- #ALIEN NEST XCOM 2 WALKTHROUGH MOD#
- #ALIEN NEST XCOM 2 WALKTHROUGH FULL#
- #ALIEN NEST XCOM 2 WALKTHROUGH MODS#
- #ALIEN NEST XCOM 2 WALKTHROUGH PC#
Officer ranknames/icons now only show once officerRank > 0. These faceless have not blown their cover and remain.įix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).Īdded SMG Range profile to hunter pistol weapons via template mod.įixed incorrect offset for CoilCannon Reargrip B. Prevents locked pods on awkward maps like the network tower.įix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end.
#ALIEN NEST XCOM 2 WALKTHROUGH FULL#
Removed possibility you can spawn two of the same ruler on black site missionįixed bug causing Full Kit to grant a partial extra ghost grenadeīugfix for alert locations: adjust the location to ensure it's pathable so the pods can actually try to get there. Fixed by restoring the original behavior except if no xcom can see the scampering unit.įixed bug in UITacticalHUD_Abilit圜olor that was causing bad objective ability colorsĪdded check for Kill Zone/Gunslinger being active to conditions for Command and Fall Backįixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5 by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g.
POIs now have minimum Weight of 1 instead of 0.įix pod leaders flanking themselves on scamper. 25 secs to prevent some UI wonkinessįixed base-game issue that could cause POIs to become unselectable. Increased delayed init for infiltration squad select by. This could cause a CTD if a dead soldier was sent on a mission.Ĭorrected line-break in RapidTargeting detailed help text and other typos.ĭisallowed Field Medic from list of possible Rebel skills Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured.
Psi Operatives can now equip heavy weapons (with appropriate armor).įix for non-commanding officers on a mission getting officer abilities.ĭisorient effects will now cancel overwatch on units that are already disoriented. (Default behavior can be re-enabled via config) This will cause a meaningful increase in difficulty.įixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.įixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.įixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to buildįix vanilla setting causing AI to adjust their patrol paths in response to XCOM's movement without any direct knowledge of them. I am going to start a new game on Legend, see if I can best this beast.īugfixes - Fixed bug preventing tactical DEs from occurring. Mind you though, all these bug fixes they introduced barely fix half of the ones they added through LW2, so while definitely impressive they still haven't quite cleaned up their mess.
#ALIEN NEST XCOM 2 WALKTHROUGH MOD#
XCOM 2 has had fantastic mod support since the year it was out, but this does take it to a new level.įull patch notes below. I have to say I am legitimately impressed. It took me 115 days to even read all the bug fixes and then there still is a giant list of balance.
This is a faster patch turn around than Firaxis has been able to do, for whatever reason. In what I would call a very surprising turn, LW2 has gotten 'patch 1.1' today. But for all the flaws I wish critics would've at least pointed out, I did learn to appreciate (most of) it. It's actually very easy for me to not recommend Long War 2 to anyone except the die-est of hards. Considering that Long War 2 introduced countless new bugs, revamped the campaign to almost literally take forever (I am 30 hours in and am still not in the endgame), the highest end machines can crumble under it's poor optimization, attempts to increase the difficulty to some very artificial and divisive ways (they straight up removed aim bonuses for tactical angles on shots for instance If you're standing right next to a guy you can have 15% chance to hit because he is technically in full cover) and has lots of other misgivings.
#ALIEN NEST XCOM 2 WALKTHROUGH PC#
PC Gamer called it 'a must play reinvention of XCOM 2' and such. It received universal praise, something with which I heavily disagreed. Long War 2 has been highly anticipated and it released sort of out of nowhere about a week ago.
#ALIEN NEST XCOM 2 WALKTHROUGH MODS#
The short story is that Long War was a total conversion mod for Enemy Within and the creators of said mod were announced to be developing more mods for XCOM 2.