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- #XCOM 2 WAR OF THE CHOSEN WARLOCK HOW TO#
- #XCOM 2 WAR OF THE CHOSEN WARLOCK ZIP FILE#
- #XCOM 2 WAR OF THE CHOSEN WARLOCK MOD#
- #XCOM 2 WAR OF THE CHOSEN WARLOCK PATCH#
- #XCOM 2 WAR OF THE CHOSEN WARLOCK FULL#
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.
Controller users should be able to traverse the options screen now. Added Haven/Resistance management nav help to geoscape when using the controller. The launch dialog for alien-facility missions now has controller hotlinks. B to cancel, A to launch mission/infiltration) Mission screens on the Geoscape now have button hot links for controller users (e.g. Community Promotion Screen (CPS) is now a required mod. If you're upgrading from dev build 28.x, you can find a summary of the changes since then at the end. What follows are all the changes to LWOTC since the beta 4.1 release. Please feel free to join us on our Discord server, or submit feedback via issues in GitHub. Read the installation instructions for information on how to perform the upgrade. More details on all the balance changes and bug fixes can be found below.
The upgrade zip file should be unpacked into the XCom2-WarOfTheChosen/XComGame/Mods directory, overwriting the existing LWOTC and Community Highlander files.
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.
|| Download the full beta 5 release from here ||
Players should no longer be able to accidentally enable Lost and Abandoned (enabling it tends to break the campaign at some point). Covert Actions no longer have a chance of capture. The Chosen Avenger Assault should be more manageable. Reapers are noticeably stronger than before, particularly in the early game. Here are some of the headline changes you may be interested in: Players upgrading from dev build 28.2 shouldn't have any issues. 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. We recommend that you should start a new campaign if upgrading from any version prior to dev build 28, but it's not critical. Welcome to a new version of Long War of the Chosen!īeta 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. - header under which you can change various things about mission detection modifiers. REGIONS_TO_BLACKSITE - how many region links to reach the Black Site region. RETAL_BUCKET_MISSION_CHANCE - chance that a successful mission completion adds to the full-retal bucket.
RETAL_BUCKET_INCREASE_ON_MISSION_SUCCESS - how much to add to full-retal bucket on successful mission completion. COIN_BUCKET - bucket capacity for full retaliations. AVATAR_DELAY_HOURS_PER_NET_GLOBAL_VIG - how much global net vigilance slows avatar project. CHOSEN_KNOWLEDGE_GAIN_MISSIONS - how much knowledge Chosen gain from successful missions in one of their regions. Black site is now 3 regions away from your starting region. There is a new covert action that provides a bonus to detecting liberation missions in a region for 3 weeks. 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). Job-specific retaliations depend on accumulated rebel income for that job in that region. Retaliations are all local to regions - there's no global bucket or cooldown. Full retaliations now trigger after reaching around 10+ successful missions in a region. Repression now works (mimics the activity of rebels and ADVENT counter insurgency in uncontacted regions). Avatar Project progresses significantly faster, but the slowing effect of high vigilance is greater. Avatar Project is revealed when the first pip of Doom is added. Chosen only gain 3 knowledge each supply drop, but gain 2 for every successfully completed mission in one of their regions. Vigilance will decay naturally in uncontacted regions, just like with havens that have all rebels hiding. There have been several substantial changes to the way the strategy layer works: