Long War 2 By Pavonis Interactive (formerly Long War Studios) Web site, forums and mailing List: http://www.pavonisinteractive.com Discord: https://discordapp.com/invite/XBVqMZU Twitter: https://twitter.com/terra_invicta Long War 2 is a significant overhaul of XCOM 2 aimed at giving players the feel of running a worldwide guerrilla war against ADVENT and offering them a greater variety of strategic and tactical experiences. Many of the mod's new mechanics are described ingame in the XCOM archives. Players are strongly encouraged to read those entries immediately after finishing Gatecrasher. Features include: 1) A much longer campaign, running for 100 to 120 missions on average 2) Infiltration mechanics that require you to send out multiple squads at once 3) Manage resistance Havens and have resistance members scrounge for supplies, gather intelligence or recruit more people to your cause 4) Nine soldier classes: Sharpshooter, Shinobi, Ranger, Assault, Gunner, Grenadier, Specialist, Technical and Psionic (plus Sparks for DLC owners), each with unique secondary weapons 5) Two new weapon tiers, lasers and coilguns 6) Dozens of new enemies and smarter battlefield AI 7) ADVENT strategic AI that tries to counter your moves ----------------------------------------------- ------------ COMPATIBILITY ------------- ------------------------------------------------ This is a "total conversion" of XCOM2 and will not work with other total conversions. It does include a new XComGame.upk. Long War Studios' / Pavonis Interactive's mods SMGPack, AlienPack, LeaderPack, Toolbox, PerkPack, and LaserPack are already integrated into this mod (with different settings and functionality) and should NOT be activated when playing campaigns. Other mods may not necessarily work given the depth of changes. ----------------------------------------------------- ----------- TROUBLESHOOTING ------------ ----------------------------------------------------- If you are have problems with the mod, you should first exit the game and REGENERATE YOUR INI files by deleting all files in \Documents\My Games\XCOM2\XComGame\Config. These will be recreated on your next game start. If that does not resolve your issues, you may need to verify XCOM2 back to its vanilla state in Steam before activating this and other mods. You may need to disable other mods for this to work properly. An additional temporary workaround to crashes when starting a new campaign is to move all of your old save files out of \Documents\My Games\XCOM2\XComGame\SaveData. ------------------------------------------------ ------------- PERMISSIONS -------------- ------------------------------------------------ Free for noncommercial use: Modders are free to use material from this in their own works, as long as credit is given. ------------------------------------------------ ------------- LANGUAGES ---------------- ------------------------------------------------ Long War 2 is supported in all XCOM2 languages. --------------------------------------------- --------------- CREDITS ---------------- --------------------------------------------- Design Lead John "JohnnyLump" Lumpkin Technical Lead Rachel "Amineri" Norman Programmers Jonathan "tracktwo" Emmett Chris "chrisb" Boertien Artists SMGs, Muton Centurion, Drone, Naja, Sidewinder, MEC Archer, Holotargeters, Combat Knives, Sectoid Commander, Resistance MEC, 2D Art, Concept Art, Animations James "JCLewis" Karlson Lasers, Coilguns, Sawed-off Shotguns, Muton Elite, Hive Queen, Holotargeters Chris "Capnbubs" Mansell (@capnbubs) Concept Art, 2D Art and iconography, Load Screens, Technical Art Dana "lfish" Henderson - http://www.danaillustration.com/ Arc Throwers and Contributor, Lasers Robert "BazserMazser" Bakos Technical Artist, Programmer, ADVENT Grenade Launcher Alexander "XMarksTheSpot" Behne "Rocketflamer" Gauntlet Percy Parache - http://www.percyparache.com Quality Assurance Lead Tim "Bilfdoffle" Evans Quality Assurance and Design Advisers Matt "WyMANderly" Price Xavier Wynns - https://www.youtube.com/xwynns Stephen "JoINrbs" Flavall - https://www.twitch.tv/joinrbs Tim "deaconivory" Douglas Caitlin McDonald Paul "Kordolius" Massip Benedict Jacka "Saph" Colin "Thrair" Hendershot Paul "Plockets" Giles Gimrah Ronar -------------------------------------- Changelogs are at: http://www.pavonisinteractive.com/longwar2_changelog.htm v 1.0 (1.19.17) - First release. v 1.1 (1.28.17) - 1st major patch. v 1.2 (2.26.17) - 2nd major patch. Primarily bugfixes. Barring hotfixes, major balance patch up next. v 1.3 (5.14.17) - 3rd major patch. Guide to migrating a 1.2 campaign: http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=20&t=25841 v 1.4 (5.21.17) - 4th patch. Bugfixes. Should not affect existing campaigns. v 1.5 (8.27.17) - 5th major patch. Bugfixes and some balancing. Should not severely impact existing campaigns, although if you are having problems we recommend clearing your inis and unsubscribing and resubscribing to the mod ensure it's fully updated. 1.5 Hotfix (9.2.17) - Fixed bug preventing S&G missions. -------------------------------------- The mod does not support controllers. As of 2/8, the mod should be working with Linux and most Mac versions of the game. This mod does support the XCOM 2 DLCs, but they are not required to play. This mod is translated into all supported XCOM 2 languages: Spanish, French, German, Russian, Polish, Italian, Japanese, Korean, Traditional Chinese, and Simplified Chinese. To provide feedback and bug reports, please visit the Pavonis Interactive forums. We will be posting details on new features, balance changes and pending fixes there. We are unable to monitor Steam threads closely, but we will do our best to respond on our own forums. --------------------------------------- We do not expect Long War 2 campaigns to be affected by the release of the War of the Chosen expansion. Players with WotC are able to select a non-expansion version of XCOM 2 to continue playing modded campaigns. 11/7/17 update: We do not expect to update Long War 2 for WotC. Full announcement over on our forums: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26982
Each mode is a discrete difficulty layer, catalogued by its exact mechanics, save rules and death consequence.