long-war-2 / lwotc

Port of Long War 2 to XCOM 2's War of the Chosen expansion

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Review the list of required / recommended mods

copyrite opened this issue · comments

Previous, closed discussion in #67.

Some mods come up so often in troubleshooting discussions that they might as well be integrated, or made required, or made top tier recommended mods. Such mods include

Reliable Ever Vigilant

EV is a bit more prevalent in LWOTC than in the base game, so the failure of EV to activate due to performing trivial actions is amplified. It's also possible for LWOTC to provide a priority value for Deep Cover / EV priority order to make one behaviour "canon". One weakness of REV is that apparently it only works for single-action overwatches, so Sharpshooters can't benefit from it - I don't know what, if anything, can be done about that if not integrated.

Ability Interaction Fixes

According to #1404, this mod is necessary to fix Serial working with multi-shots. Peter's comment just before releasing 1.0 makes me think this isn't yet completely integrated.

Dude, where's my loot? or Loot Mind Control

Discussed more in detail in #1639, needs some action on LWOTC's side before taking a stance for or against either. Right now it seems to me that the needle is pointing a bit more in the "against" direction.

Feel free to suggest more or discuss the action for each. This is something that came as a byproduct of me going through the issues. Maybe those that are more involved in Discord troubleshooting have something I missed?

Something obscure - No Unconcious AI

This is well obscure, but it can still happen, even in pure LWOTC, non MJ one - but if you mind control a stun lancer or berserker and then use them to melee attack something, they can go KO - this is a problem on full salvage missions/missions requiring you to kill everything, because XCOM cannot attack knocked out units, only through grenades and you dont always have those by the end of a mission and if its late game, the knocked out enemy enemy might have so much HP that it might survive those 2 grenades lobbed at him.

QOL ? one - skull jack mindcontrolled enemies

I vaguely remember seeing an enemy getting knocked out by a Berserker on a troop column in LW2, it went unconscious but the mission ended anyways when all the other enemies were dead, sort of like how you don't need to kill turrets to end sweep objectives. I think Templar's Void Conduit also worked this way last I checked (on an ADVENT General), if the last target is disabled the mission ends automatically.