Difference between revisions of "Modding LWOTC"

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[[Long_War_of_the_Chosen|Back To Main Page]]
 
[[Long_War_of_the_Chosen|Back To Main Page]]
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{{Toc_(LWOTC)|40}}
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This page lists every [https://en.wikipedia.org/wiki/INI_file INI file] (found in the <code>\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\LongWarOfTheChosen\Config</code> directory) that can be modified according to the player's preferences, typically resulting in various gameplay differences. Below, you'll find what each line in the files refers to, what changes can be done, and how to accomplish them.
  
Each INI file that can be modified to your liking will be listed with what changes can be done, how they can be changed and what line they appear in.
+
==XComClassData==
 +
Each soldier class is set up using the same structure, making use of the following parameters:
 +
* NumInForcedDeck=[https://en.wikipedia.org/wiki/Integer <code>integer</code>]: Guaranteed number of this class that can be obtained over the campaign, also tied to the number that can be trained in the [[Guerrilla_Tactics_School_(LWOTC)|GTS]]. A value of <code>0</code> means they are not guaranteed and will not be trainable through the GTS.
 +
* NumInDeck=<code>integer</code>: Affects the chance to get this class after “NumInForcedDeck” is depleted. A value of 4 is standard, setting it higher will on average result in obtaining this class more often.
 +
* bCanHaveBonds=<code>true</code> or <code>false</code>: Determines whether this class can have bonds with other soldiers.
 +
* bAllowAWCAbilities=<code>true</code> or <code>false</code>: Determines whether the class can gain random abilities that can be obtained through the [[Training_Center_(LWOTC)|Training Center]].
 +
* BaseAbilityPointsPerPromotion=<code>integer</code>: Determines the AP gain per promotion at Very Low ComInt (Each higher level grants 1 additional AP per rank) .
 +
* SquaddieLoadout=<code>"loadout_name"</code>: Determines the default loadout for the class, this is available in <code>XComGameData</code>.
 +
* AllowedWeapons=<code>(SlotType=eInvSlot_SlotName, WeaponType="weapontype")</code>: What weapons the class is allowed to use. The <code>SlotName</code> and the associated <code>weapontype</code>s are as follows:
 +
** <code>PrimaryWeapon</code>: <code>rifle</code>, <code>smg</code>, <code>shotgun</code>, <code>cannon</code>, <code>sniper</code>, <code>vektor_rifle</code>, <code>gauntlet</code>, <code>bullpup</code>, <code>sparkrifle</code>.
 +
** <code>SecondaryWeapon</code>: <code>lw_gauntlet</code> ([[Technical_(LWOTC)|Technical]] Gauntlet), <code>gremlin</code>, <code>grenade_launcher</code>, <code>combatknife</code> ([[Gunner_(LWOTC)|Gunner]] knife), <code>sawedoffshotgun</code>, <code>holotargeting</code>, <code>arcthrower</code>, <code>sword</code>, <code>psiamp</code>, <code>sparkbit</code>, <code>claymore</code>, <code>throwingknife</code> ([[Reaper_(LWOTC)|Reaper]] knife), <code>sidearm</code> (autopistol), <code>templarshield</code>, <code>wristblade</code> ([[Skirmisher_(LWOTC)|Skirmisher]] Ripjack).
 +
** <code>HeavyWeapon</code>: <code>heavyammo</code> (additional charges for the Technical Gauntlet), <code>heavy</code> (Shredder Gun).
 +
* AllowedArmors=<code>"armortype"</code>: Determines what armor the class is allowed to equip; <code>armortype</code> can be one of the following values:
 +
** <code>soldier</code>: The standard soldier armor; also allowed to use the mobility-based and heavy armor.
 +
** <code>reaper</code>, <code>skirmisher</code>, <code>templar</code>: The armor used by heroes; hero classes can only use equivalents of regular XCOM soldiers' "basic" armor (Kevlar/Predator/Warden), without any special associated abilities.
 +
** <code>spark</code>: The armor frame used by [[SPARK_(LWOTC)|SPARKs]].
 +
* bIgnoreInjuries=<code>0</code> or <code>1</code>: The typical value, <code>0</code>, is assumed in case this line is not specified. The value <code>1</code> allows the unit to be deployed regardless of injuries on all missions, which by default is only used by SPARKs.
 +
* RandomAbilityDecks=
 +
<nowiki>(DeckName="deckname", \\
 +
Abilities=((AbilityName="AbilityNameOne", ApplyToWeaponSlot=eInvSlot_SlotName), \\
 +
  (AbilityName="AbilityNameTwo", ApplyToWeaponSlot=eInvSlot_SlotName), \\
 +
  ...
 +
  (AbilityName="AbilityNameN", ApplyToWeaponSlot=eInvSlot_SlotName), \\
 +
))</nowiki>
 +
* The lines above determine the pool of ''n'' randomized abilities that can be obtained by spending AP on a given soldier (with the [[Training_Center_(LWOTC)|Training Center]] operational). Not all abilities require the use of the <code>ApplyToWeaponSlot</code> parameter, in which case a given line looks like this: <code>(AbilityName="AbilityName"), \\</code>
 +
* SoldierRanks=
 +
<nowiki>(  AbilitySlots=( (AbilityType=(AbilityName="AbilityNameOne", ApplyToWeaponSlot=eInvSlot_SlotName)), \\
 +
(AbilityType=(AbilityName="AbilityNameTwo", ApplyToWeaponSlot=eInvSlot_SlotName)), \\
 +
(AbilityType=(AbilityName="AbilityNameThree", ApplyToWeaponSlot=eInvSlot_SlotName)), \\
 +
(RandomDeckName="TierInteger_XComAbilities"), \\
 +
(AbilityType=(AbilityName="AbilityNameFour", ApplyToWeaponSlot=eInvSlot_SlotName)), \\
 +
), \\
 +
aStatProgression=((StatType=eStat_StatName,StatAmount=integer), (StatType=eStat_StatName,StatAmount=integer)) \\
 +
)</nowiki>
 +
* The lines above determine the 3 main tree perks that a given class will be offered at a specific rank, alongside an optional XCOM perk and pistol perk (by default). Similar to <code>RandomAbilityDecks</code>, not all abilities here require the use of the <code>ApplyToWeaponSlot</code> parameter, in which case a given line looks like this: <code>(AbilityType=(AbilityName="AbilityName" )), \\</code>
 +
*The <code>StatName</code> part of <code>eStat_StatName</code> can be one of the following:
 +
** <code>UtilityItems</code> (Affects the number of utility slots available to this soldier)
 +
** <code>HP</code>
 +
** <code>Offense</code> (Aim)
 +
** <code>Defense</code>
 +
** <code>Mobility</code>
 +
** <code>Will</code>
 +
** <code>Hacking</code>
 +
** <code>SightRadius</code>
 +
** <code>Dodge</code>
 +
** <code>ArmorMitigation</code> (Amount of points of armor)
 +
** <code>ArmorPiercing</code>
 +
** <code>PsiOffense</code>
 +
** <code>DetectionModifier</code> (Probably incremented in float values, like 0.1f)
 +
** <code>CritChance</code>
 +
** <code>CombatSims</code> (PCS slot)
 +
** <code>FlankingCritChance</code>
 +
** <code>ShieldHP</code> (Ablative HP bonus. Ablative HP is the orange "shield" health on top of the normal Health bar)
 +
** <code>FlankingAimBonus</code>
  
=XComClassData=
+
==XComGameBoard==
Each class is set up with the same structure and so what can be modified will be listed.
+
The following information is in the format of ''start line-end line: explanation'' (the start and end lines refer to the default positions of lines in the file).
* NumInForcedDeck=X : Guaranteed number of this class that can be obtained over the campaign. Also allowed to be trained in GTS. Giving a “0” means they are not guaranteed and will not be trainable through the GTS
+
* 6-9: Radio Relay base supply cost.
* NumInDeck=x : Chance to get this class after “NumInForcedDeck” is depleted. A value of 4 is standard, setting it higher will on average give this class more often.
+
* 12-15: Radio Relay cost increase per tower built.
* bCanHaveBonds=(True/False) : Determines whether this class can have bonds with other soldiers
+
* 29-37: ''(unknown/research in progress)'' (Initial supply drop for new contacted regions?)
* bAllowAWCAbilities=(True/False) : Determines whether the class can gain random abilities that can be obtained through the [[Training Center (LWOTC)|Training Center]]
+
* 45-48: Base Intel cost for contacting a new region.
* BaseAbilityPointsPerPromotion=X : Determines the AP gain per promotion at Very Low ComInt (Each higher level grants an additional AP per rank)  
+
* 50-58: Minimum and Maximum days it takes to contact a new region.
* SquaddieLoadout=”(Name of loadout): Determines the default loadout for the class, this is available in the “XComGameData” (idk how to link to a part of a page)
+
* 66-68: Minimum and Maximum amount of links a region can have and a toggle for cross continent links. Rarely, it may be possible for a region to be generated with fewer than the specified Minimum amount of links (this bug is present as of version Dev 28.2).
* AllowedWeapons=(SlotType=eInvSlot_(Weapon Slot))Weapon, WeaponType=”(Weapon Type)”) : What weapons the class is allowed to use. The weapon slot and its type are as follows.
+
===Points Of Interest===
** Primary : rifle, smg, shotgun, cannon, sniper, vektor_rifle, gauntlet, bullpup, sparkrifle
+
* 72-80: Minimum and Maximum scan time (in days) for Points of Interest (scanning locations that appear on the globe after missions with an "Intel Package" reward).
** Secondary : lw_gauntlet (technical gauntlet), gremlin, grenade_launcher, combatknife (gunner knife), sawedoffshotgun, holotargeting, arcthrower, sword, psiamp, sparkbit, claymore, throwingknife (reaper knife), sidearm (autopistol), templarshield, wristblade (skirmisher ripjack)
+
* 82-90: Minimum and Maximum time (in hours) after which the Point of Interest despawns.
** Heavy : heavyammo (additional charges for technicals), heavy (shredder gun)
+
* 93-101: Minimum and Maximum scan time (in days) for the Alien Hunters DLC story mission.
* AllowedArmors=”(type)” what armor the class is allowed to equip.
+
* 104-112: Minimum and Maximum scan time (in days) for the Shen's Last Gift DLC mission.
** soldier : The standard soldier armor, also allowed to use the mobility and heavy armor
+
* 114-138: ''(unknown/research in progress)'' POI for Rebels.
** reaper/skirmisher/templar : the armor used by heroes, it is the equivalent of the basic armor and is restricted to only this type.
+
* 139-163: ''(unknown/research in progress)'' POI for Resistance MEC.
** spark : the armor frame used for sparks
+
* 164-194: ''(unknown/research in progress)'' POI for new resources?
* bIgnoreInjuries=1/0 : 1 allows the unit to be deployed regardless of injuries or not on all missions
+
* 195-211: ''(unknown/research in progress)'' POI for Supplies (other values can be found in the <code>.ini</code> file of the same name for the base game).
* RandomAbilityDecks=(DeckName=(Deck name)”, Abilities=((list of abilities))) : The pool of abilities used for random abilities trained through the [[Training Center (LWOTC)|Training Center]]
+
* 212-225: ''(unknown/research in progress)'' POI for Intel (other values can be found in the <code>.ini</code> file of the same name for the base game).
* SolderRanks=(AbilitySlots=((list of abilities){This is where you apply the RandomDeckName for random abilities}), aStatProgression=((stat type and amount))) ; The list of abilities and stat gain for each given rank starting at squaddie. Possible stats that can be applied are the following.(all starts with the syntax “eStat_”)
+
* 226-240: ''(unknown/research in progress)'' POI for Alien Alloys (other values can be found in the <code>.ini</code> file of the same name for the base game).
** UtilityItems - number of utility slots available to this soldier
+
* 241-254: ''(unknown/research in progress)'' POI for Alien Alloys and Elerium Crystals (other values can be found in the <code>.ini</code> file of the same name for the base game).
** HP
+
* 255-264: ''(unknown/research in progress)'' POI for Scientist
** Offense - Aim
+
* 265-274: ''(unknown/research in progress)'' POI for Engineer (other values can be found in the <code>.ini</code> file of the same name for the base game).
** Defense
+
* 275-288: ''(unknown/research in progress)'' POI for Rookies (other values can be found in the <code>.ini</code> file of the same name for the base game).
** Mobility
+
* 289-298: ''(unknown/research in progress)'' POI for Soldier (other values can be found in the <code>.ini</code> file of the same name for the base game).
** Will
+
* 299-312: ''(unknown/research in progress)'' POI for Avenger Power (other values can be found in the <code>.ini</code> file of the same name for the base game).
** Hacking         
+
* 313-321: ''(unknown/research in progress)'' POI for Resistance Contacts (other values can be found in the <code>.ini</code> file of the same name for the base game).
** SightRadius
+
* 322-330: ''(unknown/research in progress)'' POI for assorted loot? (other values can be found in the <code>.ini</code> file of the same name for the base game).
** Dodge
+
* 331-345: ''(unknown/research in progress)'' POI for Grenades/Ammo (other values can be found in the <code>.ini</code> file of the same name for the base game).
** ArmorMitigation - armor points
+
* 345-354: ''(unknown/research in progress)'' POI for reduced contact cost of regions (other values can be found in the <code>.ini</code> file of the same name for the base game).
** ArmorPiercing
+
* 355-363: ''(unknown/research in progress)'' POI for Heavy Weapon (other values can be found in the <code>.ini</code> file of the same name for the base game).
** PsiOffense
+
* 364-372: ''(unknown/research in progress)'' POI for Facility Lead (other values can be found in the <code>.ini</code> file of the same name for the base game).
** DetectionModifier - probably incremented in float values, like 0.1f
+
* 373-381: ''(unknown/research in progress)'' POI for Guerilla Op (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla)
** CritChance
+
* 382-391: ''(unknown/research in progress)'' POI for supply raid (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla)  
** CombatSims - PCS slot
+
* 392-400: ''(unknown/research in progress)'' POI for region income (unclear how this functions due to changes in income generation in LW2/LWOTC compared to vanilla)
** FlankingCritChance
+
* 401-412: Adjust how the Skyranger traverses the Geoscape:
** ShieldHP - ablative HP bonus. Ablative HP is the orange "shield" health on top of the normal Health bar.
+
** Acceleration: ''(unknown/research in progress)''
** FlankingAimBonus
+
** Flight Height: ''(unknown/research in progress)'' (How high it moves up before traversing?)
 +
** InFlightTimeScale: ''(unknown/research in progress)'' (How quickly time changes as it moves?)
 +
** MaxSpeedFlying: ''(unknown/research in progress)''
 +
** MaxSpeedVertical: ''(unknown/research in progress)''
 +
** RotationSpeed: ''(unknown/research in progress)''
 +
** MaxLiftOffLandPitch: ''(unknown/research in progress)''
 +
** MaxFlightPitch: ''(unknown/research in progress)''
 +
** MaxFlightTurnRoll: ''(unknown/research in progress)''
 +
** MaxTurbulenceRoll: ''(unknown/research in progress)''
 +
** LandingRadius: ''(unknown/research in progress)''
 +
* 417-418: Minimum and Maximum time (in days) it takes for a UFO to intercept the Avenger.
 +
* 420: UFO Interception chance. The Avenger's location and flight path has no effect on whether it will be intercepted, this is handled only by this value.
 +
* 421: Story Mission UFO Interception Chance.
 +
* 423-426: UFO Interception chance after the first UFO.
 +
* 439-446: ''(unknown/research in progress)'' (Region link lengths? Likely doesn't affect gameplay)
 +
* 448-479: ''(unknown/research in progress)'' (Which regions are allowed to be linked to a given region?)
 +
===Covert Actions===
 +
* 481-482: Covert Action XP Reward.
 +
* 491-501: Hunt the Chosen Part 1 duration (in hours).
 +
* 502-512: Hunt the Chosen Part 2 duration (in hours).
 +
* 513-523: Hunt the Chosen Part 3 duration (in hours).
 +
* 524-534: Intense Training (soldier stat increase) duration (in hours).
 +
* "Easy" failure risk Covert Actions:
 +
** 536-546: Gather Supplies duration (in hours).
 +
** 547-557: Gather Intel duration (in hours).
 +
** 558-568: Gain Xcom AP duration (in hours).
 +
** 569-579: Superior Weapon Upgrade duration (in hours).
 +
** 580-590: Superior PCS duration (in hours).
 +
** 591-601: Alien Loot duration (in hours).
 +
** 613-623: Form/Level Soldier Bond duration (in hours).
 +
** 624-633: Resistance Mec duration (in hours).
 +
** 648-658: Rescue Soldier duration (in hours).
 +
** 659-669: Find Second Hero Faction duration (in hours).
 +
** 670-580: Find Third Hero Faction duration (in hours).
 +
** 692-702: Recruit Extra Faction Hero duration (in hours).
 +
* "Moderate" failure risk Covert Actions:
 +
** 704-714: Recruit Scientist duration (in hours).
 +
** 715-725: Recruit Engineer duration (in hours).
 +
** 726-736: Loot Alien Morgue (gain corpses) duration (in hours).
 +
** 737-747: Recruit Resistance Personnel duration (in hours).
 +
** 748-758: Cancel Chosen Activity duration (in hours).
 +
** 759-769: Delay Chosen Activity duration (in hours).
 +
** 770-779: Gain Resistance Contact duration (in hours).
 +
* "Hard" failure risk Covert Actions:
 +
** 806-816: Remove AVATAR Progress duration (in hours).
 +
** 817-827: Gain Facility Lead duration (in hours).
 +
* 830-831: "Easy" failure chance.
 +
* 834-835: "Moderate" failure chance.
 +
* 838-839: "Hard" failure chance.
 +
* 851-852: Ambush chance.
 +
* 854-864: Reaper HQ Intel generation.
  
=XComGameBoard=
+
[[Category:Long War of the Chosen]]
* 6-9 : Radio Tower base cost, simply change the value to change how much it costs
 
* 12-15 : Radio Tower cost increase per tower built, simply change the value to change how much the cost increases with every tower
 
* 29-37 : *in progress/unknown* initial supply drop for new contacted regions?
 
* 45-48 : Base Intel Cost for contacting a new region
 
* 50-58 : Minimum and Maximum days it takes to contact a new region.
 
* 66-68 : Minimum and Maximum amount of links a region can have. Toggle for cross continent links. (Allowable links give in {ini file}). Is not a strict rule, there may be rare cases where regions with two links may be formed while following the rule in arranging region links.
 
* 72-80 : Minimum and Maximum scan time in days for points of interests (random scanning points that grants a reward upon completion)
 
* 82-90 : Minimum and Maximum hours in which the point of interest despawns
 
* 93-101 : Minimum and Maximum scan time in days for the alien rulers dlc mission
 
* 104-112 : Minimum and Maximum scan time in days for shens last gift dlc mission
 

Revision as of 03:05, 21 January 2022

Back To Main Page

This page lists every INI file (found in the \XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\LongWarOfTheChosen\Config directory) that can be modified according to the player's preferences, typically resulting in various gameplay differences. Below, you'll find what each line in the files refers to, what changes can be done, and how to accomplish them.

XComClassData

Each soldier class is set up using the same structure, making use of the following parameters:

  • NumInForcedDeck=integer: Guaranteed number of this class that can be obtained over the campaign, also tied to the number that can be trained in the GTS. A value of 0 means they are not guaranteed and will not be trainable through the GTS.
  • NumInDeck=integer: Affects the chance to get this class after “NumInForcedDeck” is depleted. A value of 4 is standard, setting it higher will on average result in obtaining this class more often.
  • bCanHaveBonds=true or false: Determines whether this class can have bonds with other soldiers.
  • bAllowAWCAbilities=true or false: Determines whether the class can gain random abilities that can be obtained through the Training Center.
  • BaseAbilityPointsPerPromotion=integer: Determines the AP gain per promotion at Very Low ComInt (Each higher level grants 1 additional AP per rank) .
  • SquaddieLoadout="loadout_name": Determines the default loadout for the class, this is available in XComGameData.
  • AllowedWeapons=(SlotType=eInvSlot_SlotName, WeaponType="weapontype"): What weapons the class is allowed to use. The SlotName and the associated weapontypes are as follows:
    • PrimaryWeapon: rifle, smg, shotgun, cannon, sniper, vektor_rifle, gauntlet, bullpup, sparkrifle.
    • SecondaryWeapon: lw_gauntlet (Technical Gauntlet), gremlin, grenade_launcher, combatknife (Gunner knife), sawedoffshotgun, holotargeting, arcthrower, sword, psiamp, sparkbit, claymore, throwingknife (Reaper knife), sidearm (autopistol), templarshield, wristblade (Skirmisher Ripjack).
    • HeavyWeapon: heavyammo (additional charges for the Technical Gauntlet), heavy (Shredder Gun).
  • AllowedArmors="armortype": Determines what armor the class is allowed to equip; armortype can be one of the following values:
    • soldier: The standard soldier armor; also allowed to use the mobility-based and heavy armor.
    • reaper, skirmisher, templar: The armor used by heroes; hero classes can only use equivalents of regular XCOM soldiers' "basic" armor (Kevlar/Predator/Warden), without any special associated abilities.
    • spark: The armor frame used by SPARKs.
  • bIgnoreInjuries=0 or 1: The typical value, 0, is assumed in case this line is not specified. The value 1 allows the unit to be deployed regardless of injuries on all missions, which by default is only used by SPARKs.
  • RandomAbilityDecks=
(DeckName="deckname", \\
					Abilities=((AbilityName="AbilityNameOne", ApplyToWeaponSlot=eInvSlot_SlotName), \\
							   (AbilityName="AbilityNameTwo", ApplyToWeaponSlot=eInvSlot_SlotName), \\
							   ...
							   (AbilityName="AbilityNameN", ApplyToWeaponSlot=eInvSlot_SlotName), \\
					))
  • The lines above determine the pool of n randomized abilities that can be obtained by spending AP on a given soldier (with the Training Center operational). Not all abilities require the use of the ApplyToWeaponSlot parameter, in which case a given line looks like this: (AbilityName="AbilityName"), \\
  • SoldierRanks=
(  AbilitySlots=(	(AbilityType=(AbilityName="AbilityNameOne",		ApplyToWeaponSlot=eInvSlot_SlotName)), \\
								(AbilityType=(AbilityName="AbilityNameTwo",		ApplyToWeaponSlot=eInvSlot_SlotName)), \\
								(AbilityType=(AbilityName="AbilityNameThree",			ApplyToWeaponSlot=eInvSlot_SlotName)), \\
								(RandomDeckName="TierInteger_XComAbilities"), \\
								(AbilityType=(AbilityName="AbilityNameFour",		ApplyToWeaponSlot=eInvSlot_SlotName)), \\
							 ), \\
				aStatProgression=((StatType=eStat_StatName,StatAmount=integer), (StatType=eStat_StatName,StatAmount=integer)) \\
			)
  • The lines above determine the 3 main tree perks that a given class will be offered at a specific rank, alongside an optional XCOM perk and pistol perk (by default). Similar to RandomAbilityDecks, not all abilities here require the use of the ApplyToWeaponSlot parameter, in which case a given line looks like this: (AbilityType=(AbilityName="AbilityName" )), \\
  • The StatName part of eStat_StatName can be one of the following:
    • UtilityItems (Affects the number of utility slots available to this soldier)
    • HP
    • Offense (Aim)
    • Defense
    • Mobility
    • Will
    • Hacking
    • SightRadius
    • Dodge
    • ArmorMitigation (Amount of points of armor)
    • ArmorPiercing
    • PsiOffense
    • DetectionModifier (Probably incremented in float values, like 0.1f)
    • CritChance
    • CombatSims (PCS slot)
    • FlankingCritChance
    • ShieldHP (Ablative HP bonus. Ablative HP is the orange "shield" health on top of the normal Health bar)
    • FlankingAimBonus

XComGameBoard

The following information is in the format of start line-end line: explanation (the start and end lines refer to the default positions of lines in the file).

  • 6-9: Radio Relay base supply cost.
  • 12-15: Radio Relay cost increase per tower built.
  • 29-37: (unknown/research in progress) (Initial supply drop for new contacted regions?)
  • 45-48: Base Intel cost for contacting a new region.
  • 50-58: Minimum and Maximum days it takes to contact a new region.
  • 66-68: Minimum and Maximum amount of links a region can have and a toggle for cross continent links. Rarely, it may be possible for a region to be generated with fewer than the specified Minimum amount of links (this bug is present as of version Dev 28.2).

Points Of Interest

  • 72-80: Minimum and Maximum scan time (in days) for Points of Interest (scanning locations that appear on the globe after missions with an "Intel Package" reward).
  • 82-90: Minimum and Maximum time (in hours) after which the Point of Interest despawns.
  • 93-101: Minimum and Maximum scan time (in days) for the Alien Hunters DLC story mission.
  • 104-112: Minimum and Maximum scan time (in days) for the Shen's Last Gift DLC mission.
  • 114-138: (unknown/research in progress) POI for Rebels.
  • 139-163: (unknown/research in progress) POI for Resistance MEC.
  • 164-194: (unknown/research in progress) POI for new resources?
  • 195-211: (unknown/research in progress) POI for Supplies (other values can be found in the .ini file of the same name for the base game).
  • 212-225: (unknown/research in progress) POI for Intel (other values can be found in the .ini file of the same name for the base game).
  • 226-240: (unknown/research in progress) POI for Alien Alloys (other values can be found in the .ini file of the same name for the base game).
  • 241-254: (unknown/research in progress) POI for Alien Alloys and Elerium Crystals (other values can be found in the .ini file of the same name for the base game).
  • 255-264: (unknown/research in progress) POI for Scientist
  • 265-274: (unknown/research in progress) POI for Engineer (other values can be found in the .ini file of the same name for the base game).
  • 275-288: (unknown/research in progress) POI for Rookies (other values can be found in the .ini file of the same name for the base game).
  • 289-298: (unknown/research in progress) POI for Soldier (other values can be found in the .ini file of the same name for the base game).
  • 299-312: (unknown/research in progress) POI for Avenger Power (other values can be found in the .ini file of the same name for the base game).
  • 313-321: (unknown/research in progress) POI for Resistance Contacts (other values can be found in the .ini file of the same name for the base game).
  • 322-330: (unknown/research in progress) POI for assorted loot? (other values can be found in the .ini file of the same name for the base game).
  • 331-345: (unknown/research in progress) POI for Grenades/Ammo (other values can be found in the .ini file of the same name for the base game).
  • 345-354: (unknown/research in progress) POI for reduced contact cost of regions (other values can be found in the .ini file of the same name for the base game).
  • 355-363: (unknown/research in progress) POI for Heavy Weapon (other values can be found in the .ini file of the same name for the base game).
  • 364-372: (unknown/research in progress) POI for Facility Lead (other values can be found in the .ini file of the same name for the base game).
  • 373-381: (unknown/research in progress) POI for Guerilla Op (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla)
  • 382-391: (unknown/research in progress) POI for supply raid (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla)
  • 392-400: (unknown/research in progress) POI for region income (unclear how this functions due to changes in income generation in LW2/LWOTC compared to vanilla)
  • 401-412: Adjust how the Skyranger traverses the Geoscape:
    • Acceleration: (unknown/research in progress)
    • Flight Height: (unknown/research in progress) (How high it moves up before traversing?)
    • InFlightTimeScale: (unknown/research in progress) (How quickly time changes as it moves?)
    • MaxSpeedFlying: (unknown/research in progress)
    • MaxSpeedVertical: (unknown/research in progress)
    • RotationSpeed: (unknown/research in progress)
    • MaxLiftOffLandPitch: (unknown/research in progress)
    • MaxFlightPitch: (unknown/research in progress)
    • MaxFlightTurnRoll: (unknown/research in progress)
    • MaxTurbulenceRoll: (unknown/research in progress)
    • LandingRadius: (unknown/research in progress)
  • 417-418: Minimum and Maximum time (in days) it takes for a UFO to intercept the Avenger.
  • 420: UFO Interception chance. The Avenger's location and flight path has no effect on whether it will be intercepted, this is handled only by this value.
  • 421: Story Mission UFO Interception Chance.
  • 423-426: UFO Interception chance after the first UFO.
  • 439-446: (unknown/research in progress) (Region link lengths? Likely doesn't affect gameplay)
  • 448-479: (unknown/research in progress) (Which regions are allowed to be linked to a given region?)

Covert Actions

  • 481-482: Covert Action XP Reward.
  • 491-501: Hunt the Chosen Part 1 duration (in hours).
  • 502-512: Hunt the Chosen Part 2 duration (in hours).
  • 513-523: Hunt the Chosen Part 3 duration (in hours).
  • 524-534: Intense Training (soldier stat increase) duration (in hours).
  • "Easy" failure risk Covert Actions:
    • 536-546: Gather Supplies duration (in hours).
    • 547-557: Gather Intel duration (in hours).
    • 558-568: Gain Xcom AP duration (in hours).
    • 569-579: Superior Weapon Upgrade duration (in hours).
    • 580-590: Superior PCS duration (in hours).
    • 591-601: Alien Loot duration (in hours).
    • 613-623: Form/Level Soldier Bond duration (in hours).
    • 624-633: Resistance Mec duration (in hours).
    • 648-658: Rescue Soldier duration (in hours).
    • 659-669: Find Second Hero Faction duration (in hours).
    • 670-580: Find Third Hero Faction duration (in hours).
    • 692-702: Recruit Extra Faction Hero duration (in hours).
  • "Moderate" failure risk Covert Actions:
    • 704-714: Recruit Scientist duration (in hours).
    • 715-725: Recruit Engineer duration (in hours).
    • 726-736: Loot Alien Morgue (gain corpses) duration (in hours).
    • 737-747: Recruit Resistance Personnel duration (in hours).
    • 748-758: Cancel Chosen Activity duration (in hours).
    • 759-769: Delay Chosen Activity duration (in hours).
    • 770-779: Gain Resistance Contact duration (in hours).
  • "Hard" failure risk Covert Actions:
    • 806-816: Remove AVATAR Progress duration (in hours).
    • 817-827: Gain Facility Lead duration (in hours).
  • 830-831: "Easy" failure chance.
  • 834-835: "Moderate" failure chance.
  • 838-839: "Hard" failure chance.
  • 851-852: Ambush chance.
  • 854-864: Reaper HQ Intel generation.