Change Log (LW2)

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Patch 1.4 (Released May 22, 2017)

Bugfixes

- Fix crash on mac when leaving the weapon upgrade screen.

- Fix bug causing doom to fail to be removed from the fortress

- Update evac spawning to reject any evac zone with tiles that are out-of-bounds of the map.

- Serial will process damage reduction per kill as it was designed to.

- Fixed some bad ini on Smash and Grab rewards. Fixes bug when you are at Force Levels 3-5, you have a 5% chance of getting nothing out of a box.

- Fixed bad non-English loc for "Reinforcements" timer (it's appearing as English because of bad tags in all the translations)

- Fixed bad config in in two S&G mission schedules that'll mean one fewer pod than desired.

- Added stats from soldier perks to their stats shown in the armory personnel list. Was previously just the base character stats.

- Ready for Anything will not trigger Overwatch if unit is out of ammo

- Added modifier for [0] indices on weapon range table to catch weird cases when distance to target returns zero.

- Removed duplicate Hacking stat increase on Spec LPCL

- Fixed possible bug with Guardian proccing against same enemy multiple times

- Fixes to Field Surgeon not always proccing when it should, and sometimes proccing when it shouldn't.

Mod support

- Improve the projectile sound modding support to allow identification of the projectile elements to modify by a more consistent name.

Workarounds (for those on 1.3)

Serial: In XComLW_Overhaul.ini change SERIAL_DAMAGE_FALLOFF=FALSE to TRUE.

S&G: In XComGameCore.ini, in the SmashNGrab_LW_3 LootTable (line 541 or so), change the Loots[2] Chance from 45 to 50.

Guerilla_Revealed_D4_1_LW: XComMissions.ini, line 4190, change "OPNx3_Satndard_LW" to "OPNx3_Standard_LW"


Patch 1.3 (Released May 15, 2017)

Bugfixes

- Fix a bug causing newly-hired units to rapidly level up, especially mid/late game black market purchases.

- Fix base game bug with PCS items disappearing from soldiers.

- Attempted fix for the "squad stuck on mission" bug when infiltrating an about-to-expire mission. 2207

- Fix bug causing the DLC mission sites to spawn more than once in a campaign. Requires a new campaign to avoid the bug. 2219

- Fix bug causing Invasion missions to sometimes be considered a failure if the spike is destroyed after all aliens are defeated. 2160

- Attempted fix for bug causing failed facility sabotage missions to still destroy the facility

- Add faceless base loot (corpse) to the faceless civilian & rebel character templates. Ensures they still drop a corpse if you manage to kill them before they transform. 2177

- Full Override Permanent now does not break MindControl on source unit death or leaving play (e.g. evaccing). Added a listener to the TransferMec effect that breaks MindControl when the only remaining units are mind-controlled units that cannot evac. 2158

- Alerted units will now be alerted to the location where explosives detonated instead of the location of the unit that threw/launched/placed them.

- Berserkers should no longer attack friendly units while in yellow alert on datatap missions. They may still target friendlies after being enraged. 2174

- Fall back effect (used by Flush, Roust and Fall Back) will no longer trigger on stunned units

- Dead/Captured Psi units will not show eligible for Psi level up

- Port fix to allow mod-added menu items to respond to keyboard activation. Courtesy of robojumper and the Community Highlander project.

- Fix keyboard navigation order issue in the armory with mod-added entries (AWC, Officer abilities) being skipped over. Allow <enter> to fire the on clicked delegate for mod-added armory buttons.

- Attempted fix for case where liberation object chain would not advance when liberation 2 was completed. Add a backup TriggerEvent for 'LiberateStage2Complete' when the network tower trigger occurs. 2163

- Replace the md_ShootingRange_01 parcel with a modified _LW variant that removes the fire from one of the XCOM squad spawn locations. Should avoid starting missions with people on fire tiles. 2210

- Fix a bug causing non-ballistic weapons to not stack correctly in the inventory after stripping all weapon mods. 2211

- Restore weapon upgrade UI to showing 4 slots at a time.

- Moved "Strip All Weapon Upgrades" button to bottom nav-bar of the weapon upgrade UI

- Fix bug with weapon pawn not updating properly after stripping weapon upgrades in the weapon upgrade UI

- Fix bug with some soldiers not having their weapons stripped when "Strip All Weapon Upgrades" is used

- Fix bug with "Strip All Weapon Upgrades" stripping the current soldier when used from the weapon upgrade UI.

- Blanked-out vanilla ENDS TURN loc because it was often used inaccurately.

- Attempted fix for LR pop-up when unit is impaired and not getting LR bonus

- Added IsPanicked check for various abilities that shouldn't work when panicked (not sure if IsImpaired covers panicked or not)

- Removed Reaper from AWC list, would not work on gunner without Fleche

- Fixed Sniper Rifle laser sound range to 30.

- Pod Substitution code should now respect "Protected" string in encounter name and not make any substitutions

- Lone Wolf should ignore Gremlins as a "nearby ally"

- Removed vestigal sweep objective from facility sabotage, should correct "full salvage" erroneous report

- Large intel cache should properly reward 25 intel instead of 40 now

- Fix vanilla bug with the navbar not refreshing correctly when entering the weapon upgrade UI from squad select (2217)

- Combined Arms should no longer provide a damage bonus to non-damaging attacks like Flashbang (2218)

- Fix bug causing captured soldiers to occasionally re-appear in their squad and be able to go on missions (but be uncontrollable on those missions). 2222

- Fix bug with Trojan not applying when hacking a robot outside of regular sight range. 2223

- Added check for dead units in UnitCannotAcceptAura, attempt to fix dead leaders broadcasting passive bonuses 2224

- Refresh the mission info panel after a boost. Ensures the evac delay turn count is updated correctly.

- Air Controller perk should be properly reflected in mission brief evac estimations 2227

- Sneks will no longer attempt to bind stunned units (fixes buggy behavior) 2227

- Hack Defense malus from Redscreen Rounds should stack now 2227

- Attempted fix for Skullouch not applying properly 2228

- Attempted fix to deprecated vanilla Advanced Heavy Weapons PG project showing up 2230

- Sharpshooters restricted from Chain Shot, Guardian in AWC

- Removed all upkeep costs from facilities to work around negative supply bug. Raised initial price of some facilities and upgrades.

- Units protected by Mind Merge will now correctly handle losing temporary shield hp before losing permanent shield HP

- Fixed logic short circuit in LeadByExample so it should apply consistently now

- Flush and Roust may no longer be used from concealment, as they don't work properly in those cases

- Remove disorient/shutdown effects from robots on a successful control robot hack, similar to as is done for dominate. Fix bug causing the effect animations to not be removed (with a slight glitch in the animation showing the robot recovering from shutdown twice). 2232

- Attempted fix for bug in Rapid Reaction and Sentinel causing their use counters to reset every half-turn. 2233

- Fixed bug with reinforcement difficulty-based modifiers

- Fixed some bugged code in PostEncounterCreation not finding right mission

- Fix vanilla graphical bug causing units taking more than one overwatch shot after stepping out to fail to step back to their previous tile.

- Fix bug causing mission brief to incorrectly display "concealed start" for avenger defense.

- Fix bug causing mastered MECs to not be transfered to the resistance outpost on sweep missions. 2235

- Fix bug causing bleeding out Haven Advisers to not be recovered on mission completion. 2234

- Using Steady Weapon will now count as an attack action for the purposes of Deep Cover, meaning DC will not trigger. This prevents Deep Cover auto-canceling the Steady Weapon bonus.

- Fixed bad config in Reinfs where [0] index was being ignored. All reinf arrays start at 1.

- Fixed some crit damage values that were too low

- Fix a vanilla bug causing wounded units taken on missions allowing deployment of wounded soldiers (e.g. avenger defense) to magically heal on mission end. This can cause bugs in both LW2 and vanilla where their HQ healing project is still active and when it completes they will be reset to "Active" status regardless of whatever status they had at the time. Since they were no longer injured they could be infiltrating or advising in LW2 or in a training project in LW2 or vanilla.

- Fix bug causing InclusionExclusionLists to not work. 2255

- Created handlers for objectives for cases in which player has unlocked black site after 1) researching resistance communications or 2) has contacted all 16 regions. 2256

- Concussion rocket smoke will take effect immediately now. 2256

- Fix a bug causing dark events to sometimes activate before the activity they are attached to expires. 2257

- Fix bug causing blaster launcher scatter text to remain on-screen. 2261

- Fix a vanilla bug causing aliens to get a free turn on a Restart Mission. This also has the side-effect of fixing the LW2 specific case where a Restart Mission on a mission type where XCOM starts on top of the evac zone would restart the mission on the XCOM turn with no action points (as if they weren't on an evac zone it'd immediately skip to the alien turn). 2263.

- Fixed vanilla bug in which Saturation Fire was 100% blowing up cover that someone was using instead of assigned %. Expanded SF cone to vanilla levels to compensate.

- Attempted fix for "Quick Response Mission" showing up for black site

- Infil should not surpass 200% with liberated region bonus

- View Squad: Dim soldiers & class icons for members of squads infiltrating a mission where those soldiers are not present on the mission.

- Fix vanilla "rule" allowing cheaty visibility for AI AOE attacks. Added two new config vars to XComGame.Helpers_LW: 1) RequireVisibilityForAoETarget - if true, the AI will only consider targets that are visible when evaluating AoE abilities. When false (e.g. vanilla behavior) the AI may target anyone on the XCOM team regardless of visibility. Set to true for LW2. 2) AllowSquadVisibilityForAoETarget: Only has an effect when RequireVisibilityForAoETarget is true. If false, a unit may only target units it can directly see for AoE effects. If true, a unit may target anyone visible to anyone on the alien team. Set to true for LW2.

- Fix config error in Kill Avatar doom reduction.

- Fix bug causing soldiers to occasionally spawn away from their squad on some missions due to incorrectly choosing a spawn without enough space for the entire squad. 2278

- Corrected Trad Chinese for Advanced Mag Weapons

- Fixed a bug in region-reinforcement logic. May make alert levels less sticky in some regions. Some other minor tweaks in reinf logic.

- Add interrupt state to the RocketLauncher ability. Fixes bug causing Covering Fire to not trigger on rocketeer shots.

- Fix bug causing rebels to fail to spawn on recruit raids if the chosen spawn site is too small. Now attempts to reserve extra space for rebels & advisers on appropriate missions.

- Disable Not Created Equally and Hidden Potential on Sparks, which were not being applied properly anyway. Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.

- At last figured out why Kubikiri wasn't working right.

- Flush should actually do damage now

- Made change to UISquadSelect_LWs to use our custom GetMaxSoldiersAllowedOnMission instead of vanilla in three cases (should fix DLC bug with some mods of LW2)

- Made sure Advent turrets can't spawn on invasion mission

- Fixed typical weapon cost on coil sniper rifle

- Attempted fix for dodge bonus not appearing with Combatives in the soldier UI

- Fix Hack PCS tiers so they sort properly

- Bugfix for Field Surgeon not applying on minor wounds.

- Fix vanilla bug causing soldiers to be unable to be picked up when killed/KOd/bleeding out. (ragdolls may still occasionally land on wrong tile)

- Award wrecks/loot for any Mastered robot that is ineligible to be transferred to a haven on missions where corpses are awarded.

- Fix disappearing civ rescue rings on terror/defend/invasion missions.

- Fix bug causing POIs to not be removed when a mission expires, preventing them from being re-used later. Should fix problems with POIs not spawning late game.

Feature

- Adding Smash n Grab mission and associated activity. This mission will show up fairly often, including from campaign start. XCOM starts out revealed at a fixed evac point. At a nearby ADVENT structure is between 4-6 loot boxes that contain supplies, elerium dust, alien alloys, an elerium core or a datapad. Loot will scale up over the course of a campaign. A soldier may carry loot from only one box. The mission uses a "soft" timer of steadily increasing reinforcements after a turn threshold is reached. Mission can occur in city, smalltown and wilderness areas.

Gameplay / Balancing

Classes

- Significant changes on Shinobi, Specialist, Gunner, Ranger trees. Also changes to Assault, Grenadier, Sharpshooter, Psi Operative, Spark. Technical was apparently perfect.

- Reduced XP to level up on Rookie -> Commander. This is to offset the now-fixed bug that was causing some soldiers to level up too rapidly.

- Significant rework of infiltration bonuses/penalties to 1) give infil bonuses for not carrying small items in utility slots and 2) Add a diminishing returns effect when stacking tons of infiltration-related items.

- Reduced XP bonus you get for being a Shinobi. Increased it a little on Specialists.

- Technicals no longer have an innate infiltration penalty.

- Technical gains two aim from progression

- Gave all Spark characters +30 hacking. Added more Hacking points to Spark on level-ups

- Gave Rookie soldiers/Sparks +5 aim to counteract mod-specific graze band bugfix that also disables aim assit multiplier

- Legend +2 days in the rookie training tube

- Disable Not Created Equally and Hidden Potential on Sparks (which wasn't working anyway). Note to modders with custom soldier types (not classes): this may cause these units to stop having these applied. Add the unit template to the ExtraCharacterTemplatesToRandomize array to re-add them if desired.

- Gunner loses two aim from progression


Secondaries

- Increased damage from advanced gauntlets

- Psi Amps now give an infiltration bonus

- Advanced Swords do more damage

- Advanced Grenade Launcher now grants +2 range and +0 radius over regular GL, instead of +1/+1. Cost is now $25/1/1/0. Now available at Mag Weapons.


Abilities

Major:

- Added new Shinobi ability, Whirlwind, which grants a bonus move action after a successful melee attack but does not stack with Reaper. Replaces Implacable on the tree.

- Added new Officer Ability, Trial by Fire. Trial By Fire will automatically level up any soldiers below the rank of sergeant after they go on a successful mission with the officer. Replaces Fall Back.

- Added new Specialist Ability, Rescue Protocol. It grants a free move action to qualifying allies. It goes in at GSGT; tree loses Suppression.

- Guardian, Sentinel and Rapid Reaction will only proc once per enemy per turn

- Covering Fire perk now also confers an aim malus to anyone you take a reaction shot at (regardless of whether it was a CF shot). Ability should trigger against MEC Micromissile launch now.

- Hit and Run now grants a full action rather than a move action.

- Snap Shot refactored so 1) It doesn't replace standard sniper rifle shot 2) only appears when you have one move left 3) no longer provides close-range bonuses; 4) no longer allows overwatch. Lowered Snap Shot penalty to -10 per tile after 5.

- Revamped Coup de Grace to provide passive sword bonuses: +50 aim and crit, and +2 damage against disoriented, stunned, unconscious and panicking targets.

- Double Tap now lets you fire at two targets.


Additional:

- Increased sapper env damage bonus by 1 to make it more reliable.

- Significantly increased the chance for Concussion Rocket to Disorient or Stun targets; it does a bit more damage and env damage and has a larger AOE

- Increased Gunslinger range to 12 tiles

- Flush now has +30 to hit and also lowers defense and dodge of the target for the rest of the turn. It uses only 1 ammo.

- Increased Lockdown to-hit bonus to account for reaction fire modifier.

- Interference charges scale up with Gremlin

- Increased Iron Curtain AOE width. Iron Curtain will now reduce mobility by 5 tiles sted 3

- Phosphorous now grants 1 shred to all flamethrower attacks

- Oscar Mike grants +5 mobility sted +3 (or 1 more tile)

- Deadeye, Precision Shot and Killzone will only cost 1 AP on weapons that normally only require 1 AP to fire.

- Improved Spark bits should apply repair bonuses per vanilla loc

- Threat Assessment no longer increases Aid Protocol Cooldown

- Increased strength of Spark Strike, Intimidate and Bombard abilities at higher tech levels

- AMF and Lethal will now provide additional bonuses to critical damage (+1 for Lethal and +2 for AMF)

- Flush and Rupture will cost 2 AP with Sniper Rifles. Both now allowed Sharpshooter perks in AWC.

- Covert Detection Radius Modifier from .2 to .25, so it is a little more effective (and also better calibrated to usual visual range of many enemies).

- Roust and Firestorm provide flat malus/bonus to damage (mostly so it reports potential damage more clearly)

- Ghostwalker Detection Radius Modifier from .4 to .25. Reduced cooldown by 1, so you can use it more often but won't remove as many detection tiles.

- Formidable now gives 2 ablative HP instead of armor and has 50% explosives DR sted 67%

- Reaper loses 1 turn from its cooldown but also 3 damage reduction per attack

- Added code to several bonus damaging effects that denies bonuses to crits from Biggest Booms. Removed some other abilities from causing DoT bonuses. Biggest Booms will now grant 1 bonus damage to DOT when a crit is scored.

- Tactical Sense now grants +3 defense per enemy in view, up to +15

- ChainShot hit penalty increased to -10

- Hard Target now grants +3 dodge per enemy in view, up to +30

- Rupture no longer auto-crits; instead provides bonus to crit chances.

- Added standard ShooterEffectExclusions to Conceal ability, so no more doing it while carrying someone or being on fire. Conceal now ends your turn when used.

- The following officer abilities will no longer affect civilians: Get Some, Fall Back, Oscar Mike, Command, Incoming.

- Ghost Grenade will no longer affect targets that are carrying another unit, on fire, or bound

- Dense Smoke now confers +10 defense bonus instead of +20, so dense smoke grenades are +30 defense instead of +45.

- Dodge cap from leadership is 10, accumulates at .5 per mission with leader (old: 20, 1)

- Collector intel income is capped at 10 per mission

- Scavenger stuff income is capped at 10 per mission

- Demolition now uses 5 ammo

- Street Sweeper perk is no longer guaranteed hit. Does 3 bonus damage to unarmored targets.

- Serial now loses 20 crit % and 1 damage per kill. Coded for aim malus per kill but not currently in use (also would need loc).

- You can no longer activate Run N Gun after using Close Encounters.

- Faceoff cannot be used from concealment

- Cannot use Chain Lightning when suppressed or concealed

- Bring Em On now respects the ApplyToWeaponSlot setting and only applies to primary weapons

- Close Combat Specialist shots consume two ammo each

- Suppressed aim penalty from -30 to -25

- Pistol perks require full training time in AWC

- Removed Conceal from AWC abilities list

- Tradecraft nerfed a little

- A robot may only be attempted to be Haywired or Full Overridden once per mission

- Increased MinHackSuccess on Full Override/Control for mission by 10

- Reduced defense and armor provided by Sacrifice perk and increased cooldown

- Change Nova self-damage to electrical to prevent Formidable from overprotecting against it. Reduced Nova Env damage.

- Increased weights on some weaker pistol perks in the AWC

- Javelin Rockets perk will apply to Concussion Rocket and Bunker Buster now

- Allowed Rupture to work at Squad sight ranges

- Add 'CumulativeRupture' config option to base game. Defaults to true for LW2. When enabled each ability that applies rupture will have that rupture value added to the unit, unlike the original mode where only the highest rupture value is stored. In this new mode the rupture value of a shot only applies to subsequent attacks, not the attack it is made on, so attacking a unit 3 times with a weapon with a +1 rupture will do bonus rupture damage of +0, +1, and +2 for the shots.


Psi Operatives

- Psis now get all four starter abilities.

- Added Second Psi Chamber Sci slot, for a total of 75% reduction in training time possible. (Note this is non-fatally bugged on 1.2 campaigns) Removed tech gate for second psi training slot.

- Initial Psi Training now set to equal intiial GTS training (halved when scientist is installed). Lowered additional days per level above psi's current level.

- Fuse now has a cooldown.

- Reduced Cooldowns on a number of Psi perks. Soulfire, Void Rift and Null Lance do more damage, mostly at higher PsiAmp tiers.

- Insanity no longer ends your turn.

- Soul steal will grant 1 ablative HP when not healing a wound. Will not grant ablative HP if you have more than 8.

- Mind Merge no longer ends your turn and grants +1 crit per 10 psi offense; Soul Merge grants +1 crit per 5 psi offense. Both abilities gain flat bonii from better psi amps.

- Swapped Schism and Soulsteal on Psi Tree, will change existing campaigns

- Solace is now an active-use ability rather than an AOE passive (which was reported bugged).

- Added "Quick Study" ability as level 1 Psi and AWC ability. Halves officer and AWC tube training times. Fortress becomes a trainable ability rather than a starter. Removed Sustain from the tree.

- You can now see Psi Offense scores at sectoid autopsy for troops in the barracks.


Gear

- Significant increase in point-blank aim bonuses for all shotguns, including sawn-off. Shotgun damage reduced to sniper rifle levels.

- Increase in short range aim bonuses for rifles, SMGs. Increased long-range Penalties a bit on SMGs.

- Reduced cost of NanoMedikit

- Increased Mk2 and Mk3 gauntlet's abilities to cause panic with Napalm-X

- All Plasma tier weapons gain 1 Rupture.

- Acid Grenades gain 1 Rupture.

- PsiAmp 2 gated behind Elerium tech and requires a sectoid corpse instead of codex autopsy/codex corpse

- Made Mind Shield cheaper

- Shredder Rounds provide 2 shred instead of 1, now cost 1 crystal in addition to 1 alloy.

- Stiletto, Flechette and Needle Rounds do a base +1 damage and 1 more damage to specific targets.

- Reduced 2nd+ spark supply costs

- Reduced damage spread on some coil and plasma weapons

- Reduced supply cost of mag weapons slightly

- Increased Spark armors HP granted to match bonuses from medium soldier armor

- Increased hack bonus from improved Spark bits

- SMG damage scaling smoothed out

- A lot of adjustments to infiltration bonuses from stealth gear. SMGs will get increasing bonuses with tech. Suppressors provide a smaller infil bonus but extra sound reduction.

- Various PG project/item adjustments.

- LMGs lose a half-point of damage.

- Reduced flashbang AOE by 1

- Reduced env damage on Shredder Gun and Shredstorm cannon

- Dragon and Venom Rounds have a 50% chance to apply debuff

- Made getting Exosuits more expensive

- Reduced dodge bonus on light armors by 5

- Damage Control PCS will be more rare

- Increased supply cost of AP Rounds

- Removed corpse requirement from Combat Stims, now costs 3 supplies and armor bonus is 2 instead of 5

- SMG Detection Radius Modifier from .2 to .125 (meaning it will remove fewer red tiles).

- Coil and Plasma pistols got more expensive.

- Pistols lose a half-point of damage, except plasma

- Tracer Rounds now costs 10 supplies

- Fire sword has a 50% fire apply chance

- Dodge and Defense PCS will provide smaller bonuses

- Removed 5 of the aim bonus from beam arc thrower, so it's consistent +5 for all ATs


Missions

- Increased hard-fail timers on Rescues, Jailbreaks, Extracts, Neutralize to 18 or more turns, with extended timers on larger maps. These missions will see more reinforcements around the 10 to 12 turn mark.

- Reduced max turret count on low-alert guerilla missions

- Recruit Raids won't have turrets on the map

- Rebels on terror/defend/invasion missions should now spawn more spread out over the map. Min/Max distances from XCOM spawn can be configured in XComLW_Overhaul.ini.

- Reduced Alert Level increases on Liberate missions (3 to 1 for mission 2 and 3 to 2 for missions 3 to 5)

- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations. 2151

- Infiltration percentage now affects reflex actions chances. The degree varies by difficulty. On lower diffs you can mostly lower it with good infil; on higher you mostly increase it with low infil.

- Removed a lot of negative EZs on extracts so enemies won't bunch up at map's edge

- Reduced some pod sizes on black site and forge missions (and added some smaller pods)

- Infiltration% will now have difficulty-specific impacts on enemy detection ranges

- Embiggenated a lot of patrol zones to mid-forties to cover the edges

- Incresed minvigilance to spawn a recruitraid

- Updated Facility mission schedules. More drones, smaller pods (and less enemies overall) at lower levels.

- Jailbreak, Rescue and Neutralize missions will have much for variety in locations for evac point.

- Certain missions now require 100% infiltration to for the squad begin concealed. They are Troop Maneuvers, Supply Raids, and UFO Raids. This is ini-configurable.

- Reduced MaxSoldiers to 8 on Supply Raids, UFO Raids and various Guerrilla missions

- Removed evac delay reduction for squad sizes 1-3

- Reduced infil rate for squad sizes 1-3

- Reduced timer for Secure UFO reinforcements

- Reduced detection chance of Supply Raids, reduced rewards a bit

- Reduced detection chance of Troop Maneuvers and set a minimum vigilance for a region to bother sending troops out, reduced rewards slightly

- Added a bunch of Troop Maneuvers schedules for more variety. Made D5 troop column tougher

- Supply raids and UFOs will have a difficult command pod on higher alert levels

- Made sure some Guerilla schedules tried to guard the objective better

- Added reinfs to Neutralize missions

- Increased minimum number of prisoners on Jailbreak to 3

- Amped up enemies on defend missions a bit

- Disable squad viewer automatic LoS on disruptor spike on Avenger defense.

- Avenger Defense will get a little harder on Veteran, moderately harder on Commander, Really harder on Legend

- Flare evacs on Legend are +1 turn

- +3 evac modifier on Facility sabotage missions

- Capped the number of general ops per month that can occur in a region to rein in 0% abuse. Varies by difficulty.

- Invasion back to 10-soldier cap.

- Game will no longer reserve a rebel at home when choosing the squad for rendezvous.

- Reduced alert level modifier on Reinforce Activities by 2 to +1

- Evac on Defend missions will now pop at turn 4 + (region alert/4)

- Propaganda activity is no longer general ops category, has longer max cooldown, and won't appear until month 3.


Enemies

- Removed env damage from a number of alien melee attacks, reduced Faceless AOE attack env damage to destroy only fragile objects

- Removed Fire Control from Advent Sentries

- Reduced dodge on a number of aliens, defense on a couple

- Yellow Alert Hit/Crit chances on Standard Shot now modified by difficulty. Crit from Yellow Alert shots is impossible on lower diffs.

- Removed bonus crit chance on Veteran Andromedon Robot

- Lowered offense of some aliens on rookie

- Viper grab ability reduced from 12 to 8 tiles range. Damage reduced slightly.

- Archon and Greater Archon both lose some will

- Disabled Formidable alien dark event.

- Significant updates to reinforcements and arrival timing to go along with increased mission timers. Decreased reinforcement rates on most missions on rookie and veteran. Reinforcements won't occur if more than 70 living enemies are on the map. Reinforcements of 10 and 12 enemies are now possible. Initial reinforcement pod strength will depend on infiltration %. Reinforcement Rate still depends primarily on region strength.

- Sidewinder M2 and M3 get the "Hit and Slither" variant of Hit and Run that only grants a bonus move action.

- Increase Green Alert reflex action chance on Legend from 33 to 50

- SentryM1 loses Covering Fire, SentryM3 switches from Rapid Reaction to Sentinel

- Increased HP on a number of lategame enemies to 18-20ish to make plasma weaponry more useful on veteran/commander and especially legend, and set some weaker enemies so they could only be one-shot by plasma but not coil most of the time

- Reduced basline Patrol zone depth from 14 to 12 on guerilla schedules

- Mec Archers get +10 defense on Legend to match Commander

- Fixed Hunter drone's defense scores

- Modified detection ranges on most enemies.

- Avatars get more HP on Veteran+

- Increased Andromedon, Cyberus, Chryssalid appearance weights. Chryssalids can happen a little earlier.

- Lots of schedule work to 1) introduce more drones on low-alert guer missions 2) drop in the odd faceless on some of them 3) add a little more variety, and have more but smaller pods at low alert

- Nu Advent Special units (generals, sergeants etc.) have custom weapon damage stats. Vanguard and GeneralM2 weapons have 1 Rupture

- AdvGrenaderM3 acid grenade gets 1 Rupture, tick damage reduced from 1-3 to 1 to account for additional hurtiness from Rupture (which will make it 2)

- Certain powerful enemies have a chance to ignore the effects of a flashbang

- Increased Gatekeeper and Sectoid Commander detection radius

- Gave Gatekeeper immunities to fire and poison

- Stun Lancer M2 gets Coup de Grace

- Stun Lancer M3 gets Coup de Grace and Whirlwind

- Reduced Faceless ability env damage (had pvsly reduced weapon only)

- Increased spawnweights of Stun Lancers, added Stun Lancer to rainbow pod

- Turned off tick damage on every soldier action for rulers

- Sidewinders' flanking aim bonus reduced to +5 for all Ms


Strategy Layer

- Liberating any given region for the first time removes one doom from Fortress

- Retaliations (and mini-retals) will occur according to a different mechanism: every day you have a rebel on a job, the rebel has a chance to be detected by ADVENT. That chance is impacted by difficulty level, regional vigilance and alert. If detection occurs, a global bucket to trigger a retaliation gets a little more full. (There are buckets for each rebel job except hiding and a master bucket for full Haven retaliations). Once a threshhold is reached, a retal/mini-retal will occur and the bucket empties. They will tend to occur in busier regions. This reduces the minimum working rebels threshhold to trigger retals and should space out retals/mini-retals better. Increased regional cooldowns for these missions.

- Increased time for Fortress and facilities to accumulate doom by ~10% on all diffs. Reduced chance facility doom will transfer to fortress on veteran.

- Completing the Network Tower mission will grant a Radio Relay for the region, regardless if you have reserached Resistance Radio tech. Doubled rate at which cost for building towers increases. Lowered cost of first tower slightly.

- Vigilance will now decay at a somewhat variable rate, depending on the number of people on non-Hiding jobs at the Haven. Current settings are: The baseline for the standard vigilance decay of every 168 hours is 9 *working* members at the Haven. This can decrease by up to 72 hours if the Haven is entirely dormant, or increase by up to 32 hours (4/9 * 72) if the Haven is fully active.

- Alert-granting UFO will come a little less often on Legend

- COIN Ops now has a 21-day global cooldown, so you won't be punished with a new one spawning if you beat back the current one

- COIN Research now has has a 10-day global cooldown, which does the same thing

- Increased activity detection chances on rookie and veteran

- Rapid Response DE won't occur super-early in campaigns, but can repeat

- Avenger has +1 power. PG costs 2 power. GTS costs 2 power but each officer tube costs 1 power. Second Psi tube increases to 3 power.

- Faceless won't generate in if they make up 30% of the Haven already

- Reduced cost of some PG projects

- Doom reduction (e.g. from main story missions) now can reduce doom in facilities if there is no doom left on the fortress instead of being ignored.

- Elerium Conduit +1 power, -10 Crystals compared to 1.2


Other

- Sped up Skyranger travel

- Increased cost of black market soldiers

- Increased Impact of Wet Work

- New Recruits will cost 15 on Cmdr, 20 on Legend. Soldier cost Continent bonus on those difficulties also increased.

- Made psionics cheaper to research (removed Sectoid Corpse requirement)

- Set interest item count per month to 2 on vet and commander, 1 on Legend.

- Interest items will only grant 50% bonus supplies on vet and commander.

- Second AWC slot will unlock one rank earlier

- Lowered Reinf bonus with Rapid Response DE on Cmdr & Legend to Vet levels, lowered Vet to Rookie level

- Reduced impact from Vigilance DE on sight ranges

- Lots of tweaks to make legend harder

- Disorient aim penalty from -25 to -20

- Poisoned aim penalty from -25 to -20

- Smoke aim penalty from -25 to -20

- Capped Red Fog aim penalty at -30 instead of -50


QOL

- Allow changing equipment/PCS/upgrades on haven advisers as long as the adviser is eligible to be moved (i.e. there is no active retaliation in the region).

- Added "Strip Weapon Upgrades" button to loadout screen: strips just the equipped weapon of upgrades.

- "Swarming" will have a number of plus symbols after it depending on how many enemies are on a mission; ie Swarming+++ has more than Swarming+. This will help show infiltration progress a little better in high-alert areas.

- Add a general function to UIPanel to allow the changing the color of arbitrary MCs by name. Adjust the reinforcement UI dags colors based on the text color.

- Add mod override for reinforcements incoming UI. LW2 will display green and yellow warning/imminent displays when the reinf bucket is filling. 2240

- Clicking the Missions button in the Haven Management UI will assign and cycle the first 13 rebels through each of the jobs. 14+ will go to hiding.

- Improve sorting of perk PCS when choosing a PCS to install

- Sort black market sell inventory by name after sorting by interest (note: sorting can fail on large inventories, this is an Unreal bug).


Modding

- Added trigger event to SwitchActiveRow (moddability improvement). 2164

- Added TriggerEvent for clicking on a SquadSelect_ListItem. For modding support. 2161

- Improved mod compat with mods that use the ammo pocket inventory slot: Slot will be locked on infiltrating units and items in the ammo pocket will behave similar to items in the grenade pocket when determining which items are utility slot items. 2208

- Move class limiting heavy weapons and hiding havens behind config variables. If these vars are not set original behavior will be used. 2221

- Functions that count # of working rebels will work better with custom rebel jobs by testing for hidden job rather than summing other default jobs. 2233

- Added some mod-support code to CanRankUpPsiSoldier for custom Psi trees. 2233

- Adjust accessibility of some of the marker tile variables to make them more mod-friendly. 2260

- Added code for making AWC restrictions more configurable

- Add two new config vars to XComUi.ini in [XComGame.UISquadSelect]: NoStripWoundedInventory - If set to true, utility items will not be stripped from all wounded soldiers when entering squad select.

AutoStripWoundedAllItems - If set to true (and NoStripWoundedInventory is not true), other equipment slots will be stripped from all wounded soldiers when entering squad select. Variables are intentionally using different senses to ensure all false values retain base game behavior.


Patch 1.2 (Released Feb. 26, 2017)

Bugfixes

- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player's turn, instead of the new (original) player's turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.

- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)

- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we're placing people to rescue in bad locations. (SEE WORKAROUND)

- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don't get them (SEE WORKAROUND)

- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.

- Fixed Mind Merge so it lasts through alien turn (SEE WORKAROUND)

- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead

- Bronzeman setting on Ironman Mode (with ini change) now works

- Corrected bad G-vehicle schedule for alert 16

- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.

- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations

- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)

- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.

- Mind Control abilities can no longer target stunned units.

- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense

- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid

- Fix issue where wounded Sparks could infiltrate more than one mission at a time.

- Disallowed on-mission sparks from being selectable for healing in Engineering.

- More explicit controls to prevent Sparks from being eligible for AWC training.

- Fix CTD issue when pressing up/down arrow in AWC Ability UI

- Added missing 'StockSupport' attachments for Coil Cannon.

- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.

- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.

- Add arrow to evac zone/spawner on Haven Defense.

- Flamethrowers given +1 range to get it back to intended 1.0 levels

- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.

- Fixed 2nd tier Focus PCS not providing enough will

- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side

- Fixed bad config preventing Proximity Mines project from being available

- Fixed bad config preventing Incendiary bombs from being buildable

- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.

- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3

- Fixed issue in which identical Override hack rewards would show up on the same hack attempt

- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys

- Added utility category for Neurowhips in all loc

- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess

- Added Single activity in world restriction to Foothold so you don't get hit with 16 UFOs at once.

- X2Effect_TemporaryItem will now ignore "SmallItemWeight" ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).

- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)

- Iron Skin should no longer show triggering at mission start

- Rebels will only get lasers/mags if you've researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.

- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini

- Fixed bad text in Lethal dark event for all languages

- Fixed KOR Incendiary Bomb project display name loc

- "Find a Lead" now capitalized in mission objective in all cases

Gameplay / Balancing

- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.

- Added Berserker corpse requirement back to Combat Stims

- Increased Gatekeeper Will

- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)

- You can take 12 soldiers on invasion missions.

- Added a defend pod job for the 5th pod on a big assault-type mission

- You may now evac to escape from regional network tower missions

- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.

- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2

- Increased resarch time and/or reduced application chance for several tactical dark events

- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we'll continue gathering feedback on and may make further changes for 1.3.

- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs

- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs

- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.

- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.

- Removed Codex teleport from list of allowed yellow alert abilities

- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus

- Increased Scout detection range

QOL

- Added version number to credits scroller

- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.

- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.

- Added new NavHelp button "Strip All Weapon Upgrades" to UIArmory_Loadout, UISquadSelect and the Upgrades UI.

- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics

- Added hint that liberation moves you toward unlocking aliens true purpose

Modding

- Remove 'const' from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots.

Patch 1.1 (Released Jan. 28, 2017)

1.1 Hotfix

-Fix for issue where Reinforcements could take yellow alert (offensive) reflex actions. Bug in 1.1 briefly made them more likely to take reflex actions.


Bugfixes

- Fixed bug preventing tactical Dark Events from occurring. This will cause a meaningful increase in difficulty.

- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.

- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.

- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build

- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM's movement without any direct knowledge of them. (Default behavior can be re-enabled via config)

- Psi Operatives can now equip heavy weapons (with appropriate armor).

- Fix for non-commanding officers on a mission getting officer abilities.

- Disorient effects will now cancel overwatch on units that are already disoriented.

- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.

- Corrected line-break in RapidTargeting detailed help text and other typos.

- Disallowed Field Medic from list of possible Rebel skills

- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness

- Fixed base-game issue that could cause POIs (points of interest on the geoscape) to become unselectable. POIs now have minimum Weight of 1 instead of 0.

- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.

- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors

- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back

- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5

- Removed possibility you can spawn two of the same ruler on black site mission

- Fixed bug causing Full Kit to grant a partial extra ghost grenade

- Bugfix for alert locations: adjust the location to ensure it's pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.

- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain.

- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).

- Added SMG Range profile to hunter pistol weapons via template mod.

- Fixed incorrect offset for CoilCannon Reargrip B.

- Officer ranknames/icons now only show once officerRank > 0. Pulling a trainee from the tube will no longer lock their rank at NCO.

- Fix bug allowing reinforcement units to get yellow reaction shots.

- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads

- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn't a Muton type.

- Rebels can no longer accrue to an officer's leadership bonus pool.

- Fixed bug in sorting by mission count for Leadership display for officers

- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.

- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips).

- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants

- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.

- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn't active.

- Added condition to officer pack to prevent display of "Officer already selected" warning unless UISquadSelect is active, and not in squad management.

- Added Frostbomb as a valid support-type grenade for RapidDeployment

- Adding grenade targeting to XComGame to provide smoke preview fixes.

- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini

- Faceless from 'Infiltrators ' Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).

- Fixed some bad FL15 boss definitions in mission schedules

- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.

- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities

- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor.

- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior

- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.

- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.

- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don't need to persist when switching from tactical to strategy

- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.

- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration.

- Hacked doors on jailbreak after a restart level would not unlock all doors.

- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers 'HunterWeaponsViewed' when carry on is pressed.

- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger.

- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.

- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.

- Added event listener to squad manager to remove a unit from squad when unit is dismissed.

- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.

- Fix for rare bug causing units to be unable to move in tactical. They have a leftover "Immobilized" unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.

- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.

- Fix for Combatives animation not firing.

- Skulljack and Skullmine should show correct icon colors now

- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% => 1% instead of 0%). Also fixed potential issue with localized string.

- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech

- Fixed bug in facility configuration that may have ignored some elerium core costs

- Fixed loc error in "low on scientists" and "low on engineers" that said you can buy them with intel (english only)

- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.

- Disable the pointless mission counter UI on supply convoy missions.

- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC

- Fixed missing psigate schedule/diff level (4)

- Alien Facility lead RP increment corrected from bad huge erroneous value

- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn

- Cleanup of multiple map plots and custom parcels. Shout out to McDenny's '09 for the labor.

- Fix civilians rescued summary for Soldier VIPs.

- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone

- Fixed description of Armor Piercing Rounds so it doesn't say all armor in INT, FRA, ESN, ITA.

- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).

- Shortened Polish translations of SquadSize and Covertness infiltration modifiers.

- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission

- Added plating category localization text to Carapace Plating item.

- Added replacement 512px image for Carapace Plating.

- Fix for zero intel cost showing up on shadow / plot projects with no intel cost

- Fixed Propaganda mission rewards (personnel no longer will be granted)

- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won't start nuking planters

- Fixed iSoundRange ini values for some weapons

- Fixed a bug causing Cutthroat not to grant crit bonuses

- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.

- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.

- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.

- Fix objective updating for optional rescue objective on defend missions.

- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.

- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7

- Fix for Grazing Fire perk causing you to never miss

- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.

- Fixed Precision Shot not applying crit damage bonus

- Fixed bug causing advanced rocketeers to be excluded from some pods

- Set up separate Advent reinforcement encounters to prevent drone from arriving on ATT (as it was bugged visualization when it did)

- Fixed stiletto rounds not working

- Units in reinforcement pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.

Balancing / Gameplay

- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.

- Set up Shaped Charge grenade with full loc! Thanks awesome translators!

- Faceless now steal supplies as a percent instead of absolute value.

- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.

- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.

- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.

- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on:

  • Preview of tiles and affected units should match units affected.
  • Should be better at shooting from behind full cover. Step out should properly preview and and animate.
  • Can now path around behind obstacles that block LOS, acting more like a real flamethrower.
  • Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).
  • Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.
  • Rebalance of damage and fire chances because it's so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.
  • Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often
  • Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.
  • Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.

- Rendezvous activity now has regional instead of global cooldown.

- A region's liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.

- Chances for Haven Faceless to help generate retaliation and raid missions reduced.

- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care

- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense

- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects

- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas (changes) in infiltration more meaningful.

- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver

- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.

- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job

- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid

- Made Black Market personnel a bit cheaper on all diffs but Legend

- Added config var allowing bias toward soldier recruits if a haven is full

- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs

- Added some Faceless civilians on rare guerrilla ops

- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint

- Rookie max wound time shorter

- Rookie, Commander longer Doom intervals for fortress (day or two)

- Added new advent units to war cry bonus list

- Capped Advent Grenadier as 1 per pod

- Reduced Hack Defense on Hunter Drone

- Removed Charger, Defender AI job from the game (pod jobs does it better)

- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.

- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they're a little less predictable. Also ensures their alert gets periodically refreshed so they won't lose it.

- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include 'Charger' job leaders that will attempt to enter the avenger landing area.

- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels

- Adjusted up advanced Hunter Pistol and Axe damage stats

- Removed possibility of Alien Rulers on Regional Network Tower missions

- Reduced Spark build cost to same as Mechanized Warfare research

- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels

- Sparks now get 5 ablative armor HP

- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.

- Increased chances for datapads as loot and in Black Market

- Made some techs and plasma weapons cheaper

- Reduced reveal cost of dark events to 5 intel

- Reduced duration of 50% job effectiveness dark events from a month to average 15 days

- Increased Avatar delay hours per global vig from 8 to 10

- All varieties of smoke now counter the crit bonus from flanking.

- DLC POIs set to 1-2 days just like the rest

- Standardized weights for all POIs to prevent any zeroing-out late campaign.

- Protect Data will reward supplies if all POIs exhausted

- More Hit Points for M3s on Legend

- Lost Towers POI won't appear to FL 8; Alien Nest won't appear until FL 12

- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs

- Dark Events will now first trigger on a difficulty-based month setting

- GTS projects get cheaper

- Recruit soldier bias goes to 80-20 in full regions

- Set lose mode to 28 days, 24 on legend

- Made liberation sequence missions a little easier to detect

- HEAT Warheads will check for existing shred > 0 on grenade before adding more shred.

- Hunker Down bonii will no longer apply to units flanking you

- Fixed alloy padding dark event so it only pops post-codex

- Reduced some enemy defense scores on lower diffs

- Reduced application chance of some tactical dark events

- Gave rookie-diff xcom soldiers +5 offense

- Added one day to cooldown between FL UFOs (so it's 16 days instead of 15)

- Fixed bad icon for Rapid Targeting passive

- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.

- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning: Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.

- Added standard shootereffectexclusions for Ghostwalker (so can't do it in lots of bad situations)

- New Region Contact is now 3-4 days sted 4-6

- Focus Fire aim bonus increased from 4 to 5

- Increased officer command range significantly

- A few rookie settings changes

- Returned Insanity and Soulfire cooldowns to vanilla

- Reduced research time for Sectoid Autopsy

- Clutch Shot no longer works at squad sight range

- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted

- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor

- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.

- Removed Corpse costs from advanced heavy weapons projects

- Increased env damage on all heavy armor weapons

- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns

- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle

- Gave war suit +1 armor, -1 hp

- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins

- Higher-tech swords and knife gain higher aim bonuses

- Allowed you to take 10 soldiers on an invasion mission

- Mind Control via insanity attack now lasts two turns and is ini-configurable

- Shadow / Wraith armor now offers greater infiltration bonus

- Made several proving ground projects cheaper

- Commander default evac delay increased to 4 turns, same as Legend

- Evac timer -2 only awarded on 200% infiltration instead of 190%

- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34

- Reduced tube time for a lot of officer ranks

- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps

- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.

- Embiggened patrol zones on Troop Maneuvers

- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC undocumented bonus in Japanese, good in all other languages.

- Set Combat Stims cost to reflect they are consumed upon use

- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from

- Generals a little tougher on advanced difficulties

- Removed SMG-laser env damage

- Zeroed out sword env damage

- Reduced damage spread on all shotguns

- Zeroed out crit penalty at squadsight ranges

- Updated some stat Not-Created-Equally stat trades

- Added some melee abilities to AWC for gunner/shinobi

- Vital Point Targeting bonus damage now proceeds as 1, 1, 2

Compatibility

- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.


QOL

- Set 'bronzeman' style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.

- AWC and officer training can now be initiated from the relevant Armory Promotion UI.

- Set VeteranSoldierRank to 0 so all customization options are available from start

- Weapons and armor should be sorting better in engineering

- Regions in resistance management will now show bullets for each liberation stage completed

- Attempted to get rid of swaying camera effect for berserker rage

- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.

- Strip gear buttons in UILoadout will not strip units in the current squad.

- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.

- Removed camera shake from Coil Cannon during suppression.

- Removed camera shake from Laser Cannon during suppression.

- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined >= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577

- Added standard sound fx for the command and oscar mike abilities.

- Replaced the custom logic in Intervention's visualizer to play the sound with the new sound cue support - just set the name of the cue in the template's AbilityConfirmSound variable.

- Gave ourselves some credits on Shell/ShellDifficulty

- Made death animations faster

- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.

- Remaining time to infiltrate to 100% will now show for non-expiring missions.

- Add LWRenameRebel console function.

- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.

- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets 'stuck' infiltrating

- Option "View Locked Perks" now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2

- Mixed up visual and auditory Geoscape cues to better differentiate mission types, especially the mini-retaliations, which will have burning icon on the map now and a warning siren.

Modding

- Removed most non-UI class overrides.

- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.

- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.

- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense

- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.

  • A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.
  • The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.
  • The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it's found, it's played as normal.
  • If the string isn't found in the SoundEvents array it's looked up in the SoundCues array. If found the corresponding SoundCue is played.

- Added world effect and smoke effect classes to mod's XComGame override.

- Allowed setting of delayinit timer for squad select in lw_overhaul.ini

- Added event hook 'PostPsiProjectCompleted' to PsiTraining HeadquartersProject gamestate.

- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn

- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.

- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).

- Reworked UI class overrides so they can be further overridden recursively.

- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.

- Made some adjustments to FullKit code to move hard-coded abilities into config variables.

- Added an event to the alert when an AWC training project is complete.

- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.

- Added hook to allow override the usual tactical mission launch process.

- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.

- Add 'RebelAdded_LW' and 'ResistanceMECAdded_LW' events.

- De-const the evac flare effect paths for easier modder access.

- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.

- Change the specific tests for the 'Soldier' template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.


Known Issues

- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.

- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles. This is a modding engine limitation.

- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.

- The mod does not support controllers.