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Releases: Grobobobo/lwotc

Alpha 0.10

12 Apr 13:03
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Change log:

  • Synced up the dev build 32 changes, so templar has no shield again

  • Ememies are no longer divided by tiers, now their everything including weapon damage is divided by force level growths,not just hp - it's not a gameplay change, it's mostly for cleaner code and configs

  • decreased all FL1 enemies's hp by 1, and added that HP back to their FL 2 growths - makes the firstf few missions significantly easier

  • Supply and recruit retaliations will now use the intel retaliation mission - they were tedious to play

  • Tactical sense to 3 defense up to 30 from 4 and 40

  • Alpha Mike Foxtrot to 40% damage from 50% - balance on the trees

  • Base Holotargeting cooldown to 2 from 3 - significant buff to sharpshooters, (especially middle row sharpshooter), increase to the significance of the secondary for the sharpshooters

  • Flush in general replaced with walk fire - basically the same thing, but without the move action - Remember how originally the move action was about flushing targets out of cover? it never really does that. It's only use is making overwatch trigger reliably which is contrary to design intention of making overwatch generally defensive.

  • Guardian % chance to 60% from 55 - wow, it's the LWR's snapshot

  • Reaper now removes the "once per turn" restriction from whirlwind, but the penalty for each chained kill to 25% from 15%

  • WTS instead of granting -15 defense halfs the cover bonuses

  • WTS now grants 30% hp wound reduction instead of 2 ablative

  • Fortified now grants 2 ablative instead of wound reduction

  • Aliens now use their own versions of WTS and the like without the mental immunity

  • Pistols now gain 20 crit

  • The AI will no longer consider mind controlled units in (multi?) targeting

  • Mind controlled units now only start with 1 action

  • Fixed the bugs raised in github issues - please report them there, otherwise I'll forget about fixing them

  • (Probably) fixed sniper rifles not working with EV

  • Disabler now works with long watch and return fire

  • Fixed Shadowstrike being on all the time

  • Increased the detection rate of lib2 and lib3

  • (Probably) Fixed DLC0 armor not working with reinforced underlay

  • Turrets no longer have squadsight

Release download link: https://drive.google.com/file/d/13v1AC9PEpIeHb6umD-dz03UzLBxZRNvx/view?usp=drivesdk

Alpha 0.9

29 Jan 23:14
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Change log:

  • Cooked some of the content - Release has a significantly lower file size

STRATEGY CHANGES

  • Retaliations now have regional buckets

  • Avatar project is revealed with the first pip

  • Avatar works now much faster, and global vigilance has much bigger impact on it

  • Chosen all get revealed at the same time (irrelevant for now)

  • Starting soldier count back to 22 from 16 - reverted, now it's the same as in LWOTC again

  • Supply extraction timer before RNF's hit to 7 from 5 - makes it significantly easier

  • Supply Extraction rewards are now balanced around 8 crates from 9 - makes them higher potential reward

  • Smash and grab base timer to 11 from 14 - makes it significantly harder

  • Sng Mission crates reduced to 4 from 5 - it doesn't impact total rewards, just makes it easier to do reward math (4 v 8) instead of (5 v 8)

  • Both SNG and supply extraction resources from missions SIGNIFICANTLY increased - they are now WAY more rewarding on average, with
    4 SNG crates and 8 extraction crates being 100 supplies, 10 alloys and 10 elerium, and FL20 ones 260 supplies, 26 alloys and 26 elerium

BALANCE CHANGES:

  • Sniper rifle crit reduced to 10 from 30 - tone back to sharpshooters, makes vektor rifle more competitive
  • Grit to 20% base damage reduction from 15
  • Absorption fields to 40% damage reduction from 35%
  • Sharpshooter's untouchable replaced with Trench warfare
  • Removed the pistol perks rows from all classes - they contradicted their intended design of sidearms, and weren't that interesting on their own.
  • Removed Pistol overwatch from the game - It's buggy, pretty much never used, and mostly clogs up the already bloated ability bar.
  • Added Steady Weapon To immolators - Allows technical to decrease rocket scatter

SHINOBI CHANGES

  • Phantom now grants +1 charge for every primary weapon kill
  • Double tap replaced with shadowstrike - your primary weapon shots have +50 aim and deal +50% damage when concealed
  • Apex predator from "Critical hits with your primary weapon have a chance to panic the target and nearby enemies"
    to "Flanking hits with your primary weapon have a chance to panic the target and nearby enemies"
  • Brawler DR to 55% from 48% and reduction per tile to 3 from 4 - makes it much better acoss the board
  • Brawler and infighter now will always confer max DR regardless of the position of melee attack initiation
  • Swapped the shinobi tree around a little
  • Combatives chance to 35% from 50% and crit chance to 15% from 25% - compensation for brawler being much better against melee, the crit bonus already makes it worthwhile on its own

ASSAULT CHANGES

  • Assaults gain hard target on squaddie - gain 10 dodge for every enemy you can see up to 100% - Gives assaults a lot more survivability, especially against overwhelming enemies (and that's when close combat is the most ill-advised)
  • Shotguns base crit to 20 from 10
  • Assault's trench warfare replaced with Untouchable
  • Tactical Sense now grants 4 defense up to 40 - Another biiig buff to assault's survivability against many enemies

REAPER CHANGES

  • Reworked the tree - see the excel sheet
  • Cheap shot now grants +50% damage against targets damaged this turn in addition to the movement action
  • new ability : Arterial Strike - Your primary weapon shots cause (2 damage) bleeding. Your bleeding damage from knives is increased by 1.
  • Lingering shadow defense bonus to 20 from 15

SKIRMISHER CHANGES

  • Changed Skirmisher trees a bit
  • Justice and wrath cooldowns reduced to 3 from 4
  • Combat Presence cooldown reduced to 2 from 3

ENEMY CHANGES

  • Counter beaglerush manouver trigger change from 50% to 100% - with lower detection radiuses and drone mobility you can't really have advent walk on you accidentally - now the attempt will trigger a firing squadron

  • Stun lancer flashbang grenade radius to 4 from 5, and range to 10 from 14 - they unintentionally used much better grenades than they should have

  • Mutons lose suppression

  • GP missions like blacksite now have defensive AI

  • Stun lancers lose all armor but gain 2 hp

  • Moving target to 15 defense 50 dodge from 20 defense 75 dodge

  • Muton Counterattack chance decreased from 66% to 35% - makes meleeing them something to consider, especially with sword's innate 30% crit chance decreasing the chance even further

  • Hopefully fixed the bug when andromedon robots dealt no damage

  • Fixed pinned not refreshing its duration

  • Fixed Target Focus actually increasing the defense of the target

  • Fixed Turrets Shooting At Mind Controlled Enemies

  • Fixed Zombies having a 2 tile duration

  • Fixed EV not triggering Long Watch

  • Fixed Mayhem not granting 2 ammo

  • Fixed rockets being able to be dodged

  • Fixed mag autopistol and coil shotty sometimes not appearing

  • Fixed Light Frame reducing damage of autopistols

  • Fixed Some incorrect XCOM AP ROW Abilities

  • Potentially fixed spectre horror applying other effects than panic

  • Fixed Defilade not working

  • Fixed XTP leveling up things more than it should

DOWNLOAD THE RELEASE HERE

Alpha 0.8.2

14 Jan 18:17
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FUNDAMENTAL CHANGES

  • Negative dodge no longer boosts critical hit chance.
  • NCE dodge range changed from <-15,15> to <-5,15>

CLASS CHANGES

  • Pinned now has better visualization on when it's supposed to apply
  • Steadfast renamed to mayhem and has been reworked to: Gain 2 Ablative HP. Your Suppression is no longer removed by recieving damage. Your primary weapon's clip size is increased by 2. Flush and suppression shots deal +35% damage.
  • Quick Reload (autoloader ability) now has a 3 turn cooldown.
  • Removed some resistance order mentions from the game
  • Renamed High Volume Fire to Imposition
  • Renamed Bullet Wizard to High Volume Fire
  • Buffed and clarified grit: its description is now Grants %DR equal to 15 + half of the %HP lost

BUG FIXES

  • Fixed a very big oversight when infiltration timers were much lower than they should have been
  • Fixed brawler damage reduction not working correctly
  • Fixed Suppression not disabling abilities properly, and Area suppression sometimes not visualizing correctly
  • Fixed High Volume Fire (now named Imposition) not working Correctly
  • Fixed Hunker's dodge bonuses not expiring
  • Fixed Combatives showing an ability icon error and giving bonus crit damage when it should not have
  • Fixed the MSGT templar Icon not showing itself properly
  • Fixed Resilience being on xcom row when it was also on the main tree

DOWNLOAD LINK HERE

Alpha 0.8.1

11 Jan 21:11
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FUNDAMENTAL CHANGES

  • Will loss rate to 2 every 3 turns from 1 every 1 turns
  • Changed the rate of enemy aggressiveness out of los - now defensive is 0.5 moves, balanced is 1 move, and aggressive is 1.5 moves (from 0.25, 1.5 and 2 respectively)
  • Increased the overall reinforcement rate of most gop missions

CLASS CHANGES

  • A lot of Class Tree Changes - Visible Here

  • Chain lightning cooldown increased by 1 qnd jump radius decreased by 1

  • Bullet wizard renamed to saturation fire, ammo cost to 3, and now has -50% damage penalty to its shots

  • Global flanking crit chance to 60 from 50

  • Shotguns and bullpups gain 10 crit

  • Shotgun ow now works within 4 tiles from 9 and has a visible ability that declares it

  • Drone mobility reduced by 2

  • BEO back to 1 damage every 2 enemies, but no longer works with squadsight

  • ZoC mobility penalty to -4 from -6, and aim to -10 from -25

  • Phantom charges to 2 from 3

  • Smoke defense bonus to 20 from 25 - was too strong

  • Grenade launcher will now grant a grenade slot

  • Steadfast now also grants 2 ablative hp

  • Lightning slash is back as a gunner ability

  • Brawler gets reworked to: - Grants 48% damage reduction against adjacent targets. This bonus decreases with distance (-4% DR per tile, to a minimum of 0% DR at 13 tiles or more).

  • WTS dr to 40% from 25%

  • WTS loses wound reduction but now grants immunity to mental attacks

  • Fortified now grants + 2 mobility and immunity to mental attacks

  • A lot of soldier tree changes, will be displayed later

  • Tactical Sense defense limit to 30 from 15

  • Infighter to 50 dodge from 40

  • Lethal Damage to 20% from 30%

  • Removed Mindshield from the game - The goal is to Make mental immunity a class based pick rather than something anyone can equip
    BUG FIXES

  • Fixed officer ranks not appearing properly

  • fixed hunker down causing t-posing

  • hopefully fixed the various suppression bugs

  • fixed the disabler issue

  • Fixed XTP not working correctly

  • Fixed Rocket Researches not working correctly

  • Fixed AI out of los behaviors not working correctly

  • Fixed burning not working correctly

  • Fixed some crashes when spawning andromedon shells

Download Link

Alpha 0.8

01 Jan 19:57
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Alpha 0.8 Pre-release
Pre-release

FUNDAMENTAL CHANGES

  • Damage modifiers now get truncated on the difference rather than result - this makes %DR a lot weaker
  • Burning is now back disabling almost everything just like LWOTC classic
  • Increased will loss rate to 3 will per 2 turns (from 1 will per 1 turns) and there is no more limit to how much you can lose will per mission
  • Civvies dying now provides 5 flat will loss

GENERAL ENEMY CHANGES

  • Reworked Impact fields to: Activate a force field that reduces incoming damage by 35% for a turn
  • All enemies that cannot take cover gain impact fields, as a hunker down substitute
  • Completely reworked the AI behavior when out of combat. AI will now use the following behavior profiles:
  1. Defensive behavior - Hunker, sometimes move + hunker
  2. Balanced behavior - move + hunker, sometimes dash move
  3. Aggressive behavior - Dash move towards xcom

The behavior will depend on the mission type.

  • Drones lose 5 aim

  • Drone repair now has a 1 turn global cooldown and local cooldown increased to 1

  • Priest stasis now has a global cooldown of 1

  • Gatekeepers now have mindshield, but their gateway damage is now reduced from 8 to 5.5 - makes them a lot harder to trivialize but a lot less devastating if uncontrolled

  • New Ability - Unstoppable Gunfire - Reload is no longer turn ending

  • Sectopods gain Unstoppable Gunfire

  • Removed Sustain From Priests

  • Troopers and officers no longer have suppression by default, but it has been added as a t2 dark event

  • Sectoid MindSpin will stun for 1 action instead of disorienting

  • Vipers, sidewinders, spectres and mutons all gain +1 damage

SOLDIER CHANGES

  • All classes's trees get bogged down to 7 ranks from 8 (with the XP requiriments being distributed accordingly), but average ability points gain per rank up to 8 from 6 - gives more room and place to shine for the xcom row

  • All XCOM rows have been rebalanced to be generally stronger, with 1 T1 perk, 2 T2 perks, and 3 T3 perks

  • Plated armor loses 2 HP and Powered armor loses 3 hp, but they are cheaper- nerf to late game XCOM survivability, flat DR made %dr very, very strong

  • Vests no longer grant health, instead they grant 2/2/3/3/4 ablative

  • Stasis vest max hp healed per mission to 4 from 8

  • Reworked hellweave: the zap now functions like bladestorm, dealing 3-5 armor piercing damage, but it no longer burns

  • Shinobi Sword to 150% weapon damage from 175% but gains 30 crit

  • Slash now reveals from phantom by default

  • Phantom can no longer be cast when suppressed

  • DT no longer works with a slash - Big nerf to DT shinobi

  • Shinobi grenadier is replaced with new ability: silent assassin

  • Reworked bullet wizard - Shoot, and then suppress enemies in a 4-tile radius. Cannot be used when concealed.

  • Completely reworked the skirmisher tree

  • Immolator no longer has the -1 mobility penalty and base damage to 100% from 75% but burn damage no longer scales - update for consistency

  • Immolator canisters no longer share cooldown with the flamethrower but they have 1 charge by default - The hunker change made burning a lot weaker, so shared cooldown wasn't that nescessary. Also, increases the viability of +1 canister charge attachment

ABILITY CHANGES

  • Rocket and grenade explosions will no longer be blocked by walls

  • Standard rockets gain 1 radius, shredder rockets gain 1 radius and shred to 2/3/4 from 1/2/3

  • New Ability: Steadfast: Suppression is no longer broken on taking damage

  • Sprinter mobility to 2 from 1

  • Instant Reaction time to 3 dodge per tile from 2

  • Hunker Down dodge to 35 + 3 per tile (from 50 + 2 per tile)

  • Quick Draw AP cost to 5 from 10

  • Mayhem damage bonus decreased to 35% from 50%

  • Bring em on reworked to +1 damage every 3 enemies up to 6

  • Biggest booms chance for double damage to 35% from 20%

  • Rupture ammo cost to 1, and crit bonus to +100

  • Demolition ammo cost to 3 from 4

  • Revival Protocol No longer has any charges, it has a 4 turn cooldown instead

  • Flush damage penalty to 35% from 30% - compensation for the new damage calculation

  • Reaper damage penalty to 20% from 15% - compensation for the new damage calculation

  • Brawler damage reduction to 25% from 45%

  • flashbangs no longer have reduced scatter

  • Base knife charges to 5 and knife juggler bonus ammo to +2 - Makes ammo less of a problem for knife reaper

  • Tenacious defense armor hp to 2 and crit reduction in cover to 20%

  • QuickDraw AP cost to 5 from 10

  • Target focus reworked to ignore 15 enemy defense and dodge - makes it more interesting

  • Reckoning is not turn ending again but restricted to blue move just like lightning slash

BUG FIXES

  • Finally Fixed suppression not having the damage modifier
  • Hopefully fixed the occasional game hangs
  • Fixed the hang on accessing forge
  • Fixed Bullrush not working
  • Fixed Berserkers dealing no damage
  • Fixed archon melee not dealing damage, and M4 muton not having proper loadout
  • Fixed a bug where rockets sometimes went through cover

DOWNLOAD LINK

v0.7.1-alpha-R

23 Oct 18:25
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Fix the bug where shooting a disoriented target removed its ow

Alpha 0.7

10 Oct 15:15
ad397b2
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Alpha 0.7 Pre-release
Pre-release
  • Phantom and shadow now have a better animation, akin to musashi's silent takedown
  • Fixed AI sometimes double moving by flanking themselves
  • Standard Rocket base radius decreased by 1 - Was too stong
  • AI will now try to spread out a little more
  • Fixed mag autopistol schematic not working
  • Guerilla op missions will now have 1 more enemy - they were too easy
  • Fixed the bloody area suppression bug
  • Removed avenger from the game - it's just too buggy
  • Fixed some XCOM AP rows not working correctly
  • Fixed Reckoning not dealing damage
  • Fixed Missing enemy Weapons
  • Removed attachments being sold at black market
  • Fixed lightning slash
  • Retaliation missions have +1 force level modifier - makes enemies there tougher without increasing enemy count
  • Enemies now gain bonus HP with force level (which then gets reset on tier upgrade) - smooths out the difficulty curve from FL incereases
  • base mobility reduced back to 15 from 16
  • assaults and shinobis lose their +1 mobility growth
  • Hunter's instinct damage to +25% from +30%
  • Serial now confers -20% damage penalty, slightly higher than reaper (sitting at 15%)
  • Cheap shot no longer confers bonus damage

LWOTC - R Alpha 0.6

17 Sep 23:04
019a1ba
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LWOTC - R Alpha 0.6 Pre-release
Pre-release

This is the first public release, so most of the changelog is in readme.
DOWNLOAD LINK