Long War Tech Tree
. Initial release. January 4, 2013 ( 2013-01-04). Latest release December 28, 2015Long War is a fan-made for the video game and its expansion,. It was first released in early 2013, and it exited beta at the end of 2015.
Almost every aspect of the original game is altered, creating a longer, more complex campaign that presents players with more strategic choices and customization options. Long War adds a significant number of new soldier classes, abilities, weapons, armors, and usable items, and also introduces new features, including soldier fatigue and improvements to alien units over the course of the game.The mod was developed by Long War Studios, a team that came to include four core members, with assistance from 29 contributors, 20 voice actors, and three members of, including the developer of Enemy Unknown and Enemy Within. According to one of the mod's core developers, Amineri, the mod started as a series of changes to the base game's, and grew more expansive as the team's capabilities grew.
By the end of the mod's development, the team was working directly with the, and had created a -based tool to help manage the changes that the mod was making.Long War has received praise from both video game journalists and from the developers at Firaxis. It has been downloaded over 840,000 times, by over 500,000 different users. Firaxis took the popularity of Long War to add built-in support for modding into the sequel, and used Long War Studios to provide initial add-ons for the game at release. On 19 January 2017, Long War Studios, now known as Pavonis Interactive, released Long War 2 for XCOM 2. Contents.Long War Background and development is a video game developed by and released in October 2012. In XCOM: Enemy Unknown, the player assumes the role of the commander of a secret multinational military organization, XCOM, as it fights off an invasion by a numerically and technologically superior invading alien force.
The player directs the organization's research and development, manages its finances, and controls its soldiers in combat. Is an expansion of Enemy Unknown, and was released in November 2013. Enemy Within added two additional ways for players to upgrade their soldiers - through genetic modification and through cybernetic combat suits called MECs - as well as new alien units and a new enemy faction, a secret paramilitary organization called EXALT.Long War is a for XCOM: Enemy Unknown and XCOM: Enemy Within. It was first uploaded to on 4 January 2013, and exited beta with the release of version 1.0 on 28 December 2015. The developers announced in July 2015 with beta 15f2 that they had finished adding new features, and that any future releases would only correct s or balance issues.
Especially if you haven’t tried out any of the existing mods, the list of new features in Long War 2 is lengthy. New soldier classes, abilities, enemies, weapons, gear, and more made some. XCOM 2 Tech Tree Github. Reset save export horizontal: off shortcuts: on save export horizontal: off shortcuts: on.
At the time that it exited beta, the mod's development was led by four core members, JohnnyLump (John J. Lumpkin), Amineri (Rachel Norman), XMarksTheSpot, and Ellatan (Alex Rozenfeld).
They were joined by four senior contributors, 20 voice actors, and 29 contributors assisting with programming, art, sound engineering, translations, research, and the mod to Mac and Linux. Three members of Firaxis Games also provided assistance. The team released separate versions for Enemy Unknown and Enemy Within until the end of 2013, and thereafter only released versions for Enemy Within. Long War has been downloaded from NexusMods over 900,000 times by over 333,000 separate users. First and foremost, the mod invites you to struggle through a longer, harsher campaign, but provides you with some new options to endure the prolonged alien assault.— Christopher Livingston, covering the mod forThe aim of the Long War mod is, in the words of its developers, to create 'much deeper strategic and tactical play and a greater variety of problems to throw at the player'. The mod makes changes to many of the game's existing features, adds new concepts, and brings back concepts from the first game in, 's. As the mod's name implies, a campaign in Long War takes significantly longer than a campaign in the unmodified game, with 's Chris Bratt estimating it at around 150 hours.
However, the mod does have an option that significantly shortens the campaign. (at 3:20)According to Amineri, one of the mod's core developers, initial versions of Long War used changes to the game's to change content in the game. After other mod makers that were not part of the Long War project discovered how to make changes to the game by directly working with its, more significant game alterations became possible, and the forums of NexusMods became a hub where such changes were exchanged. Many of the mod's key features, including the increased number of soldiers and the lengthened campaign, first appeared in version beta 1.9, which was released in mid 2013. Shortly after Enemy Within released, Amineri and XMarksTheSpot completed development of a -based tool called upkmodder that allowed the team to more effectively manage and implement the changes made by the mod. In the late stages of the mod's development, the team worked directly with the.
Gameplay differences. Long War adds a large number of new weapons, suits of armor, and items. Every weapon and piece of equipment shown in this screenshot was added by the mod. Additionally, the soldier's class (Infantry) and many of the soldier's abilities are new content added by the mod.Long War introduced several new concepts into the game. Soldiers that are sent on missions come back fatigued. If they are sent back out on another mission before resting off their fatigue, they return from the second mission with injuries.
The combination of fatigue and much longer injury times requires players to maintain a larger number of soldiers. (at 2:10) The mod also adds improvements over time for the enemy forces. Over the course of the game, both the aliens and the EXALT paramilitary group introduced in Enemy Within conduct their own research, granting their units new abilities.
The player has the opportunity to slow down this research by defeating the aliens or EXALT when they launch missions, and conversely the research happens faster when the player is unable to stop missions and when members of the council of nations that fund the player pull out of the council. It is difficult to halt their research completely, as the aliens capture a council nation early in the game and will occasionally launch missions with vastly superior forces that the player does not have a reasonable chance to defeat. The mod does add special missions that the player can launch to re-take council nations that have fallen under alien control. (at 3:45)In the original game, players can initially field four soldiers at a time, which can be upgraded to six soldiers later in the game.
In the mod, players begin the game able to deploy six soldiers, which can be upgraded to eight, with certain missions allowing the player to bring as many as twelve soldiers. The number of classes that the soldiers can be is doubled from four to eight, with each original class being split into two in the mod.
Each class has a corresponding class of cybernetic MEC soldier that they can be upgraded into. The mod also adds new classes of weapons including battle rifles, carbines, and sub-machine guns. These choices affect soldiers damage and movement compared to the assault rifle from the base game.
(at 0:45) New usable items and armor types are also added. The mod increases the number of soldier abilities and gives players three choices instead of two when selecting new abilities each time a soldier levels up. Additionally, some of the abilities that were only available to one class in the base game became available to other classes in the mod. The mod increases psionic abilities, and gives players access to psionics earlier than in the base game. Underpinning all of these changes is a larger.
Research also takes longer and has a higher cost. (at 1:20) Reception The developers of the base game have been effusive in their praise for Long War. XCOM 2 lead producer Garth DeAngelis said 'It's unbelievable what they did' and called it his 'go-to recommendation' for hardcore fans. Jake Solomon, the lead designer of XCOM: Enemy Unknown and XCOM 2, and Ryan McFall, the lead engineer for XCOM 2, praised the technical skill of the team behind Long War in a panel discussion at Firaxion.
Solomon, who recommended the mod in a tweet in 2014, also praised the mod for adding so much content and for answering a desire within the player community. He called the base game 'basically a 20-hour tutorial for The Long War', which Chris Bratt of considered an exceptionally strong recommendation for the mod.
(at 0:00)The mod has also been warmly received by video game journalists. Praised the amount of content added by the game and called it 'the absolute best way to play XCOM'. In a video explaining the mod, 's Chris Bratt also praised the amount of new content, but was especially appreciative that the mod forced players to develop new strategies instead of relying on the tactics they used in the base game. (at 1:20) Alec Meer of complimented the mod for keeping the game fresh and capturing the feeling of surviving impossible odds, and gave the mod his strongest possible recommendation. The mod was profiled in 's 'Mod of the Week' feature in late 2014, and in a separate piece a year later, the publication praised how much the team behind the mod was able to accomplish considering that the base game was not built to support modding. Rock, Paper, Shotgun 's Adam Smith, in an article announcing that the Long War team were in 'pre-Kickstarter development' of their own game, called Long War 'one of the best mods of all time'.By January 2017, the mod has been downloaded from Nexus Mods over 844,000 times. Legacy In his article recommending the mod, Alec Meer of Rock, Paper, Shotgun speculated that the Long War mod influenced the development of XCOM 2.
One area where Long War 's influence was acknowledged was in the decision to support modding. The development team recognized that Enemy Unknown and Enemy Within were exceptionally difficult to mod, and aimed to make modding more accessible in the sequel. At a panel with XCOM 2 developers, Ryan McFall remarked that 'we kind of watched in morbid fascination the Long War crew kind of hacking our game apart' before going on to provide a list of features and assets that would be available to people interested in modding XCOM 2.
Jake Solomon pointed to the successes of Long War and mods to games in the franchise in explaining the decision to support modding. Long War 2 Development Around mid-2016, the team behind the Long War mod adopted the name 'Long War Studios', and assisted Firaxis in providing some of the day-one add-ons for XCOM 2.By January 2017, Long War Studios announced they have changed their name to Pavonis Interactive, and among other projects, are working with Firaxis to bring a new mod, Long War 2, in the same vein as the original Long War, to XCOM 2. The Long War 2 mod was released on January 19, 2017. Gameplay differences Long War 2 makes significant changes to the XCOM 2 game, such as making the global mission selection screen, the Geoscape, a battlefield unto itself.
The mod adds a number of classes, some based on the add-ons previously developed by Pavonis. References Notes. Take-Two Interactive Software. Retrieved 19 January 2017. Stapleton, Dan (8 October 2012).
IGN Entertainment, Inc. Retrieved 6 January 2016. ^ Reeves, Ben (11 November 2013). Retrieved 6 January 2016. ^ Pitts, Russ (27 May 2014). Retrieved 17 October 2015.
^. 4 January 2013.
Retrieved 6 January 2016. Lumpkin, John (16 July 2015). Retrieved 18 October 2015. Finally, the mod is done.
It's still a Beta while we make sure we didn't miss any critical bugs or have balance way out of wack. While we appreciate thoughtful and even-handed feedback and ideas, no more major work on the mod is planned. Long War Studios. Archived from on 31 December 2015.
Retrieved 5 January 2016. Rachel, known as 'Amineri' on the modding forums. ^ Livingston, Christopher (15 November 2014). Retrieved 17 October 2015. ^ Meer, Alec (3 September 2015).
Retrieved 17 October 2015. ^ Bratt, Chris (24 June 2015). (YouTube video).
Retrieved 17 October 2015. ^ Norman, Rachel 'Amineri' (26 November 2015). Retrieved 6 January 2016. ^ Moore, Bo (17 November 2014). Retrieved 17 October 2015. ^ Stapleton, Dan (8 June 2015).
Retrieved 17 October 2015. ^ Solomon, Jake; Greg Foertsch; Garth DeAngelis; Ryan McFall (3 October 2015). (YouTube video). Baltimore, Maryland. Event occurs at 22:30. Retrieved 17 October 2015. ^ Savage, Phil (15 October 2015).
Retrieved 17 October 2015. Smith, Adam (4 January 2016). Rock, Paper, Shotgun. Retrieved 5 January 2016.
^ Williams, Mike (5 January 2017). Retrieved 9 January 2017. Fossbakk, Michael (30 July 2015). Retrieved 18 October 2015. GameSpot Staff (29 July 2015).
Retrieved 18 October 2015. Brat, Chris (January 30, 2016).
Retrieved January 31, 2016. ^ Senior, Tom (19 January 2017).
Retrieved 19 January 2017. O'Conner, Alice (18 January 2017). Retrieved 18 January 2017.External links.
There are many changes from the base game that this mod does.-Huge Overhaul to the Strategic side of the game. Including Resistance management and Infiltration system.-Different difficulties do more than just tweak numbers, there are mechanics changes too, such as any diff higher than rookie not showing reinforcement flares.-Much longer campaign length-Many more classes.
11 in total, all with 3 sets of skills per tier.-5 tiers of weapons, up from 3.-Overhaul of many items.-Weapon mods can be created at the Engineer labs-Many more research paths and options-Many new mission types and maps-Many new weapons and abilities.-Many new alien types.-And much, much more. With Long War, there are many new classes to use in order to help you win the war against the aliens. There are 11 classes in total, one being a DLC class. Additionally Long War also gives most classes the opportunity to become Officers.
You may only take 1 officer per mission, and officers have their own tree alongside their normal tree.You can also gain a side tree for non officers, giving them slightly more options such as better Pistol usage, more defensive capabilities, ext. These must be trained in the Advanced Warfare center, much like a Psi Op is trained in the Psi labs.Soldier Experience is mostly gained from missions, which depend on how many aliens are on the map divided by squad size when completed, as well as kills made by the individual soldier. If the mission fails, soldiers can gain up to 50% of the XP they would've gotten from completing the mission depending on how many aliens they kill.Note that all classes that use Rifles, SMGs, or Shotties can interchange these weapons. Classes that use any 'specialized' weapons other than these can only use that weapon type.
Even so, some classes are far more effective with certain types of weapons than others which is what I have listed.SharpshooterSharpshooters are the Sniper class. You can choose to have them hang in the back, or move up with your squad, keeping them near the back but still mobile depending on your skill choices. Additionally Sharpshooters can mark targets with the Holotargeter, giving additional aim to other XCOM soldiers.Sharpshooters have different builds. They can either do one gigantic hit on an enemy using their holotargeters to get more aim, crit, and damage on said enemy or multiple enemies, fire twice a turn on the same enemy, or constantly fire as long as they kill an enemy each shot.
Finally there is the crit sharpshooter build, which lets a sniper finish off a wounded non Alien Leader enemy if they crit with Kubikuri, no matter how much HP they have.Primary Weapon: Sniper RifleSecondary Weapon: HolotargeterShinobiShinobi are the 'stealth' class, as they start with a stealth skill right away. They are also the melee class, having very powerful skills that buff their secondary, the sword as well as talents to aid their flanking potential.Shinobi can be used as your 'stealth' class, getting tons of stealth based skills that both reduce overall infiltration time when they're on the squad, to making them incredibly hard to detect and start/re-enter concealment in a mission, making them great scouts for your Sharpshooters. They also have the standard Slice N Dice build where they use Reaper and other sword talents to cut up a ton of wounded enemies.Primary Weapon: SMGSecondary Weapon: SwordRangerThe standard Infantry class, they can be specced to do some serious damage or become Overwatch monsters. Their iconic ability is the ability that firing their weapon will not end the turn if they have spare moves left.
Additionally if they can get close to something, their Sawed Off Shotgun can do some incredible damage.Let it be known that their damage is not to be laughed at. With high aim, crit, and the ability to use Double Fire. Yeah they're pretty nuts.Primary Weapon: Assault RifleSecondary Weapon: Sawed Off ShotgunAssaultA class that primarily uses shotguns, this class does quite a bit of damage up close and has a good chunk of skills to keep them alive if they're in enemy lines or targets that helps them flank much better. They can also stun targets using their Arc thrower from a distance.Assaults can be CQC Run and Gunners or long range stunners depending on their mobility.
Aim isn't as needed since a shotty gives so much bonus aim at point blank.Primary Weapon: ShotgunSecondary Weapon: Arc ThrowerGunnerThe Heavy Weapons of the group, they can suppress targets in an area of effect, shred armor, and overall do quite a bit of damage. A new overhaul to the Strategic side of the game, you command and manage all the resistance havens that you have made contact with. There are numerous mechanics that this new part of the game entails, and its really important to understand what this does and how to use it to your advantage.Haven OverviewHavens are where most of your monthly supply drops and missions will come from depending on the jobs you assign said resistance members to.Havens do other things than just be your resource and mission generators though, they will sometimes send one of those resistance members out to a mission to help XCOM if that mission is in that region.
These resistance members aren't as strong as an XCOM soldier, but if said resistance member has a few skills via leveling up, which is done through doing Haven stuff, an extra frag, flash or smoke grenade is always welcome.Havens can also be advised by an XCOM staff member. Either a Scientist, Engineer, or Soldier can be staffed to advise a Haven, giving it additional bonuses.Finally these haven members can die. If they die while out trying to help XCOM, they'll be removed from the roster and you'll need to recruit a new one. Same if they die during a retaliation mission or ADVENT raid mission.Resistance JobsInside the havens, you'll notice you have a list of resistance members, and you'll notice you can give them one of four jobs. Supply, Recruit, Intel, or Hide. I'll tell you what each of these do, as well as to how important they are.Note that you can only have 13 haven members working jobs at once, all others will go into the 'hide' status.SuppliesHaven members set to supplies will look for supplies to add to your monthly supply drop.
Xcom Ew Long War Tech Tree
Note that as the war goes on, you'll get less and less supplies from that region as they will have to look harder for supplies, taking the easiest to reach ones first.If you see that you've lost resources because of an 'unknown cause' at your monthly recap screen, then that means you have an ADVENT spy and need to assign a soldier to supervise the haven until you find and kill it.RecruitHaven members set to Recruit will work and try to recruit more resistance members, or if they have the potential to be an XCOM soldier, a new soldier. If you have fully liberated an area, they will rarely also find Engineers and Scientists to recruit to XCOM.IntelBy far the most important of the three jobs, Haven members set to Intel will generate intel for you every month, but this is only a side benefit. The real reason for this job is to help you locate missions. The more assigned to Intel, the more missions you'll find and the sooner you'll find them, giving you more time to infiltrate.Additionally should the Avenger scan at a haven, it'll count for 7 or 8 Resistance set to the Intel job.HideThe hide job is when you want to reduce the notoriety and activity that resistance cell is producing. While in this job, that haven member will not contribute to grabbing ADVENT's attention, but also will not contribute anything to the other jobs. Hidden rebels will not show up on Defense missions or haven assaults.Advising a HavenBy clicking on the portrait on the upper left area of a Haven, you can staff one XCOM staff member to advise the haven, giving additional benefits to the cell. This can be either a Scientist, Engineer, or XCOM soldier.ScientistWhen a Scientist is staffed at a haven, they will help Haven members set to the Intel job additional bonuses such as more intel and helping them detect missions even faster.EngineerWhen an Engineer is staffed at a haven, they will help Haven members set to the Supply job to gather additional resources.XCOM SoldierA staffed XCOM soldier has quite a few benefits.
First all benefits the soldier gives increases as the Soldier's rank goes up. Staffed XCOM soldiers will give the haven additional recruitment power.
They will also help the haven should ADVENT attack it (Equip them BEFORE you send them to advise a haven for this reason) and finally they will try to root out ADVENT traitors hiding inside your haven.If you have a haven with no members, you MUST staff a soldier at that haven in order to recruit more haven members outside of an event.Resistance SoldiersIn some missions you will be assisted by some armed resistance members. These are equivalent of Rookies, although some can have special abilities if they live and get kills on some missions or are recruited with them. Additionally on these misisons, if an XCOM soldier is overseeing the haven, they will also show up with the gear you gave them before you sent them to advise. Any MECs you have recruited to that settlement will also appear.These Resistance Rookies will also use any spare weapons you have laying around your armory.
Although they wont actually use the item in question, just have a copy of it in their hands.We found a spy!If a soldier is set to supervise your Haven, sometimes they'll find an ADVENT spy. You know you have a spy when you lose supplies at the end of the month due to an unknown cause.
In this mission, you have to fight a few pods of enemies with your Supervise soldier and a few resistance members which are basically rookies, although if they have skills from leveling up they will have them here. If you have a MEC, they will also show up here and assist you.Kill all enemies to complete this mission. If you need to EVAC, expect it to take a large amount of turns. Upon mission completion, you get to keep all corpses.Defend the relay/supplies/civvies!A mission where ADVENT will try to stop either your Supplies, Intel, or Recruiting power in that region if you ignore or fail it. You will have Resistance Rookies to help you out here.Area LiberationAfter doing enough missions that gather Intel, you'll be able to attack the ADVENT bases in that region. These missions are fairly challenging, but once complete you'll liberate that region.
Once a region is liberated, you wont get missions in that region anymore besides a defense mission.Haven DefenseSee Mission section. Depending on how much of a pain your being to ADVENT, they'll dedicate their strength to attack your settlements.
The Long War has a new mechanic called Infiltration. This mechanic is used when you try to start pretty much any Offensive based XCOM mission. This is critical to how Long War works, and is one of the biggest mechanical changes inside the mod.Infiltration OverviewBeing a guerrilla ops based force, XCOM can't just drop into a fortified position and not expect to see 30+ enemies. Thus they must collect intel on the area and wait for the perfect moment to strike.
That is what infiltration is. You can infiltrate as many areas as you want, as long as you have the soldiers to do so and enough left over to take on a defensive mission should one arise, as soldiers sent off to Infiltrate will not show up on your soldier list until they complete their mission.When launching a mission, you'll see an expected enemy size from Light to Heavy to Swarming. This is the amount of enemies a map will have after reaching 100% infiltration.
You can launch non critical missions with less than 100% infiltration, but you might see 2x, 3x, or more aliens on that mission. Additionally you can infiltrate up to 200%, which will further reduce enemy count past its initial projected amount, but this will never go any lower than Extremely Light. Additionally once your over 100% infiltration, the bonuses going to 200% give you isn't nearly as powerful.You can additionally spend 25 intel to increase infiltration rate by 75%. This is retroactive, so if used when a mission is about to expire, it'll work just as well as if you use it when starting a mission, IE you wanna liberate a region and not spend 10-15 days on waiting for infiltration to go up.ADVENT and the aliens also have a secondary thing that will determine things such as alien amount, pod size, detection radius, and the like.
This is their Awareness meter. It can be, from best to worst, Vulnerable, Normal, Alerted, Guarded, Fortified, and Impregnable.
What this means is that the worst this modifier is, the more extra enemies you will face in that mission. This does NOT include drop ships. This can only be reduced by fulfilling certain criteria, but usually that criteria is to wait a bit while you get more Infiltration. This mechanic is put into place so you can't just spend intel and launch a mission with whatever infiltration that gives you right away without consequences.Finally when a mission expires on the GeoMap, you can choose to send the squad that you sent to infiltrate that area into the mission, possibly paying intel to increase the percentage, or abort the mission and bring them home.Sending a Squad and What Affects InfiltrationYou'll notice when sending out soldiers to infiltrate a mission, that you can send up to 10 soldiers. While you can do this, its often recommended to not send so many, as the more soldiers you have going to that mission, the longer it will take for your infiltration to go up. In the top right hand corner, there is an 'estimated time to 100% infiltration' which is based on having a squad of 5 soldiers.
Less than that will reduce this number, more will increase it. Likewise, gear, soldier abilities, and soldier class will also affect this number.The more gear your soldiers bring, unless its stealth based gear like an SMG, will increase the time it takes to get 100%. Likewise taking a loud class like Gunner, Grenadier, or Technical, will also increase the timer. Taking a class with stealth perks like Infiltrator and Tradecraft as well as others will reduce this timer. Chameleon suits are also great at reducing infiltration, but they take the spot of one of your utility armor items. They can allow you, with the right build, to get a 5 squad infiltration time down to 2 or 3 days though.So its a game of trying to fit a squad that can work well on the mission, while also making it so that you can get to 100% infiltration before the mission expires.
When you start your Long War Campaign, you'll notice you can build an AWC right away. Often times your first building will be either the Guerilla Tactics school, or the AWC depending if you want to train your soldiers to have more combat abilities, or have an Officer to help with Infiltration times and mission objectives.There where other facility changes, but they aren't as significant as the AWC/Guerilla Tactics.OfficersA new extra tree that you get via the Guerilla Tactics facility. Officers can be trained whenever you have a Lance Corporal or higher, and need to be constantly trained here to get more Officer abilities.
Officers can train the next rank of being an Officer once they've gotten a certain amount of experience, and this is retroactive.Officers have access to some powerful group abilities. For starters, they get access to three baseline abilities which are amazing if your struggling on missions. The first lets them spend 10 intel to give you 2 extra turns on those timed maps. They also gain the Command ability, which lets them give up their turn to give 1 action point to anyone within their command range.Finally they get a passive that gives Aim, Will, and Infiltration bonuses to the team if the Officer has been with that soldier before, which gets better and better the more times that officer stays with the same squad. In Long War, there is a different hit roll system than the vanilla game. This system is probably far more fair than the base game too, even if it doesn't feel like it.If you've played Long War, you might notice that some of your shots 'graze' the target.
This is caused by the target either dodging your hit or your hit landing in the Graze band. The graze band is an option you can configure at the Avenger in the options menu, which sets how hits int he game will work.A graze band of 10 for example, the default, works like this. Say you have a 50% chance to hit.
With a Graze band of 10, you have a 40% chance to hit, and 20% chance that you'll graze the target. This is because the graze band is set to 10, so both 1-% of your hit and miss percentage is turned into a graze roll. Aliens have this as well. This also means if you have a 90% chance to hit, unless the enemy has an innate dodge chance and dodges your graze, you will always hit the enemy, even if 10% of the time it only does graze damage.Now unlike the base game, Crits are different. Instead of, if say you had a 10% chance to hit, with a 10% chance to crit, your hit would always be a crit. Now crits are on a different roll, and roll depending if you hit or not. If you hit or graze, your crit% rolls and either upgrades your shot to a crit or a hit respectfully.
If you miss your crit% isn't rolled.Dodge works inversely. 50 in dodge means that 50% of the time, you'll downgrade a Crit to a Hit, a Hit to a Graze, or a Graze to a Miss.If you have hit over 100%, this will start to reduce an enemy's Dodge chance and also remove the graze band if its high enough.So in conclusion, the Graze Band option gives you its number in graze accuracy, but also takes away that number from your hit accuracy.
There are lots and lots of new enemy types in long war. Most enemies have 2-3 tiers of power. Although some types of enemies, such as Vipers, have lots and lots of variations.ADVENT Officer.
All Officer ranks can Mark a soldier. This uses 1 action. Advanced and Elite Officers also have a Grenade they can throw.ADVENT MEC. MEC Archers have more Micro Missiles than the base MECs and remember your position if you were seen earlier and know if you haven't moved.
There are lots of new mission types in Long War, many of which are quite fun but challenging.Offensive missions require Infiltration, Defensive missions do not.Missions that don't involve Rebel RookiesEliminationOffensiveLike it says on the tin, you are to eliminate all enemies.You can collect corpses in this missionJailbreakOffensiveIn this mission, you have to break some resistance members out of jail. Think of this like a VIP mission, but instead you have 2+ VIPs, usually 3. Also these maps are quite large, so while its a chore to cross them, you can Solid Snake quite a few of them and not ever leave Concealment until you rescue the resistance members. At which point the Skyranger is only a dash or two away.Blow up the Statue!OffensiveGatecrasher, except you don't have all rookies this time.ADVENT Tower RaidOffensiveFor this and the ADVENT base assault, there is no expire time, so you can send as many soldiers as you want. I'd recommend the max. Especially for the base raid.After doing enough missions in an area, eventually you'll get a tower raid mission. You'll be raiding the 2nd to last map in the game with lots of advent and aliens, with airship drops being fairly common.
However when you finish the objective of hacking the console, you get a lengthy stun on all enemies on the map to clean up. You can bring 5 soldiers.You can collect corpses in this missionADVENT Base RaidOffensiveOnce you finish raiding the ADVENT tower, your given the option of raiding the ADVENT HQ in the area. This map will ALWAYS be 'Swarming' level of mobs, but you can infiltrate so that at least its 'vulnerable' to decrease the mobs in the map. Most pods will wander towards the spawn, so you can just overwatch camp at the spawn until you clear them all out like you did in EU/EW.
Once thats done, its off to find the 'Commanding' pod. Good luck!You can collect corpses in this missionResistance Rebel MissionsWhen having a mission with Rebel rookies, these rookies will equip any weapons in your armory that are of the Assault Rifle, SMG, or Shotgun type.
They do not lose these weapons in the mission if they die however. Any rebels that die in these missions will reduce your rebel count in that region.Additionally missions with armed rebels will also use your MECs in that region as well as the advisor if they are an XCOM soldier.Spy DetectedDefensiveYou have your XCOM advisor soldier and armed rebels for this mission. Hunt down that ADVENT spy!You can collect corpses in this missionADVENT Stops Your Inte!DefensiveA defend mission where you have your armed rebels on one side of the map defending a relay, and your squad on the other.
You win by killing all ADVENT. There will be 1 reinforcements drop later on.Losing or ignoring this mission halts Intel gain in the region for 21 days.ADVENT Stops Your Recruits!DefensiveYou have to escort your rebels to the EVAC, then wait for the Skyranger to come back to EVAC your XCOM soldiers. The second EVAC for your XCOM soldiers can be in a different spot on the map.
Do note this whole time, you will have constant ADVENT reinforcements, and one on the first turn!Losing or ignoring this mission means you can't recruit for 21 days.ADVENT Hits Your Supply Lines!DefensiveIn this mission, you have to defend your supply trucks from constant ADVENT reinforcements. Eventually after killing enough waves of ADVENT you'll win the mission. You have rebel rookies to help you.Failure or ignoring this mission means no supplies from that region for 21 days.ADVENT Invades your Haven! (Threat level 1)DefensiveYour standard Retaliation mission from Vanilla. There are 4 levels of retaliation missions, but only threat level 1.
3 and 4 will show up as an actual 'retaliation' mission, Threat level 2 shows up as a guerilla op.ADVENT Invades your Haven! (Threat level 2)DefensiveNow we have the new ones. This one, you have to find and EVAC all your resistance members, then your soldiers. ADVENT will constantly attack you until you finally EVAC everyone.ADVENT Invades your Haven! (Threat level 3)DefensiveIn this mission, you have to stay and defend an area until the Skyranger comes down. Each turn there will be a new enemy drop that you have to deal with.
You also have to send someone out to collect your rebels in their camp, then bring them back to the EVAC. Any rebels left behind are killed. Don't use Jammer here, otherwise you'll have two waves spawn instead of one.ADVENT Invades your Haven! (Threat level 4)DefensiveYou can only get this mission in areas you have liberated.
How this mission works is that there are attack pods, and a defense pod next to a psionic relay. The mission is over when all enemies are killed and the relay is destroyed. While the relay is up, reenforcements will constantly be called.Losing this mission means you have to reliberate that area again from ADVENT and build your resistance back up there.You can collect corpses in this missionMore missions to come as I discover them! Try to stick to Full Cover as much as you can. If you need to go to Half to get a really good flank shot, make sure your soldier wont get flanked afterwords.Don't get Flanked, very explanatoryAlways try to flank. This can be done by just flanking the enemy, blowing away their cover, and the like. This gives soldiers lots of aim and crit chance.Don't neglect Flash grenades.
A Flashbang disorients enemies, stopping them from using special abilities, reducing their movement range, and reducing their aim. Setting them on fire stops them from using special abilities, but doesn't lower their aim.Try to not spend your action points on a dash (Yellow move) unless your a shinobi getting a melee kill or using Run and Gun. Go for a Blue move first, then a yellow move.Shoot aliens Overwatching or Suppressing your allies to cancel those abilities. Additionally if you suppress aliens using these abilities they can no longer use them.Don't be afraid to use grenades to just blow away cover.Try to bring a Specialist on every mission, and possibly a Grenadier as well. The former can hack things, which means they'll almost always be useful, and the Greneder is great at blowing away cover if you get the Sapper skill.FIRE IS AMAZING. If something is burning, it can't do anything but melee attack you.
Remember, this game is balanced around you not taking every mission that pops up. If you see one you can't do, unless its critical that you do it, you can often skip it. There IS an AVATAR project, but in order to see it you have to first build up the Resistance. If you own Alien Hunters DLC, make sure you enable it. This way you'll never see an alien ruler unless you finish The Nest mission with Bradford.
You can still get the weapons though since they happen pretty fast. You can easily do Shens Last Gift DLC mission with laser weapons and AP rounds. Most soldiers will oneshot the MECs and Turrets. Just bring some armor shred for the boss since the SPARK can only shred once. Don't be afraid to sell things to the Black Market, just sell intelligently. The solo AssassinNow, when you think of a class that uses rockets and flamethrowers, you don't really think of stealth as an option.
But technicians are great at dealing with 'Eliminate the enemy VIP'. Because they have rockets that, with a proper rocket build (Javelin rockets, Fire in the Hole, Salvo), they can easily attack the VIP and reach the EVAC on the same turn using a rocket.
Often times you can just launch the rocket from the EVAC, kill the VIP with it, then EVAC, other times you need to get a bit closer, which Salvo lets you do, making rockets only cost one action instead of ending your turn.How this works is you build the Technician for complete stealth. No or only stealth utility gear, SMG, and any stealth perks you might've gotten from the AWC. Next you run around the map, usually on the outside, until you manage to get to the EVAC.
Finally, shoot the rocket at the VIP, killing them instantly and EVAC on that turn.This strategy usually needs Javelin Rockets and its insane range boost to rockets in order to work, so you can't really use it reliably at the start of the game. But once you hit midgame, you can easily just have a soldier set to solo those VIP missions. Of course this comes with risk, since if that soldier is spotted before they get into position your in real trouble, and if they die or get mind controlled or bound or CCed in general, its mission over. Also since your eliminating the enemy VIP, you don't get as many rewards from the mission. But hey, finishing the mission and getting some rewards is better than skipping it.Additionally you can use a Shinobi to accomplish the same thing, and have even more tiles to dash with, but for them you need to use the Alien Hunters DLC Melee axe, and use its free action axe throw to kill the VIP. This might not be possible until Stun Lancer Autopsy or Archon autopsy, depending on difficulty. However its a lot safer.Burn the Relay!Any missions with an alien relay can be quickly beaten by a Shinobi or Technicain, as their fire, if positioned correctly around an alien relay, can destroy it.
I'm not sure why, but alien relays are considered environmental objects instead of enemies, so fire can destroy them. Obviously you use a fire grenade or your flamethrower, but you must be very careful as it might take a few turns for the relay to burn. There must also be a fire right next to the relay, if there isn't, the relay wont burn.Note this also includes the Avenger Defense mission and the haven defense mission as well.How to Handle a Supply RaidIf you've noticed, supply raids tend to have very low infiltration timers.
There are two ways to do them.1. Forgo infiltration, bring 10 squad members, and blow up all the aliens with explosives, shooting, and the like. Bring lots of Sapper Grenadiers and Technician rockets to blow away initial cover, so future pods wont have much cover to use and you'll be able to eliminate the first few pods you see. All pods but 1 will advance to your squad, so keep overwatching until none come for awhile, then go hunting for that last small pod.
There are only 35-40 aliens on a 0% infiltration map.-2. Bring lots of tradecraft shinobis with chameleon suits, and make sure all your squad is outfitted for infiltration. Chances are though that you wont be able to get the infiltration down low enough to reduce the alien count by too much. But if the alien amount was very light then this is a potential strategy. Starting a successful Long War campaign is tricky, especially the first time without any help as you need to learn all the nuances of the mod before you know how to efficiently start. Here are a few things I've learned playing that'll help you have a super strong start.If you don't want to know what to do to start your campaign and want to start fresh, don't read below. This contains spoilers.
(Although most of this is kinda spoiled if you read the archives in the commander's quarters.)1. After your first mission, immediately start research on either Modular Weapons or Alien Biotech. If you are confident in your tactical ability and ability to manage your squads and soldiers, Resistance Comms as the first research is totally viable.2. Next, go into your Armory tab, click Squad Management, and remove one of your healthy newly promoted Squaddies from the squad.3. Next, go to Command, Resistance Management, and put that Squaddie as an overseer for your first Resistance Settlement.4.
Change ALL or ALL BUT ONE resistance members to Intel gathering, with the last one being Recruitment. DO NOT set any resistance members to Supplies until you kill the ADVENT spy inside your Haven. Otherwise that spy will kill all resources you gathered that month on the supply drop. I mean, it makes sense you have a spy, your starting the resistance after all.5. Start building either an AWC or Guerilla Tactics school.
Either one is fine. I like getting the AWC though as it lets you train soldiers to have pistol abilities, and an additional damage ability per turn per soldier is really really strong. Tactics is more if you wanna train your rookies how you want to, but that will become useless once a Commander's Choice mod is compatible with LW2.6. After Biotech and Modular Weapons, you should research Hybrid Materials. If you still need Alloys or Elerium, don't be afraid to render the corpses you have.
There is a reason why these research avenues are so cheap, they expect you to render corpses so you can begin research on them. You can research Resistance Comms before this to get another region contacted and thus more missions, but you may find you'll have more missions than you can take on at times.7. Once you kill the spy, you can set one person to supplies, until you can have about 6 people working on intel minimum. Then you choose between recruitment or supplies, maybe 1 more person on intel later on.8.
Soon you should be on your way to Laser weapons and onto the rest of your Long War! @TheCap'n: You will get missions later on that allow you to recover corpses for research.
Supply raids, ADVENT Troop columns, and several others. The new game is designed to take a while for you to get that Officer Corpse. Otherwise, you can actually hurt your game by developing too quickly in Long War.
I know that sounds odd, but trust me, the whole point of Long War is to engage in a long and protracted guerrilla war with ADVENT. Have no fear, the opportunities for corpses and other goodies will come over time. Just be patient and develop your 40-50+ soldiers doing short quick missions. You'll be happy when you can deal with the tougher missions with soldiers who are about half-way through their skill sets.