I'm on the final mission, operation leviathan.
Xcom long war loading user settings freeze mods#
The XCOM soldier aim and will degrade after each turn during combat.1) The version of Long War you are playing.ģ) What other XCOM2 mods you are playing with.Ĥ) The circumstances of the bug or precise steps to produce it. You will see meld cans and bomb nodes in the fog. Many missions will have fewer aliens overall. Repairing items costs no resources, only time. Start with the two squad size increases already developed and use additional troops on some covert ops missions. Your interceptors are significantly more accurate during air combat. You cannot see perk options for ranks a given soldier has not attained. With this option all genemods are prohibited to psionic soldiers. Genetically modified soldiers cannot undergo psi testing, and vice versa.īy default only the Neural Damping genemod is prohibited to psionic soldiers. Units receive an aim bonus the closer they are to flanking an enemy. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers. Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. You may select the class of each soldier upon promotion to specialist. Total loss results in the same penalty for dead soldiers on successful missions as there is for MIA soldiers. Sometimes lose gear from soldiers who are killed or left behind.īy default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance for each of their equipped gear to be recovered, and dead soldiers on successful missions always have their gear recovered. (E-299 SW option will no longer be available). This option enables tactical mission restart option on Ironman campaigns.
Rate of funding reduction slowed to match Long War timescale.Īllows restart of missions via Pause menu in Ironman mode. Unchanged from Vanilla EW, but always enabled during alien base assaults.įunding reduced over time. Upon being revealed aliens may choose to fire immediately. Items carried by soldiers will sometimes wear out after missions, even if the soldier isn't injured. However, the time-to-build satellites is not decreased. The scaling factor for how much satellite costs increase has been toned down, along with the engineer requirement increase. On the other hand, satellites being shot down won't result in crazily escalating satellite costs, because the costs will go down with lost satellites. It's also no longer possible to place a build order for more than one satellite at a time, avoiding the cost. The cost increase of satellites increases based on total number of satellites - those launched, built/in-storage, and queued for being built. This has been changed compared to vanilla in two ways, making it slightly more reasonable for Long War. The cost of satellites increases with everyone which is build. XCOM units are significantly more accurate during tactical combat.Īll soldiers and SHIVs get +15 to hit in all cases. Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale. More info on scaling.Ī country will offer less funding as its panic increases. Unadjusted, this generates 50% of number of alien missions that standard Long War would, but this can be adjusted in the LongWar.ini file. A tunable version of long war with a new alien strategic AI, scaled number of alien missions and adjusted economy. New SW option requires that all countries be re-taken prior to launching the final mission. Replaces Psionic Interrogation (requirements for psionics are completely changed).
Xcom long war loading user settings freeze free#
You must free all countries from alien control. Robotic units have "infinite" will for this purpose, and so will not have aim/mobility penalties until they drop below 50% healthįlanking shots receive +100 bonus (instead of +50) to critical hit chances. Aim and Mobility penalty scales linearly with damage taken. Loading a saved game will reset the random number seed.Īny wound taken in combat will degrade soldier's aim and mobility. (For example, Field Medic cannot be randomized). In general the list of randomized perks is different than in vanilla. Soldier stats at level-up are randomized.Įach soldier's training tree will be partially randomly generated.
Selecting this option will revert to fixed starting stats for all soldiers. By default soldiers will have randomized but balanced starting stats. Rookies' starting starts are fixed at the averages of soldiers' typical ranges. The funding offered by individual council members is randomized. Displayed damage on item cards will correctly reflect this setting. In Long War, all Second Wave options are available from the start.