LW2 1.5 Bugfixes

faket15
Posts: 104
Joined: Fri Jun 30, 2017 6:41 pm

LW2 1.5 Bugfixes

Postby faket15 » Thu May 31, 2018 12:46 pm

I was asked recently to post here the modified versions of the LW2 files that I use to solve or create workarounds for some of the bugs I detected. To use this you need to extract the files in Steam\steamapps\workshop\content\268500\844674609 and delete everything in Documents\My Games\XCOM2\XComGame\Config.

Changelog:

  • Collector works by default and is prevented from working when the game says that Kill XP is capped instead of only working when the game says it isn't capped. This is a workaround for a bug that prevents Collector from working because for some reason that I don't understand the part of the code that deals with the new limitation added in 1.5 isn't working.
  • Failing or ignoring Liberation 3 ends the ProtectRegion activity instead of trying to reset it. Solves the bug that forces Lib3 detection immediately after the respawn.
  • Fixed broken Blacksite schedules that not only prevented some of the pods from spawning but also made the schedule choice random instead of Strength-based.
  • Fixed broken encounters that prevented the 5-man command pod from spawning in mid/late game Supply raids.
  • Fixed broken encounters that prevented the 6-man Alien pod from spawning in early/mid game Troop Columns.
  • Added a new inclusion list for enemies with everyone in the AlienGlobal_LW list except MECs and used the new list instead of the original one for pod leaders, but not for followers. This prevents a bug that creates underpopulated pods when a MEC leader is chosen but the game can't spawn enough supported followers to fill the pod. A side effect of this change is that late game UFO command pods where most enemies are MECs are slightly less common (1/2 instead of 2/3 if I understand how pods are created correctly).
  • Fixed some high strength schedules that had more pods than intended because of a typo that made the same encounter be used multiple times.
  • Made small adjustments to schedules that had a different number of enemies than intended. This is easier to notice because some of the schedules affected are played often, like the VL STR2 Smash and Grab or the EL STR3 Guerilla Ops.
  • Added Vanilla MECs to the list of supported followers for all Vanilla aliens that already had LW2 MECs as supported followers.
  • Added Vanilla enemies to the list of supported followers for Chryssalids.
  • Fixed some restrictions to activities that didn't work. Tactical Dark Events can't spawn in a region that already has a Strategic Dark Event and vice-versa. Dark Events can't spawn in a region where a facility is being built. Super Emergency UFOs can't spawn in a region that already has a normal reinforcement UFO.
  • Added dummy rewards to Lib1 and UFO detection missions making all "Find a Lead" missions look exactly the same.
  • Fixed cooldown for Recruit mini-retaliations.
  • Applied the changes that normal weapons received in 1.3 to the DLC weapons. Hunter Pistols lose 0.5 damage, Ionic Axe gains 1 damage, Fusion Axe gains 2 damage and 1 crit damage, damage spread for T3 Bolt Caster/Spark Rifle/Axe is reduced by one.
  • ADVENT Sentries use the correct damage entry instead of the Officer's. All Sentries lose 0.5 damage and 1 crit damage. M3 Sentries lose 1 point of shred.
  • Fixed error that made unit damage falloff for explosives slightly less severe than intended.
  • Damage falloff in cone attacks changed to use the source unit position instead of the target point as the "center of the explosion". This makes Shredder Gun/Shredstorm Cannon falloff more intuitive (damage is lower against units and objects that are far away instead of the current behavior that makes it lower against units and objects that are close to the source unit). It is a huge nerf to these weapons.
  • Environmental damage in Shredder Guns and Shredstorm Cannons reverted to pre-1.3 values, making them slightly worse than they are now against objects instead of being extremely worse.
  • Incendiary Grenades always have 75% burn chance and Incendiary Bombs always have 85%, like the 1.5 changelog says it should work. The way it works in base LW2 is that both have 75% burn chance when thrown and 85% burn chance when launched.
  • Skullmining damage increased to the same value used for Skulljack in 1.5
Attachments
LW_Overhaul.rar
Modified version of LW2 files
(1.09 MiB) Downloaded 49 times
Last edited by faket15 on Thu Jun 07, 2018 1:57 am, edited 1 time in total.

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rifleman
Posts: 49
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Re: LW2 1.5 Bugfixes

Postby rifleman » Thu May 31, 2018 4:26 pm

Thank you, Faket! That is helpful!
@johnnylump Could we got a new update? :lol:

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rifleman
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Re: LW2 1.5 Bugfixes

Postby rifleman » Thu May 31, 2018 5:31 pm

Added dummy rewards to Lib1 and UFO detection missions making all "Find a Lead" missions look exactly the same.

What does this change means? I just start a new game to check the change. The first Lib1 mission I found, it still show a intel reward. The normal Find a lead mission still show intel pack reward.

faket15
Posts: 104
Joined: Fri Jun 30, 2017 6:41 pm

Re: LW2 1.5 Bugfixes

Postby faket15 » Thu May 31, 2018 5:47 pm

rifleman wrote:Added dummy rewards to Lib1 and UFO detection missions making all "Find a Lead" missions look exactly the same.

What does this change means? I just start a new game to check the change. The first Lib1 mission I found, it still show a intel reward. The normal Find a lead mission still show intel pack reward.


Both missions should have an Intel Package.

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rifleman
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Re: LW2 1.5 Bugfixes

Postby rifleman » Thu May 31, 2018 6:27 pm

Start another new game, the Lib1 and UFO missions show both Intel and Intel Pack as reward. The normal Find a lead still is Intel Pack reward. The Intel Pack of Lib1 and UFO is dummy one that don`t give any POI. So, this change don`t confuse new players that they still could find out which one is the LIB1 by Intel reward.

It seems don`t need futher change about this. New players still need a way to find out the mission which is the start of beat this game.

Just fight into a UFO mission, the files does change the enemy pod obvious. Awesome.

Dwarfling
Posts: 491
Joined: Wed Jan 25, 2017 12:16 pm

Re: LW2 1.5 Bugfixes

Postby Dwarfling » Fri Jun 01, 2018 9:15 pm

Thanks :!:

Dwarfling
Posts: 491
Joined: Wed Jan 25, 2017 12:16 pm

Re: LW2 1.5 Bugfixes

Postby Dwarfling » Sat Jun 02, 2018 3:26 am

I just had a rocket crit for 1. I'm already regretting this...

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rifleman
Posts: 49
Joined: Sat Jan 14, 2017 3:37 am

Re: LW2 1.5 Bugfixes

Postby rifleman » Thu Jun 07, 2018 1:04 am

faket15 wrote:
rifleman wrote:Added dummy rewards to Lib1 and UFO detection missions making all "Find a Lead" missions look exactly the same.

What does this change means? I just start a new game to check the change. The first Lib1 mission I found, it still show a intel reward. The normal Find a lead mission still show intel pack reward.


Both missions should have an Intel Package.

Hi, Faket, how could I turn off the dummy rewards change? One of my friends is new to LW2, I need to make the old LIB1 reward back to teach him to find out which mission is LIB1.

faket15
Posts: 104
Joined: Fri Jun 30, 2017 6:41 pm

Re: LW2 1.5 Bugfixes

Postby faket15 » Thu Jun 07, 2018 1:50 am

rifleman wrote:
faket15 wrote:
rifleman wrote:Added dummy rewards to Lib1 and UFO detection missions making all "Find a Lead" missions look exactly the same.

What does this change means? I just start a new game to check the change. The first Lib1 mission I found, it still show a intel reward. The normal Find a lead mission still show intel pack reward.


Both missions should have an Intel Package.

Hi, Faket, how could I turn off the dummy rewards change? One of my friends is new to LW2, I need to make the old LIB1 reward back to teach him to find out which mission is LIB1.


Easiest way is to replace the modded version of LW_Overhaul.u with the original.

Meme Turtle
Posts: 11
Joined: Wed Feb 15, 2017 10:51 pm

Re: LW2 1.5 Bugfixes

Postby Meme Turtle » Wed Jun 13, 2018 8:28 am

- Added dummy rewards to Lib1 and UFO detection missions making all "Find a Lead" missions look exactly the same.

I think that is a bad change and should be made optional. In fact I would like to see better description for different mission types: lib, ufo precursor, facility lead. Mission information(as well as vigilance values) has a great influence on player's strategic decisions and should not be hidden.

Firestorm_01
Posts: 3
Joined: Sun May 21, 2017 8:44 pm

Re: LW2 1.5 Bugfixes

Postby Firestorm_01 » Wed Jun 13, 2018 3:18 pm

Since Pavonis Interactive stopped developing LW2 you can ask them permission to public it in Steam Workshop. Probably even as new version of LW2.

I doubt they will not resist it.

galith
Posts: 10
Joined: Tue Jul 11, 2017 2:05 am

Re: LW2 1.5 Bugfixes

Postby galith » Sun Jun 17, 2018 1:52 am

Thank you for putting this together, and especially for fixing the lib 3 and mission schedule bugs.

galith
Posts: 10
Joined: Tue Jul 11, 2017 2:05 am

Re: LW2 1.5 Bugfixes

Postby galith » Tue Jun 19, 2018 12:44 am

It looks like there's a typo in your revised missions schedules. What was:

+MissionSchedules=(ScheduleID="Extract_D18_1_LW", \\
MinRequiredAlertLevel=18, MaxRequiredAlertLevel=18, \\

Is now

+MissionSchedules=(ScheduleID="RecruitRaid_D18_1_LW", \\
MinRequiredAlertLevel=19, MaxRequiredAlertLevel=19, \\

I changed this back in my version. I assume this got there somehow when you were resolving the two versions of the +MissionSchedules=(ScheduleID="RecruitRaid_D18_1_LW", \\ template. I also think you deleted the wrong version of that, it looks like there was two templates with the same version in the original, and you deleted the one that required 18 alert instead of the one that required 19 alert (so there are now two 19 alert templates and no 18 alert templates). This is probably irrelevant, since RecruitRaid is a quick response missions so I don't think there's any way to drive the alert level above 15, but I changed it back in my version anyway.

Otherwise the adjustments to the mission schedules I looked at all seemed right (I didn't double check all of them). Again, I really appreciate you taking the time to sit down and sort through all of this to fix these missing pods bugs.


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