Difference between revisions of "Differences from Long War 2 (LWOTC)"

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(Major overhaul. Restructured the entire page for better readability. Reworded many sentences for improved clarity and a more wiki-like tone. Added many links to existing and yet-to-be-created wiki pages. Added multiple new differences from LW2.)
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[[Long_War_of_the_Chosen|Back To Main Page]]
 
[[Long_War_of_the_Chosen|Back To Main Page]]
  
==Enemy Changes==
+
==Enemies==
* Mutons no longer have 1 armor pierce (it was strange that basic ones did and centurions/elites did not)
+
===New Enemies===
* Mutons base damage is 5-7 from 5-9 (greatly decreases one shot potential)
+
====The Chosen====
* Mutons melee attacks now have a 3 turn cooldown (prevents combatives abuse)
+
LWotC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WotC]]:
 +
* [[Chosen_Assassin|Chosen Assassin]]
 +
* [[Chosen_Hunter|Chosen Hunter]]
 +
* [[Chosen_Warlock|Chosen Warlock]]
 +
They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WotC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does '''not''' include Liberation chain missions, but does include missions like Psi Gate and The Forge).
 +
====Spectres====
 +
[[Spectre_(LWOTC)|Spectres]] in LWotC behave very similarly to their [[Spectre_(XCOM2)|WotC counterparts]].
 +
====ADVENT Purifiers====
 +
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWotC are similar to their [[ADVENT_Purifier_(XCOM2)|WotC version]], but with a few notable changes, such as the addition of a pistol in case they can't get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and the addition of guaranteed damage on their flamethrowers. Overall, they are much more difficult than they were in WotC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can't be removed via Hunker Down).
 +
====ADVENT Priests====
 +
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWotC were reworked in some ways compared to how they appeared in WotC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).
 +
====The Lost====
 +
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WotC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.
 +
The following types of The Lost appear in LWotC:
 +
* Lost
 +
* Lost Dasher
 +
* Lost Brute
 +
* Lost Grappler
 +
===Changed Enemies===
 +
====Mutons====
 +
* Muton's Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions' and Muton Elites' weapons.
 +
* Muton's Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.
 +
* Mutons' melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].
 +
 
 +
====Sectopods====
 +
* Sectopod Blaster now deals 9-13 damage, down from 9-16.
 +
* Sectopods' AI was improved and they will no longer use Lightning Field when no valid targets are nearby.
 +
 
 +
====Najas====
 +
* Najas should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.
  
 
==Havens==
 
==Havens==
* There is now a "recovery" mechanic for low rebel count havens. The recruit job becomes significantly more effective and is guaranteed to provide a rebel when the haven count is less than 6.
+
===Rebels===
* The Recruit job retaliation now requires at least 6 rebels on the job to spawn. Faceless in the haven can lower the minimum requirement. (Note: having 6 rebels on a job can trigger a haven retaliation)
+
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.
* Rebels have generally better stats, abilities and now gain an hp bonus whenever armor research has completed
+
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: ''Coilguns'', ''Advanced Coilguns'', and ''Plasma Rifle''.
* Rebels can now carry up to coil weapons from magnetics
+
 
* Rendezvous now has a force level modifier of (FL*0.67)-1 from (FL/2)-2 (Makes up for the fact that rebels are generally better)
+
===Retaliations===
* Rendezvous can now spawn aliens (makes these missions much more valuable with the ability to gain alien corpses)
+
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WotC.
* Base alert level (enemy count) for all retaliations slightly increased
+
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.
* Haven Defense reinforcement drops begin weaker but scale more quickly. Do not expect to be able to rescue every single rebels depending on how many there are. (Makes it similar to the haven attack where it was effectively guaranteed to kill a couple rebels and relies less on rolling the right haven retaliation type to preserve rebels)
+
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it's nearly impossible to save every rebel.
 +
* The Recruit job retaliation ("Recruit Mini-retal", "Recruit Raid") now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn't true (and, contrary to popular belief, wasn't even in LW2) for every other retaliation type. It's worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.
 +
 
 +
===Haven Management===
 +
* There is now a "recovery" mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.
 +
 
 +
===Rendezvous===
 +
* Rendezvous missions now have a Force Level of '''(FL * 0.67) - 1''', from '''(FL / 2) - 2'''. This typically results in a higher FL, which is better suited to the now more powerful rebels.
 +
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.
 +
 
 +
==Perks==
 +
===Main Tree Perks===
 +
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.
 +
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring 'Em On]] now properly applies to explosives.
 +
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation.
 +
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.
 +
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].
 +
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.
 +
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.
 +
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.
 +
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]'s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWotC this effect only applies once, not twice, making this effectively a change from +50% to +25%.
 +
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].
 +
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.
 +
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter's Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.
 +
 
 +
====Fleche====
 +
* [[Perk_List_(LWOTC)#Fleche|Fleche]]'s distance-based damage bonus is now capped at +5. This doesn't affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier's starting position at the beginning of the turn).
 +
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.
 +
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).
 +
 
 +
===Perks from Equipment===
 +
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.
 +
 
 +
===XCOM Row Perks===
 +
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WotC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized "XCOM" row of perks, separated into 4 tiers:
 +
* 2 Tier 1 Perks for 10 AP each
 +
* 2 Tier 2 Perks for 20 AP each
 +
* 2 Tier 3 Perks for 30 AP each
 +
* 1 Tier 4 Perk for 40 AP
 +
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.
 +
 
 +
It's worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don't usually rely on grenades will no longer obtain grenade-related perks.
 +
===Pistol Perks===
 +
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.
 +
 
 +
===Psi Perks===
 +
====Psi Perk Tree====
 +
 
 +
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]
 +
 
 +
====New Psi Perks====
 +
[[Psi_Operative_(LWOTC)|Psi Operatives']] revamped perk tree features 3 new abilities that allow for greater variety in builds:
 +
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]
 +
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]
 +
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]
 +
====Changed Psi Perks====
 +
* [[Perk_List_(LWOTC)#Insanity|Insanity]]'s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.
 +
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.
 +
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.
 +
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can't affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].
 +
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.
 +
====Removed Psi Perks====
 +
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.
 +
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].
 +
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.
 +
 
 +
==Weapons==
 +
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.
 +
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/100%.
 +
* Sawed-Off Shotguns, Grenade Launchers, and Knives now have a 3rd tier.
 +
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.
 +
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher's +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.
 +
** Advanced Vibroblade : deals more damage and has more critical chance than the Vibroblade.
  
==Item/Equipment Changes==
+
==Overwatch Rules==
* Redscreen rounds no longer stack and now inflicts -30 hack defense (Prevents cheesing hacks to be efficiently guaranteed)
+
These changes only apply if the '''Revert Overwatch Rules Change''' mod is '''disabled''':
 +
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.
 +
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.
  
==New Overwatch Rules (if revert overwatch mod is disabled)==
+
==Equipment==
* Overwatch now triggers on a single tile move. Can no longer perform "single steps" to avoid overwatch. (Not always consistent, may be able to step a single tile and avoid overwatch depending on factors such as line of sight). Overwatch should more consistently trigger as targets move or step into range.
+
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as Sectopods.
* With this change, it may be easier to gain cover defense against overwatch and thus overwatch now reduces cover defense by 25.
 
  
==Not Created Equal Changes==
+
==Not Created Equal==
* Defense is no longer a part of NCE (still INI configurable in the LW_toolbox). Did not make too much sense and became frustrating when some soldiers are much easier to hit and more prone to injury.
+
* Defense is no longer a part of NCE ''(but is still configurable via XComLW_Toolbox.ini in the Config folder of LWotC)'' because managing soldiers with different Defense stats during combat proved too frustrating.
* A soldier's Combat Intelligence (WotC Mechanic) is now a part of NCE.
+
* A soldier's Combat Intelligence (a WotC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants an additional AP per rank.
* The Psi and Combat Intelligence stat are now linked together. No longer have "useless" stats (regular soldiers can't use psi and psi can't use ComInt).
+
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have "useless" stats (because non-psionic soldiers can't make use of the Psi stat, and psionic soldiers can't make use of Combat Intelligence due to their lack of an XCOM row of perks).
* ComInt is listed as Very Low, Low, Average, High, and Very High. Very Low grants 4AP per rank (except squaddie) and each level grants an additional AP per rank. The following Psi values correspond to the respective ComInt.
+
* The following Combat Intelligence levels correspond to the respective Psi values:
 
** Very Low : 5-9
 
** Very Low : 5-9
 
** Low : 10-14
 
** Low : 10-14
Line 33: Line 135:
 
** High : 26-31
 
** High : 26-31
 
** Very High : 32-35
 
** Very High : 32-35
 
==Perk Changes==
 
* Locked On and Executioner grants +20 aim and crit from +10 aim and crit
 
* Bring Em On now properly applies to explosives
 
* Needle grenades now grant +1 bonus damage against unarmored targets (must initially be unarmoured for the bonus to take effect)
 
* Boosted Cores now properly applies to damage over time effects
 
* Kubikiri is now replaced with disabling shot. Fire a shot that stuns a target for a turn and an additional turn if it crits (does not deal critical damage)
 
* Full Override options reworked. First option stuns the mechanical target for three turns from mind control for the rest of the mission (Still a strong effect but stops making missions significantly easier from just controlling an enemy). Second option remains the same. (It is now significantly harder to master a sectopod as it previously trivialized missions when landed)
 
* Rescue Protocol now also grants 15 dodge and 5 mobility from just a movement action
 
* Lockdown now grants +20 aim
 
* Deadeye can now be used with snapshot
 
* Shieldwall (WAR Suit ability) now grants 5 armor from 3
 
* Lone Wolf reworked : Gain +3 aim/defense for every tile away from an ally up to 12 starting from 4 tiles away (Prevents the very binary effect in triggering and buffed)
 
* As AWC was removed in WotC, all soldiers now have a specialized "xcom" row of perks separated into 4 tiers. T1 perks costs 10 AP and costs an additional 10 for each tier
 
* Similarly to lw2, all soldiers can equip and learn pistol perks which now costs ap due to AWC changes. (Scroll down the promotion screen)
 
 
==Psi Changes==
 
* Insanity massively nerfed to have lower mind control chances. Common result is now panic (This prevents the "one trick pony" nature of psi)
 
* Psi soldiers have a new perk tree with various new abilities that should expand variety in builds.
 
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]
 
* Soul Steal now grants temporary ablative for 3 turns instead of additional ablative if at full hp. Now also heals for 100% of damage dealt.
 
* Phase Walk : teleport to a location within 18 tiles in sight. 2 Turn Cooldown
 
* Fuse is now a free action but with a 5 turn cooldown
 
* Stasis can no longer be used on large units (bigger than 2 tiles). Prevents locking down boss units very easily.
 
* Null Ward : grant everyone within the area a shield. Basically shieldbarer ability
 
* Soul Storm : Rain down meteors against enemies around the user dealing damage and high environmental damage
 
* Void Rift now also ruptures targets with a higher chance to also cast insanity
 
* Soul Merge removed but mind merge has a slightly higher divisor to bonuses
 
* Schism is now removed
 
* Stasis shield is now removed
 
 
==Shinobi Changes==
 
* Fleche damage bonus is now capped at +5. This does not have an effect for most cases but prevents exploits such as being at the other side of the map and using the archon suit to jump in for a massive increase in damage.
 
* Graze now properly applies to fleche where previously fleche bonus was applied after graze. (Graze only affected the base weapon damage)
 
* Fleche bonus no longer applies to the burning effect. (Bug Fix)
 
* Stun/Burn chance of T2/T3 swords is now 5%/10% respectively
 
* Hit and Run and Hunter Instincts has swapped places on the perk tree.
 
 
==Weapon Changes==
 
* Rupture no longer stacks
 
* Sawed off shotguns, grenade launchers, and knives now have a 3rd tier
 
** Plasma shorty : highest damage sawed off, basic and mag shorty damage adjusted for this
 
** Beam Grenade Launcher : In addition to the advanced grenade launcher bonus, it now has blaster launcher targeting, avoiding walls
 
** Advanced Vibroblade : more damage and more crit chance
 

Revision as of 16:27, 18 October 2021

Back To Main Page

Enemies

New Enemies

The Chosen

LWotC features revamped versions of the three Chosen from WotC:

They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WotC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does not include Liberation chain missions, but does include missions like Psi Gate and The Forge).

Spectres

Spectres in LWotC behave very similarly to their WotC counterparts.

ADVENT Purifiers

ADVENT Purifiers in LWotC are similar to their WotC version, but with a few notable changes, such as the addition of a pistol in case they can't get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and the addition of guaranteed damage on their flamethrowers. Overall, they are much more difficult than they were in WotC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can't be removed via Hunker Down).

ADVENT Priests

ADVENT Priests in LWotC were reworked in some ways compared to how they appeared in WotC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).

The Lost

The Lost are now much more threatening individually than they were in WotC; they can climb up walls and Headshots are disabled on all difficulties except Rookie. The following types of The Lost appear in LWotC:

  • Lost
  • Lost Dasher
  • Lost Brute
  • Lost Grappler

Changed Enemies

Mutons

  • Muton's Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions' and Muton Elites' weapons.
  • Muton's Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.
  • Mutons' melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk Combatives.

Sectopods

  • Sectopod Blaster now deals 9-13 damage, down from 9-16.
  • Sectopods' AI was improved and they will no longer use Lightning Field when no valid targets are nearby.

Najas

  • Najas should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.

Havens

Rebels

  • Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.
  • Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: Coilguns, Advanced Coilguns, and Plasma Rifle.

Retaliations

  • All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WotC.
  • Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.
  • Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it's nearly impossible to save every rebel.
  • The Recruit job retaliation ("Recruit Mini-retal", "Recruit Raid") now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn't true (and, contrary to popular belief, wasn't even in LW2) for every other retaliation type. It's worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.

Haven Management

  • There is now a "recovery" mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.

Rendezvous

  • Rendezvous missions now have a Force Level of (FL * 0.67) - 1, from (FL / 2) - 2. This typically results in a higher FL, which is better suited to the now more powerful rebels.
  • Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.

Perks

Main Tree Perks

  • Locked On and Executioner grant +20 aim and critical chance, up from +10 of each.
  • Bring 'Em On now properly applies to explosives.
  • Needle Grenades now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation.
  • Boosted Cores now properly applies to damage over time effects, such as burning or poison.
  • Kubikuri is now replaced with Disabling Shot.
  • Full Override options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.
  • Rescue Protocol now also grants 15 dodge and 5 mobility in addition to a movement action.
  • Lockdown now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.
  • Mayhem's description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWotC this effect only applies once, not twice, making this effectively a change from +50% to +25%.
  • Deadeye can now be used with only 1 action remaining (but is still turn-ending) if the Sharpshooter has taken Snap Shot.
  • Lone Wolf now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.
  • Hit and Run and Hunter's Instincts have swapped places on the Shinobi perk tree.

Fleche

  • Fleche's distance-based damage bonus is now capped at +5. This doesn't affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier's starting position at the beginning of the turn).
  • Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.
  • Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).

Perks from Equipment

  • Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.

XCOM Row Perks

As the Advanced Warfare Center was removed in WotC and replaced with the Training Center (and Infirmary), all non-Psionic, non-SPARK soldiers can now gain Ability Points upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized "XCOM" row of perks, separated into 4 tiers:

  • 2 Tier 1 Perks for 10 AP each
  • 2 Tier 2 Perks for 20 AP each
  • 2 Tier 3 Perks for 30 AP each
  • 1 Tier 4 Perk for 40 AP

All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.

It's worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don't usually rely on grenades will no longer obtain grenade-related perks.

Pistol Perks

Similarly to LW2, most soldiers can equip pistols and learn Pistol Perks, but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.

Psi Perks

Psi Perk Tree

New Psi Perk Tree

New Psi Perks

Psi Operatives' revamped perk tree features 3 new abilities that allow for greater variety in builds:

Changed Psi Perks

  • Insanity's mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.
  • Soul Steal now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of Soulfire from 2 to 3 turns.
  • Fuse is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.
  • Stasis can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can't affect Chosen, but can now target XCOM, as if the soldier had Stasis Shield.
  • Void Rift now also ruptures targets and has a higher chance to additionally cast Insanity on them.

Removed Psi Perks

Weapons

  • Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the Rupture perk and from Plasma weaponry, can stack on the same target.
  • Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/100%.
  • Sawed-Off Shotguns, Grenade Launchers, and Knives now have a 3rd tier.
    • Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.
    • Beam Grenade Launcher: in addition to the Advanced Grenade Launcher's +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.
    • Advanced Vibroblade : deals more damage and has more critical chance than the Vibroblade.

Overwatch Rules

These changes only apply if the Revert Overwatch Rules Change mod is disabled:

  • Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.
  • This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.

Equipment

  • Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as Sectopods.

Not Created Equal

  • Defense is no longer a part of NCE (but is still configurable via XComLW_Toolbox.ini in the Config folder of LWotC) because managing soldiers with different Defense stats during combat proved too frustrating.
  • A soldier's Combat Intelligence (a WotC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants an additional AP per rank.
  • The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have "useless" stats (because non-psionic soldiers can't make use of the Psi stat, and psionic soldiers can't make use of Combat Intelligence due to their lack of an XCOM row of perks).
  • The following Combat Intelligence levels correspond to the respective Psi values:
    • Very Low : 5-9
    • Low : 10-14
    • Average : 15-25
    • High : 26-31
    • Very High : 32-35