The Long War 2 mod is now available for XCOM2. Based on what I have read this will be a must try for my second play through.
downloading now, i thought this was months away
I want this in my life, but I'm scared of what it will do to me.
LW1 was harrowing.
Even the opening to the very first mission changes the games feeling to what was missing - a guerilla group fighting against the odds getting their hits in where they could - amazing
I had plans this weekend. But plans change on first contact with the Long War. :smitten:
Seems quite buggy from what I'm reading. Might want to wait on this one.
Have you got a link?
Quote from: ghostryder on January 20, 2017, 05:14:08 PM
Seems quite buggy from what I'm reading. Might want to wait on this one.
The only bug I've run into is the "This Game Is Kicking My Ass" bug.
I've already lost 8 squaddies in the first 2 missions. Brutal.
Most people experiencing bugs are centered around the UI. Seems the way LW2 generates their .ini files is probmatic-and many users can't finish missions or scan on the geoscape. What's happening is the vanilla UI is overwriting the LW2 UI. The work-around is to delete your ini files under documents and let the game generate new ones. however for some after a save it reverts back again and has to be repeated on each startup. I'd add make sure you have no game controllers plugged in as this will also cause the mod to bug out-- as of right now game controllers are not supported. Other bugs reported involve sectoids can't be targeted after they mind control a soldier. Another bug is movement points. Your soldiers should have at least 15 movement points-- if they are less something is bugging out and your have difficulty with the timers.
Quote from: WargamerJoe on January 20, 2017, 05:10:52 AM
I want this in my life, but I'm scared of what it will do to me.
LW1 was harrowing.
BUT!
the long war is the ONLY way to play the game, right?! ...just like HOI3 is ONLY working when started with 'BLACK ICE MOD' active... not?!
cheers!
I'm beginning to think this is unplayable. Not because of bugs but because the thing is damn near impossible to beat. I can't get more than 4 missions in without restarting. Anyone else doing any better?
What level you playing at?
I just finished the first mission myself (the semi-random ambush mission that replaces "Gatekeeper" -- some of the relevant cinematics no longer trigger, including the surgery cinematic that happens after the mission. The "command" and "research" and "engineering" starting cutscenes have all triggered correctly, but naturally they refer to plot things that you didn't see happen.)
No problems yet. Playing on... um, whatever level 2 is. Veteran? Not level 3 or 4.
Quote from: undercovergeek on January 21, 2017, 04:17:58 PM
What level you playing at?
Veteran. I'm getting absolutely destroyed. :hide:
Are you skipping most of your missions? Because I understand you're supposed to carefully choose which few missions you want to take, and make long-term preparations for those.
Quote from: JasonPratt on January 21, 2017, 06:14:06 PM
Are you skipping most of your missions? Because I understand you're supposed to carefully choose which few missions you want to take, and make long-term preparations for those.
This ^ has definitely been stated in some vids. Best to get intel up and aim for 100% infiltration. Hence skipping many missions. The point is to choose missions carefully.
Also while waiting for LW2 turn limit mods a link to discussion how to self edit: http://steamcommunity.com/workshop/filedetails/discussion/844674609/143387886727565912/ (http://steamcommunity.com/workshop/filedetails/discussion/844674609/143387886727565912/)
Easy enough to mod the turn limits. other than that the key does seem to keep infiltration near 100%. the mod needs some balancing as many many players can't get more than 4 missions in. Me-I loved LW1 in the first game and the difficulty is exactly what i want-but I don't think the mod is winnable at it's present state and certainly not above veterans level.
Lost 1 and had 2 injured on first mission
Been dabbling with it. On my XCOM thread Kz there is a link to brief vids that really help.
Quote from: Windigo on January 22, 2017, 03:58:59 PM
Been dabbling with it. On my XCOM thread Kz there is a link to brief vids that really help.
Thanks, Win! I'll check them out. I'm getting a little better. Infiltration % has been a lot higher now that I understand the mechanics better and I haven't been attempting every mission.
Ironically, after talking about this I got suckered into sending my rookie troop batches out on the first three missions that came down the pike (after the Gatekeeper substitute intro mission). #:-)
So far the best I've managed to eke out of the first mission to go active -- which I didn't properly and entirely minimize either, btw, because I'm stupid that way -- is three survivors one heavily wounded. I didn't even try to finish the mission, just wiped one enemy patrol, set up to ambush another one with a troll runner (who dang near got himself killed trying to get back). We shot a few of the three patrols that swarmed in on us, then roped out. 4th member panicked in the Evac zone and frankly deserved to die. :buck2:
It occurred to me afterward that the system overtly expects you to be save scumming. :bd: That's what "inflitration" really amounts to -- I was plotting how to draw off the other two known squads on the ground so that I might have some chance to run up and hack the terminal, after reloading from a good save after I hashed the first patrol without alerting anyone else...
...and then I realized I was "figuring out patrol routes and schedules", i.e. what the infiltration was supposed to be doing. That's... that's genius design, right?!
Quote from: JasonPratt on January 24, 2017, 09:07:51 AM
Ironically, after talking about this I got suckered into sending my rookie troop batches out on the first three missions that came down the pike (after the Gatekeeper substitute intro mission). #:-)
So far the best I've managed to eke out of the first mission to go active -- which I didn't properly and entirely minimize either, btw, because I'm stupid that way -- is three survivors one heavily wounded. I didn't even try to finish the mission, just wiped one enemy patrol, set up to ambush another one with a troll runner (who dang near got himself killed trying to get back). We shot a few of the three patrols that swarmed in on us, then roped out. 4th member panicked in the Evac zone and frankly deserved to die. :buck2:
It occurred to me afterward that the system overtly expects you to be save scumming. :bd: That's what "inflitration" really amounts to -- I was plotting how to draw off the other two known squads on the ground so that I might have some chance to run up and hack the terminal, after reloading from a good save after I hashed the first patrol without alerting anyone else...
...and then I realized I was "figuring out patrol routes and schedules", i.e. what the infiltration was supposed to be doing. That's... that's genius design, right?!
I was having fatalities in my missions. Not many, but enough to make me say "Ouch/Darn" a few times. I am a stealth guy or a blow the crap out of every thing guy. One of my funniest missions was when I had lots of infiltration time and sent in 3 grenadiers plus a technical..... and there were lots of vehicles. If you haven't caught on yet, in LW2 a standard grenade will cause a vehicle to explode. So if there is a pesky 5+ health baddie adjacent to a vehicle.... one grenade will solve your problem.
Quote from: JasonPratt on January 24, 2017, 09:07:51 AM
Ironically, after talking about this I got suckered into sending my rookie troop batches out on the first three missions that came down the pike (after the Gatekeeper substitute intro mission). #:-)
So far the best I've managed to eke out of the first mission to go active -- which I didn't properly and entirely minimize either, btw, because I'm stupid that way -- is three survivors one heavily wounded. I didn't even try to finish the mission, just wiped one enemy patrol, set up to ambush another one with a troll runner (who dang near got himself killed trying to get back). We shot a few of the three patrols that swarmed in on us, then roped out. 4th member panicked in the Evac zone and frankly deserved to die. :buck2:
It occurred to me afterward that the system overtly expects you to be save scumming. :bd: That's what "inflitration" really amounts to -- I was plotting how to draw off the other two known squads on the ground so that I might have some chance to run up and hack the terminal, after reloading from a good save after I hashed the first patrol without alerting anyone else...
...and then I realized I was "figuring out patrol routes and schedules", i.e. what the infiltration was supposed to be doing. That's... that's genius design, right?!
That sir, is so subversive that it's funny, and I don't know whether you are super astute or work for Intel.
Edited: Submod updated for LW2:
True Concealment for LW2
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DESCRIPTION
Tactical Mission Timers won't go down while squad concealed.
You can configure what missions this affects, by default affects all missions where you could use the officer perk "Intervention".
The new sub-mod appears to have a serious bug, so I'll hold off a while.
I tried my second mission again from the good save point, to see if I could get one guy with a grenade to draw attention off. It technically worked, but: (1) reinforcements dropped where most of my squad was waiting for the on-map opponents to move -- not where I threw the grenade -- and (2) when my lone runner forward got to the train car with the terminal, he was not only one turn short of success, but there was a final on-map squad waiting in the car.
There was just no way to beat that mission with a four rookies: for whatever reason, I somehow hadn't gotten the infiltration low enough. I accepted the one loss, one wounded, as experience to buff them into having classes and moved on.
Incidentally, the new infiltrate system does nothing to really stop the turn limits. :P
My third mission, even though I brought seven or eight rookies, I had been allowed more time to set up a proper infiltrate. 13 Turns across the map to rescue two hostages from a cell and get everyone to the rope-out. I ran into one lone scanning drone (or rather it ran into me while I tried to dodge it), and I managed to shoot it down before triggering attention from other squads on-map. Two more squads on the map, between me and the captives, both of whom I managed to trigger at about the same time, but with a bit of save scumming I managed to concentrate enough force at the right angles (and grenades) to remove them. THANK GOD (and the mod designers) I DON'T HAVE TO CHOOSE BETWEEN A GRENADE AND A RIFLE SCOPE ATTACHMENT IN THIS MOD! :tickedoff:
Two reinforcement drops arrived, one just after I mopped up the last on-map squad. I set up a killing zone on overwatch to properly welcome them, which worked like a charm. No one on guard in the prison/HQ; the second reinforcements drop in just in time to speedbump me on the way out. Roped out everyone at the last minute with only one slight wound, and 15/16 enemies down. BEERS FOR OUR HORSES! :cowboy: <:-)