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Long War of the Chosen Rebalanced (LWOTC-R)
This is a Fundamental Rebalance of Long War Of the Chosen, with the following design goals:
- Significantly lower the reliance on alpha striking (more 3-4 + turn engagements than 1-2 turn ones)
- Eliminate the need to manage pod activations
- A wide variety of distinct tools for the player, and a wide range of distinct challenges to deal with, such as:
- Much more distinct enemy design
- Significantly more nuanced perk trees and equipment
- More even pacing and difficulty of the campaign
- Repurpose stealth from an ambush and combat avoidance tool to a scouting and defensive one.
Текущее состояние
Currently the Mod is in alpha, in a playable but feature incomplete and unpolished state.Particularly, the not-implemented features (In this case: Not rebalanced/redesigned yet) so far include:
- Psi ops
- Sparks
- Alien Hunters DLC
- The Chosen
Основные особенности и изменения:
Podless
- As soon as you are spotted, every enemy in the map activates. Enemy count, XCOM HP, and defensive tools are redesigned with that in mind.
Revamped concealment
- With some exceptions, shared concealment now breaks at the start of the 2nd turn.
- Phantom is reworked to temporarily concealing yourself as a free action for 1 turn. (with 3 charges)
- Enemy Detection ranges are severely decreased
- Shadow is keeping its LWOTC Variant
Grenade Scatter
- Grenades are overall more powerful, but also more unreliable, and can now scatter just like rockets.
- Damage falloff is also quite a bit harsher
Cover
- Cover Defense is further increased to 40/55 from 30/45 - significantly raising the value of cover
- Base Flanking crit bonus increased to 50% from 40%
Ammo management
- Reloads are now turn ending
- Pistols and autopistols no longer carry any mobility penalty
- Sawed-off can now be equipped in a pistol slot
Attachments
- Attachments now only have 1 tier, and are infinite items available as soon as you get modular weapons
- All weapons now start with only 1 attachment slot, and can gain 2 more slots by researching proving ground projects
- SCOPE - Gain 5 aim
- Laser sight - Gain 10 crit
- Hair trigger - After a miss, gain +25 aim
- Stock - Missed attacks have a 50% chance to become a graze. Your attacks ignore up to 15 dodge
- Expended magazine - Gain +1 weapon capacity
- Auto-loader - Grants quick reload - Reload up to 2 ammo, non-turn ending
Overwatch and suppression
Overwatch has been overhauled:- Overwatch is now: Fire on the first enemy within line of sight of this soldier (at the time of activating Overwatch) that moves. No aim penalty and ignores cover defense. A unit can only go on overwatch if it has an enemy in line of sight
- Overwatch is no longer removed upon taking damage
- Makes sure not every mission is a spawn defense with podless
- Makes reinforcements (RNF) something that you will have to deal with instead of just blowing up instantly
- Makes overwatch strong without needing multiple overwatch perks beforehand
- Suppression is now: Fire a barrage that pins down a target, reducing their action points by 1 (units unable to take cover are immune), restricting the use of many abilities, and imposing a 15 penalty to the target's aim. Grants an overwatch shot that deals half damage if the target moves.
Soldiers
- All soldiers now start as squaddies - Eliminates the boring rookie phase where your toolset was severely limited
- All soldier trees have been redesigned to have their role defining tools/power spikes happen earlier in the tree than later - Makes the builds go online a lot sooner, and decreases the impact of losing higher ranked soldiers, and increases the ability to more easily replace them
- Soldier base stats have been rescaled like this: 8 base HP 80 base aim 16 base mobility 40 base will
- Soldier HP, Aim and Will growths have been completely removed - Makes sure cover is just as important early game as it is late
- All soldier classes (except templars) now have access to the following "Universal" primary weapon categories: Assault rifle, Shotgun, SMG, Bullpup, Vektor, Grenade launcher
Classes
- The Ranger and Grenadier classes have been removed - their "niches" have been incorporated into the builds of other classes, sawed-offs are now universal sidearm slot weapons, grenade launchers are now universal primary weapons.
Gunner Class
- New Squaddie set of perks - Suppression, flush, bladestorm knife fighter
Technical Class
- No longer has gauntlet, instead the technical has a rocket launcher secondary weapon, and is the only class that can equip a primary flamethrower called an immolator
- Can Equip several new rocket types, detailed in the weapons section
- Immolator allows to equip special canisters in the sidearm slot, detailed in the weapons section
Shinobi Class
- New Squaddie set of perks - Phantom, Slash, Whirlwind
- Phantom has been reworked to: Temporarily conceal yourself for 1 turn with no detection radius. Standard Slash attack does not reveal you. 3 charges
- Gets +1 mobility at squaddie
Assault Class
- New Squaddie set of perks - Close encounters, Arc thrower stun
- Gets +1 mobility at squaddie
Sharpshooter Class
- Same Squaddie set of perks - Squadsight, Holotarget, except:
- Holotargeting is now a free action, on a 3 turn cooldown
Specialist Class
- New Squaddie set of perks - Aid Protocol, Blinding Protocol, Combat Protocol
Enemies
- Enemy Aim and Will growths have been completely removed - Makes sure cover is just as important early game as it is late
- Rescaled all enemies across 5 tiers, scaled from FL 1 to FL 25
- New tier naming is : Basic, Advanced, Elite, Supreme, With T5 enemies having special names
- Incorporated over 100 new permament dark events as new and unpredictable enemy scaling
- Removed Najas - squadsight doesn't fit that well in podless
- Removed MEC Archers - squadsight doesn't fit and they weren't an interesting enough enemy
- Removed ADVENT grenadiers, rocketeers, scouts, sergeants, commandos, vanguards and shock troopers - Their variants have been incorporated elsewhere
Troopers
- Gains Marauder (standard shots are no longer turn ending)
Officers
- Gains Defilade (All allies in sight of the officer gain 30 crit resistance)
- Mark target is now a free action
Sectoids
- Reworked Mind Spin: Is now a free action, Cannot mind control by default, but will always mind control targets that are disoriented, stunned, or panicked
- Reduced Psi Offense by a lot so mindspin can now fail sometimes
- Sectoid Commanders lose Mass Mindspin because it wasn't very effective/working correctly.
Drones
- Repair is now a free action
- Stunner to 3 actions from 4
Stun lancers
- Stun Lance is no longer a dash attack, deals a lot more damage, and will now always stun for 1 action (instead of a random effect including unconscious)
- Gains Whirlwind
- Gains Flashbangs
Priests
- No longer have Mind Control by default
Vipers
- Enemies can no longer shoot bound units
- Bind damage severely increased
- Damaging the viper no longer breaks the bind
- Tongue grab aim decreased by 10
Sidewinders
- Have Hit and Slither by default
Mutons
- Gains Will to Survive
Mecs
- Gains Damage Control by default
Spectres
- Shadowbind is no longer a dash move
Codex
- Gains Evasive
Andromedons
- Primary Weapon now has short range
- Acid Blob cooldown to 1, but it has severely reduced radius and can now scatter
Sectopods
- Significantly less initial armor and HP
- Gains Protective Servos - gain stackable 2 armor for each damage you take this turn
- It can wrath cannon only as a last action, and will always wrath cannon as a last action
- Wrath Cannon cooldown to 1, and damage to 20
Gatekeeper
- Significantly Less initial armor and HP
- Will no longer attack allies for no reason
Archons
- Gains a lot more defense and dodge
- Has Close Combat Specialist by default
PRIMARY WEAPONS
- Tweaked Weapon Damage Scaling:
- Significantly decreased the amount of shred in the game - makes armor actually important
- Critical Damage is now +50% of a weapon's base damage (Ex. Assault rifle with base damage of 4 will have +2 critical damage)
- Rebalanced Primary weapons the following way
AR
- 100% weapon damage
- 4 ammo capacity
- Medium range
SMG
- 75% base damage
- 30 base crit
- 3 ammo capacity
- 100% crit damage (from 50)
- +1 mobility
- MidShort Range
Bullpup
- 100% base damage
- 15 base aim
- 3 ammo capacity
- -50 base crit
- +1 mobility
- MidShort Range
Strike Rifle (Vektor)
- 100% base damage
- 5 base aim
- 3 ammo capacity
- 30 base crit
- Mid long range
- no more bonus crit damage
Shotgun
- 125% base damae
- 0 base crit
- 4 ammo capacity
- Short Range
Sniper Rifle
- 125% base damage
- 20 base aim
- 30 base crit
- 3 ammo capacity
- Long Range
Cannon
- 150% base damage
- -15 base aim
- -1 mobility
- 6 ammo capacity
- mid long range
Immolator (technical only)
- Primary Flamethrower, uses lw2 targeting
- -1 mobility
- 75% base damage, has 100% chance to set someone on fire
- 7 tile long, 5 tile wide
- infinite ammo, but 2 only ammo capacity, in addition flamethrower has 2 turns cooldown.
- T0 is availible at game start
- T1 Is unlocked with purifier autopsy
- T2 is unlocked with Berserker autopsy
- T3 is unlocked with Sectopod autopsy
- Allows to equip canisters in the pistol slot
- Immolator Attachments:
High Velocity Nozzle - +1 cone length
Expanded Fuel Tank - +2 ammo capacity
Heat Resistant Tank - -2 cooldown on flamethrower
Fuel Line - +1 canister charge
Light Frame - reduced infiltration time
Outrider Frame - +1 weapon mobility, at the cost of -35% weapon damage
Blast canister:
- 150% base weapon damage, very short range, knocks enemies back
- Available instantly
Smoke canister
- 0% weapon damage, smoke, wide radius
- available instantly
Gas Canister:
- 50% weapon damage, longer range, inflicts poison
- unlocked with Viper autopsy
Acid Canister:
- 50% weapon damage, inflicts acid
- unlocked with Spectre autopsy
Bluescreen Canister
- 150% weapon damage, armor piercing, stuns for 1 action and only affects mechanicals
- unlocked with Bluescreen Protocol
Medical canister
- 0% weapon damage, smoke, +2 weapon range, regeneration
- unlocked with Chryssalid autopsy
GRENADE LAUNCHER
- +3/4/4 grenade throw range depending on tier
- +15 grenade accuracy
- Plasma grenade launcher grants blaster launcher targeting
Secondary weapons
- Sword
- 175% base weapon damage
- 40 aim
Arc thrower
- Arc thrower is no longer turn ending by default, Has the electroshock effect by default
- Advanced arc thrower grants 10 aim
- Superior arc thrower grants +1 stun action
Holotargeter
- Holotargeting aim stays at 15
- Holotargeting is now a free action with a 3 turn cooldown
- Rapid targeting reduces the cooldown of holo by 1
- Advanced holotargeter grants hidef holo
- Elite holotargeter grants Vital point targeting
Knife:
- 100% weapon damage
- 35 aim
- 20 crit
Rocket launcher (technical)
- Has 2 standard rockets by default
- Firing a rocket has a 3 turn cooldown
Standard:
- 125% weapon damage
- 5 radius
- 0 shred
- 0 pierce
Shredder
- 150% weapon damage
- 3 radius
- 1/2/3 shred
- 2/3/4 pierce
lockon
- 200% weapon damage
- single target
- 4/6 pierce
- can only be fired at holo’d targets
flechette
- 175% weapon damage
- 6 radius
- Damage is reduced a lot against cover and armor
Concussion:
- 50% weapon damage
- 5 radius
- Can Disorient And stun
Plasma Ejector:
- 150% weapon damage in a line - replaces plasma blaster
Sidearms
Pistol
- 75% base damage
- infinite ammo capacity
- midshort range
Autopistol
- 75% base damage
- 50 base crit
- ignores up to 30 dodge
- short range
Sawed off
- 125% base damage
- sawed-off range
- does not work with any of the pistol skills
- 2 Ammo, after that can be reloaded
- doesn't have both barrels anymore
Grenades
Frag Grenade
- 4-6 weapon damage
- 4 radius
- 0 shred
Magnetic Grenade
- New Tier 2 Frag grenade upgrade
- 6-9 damage
- 4 radius
- 0 shred
Plasma Grenade
- Now acts as a tier 3 grenade
- 8-12 damage
- 4 radius
- 0 shred
Weapon Ranges
Here are new Weapon Ranges:LMG_ALL_RANGE[0] = -15
LMG_ALL_RANGE[1] = -15
LMG_ALL_RANGE[2] = -10
LMG_ALL_RANGE[3] = -5
LMG_ALL_RANGE[4] = 0
LMG_ALL_RANGE[5] = 4
LMG_ALL_RANGE[6] = 6
LMG_ALL_RANGE[7] = 8
LMG_ALL_RANGE[8] = 9
LMG_ALL_RANGE[9] = 10
LMG_ALL_RANGE[10] = 9
LMG_ALL_RANGE[11] = 8
LMG_ALL_RANGE[12] = 7
LMG_ALL_RANGE[13] = 6
LMG_ALL_RANGE[14] = 5
LMG_ALL_RANGE[15] = 4
LMG_ALL_RANGE[16] = 3
LMG_ALL_RANGE[17] = 2
LMG_ALL_RANGE[18] = 1
LMG_ALL_RANGE[19] = 0
LMG_ALL_RANGE[20] = -4
LMG_ALL_RANGE[21] = -8
LMG_ALL_RANGE[22] = -12
LMG_ALL_RANGE[23] = -16
LMG_ALL_RANGE[24] = -20
LMG_ALL_RANGE[25] = -24
LMG_ALL_RANGE[26] = -100
MID_LONG_ALL_RANGE[0] = -30
MID_LONG_ALL_RANGE[1] = -30
MID_LONG_ALL_RANGE[2] = -27
MID_LONG_ALL_RANGE[3] = -24
MID_LONG_ALL_RANGE[4] = -21
MID_LONG_ALL_RANGE[5] = -18
MID_LONG_ALL_RANGE[6] = -15
MID_LONG_ALL_RANGE[7] = -12
MID_LONG_ALL_RANGE[8] = -9
MID_LONG_ALL_RANGE[9] = -6
MID_LONG_ALL_RANGE[10] = -3
MID_LONG_ALL_RANGE[11] = 0
MID_LONG_ALL_RANGE[12] = 0
MID_LONG_ALL_RANGE[13] = 0
MID_LONG_ALL_RANGE[14] = 0
MID_LONG_ALL_RANGE[15] = 0
MID_LONG_ALL_RANGE[16] = 0
MID_LONG_ALL_RANGE[17] = 0
MID_LONG_ALL_RANGE[18] = 0
MID_LONG_ALL_RANGE[19] = 0
MID_LONG_ALL_RANGE[20] = -3
MID_LONG_ALL_RANGE[21] = -6
MID_LONG_ALL_RANGE[22] = -9
MID_LONG_ALL_RANGE[23] = -12
MID_LONG_ALL_RANGE[24] = -15
MID_LONG_ALL_RANGE[25] = -18
MID_LONG_ALL_RANGE[26] = -21
MID_LONG_ALL_RANGE[27] = -24
MID_LONG_ALL_RANGE[28] = -27
MID_LONG_ALL_RANGE[29] = -30
MID_LONG_ALL_RANGE[30] = -33
MID_LONG_ALL_RANGE[31] = -36
MID_LONG_ALL_RANGE[32] = -39
MID_LONG_ALL_RANGE[33] = -42
MID_LONG_ALL_RANGE[34] = -45
MID_LONG_ALL_RANGE[35] = -48
MID_LONG_ALL_RANGE[36] = -51
MID_LONG_ALL_RANGE[37] = -54
MID_LONG_ALL_RANGE[38] = -57
MID_LONG_ALL_RANGE[39] = -60
MID_LONG_ALL_RANGE[40] = -80
MEDIUM_ALL_RANGE[0] = 30
MEDIUM_ALL_RANGE[1] = 30
MEDIUM_ALL_RANGE[2] = 27
MEDIUM_ALL_RANGE[3] = 24
MEDIUM_ALL_RANGE[4] = 21
MEDIUM_ALL_RANGE[5] = 18
MEDIUM_ALL_RANGE[6] = 15
MEDIUM_ALL_RANGE[7] = 12
MEDIUM_ALL_RANGE[8] = 11
MEDIUM_ALL_RANGE[9] = 10
MEDIUM_ALL_RANGE[10] = 9
MEDIUM_ALL_RANGE[11] = 8
MEDIUM_ALL_RANGE[12] = 7
MEDIUM_ALL_RANGE[13] = 6
MEDIUM_ALL_RANGE[14] = 5
MEDIUM_ALL_RANGE[15] = 4
MEDIUM_ALL_RANGE[16] = 3
MEDIUM_ALL_RANGE[17] = 2
MEDIUM_ALL_RANGE[18] = 1
MEDIUM_ALL_RANGE[19] = 0
MEDIUM_ALL_RANGE[20] = -5
MEDIUM_ALL_RANGE[21] = -10
MEDIUM_ALL_RANGE[22] = -15
MEDIUM_ALL_RANGE[23] = -20
MEDIUM_ALL_RANGE[24] = -25
MEDIUM_ALL_RANGE[25] = -100
SAWED_OFF_RANGE[0]=60
SAWED_OFF_RANGE[1]=60
SAWED_OFF_RANGE[2]=20
SAWED_OFF_RANGE[3]=0
SAWED_OFF_RANGE[4]=-30
SAWED_OFF_RANGE[5]=-60
SAWED_OFF_RANGE[6]=-90
SAWED_OFF_RANGE[7]=-100
MIDSHORT_ALL_RANGE[0] = 45
MIDSHORT_ALL_RANGE[1] = 45
MIDSHORT_ALL_RANGE[2] = 35
MIDSHORT_ALL_RANGE[3] = 25
MIDSHORT_ALL_RANGE[4] = 15
MIDSHORT_ALL_RANGE[5] = 10
MIDSHORT_ALL_RANGE[6] = 7
MIDSHORT_ALL_RANGE[7] = 3
MIDSHORT_ALL_RANGE[8] = 0
MIDSHORT_ALL_RANGE[9] = 0
MIDSHORT_ALL_RANGE[10] = 0
MIDSHORT_ALL_RANGE[11] = 0
MIDSHORT_ALL_RANGE[12] = -3
MIDSHORT_ALL_RANGE[13] = -6
MIDSHORT_ALL_RANGE[14] = -9
MIDSHORT_ALL_RANGE[15] = -12
MIDSHORT_ALL_RANGE[16] = -16
MIDSHORT_ALL_RANGE[17] = -19
MIDSHORT_ALL_RANGE[18] = -22
MIDSHORT_ALL_RANGE[19] = -30
MIDSHORT_ALL_RANGE[20] = -45
MIDSHORT_ALL_RANGE[21] = -60
MIDSHORT_ALL_RANGE[22] = -75
MIDSHORT_ALL_RANGE[23] = -90
MIDSHORT_ALL_RANGE[24] = -100
MIDSHORT_ALL_RANGE[25] = -100
SHORT_ALL_RANGE[0] = 60
SHORT_ALL_RANGE[1] = 60
SHORT_ALL_RANGE[2] = 45
SHORT_ALL_RANGE[3] = 30
SHORT_ALL_RANGE[4] = 15
SHORT_ALL_RANGE[5] = 8
SHORT_ALL_RANGE[6] = 4
SHORT_ALL_RANGE[7] = 0
SHORT_ALL_RANGE[8] = 0
SHORT_ALL_RANGE[9] = -4
SHORT_ALL_RANGE[10] = -8
SHORT_ALL_RANGE[11] = -16
SHORT_ALL_RANGE[12] = -32
SHORT_ALL_RANGE[13] = -40
SHORT_ALL_RANGE[14] = -48
SHORT_ALL_RANGE[15] = -60
SHORT_ALL_RANGE[16] = -70
SHORT_ALL_RANGE[17] = -80
SHORT_ALL_RANGE[18] = -90
SHORT_ALL_RANGE[19] = -100
SHORT_ALL_RANGE[20] = -100
SHORT_ALL_RANGE[21] = -100
SHORT_ALL_RANGE[22] = -100
SHORT_ALL_RANGE[23] = -100
SHORT_ALL_RANGE[24] = -100
SHORT_ALL_RANGE[25] = -100
LONG_ALL_RANGE[0] = -40
LONG_ALL_RANGE[1] = -40
LONG_ALL_RANGE[2] = -36
LONG_ALL_RANGE[3] = -32
LONG_ALL_RANGE[4] = -28
LONG_ALL_RANGE[5] = -24
LONG_ALL_RANGE[6] = -20
LONG_ALL_RANGE[7] = -16
LONG_ALL_RANGE[8] = -12
LONG_ALL_RANGE[9] = -8
LONG_ALL_RANGE[10] = -4
LONG_ALL_RANGE[11] = 0
LONG_ALL_RANGE[12] = 0
LONG_ALL_RANGE[13] = 0
LONG_ALL_RANGE[14] = 0
LONG_ALL_RANGE[15] = 0
LONG_ALL_RANGE[16] = 0
LONG_ALL_RANGE[17] = 0
LONG_ALL_RANGE[18] = 0
LONG_ALL_RANGE[19] = 0
LONG_ALL_RANGE[20] = -2
LONG_ALL_RANGE[21] = -4
LONG_ALL_RANGE[22] = -6
LONG_ALL_RANGE[23] = -8
LONG_ALL_RANGE[24] = -10
LONG_ALL_RANGE[25] = -12
LONG_ALL_RANGE[26] = -14
LONG_ALL_RANGE[27] = -16
LONG_ALL_RANGE[28] = -18
LONG_ALL_RANGE[29] = -20
LONG_ALL_RANGE[30] = -22
LONG_ALL_RANGE[31] = -24
LONG_ALL_RANGE[32] = -26
LONG_ALL_RANGE[33] = -28
LONG_ALL_RANGE[34] = -30
LONG_ALL_RANGE[35] = -32
LONG_ALL_RANGE[36] = -34
LONG_ALL_RANGE[37] = -36
LONG_ALL_RANGE[38] = -38
LONG_ALL_RANGE[39] = -40
LONG_ALL_RANGE[40] = -42
LONG_ALL_RANGE[41] = -44
- Notice mid range being much better at longer ranges, and midlong and long ranges having very harsh close range penalties
Armor
- Removed all ablative plating equipment from the game. Instead armor gives plating and there are PG projects to further increase plating
Kevlar
Light Kevlar
- 0 hp, 0 ablative, 2 mobility
Kevlar:
- 0 hp, 3 ablative, 0 mobility
Plated:
Spider suit
- 2 hp, 1 ablative, 2 mobility, grapple
Predator armor
- 3 HP, 1 armor, 4 ablative
EXO
- 3 HP, 1 armor, 4 ablative,
- No longer grants a heavy weapon slot
- Exoskeleton Servos: This Unit's mobility cannot go below 14
- -1 Equipment Slot
Powered
Wraith suit
- 6 hp, 2 ablative, 2 mobility, grapple, wraith properties
Warden armor:
- 8hp, 2 armor, 5 ablative
WAR Suit
- 8hp, 2 armor, 5 ablative,
- Exoskeleton Servos: This Unit's mobility cannot go below 14
- -1 equipment slot
- ShieldWall
DOT EFFECTS CHANGES
- Disorient: more or less the same, slighty lower aim penalty and no longer kills zombies
- Poison: does not block any abilities, but has much more severe stat penalties than disorient and deals damage
- Burn now blocks only standard shot, overwatch, and throw/launch grenade, everything else works
- Acid burn: One of the few sources of shred, the game is getting changed so armor is overall rarer but shred is much, MUCH less common and harder to do
Barracks
- Rookie promotion now happens on the basis of super classes: there are 3
Sharpshooter - Shinobi
Gunner - Technical
- Reduced the amount of starting soldiers to 16 from 22 - compensates for the average soldier being far more useful, reduces overall mission density and soldier management, makes recruiting worth more
- All Soldiers Autopromote every 24 hours to squaddies
- Removed GTS train rookies slots (not needed anymore)
- Introduced Xcom Training Program Unlocks:
XTP2: All Soldiers Autopromote to Corporals (unlocked with Major)
XTP3: All Soldiers Autopromote to Sergeants (unlocked with Colotel)
XTP4: All Soldiers Autopromote to Staff Sergeants (unlocked with Field Commander)
- Most GTS Unlocks have been moved to proving ground projects
Wet Work: Unlocked with Sectoid autopsy
Integrated warfare: Unlocked with Priest Autopsy
Lightning Strike: Unlocked with Spectre Autopsy
Stay with me: Unlocked with Chryssalid Autopsy
Vulture: Unlocked with Alien Encryption research
Officers
- Air Controller skyranger turn reduction to 1 from 2
- New ability: Fall Back (Give a free but uncontrolled action to a unit that has spent their action points that causes it to retreat)
- New ability: Resupply - make all allies within command range that have spent their action points reload.
NEW OFFICER TREE
- Oscar mike vs Focus fire
- Incoming vs Get Some
- Air Controller vs Jammer
- Fall Back vs Collector
- Fire Discipline vs Defilade
- Resupply vs Scavenger
- Combined Arms vs Infiltrator
Golden Path
- Golden path missions now spawn much closer to contacted regions and offer significantly better rewards - Encourages the player to do them earlier
- Blacksite and forge EVAC zone has been reverted to vanilla placement - There isn't any more risk to stealthing missions.
Особые благодарности за моды, интегрированные в LWOTC-R:
- Iridar for his Rocket Launchers
- Iridar and claus for Immolator Models
- Mitzuri for Immolator code/Canisters
- Mitzuri for Chaining Jolt Code
- NeIVIeSiS for various 2D icons (Like the light kevlar one)
- Iridar for Grenade scatter mod
- Claus for Magnetic Grenade
- Grimy for Primary nade launcher
- Hnefi for Some of the podless code
- Xylth for Rookie's choice GTS code
GitHub - Grobobobo/lwotc: Port of Long War 2 to XCOM 2's War of the Chosen expansion
Port of Long War 2 to XCOM 2's War of the Chosen expansion - Grobobobo/lwotc
github.com
Скачать последнюю актуальную версию мода LWotC-R:
Releases · Grobobobo/lwotc
Port of Long War 2 to XCOM 2's War of the Chosen expansion - Grobobobo/lwotc
github.com
Планируется полный перевод мода на русский язык.
Чуть позже я переведу все описания на русский язык. Помощь приветствуется.
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