Releases: long-war-2/lwotc
1.1.0
The Steam Workshop version has been updated! Changes include:
- Long War of the Chosen is now partially cooked, reducing file size and load times!
- Chosen rework that gives them a 5th tier and overhauls knowledge and activities
- Templar rework that replaces the ballistic shield with a psionic one -- see link below if you want to undo this change for yourself
- New Covert Actions that spawn infiltration missions
- Class balance changes
- Many, many bug fixes and quality of life improvements
For a complete list of changes, see the 1.1.0 changelog.
1.0.5.2
Updating this to match the current version on Steam. For the full list of changes, check out the Steam release notes here: https://steamcommunity.com/sharedfiles/filedetails/changelog/2683996590
Some highlights:
- Massively improved performance on geoscape and in tactical
- End of HQ mission crash fix
- New maps for Supply Extract missions
- Improved compatibility with other UI mods
- Lots of QOL improvements
- Some needed balance changes
Install instructions because Github wont' let me upload individual files above 2GB.
- Extract the main zip somewhere.
- Extract the "LWoTC Content" zip file into the Content folder inside of the main LWoTC folder.
- Grab the other required mods and enjoy.
Edit: as of August 5, 17:20 US Central time, this has been updated with a small fix for supply extract mission changes.
1.0.3
Beta release of 1.0.3, currently live at https://steamcommunity.com/sharedfiles/filedetails/?id=2663990965
Change list (may include some code from 1.0.2): https://docs.google.com/document/d/1-PUKbVCArIJPWxsUlmu2QQrVN-zJzKqUPFCHjJxFLxA/edit?usp=sharing
1.0.2
- Fixes black textures for Muton Elites and tier 3 Templar shield
- Fixes display of Psi Offense with Detailed Soldier Lists
- Removes the "-50% mobility from Maim" in displayed Chosen immunities, since that is no longer correct
- Removes the requirement to modify LWOTC INI when using Cost-based Ability Colors
- Removes the "needs attention" icon for building the Resistance Ring
Dev build 30
Release is on Nexus Mods.
There have been several substantial changes to the way the strategy layer works:
- Vigilance will decay naturally in uncontacted regions, just like with havens that have all rebels hiding
- Chosen only gain 3 knowledge each supply drop, but gain 2 for every successfully completed mission in one of their regions
- Chosen all activate at once at FL 3
- Avatar Project is revealed when the first pip of Doom is added
- Avatar Project progresses significantly faster, but the slowing effect of high vigilance is greater
- Repression now works (mimics the activity of rebels and ADVENT counter insurgency in uncontacted regions)
- Full retaliations now trigger after reaching around 10+ successful missions in a region
- Retaliations are all local to regions - there's no global bucket or cooldown
- Job-specific retaliations depend on accumulated rebel income for that job in that region
- Supply and Recruit jobs give a 10% per rebel bonus to mission detection income for related mission types (Recruit = Jailbreak and VIP rescues, Supply = Smash and Grabs, Troop Columns and Supply Raids)
- There is a new covert action that provides a bonus to detecting liberation missions in a region for 3 weeks
- Black site is now 3 regions away from your starting region
XComLW_Activities.ini
CHOSEN_KNOWLEDGE_GAIN_MISSIONS
- how much knowledge Chosen gain from successful missions in one of their regionsAVATAR_DELAY_HOURS_PER_NET_GLOBAL_VIG
- how much global net vigilance slows avatar projectCOIN_BUCKET
- bucket capacity for full retaliationsRETAL_BUCKET_INCREASE_ON_MISSION_SUCCESS
- how much to add to full-retal bucket on successful mission completionRETAL_BUCKET_MISSION_CHANCE
- chance that a successful mission completion adds to the full-retal bucket
XComLW_Overhaul.ini
REGIONS_TO_BLACKSITE
- how many region links to reach the Black Site region[LW_Overhaul.X2StrategyElement_DefaultDetectionModifiers]
- header under which you can change various things about mission detection modifiers
1.0.1
This is a small patch release with some nice changes:
- The tutorial will hopefully no longer be enable-able at all 🤞
- A warning popup will now display if a retaliation is about to expire while you're scanning
- Steady Hands now works reliably, applying when it should and no longer applying when it shouldn't
- SPARKs should no longer be able to infiltrate more than one mission at a time and no longer heal while infiltrating
- Players will now see a variety of biomes in their missions
- Ability icon colours will now appear correctly when using abilities like Rapid Deployment
- Russian and Spanish translations have seen big updates
Enjoy!
Beta 5
Welcome to a new version of Long War of the Chosen!
Beta 5 will hopefully be the last of the betas and will for the most part be the same as the 1.0 release version when that finally happens.
We recommend that you should start a new campaign if upgrading from any version prior to dev build 28, but it's not critical. Existing faction soldiers will retain their old ability trees and the changes to Chosen knowledge gain may hurt more than help if you're already some way into a campaign. Players upgrading from dev build 28.2 shouldn't have any issues.
Here are some of the headline changes you may be interested in:
- Reapers are noticeably stronger than before, particularly in the early game
- The Chosen Avenger Assault should be more manageable
- Covert Actions no longer have a chance of capture
- Players should no longer be able to accidentally enable Lost and Abandoned (enabling it tends to break the campaign at some point)
|| Download the full beta 5 release from here ||
That Nexus page also has a patch zip file that you can use to upgrade an existing LWOTC installation if it's version beta 4.1, dev build 27.x or dev build 28.x. The upgrade zip file should be unpacked into the XCom2-WarOfTheChosen/XComGame/Mods directory, overwriting the existing LWOTC and Community Highlander files.
More details on all the balance changes and bug fixes can be found below.
Read the installation instructions for information on how to perform the upgrade.
Please feel free to join us on our Discord server, or submit feedback via issues in GitHub.
Changelog
What follows are all the changes to LWOTC since the beta 4.1 release. If you're upgrading from dev build 28.x, you can find a summary of the changes since then at the end.
Mods
- Community Promotion Screen (CPS) is now a required mod
Controller Support
- Mission screens on the Geoscape now have button hot links for controller users (e.g. B to cancel, A to launch mission/infiltration)
- The launch dialog for alien-facility missions now has controller hotlinks
- Added Haven/Resistance management nav help to geoscape when using the controller
- Controller users should be able to traverse the options screen now
Chosen
We have tried to tackle the issue of the Chosen Avenger Defense mission appearing too early for some players by slowing down how quickly they gain knowledge. See the Strategy subsection for more details.
Warlock
- Warlock will no longer teleport units that are unable to attack, for example if they've just been summoned or arrived as reinforcements
- Warlock can no longer cast Warlock's Greatest Champion on unactivated enemies
- Mind Scorch is now armor-piercing Electrical damage (this does not grant bonus damage to robotic units)
- Mind Scorch is again castable on units immune to fire
- Mind Scorch damage rescaled from 1/2/3/4 to 1/2/4/7
- Danger Zone increases Mind Scorch radius by 2 from 1, and has much higher chance to be selected
- Lightning Reflexes and Shadowstep strengths replaced with Moving Target
Assassin
- Assassin's Impact Compensation is now 20% damage reduction per stack, up to a maximum of 3 stacks
- Infighter replaces Brawler on the Assassin, and Infighter is no longer disabled by burning
- Chosen now teleport like Avatars when they are unable to move (for example if they're boxed in by the player or immobilized by poison clouds)
- No longer has Banzai, but can purge any debuffs except Maim via Combat Readiness
- Assassin gains a new ability, Unstoppable: Mobility cannot go below 7
Hunter
- Lightning Reflexes and Shadowstep strengths replaced with Moving Target
General
- Chosen no longer have weaknesses except for ones against an adversary (Reaper, Templar, Skirmisher)
- The bonus damage from adversary weaknesses is now 25%, up from 20%
- Chosen will no longer show up on the main story missions (otherwise known as Golden Path missions)
- Knowledge gained from kidnapping is now 4, down from 20
- Passive knowledge gain per supply drop is now 9, up from 8
- Chosen Avenger Assault has 6 fewer enemies
- The "mobile" turrets on Chosen Avenger Assault are now optional, as there is a chance that environment destruction can break those objectives
- Hunt the Chosen (part 3) covert action now requires 3 master sergeants and the duration of the covert action has been increased by 8 days
- Chosen Research sabotage reduced to 12 days from 21
- Chosen Weapon sabotage now steals from 8 to 10 weapon upgrades and requires at least 8 upgrades to activate
- Chosen Elerium core sabotage now steals from 5 to 10 elerium cores and requires at least 5 elerium cores to activate
- Chosen Datapad sabotage now steals from 5 to 10 datapads and requires at least 5 datapads to activate
- Chosen fear of the chosen sabotage now affects 10 random soldiers from 6
- Chosen Infirmary sabotage to 10 days from 14
- XCOM's Darklance no longer has Complex Reload
- XCOM's Katana gains +10 to aim and the Blood Thirst duration is now 5 turns, up from 4
Classes and abilities
Reaper
- Vektor rifle now grants +10 aim
- Changed Shadow in several ways:
- Grants a flat +3 Mobility instead of a 20% increase
- Can now be activated while flanked
- Detection radius reduction is now 90%, down from 100%
- Bonuses no longer passively apply when the Reaper starts a mission in concealment (the Reaper has to activate Shadow to get them)
- Reapers get Infiltration by default, which means they can't be detected by towers while in concealment or Shadow; there is no associated bonus to Hack from Infiltration any more
- Reaper now gets Squadsight at Squaddie
- Tracking replaces Tradecraft at Squaddie
- The range of Tracking is now 14 tiles, down from 18
- New ability: Cheap Shot
- Once per turn, gain a movement action after shooting a unit damaged this turn with a standard shot of your primary weapon
- Cannot trigger on the same turn as Knife Encounters
- Does not work with Serial
- Works with multi-shot abilities like Banish and Chain Shot
- Squadsight is now replaced by Cheap Shot at SSGT
- Death Dealer bonus crit chance is now +25, up from +15
- Switched Ghost Grenade and Rapid Deployment on the tree
- Banish cooldown to 3 from 4
- Total Combat replaces Shadow Grenadier (the latter was too easy to cheese with)
- Blood Trail (+2 damage and -40 Dodge against units wounded that turn) replaces Tracking
- Knife Encounters range is now 5 tiles, up from 4
- Homing Mine ability no longer grants Claymore charges as well
- Reworked Paramedic:
- Unlocks an ability to perform a dash move to use a medikit on an ally
- Grants a free medikit
- Equipped medikits have 2 bonus charges
Skirmisher
- Ripjack Slash ability replaces Battlemaster at Squaddie
- Chain Shot replaces Deadeye
- Battlefield Awareness (Untouchable with a 4-turn cooldown) replaces Untouchable
- Manual Override reduces cooldown of abilities by 3 turns instead of effectively resetting them; cooldown of Manual Override itself is now 4 turns, down from 5
- Reflex additionally reduces crit chances against the Skirmisher by 15 (like Resilience)
- Combat Presence cooldown is now 5 turns, up from 3
- Total Combat has several changes:
- Grants the bonus grenade slot (previously Battlemaster did this)
- Grants +3 bonus range to grenades, up from 2
- Grants +1 Mobility and +5 Aim
- Justice and Wrath bonus Aim is now +15, up from +10
- Ripjack bonus weapon Aim is now +25, up from +20 (Justice and Wrath do not use the ripjack aim bonus)
- Full Throttle bonus to Mobility is now 2, down from 3
- Interrupt cooldown is now 2 turns, down from 3
Templar
- Channel (enemies can drop focus) replaces Concentration
- Void Conduit damage per tick is now 3, down from 5
- Templars no longer get passive ablative from their shields
- Bonus ablative from One For All is now 4/7/11, up from 4/7/10
- One For All no longer removes burning
- One For All now uses the Shield Wall visualisation
- Aftershock bonus aim reduced to +10, down from +15
- Invert can no longer target Chosen
- Reworked Crusader's Rage:
- Gain a 25% damage boost for every 25% HP missing, up to 50%
- Reduce wound recovery times for this soldier by 4 HP
- Amplify now applies to the following 3 attacks (up from 2), but has a 3-turn cooldown (up from 2)
- Fixed the incorrect localization where Arc Wave was said to deal 4/6/8 damage instead of 4/7/10
Miscellaneous
- Shooting Sharp bonus aim against units in cover is now +15, up from +10
- Reworked Chain Lightning:
- Chain Lightning now uses Volt targeting from vanilla WOTC (not the version used by LWOTC's Volt), with the arc chaining to targets within a 6-tile range of each unit hit
- It can chain up to 4 times
- Its cooldown has been reduced to 4 turns
- It no longer has an aim malus
Balance
Strategy
- Supply Extraction missions require retrieval of at least 4 crates to be a success (previously they were too easy to abuse for free mission XP)
- Early Intel Raid missions have 1 or 2 fewer enemies than before
- There are two new covert actions you can run:
- Obtain a resistance MEC
- Recruit resistance rebels
- Disabled the Captured Soldier covert action risk completely (it was too much of a disincentive considering the soldier ranks at stake and the Intel cost required to remove the risk)
- Covert Action ambush chance now works on a pseudo-random basis - the initial chance is now much lower (down to 5-10% from 15-20%) but it ...
1.0 beta 4.1
This is a small patch release for 1.0 beta 4 to fix some issues. You can find the 1.0 beta 4 release notes here.
Download the full release and beta 4 -> 4.1 patch from here
When installing the full release, delete any existing LWOTC installation first, including the X2WOTCCommunityHighlander directory that's alongside it.
To install the patch, simply unpack it into the steamapps/common/XCOM 2/XCom2-WarOfTheChosen/XComGame/Mods directory, overwriting all existing files.
1.0 beta 4.1 changes (from beta 4)
This is mostly a bug fix release - changes listed below.
New Features
- Gatecrasher now guarantees an officer corpse on top of the one you can get from the officer in the mission
- This should help newcomers that would otherwise get stuck on lasers because they didn't realise the importance of the corpse and blew the unit up on Gatecrasher
- The Render Officer Corpse research option is now only available once you have finished the autopsy for it; this ensures that players don't accidentally render the corpse before the autopsy, which would otherwise block mag weapon research
- You can now view the details of locked abilities in the promotion screen
Bug fixes
- Soldiers that are left on Ambush missions bleeding out will now die rather than reappearing on the Avenger in the soldier roster
- Ambush missions in the wilderness will no longer have blank areas on the map (hopefully)
- Coilgun's bonus shred no longer applies to secondaries or other non-primary weapons
- One For All now gets the correct ablative bonus for tier-2 and tier-3 shields
- Overcharge no longer stacks with itself or permanently increases the Templar's Aim
- The Ballistic Shields mod should now work with LWOTC (mainly fixes issues with soldier classes that depend on the mod)
- Skirmishers will no longer get a blank tier-4 XCOM-row ability
- Sharpshooter's holotargeter visual effects now work
- Pistol abilities will no longer apply to secondary weapons if a soldier does not have a pistol equipped
- The abilities will simply not show in the soldier's ability bar if no pistol or sidearm is equipped
- The first tutorial box on Gatecrasher should no longer show errors on non-English installations; it will currently show the English text until translations are provided
- The Russian LWOTC second wave options will now appear correctly (they were garbled before)
We hope you enjoy the mod, and good luck commanders!
1.0 Beta 4
Welcome to a new version of Long War of the Chosen!
Beta 4 sees a lot of changes to LWOTC in several key areas: Chosen, Lost, hero/faction soldiers, psi operatives and more. This is intended to be the last beta before we hit version 1.0 proper.
IMPORTANT You should start a new campaign if upgrading from any version prior to dev build 26!
Here are some of the headline changes you may be interested in:
- Chosen have been completely reworked and now play very differently
- Templars and Reapers have been changed significantly in terms of both abilities and equipment, and how they function/play
- The Lost now appear in smaller numbers on average, but their numbers scale with alert level
- The XCOM row perks have been refreshed so soldiers are more likely to get appropriate/useful abilities for their class
- There is now a tutorial, which can be disabled via a second wave option
- Much improved controller support (thanks to kdm2k6)
|| Download the full 1.0 beta 4 release from here ||
That Nexus page also has a patch zip file that you can use to upgrade an existing LWOTC installation if it's version dev 23 or newer. The upgrade zip file should be unpacked into the XCom2-WarOfTheChosen/XComGame/Mods directory, overwriting the existing LWOTC and Community Highlander files.
More details on all the balance changes and bug fixes can be found below.
Read the installation instructions for information on how to perform the upgrade.
Please feel free to join us on our Discord server, submit feedback via issues in GitHub, or start a thread on the Pavonis Interactive forums.
Changelog
Here are the changes since beta 3.1:
Chosen
The Chosen have been significantly reworked to be more challenging in tactical battles and have a greater impact on the strategy game. Specifically, they are stronger than they were, but they only appear on retaliations and story missions where you generally have a large squad. To compensate for their increased difficulty, there are fewer enemies on the map when a Chosen is present and rebels have been buffed (see tactical changes).
They are now enabled by default.
All Chosen
- Now guaranteed to appear in the following missions, but won't appear in any others: intel raid, supply convoy (retaliation mission), recruit raid, Haven defense retaliations, Chosen Avenger Defense, invasions and the Golden Path (story) missions
- Kidnap is now a 2-action-point ability that remotely kidnaps a bleeding out or unconscious soldier, and it no longer makes the Chosen leave the battlefield
- Start with no strengths, but they get them regularly via the Training activity
- Strengths are tiered, 1-4, with their power scaling with tier - tier 4 strengths make the Chosen very tough to deal with!
- Activate at force level (FL) 3
- Automatically upgrade to the next tier at force levels 9, 14 and 20
- Take their turn before ADVENT/aliens
- Cause XCOM to bleed out from killing blows from all enemy units when the Chosen are present, not just from the Chosen themselves (except for Chryssalids, who'll just kill your soldiers straight up - those pesky critters)
- Spawn much closer to XCOM and are instantly engaged
- Immune to frost
- No longer daze
- No longer disable reinforcements
- No longer summon by default
- Drop alloys and elerium when killed
In addition, we have:
- Removed the Chosen-specific dark events
- Added new Combat Readiness ability to the Chosen - gain a stackable 1-turn buff of +10 Aim and +10 Defense (when in cover and not flanked) that also removes Immobilized (from Maimed and Crippling Strike)
- Given the Chosen prime reactions, but those reactions are limited to moving and Combat Readiness only
- A new Second Wave option ("Baby Chosen") disables prime reactions when enabled
- Increased Shell Shocked damage boost to 50% from 34%
- Reduced Adversary Weakness dmg boost to 20% from 25%
- Reworked and added many strengths
- Given Chosen crit "immunity", with XCOM's crit chance against them incurring a -200% penaly, but their HP, armor and defense have been reduced
- Decreased missions' alert level by 5 if a Chosen is present
Chosen Hunter
Stays around 25-30 tiles away, high mobility, tries to pick off your soldiers while slowly retreating, if possible will try to flank from squadsight
- Throws flashbang grenades for free with a 1-turn cooldown
Hunter has a new set of starting abilities:
- Combat Readiness
- Anticipation (50% damage reduction against dashing melee attacks)
- Low Profile
- Infighter
- Disabler (pistol shots disable the target's primary weapon)
- Ready for Anything
- Quickdraw
- Long Watch
Chosen Assassin
Assassin – Close quarter menace who likes to run at your soldiers and use her sword and shotgun. The sword has low initial base and crit damage, but almost always crits and the damage gets boosted with each use via Blood Thirst.
- She only uses Vanishing Wind (going into concealment) in the rare situation where she can not use Parting Silk
- No longer has Bending Reed
- No longer conceals after Parting Silk
- Parting Silk can target civilians
- Her sword attacks cannot be blocked by Combatives
- Her prime reaction is now a move towards the closest target followed by a Slash if she's next to a target
- Throws blind grenades for free with a 1-turn cooldown, but its radius has been reduced to 2 tiles from 3 1/3
- Blind effect sight radius to 4 from 5
- Harbor Wave deals sword-level damage, while its cone range has decreased from 25 to 15; Blood Thirst increases Harbor Wave's damage, but Harbor Wave does not trigger Blood Thirst
Assassin has a new set of starting abilities:
- Blood Thirst (attacks grant a stackable flat damage boost that is cleared when the Chosen captures a unit)
- Brawler (35% damage reduction within 4 tiles)
- Impact Compensation (stackable 25% damage reduction after taking damage that lasts to the end of the Assassin's turn)
- Banzai (same as Combat Readiness, but it additionally removes most debuffs, not just Immobilized)
- Hit and Run
- Gains Slash (the adjacent-only melee attack that's not turn ending)
Chosen Warlock
Now is the support unit master and mid-range king. No longer gets neutered by mindshield. The weakest by himself, but can summon and make a lot of other units stronger.
mind scorch uses area suppression targeting, now has a 70% chance to set the target on fire instead of dazing, and deals low amount of damage
- Mind control cooldown increased by 1
Warlock has a new set of starting abilities:
- Combat Readiness
- Close Combat Specialist
- Grazing Fire
- The Warlock's Greatest Champion (grants energy shield to ally plus bonuses to Aim, crit chance, Will and Psi Offense, while giving the Warlock 67% damage reduction)
- Chosen Summon
Chosen Weapons (the rewards for XCOM)
- All XCOM chosen weapons lose their built-in attachments and have different special abilities compared to vanilla WOTC
- Weapon damage has been standardized to coil tier, except for the katana which is mag tier and has only +10% bonus accuracy
- Arashi gains:
- Vampirism - dealing damage with this weapon restores the same amount of health
- Brawler - 35% damage reduction if attacker is within 4 tiles
- Impact Compensation - after taking damage, grants 25% damage reduction for the rest of the turn
- Katana:
- gains Blood Thirst - after attacking with this weapon, gain a stackable +1 damage buff that lasts for 4 turns
- -10 to Aim
- Darklance gains:
- Mark for Death - mark a target for 1 action point that lasts till end of XCOM's next turn, which refunds the action point cost of standard (not Snap Shot) shots against that target
- +1 to magazine size
- +10 Aim, +20 crit chance
- Complex Reload - reloads end the turn (replaces the standard reload)
- Darkclaw gains Fatality - grants +100 aim and crit chance against targets at 35% HP or less
- Disruptor Rifle:
- gains Overbearing Superiority (critical hits with this weapon refund actions) and Wrath Against Unworthy (+100% crit chance against psionic units)
- +10 Aim
The Lost
Beta 4 introduces two new Lost units to LWOTC:
- Grapplers: slow units with average HP that has Bladestorm
- Brutes: large, high-HP units that leak acid and shred armour
More generally, the Lost now spawn much closer to XCOM than before and the size of each pod scales with alert level.
Additionally:
- Fewer Lost appear in pods, up to a 50% reduction compared to before
- The number of Lost that appear scales with ADVENT strength in the region (internally, mission alert level)
- Lost and Lost Dasher HP scales from 2 to 12 as the campaign progresses
- Lost damage also scales with force level (roughly the date in the campaign)
- Normal Lost units have had their mobility buffed from 8 to 14
- Lost start appearing from force level 5, up from FL 3
- Headshot is now also disabled on Veteran (it's still enabled on Rookie)
- ADVENT/aliens should target the Lost a lot less now, making the Lost more of a threat to XCOM than a distraction for the enemy
Mods
- You no longer need the Reliable Smoke mod to fix smoke targeting and provide the flanking crit protection as both are now built into LWOTC
- If you're using LeaderEnemyBoss's No Drop Down List mod (highly recommended!) then switch to the controller-compatible WOTC version
- Kiruka has done a fantastic job of balancing and bridging various mods to LWOTC via [Mod Jam](https://steamcommunity.com/sharedfi...
1.0 beta 3.1
This is a small patch release for 1.0 beta 3 to fix some issues. It also add some quality of life changes, particularly for controller users.
The most important change is that Lost World no longer applies to every mission while it's active! 1.0 beta 3 had a bug which meant that you faced the Lost far too often during this dark event.
Download the full release from Nexus Mods
Download the beta 3 -> 3.1 patch from here
To install the patch, simply unpack it into the steamapps/common/XCOM 2/XCom2-WarOfTheChosen/XComGame/Mods directory, overwriting all existing files. Note that beta 3.1 comes with highlander changes!
1.0 beta 3.1 changes (from beta 3)
This is mostly a bug fix release - changes listed below.
New Features
- The Long War camera rotation settings in the Campaign options menu now works (you don't need a separate camera mod any more, but they will still work).
- The Resistance Management screen now works with a controller:
- D-Pad Up/Down to cycle through the list items
- Button A opens the management screen for the selected haven
- Right-stick click flies the Avenger to the selected haven
- Button X on the Geoscape opens the Resistance Management screen
- The haven management screen now works with a controller
- D-Pad Left/Right cycles through the jobs for the selected rebel
- Bumper buttons cycle through the jobs for all the rebels
- Right-stick click changes the haven adviser
- Button Y builds a radio relay when that option is available
Balance
- High Voltage bonus radius from +2 to +1 tiles
- Reaper's concealment is now automatically broken opening a crate on Smash and Grab missions
- Templar's Vigilance, Apotheosis, Overcharge and Mentally Awake no longer apply to the Ghost
Bug fixes
- Fixed the High Voltage bonus radius, which wasn't giving the full bonus previously
- The Undying Loyalty and Sealed Armor dark events now apply to the LWOTC-specific ADVENT enemies, like Engineers and Sentries, making these dark events much more dangerous
- The Barrier dark event now applies to all the enemies added by LWOTC as well as the vanilla ones
- The Lost World dark event no longer applies to every mission while it's active. It behaves like the other dark events (Rapid Response, Undying Loyalty etc.) that add a sit rep to the mission.
- Fixed the localisation for a few pistol abilities that were referring to a soldier's secondary weapon instead of the pistol
We hope you enjoy the mod, and good luck commanders!