XCOM 2
Long War of the Chosen
2,546 Comments
Tragic Seriously 10 Nov @ 4:49am 
Seems rather odd to me that the DLC "Shen's last gift" is required to use this mod, why is that?
RhodeXLX 9 Nov @ 4:34pm 
@alex.krylov

Ah, the Haven Invasion. It's considered as one of the hardest missions in the game.

You have to keep in mind that while the objective is to sweep, disabling the reinforcements by destroying the beacon is a top priority, since as you mentioned the reinforcements become unmanageable as the mission goes on.

It's totally doable if you tried it again, but you'll likely have to take a lot more risks and try to get to the beacon before sweeping. You'll likely need to restructure your team to be able to push through a lot faster, or withstand sustained combat without killing things along the way.

Of course, with 4 regions liberated already, you could also just simply ignore the mission. It's not required to beat the game. You can just continue on the Golden Path missions to finish the campaign.
alex.krylov 9 Nov @ 4:18pm 
At first it’s great, but then it gets insanely suffocating and unplayable. Got stuck halfway — killed one Chosen, liberated four regions, and that’s it. On standard difficulty, enemies start attacking your region, a Chosen drops in, and reinforcements arrive every single turn. I couldn’t even leave the drop zone, just kept mowing down endless waves. The mission itself ran perfectly — accurate shots, smart moves — but you just get buried under meat. When 8–10 enemies spawn each turn, there’s no point continuing. The early game is fun, but later it’s total garbage. Deleted it and don’t regret it. Whoever thought constant reinforcements were a good idea — go bang your head against a wall =)
Tedster  [author] 9 Nov @ 12:36pm 
It disables it on all difficulties.
Nico 9 Nov @ 5:11am 
I thought LW doesn't disable it on the lowest difficulty. I at least remember reading that in the wiki.
Tedster  [author] 9 Nov @ 1:12am 
Base game actually cheats hit chances in your favor on all difficulties except Legend, LW disables this at all difficulties.

Also, if you are loading a save and taking the same actions to test, the save will actually have an RNG seed saved into it, so loading the save and taking the same actions will give the same result every time.
Nico 5 Nov @ 9:08am 
To me it sounds like part of the problem is that you have no idea how grazes work, since grazes are part of the shown hit chance. Though they are also part of the shown miss chance. That alone should explain at least10% of the missing hit chance as it's a graze chance. Though since graze is not fixed it might be even more than that in some cases.
steelplayer36 5 Nov @ 8:20am 
"I've ran a few games now, and for some reason, my accuracy is absolutely not coming up properly Statistically I've been playing and:
- 70% - 80% has a hit rate of about 50% (80 shots)
- 90% has a hit rate of about 75% (50 shots)
- 50% - 60% has a hit rate of 30% (70 shots)

Not sure if this is a problem for the base game as well, but for some reason the accuracy is not showing up correctly."

This all day. Beat the base game, no mods. No biggie. Playing this mod, I always run into missions where my guys are missing over 90% way too often. Just had a game where I was surprised by a patrol that had a muton, sectoid, and another scrub. Happens. Flank the muton, 1 miss. Try again, 2 grazed... on 3 flanked over 90% shots. This is just one example, has happened on others. Can totally wreck an entire mission as the muton, or the MEC who should be SOOO easy to hit is getting missed.

Not sure what it is about the mod, didn't do that in base game.
Salad 4 Nov @ 9:29pm 
>finally get xcom 2 cuz its on giga sale

>beat it easy as hell loved the changes but they made it a little too easy it seems

>Long war time

>6 units fire at an enemy with a 50% chance to hit each

>all miss.

>two enemies fire at my VIP on high ground, a mile away, hunkered down in full cover

>both hit and instantly kill them

>Ah I forgot how the true XCOM experience that vanilla tried to pave over really was.
Magos-Dominus Kith 3 Nov @ 9:35pm 
i want to start a game with 4 templars, but recruitable templars does not work for long war. How can i do that? any possible ways are good, even if it include console(just explain me methods)
[email protected] 3 Nov @ 6:39pm 
The difficulty ramps up to the point where it's not fun nor playable incredibly early, even if you have a near perfect run towards the beginning and don't skip any missions. Even on the easiest difficulty, the challenge is immense. 100%+ infiltration doesn't really change much. Resources are way too hard to come by and the aliens advance in difficulty too quickly. Missions with 15+ enemies and the Chosen are near impossible to accomplish without a flawless run. It's not a fun challenge. The amount of grazes is also absurd, far far FAR more than in vanilla. I can't in good faith recommend this mod in its current state, despite the really neat mechanics that are reminiscent of Liberal Crime Squad. I can normally play on the hardest difficulty on Ironman and get by just fine, so it's not entirely a skill issue, though I admit that maybe there's a learning curve I haven't caught onto yet with this mod.
RhodeXLX 31 Oct @ 6:10pm 
Well, it'd only be fair to ask how you're keeping track of all of this, and how you're measuring the %hit chances.

Are you using a spreadsheet or just a tally? Are you just using the base in-game &hit numbers, or are you using any additional mods that modify or add this display, such as Extended Information?

I don't think the numbers in-game are wrong, so I will have to be very skeptical about your data.
TechnocraticSyndicalist 31 Oct @ 1:35pm 
I've ran a few games now, and for some reason, my accuracy is absolutely not coming up properly Statistically I've been playing and:
- 70% - 80% has a hit rate of about 50% (80 shots)
- 90% has a hit rate of about 75% (50 shots)
- 50% - 60% has a hit rate of 30% (70 shots)

Not sure if this is a problem for the base game as well, but for some reason the accuracy is not showing up correctly.
Gimpford 30 Oct @ 5:02pm 
Actually my bad, I think I must have had a load of other mods subscribed for vanilla wotc, like a load of skin packs like the RE8 & COD stuff, from a couple years ago and when I subscribed to LWOTC a few days ago it kept me subscribed to all those prior WOTC mods and must have enabled them in LWOTC making me think the LWOTC pack was all of those prior mods aswell, at least I think thats what happened!
Gimpford 30 Oct @ 4:03pm 
When I installed this mod initially it came with I think 34 other mods like wolfs asset pack etc but after reinstalling the game the steam workshop page is showing only 10 mods and seems to be missing over 20 other mods. Any idea how i can get the full amount of mods back please?
Garr Incorporated 27 Oct @ 12:01pm 
@SirDuck
That would be in the Second Wave option. Where you would normally select which faction you start with and other minutia.
123 27 Oct @ 11:18am 
i dont see the option to enable the resitance orders where would it be
ElTustador 27 Oct @ 9:04am 
IIRC you have to activate the option to be able to use them on the Second Wave page?? Before starting a new game, when you configure stuff. Then you can use them at the start of the second month. If I remember correctly that is.
123 27 Oct @ 8:39am 
so playing this mod i have realised i cant have resistance orders? is there any way to enable them again or is it just not possible
RAAMPEAK 27 Oct @ 7:00am 
hm i assume its not this mod but the gunner cant wear war suits which is weird since they were a bit ago
Tedster  [author] 26 Oct @ 1:56am 
given 1.2.2 has been live for almost 10 months now, unless you were behind, I haven't changed anything here.
Darquan 25 Oct @ 6:54pm 
After the 1.2.2 update but my Sparks no longer auto repair.

- I use AML and have all DLCs installed
- Tried taking off any other mods that might be impacting Sparks
- Cant find the relevant .ini that now controls Spark healing

Has the spark repair system changed or is there an known bug with Sparks? I cant find anything online about it. Failing that can anyone point me to the Spark .inis where repair is handled?
Guts 25 Oct @ 12:48pm 
nvm I figured out my noob mistake. Needed to actually ensure the mods were "enabled" in AML which wasn't registering just from check boxing each.
Guts 25 Oct @ 12:42pm 
Are there other required mods besides what contained with this package and from the Alien Hunters link mentioned when subscribing? I'm running the game with AML and 10/10 mods loaded (see below). However, I'm not getting the option to start Long War in-game. It's still just reading as the generic "new game".

Mods:
WotC: robojumper's Squad Select
[WOTC] Revert Overwatch Rules Change
X2WOTCComunnityHighlander v1.30.4
Better Second Wave Mod Support
[WOTC] Alien Hunters Community Highlander v1.30.4
[WOTC] Community Promotion Screen
[WOTC] Accurate Situation Report
Long War of the Chosen
[WotC] Mod Config Menu
Yet Another F1
The Coal Man 24 Oct @ 1:50pm 
Are raids meant to be almost impossible? I cannot infiltrate on that mission type so it starts with 37-39 enemies with no way to lower them over time like a normal mission.
-Norbert- 14 Oct @ 12:06pm 
Interestingly enough since today that issue seems to be gone.
I didn't change anything in my mod setup, but the CommunityHighlander mod and it's Alien Hunters submod did update, so maybe the issue came from there and is now fixed with their current updates.
RhodeXLX 12 Oct @ 6:52pm 
@-Norbert- You must have something else tampering with civilian vision range, then. Civilian vision radius should have a 2-tile radius at most.
-Norbert- 11 Oct @ 6:54am 
Is there any way to turn off, or reduce the range of civilians spotting you?
Civilians seem to have unlimited visual range, and only don't see parts of the map they have no line of sight with. I've been spotted by civilians at easily four times the spotting range of Advent units.
Not to mention that the majority of missions start with me already in visual contact with civilians, who remove my concealment the moment I make any move.
RhodeXLX 10 Oct @ 3:13am 
I don't think they mentioned it was right at the start of the mission. I think they specifically said it was half a movement away. Yes, this type of encirclement is somewhat common for Avatar facilities.
Garr Incorporated 10 Oct @ 1:44am 
@turin_4
No. I have assaulted two Avatar facilities and have never encountered encirclement like this. Usually the enemy forces were more spread on the path to the facility proper. True, by running a little too forward I could trigger about 12 enemies at once, but never right at the start of the mission.

Maybe the issue may lie in the parcels you rolled. Are you using any modded maps that affect wilderness or somesuch?
turin_4 10 Oct @ 12:12am 
So, a question concerning Avatar Facility missions-the ones to sabotage and reduce Avatar Project progress. I've got 103% infiltration, and while I start concealed, the mission *literally* has my squad in the center of a semicircle of goons barely half a move action outside activation range, with my back to the wall.

Is this common? Am I meant to get 200% infiltration, to make it more manageable? Or will this dynamic remain consistent at complete infiltration, and I'm meant to sidle along the back boundary and nibble away at `em from the edges, or what?
fred101j 9 Oct @ 4:16am 
Ah, it straight up just looks like the normal xcom 2 one, where it is begin mission/ abort. When I get back on I am going to check whether it's some default LWOTC setting
RhodeXLX 8 Oct @ 9:18pm 
@fred101j That is the Squad Select screen. I'm asking for the mission briefing page. The one that looks like this: https://i.imgur.com/RC88iqQ.jpeg
fred101j 8 Oct @ 1:21pm 
@RhodeXLX I will post a screenshot soon but it looks like a normal LWOTC mission deployment screen with the infil calcs, but it just starts missions like normal xcom 2
khumak 8 Oct @ 8:40am 
Found a Disguises mod designed for Covert Infiltration and added a discussion topic showing how to make that give infiltration bonuses for LWOTC as well (I used the same bonuses that you get for Suppressors).
RhodeXLX 8 Oct @ 2:22am 
@fred101j Do you mind sharing a screenshot of a mission briefing? The page you're on when you click on the Launch Mission button.
turin_4 7 Oct @ 11:51pm 
So I'm seeing a lot of conflicting information on soundtrack mods to expand the catalogue of music that plays for LWotC-does anyone have any good reccs or fixes that make `em work?
fred101j 7 Oct @ 9:16pm 
Is it just me or is the infiltration mechanic broken? Missions just start now, no waiting around for a week.
FrancoFromSpace 5 Oct @ 8:18pm 
Has anyone else gotten an issue where the game infinitely loads a mission? Where the Xcom logo is just spinning in the bottom right. Left it overnight hoping it'd be done by the morning and its still just spinning. Had to switch off my PC cause Alt+F4 didn't work and task manager was inaccessible
Tedster  [author] 3 Oct @ 1:53am 
LW locks the rulers to certain mission types anyways by overriding the spawn behavior.
turin_4 2 Oct @ 4:40am 
@Nico & @RustyDios Thanks kindly for y'all's information:) I think I understand-I did like those missions, since it's been years since I played `em, but not enough to restart, I think. I'm glad they're incorporated, though, even though those particular missions and the flavor they have are gone now.
RustyDios 1 Oct @ 7:10pm 
The best way to play is no integrated AND no story missions selected... this unlocks the "secret" setup of vanilla, where the rulers are roaming free, ready to show up past FL4 on ANY mission (not locked to facilities), the weapons can be purchased right away in engineering, no proving ground project needed ...... you need the mechanised warfare project to unlock sparks AND you get a free spark for doing so
Nico 1 Oct @ 6:36pm 
@turin_4 The integrated DLC option fully integrates those mechanics into the core game. Meaning in order to unlock SPARKs you then need to research the Mechanized Warfare research instead of having to do the Lost Tower mission as that one no longer exists. Similarly the Alien Hunters are already free to show up at the few spots where they can show up, which I think are only really big missions like Alien Facilities. And they are also always shown as a SITEREP for those missions, so you know they're there before you go there.

The option should be checked by default since it's the intended way to play this mod. Though unchecking it to again have the missions should also work. By the time you play LWotC you should usually already be fimiliar with the story missions so there is no real reason to again play them and the integrated option simply ... properly integrates those mechanics into the core game
turin_4 1 Oct @ 6:20pm 
@Nico Sorry to bug, but you were decisively helpful before and more informed than me. (A low bar, that!) The 'Integrate DLC' option-does that mean that the various missions, such as the Robotics factory and the special missions for the modified aliens will return, if you don't check that option at start?
turin_4 1 Oct @ 6:16pm 
@sjattuh it is pretty damn rad, yeah:)
sjattuh 1 Oct @ 11:52am 
After playing all the XCom's and their modded versions, this was by far, and I do mean by far far, my favourite version of XCOM all together, and that includes the original 1990's versions. Such an amazing experience, and imho, exactly how a Turn-Based tactical overlay game was meant to be.
turin_4 1 Oct @ 12:24am 
@Nico That worked! Thank you kindly.
Nico 30 Sep @ 9:31pm 
@turin_4 Yeah, Full salvage missions are pretty rare and also usually a lot more difficult. Except for the Rendesvouz mission where you mostly use rebels, but those give mostly common corpses and due to the low difficulty also only very few corpses, but still good enough for an officer corpse.
turin_4 30 Sep @ 9:26pm 
@Nico Ah, I haven't done that yet, thank you. I also don't have a Render Corpse option...I think I may've made a bad mistake in sellin' `em early, hah, not knowing they'd bottleneck like this. All my missions have been extractions, so no corpses.
Nico 30 Sep @ 9:24pm 
@turin_4: Have you already done the Advent Trooper autopsy? Since that's the requirement for the officer autopsy. Also, an easy way to see if you have the corpse is to see if you have the research option to render the officer corpse, since that also requires one.