LW Rebalance v1.22.00 - ***TENTATIVE*** Patch Notes
Major Features:
Squad Size:
- All missions now allow for 8 soldiers (except for abuctions and covert op data recoveries at 5, and covert op extractions at 3) and can no longer be upgraded with the OTS - Significant increase in the number of soldiers. Sets the squad size off the bat to maximize the number of soldiers that can participate in most battles while still preserving some diversity in squad types. Abductions are set to 5 due to the smaller maps not adequately accommodating more soldiers. All other missions are set to 8 to maximize the number of soldiers you can bring on each mission, increasing tactical options and reducing RNG.
- OTS changes: Lt/Cpt/Mjr requires 10/40/60 missions, Assault/Response Teams replaced by the XTP (XCOM training programme I and II) which requires 20/90 missions - Spread out of the remaining functions to accommodate for loss of squad size upgrades, XTP II being later lets "Show 'Em the Ropes" have more effect
- Alien numbers were increased proportional to the increase in XCOM squad sizes (especially in the earlier game) - Accommodation for earlier larger xcom squads
Reaction Fire:
- The dashing reaction fire aim malus now includes targets that have moved more than 2 tiles - Now moving in on a unit that is on overwatch is less deadly if you don't know where they are. Also, overwatch camping is a lot less effetive (giving the aliens a form of 'dashing'). Notably: does not affect covering fire or first fire overwatch shots against units that are in LoS of the overwatcher.
- Removed the restriction on reaction shots not being able to crit - Really didn't make sense as you think someone running or trying to fire at your friend would have their vulnerable aspects more exposed than someone hiding behind cover, replaces the damage buff on reaction shots. Also, simplifies the entire process (as there is one less exception on reaction shots).
- Opportunist grants +35% base damage on reaction shots (instead of allowing criticals on overwatch) - Since you can now automatically crit on overwatch
- Reaction shots no longer increase base weapon damage - Tone down of bonus damage on reaction shots due to allowing crits and opportunist doing more damage
- Targeting Motor grants opportunist (instead of granting bonus damage to reaction shots) - Simplification, basically the same functionality (nerf is inline with reaction shot damage reduction)
- Lightning Reflexes reduces hit chance of reaction shots by 50% on the first shot and 30% on subsequent shots (from 70% and 50%) - Nerfed; makes LR less dominant for clearing overwatches and makes more room for other options such as suppression, grit, smoke, etc.
SHIVs:
- SHIVs are now controlled by the Skyranger pilot. Unfortunately this means he can only control 1 SHIV per turn. If you bring multiple SHIVs into a battle, the pilot (and thus you) will only be able to control 1 each turn - Prevents SHIV spam from trivializing many missions while not requiring SHIVs to receive a nerf. Note, you still CAN bring multiple SHIVs on a mission, just it's a lot less effective.
Science:
- Each scientists now adds 2% to the total research strength of XCOM (from 10%) - Significant reduction in the effect of scientists to help prevent such linear research paths (forcing you into earlier research paths over later ones)
- All research times have been adjusted proportionally - Accommodates new scientist effect
-----------------------------------
Strategic:
- Friends in Low Places starts at the normal time (instead of 1 month later) - This is because you now have 8 soldiers instead of 6 on that mission
- Deluge and Furies starts at the normal time (instead of 1 month later) - Same reason as above
- Salvage costs are much cheaper and the cost is various (sometimes a good deal, sometimes a bad) and you will have to decide when it's worth it
Tactical:
- Suppression now avoids triggering covering fire - Allows more options to deal with units that go on overwatch. Abilities that do not trigger covering fire: Disabling shot, Suppression, Steady Weapon -- all are listed in-game on their respective ability descriptions.
- QoL: A few more boss names added - As per Lafiir's suggestions
XCOM:
- Basic SHIV base health increased by 2, mobility increased by 1, and cost increased - Buffed to make them more inline with the other SHIVs and less disposable
- Alloy/Hover SHIV mobility decreased by 1 and cost decreased - Slight tone down in strength and more affordable
- Deadeye and Precision shot reswapped on Scout - I was convinced (bullied) into realizing I was stupid and the previous swap was actually more of a nerf than a buff
Perks:
- Grit no longer provides 100% DR against covering fire (no only provides 20% DR while in cover) - It was a little gimmicky and with suppression not triggering overwatch it was a lot less necessary. Simplification of the perk.
- Brawler DR within 4 tiles to 40% (from 30%) - Buff to the close range resilience
Equipment:
- Breaching Ammo Mobility to -1 (from -2) - It was slightly over adjusted
- Chitin plating melee DR to 40% (from 60%) but health to 2 (from 1) - Buffed. It was a little overkill against melee, this makes the item a little less specialized.
Bug Fixes:
- You can now properly run from one smoke to another smoke without triggering overwatch - No more 'double smoke' bug - Thanks szmind!
- Officer perks should now be visible in the strategic user interfaces and the F1 list (but are still hidden in the bottom left) - Thanks to szmind for the idea
- Fixed a bug where acid would not apply on different elevations within the detonation sphere
- Fixed a bug where old descriptions of MEC 2ndary weapons would sometimes appear in the F1 list