the item was already strong enough to create situations where you'd equip it on everyone making other items less competitive.
- Javelin rocket scatter to -50% (from -60%) - Makes the choice between extra rockets and extra jav more competitive

XCOM:

- Marauder base stats gain 1.2M - Helps the Marauder position close to use Onslaught and CCS. Boost for balance between MECs.

Aliens:

- Squadsight moved from lvl 5 cyberdisc leaders to level 9 cyberdisc leaders and from lvl 5 sectoid commander leaders to level 9 sectoid commander leaders - It's a frustrating perk to work around and should be reserved for more rare leaders
- Seekers now shred and deal 1 + [50% of current HP] damage to any unit they strangle - Makes their strangling a lot more dangerous while not outright killing VIPs and more fragile/damaged units
- HIVE Queens have 5 less HP - They were really tough with fortified and Grit
- Seekers gain 25% less HP with each alien level - Makes them easier to take down as flying robotic units are naturally tanky

Bug Fixes:

- Fixed a bug where you could command multiple times on the same unit on the same turn
- Fixed a bug where off guard units would sometimes get cover when they shouldn't have cover and not have cover when they should and also they would avoid certain abilities like psionic abilities and flamethrowers
- Fixed a bug where Danger Zone wasn't boosting the radius of Plasma Grenades or the MINE Launcher
- Fixed a bug where aliens leveling up too early and you'd sometimes see aliens ahead of their level or leaders that were too difficult for what you should be facing
- Fixed a bug where using Run and Gun and triggering a pod would reset Run and Gun and make the unit suceptible to reaction fire again
- Fixed a bug where Brawler wasn't granting the correct amount of DR
- Fixed a bug where multiple devices were not having their throw ranges increased by Grenadier and/or Smoke and Mirrors
- Fixed some misc typos
- Fixed a bug where squadsight would sometimes show up as an aim penalty with -0 aim (which was superfluous)

LW Rebalance v1.28.09

Strategic:

- Cadre boosts 8 soldiers to LCPL (from 5 at CPL) - Toned back on what some consider one of the strongest starts
- Research Focus grants 12 scientists (from 20) - Toned down
- Neopanzers grants a 45% discount (from 35%) - Buffed

Tactical:

- Added the shadowstep buff to the F1 list after moving - QoL
- Sectopod's Cluster Bomb ability now constantly shows a warning of it's target location - really helps a player become aware of the cluster bomb target, especially if they miss it during frantic battle - it was too frustrating not to know where
- Command can only be used on 1 unit once per turn - Stops some ridiculous situations, forces the player to spread the love with command through the entire squad if they are tactically brilliant

Perks:

- Shredder now increases damage dealt by +1 per application of shred (from just +1 damage dealt regardless of number of applications) - Makes using multiple sources of shred more reasonable
- Aggression grants +10 crit (from +20 crit) - Toned back on strength so crits were not as reliable with classes who picked up aggression, balance on the trees
- Holo Rounds Grants +1 penetration to shots against mechanical units (from +1 damage) - Buffed for the unit using the holo
- Impact grants +1 penetration (from +1 damage) - Slight buff, makes more sense with the perk
- Close Combat Specialist reaction shots receive -35% weapon damage - They were too strong for free shots
- Brawler no longer grants opportunist and instead grants +35% weapon damage to reaction shots made within 4 tiles and +35% DR against shots made within 4 tiles (from 30%) - Makes the perk more about reaction fire within 4 tiles than increasing all reaction shots, also counteracts the negative of CCS

Equipment:

- Neural Gunlink grants 15 crit (from 10) - Slight buff to make it feel more significant
- Marksman's Scope grants +5 aim - Slight boost
- Reinforced Vest grants 2.5 DR (from 2 DR) - Slight boost for competitiveness
- Platform Stability reduces rocket scatter by 15% (from 30%) - Makes it less mandatory

XCOM:

- Jaeger swaps Holo Targeting for Jetboot Module - Makes holo less obvious of a choice on CPL
- Marauder loses Rapid Reaction and gains Ready For Anything - Rapid Reaction was really powerful and could still set up some unideal overwatch traps. Also, Ready For Anything works more with the theme of the Marauder and boosts the synergy with Awareness.
- Maruader loses Bullseye and gains Repair Servos - Gives it another option encouraging it to be more aggressive as Bullseye was mostly overshadowed by VPT on a class that likes to get so close
- Shogun loses Awareness and gains Absorption Fields - Awareness was challenging to use on the Shogun and the tanky build needed a little more resiliency
- Assault swaps Aggression for Sprinter - Makes the GSGT picks more competitive

Aliens:

- Outsiders start with Impact - Makes their shots a little harder to tank (helps temper the CCS nerf)

Bug Fixes:

- Fixed some incorrect ability descriptions
- Fixed a bug where First Aid was sometimes granting 3 medikits
- Fixed a bug where the "Off Guard" pop-up would trigger on the XCOM Base Defense mission
- Fixed a bug where Reactive Targeting Sensors would sometimes give Close Combat Specialist shots +50 aim
- Fixed a bug where combat drugs would sometimes show in F1 as granting 10 crit (even though it didn't)
- Fixed a bug where if your save game # got too high UFO crash sites would stop yielding any sighting information
- Fixed a bug where some descriptions of carbines did not get upgraded with the +5 aim
- Fixed a bug where sectopods would take damage from their own cluster bombs - They are now immune

LW Rebalance v1.28.08

Installation:

- A new directory needs a file to be installed for LWR: "Movies/XEW_ShieldLogo.txt" needs to be added

Strategic:

- MEC Mark 2 research no longer requires Elerium - It already required Mobile Power Armor which required elerium so this was redundant

Tactical:

- Improved the pod reveal system: When a pod is revealed, it will wait 1 second on their location after they are finished moving to help the player clearly understand where they moved to, and if a pod is caught off guard, the popup will be clearly displayed and the camera will wait 2 seconds on the popup - Makes revealing pods a lot more informative and prevents the quick camera angles from hiding pod reveal locations -- This is a really nice improvement that plays really well; probably something that probably should have been in the game since XCOM:EU.
- The chance to become critically wounded (instead of dying) is changed to: 10*(BaseHP - OverkillDamage)% (from BaseWill%) - Makes will a little less important and HP a little more important as well as taking overkill damage into account, note that MECs will become more resistant to straight up dying

Perks:

- Ranger loses the 15% DR in cover and the 20% throw range and instead grants +0.6 mobility - Simplification, tone back on grenadier/support strength
- First Aid grants 2 medikits (from 1 medikit and equipped medikits granting an extra use) - Buffed to make it a more competitive option on the perk trees
- Collateral Damage toned back down to 150% damage (from 200% damage) - Was too strong at 200%, overshadowed other options if you knew how to use it

Equipment:

- Assault Rifle crit back to 20 (from 10) - Balance for weapon options (reversion)
- Scope grants +5 aim and +10 crit (from +5 aim and +5 crit) - Slight buff
- Targeting Module grants +10 crit (from +0) but only grants +1 damage on crits (from +2) - It was skewing early game crits too effectively at +2, still strong for an item with no weight

Bug Fixes:

- Fixed a bug where all gameplay tips weren't being shown - Thanks to Young Eldritch, the Old God for his work on this
- Collateral damage now has a targeting confirmation popup
- Fixed some incorrect equipment descriptions

LW Rebalance v1.28.07

Strategic:

- Advanced Flight requires 8 instead of 16 cyberdisc corpses to research - It was a little too hard to research
- Wolverine Blood reduces both Injury AND Fatigue times by 50% (from just injury) - Gives players an option to avoid fatigue spirals if they wish
- Monthly panic increases are increased to +1/2/3/4 based on difficulty (from +0/1/2/3) but have a [100 - current panic]% chance to increase (from always 100%) - Increases panic increases in low panic countries and signficiantly decreases panic increases in high panic countries
- Pulse Lasers requires Cyberdisc Autopsy (from Berserker Interrogation) - Prevents as much of a bottle neck around berserker interrogation (as the interrogation was responsible for 2 important branching techs)

Tactical:

- The following maps removed as options for the First Mission: Slaughter House, Industrial Office, Police Station, Portent, Research Outpost - Makes the first mission more consistent and easier as far as map selection goes
- First mission gains 2 sectoids on all difficulties - Makes it a little more challenging given the easier maps
- Added a new dgc.ini option thanks to szmind's amazing wizardry and programming: 
     BASE_DAYS_INJURED=0; Set to 1 to display the environmental health of all objects around each player as they move (will look very cluttered, not recommended for normal play)

Perks:

- Damage Control grants +20% damage resistance for the remainder of the turn for each hit (from +15%) - Buff to the strength
- Onslaught now grants a free action to both the KSM and the flamethrower (from just the KSM) - Increases Marauder versatility

Bug Fixes:

- Possibly finally fixed the "double turn" during alien reveal that sometimes happens which would allow just revealed alien pods to take full turns
- Fixed a bug where the alien level on a UFO would be cut off when the UFO was unidentified
- Fixed a bug where fragmentation wasn't working with the grenade launcher
- Fixed the sighting reports algorithm as it was grating too many sightings and made the chance of 10 sightings and 0 sightings less common and something in between more common
- Misc typos
- Fixed some ambiguous descriptions of foundry projects, items, and perks, so they are more clear to the player what they exactly do
- Fixed a bug where a "IMG:" would appear as a picture for Adrenaline Surge in some situations

LW Rebalance v1.28.06

Strategic:

- The council will no longer request Exalt items - They were too valuable such that the requests were often a waste of a request

Tactical:

- Alien pods that are revealed on the 1st/2nd/3rd turn will now have a 100%/66%/33% chance to be taken "Off Guard" which means they will receive no scamper movement - Helps make those missions where you activate the entire map on the first turn a lot easier
- AltF7 and AltF8 decrease and increase the speed by 50% and 100%, respectively (from 25% and 33%) - More efficient speed changing -- Note: altF9 still resets the speed to what was definied in the dgc.ini (default = 1.33)

Perks:

- Ranger now also grants +15% DR when protected by cover - Makes it a more competitive choice for tank builds
- HEAT Warheads to 2 penetration (from 3) - Toned back for balance on the trees
- Shadowstep no longer grants +1.2 mobilty but instead grants +30% crit after repositioning (moving) - Reduces mobility on high mobility classes while improving predictability of crits
- Vital Point Targeting grants +30% damage (from +40%) but +50% damage if the target is at point blank (<1.5 tiles) - Boosted for close range damage, nerfed for distance damage. Note that the point blank works even if the target is covered.
- Hit and Run grants +1 damage against uncovered targets (from +2) - The damage boost isn't need for HnR due to the SS and VPT changes
- Sharpshooter +1 penetration only works against biologic targets - Mimics the original intent of being effective against units in cover without the requirement that the units actually take cover to get the bonus
- Mayhem grants strike rifles +75% extra base damage (from +100%) - Nerf to strength of mayhem strike rifle snipers as they were over shadowing other strike rifle sniper builds

Equipment:

- Reapear Ammo crit to +25 (from +40) - Was too competitive at 40 vs other options making it too obvious of a choice
- Laser Sight crit to +15 (from +20) - Was a little too strong for crit builds 
- MINE Launcher damage to 16 (from 12) - Was too weak due to delayed activation
- Strike Rifle crit to 20 (from 30) - Slight tone back on the strike rifle

Aliens:

- Grit on Chryssalid leaders moved to level 6 leaders (from level 3 leaders) - Early game leader lids with grit were too resilient for the type of firepower that XCOM could engage them with
- Sectoid Commanders gain Ranger but their aim is decreased to 55 (from 80) - Makes their shots at a distance not so restricted, aim stays the same
- Sectoids aim to 35 (from 40) - With ranger that puts them at 60 aim on par with the other early game aliens

Bug Fixes:

- Fixed a bug where not having a unit selected as they finished their dash would prevent Lock N' Load from triggering
- Fixed a bug where certain melee attacks in certain circumstances would bypass all Damage Resistance - Thanks to inukealot for the reproducible save file
- Fixed a bug where Reactive Targeting sensors would trigger against units with abilities that were supposed to prevent reaction fire from triggering (psi inspire, enrage, etc.)
- Fixed a bug where Iago would appear on missions outside of the Exalt HQ Assault so players could kill him multiple times
- Fixed a bug where hardened was granting different crit resistances depending on the unit type - It should only be a crit resistance of 60

LW Rebalance v1.28.05

Strategic:

- There will be Intel on UFOs before beginning the mission, even without the hyperwave relay - Provides 'some' information to help you choose an appropriate squad. Intends to replicate sporatic reports of sightings of enemy types that might have occured at the location of the UFO. Sometimes it will be useless, sometimes quite helpful.
- Special Air Service bonus aim to 6 (from 7) - Toned back slightly for balance
- MECs base fatigue is increased to 3 days (from 1 day) - Slightly decreases frequency of use of MECs
- Consistent Fatigue 2nd wave option sets fatigue to 10/12 days for soldiers/MECs (from 10 days) - Accommodation for fatigue modification

Tactical:

- Rocketeers can now steady even if their active weapon is out of ammo - It's reasonable that rocketeers without ammo would still be able to steady

Perks:

- Fotified reduced to +1 DR (from +2) - Was a little too strong on tanky MECs
- Mechanic only grants 2 repair charges (from 3) and Master Mechanic only grants 2 repair charges (from 3) - Tone down on the overall strength/utility of the engineer
- Field Medic no longer reduces the injury time on units (this ability is now restricted to only First Aid) - Tone down on the overall strength/utility of the medic

Equipment:

- SMGs have 40 crit (from 50) - Slight tone back on their predictability

XCOM:

- Awareness and Lock N' Load swapped on the Marauder - Tones down the offensiveness of the overwatch build a little more

LW Rebalance v1.28.04

Perks:

- Combat Drugs heals for 35% of damage received (from 50%) - It was too strong for direct tanking situations (almost double life in the smoke), toned back
- Dense Smoke no longer reduces the damage from explosives - It wasn't that strong and was border-line ridiculous, slight overall nerf, also, it prevents some abusive situations

Equipment:

- Strike Rifle Damage to 125% (from 100%) and crit to 30 (from 20) - Boost to strike rifle sniper, makes it a lot more viable
- Marksman's Scope no longer grants any aim (from +10 aim) - Accommodation for damage increase on strike rifle scouts, also makes the item feel a lot less mandatory

Aliens:

- Sectopod Cluster Bombs now release a shockwave that causes units within 60 tiles of the blast to have a damage_taken of 1-3 (penetrates all DR, requies LoS) - Prevents Secotpods from being ineffectual due to being trapped and just spamming clusterbombs at empty targets. Note this effects all units, including aliens.

Bug Fixes:

- Fixed a bug where Sectopod's Cluster Bomb was targeting a 1.5 tile radius area (instead of the 5 tile radius area as intended)

LW Rebalance v1.28.03

Tactical:

- The negative 20 defense on aliens on normal difficulty is removed as there are lots of other things that make normal difficulty a lot easier and this one changed the game a little too fundamentally (a remnant from LWR past where my ability to change things was minimal)

Perks:

- Squadsight penalties kick in after 22 tiles (from 18.7 tiles) - Gives more leniency on the squadsight penalty (6-9 more aim on squadsight shots)

Aliens:

- Sectopods can now break down walls as they move - Frees up their ability to move (preventing trapping them as easily), feels more epic
- All Seeker leaders gain penetrator - Makes them a little less trivial to tank
- Beserkers start at 20 will (from 30), gain only 4 will per level (from 8), and each Leader type gains 10 will (from 30) - Makes them a lot more suceptible to psionic attacks, providing a more reasonable counter
- Exalt Elite Operative/Heavy/Sniper/Medics gain 3/2/1/1 hp per level (from 6/4/2/3) and Exalt Operative/Heavy/Sniper/Medics gain 1.5/1/0.5/0.5 hp per level(from 3/3/1/2) - Significant reduction in hp gain on exalt with alien levels as they were too tanky

Bug Fixes:

- Clarified that Lock N' Load and Packmaster only grant +1 ammo to primary weapons
- Fixed a bug where the AP pips would sometimes not update immediately after revealing a new pod

LW Rebalance v1.28.02

Bug Fixes:

- Fixed a bug where a debug ability was creating a popup after acting

LW Rebalance v1.28.01

Tactical:

- Grapple is now a free action, avoids all reaction fire (including getting out of suppression), but has only 1 charge - Makes it more useful but not abusive
- Combat Readiness now reduces scatter by 10% (20% with awareness) - Makes it useful for rocketeers too

Perks:

- Hit and Run now grants +2 damage against uncovered targets (from +1) - Buff to accommodate for VPT nerf to keep Shogun and HnR Scout competitive

Bug Fixes:

- Fixed a bug that was causing grapple to fire players across the map and be wildly inaccurate - Yay!
- Fixed a bug where steady weapon would remove itself after use - Whoopsies =P

LW Rebalance v1.28.00

QoL:

- Psi ranks renamed to: Awakened -> Adept -> Empath -> Psion -> Master (and then volunteer is now called Enlightened) - More intuitive
- When Growth activates on outsiders it now has an animation when it occurs - Thanks to Lafiir's code
- Updated controller use of selling items on the grey market so that Left-Stick 10x, D-Pad 1x - Thansk to Lafiir for the code
- Added an audible grunt/roar to enrage - Thanks to Lafiir for the code
- Units that are scampering will have all their abilities hidden to make it more obvious - QoL

Air Game:

- Penetrator Weapons grants +15% penetration (from +10%) - Boost for significance

Strategic:

- At the beginning of each month, every council country gains 0/1/2/3 panic on normal/classic/brutal/impossible - Increases panic throughout the campaign
- Home Country Satellite coverage now grants 200 credits - Slight boost to overall income and encourages holding the home base, especially on higher difficulties
- Fission Generator power production to 6 (from 12), cost to 40 (from 120), build time to 5 (from 10), and maintenance to 10 (from 120) - Makes them more distinct and easier to maintain but means they also occupy more space to acquire the same amount of power
- XCOM base only starts with 1 steam vent
- Tweaked multiple starting bonuses
- Excavation time increased to 8 days (from 5)

Tactical:

- SHIVs no longer have any fatigue - They had so little it made little sense to give it to them
- Number of aliens on the XCOM Base Defense mission reduced by 33% - Makes the mission significantly less difficult
- Rocket scatter increased by 10-15% - Slight tone back on rocket predictability

Perks:

- Death from afar changed to a new perk called Impact: Grants +1 damage and all hits against enemy units clear their overwatch - Provides another counter to enemy overwatch. Note: on aliens it will replace death from afar on thinmen, exalt snipers, and elite exalt snipers.
- Depth Perception changed to a new gene mod called Predictive Tracking: Reaction shots deal +1 damage - Buffed for a way to boost classes that use reactive fire
- Sapper grants explosives +1 penetration - Buffed
- HEAT Warheads grants +3 penetration (from +4) - Slight tone back
- Jetboot Module grants +5 mobility (from +2.5) but has a 2 turn cooldown (from 1 turn) - Significant buff for competitiveness on the trees, makes it more like a quasi run and gun for MECs
- Killer Instinct upgrades critical hits to deal 200% damage (from just always a +25% crit damage increase) - Buff to non-laser non-pulse weapons
- Grit grants 2 HP (from 1) - Buffed
- Fortified grants +2 DR (from +1) - Makes it a more competitive perk on the trees, helps accommodate for OFA nerf on tanky MECs
- Executioner grants +2 damage against targets at or below half health (from +1 damage) - Buffed
- Platform Stability grants +10 aim (from +10 aim/crit) - Slight nerf and simplification
- Critical System Targeting and Vital Point Targeting damage boost to 40% (from 50%) - Reversion of a reversion. Both were still a little too high on the damage and thus too competitive of a pick, pushing out other options.
- Disabler has a 20% chance to jam a weapon (from 40%) - Nerf due to late game being a little too effective, especially on ITZ snipers and snapshot scouts who could disable entire pods sometimes - Disabling shot is still a significant strength of the perk
- Aggression grants +20% crit (from +25%) - Slight Nerf
- Squadsight no longer reduces crit at range - Simplification, consitency with deflection shield, accuracy cap prevents abuse
- Lock N' Load re-grants +1 ammo again and will also automatically reload the weapon during a dash - Encourages mobility instead of just stationary activity, allows easier repositioning when out of ammo, significant buff to the perk to stay competitive
- Double Tap grants +20 aim if the unit has 2 AP (from +15 aim) - Buffed
- Danger Zone increases the radius of all explosives by 20% (from 30% and from just non-hand grenade explosives) - Allows it to work for biologic grenadier builds, toned back for balance on the trees
- Dense smoke no longer grants an additional +25% AoE - Helps prevent full squad coverage from being as easy, as the perk is fairly strong on it's own
- Collateral Damage deals 200% weapon damage (from 150%) - Significant buff
- One For All grants 30% DR (from 40%) - Toned back so they aren't so immune to damage

Equipment:

- Carbines grant +15 aim (from +10) - Buffed for competitivess
- The Cognitive Enchancer now grants double xp to the soldier (from +20%) - Significant boost to xp gains for the item to make it more impactful
- The Neuroregulator now grants double psi xp to the soldier (from +50%) - Boost to psi xp gains for the item to make it more impactful
- Sniper Rifles only reduce the squadsight down to -2 aim per tile (previously it reduced it down to -1 aim per tile, Note: regular squadsight is -3 aim per tile) - Nerf to the effectiveness of long range sniping, relative boost to strike rifle snipers
- Assault Rifle crit to 10 (from 20) - Slight nerf to make the other options more competitive
- SAW to -10 aim (from 0) and LMG to -20 aim (from 0), but SAW ammo to 5 (from 4) and LMG ammo to 7 (from 5) - Nerf to both as their high damage, access to flush, and increased ammo was making the gunner a little too OP. This nerf also pushes them more into the "fire lots of bullets but less accurately" niche.
- Shotguns have -10 aim (from 0) - Makes them harder to hit with without their range bonus, opens up options for other weapons
- Grenade Launcher radius to 2 (from 3) - Tone down in strength and radius to the same as all other grenades -- was displacing bio-grenadiers too readily with such a large AoE and is quite effective due to use with OfA (note: MINE launcher still has 3 radius)
- Breaching ammo aim malus to -10 (from -20) - Buffed
- Core Armoring grants +4 HP (from +3) - Slight buff

XCOM:

- Assault tree loses Shadowstep + Snapshot + Bring 'Em On and picks up Grenadier + Fragmentation + Tandem Warheads - The Shadowstep + Snapshot was too effective at ignoring enemy reaction fire and was too similar to the RnG build (which was more unique). It's not that the SS+SS build was that bad, it's just that it limited diversity of builds having 2 builds so similar. Plus, grenades were underutilized as possible builds and this makes a unique close-range grenadier build. Fragmentation was used specifically because it isn't as powerful and makes alternatives competitive. Also the additional perks on the Assault are quite strong making it a competitive grenadier.
- Assault tree Aggression moved to MSGT, Killer Instinct moved to CPL, Sprinter moved to GSGT - Makes the choice at SGT more competitive
- Rocketeer Holo Rounds replaced with Grenadier - Makes a competitive choice vs RfA and Mayhem, allowing the Rocketeer to be a semi-grenadier (i.e. one without mayhem and only one of packmaster vs HEAT warheads vs Tandem)
- Rocketeer Bullseye replaced with Lock N' Load - The shooter rocketeer is short on ammo with RfA and DT so this perk seems stronger than bullseye
- All Infantry SGT and CPL perks swapped - Provides more strength earlier
- Infantry Aggression replaced with Sharpshooter and Sharpshooter replaced with Impact - Provides good synergy with a snapshot infantry
- Gunners gain +10 aim base stats (from +5 aim) - Helps offset the loss from the SAW/LMG aim nerf
- Engineer Tandem Warheads replaced with Danger Zone and Fragmentation with Tandem Warheads - Brings on the grenadier classes strength a little later
- Marauder Ready For Anything replaced with Bullseye - OW build was too strong on the Marauder
- Shogun base stats to +15A, +4HP, +0.6M (from +20A, +2HP, +0.6M) - Tone down on the shooting capability, provide a little more resilience
- Shogun Fragmentation replaced with Impact - Provides better synergy with the SS+SS build
- Shogun Penetrator replaced with Fortified - Boosts the tanking capability of the Shogun

Aliens:

- All Outsider Leaders gain critical system targeting - The previous change of all outsiders losing CST opened up more room for mechanical units, but it was a little too much. This re-adds a little bit of pressure.
- All Muton Elites start with penetrator - Boost to their offensive capability, boost to their overall strength

Bug Fixes:

- Fixed a bug where awareness was increasing cover defense by 15 - It was old native code causing mischief! MISCHIEF I TELL YOU!
- Fixed a bug where scopes and other small items were incorrectly modifying the base aim in the F1 display
- Fixed a bug where double tap, snapshot, and enrage could still activate after being commanded (command disables all multi-action perks)
- Revamped UFO research gains and aggression gains to fix the bug where gains would be inaccurate on variations of campaign lengths (campaign lengths now affect the chance of research and aggression gains instead of the actual gains)
- Abduction soldier reward ranks are capped at the lower of the # of months that have passed or your highest ranked soldier - Stops campaign starts with high rank soldiers from receiving high rank soldiers too early
- Fixed the year being cut off in the monthly report panel
- Fixed a bug where psi users with will below 0 would actually heal their targets with neural feedback and mind fray
- Fixed a bug where the total number of civilians could be calculated with 2 more due to the sightlines mod
- Fixed a bug where some objectives would appear on the wrong mission type
- Added a note on SHIV descriptions that SHIVs can not block exalt from hacking in their descriptions
- Fixed a bug where executioner and holo rounds were granting extra damage to explosives
- Removed the double Hardened description from MECs
- Fixed a bug where the total number of aliens was inaccurate on crashed UFO missions with the hyperwave relay active
- Fixed a bug where covert op missions would never grant the bonus experience for not losing any soldiers
- Fixed multiple misc typos
- Fixed a bug where XCOM units could one for all when scampering
- Fixed a bug where steady weapon would persist through certain actions (e.g. throwing a grenade)
- Fixed a bug where aggression would show up multiple times in the crit list (display bug only)
- Fixed a bug where the arc rifle was getting ammo from sources that should not affect electric weapons
- Fixed a bug where "Rail Pistols" would just be shown as "Pistol" in the F1 menu making it hard to understand it was a foundry project bonus
- Fixed a bug where double tap, while not able to fire twice with sidearms, would still grant it's aim bonus to side arms
- Tidied up a lot of code
- Removed a misleading line about putting the stun rifle in the pistol slot
- Fixed a bug where commanding a soldier with double tap would still allow platform stability to activate

LW Rebalance v1.27

LW Rebalance v1.27.21

Bug Fixes:

- Fixed a bug where flush's cooldown would sometimes appear as 2-turn instead of 1-turn
- Fixed a bug where outsider's health from growth would not always update correctly
- Maimed units can no longer go on overwatch or trigger deflection shield
- Out of Ammo popups on aliens no longer require an autopsy - Again, the information was available, but it was really frustrating to count and watch and record
- Any unit that is out of ammo with multiple overwatch shot capabilities will now drop their overwatch status (as opposed to remaining on overwatch with no ability to fire)
- Reaper rounds can now correctly be used by MECs and SHIVs
- Infantry now properly gain 20 aim with class promotions
- Fixed a bug where the Exalt base assault would cause a black screen to appear
- Fixed a bug where sharpshooter would sometimes show as a bonus in F1 

LW Rebalance v1.27.20

Bug Fixes:

- You can no longer reload weapons when ITZ is active by clicking on the weapon with a mouse - Allowed reloading during an ITZ chain
- You can no longer swap weapons once ITZ is active - Allowed players to swap to the pistol, unloading all the pistol ammo, then swapping back to the main weapon, and unloading the main weapon
- Aliens that regenerate health will no longer have regeneration popups and "hover to"s if you can't see them on the map (so they don't reveal where they are)
- Collateral Damage no longer requires flak ammo for the ability to free-aim - It was supposed to be this way in a previous patch but I left the code off a test version and forgot for a long time
- There are now the proper number of outsiders on the first mission - Whoopsies
- Fragmentation now correctly affects MINEs - It was left off the 'explosives' list inadvertently

LW Rebalance v1.27.19

QoL:

- A new keyboard shortcut "L" for activating Steady Weapon - QoL

Tactical:

- The first mission has 1 more sectoid on brutal and 2 more on impossible - Accommodates for outsiders losing CST, keeps the difficulty of the first mission as a good indicator of some of the really difficult missions throughout a campaign

XCOM:

- Infantry Class gains +20 aim (from +15) and +0.6M base attributes, Shogun Class gains +0.6M base attributes - Buff to both classes for balance

Bug Fixes:

- Fixed a bug where PSI_GIFT_CHANCE wasn't correctly dictating the chance a reveal cinematic would play


LW Rebalance v1.27.18

QoL:

- When performing a salvage operation, your current resources are now displayed - Helps you make the decision, QoL

Aliens:

- Outsiders no longer have Critical System Targeting - makes SHIVs and MECs more effective tanks against them and thus, more effective tanks in general

Bug Fixes:

- Fixed a bug where outsiders were only growing if they were injured (instead of only growing when at full hp)
- Fixed a bug where the second wave option strict screening would not give average stats sometimes (e.g. too much will)
- Fixed a bug where panic decreases from raiding a UFO were not being accommodated for by campaign length

LW Rebalance v1.27.17

Strategic:

- Meld healing cost is now 10 meld + 1 meld for every day injured/fatigued - Makes it so it's not JUST useful for really long injury times and balances it out more on different campaign lengths

Perks:

- Growth only occurs when outsiders are at full hp and has a popup when they do grow - Makes it so once you start fighting and damaging them they don't keep growing

Bug Fixes:

- Fixed LW 1.0 Bug: The Turret Green Cannon on Sectopods now correctly deals -50% weapon damage - It has been dealing the same damage as the main chest cannon since LW 1.0 and I finally fixed it =D
- Fixed a bug where CCS would sometimes not trigger
- Fixed a bug where some medium crashed UFO missions didn't gain the appropriate increase in alien level
- Fixed a bug where many of the bug fixes from last version that Lafiir fixed didn't get properly added (but are now)
- Fixed a bug where sectopods would not get the benefit of critical system targeting
- Fixed a bug where alien attribute bonuses were being increased/decreased more than intended based on difficulty
- Fixed a bug where some end of turn and beginning of turn abilities were triggering twice

LW Rebalance v1.27.16

Strategy:

- Green Fog 2nd wave option replaced with Predictable Damage: Damage is not randomized - No one really used green fog and some players like less randomization

Tactical:

- Aliens will now display a short reveal cinematic when you spot them (defaultgamecore.ini configurable: PSI_GIFT_CHANCE=100 Percent chance, upon revealing a pod, that a reveal cinematic will play) - One of my favourite aspects of EW finally brought back! Tested a lot (100+ times) and fixed some obvious bugs (probably the reason they were disabled in LW). Should be working smooth now.
- New control on kill cinematics in the defaultgamecore.ini: PSI_TRAINING_HOURS=100 Percent chance, when triggering a kill cinematic, that it will actually play (note: kill cinematics will often not trigger, so even at 100% you will find much less than 50% of your kills leading to cinematics) - A little more control for players
- The F1 information on aliens (stats, leader name, perks) now always displays (from only displaying after the autopsy) - The information is available on-line and hiding it in game never really felt 'cool' as much as it felt 'annoying'

Perks:

- Flush has a 1 turn cooldown - Slight tone back, as it's really good

Aliens:

- Zombie mobility lowered to 7.5 (from 12.5) - It's ok if they aren't competitively dangerous, their fast movement was just not consistent with anything about them so I think the better solution is that they are easier, but feel right. I think they actually more appropriately SHOULD feel like one of the few enemies that are easy.

Lafiir Bug Fixes (all thanks to Lafiir's hard work):

- Fixed missing special effects of HEAT Warheads and Recoilless Rifle
- Fixed missing animation of alien perks when a mission was started (e.g. Adaptive Bone Marrow on Outsiders)
- Fixed missing animation of Repair Servos on SHIVS
- Fixed missing animation of Repair Servos and Stimmed Regeneration on soldiers

Bug Fixes:

- Fixed a typo on Tactical Brilliance that suggested it was base will, it is not, it is current active will
- Fixed a typo on "Argentinian"


LW Rebalance v1.27.15

Bug Fixes:

- Fixed a bug where phoenix cannons were inadvertently doing 100x damage

LW Rebalance v1.27.14

Bug Fixes:

- Fixed a bug where equipment armor could be equipped as actual armor

LW Rebalance v1.27.13

QoL:

- Added a description to MEC secondaries that multiple secondary devices increase the ammo further - Clarification
- Included information on weapon jamming (and it's immunity) in the F1 panel - QoL
- When you get a new foundry project completed the unlocked equipment will now be displayed - QoL - thanks to Lafiir for this great code
- Psi Grenades now appear and are labelled as Psi Grenades (instead of concussion grenades that you had to remember were actually psi grenades) - Old LW code had them duplicated and didn't distinguish between them in the tactical game, they now have different titles

Strategy:

- New start bonus for Nigeria. Advanced Conversion: Converting soldiers to MECs costs no meld - Nice for those looking to attempt a MEC rush

Perks:

- Tenacious defense crit resistance again requires cover and no longer provides DR vs explosives (reverted to previous version) - This makes cover more important and explosives more important which takes priority over the benefit of providing explosive resilience and flanking resilience to XCOM (one of the 1.27 changes that didn't pan out)
- Tactical Brilliance now triggers at a will% chance but is capped at 60% (from will/2% chance with no cap) - Makes will more important and effective on officers, prevents doing things like will stacking on officers with abilities before using command to get 75%+ chances which felt gamey
- Deflection shield now lowers aim by 3 per tile away (from 5) and has no effect on crit - Significant nerf to make it not feel so punishing, allows closer range units to achieve higher crits
- Mayhem grants +20% weapon damage to rockets and +50% weapon damage to grenades (from +2 damage to both) - Nerf to mayhem on rockets, buff to mayhem on grenades. Should balance out choices on perk trees more reasonably. Encourages grenade use by the bullet wizard, mayhem sniper, and mayhem rocketeer.

Equipment:

- The Elerium Emitter now grants 2 DR (from 1.5) and has 3 charges (from 1) but only will be able to target 1 unit at a time for stealth - Buffed, prevents pixel hunting
- Renamed Heater to Laser Heater for consistency with the naming convention and to help clarify what weapon tier the heater belongs to - consistency and clarification
- New Item: Plasma Grenade: Damage:10, EnviroDamage:100, Pen:4, Range:10, Radius:2, Weight:0.6. Cannot be equipped with alien grenades as the plasma is quite unstable and will sometimes detonate in close proximity to regular alien grenades. Unlocks with Condensed Plasma. - Provides a late game option for grenade-based classes and a significant buff to their late game strength

XCOM:

- Holo Rounds replaces Mayhem on the Golaith - With it's new buff, was too strong for the grenade launcher focused Goliath

Bug Fixes:

- Fixed a bug where engineers would show "stun rifle" indicators on enemy soldiers - Thanks to Lafiir for the fix
- Fixed a bug where the Electropulse was costing too much elerium
- Fixed a bug where the engineer would be unable to use the arc rifle or battle rifle if you loaded a tactical game and switched weapons - Thanks, again, to Lafiir for the fix
- Fixed a bug where an executioner popup would sometime occur on the engineer's repair ability

LW Rebalance v1.27.12

Strategic:

- Second Wave: Funding of 'Results Driven' is 150% to 50% depending on panic (will be ~100% on start impossible)
- Second Wave: Funding of 'War Weariness' is 130% to 40% over 18 months - Thanks to Lafiir for the code for these changes

Tactical:

- The engineer's repair ability now has some voice and a reasonable graphic - Thanks to Lafiir for all the hard work on this one - QoL
- Soldiers are 30% more likely to panic when witnessing the death of a squadmate 3 ranks or higher then themselves - Makes sense it should be more significant
- Exalt will now only appear on non-exalt missions AFTER the exalt base raid - Helps with narrative and makes more sense
- If you have the hyperwave relay active and are on a crashed or landed UFO mission, the F1 panel will show you total aliens counts - QoL
- The SHIV no longer counts as Dead for enrage mechanics
- Enrage will now only trigger after multiple squadmates have died (from just a single death or more) - Restricts it to more dire situations
- Fallen Comrades debuff renamed to Shaken and now lowers will by 15 (from 5) - Was too insignificant at 5, and fallen comrades was not descriptive of the debuff itself

Perks:

- Overpower reduced to will test at unit_will/5 (from unit_will/4) - Makes overpower less likely to trigger when XCOM units can see ethreals
- Officer perk International Warriors grants +4 aim per continent bonus (from +2) - Large boost for balance
- Officer perk Stay Frosty decreases fatigue by 7% (from 10%) - Toned down
- Steadfast no longer grants immunity to overpower but instead lowers it's success rate by 20% - Makes the alien trophy a lot less mandatory in the late game and prevents completely ignoring overpower by stacking up steadfast
- Steadfast reduces the chance that any psionic attack will land by 20% - Makes the alien trophy and biotanks more effective in the early game as well and provides some resistance to psi spam
- Deflection shield will now activate 25/50/75/100% of the time when a unit with the perk ends its turn on a move or with actions to spare, depending upon difficulty - Makes it a lot less common on lower difficulties

Equipment:

- MINE launcher range increased to 10 (from 7.5) - same as that of the greande launcher, needed the boost after the detonation timer was increased
- Incinerator Module increases damage by 5 (from 3) for the flamethrower - Buffed for balance vs other options
- All MEC secondary weapons have had their credit, elerium, meld, and alloy costs cut in half - Makes them more readily available so that players feel more comfortable building multiple variants and experimenting with them

Aliens:

- Squadsight on aliens moved to higher levels: - Makes it much less common of an occurrence as it's frequency was making less of a unique situation and more of an annoyance
- - Sectoid Leader 9 gets Squadsight (from 6)
- - Sectoid Commander 5 gets Squadsight (from 1)
- - Floater Leader 9 gets Squadsight (from 6)
- - Heavy Floater Leader 9 gets Squadsight (from 5)
- - Muton Leader 9 gets Squadsight (from 6)
- - Muton Elite Leader 8 gets Squadsight (from 5)
- - Mechtoid Leader 9 gets Squadsight (from 5)
- - Seeker Leader 9 gets Squadsight (from 3)

Bug Fixes:

- Fixed a bug where enemies would 'disappear' on crashed UFOs after the first turn
- Updated the description on Psi Inspire to correctly describe that it also removes the Shaken debuff
- Fixed the misspelling of the word 'Camaraderie' for the Field Commander perk - TIL
- Fixed a bug where some low damage weapons that crit were not hitting as hard as they should - Thanks to Lafiir for pointing it out
- Fixed a bug where overpower would trigger on units that had already ended their turn
- Fixed multiple bugs where psionic and panic hit rates were being displayed incorrectly
- Fixed a bug where salvage opportunities would still arise when you abandoned a UFO site

LW Rebalance v1.27.11

Strategic:

- Alien level is now reduced by difficulty. Specifically, New Alien level = Old Alien Level * Difficulty[0.625/0.75/0.875/1.0] - This makes it so that later game, on the easier difficulties, the aliens are at a significantly lower level. Makes easier difficulties much easier into the later game. Note this change will work immediately on any ongoing campaign.
- Abductions/Terror Missions/Landed UFOs/Crashed UFOs now show more information on the difficulty of the mission (Alien Level, and whether there are additional and more/stronger aliens due to Alien Resources (+) or Alien Aggression (+)) - Helps make the player aware and affected by alien progress
- Fixed the old hyperwave extension code (original by amaciel81) so that it 1) has an accurate list of species and 2) correctly identifies the number of species - QoL

Tactical:

- Alien Level increases by 1/2/3 on medium/large/xlarge UFOs (from 2/4/6) - They were hard enough without the extra stress from even more alien levels
- Alien Leader Level increases by 1/2/3 on medium/large/xlarge UFOs (from 2/4/6) - Same reason as above
- Bonuses to aliens from alien level and alien leader level are now rounded (instead of truncated) - This is important, as many upgrades were a value of 1 which were all getting reduced to 0.
- Maim will now also deactive all reactive fire and has a description on the F1 panel on Maimed enemies - QoL, makes it easier to stun maimed outsiders and other units with reactive fire
- Covert Op Extraction missions will have reinforcements come in much more gradually - Makes it easier to make it through these missions, especially if you have to engage and kill some exalt
- Pressing F1 on an autopsied enemy will now display it's damage as well - QoL
- The F1 popup for Panicked units regaining control will now show "Panicked (Regaining Control)" instead - QoL, if you miss the popup you can still check on their status with F1

Perks:

- Squadsight penalty per tile away to -3 (from -4) - Makes the strike rifle and MEC weapons slight less penalized when taking squadsight shots
- Awareness also doubles the attibute bonus from ITZ (grants +20 aim/crit instead of +10 aim/crit on subsequent shots) - Buff to the perk on the Jaeger and ITZ snipers with a chameleon vest
- Fragmentation trigger rate to 20% (from 25%) - Slight nerf for balance on the rocketeer
- Ready For Anything grants +1 ammo - Slight boost to RfA based OW builds
- Flush grants +40 aim (from +20) - Provides a high aim option for gunners / drum mags, boost to flush
- Mayhem grants +50% weapon damage to flush and no longer grants +2 damage to SAW/LMGs - Instead of boosting overall damage, it focuses on making flush a stronger alternative, especially useful on a low aim gunner
- Lock N' Load no longer grants an additional ammo - Balance on the trees, simplification of the perk

Equipment:

- Drum Mags mobilty to -1.2 (from -0.6) - Nerf to accommodate flush boost
- Smartshell Pod aim to +10 (from +15) - Nerf to accommodate flush boost
- Leather Jacket mobility to -1.2 (from -2.5) - Helps the covert op hit relays on exalt missions

Bug Fixes:

- Vortex armor on the Volunteer can no longer be unequipped with 'restore loadout' and 'make items avialable' - Prevents accidentally altering volunteer armor
- Fixed a bug with loadout manager where MECs from different originally classes (e.g. a Marauder from an infantry vs a Marauder from an assault) would have different loadout profiles
- Fixed a bug where medikit boosting perks were providing inaccurate #'s of medikits sometimes
- Clarified that SHIV mobility is 6.8 + the chassis on the soldier loadout
- Fixed MEC descriptions to include the fact that they are hardened
- Fixed an incorrect description on adaptive bone marrow
- Fixed a bug where some weapon damage modification abilities were not truncating appropriately
- Fixed some minor issues on the tech tree image
- Command now correctly visually gives soldiers an extra AP
- Fixed a bug where Meld canisters were providing slightly inaccurate amounts of meld - Thanks to Lafiir for the fix! =D
- Fixed a bug where Sawed-off Shotgun was only gaining 2 damage from quenchguns (should have been and now is, 3)
- Fixed a bug where you could gain infinite meld if you were low in meld and rushed a project that you couldn't afford the rush cost for and then could return the cost to gain back additional meld - No idea how you guys even find these bugs, but it's fixed =P

LW Rebalance v1.27.10

QoL:

- The abilities Fatigued, Exhausted, Enraged, and Combat Readiness now all appear in the F1 information panel on affected soldiers - Nice QoL

Tactical:

- Changed "Expected" to "Average" on the tactical hit display to more clearly describe that the damage is the average you can expect and not a set amount - QoL

Bug Fixes:

- Fixed some incorrect formating on ability descriptions
- Battle Rifles correctly lose their 1 penetration
- Fixed a bug where alien base assaults were not awarding a fusion core upon completion
- Fixed the ITZ not triggering sometimes bug - Thanks to darkmiz and TooMoo for providing a save and information where the bug was replicable

LW Rebalance v1.27.09

QoL:

- Fixed an issue where "10.0" mobility overlapped the will icon in the barracks list

Strategy:

- Second wave option "Miracle Workers: Repairing items costs no resources, only time" replaced with "Defective Outsiders: Outsiders no longer gain stats from the 'Growth' perk" - Makes it easy for players who feel growth too punishing to disable it.

Equipment:

- Javelin rocket scatter reduction to 60% (from 70%) - Accommodates for the fixed damage periphery bug

Bug Fixes:

- Fixed a bug where explosives that were hitting units outside of their radius (due to positioning issues) were doing less than 50% damage at the edge of their periphery
- Arc Rifle now correctly has 125 tile reaction distance
- Fixed various incorrect tile descriptions for squadsight
- Fixed a bug where the arc rifle was inadvertently gaining 10 aim
- Fixed a bug where abduction panic decreases were not reducing panic correctly on NSLW, VLW, and VVLW

LW Rebalance v1.27.08

Bug Fix:

- Apparently 1.27.07 was a bad version (maybe a wrong file got uploaded), so .08 should fix that

LW Rebalance v1.27.07

Bug Fixes:

- Fixed a bug where accessing the grey market would cause a CTD
- Fixed a bug where the scout perk tree was not correct
- Fixed a bug where losing steady on a soldier who could not see any enemies would still end the turn unintentionally

LW Rebalance v1.27.06

QoL:

- Using the up/down keys to scroll past the top/bottom of the grey market list of items now sends you to the bottom/top of the list - Makes it easier to navigate with the keyboard/gamepad - Thanks to Lafiir for this awesome piece of code! 
- You can now sell in sets of 10 again by using the keyboard left and right keys, and for controllers: D-pad it sells 10-stacks, using the analogue left-stick it sells single items - Allows selling in sets of 10 while still allowing those who use a game controller to sell single items - Thanks to Lafiir, again, for all the amazing code
- In the tactical game, when using a controller, because the Target List is in the top-left, activating the Radar causes an UI glitch. This Patch simply moves the list further to the right (Image Explanation: https://staticdelivery.nexusmods.com/mods/151/images/746/746-1586623344-1271191379.png) - Thanks to, again and again, Lafiir for the awesome code =D

Strategic:

- Elerium batteries now increases the ammo of the arc rifle by 1 - Boost to mid-game arc rifle strength and thus anti-mechanical strength
- Foreign Legion France start grants 20 soldiers (from 14) - Slight buff

Tactical:

- Soldiers are immune to "fatigued" and "exhausted" if they are under the effects of a combat stim or psi inspiration - Makes sense, small buff, more for the purposes of feeling reasonable during gameplay

XCOM Starting Stats:

- Engineer will to 10 (from 20) - Significant tone back their psionic potential as they are a really strong class
- Rocketeer will to 15 (from 10) and HP to 2 (from 3) - Buff to psionic potential, nerf to HP as it wasn't needed as much and helps accommodate for the will buff (which is stronger)
- Gunner HP to 3 (from 2) - Buff to general tankiness, reduces wounds
- Assault loses 0.6 mobility - The assault was a little too strong overall, especially with the new shotguns
- Scout mobility to 1.2 (from 0.6) - Makes the scout significantly the most mobile class and gives them a nice buff
- Infantry HP to 3 (from 2) - Overall slight buff with more focus on tank and grenadier builds

XCOM Perk Tree:

- First Aid and Packmaster swapped on Scout - Buff to early support scout

Perks:

- Extra Conditioning to 20% fatigue (from 40%) but to 2 armor health (from 1) - Was a little too strong with the extra focus on fatigue, needed to be toned back a little bit
- Master Mechanic grants shots +2 penetration (from +1 penetration) against mechanicals - Helps make engineers stronger vs mechanic units in the mid-late game (especially the double tap engineer)
- Snapshot grants a 60% chance for shots to cost 0 AP when wielding the strike rifle (from 50%) - Buff to snapshot scout, keep it competitive with the hit and run scout and support scout
- Tenacious defense to 40% crit resistance (from 20%) - With pinpoint accuracy crits are a lot higher and xcom biotanks needed more resiliency
- Aggression grants 25 crit (from 20) - Slight buff
- Packmaster grants +1 ammo (from +2) - It just felt too extreme at +2, especially on the classes that were often picking it up
- Sharpshooter is 1 pen at all times (from 1 pen against targets in cover) but only grants 10 aim against targets in cover (from 15) - It didn't make sense when OW avoided DR from cover that sharpshooter provided more pen against targets that just were in cover...
- ITZ aim/crit boost to 10 (from 20) - Slight tone back

Equipment:

- MINEs explode at the end of XCOM's next turn, instead of at the end of the alien's next turn - Nerfed, as the cover destruction and inability of the aliens to react was too strong, especially with the higher damage and penetration still ignoring muton tenacious defense
- Battle Rifles no longer have +1 pen, but weight to -0.6 (from -1.2) - Nerfed to accommodate the AR nerf, also, their pen was a little out of alignment vs the sniper/strike rifles
- Both the stun rifle and arc rifle are now in their own class of weapons: "Electric" - This just prevents the confusion of things like if beam strengthening affects them or other weapon class boosts

Bug Fixes:

- Losing steady aim from not seeing anyone at the beginning of your turn no longer ends your turn
- Hopefully fixed a bug that would cause ITZ not to trigger at the beginning of the turn sometimes

LW Rebalance v1.27.05

Bug Fixes:

- Fixed a bug where EMP was doing 100x the damage intended - Left it in during testing purposes... Whoops! =P

LW Rebalance v1.27.04

QoL:

- When an XCOM unit has a scamper move not only will their abilities be greyed out, but their AP pips will now also turn white - Helps players identify when their units only are doing a scamper move. It signifies a white flag: "Dont' shoot, I'm just doing a scamper move" =P
- Removed the ability to use the keyboard to sell multiples of 10 on the grey market - Since it was the only way gamepads could sell it kinda really sucked for them

Starting and Country Bonuses:

- Wealth of Nations (Europe continent bonus) provides 25% cash (from 20%) - Buffed
- Architects of the Future (Africa Continent Bonus) provides 50% reduction on lab/workshop costs (from 60%) - Nerfed
- Deus Ex China Start provides 75% reduction in gene mod costs (from 65%) - Buffed
- Neopanzers Germany start reduces MEC, SHIV, and their primary weapon costs by 35% (from 25%) - Slight buff
- Nigeria "The old path" is removed - It was too weak and too similar to Legacy of Uxmal
- Wealthy Benefactor to 1400 bonus cash (from 1200) - Slight buff
- Xenological Remedies increases corpse sale cost by 7x (from 6x) - Buffed
- "Expertise" renamed to "Ready For War" and grants 60 alloys and elerium to start - Buffed
- Sandhurst grants 30% reduction in OTS requirements (from 20%) - Buffed
- Special Air Service grants 7 bonus aim (from 5) - Slight buff
- Ring of Fire now starts with all elevators already built - Buffed

Perks:

- Suppression now has a 1 turn cooldown - Prevents it from being used every turn to lock units down, forces more diversity of action
- Flush grants +20 aim again but no longer works with double tap - To make it more useful and bring it back from the edge of obscurity
- Mayhem grants +2 damage to SAWs/LMGs - Accommodates for suppression nerf on the bullet wizard

Equipment:

- Assault Rifle ammo to 3 (from 4) - Makes more room for carbines, SMGs, and battle rifles
- SAWs and LMGs now grant flush as well - Accommodates for suppression nerf on gunners, provides more diversity of actions

Bug Fixes:

- Fixed a bug where changes to UFO artifacts (power sources, comptuers, etc.) were being ignored by the tactical game preventing things like getting double UFO power sources from missions - Note that the double UFO power sources is random, so you will get 1-3 from a UFO where there is 1 intact power source (and damaging the power source during the tactical mission will obviously give you 1-3 damaged power sources)
- Fixed a bug where the campaign length wasn't being set properly when loading from a save (unless it was loaded twice after the game started) - Thanks to Lafiir for pointing this out 
- Fixed a bug where alien metallurgy was giving less alloys than intended on destroyed UFOs
- Fixed a bug where a float to integer conversion was preventing UFO bounties from awarding any credits
- Fixed some misleading descriptions
- Fixed a bug where the AP pip colors weren't correct when a unit was fatigued
- Fixed a bug where you could press "J" to activate combat readiness when the soldier was acting or moving 

LW Rebalance v1.27.03

Strategic:

- Elerium cost for UFO analyses research decreased by 80% - They weren't supposed to be a hit on elerium stores
- Improved the code for grading at the end of the month to consider more things (like how youa re doing with captures, research, foundry, resources, equipment, soldiers, etc.) - QoL
- Alien Level, Resources, and Aggression made more obvious in the Situation room top right - QoL so you don't have to wait for the ticker to scroll, or if the ticker is busy (like with a crashed UFO) you can still get the info
- Combat Patrols now start with an effect of 2 (from 3), gain 2 effect for being a firestorm (from 3) and 3 effect for using a fusion lance (from 4), but gain an extra effect for each rank of the pilot - Takes pilot rank into consideration now
- Injuries toned back to a modifier of 60 days (from 90) - They were pretty punishing as is, especially because they included all fatigue, and didn't need the increase to accommodate for difficulty reductions
- Previous fatigue is no longer increased by 50% when you bring in a fatigued soldier to a mission - If you are bringing in fatigued soldiers, you're probably already not in the best of situations, no need to compound it
- 'Exhausted' will not occur unless the soldier has 10 or more days of fatigue (modified by campaign length) - It felt unfair when a soldier with 1 hour of fatigue triggered 'exhausted'
- Abduction rewards decreased significantly but now also increased by 10% per month - They were providing more than the ideal # of  extra scientists/engineers/soldiers early game and were not increasing enough into the late game

Tactical:

- First mission has 1 more sectoid on all difficulties - With the decreased sectoid will the first mission needed to be bumped up a little again
- Fixed an issue where the Seraph armor didn't graphically perform correctly - Thanks to Lafiir for this fix

Bug Fixes:

- Fixed a bug where public heroes was not increasing scientist and engineer rewards from abductions
- Fixed a bug where SHIVs were getting too much fatigue when the 2nd wave option "consistent fatigue" was enabled
- Fixed a bug where you could make a combat readiness popup occur on units that had already finished their turn
- Fixed a bug where the number of UFO power sources gained from each UFO were half as many as intended (Note: this did not affect elerium gains)
- Fixed some grammatically incorrect descriptions
- Fixed a bug where the end of month display of alien resources would sometimes be incorrect
- SHIVs will no longer trigger enrage - They weren't intended to
- Fixed a bug where with some pistols Maim was not working
- Fixed a bug where alien aggression was not increasing alien leader levels correctly when at or above 75%
- Fixed a bug where alien aggression was not being increased to 100% after an alien base assault
- Fixed a bug where extraction of a covert operative (and perhaps rescuing an NPC as well) would turn on Enrage as the game would think they had died

LW Rebalance v1.27.02

Tactical:

- Steady Weapon now converts into Combat Readiness if the unit is steadied and can't see any enemies at the beginning or end of a turn - Nice consolation if the steady happens to be wasted, also makes intuitive sense and gives a nice popup about combat readiness indicating the steady has been lost making this mechanic more obvious
- Experience pop ups like "+5xp" when you kill someone will not appear anymore - Removed to declutter the UI in the tactical game, the information was pretty inconsequential (most players know they get xp when they kill a unit)
- Fatigue increases are doubled [increased to 1 day + 0.5 days/turn (from 0.25 days/turn) and 10 days flat on consistent fatigue second wave (from 5 days flat)] - The new fatigue system makes it much easier to field units so fatigue has been increased to compensate
- Base Injury time increased to 90 days (from 60 days) - accommodates for 30% reduction in injury & fatigue times per difficulty, overall a 15% or so increase in injury times

Bug Fixes:

- Szmind (the programming wizard) fixed a long time LW and LWR bug where if you were in multiple covers (e.g. low and high cover) you would only ever get the DR of the low cover -- now you get the DR of the cover that is protecting you from the shot (as you would expect) - many thanks to szmind for this great code fix! =D
- Fixed a bug where the number of abductions was not being reduced by 50% after the multi-abudctions were introduced
- Fixed a bug where any unit that ended a mission with their sidearm equipped permanently received rapid fire (Note: if this affected your campaign, you can use the console and type `giveperk -36 in the barracks to remove rapid fire)
- Fixed a bug where soldiers could sometimes get enough xp to level up but not be promotable
- Fixed a bug where early abduction reward soldiers would sometimes be multiple ranks higher than intended (someone got a TSGT in March) (!)
- Updated and clarified some misleading text
- Fixed an incorrect voice reminder to build a genetics lab when sometimes you couldn't

LW Rebalance v1.27.01

Bug Fixes:

- Fixed a bug where some alien species would appear before their intended alien level (most notably finding seekers at alien level 1)
- Fixed a bug where multiples values from the dgc.ini were being read from the documents folder instead of the actual dgc.ini (creating things like foundry projects showing up when they shouldn't, mobility of equipment to be off, and lots of other really odd quirks) - Thanks so much to szmind as he masterminded a really quick and simple fix for this =D
- Fixed pistols not having increased ammo
- Misc description tweaks

LW Rebalance v1.27.00

Note:

- Version 1.27 is not compatible with previous versions and may cause serious issues with ongoing campaigns. It is recommended to continue on your old campaigns with versions of 1.26 and earlier. If you want to use 1.27 it is best to start a new campaign.
- All references to "Dynamic War" are being replaced with "Game Length" - Much more intuitive, especially for newer players and especially because Dynamic War is default in LWR now (e.g. Injury times are modified by Game Length)

New Second Wave Options:

- Not So Long War (#8): Overall game length halved - These effectively replace Dynamic War and the SW_Marathon value. Part of the problem with the old DW and SW_Marathon system was odd numbers.  For example, multiplying 2 UFO missions by a SW_Marathon value of 0.45 would = 0.9 which would get reduced to 0. There were many examples of this. The new system is designed so that all gameplay modes work well and are balanced.
- Very Long War (#9): Overall game length doubled. Enabling this and 'Not So Long War (#8)' triples the game length instead (Very Very Long War). - See above
- Predictable Potential (#3): Soldier promotion stat gains for each rank and class are set values instead of a range - The reverse of Hidden Potential which is now default

Strategic:

- All alien missions (UFO missions) are now generated each hour on the fly and are constantly affected by alien aggression, alien level, and alien resources (i.e. all LWR games are DW games) - This is changed from non-DW games in LW 1.0 where these stats would sometimes only matter and missions would only be generated right at the beginning of each month. This also made LW 1.0 DW games always quite different than non-DW games and very difficult to balance between them.
- Ranks required for OTS projects changed to 10/20/30/50/70/90/120 (from 10/20/40/60/90/120/150) - Accommodates for decreased end game mission density, bring Cpt and Mjr on earlier
- When a country gives you a donation to help your fight against aliens it no longer says "medikit" and "request" and instead clearly states it's a "donation"
- Alien Aggression (Threat) reworked: [ see the wiki: https://www.ufopaedia.org/index.php/Alien_Aggression_(LWR) ]
- Scouts, Abductions, and Terror missions are reduced in amount by 10% per month (from 20% per month) - They were becoming too few in the late game
- Resources acquired from missions increases by 10% per month (from 20% per month) - Accommodates for increased late game missions
- Injury and Fatigue scales again with difficulty: 100/110/120/130% on normal/classic/brutal/impossible - Limits A-Team and smaller roster use on the higher difficulties
- Soldier deaths are more of a factor in the grade you get at the end of each month - More accurate
- Meld Injection now has a popup description claryfing what it does - More clarity on use

Air Game:

- UFOs increase in strength with each Alien Level (instead of each month) - Makes late game UFOs easier to deal with and also makes the current status of enemy UFO easy to figure out (as "each month" was never really accurate anyway, it was often way off -- at least in the late game)
- Combat Patrols now cost 550 (from 350) and also increase alien aggression (by 25%) and decrease alien resources (by 3-12%) - Nerfed as they were quite effective, especially with powerful aircraft, extended in effect to be more encompassing
- You can now see a list of all aircraft weapons you own when you go to change the loadout of an aircraft so that there is easy comparisons, even if you don't have any spare of that aircraft weapon - Makes it a lot easier to compare weapons when changing aircraft loadouts
- Added a button to dismiss aircraft: this will work anytime except for when the aircraft is being transfered or engaging. WARNING: There is NO popup dialogue warning - Gives players the ability to get rid of aircraft they don't want

Tactical:

- If an XCOM soldier/MEC has been killed, at the beginning of each turn, each squad member has a 3% * number of dead soldiers/MECs * aliens in sight to Enrage [Deal +50% weapon damage, all actions have a 50% chance to cost 0 AP, and prevent non-suppression reaction fire triggering until end of turn] - This is a nice mechanic as it makes it so when things are at their worst XCOM gets a nice strength boost. Also, it feels like sweet vindication.
- Pistols now all have the "Maim" ability: Fire 2 shots at -20 aim that deal 1 damage each. Any hits against a target with 1 HP will Maim the target instead of dealing damage, preventing the target from acting on it's next turn.
- Fatigue and Injury System reworked:  [ see the wiki: https://www.ufopaedia.org/index.php/Soldiers_(LWR)#Fatigue and https://www.ufopaedia.org/index.php/Soldiers_(LWR)#Injury ]
- Half of the hit chance over 100 now spills into bonus crit chances, called "Pinpoint Accuracy" - Makes sense that really accurate shots would have bonus crit chances, creates interesting situations with high aim low crit weapons (e.g. shotguns)
- Lowered enviromental damage from alien explosives and weapons by about 80% - This means that your cover is a LOT less likely to blow up when the aliens use explosives or when they fire their weapons; it still could happen, but much much more rarely. The main reason for this is to 1) encourage using cover and cover-based tactics, especially into the late game and 2) while it may seem cool and fun, having your cover blown by alien explosives rarely is.
- Crit chances are now capped by the max amount of aim, called "Accuracy Cap" - realistic that you don't have 100% chance to crit on a 1% chance to hit, creates interesting situations with high crit weapons (e.g. SMGs)
- Alien bases no longer have 'Itchy Trigger Tentacle' enabled automatically - This was originally enabled in LW to make them more difficult, but was a pretty unfair way to do so. As we're trying to make these missions less difficult it definitely makes sense to remove it.
- Changed the way damage randomization works. Instead of requiring a chart based on the ((2 * damage) + 1 + Rand)/4 formula, randomization range is simply +/- 1 for 1-9dmg, +/- 2 for 10-19dmg, +/- 3 for 20-29dmg, etc. Each integer has an equal chance to be selected. (e.g. a 1/3rd chance of - 1, 0, or +1 for 1-9 damage) - Makes it easy to calculate in game (+/- 1 for less than 10, +/- 2 for less than 20, etc.) and tightens the spread at higher damage levels making damage more predictable
- Critical hits will always be equal or greater to the highest damage roll of a normal hit - This applies to 1, 2, and 3 damage hits, which previously would crit (1.5 dmg modifier) for 1, 3, and 4 dmg. They now crit for 3, 4, and 5 damage to ensure even if you low roll on the crit it's always at least as much as the max roll on a normal hit
- Combat Readiness now also grants +5 defense (+10 defense with awareness) and also now has a pop-up that displays the effect as well - Buff to effectiveness and clarity of game mechanics
- Rocket Scatter increased by 10% - Accommodates for damage boost

Perks:

- Opportunist now makes reaction shots bypass damage resistance from cover (30% from partial cover, 50% from full cover) - Overwatch builds needed a boost, specifically against high DR units in cover (e.g. mutons, outsiders)
- Ranger grants +25 aim to sidearms (from +10) - Makes using a pistol much more reasonable on units with ranger
- Snapshot grants a 30/50% chance for regular/strike rifle shots to cost 0 AP (from 20/55) - Buffed to non-strike rifle shots, slight nerf to strike rifles
- Inspired Tenacity (officer perk) changed to +20% DR when protected by cover (from +15% DR at all times) - Encourage use of cover, making cover more effective
- Tenacious defense grants 50% DR against explosives and no longer requires the target to be in cover to get the -20% crit resistance - Makes XCOM biotanks and Mutons more resistant to explosives
- Close Combat Specialist loses it's +40 aim against units within 4 tiles - It was plenty strong without it
- Aggression grants +1 crit damage and +20 crit at all times and affects side arms as well as primary weapons (from +10-30 crit based on the number of enemies you can see and only primary weapons) - Makes it more consistent, slight buff

Equipment:

- All pistol ammo to 2 (from 1) - Boost to the strength of pistols
- Machine pistol crit to 40 (from 20) - Boost to the strength of machine pistols
- Crit on Shotguns lowered to 0 (from 30) - Makes maxing out with crit less common, increases the relative strength of crit boosting perks and items, accommodates for Pinpoint Accuracy bonus from aim overspill
- Crit on Sniper Rifles lowered to 30 (from 40) - Makes maxing out with crit less common, increases the relative strength of crit boosting perks and items, accommodates for Pinpoint Accuracy bonus from aim overspill
- Shotguns and SMGs no longer have proximity damage but shotguns do 150% base damage and SMGs gain Killer Instinct and have 10% more crit  - The proximity damage effects were bugging out too often. Slight boost to shotguns used at further than point blank, tweak on SMGs.
- Extrasensory Vest (Old Chameleon Suit) defense to 0 (from 5) - Prevents defense stacking from getting too high, accommodates for new combat readiness
- Blaster Launcher range to 15 tiles (from 18.7) - Nerfed, needed some pull back due to how powerful and accurate it is
- Targeting Module grants +2 damage on critical hits and 0 crit (from +1 damage on critical hits and 10 crit) - Stronger boost, but does not grant extra crit, makes crit-based builds more reasonable again
- Thumper grants the KSM +10 penetration (from +10 damage) - Makes it much more effective against threats with high DR and less OP against units with no DR
- Rockets deal 125% of weapon tier damage (from 100%) - Boost to their damage output as it was too low
- Javelin Rockets have 70% reduced scatter (from 80%) - Accommodates for the damage boost
- Chameleon Suit renamed to Extrasensory Vest - Makes more sense for what it now does

Aliens:

- Floater mobility reduced to 12 (from 14), Drone mobility reduced to 10 (from 12), Seeker mobility reduced to 12 (from 16) - Flying units are very difficult to deal with due to them being able to move anywhere without being exposed, this prevents them moving so close so fast making it easier to deal with them
- Seekers and Sectoids lose 10 aim - Accommodates for ranger buff
- Sectoids start with 15 less will, and gain 10 less will on each Alien Level Up - Gives them less will in the late game
- Floater, Thinmen, and Muton aim to 60 (from 65), drone aim to 60 (from 70) - Makes them slightly less likely to hit

Bug Fixes:

- Fixed a bug (again) where Exalt panicking would make the HUD disappear
- Fixed a description bug where the respirator implant was said to grant 10 defense (it only grants 5)
- Fixed a bug where engineers brought in later to a base defense mission would not have any repair charges
- Exalt panic sabotage is no longer modified by Game Length - Since the # of exalt missions are similar on NSL, L, VL, or VVL game lengths the amount of panic generated should not be modified
- Fixed a bug where if there was no research to research, you'd still get a ! on the research lab a request to visit it
- Fixed a bug where the minimum amount in each meld canister wasn't being affected by old DW games
- Fixed a bug where the chance for alien leader levels were being halved on old DW 0.5 games (this was making old DW 0.5 games a lot easier) - It was just a simple bug that wasn't removed
- Fixed a bug where the cash bounty for destroyed UFOs was not being modified by old DW games and the alloy bounty for destroyed UFOs was only being upgraded by 25% (instead of 50%) with alien metallurgy
- Fixed some incorrect descriptions
- Fixed a bug where you could send refueling aircraft on Combat Patrols
- Fixed some Salvage options that could be too low
- Fixed some descriptions that were too long to fit in the description windows
- Fixed a bug where alien resource display at the end of the month and on the ticker wasn't accurate and was overestimating alien resources
- Fixed a bug where extra large UFOs were receiving more aliens than intended
- Fixed a bug where salvage opportunities for UFOs were not popping up
- Fixed a bug where the AP pip colors were not updating after a shot if there was a cinematic that delayed a shot
- Fixed a bug where floater 'launch' was not correctly triggering OW
- Fixed lots of bugs relating to Alien Aggression from LW 1.0
- Fixed a bug where alterations of cover (e.g. a SHIV moving from a unit) would trigger Overpower on those units

LW Rebalance v1.26

LW Rebalance v1.26.13

Strategic:

  • DLC missions now have 8 soldiers allowed - Finally figured out how to distinguish just the DLC missions. This makes them a lot easier (which is OK as they are nice missions to pass).

Perks:

  • Overpower now will tests at user's will / 4 (from user's will / 2) - Really only affects ethereals and all it means is that high will units are more likely to resist or be immune

Bug Fixes:

  • Psi Lance deals 5 + will_difference/20 (from 5 + will_difference/10) - Similar change that rift had, that was supposed to be applied to psi lance too but wasn't being. Makes it less likely to do really high damage. Example: against a soldier with 30 will, a 160 will ethereal would have done 5 + 13 damage for 18 damage but now would do 5 + 6 damage for 11 damage.
  • Fixed a bug where exalt units were doing more damage than intended with alien research upgrades
  • Fixed a bug where salvage teams were being offered on missions other than crashed/landed UFOs
  • Fixed some incorrect ability descriptions


LW Rebalance v1.26.12

Strategic:

  • Aliens gain their +2 research per alien base at the end of each month (instead of the beginning of each month) * Makes it so the increase is captured in the end of month report (otherwise the reports were misleading)
  • Successful UFO research missions award less alien research (2/3/4/5 instead of 2/4/6/8) * Was leading to maxing out alien research too quickly in the later game as each month the gains are increased by 10% and the additional range for each month is just +3-15 research (33-45)
  • UFO Bombing (Air Raid) missions now will fail if the UFO is decreased below half health (and will cause proprotionally less panic above 50% health) * Now all UFO missions that are airborne (scouts, hunts, bombing) fail at 50% or less health and will decrease the chance of success proportionally to their health

Tactical:

  • Chance to test for panic on Exalt increased to 30% (from 20%) * Reasonable considering their numbers
  • Tactical Sense renamed to Tactical Mobility * Makes it seem more about your ability to move than your ability to think which makes it more believable on certain aliens and on armors

Perks:

  • Onslaught does not grant point blank shots a free action, only the KSM * It was too strong with both. Shots were added to the perk because I thought it was necessary to have the perk work at all times, but realistically you only need floater autopsy and MEC warfare systems so getting a KSM online early should not be a problem

Equipment:

  • Proximity Mine Launcher is back as "MINE Launcher" and now counts as a destructive grenade for the purposes of perks: Damage:12, EnviroDamage:240, Penetration:100, Range:7.5, Radius:3, Ammo:2, Weight:0.6. Can deploy a MINE (MInerature Nuclear Explosive) at range, that will detonate at the end of the enemy's turn, penetrating all damage resistance and dealing double environmental damage.
  • KSM damage to 20 (from 25) * I was incorrect about it needing a buff, at 20 damage (30 with thumper) it is quite competitive

Aliens:

  • Awareness and Penetrator removed of all Heavy Floaters and moved on to leader Heavy Floaters only * Makes most heavy floaters a little easier to hit and little easier to tank in general


LW Rebalance v1.26.11

Tactical:

  • The first mission has 1 less sectoid on all difficulties * accommodates for sectoid buff

Aliens:

  • Drone and Seeker base damage to 3 (from 2) * Both were too weak and too inconsequential when being used, makes March a little more challenging
  • Sectoid starting will to 50 (from 25) * Boost to early game enemies, makes March more challenging

Bug Fixes:

  • Fixed a bug where salvage options after UFOs were too pricey off the bat
  • Fixed a bug where stepping out at someone you had at "Point Blank" (i.e. avoiding their cover DR) would sometimes still grant cover DR b/c the stepout moved you away from the target and outside of "Point Blank" range
  • Fixed a bug where First Aid and Field Medic was reducing the injuries on SHIVs
  • Fixed a bug where units could press "J" while moving to activate combat readiness even though all of their moves had already been used


LW Rebalance v1.26.10

Strategic:

  • Your grade at the end of the month is now a measure of well your campaign is progressing * This change is awesome as it provides some much needed feedbacks for players. An average score is C, and that's where most campaigns will get at the end of their first month. If you can eventually achieve an A you are doing very well and you will likely pass the campaign if you keep it up. If you get an F, especially after many months, it will likely be very challenging to pass the campaign.
  • Injury/Fatigue modificaiton is no longer reduced on lower difficulties * Makes injury/fatigue less of a non-issue on the easier difficulties as it was allowing for too many alterations in mission density, creating worse gameplay
  • Alien bases offer significantly less resources and set the aliens back in research by 10 (from 15) * Makes them less farmable
  • Researching the technology 'Elerium' now requires access to a hyperwave beacon (which is gained from a successful assault of an alien base) * In other words you can't research elerium until you have successfully assaulted an alien base. Encourages earlier alien base assaults.
  • Minimum resources per month for aliens dropped to 9* month (from 12 * month) * Not needed anymore due to meld changes, and gives the aliens more diversity
  • Failed abductions now give +5 research to the aliens * Makes sense, gives aliens another source (albeit rare and fairly insignificant) of research
  • Alien Research no longer is equal to #_of_days + bonus research (where bonus research starts at -90 and slowly increases) but is instead just a set value that is always between 1.1 and 1.5 per day of the campaign (depending upon how successful the aliens are doing) * This is designed so that it will work with current campaigns. The end result is pretty similar to before except that the player will have more effect over alien tech levels starting at the beginning of the campaign. Note that tech levels are 1:0-49, 2:50-99, 3:100-149, 4:150-199, etc. up to level 15:700+
  • Abductions now hit 2-3 targets but occur less often and have more variable rewards * Makes them harder on your roster, makes the choice of doing which ones under constrained rosters more interesting
  • Abductions now remove 2 panic from the country and 1 from the continent (from just 1 from the country) * makes them more effective at reducing panic
  • Abductions, terror missions, and council missions grant 12 hours to get there (from 8) * Accommodates for the extra mission density of abductions

Air Game:

  • New aircraft option: "COMBAT PATROL": This aircraft will be sent over the continent hunting and harassing alien entities. It will cost 350 credits and likely result in aircraft damage, but will raise civilian morale (lower continent panic by 3-12 depending upon RNG, aircraft, and weapon) and hamper alien progress (lower alien research by 3-12 depending upon RNG, aircraft, and weapon) * Gives the player more agency for controlling panic and alien research
  • Bombing mission panic generation lowered by 25% * Panic generation was a little too high, this is a tweak to put it at a more reasonable level and take some focus off the air game
  • Satellite destruction panic generation lowered by 20% * Same as above
  • Fighter and Destroyer health reduced by 20/25% * Makes them easier to deal with while still not generating more missions

Tactical:

  • Alien Base Assault has ~33% less enemies and the pod sizes are smaller and easier (e.g. The pod of 6 Muton Elites is now a pod of 4 and might just be a pod of 1 mecthoid with 3 drones) * Makes the mission significantly easier as it was a mission that you could not retreat from and was optional. This meant that players delayed a long time and thus delayed plot progression through the game which sometimes led to the player feeling lost: "what am I supposed to be doing again?"
  • Overseer mission has significantly smaller alien pod sizes * makes the mission more doable while still containing deadly pods, gives the impression of an elite UFO mission while not making it as dangerous to do. This lets players attempt and complete the mission earlier.
  • Alien panicking only occurs on Exalt * Felt immersion breaking to have the more hardcore war-bred aliens panic
  • Alien bases get a full additional pod each time you attempt them * Makes farming them difficult
  • Toned down the strength of aliens on extra large landed UFOs * Makes them a little more reasonable to pass
  • Modified alien appearance parameter to be based on set alien tech levels (see #'s below) instead of arbitrary #'s of 28 * All this means is that you can know exactly which aliens you'll be facing based on the alien tech level
  • Late game aliens will appear later in tech levels (see #'s below, each # represents overall weighting) * makes the late game difficulty spike a less of spike
  • Level 1 Aliens: Sectoids (100), Drones (30), Thinmen (10), Floaters (10)
  • Level 2 Aliens: Floaters (90), Thinmen (90), Mutons (10), Seekers (10)
  • Level 3 Aliens: Mutons (140), Seeker (90), Cyberdisc (10)
  • level 4 Aliens: Cyberdisc (140), Mechtoids (10), Berserkers (10)
  • Level 5 Aliens: Mechtoids (140), Berserkers (140), Sectoid Commanders (10)
  • Level 6 Aliens: Sectoid Commanders (190), Heavy Floaters (10), Muton Elites (10)
  • Level 7 Aliens: Muton Elites (190), Heavy Floaters (190), Sectopods (10)
  • Level 8 Aliens: Sectopods (190), Ethreals (10)
  • Level 9 Aliens: Ethereals (90)
  • Level 10 Aliens: Ethereals (100)

Perks:

  • Disabler has a 40% chance to jam an opponents weapons (from 35%) * slight buff

Equipment:

  • Skeleton key is much cheaper * Prevents a resource bottle neck from granting access to the alien base assault

Aliens:

  • Ethereal health lowered by ~20% * They were a little too tanky given their offensive potential
  • Seekers gain 2 DR when strangling (from 0), cyberdiscs gain 6 DR when closed (from 8) * Seekers are moved to a later game enemy (due to the importance of a counter) and thus needed some more threat and cyberdiscs didn't need as high DR due to the red fog change

Bug Fixes:

  • Fixed a LW 1.0 bug where research granted to the aliens from successful research missions was not being modified in DW games (making DW 0.5 games a lot easier)
  • Clarified some ability text
  • Added in more code to prevent the HUD from disappearing during alien panicking
  • Fixed a bug where the council could ask for a proximity mine launcher and considering you can't produce them it could be... difficult to fulfill. =D


LW Rebalance v1.26.09

QoL:

  • Added a lot more strategic/tactical tips during loading screens * Thanks to Young Eldritch for the work on this
  • Added alien strategic info to the end of month report * Increases transparency of game mechanics and adds easier access to game mechanics

Strategic:

  • UFO Scouting missions will only generate a hunt if they are between 50-100% health [The chance is proportional to their health: 2x(UFOHP% * 50)% chance to generate a hunt] * Makes going all out on a scout that you don't finish off not such a loss

Bug Fixes:

  • Again, fixed the bug where aliens panicking would lead to the HUD disappearing
  • Fixed some incorrect descriptions
  • Fixed a bug where air domination was doubling the speed of UFO fire rates as well


LW Rebalance v1.26.08

Strategic:

  • Friendly skies and Elite XCOM aim bonuses to 25 (from 20) * makes the 2nd wave option a little more impactful
  • New 2nd wave option "Air Domination" (replaces Diminishing Returns): Doubles the fire rate of all your aircraft * Gives another method to make the air game stronger for players that wish this. Also, dimishing returns didn't really work well with Long War Rebalanced
  • Bradford will no longer admonish the player for letting a UFO go * Doesn't feel so bad when you do it considering most players will be doing it a lot and it will be a good move (you know nothing Bradford!)

Tactical:

  • Exalt missions are now easier if your difficulty is lower (they start 1/2/3 missions behind in terms of initial squad composition on brutal/classic/normal) * Makes them easier to handle on easier difficulties
  • Exalt Covert Op Extraction missions now have reinforcements enter 1/2/3 turns later on brutal/classic/normal * Makes it easier to handle on easier difficulties
  • Red Fog only degrades flat damage reduction by 1-50% (from 1-100%) * Reduces the effect of red fog on flat damage reduction making flat damage reduction more important/effective

Bug Fixes:

  • Fixed a bug where reducing interceptor repair time looked like it did something, but actually did nothing * Whoopsies =P
  • Fixed a bug where the HUD would disappear if mulitple aliens panicked at the same time * Thanks to szmind for the code


LW Rebalance v1.26.07

Perks:

  • Collateral damage now deals +50% weapon damage (instead of -50% weapon damage) * Significant Buff

Bug Fixes:

  • Fixed a bug where everyone was getting awareness and +30 def


LW Rebalance v1.26.06

QoL:

  • The term "base damage" has been replaced with "weapon damage" in all descriptions * Makes it more clear what it refers to, especially for newer players

Tactical:

  • Panic now lasts 4 turns (from 1), but each turn panicked units have an 80% chance to "Regain Control" * Makes panic more important to remove and avoid (alien trophies, psi inspire, etc.) but also removes the will component from panic turns so that high will units can't reliably panic for multiple turns (which was too powerful)

Perks:

  • Fragmentation to 25% chance for double damage (from 20% chance) * Buffed
  • Awareness grants +10 defense at all times which upgrades to +30 defense when steadying or overwatching * Buffed to provide more defense when not steadying/overwatching
  • Absorption Fields grants +20% DR (from +30%) * Nerfed, alleviates some of the pressure to make a Goliath pure tank
  • Penetrator back to +2 pen (from +3) * Was too strong at +3 and not as balanced on the trees
  • Snapshot with a strike rifle has a 55% chance to proc a free action (from +50%) * Slight buff, perk tree balance
  • VPT and CST back to +150% damage (from +140%) * Due to truncation, 40% is too much of a nerf, 50% seems like the sweet spot * balance on the trees
  • Mayhem grants +2 damage to explosives (from +35% weapon damage) * Buff to lower damage explosives used with mayhem (AP grenade, basic rocket launcher)

Equipment:

  • Kinetic Strike Module damage to 25 (from 20) * Slight buff, especially to the marauder

XCOM:

  • Reworked MEC perk trees * balance
  • Platform Stability replaced with Bring 'Em On for the GSGT Gunner * It felt bad having a perk that could be replaced by an item and this gives a nice offensive boost to the gunner at GSGT
  • SHIV armor to 10 (from 12) and alloy SHIV armor to 18 (from 16) * Nerf to original SHIV, buff to alloy SHIV

Aliens:

  • Cyberdiscs no longer have Critical System Targeting * Makes it a little easier to field mechanical units (it's mostly floaters, outsiders, and sectopods)

Bug Fixes:

  • Fixed a bug where xcom units would sometimes be able to overwatch units that were dropping in without rapid reaction
  • Fixed a bug where the orange AP pips would not update correctly at the beginning of the turn
  • Fixed a bug where the geoscape could be locked on the US and the player couldn't navigate the geoscape due to an old bug in tracktwo's campaign summary code (This one was all szmind, he really is incredible at fixing these sorts of bugs)
  • Fixed several description errors * Thanks to Young Eldritch for this


LW Rebalance v1.26.05

Strategic:

  • Air raid panic increase to 12 (from 8) * Even with increased scouts, the hunts are creating significantly less panic than expected, this is intended to help rectify it

Tactical:

  • Non-Robotic aliens units have a 20% chance to roll for panic when they are hit for more than 30% of their remaining health (20 will test), when a squad mate in vision dies (20 will test), and when their squad leaders in vision die (40 will test) * Makes the game feel more engaging, feels more fair, and most important, feels fun to see the aliens cower before you.
  • First mission has 4/3/2 less sectoids on impossible/brutal/classic but XCOM only starts with 6 soldiers (from 8) * Slight increase in difficulty, makes it less likely to be a full map activation, consistency with what an abduction should be

Perks:

  • Mind control no longer has a negative to hit of 50 but instead a bonus to hit of 1 * Makes the AI more likely to consider it's use (for sectoid commanders and ethereals)
  • Mind control cooldown to 4 turns (from 1 turn) * Makes it much less spammable

Aliens:

  • Cyberdiscs and Mechtoids deal 2 less damage * They were hitting a little too hard
  • Toned down some of the damage bonuses high level leaders got with upgrades
  • Lowered the will of sectiod commanders, ethereals, and uber ethereals by 40 * Helps accommodate for mind control buff, makes overpower not so... overpowering =P

Bug Fixes:

  • Fixed some incorrect text descriptions
  • Fixed a bug where outsiders could start with 5-9 extra DR on brutal, classic, and normal difficulties
  • Fixed a bug where the bounties for killing high level aliens were being reduced by 90%
  • Increased the radius of danger zone suppression so it should work on all targets diagonally


LW Rebalance v1.26.04

Strategic:

  • Increased the amount of elerium/alloys you can acquire through extra salvage from UFOs * Increases the ability to convert credits into alloys/elerium
  • Interceptors take 20 days to produce * Slows down air expansion, makes planning more important
  • You can now hire an additional repair crew for a damaged aircraft at the cost of 150 credits which cuts repair times in half (cannot go below 1 day) * Helps keep the airfoce afloat
  • Landed UFOs decrease by 10% per month (from 20% per month) * Increase in the ability to acquire resources without using your airforce, helps accommodate for poor resource acquisition from UFOs
  • Reduce resource accumulation of elerium/alloys from UFOs by ~20% * Accommodates for increase from aliens and increased opportunity from landed UFOs

Tactical:

  • All aliens will now have 50/33/17% reduced stat gains from research and leader levels on normal/classic/brutal * Makes the mid-late game and larger UFOs much more reasonable on the lower difficulties, significant decrease overall in alien strength on lower difficulties
  • High level aliens yield significant bounties when killed (even if killed by explosives) * Makes late game missions still feel valuable and gives players alternative ways to acquire resources during challenging missions, helps accommodate for poor resource acquisition from UFOs
  • Most aliens reward 1 of a single resource specific to their type, even if killed by explosives (e.g. drones give 1 alloy) * Gives more consistent resource accumulation, helps accommodate for poor resource acquisition from UFOs
  • Toned back the time at which high level aliens can first appear by 1 month * Makes it feel less oppressive
  • Hunkering down now reduces the hit chance of psionic attacks by 50%, regardless of whether the unit is in cover or not * Gives an option to help protect soldier against psionic attacks
  • Corrossion reduces rocket range by 50% (instead of increasing scatter by 100%) * consistency with the rest of the ability
  • Corrossion prevents all passive healing (e.g. regeneration effects) * Makes it quite useful against units that heal (outsiders, mecthoids, ethereals, etc.)

Perks:

  • Mind Fray lasts 1 turn (from 2) * nerf to how punishing it feels, and makes it consistent with other effects (either 1 turn or indefinite)
  • Fragmentation grants a 20% chance for double damage * Tone back through increase on the RNG element, distinction from mayhem
  • Penetrator grants 3 penetration (from 2) * Buff to the perk, balance

Aliens:

  • Sectoid Commander damage toned down by 2 * They were hitting a little harder than ideal

Bug Fixes:

  • Fixed a long time LW 1.0 bug where when you ordered/cancelled a new aircraft or soldiers the amount of credits you have didn't display the change until you left the screen
  • Fixed a bug where the pulse sniper rifle had a mobility penalty and should not have one
  • Shadowstep now correctly grants +1.2 mobility * was bugged at 0.6 mobility
  • Fixed a bug where critical hit display wouldn't always inform the player it was a critical hit
  • Fixed a bug where the AP pips would not be colored orange at the beginning of the turn (but would be colored after an action or move)
  • Fixed a bug where gene modification wouldn't allow you to select gene mods despite having the available resources
  • Fixed a bug where In The Zone would sometimes not trigger if used as the first action of the turn


LW Rebalance v1.26.03

Strategic:

  • Bombing run panic generation to 8 (from 7) * Slight increase in panic
  • Renamed multiple weapons to not be so hard to identify (e.g. Blaster Rifle --> Pulse Strike Rifle) * Makes it easier for players to understand the many various weapons more clearly
  • XCom gains 20% more resources (meld, elerium, artifacts, etc.) per month from missions (from 10% per month) * Accommodates for reduced late game missions
  • Winning an Exalt Base raid grants 400 meld (from 150) * Buff to encourage doing the base instead of farm it
  • Armored fighters grants +15% HP (from a flat +500 hp) * Nerf to interceptors, buff to firestorms
  • Successful scouting missions no longer have a 50% chance to randomly fail to generate a hunt * Means a hunt is more likely following scouts (it was bugged previously reducing hunts more than intended and I can't really control it so I scrapped the code)
  • Destroyer health to 2000 (from 3000) * Makes them much easier to down and/or prevent on their missions
  • Air weapon credit costs increased significantly * Makes the credit cost for adequately covering more continents more challenging
  • Alloy, elerium, meld, and weapon fragment council requests grant more reward for fulfilling * Slight boost due to the importance of these items
  • UFO Plasma I air weapon aim to 40 (from 35) * Slight decrease in effectiveness of LEAD stance and a little less mission generation
  • Jellied Elerium increased rocket and grenade damage by 1 (from just rockets) * Boost to mid-game grenades
  • Enhanced Plasma renamed to Condensed Plasma and grants rockets and grenades +2 damage (from 0) * Boost to late-game rockets and grenades
  • MEC2 technology requires mobile power armor * Pushes MEC2 production slightly later

Tactical:

  • Soldiers on the first mission will always equip assault rifles and tac armors * More consistency in loadouts
  • AP pips will now color orange when an enemy has reaction fire on you that you can't see (e.g. they are out of sight and have squadsight or are concealed) * Your units 'sense' it, while it's unrealistic, the alternative (eating overwatch shots out of nowhere and losing soldiers) was worse
  • Covert Op missions start with 2 pods at half the size (from 1 pod that was double the size) * Makes it a little more likely you will run into someone (e.g. instead of 1 pod of 3 exalt, you'll fight a pod of 2 exalt and a pod of 1 exalt)

Perks:

  • Mechanic and Master Mechanic grant +1 penetration against mechanical units instead of +1 damage and the Repair ability they grant repairs for 4 HP (from 3 HP) * Buffed
  • Extra Conditioning reduces fatigue times by 40% (from both fatigue and injury times by 20%) * Buffed and more focused
  • Fragmentation has a 40% chance to deal +40% damage (from 50% chance for +50% damage) * Toned back
  • First Aid grants 1 medikit and 1 extra of each equipped medikit (reversion) * Increases overall XCOM healing, buff to support scout/rocketeeer, decreases reliance on medics
  • Run and Gun cooldown back to 2 turns (from 1) but grants immunity to reaction fire * buffed, makes it easier to get run and gun off
  • Shadowstep back to +1.2 mobility * Balance
  • In The Zone back to +20 aim/crit on subsequent shots (from +10 aim/crit) * Buffed, balance
  • Combat Drugs grants +10 will (from +15) * Toned back a little more
  • Commanding Officer gains 1 command at the first rank and 1 command at ranks 3 and 5 (from 1 command at each rank) * Tone back on # of commands available
  • Damage Control toned back to 15% DR per shot (from 20% DR per shot) * Toned back a little
  • One For All DR to 40% (from 50%) * Toned back a little
  • Snapshot has a 50% chance to trigger a 0 AP action (from 60%) * Tone back
  • Hit and Run now prevents weapons or equipment use in subsequent actions (from non-shooting and non-overwatching actions) * Nerf to multiaction capability of Hit and Run builds, especially on the Shogun (distinguishes it from the Maruader)
  • Greater Mind merge grants 100 crit (from 25 crit) * Makes it's use (and thus sectoid commanders) a lot more effective

Equipment:

  • Neuroregulator will bonus to +10 (from +20) * Toned back
  • AP Grenade range increased to 12.5 (from 10) * Buffed, grants more reach
  • Regenerator Vest hp to 2 and DR to 0 * Nerfed
  • Vortex armor reduces fatigue by 50% (from eliminating it) and will to +10 (from +20) * It was overkill and LWR doesn't have the problem of trying to get the volunteer up to level like LW 1.0 did
  • Aurora armor HP to 6 (from 8) and will to +5 (from +10) * Nerfed, was replacing too many armors
  • Ammo module is again equippable by both SHIVs and MECs (from just SHIVs) * Buff to Jaeger ITZ and overall MEC ammo capacities

XCOM:

  • Multiple perk tree alterations * See perk tree image
  • Cost of SHIVs increased across the board * Makes them less 'expendable'

Aliens:

  • Introduced some more code to encourage the aliens to not always target the lowest hp or lowest def unit all the time * Makes them a little less predictable
  • Sectoid Commanders reworked (they got their pistol back! -* AND it hits like a Plasma Cannon!) * Their AI was too hard to stop from being foolish so often and I couldn't fix it so I worked on them a lot. In the end they are now smarter, deadlier, and they gained some reasonable AI. After a lot of testing, I think should be much more scary enemies worthy of their title.
  • Chryssalid DR to 1 (from 0.5) * Slight buff
  • Muton health to 12 (from 14) but DR to 1 (from 0) [research gains affected as well] * Some HP swapped to DR, increases effetiveness of corrossion/penetration
  • Muton Berserker health to 16 (from 20) but DR to 1 (from 0) [research gains affected as well] * Some HP swapped to DR, increases effetiveness of corrossion/penetration

Bug Fixes:

  • Fixed a bug where neural feedback was doing more damage than described/intended
  • Fixed a bug where packmaster sometimes wasn't granting an additional medikit charge for equipped medikits
  • Fixed a bug where reaction shots at someone who was taking an action would sometimes cause that person to 'stall-out' and not execute the action * Thanks so much to all the time szmind put into fixing this (This might even help the LW 1.0 suppression stall out bug)
  • Fixed a bug where the Medic wasn't getting sprinter at MSGT
  • Fixed some incorrect text descriptions
  • Fixed a bug where picking combat drugs would freeze the game
  • Fixed a bug where drop-ins and reinforcements would go on OW but wouldn't have it trigger against xcom's units
  • Fixed a bug where overpower wasn't working at squadsight
  • Fixed a bug where deflection shield would remain active on dead units which would clutter the field


LW Rebalance v1.26.02

Strategic:

  • Advanced Servomotors requires Mechtoid Cores (from Sectopod Wrecks) * Makes more sense and grants the tech earlier
  • Confounding Light/Gangplank start even another month later now * Really pushes it into the late game to make it easier
  • Panic increases by 10% per month (from 5% per month) * Slight increase in world panic spread
  • Bombing runs increase panic by 7 (from 6) * Slight increase in world panic spread
  • Plasma I UFO weapons to 35 aim (from 30) * Slight nerf to strength of air game, reduced shot down UFOs and air game control, makes it so it's not as mandatory to go lead to guarantee downing a UFO

Tactical:

  • All thrown objects and rockets now give a confirmation dialogue before firing * Makes it so you never have to worry about misclicking on them now, thanks to forefal for the suggestion because it's awesome and really makes pixel hunting a lot more bearable
  • The first mission has 2 more sectoids on all difficulties * The outsiders were surprisingly not as difficult as expected

Perks:

  • Close Combat Specialist only triggers on your opponent's turn * There was a bug that makes it flakey on your turn and the pingpong with beserkers was borderline gamey and borderline abusive.
  • One For All DR back to 50% (from 30%) * With the plethora of CST and high damage weapons, this re-increase is reasonable granting MECs a significant (and much needed) tanking capability increase
  • Combat Drugs grants +15 will (from +20 will) * Slight tone back
  • Squadsight reduces aim/crit by 4 per tile (from 3 per tile) * Slight nerf, the unlimited squadsight can be quite useful
  • Sapper grants 5x environmental damage (from 3x) * Makes it a lot more likely to destroy whatever is in it's path

Equipment:

  • Psi Accelerator renamed to Psi Frayer, and Psi Screen renamed to Psi Retaliator * More obvious and intuitive what abilities they grant
  • Psi Retaliator/Psi Frayer grants +0.5/0.5 DR, +10/15, and weight to 0/0.6 * Makes them more universal in who would want to equip them
  • Elerium Emitter back to 1.5 DR (from 1) * Slight boost to psi tanking
  • LMG ammo to 5 (from 7) * It's excellent at suppression, and the decreased ammo consumption has made ammo concerns too minimal of a problem. As well, the -10 aim negative isn't so significant on a class that only wants to suppress as the suppression shot isn't as damaging
  • Combat stims lasts 4 turns (from 2) * Buffed, this means it heals 8 hp instead of 4
  • Chameleon vest to +5 def (from 0), weight to 0 (from 0.6), and grants Awareness, but no longer ignores reaction fire * alteration to bring awareness to soldier classes and remove the easy capability of bypassing enemy OW on any soldier
  • Sniper Rifle mobility to -1 (from 0) * Accommodate for it's increased stats, more reasonable weight

XCom:

  • Lock N' Load on Rocketeer replaced with Holo Rounds * Grants the support and shooter rocketeers more options
  • Sapper on Infantry replaced with Packmaster * Give the grenadier build a stronger final option
  • Shadowstep on Medic replaced with Sprinter * Gives more of a stat bonus to make it more competitive vs tenacious defense

Aliens:

  • Rapid Reaction swapped to Sentinel + Opportunist on all aliens except for floater leaders and heavy floaters * It was too punishing to XCOM
  • Ready For Anything removed from all aliens except for a few high level leaders * It was REALLY powerful, too powerful to have on so many aliens

Bug Fixes:

  • Fixed a bug where reaction shots at squadsight ranges were still occuring at old caps and were not unlimited
  • Reconnaissance popups will stay on the scout so you can read the clues * prevents not seeing the audio clue
  • Removed some code that was teleporting units, and turned off some background logs (e.g. "...zzz")
  • Fixed a bug where packmaster was still granting a smoke grenade * You might have to reset perks to make it go away
  • Fixed a bug where squadsight could grant bonus aim/crit chances
  • Fixed a bug where abilities that relied on the number of enemies in sight were sometimes acting inappropriately (e.g. ITZ not triggering)
  • Fixed a bug where multiple reaction shots could reset the targets that were overwatchable for both XCOM and Aliens
  • Fixed some issues with orange pips not updating correctly from dead aliens
  • Fixed a bug where the interaction with One For All and smoke was not working correctly


LW Rebalance v1.26.01

Strategy:

  • Gangplank and Confounding light occur 1 month later * Makes them a little easier

Equipment:

  • Proximity Mine Launcher can no longer be built * Was too much of a trap for newer players and veterans knew better anyway
  • Combat stims now grant Stimmed [+2 regeneration, +1.2 mobility, +10 aim, +15 will, immunity to critical hits, and 20% DR] for 2 turns * Buffed, generalization: useful for more units. There is no -40 will protection against psi panic, the crit immunity does not require cover, and it gains 2 regen over 2 turns (so +4 HP total)
  • Psi Screen grants +10 def (from +5) * Buffed, makes it obviously not suitable for units that want to taunt (i.e. tanks)
  • Elerium Emitter DR to 1 (from 1.5) * Slight nerf
  • Psi Accelerator DR to 0.5 (from 0) but will to +10 (from +20) * Tone back on will, makes it good for tanks
  • Leather Jacket mobility to -2.5 (from -1.2) * That hacking equipment is HEAVY! =P Slows down the operative more on exalt missions, makes protecting him more important

Perks:

  • Damage Control reworked: Now it grants 20% DR per shot received (from 30% after 1 shot) * Like everything, this stack multiplicatively. So 1st shot = 100%, 2nd shot = 80%, 3rd shot = 64%, 4th shot = 51%, 5th shot = 41%, etc. Helps minimize the effect of gamey things like trying to get a drone to hit you first and makes it so any unit with damage control that takes a lot of punishment gets a LOT tankier.
  • Smoke and Mirrors no longer grants +1 smoke (note: you'll have to reset your perks to get rid of the extra smoke) * Makes smoke a little less common and the item more reasonable to equip
  • Dense smoke no longer increases the aim malus of smoke (so now dense smoke is 50 def and -15 aim, affects psionic hit chances too, and no damage from explosions) * Buffed
  • Snapshot now works on standard/precision/disabling shots (from just standard shots) * Buffed
  • Transform (Cyberdisc's Closed Ability) grants 8 DR (from 4) * It was quite weak at 4 because it was often hit while open, lowering it's life by half, thus lowering the closed DR from 4 to 2; now it will go from 8 to 4 and still have a reasonable amount of DR even after injured, when closed

Bug Fixes:

  • Fixed some inaccurate/misleading item/ability/tooltip descriptions
  • Fixed a bug where stingrays were doing incorrect damage (they now properly deal 900 damage over 10s)
  • Fixed some issues where deflection shield appeared as covering fire in the F1 panel
  • Fixed a bug where overwatch was not always working correctly (not triggering after loading a save game)
  • Fixed a bug where the orange AP color was not going away immediately when an enemy on OW died
  • Fixed a bug where packmaster would, in certain situations, still grant a free smoke grenade


LW Rebalance v1.26.00

Strategic:

  • Workshops now also reduce build times by 20% each (stack multiplicatively) * Makes late game item building much faster, less waiting around
  • Number of UFO missions (abduction, terror, scout, research) is reduced by 20% per month (from 15% per month) * Reduction of # of late game missions
  • Chance to destroy (instead of shoot down) a UFO increased be ~2x * Reduces mission generation and makes high yield weapons less desirable, re-adding the dynamic back to the air game
  • Alien resources and research gained for successful UFO missions increased to 20% (from 15%) * Accommodates reduced missions
  • XCOM resources from all missions increased by 20% per month (from 10%) * Accommodates reduced missions and reduced shot down UFOs
  • Abduction reward bounties increased by 20% per month * Makes abductions more beneficial in the late game
  • Increased alloy gains by ~10% on all difficulties * Increased to help reduce early game alloy shortages
  • Unchecked scouts have a 50% chance of triggering a hunt mission (from 35%) * Makes dealing with the scouts more important
  • Advanced repair reduces repair times by 25% (from 33%) * Toned back
  • Laser Cannon aim to 45 (from 40) * Slight boost, it was a little too weak at 40
  • Fusion weapon research time reduced by over half * It was really long for something in the late game that meant you sometimes didn't get it in time to actually use it

Tactical:

  • Alien appearances do not occur just on a set month, they now have a gradual introduction and increase in frequency: this means you can fight harder alien types earlier but they will be much less frequent * Gives earlier access to some corpses, prevents avoiding preparation based on the month, makes the composition of missions a lot more unknown (as an example, there is a rare chance to fight cyberdiscs in May and Mechtoids in June)
  • Explosives deal 50% damage at their periphery (from 35%) * It still felt bad doing 1/3rd damage when you actually hit someone, this makes it so that if you at least hit someone the explosive will feel good
  • Alien soldier research/technology upgrades (at ~1.5 months, 3 months, 6 months, etc.) are more significant * Makes later game aliens more challenging
  • Officers grant 10%xp/rank (from 15%) * Tone back on how fast soldiers level up
  • Jellied Elerium grants +1 damage to rockets (from +2) * Tone down on late game rocketeer
  • The "Close Range" proximity bonus that negates cover is renamed to "Point Blank" * Makes more sense, distinguishes itself from close range weapon bonuses

Perks:

  • Squadsight now grants infinite range to sniper rifles, strike rifles, and MEC weapons, but caries a penalty of -3 aim/crit per tile further than normal range (18.75 tiles) * Allows squadsight at any range but has a penalty the further away you are
  • Distortion (on sectoid commanders and ethereals) no longer grants additional defense per tile away but instead reduces aim to 0 on squadsight shots * Makes them a lot easier to deal with under 18.75 tiles and helps prevent late game squadsight units from being as dominating
  • Deflection shield defense per tile away increased to 5/tile (from 3/tile) and reduces both aim and crit * It was too ineffective at 3 with granting large crits, this still lets OW be an effective strategy against it
  • Neural Feedback deals 5% of the user's will in damage (from 10% of the user's will in damage) * Too much damage otherwise. It's technically a free aciton and with the higher will of enemies, mind fray is already less competitive
  • Brawler loses it's +1 damage against targets within 4 tiles * Balance, it was too strong, especially with CCS on both trees
  • Concealment restricted to high cover only * The gameplay becomes more interesting this way and helps prevent too many 'setup' situations
  • Mayhem grants both sniper and strike rifles +100% base damage (from 100% on sniper and 70% on strike) * Buffed on strike rifles
  • Depth Perception to +20 crit (from +20 aim/crit) * Was too strong on flying units
  • Combat Drugs grants +20 will (from 10 aim, 20 crit and 30 will) and no longer heals 1 hp at the start of unit's turns, but instead heals half the damage received by units under its effects (purely mechanical units immune) * Role changed
  • Master mechanic additional repair charges to 3 (from 5) * Toned back
  • Psi Mastery now increases mind fray damage by 50% as well and lets all psi abilities only cost 1 AP (from a select few) * Buffed
  • Danger Zone grants +30% increased explosive radius (from 33%) * More simple calculations, very slight tone back
  • Bullseye to +20 aim (from 25) * Balance
  • Death from afar to +10 aim (from 15) * Balance
  • Executioner to +1 damage (from 2) * Balance
  • Disabler grants a 35% chance to jam enemy weapons (from 30%) * Balance
  • Vital Point Targeting and Critical System Targeting to 1.4x damage (from 1.5) * They were a little too heavy at 1.5
  • Packmaster no longer grants a free smoke grenade and medikit but instead grants +2 ammo * Fills the 'ammo mule' role. Nerfed on support capability, boosted as an alternative pick for other builds. It originally granted those extra items because support abilities weren't as strong. However, with smoke and concussion grenades being stronger, this buff pushed it to be too strong of a perk. It was also (ironically) making the smoke grenade and medikit small items less competitive for a slot. This might see more play on non-grenadier/support classes due to the ammo now.
  • Growth (Outsider Perk) has been toned down significantly for all difficulties below impossible * So players don't feel like they need to rush as much
  • Shadowstep grants +0.6 mobility * Balance, encourage more choice on the trees where it occurs
  • Double Tap now grants +15 aim if you haven't moved to all weapons (from +10 for normal weapons and +20 for sniper rifles) * Consistency of perk
  • In The Zone grants +10 aim and crit on subsequent shots (from +20) * Nerfed, balance
  • Precision shot no longer allows a shot at infinite range (as they can all fire at infinite range now) but instead removes the squadsight penalties * Accommodation for new squadsight rules

Equipment:

  • Sniper Rifle damage to 150% (from 125%), has 2 pen (from 1), and reduces the squadsight range penalty to -1 aim and crit per tile instead of -3 aim and crit per tile * Buffed to accommodate nerfed sniper perks and nerfed squadsight
  • Javelin rockets have 80% reduced scatter (from 50%) and a 20% radius (from 33%) * They are a smaller aoe but are much more likely to hit
  • MEC1 gains another hp and another mobility * It is a bit of an awkward hybrid, so this makes it more competitive and more reasonable to rush/build (due to cheap cost as well)
  • All HMECs gain a 2ndary weapon slot * Buff to HMECs, constistency amoung MEC tiers
  • UHMEC3 gains 2HP, ULMEC3 gains 0.6 mobility * Buff to the Ultra MEC3s
  • Leather jacket hp to 2 (from 1), defense to 5 (from 10), mobilty to -1.2 (from 0) * it now contains heavy hacking equipment essential for interfacing with exalt databases, the def and hp change was just for consistency with other light armors, the mobility reduction was to make it even harder to chain relays
  • Combat stims grant +2.5 mobility (from 1.8) and 25% DR (from 20%) * Slight buffs
  • Breaching Ammo, Shredder Ammo, Armor Piercing Ammo, Flak Ammo, and Reaper Ammo weight to 0 (from 0.6) * Buffed, balance, consistency with other items like scopes and alloy-jacketed rounds
  • Extra rocket and Javelin rocket grant 2 of each rocket * More ammo for rocketeers, prevents them from running out as fast and feeling ineffective aftewards
  • Shock and Awe also grants +1 charges to any extra rockets equipped * More ammo for rocketeers
  • Rocket Launcher / Recoilless Rifle / Blaster Launcher damage to 4/6/8 (from 5/8/12) * Pull back on single turn damage of rocketeers, consistency at 100% of base damage for the tier
  • All rocket radius' increased by 0.5 tiles * Slight increase to rockets, distinction from grenades
  • All destructive grenade radius' decreased by 0.5 tiles * Tone back on grenades

XCom:

  • Vital Point Targeting on the Shogun replaced with Penetrator * VPT was too strong, pushes the Shogun into more of the anti-mechanical role if it wants to deal damage
  • Shogun loses it's base +0.6 mobility * Balance

Aliens:

  • Uber Ethereal health to 60 (from 40) * The end boss should be more resilient
  • Multiple alien leaders pick up Ready For Anything * Got it working on aliens

Bug Fixes:

  • Fixed a bug where late game enemies were getting reduced likelihoods to show up in late game missions causing some campaigns to be filled with early to mid game enemies in the late game
  • Fixed a bug where on DW games the # of some missions in the late game were being increased instead of decreased * Made some campaigns get too many resources/xp in the end game
  • Fixed a bug where some aliens could wander into weird locations (like outside of the map boundaries) * Thanks to szmind for this
  • Fixed a bug where the repositioning of stepped out units could sometimes occur twice, pulling the unit away from their original spot or occur when grappling * Again, thanks entirely to szmind for this
  • Fixed some incorrect descriptions
  • Clarified some descriptions on abilities
  • Fixed a bug where drop-ins were not triggering proper overwatch * This had to do with my optimization code not correctly setting the Overwatch lists of aliens on drop-in
  • Fixed a bug where it looked like chryssalids had overpower * They don't
  • Fixed a bug where psychokinetic strike was showing up as costing 2 AP (even when it only costed 1 with psi mastery)
  • Fixed a longtime bug where platform stability wouldn't show up in the crit summary F1 panel sometimes (Just tried a workaround that tests if the bug occurs and then attempts to fix and it worked) =D

Full Change Log including versions 1.25 and earlier

https://www.nexusmods.com/xcom/mods/686?tab=logs