Difference between revisions of "Change Log (LWR)"

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= LW Rebalance v1.32 =
 
= LW Rebalance v1.32 =
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== LW Rebalance v1.32.13 ==
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Bug Fixes:
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- Fixed a bug where all units had psychic storm :o
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- Fixed a bug where units were going on OW seemingly randomly
  
 
== LW Rebalance v1.32.12 ==
 
== LW Rebalance v1.32.12 ==

Revision as of 13:39, 16 April 2021

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LW Rebalance v1.32

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