diff --git a/.gitattributes b/.gitattributes
deleted file mode 100644
index e69de29bb..000000000
diff --git a/.gitignore b/.gitignore
index 50f30a4b8..d3ce181e1 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,9 +1,5 @@
/*.code-workspace
BuildCache/
PublishedFileID.Id
-git-sizer.exe
-/LongWarOfTheChosen/Content/
-/LongWarOfTheChosen/ContentForCook/
*.upk
-*.bik
*.umap
diff --git a/LongWarOfTheChosen/Config/OldTemplarClassData.ini b/LongWarOfTheChosen/Config/OldTemplarClassData.ini
deleted file mode 100644
index b2ca6b27d..000000000
--- a/LongWarOfTheChosen/Config/OldTemplarClassData.ini
+++ /dev/null
@@ -1,118 +0,0 @@
-
-; Pre rework Templar Class data information. If you want the old Templar, swap the Templar section of XComClassData.ini for this (and see the other Shield rework stuff)
-
-[Templar X2SoldierClassTemplate]
-
--AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sidearm")
-+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="templarshield")
-
-
-!RandomAbilityDecks=()
-+RandomAbilityDecks=(DeckName="TemplarTier1XComAbilities", \\
- Abilities=((AbilityName="Salvo"), \\
- (AbilityName="Flashbanger"), \\
- (AbilityName="Phantom"), \\
- (AbilityName="ZoneOfControl_LW"), \\
- (AbilityName="Covert"), \\
- (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="SmokeGrenade", ApplyToWeaponSlot=eInvSlot_Unknown) \\
- ))
-+RandomAbilityDecks=(DeckName="TemplarTier2XComAbilities", \\
- Abilities=((AbilityName="CombatEngineer"), \\
- (AbilityName="RapidDeployment"), \\
- (AbilityName="FullKit"), \\
- (AbilityName="LoneWolf"), \\
- (AbilityName="Aggression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
- (AbilityName="Dedication_LW"), \\
- (AbilityName="InspireAgility_LW"), \\
- (AbilityName="Infighter"), \\
- (AbilityName="Bringemon"), \\
- (AbilityName="Stealth"), \\
- (AbilityName="Formidable", ApplyToWeaponSlot=eInvSlot_Unknown) \\
- ))
-
-+RandomAbilityDecks=(DeckName="TemplarTier3XComAbilities", \\
- Abilities=((AbilityName="Resilience", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="Evasive"), \\
- (AbilityName="HardTarget", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="Fortify", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="CombatFitness", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="OverKill_LW", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="CenterMass", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="SurvivalInstinct_LW", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="Cutthroat", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
- (AbilityName="Tradecraft", ApplyToWeaponSlot=eInvSlot_Unknown) \\
- ))
-
-+RandomAbilityDecks=(DeckName="TemplarTier4XComAbilities", \\
- Abilities=((AbilityName="Lethal", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
- (AbilityName="CoupDeGrace2", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
- (AbilityName="Concentration_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
- (AbilityName="Implacable", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="TacticalSense", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="LightningReflexes_LW", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="LightningSlash_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
- ))
-!SoldierRanks=()
-; squaddie
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Rend", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="Volt", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="TemplarFocus", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="Momentum"))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_PsiOffense,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1), (StatType=eStat_Will,StatAmount=5)))
-
-; LCPL
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="TemplarInvert")), \\
- (AbilityType=(AbilityName="Amplify")), \\
- (AbilityType=(AbilityName="Indomitable")), \\
- (RandomDeckName="TemplarTier1XComAbilities"), \\
- (AbilityType=(AbilityName="Magnum_LW", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Will,StatAmount=5)))
-
-; CPL
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="StunStrike")), \\
- (AbilityType=(AbilityName="ShieldBash_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- (AbilityType=(AbilityName="Brawler", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (RandomDeckName="TemplarTier1XComAbilities"), \\
- (AbilityType=(AbilityName="Quickdraw", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=1)))
-
-; SGT
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Pillar", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="OverCharge_LW" )), \\
- (AbilityType=(AbilityName="Sustain")), \\
- (RandomDeckName="TemplarTier2XComAbilities"), \\
- (AbilityType=(AbilityName="ClutchShot", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1)))
-
-; SSGT
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="VoidConduit", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="Channel")), \\
- (AbilityType=(AbilityName="Fortress", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (RandomDeckName="TemplarTier2XComAbilities"), \\
- (AbilityType=(AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=1)))
-
-; TSGT
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="DoubleRendFocus", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="ArcWavePassive")), \\
- (AbilityType=(AbilityName="CrusaderRage_LW")), \\
- (RandomDeckName="TemplarTier3XComAbilities"), \\
- (AbilityType=(AbilityName="Gunslinger", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Strength,StatAmount=1)))
-
-; GSGT
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="TemplarTerror", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- (AbilityType=(AbilityName="TemplarBladeStorm", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="ImpactCompensation_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (RandomDeckName="TemplarTier3XComAbilities"), \\
- (AbilityType=(AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1)))
-
-; MSGT
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="IonicStorm", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="Apotheosis")), \\
- (AbilityType=(AbilityName="Ghost", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (RandomDeckName="TemplarTier4XComAbilities"), \\
- (AbilityType=(AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=3)))
diff --git a/LongWarOfTheChosen/Config/XComAI.ini b/LongWarOfTheChosen/Config/XComAI.ini
index 57ad587b1..1a8356ba7 100644
--- a/LongWarOfTheChosen/Config/XComAI.ini
+++ b/LongWarOfTheChosen/Config/XComAI.ini
@@ -88,9 +88,6 @@
;Scamper root used by purifier
+NewBehaviors=(BehaviorName=ScamperRoot_Purifier, NodeType=Selector, Child[0]=CounterBeaglerushManeuver, Child[1]=SniperDefense, Child[2]=MoveAggressiveUnsafe, Child[3]=HuntEnemyWithCover, Child[4]=SkipMove)
-; "ScamperRoot_Warlock" - used by the chosen warlock
-+NewBehaviors=(BehaviorName=ScamperRoot_ChosenWarlock, NodeType=Selector, Child[0]=CounterBeaglerushManeuver, Child[1]=TryChosenSummon, Child[2]=TryShieldAlly, Child[3]=MoveStandardWithLoSUnsafe, Child[4]=MoveStandardUnsafe, Child[5]=MoveStandardWithLoSUnsafeIgnoreHazards, Child[6]=MoveStandardUnsafeIgnoreHazards, Child[7]=SkipMove)
-
; "AvoidBoundAndPanickedTargets" - Add a uniform score bonus to all non-last-resort units (+25)
+BehaviorRemovals="AvoidBoundAndPanickedTargets"
+NewBehaviors=(BehaviorName=AvoidBoundAndPanickedTargets, NodeType=Selector, Child[0]=ScoreIfTargetBoundOrPanicked, Child[1]=AddToTargetScore_25)
@@ -395,25 +392,8 @@ Child[4]=HuntEnemyWithCover)
DistributionPercentToXCom=60
[XComGame.XComGameState_AIGroup]
-+FallbackExclusionList=HiveQueen
-+FallbackExclusionList=ChryssalidSoldier
-;Removing chosen from this is useful for debugging
-+FallbackExclusionList=ChosenSniperM1
-+FallbackExclusionList=ChosenSniperM2
-+FallbackExclusionList=ChosenSniperM3
-+FallbackExclusionList=ChosenSniperM4
-+FallbackExclusionList=ChosenSniperM5
-+FallbackExclusionList=ChosenWarlockM1
-+FallbackExclusionList=ChosenWarlockM2
-+FallbackExclusionList=ChosenWarlockM3
-+FallbackExclusionList=ChosenWarlockM4
-+FallbackExclusionList=ChosenWarlockM5
-+FallbackExclusionList=ChosenAssassinM1
-+FallbackExclusionList=ChosenAssassinM2
-+FallbackExclusionList=ChosenAssassinM3
-+FallbackExclusionList=ChosenAssassinM4
-+FallbackExclusionList=ChosenAssassinM5
-
++FallbackExclusionList="HiveQueen"
++FallbackExclusionList="ChryssalidSoldier"
[XComGame.XComGameState_AIPlayerData]
DownThrottleUnitCount = 999 ; Number of enemies engaged to activate Down Throttling. DISABLED
@@ -1303,7 +1283,7 @@ MAX_SURPRISED_SCAMPER_PATH_LENGTH=7 ; Scamper paths longer than this number of
+Behaviors=(BehaviorName=TryOverwatchLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=AvoidDoubleMove, Child[2]=TryOverwatch)
;ChosenWarlock
-+EquivalentAbilities=( KeyName=ShieldAlly, EquivalentAbilityName[0]=ShieldAllyM1, EquivalentAbilityName[1]=ShieldAllyM2, EquivalentAbilityName[2]=ShieldAllyM3, EquivalentAbilityName[3]=ShieldAllyM4, EquivalentAbilityName[4]=ShieldAllyM5)
++EquivalentAbilities=( KeyName=ShieldAlly, EquivalentAbilityName[0]=ShieldAllyM1, EquivalentAbilityName[1]=ShieldAllyM2, EquivalentAbilityName[2]=ShieldAllyM3, EquivalentAbilityName[3]=ShieldAllyM4)
-Behaviors=(BehaviorName="ChosenWarlock::CharacterRoot", NodeType=Selector, Child[0]=ChosenUnactivated, Child[1]=ChosenActivated, Child[2]=ChosenEngaged, Child[3]=SkipMove)
-Behaviors=(BehaviorName="ChosenWarlock::ChosenEngaged", NodeType=Selector, Child[0]=TryEndSpectralArmy, Child[1]=TryChosenSummon, Child[2]=OverwatchHandlerShootOverwatcherOption, Child[3]=WarlockMoveIfNecessary, Child[4]=TryWarlockCombatAbilities, Child[5]=OverwatchHandlerBackupOption, Child[6]=TryShootOrReloadOrOverwatch, Child[7]=HuntEnemyWithCover)
@@ -1530,36 +1510,35 @@ MAX_SURPRISED_SCAMPER_PATH_LENGTH=7 ; Scamper paths longer than this number of
+Behaviors=(BehaviorName="ChosenSniper::ChosenEngaged", NodeType=Selector, Child[0]=TryLWChosenkidnap, Child[1]=ChosenSniperFirstAction, Child[2]=ChosenSniperLastAction)
+Behaviors=(BehaviorName="ChosenSniperFirstActionSelector", NodeType=Selector, \\
- Child[0]=TryTrackingShotMark,\\
- Child[1]=TryGrenade,\\
+ Child[0]=TryGrenade,\\
+ Child[1]=ShootWhenKillShot_Pistol,\\
Child[2]=TryLightningHands, \\
- Child[3]=ShootWhenFlanking_Pistol, \\
- Child[4]=TryGrappleForOffense,\\
- Child[5]=DoIfFlankedFallback, \\
- Child[6]=TryTrackingShot,\\
- Child[7]=TryFaceoff, \\
- Child[8]=TakePriorityshotsChosen_Pistol, \\
- Child[9]=TakePriorityshotsChosen, \\
- Child[10]=MoveChosenStayBack, \\
+ Child[3]=TryFanFire, \\
+ Child[4]=ShootWhenFlanking_Pistol, \\
+ Child[5]=TryGrappleForOffense,\\
+ Child[6]=DoIfFlankedFallback, \\
+ Child[7]=TakePriorityshotsChosen_Pistol, \\
+ Child[8]=TakePriorityshotsChosen, \\
+ Child[9]=MoveChosenStayBack, \\
+ Child[10]=TryFaceoff, \\
Child[11]=TryShootOrReloadOrOverwatch,\\
Child[12]=HuntEnemyWithCover, \\
Child[13]=TryCombatReadiness)
+Behaviors=(BehaviorName="ChosenSniperLastActionSelector", NodeType=Selector, \\
- Child[0]=TryTrackingShotMark,\\
- Child[1]=TryGrenade,\\
- Child[2]=TryTrackingShot,\\
- Child[3]=TryLightningHands, \\
- Child[4]=TryFanFire, \\
- Child[5]=TryGrappleForOffense,\\
- Child[6]=TakePriorityshotsChosen, \\
- Child[7]=ShootWhenKillShot_Pistol, \\
- Child[8]=ShootWhenFlanking_Pistol, \\
- Child[9]=DoIfFlankedFallback, \\
- Child[10]=TryShootOrReloadOrOverwatch,\\
- Child[11]=MoveChosenStayBack, \\
- Child[12]=HuntEnemyWithCover, \\
- Child[13]=TryCombatReadiness)
+ Child[0]=TryGrenade,\\
+ Child[1]=TryLightningHands, \\
+ Child[2]=TryFanFire, \\
+ Child[3]=TryGrappleForOffense,\\
+ Child[4]=TryFaceoff, \\
+ Child[5]=TakePriorityshotsChosen, \\
+ Child[6]=ShootWhenKillShot_Pistol, \\
+ Child[7]=ShootWhenFlanking_Pistol, \\
+ Child[8]=DoIfFlankedFallback, \\
+ Child[9]=TryShootOrReloadOrOverwatch,\\
+ Child[10]=MoveChosenStayBack, \\
+ Child[11]=HuntEnemyWithCover, \\
+ Child[12]=TryCombatReadiness)
+Behaviors=(BehaviorName=HunterReaction, NodeType=Selector, Child[0]=DoIfFlankedPrimeFallback, Child[1]=NeedsReload, Child[2]=TryCombatReadinessIfMobDebuffed, Child[3]=TryTriggerDamagedTeleportIfFlanked, Child[4]=TryCombatReadiness)
diff --git a/LongWarOfTheChosen/Config/XComAcademyUnlocks.ini b/LongWarOfTheChosen/Config/XComAcademyUnlocks.ini
index 41266fada..6e37cb543 100644
--- a/LongWarOfTheChosen/Config/XComAcademyUnlocks.ini
+++ b/LongWarOfTheChosen/Config/XComAcademyUnlocks.ini
@@ -1,4 +1,4 @@
-; Config file for the changed Parkour GTS ability
-[LW_FactionBalance.X2StrategyElement_AcademyUnlocks_GrappleParkour]
-PARKOUR_RANK=5 ; Rank of Skirmisher required to buy the perk, 1 is Squaddie, 5 is Captain, 7 is Colonel, etc
+; Config file for the changed Parkour GTS ability
+[LW_FactionBalance.X2StrategyElement_AcademyUnlocks_GrappleParkour]
+PARKOUR_RANK=5 ; Rank of Skirmisher required to buy the perk, 1 is Squaddie, 5 is Captain, 7 is Colonel, etc
PARKOUR_COST=75 ; Amount of Supplies required to buy the perk
\ No newline at end of file
diff --git a/LongWarOfTheChosen/Config/XComCamera.ini b/LongWarOfTheChosen/Config/XComCamera.ini
index d0121609a..ed3f3e3f1 100644
--- a/LongWarOfTheChosen/Config/XComCamera.ini
+++ b/LongWarOfTheChosen/Config/XComCamera.ini
@@ -1,10 +1,3 @@
-[XComGame.X2Camera_Cinescript]
-+AbilityCameras=(AbilityCameraType="IRI_SoulShot", \\
- ShooterTeam=CinescriptShooterTeam_XCom, ExtraAbilityEndDelay=0, \\
- CameraCuts[0]=(CutAnimNotify="CameraStart", NewCameraType=CinescriptCameraType_Matinee, MatineeCommentPrefix="CIN_Quick_Wide"), \\
- CameraCuts[1]=(CutAnimNotify="CameraEnd", NewCameraType=CinescriptCameraType_Exit), \\
- CameraCuts[2]=(CutAfterPrevious=True, NewCameraType=CinescriptCameraType_Exit))
-
[XComGame.X2Action_ApplyWeaponDamageToTerrain]
CameraShakeIntensity_Large=0.00
diff --git a/LongWarOfTheChosen/Config/XComClassData.ini b/LongWarOfTheChosen/Config/XComClassData.ini
index 3b289a41c..cc4374b2a 100644
--- a/LongWarOfTheChosen/Config/XComClassData.ini
+++ b/LongWarOfTheChosen/Config/XComClassData.ini
@@ -43,7 +43,7 @@ NumInDeck=0
[LWS_Technical X2SoldierClassTemplate]
+bMultiplayerOnly=0
+ClassPoints=3
-+IconImage="img:///UILibrary_LWOTC.class_Technical"
++IconImage="img:///UILibrary_LW_Overhaul.class_Technical"
+NumInForcedDeck=1
+NumInDeck=4
+bCanHaveBonds=true
@@ -139,7 +139,7 @@ NumInDeck=0
)
; CPL
-+SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="ConcussionRocket", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
++SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="BiggestBooms_LW" )), \\
(AbilityType=(AbilityName="Fortify" )), \\
(AbilityType=(AbilityName="NapalmX", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
(RandomDeckName="Tier1_XComAbilities"), \\
@@ -148,7 +148,7 @@ NumInDeck=0
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_Will,StatAmount=0)) \\
)
; SGT
-+SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="BiggestBooms_LW" )), \\
++SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="ConcussionRocket", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
(AbilityType=(AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=(AbilityName="Burnout", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
(RandomDeckName="Tier2_XComAbilities"), \\
@@ -724,7 +724,7 @@ NumInDeck=0
(AbilityName="Tradecraft", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="LightningReflexes_LW"), \\
(AbilityName="Predator_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
- (AbilityName="TacticalSense" ), \\
+ (AbilityName="ScrapMetal_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Evasive"), \\
(AbilityName="Ruthless_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
@@ -799,7 +799,7 @@ NumInDeck=0
)
; GSGT
+SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="ScrapMetal_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
+ (AbilityType=(AbilityName="TacticalSense" )), \\
(AbilityType=(AbilityName="RapidReaction", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(RandomDeckName="Tier3_XComAbilities"), \\
(AbilityType=(AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_Pistol)) \\
@@ -842,7 +842,7 @@ NumInDeck=0
(AbilityName="Flashbanger"), \\
(AbilityName="SmokeGrenade"), \\
(AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
+ (AbilityName="Resilience", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="DeepCover"), \\
(AbilityName="SurvivalInstinct_LW"), \\
(AbilityName="HardTarget"), \\
@@ -859,6 +859,7 @@ NumInDeck=0
+RandomAbilityDecks=(DeckName="Tier2_XComAbilities", \\
Abilities=((AbilityName="RapidDeployment"), \\
+ (AbilityName="WeaponHandling_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="TacticalSense"), \\
(AbilityName="LeadTheTarget_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Shadowstrike_LW", ApplyToWeaponSlot=eInvSlot_Unknown), \\
@@ -869,9 +870,8 @@ NumInDeck=0
(AbilityName="CoolUnderPressure", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="CombatEngineer", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="Concentration_LW"), \\
- (AbilityName="Impulse_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
- (AbilityName="Untouchable", ApplyToWeaponSlot=eInvSlot_Unknown), \\
- (AbilityName="Resilience", ApplyToWeaponSlot=eInvSlot_Unknown) \\
+ (AbilityName="Reposition_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
+ (AbilityName="Untouchable", ApplyToWeaponSlot=eInvSlot_Unknown) \\
))
+RandomAbilityDecks=(DeckName="Tier3_XComAbilities", \\
@@ -934,9 +934,9 @@ NumInDeck=0
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_Will,StatAmount=0), (StatType=eStat_HP,StatAmount=1)) \\
)
; SSGT
-+SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="LowProfile", )), \\
++SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=(AbilityName="IndependentTracking", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
- (AbilityType=(AbilityName="Reposition_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
+ (AbilityType=(AbilityName="LowProfile" )), \\
(RandomDeckName="Tier2_XComAbilities"), \\
(AbilityType=(AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_Pistol)) \\
), \\
@@ -1680,9 +1680,13 @@ bHasClassMovie=true
(AbilityName="Needle", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="RemoteStart", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="TacticalSense"), \\
+ (AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="LightningReflexes_LW"), \\
(AbilityName="InspireAgility_LW"), \\
(AbilityName="Formidable"), \\
+ (AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
+ (AbilityName="Impulse_LW", ApplyToWeaponSlot=eInvSlot_Unknown), \\
+ (AbilityName="AimAssist_LW"), \\
(AbilityName="CombatEngineer"), \\
(AbilityName="Concentration_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="HardTarget"), \\
@@ -1692,11 +1696,13 @@ bHasClassMovie=true
Abilities=((AbilityName="CenterMass", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="ReadyForAnything", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="RapidReaction", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
+ (AbilityName="Predator_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="CoupDeGrace2", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="OpenFire_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Overkill_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Resilience", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="SurvivalInstinct_LW"), \\
+ (AbilityName="Executioner_LW"), \\
(AbilityName="Sting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="PaleHorse"), \\
(AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
@@ -1777,17 +1783,11 @@ bHasClassMovie=true
[Templar X2SoldierClassTemplate]
-;NOTE ON TEMPLAR SHIELDS: If you want shields still, obtain your own class perk trees from older builds or from a rework such as Kiruka's. Then make the below changes noted as well
-
-;change the below to false if you want to use shields:
-bNoSecondaryWeapon=true
-AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sidearm")
++AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="templarshield")
-;If you want Templar Shields back, uncomment the below line:
-;+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="templarshield")
!RandomAbilityDecks=()
-
+RandomAbilityDecks=(DeckName="TemplarTier1XComAbilities", \\
Abilities=((AbilityName="Salvo"), \\
(AbilityName="Flashbanger"), \\
@@ -1798,7 +1798,7 @@ bNoSecondaryWeapon=true
(AbilityName="SmokeGrenade", ApplyToWeaponSlot=eInvSlot_Unknown) \\
))
+RandomAbilityDecks=(DeckName="TemplarTier2XComAbilities", \\
- Abilities=((AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
+ Abilities=((AbilityName="CombatEngineer"), \\
(AbilityName="RapidDeployment"), \\
(AbilityName="FullKit"), \\
(AbilityName="LoneWolf"), \\
@@ -1833,32 +1833,29 @@ bNoSecondaryWeapon=true
(AbilityName="LightningReflexes_LW", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="LightningSlash_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
))
-
-
!SoldierRanks=()
; squaddie
-+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Rend_LW", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
++SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Rend", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=(AbilityName="Volt", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="IRI_TemplarShield", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=(AbilityName="TemplarFocus", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=(AbilityName="Momentum"))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_PsiOffense,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1), (StatType=eStat_Will,StatAmount=5)))
; LCPL
+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="TemplarInvert")), \\
- (AbilityType=(AbilityName="Amplify", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
+ (AbilityType=(AbilityName="Amplify")), \\
(AbilityType=(AbilityName="Indomitable")), \\
(RandomDeckName="TemplarTier1XComAbilities"), \\
(AbilityType=(AbilityName="Magnum_LW", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Will,StatAmount=5)))
+ aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Will,StatAmount=5)))
; CPL
+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="StunStrike")), \\
- (AbilityType=(AbilityName="IRI_SoulShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
+ (AbilityType=(AbilityName="ShieldBash_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
(AbilityType=(AbilityName="Brawler", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(RandomDeckName="TemplarTier1XComAbilities"), \\
(AbilityType=(AbilityName="Quickdraw", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
- aStatProgression=((StatType=eStat_Offense,StatAmount=2)))
+ aStatProgression=((StatType=eStat_Offense,StatAmount=1)))
; SGT
+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Pillar", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
@@ -1878,7 +1875,7 @@ bNoSecondaryWeapon=true
; TSGT
+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="DoubleRendFocus", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
- (AbilityType=(AbilityName="ArcWavePassive_LW")), \\
+ (AbilityType=(AbilityName="ArcWavePassive")), \\
(AbilityType=(AbilityName="CrusaderRage_LW")), \\
(RandomDeckName="TemplarTier3XComAbilities"), \\
(AbilityType=(AbilityName="Gunslinger", ApplyToWeaponSlot=eInvSlot_Pistol))), \\
diff --git a/LongWarOfTheChosen/Config/XComContent.ini b/LongWarOfTheChosen/Config/XComContent.ini
index 825693c37..70c00b7e9 100644
--- a/LongWarOfTheChosen/Config/XComContent.ini
+++ b/LongWarOfTheChosen/Config/XComContent.ini
@@ -4,18 +4,9 @@
[Content.MapContent]
.Map=CIN_Loading_Infiltration_CityCenter
-.Package=UICollection_Dropship
-
.Map=CIN_Loading_Infiltration_SmallTown
-.Package=UICollection_Dropship
-
-.Map=$ALL
-.Package=UILibrary_Refs
-.Package=UILibrary_SMG
-.Package=UILibrary_LW_AlienPack
-.Package=UILibrary_LW_Coilguns
-.Package=UILibrary_LW_LaserPack
-.Package=UILibrary_LWOTC
++Package=UICollection_Dropship
++Package=LWSmashNGrab
[XComGame.X2BodyPartTemplateManager]
;; HAX fix for bad config in base-game
diff --git a/LongWarOfTheChosen/Config/XComEncounterLists.ini b/LongWarOfTheChosen/Config/XComEncounterLists.ini
index db4606450..f193c15b1 100644
--- a/LongWarOfTheChosen/Config/XComEncounterLists.ini
+++ b/LongWarOfTheChosen/Config/XComEncounterLists.ini
@@ -6902,30 +6902,6 @@
SpawnDistribution[67]=(Template="Faceless", MinForceLevel=7, MaxForceLevel=20, MaxCharactersPerGroup=2, SpawnWeight=20))
-;--------------------------
-; Sitreps:
-
-+SpawnDistributionLists=(ListID="PsionicLeaders", \\
- SpawnDistribution[0]=(Template="SectoidM2_LW", MinForceLevel=12, MaxForceLevel=99, MaxCharactersPerGroup=1, SpawnWeight=100), \\
- )
-
-+SpawnDistributionLists=(ListID="PsionicFollowers", \\
- SpawnDistribution[0]=(Template="SectoidM2_LW", MinForceLevel=12, MaxForceLevel=99, MaxCharactersPerGroup=1, SpawnWeight=100), \\
- )
-
-+SpawnDistributionLists=(ListID="AutomatedDefensesLeaders", \\
- SpawnDistribution[0]=(Template="AdvMEC_M3_LW", MinForceLevel=16, MaxForceLevel=99, MaxCharactersPerGroup=2, SpawnWeight=240), \\
- SpawnDistribution[1]=(Template="AdvMECArcherM1", MinForceLevel=9, MaxForceLevel=99, MaxCharactersPerGroup=2, SpawnWeight=240), \\
- SpawnDistribution[2]=(Template="AdvMECArcherM2", MinForceLevel=13, MaxForceLevel=99, MaxCharactersPerGroup=2, SpawnWeight=240), \\
- )
-
-+SpawnDistributionLists=(ListID="AutomatedDefensesFollowers", \\
- SpawnDistribution[0]=(Template="AdvMEC_M3_LW", MinForceLevel=19, MaxForceLevel=99, MaxCharactersPerGroup=2, SpawnWeight=240), \\
- SpawnDistribution[1]=(Template="AdvMECArcherM1", MinForceLevel=10, MaxForceLevel=99, MaxCharactersPerGroup=2, SpawnWeight=240), \\
- SpawnDistribution[2]=(Template="AdvMECArcherM2", MinForceLevel=14, MaxForceLevel=99, MaxCharactersPerGroup=2, SpawnWeight=240), \\
- )
-
-
;--------------------------
; Normal Lost
;
diff --git a/LongWarOfTheChosen/Config/XComEncounters.ini b/LongWarOfTheChosen/Config/XComEncounters.ini
index dafca81bf..e2e9ffe17 100644
--- a/LongWarOfTheChosen/Config/XComEncounters.ini
+++ b/LongWarOfTheChosen/Config/XComEncounters.ini
@@ -2225,24 +2225,3 @@
ExcludeTacticalTag="Ruler_ArchonKingDead"), \\
EncounterIDs[3]=(EncounterID="OPNx4_Standard_LW") \\
)
-
-; level 5 chosen encounters
-
-+ConfigurableEncounters=(EncounterID="CHOSENx1_AssassinM5", \\
- MaxSpawnCount=1, \\
- bDisableSpawn=true, \\
- ReinforcementCountdown=0, \\
- ForceSpawnTemplateNames[0]="ChosenAssassinM5")
-
-+ConfigurableEncounters=(EncounterID="CHOSENx1_WarlockM5", \\
- MaxSpawnCount=1, \\
- bDisableSpawn=true, \\
- ReinforcementCountdown=0, \\
- ForceSpawnTemplateNames[0]="ChosenWarlockM5")
-
-+ConfigurableEncounters=(EncounterID="CHOSENx1_SniperM5", \\
- MaxSpawnCount=1, \\
- bDisableSpawn=true, \\
- ReinforcementCountdown=0, \\
- ForceSpawnTemplateNames[0]="ChosenSniperM5")
-
\ No newline at end of file
diff --git a/LongWarOfTheChosen/Config/XComEngine.ini b/LongWarOfTheChosen/Config/XComEngine.ini
index a8fdb03ea..efabb506c 100644
--- a/LongWarOfTheChosen/Config/XComEngine.ini
+++ b/LongWarOfTheChosen/Config/XComEngine.ini
@@ -60,7 +60,6 @@ bDisablePhysXHardwareSupport=true
+ModClassOverrides=(BaseGameClass="UIStrategyMapItem_AlienNetworkComponent", ModClass="LW_Overhaul.UIStrategyMapItem_AlienNetworkComponent_LW")
+ModClassOverrides=(BaseGameClass="UIAdventOperations", ModClass="LW_Overhaul.UIAdventOperations_LW")
+ModClassOverrides=(BaseGameClass="UIMission_ChosenAmbush", ModClass="LW_Overhaul.UIMission_ChosenAmbush_LW")
-+ModClassOverrides=(BaseGameClass="XGAIBehavior_Civilian", ModClass="LW_Overhaul.XGAIBehavior_Civilian_LW")
;+UIDynamicClassOverrides=(BaseGameClass="UIPersonnel_SoldierListItem", ModClass="LW_Toolbox_Integrated.UIPersonnel_SoldierListItem_LW")
; Perfect Information for LW2
diff --git a/LongWarOfTheChosen/Config/XComGame.ini b/LongWarOfTheChosen/Config/XComGame.ini
index e360a70db..2ef385d0e 100644
--- a/LongWarOfTheChosen/Config/XComGame.ini
+++ b/LongWarOfTheChosen/Config/XComGame.ini
@@ -34,7 +34,6 @@ LostTowersPOIForceLevel=5
[XComGame.CHHelpers]
PreserveProxyUnitData=true
UseTeamSwapFix=true
-bDontUnequipCovertOps=true
UseNewPersonnelStatusBehavior=true
PlaceEvacZoneAbilityName="PlaceDelayedEvacZone"
DisableExtraLOSCheckForSmoke=true
@@ -54,9 +53,6 @@ DisableSkipGroupOnScamper=true
+ClassesExcludedFromAWCRoll=LWS_Sharpshooter
+ClassesExcludedFromAWCRoll=LWS_Shinobi
+ClassesExcludedFromAWCRoll=LWS_Assault
-+ClassesExcludedFromAWCRoll=Reaper
-+ClassesExcludedFromAWCRoll=Skirmisher
-+ClassesExcludedFromAWCRoll=Templar
+TickOnMindControlRemovalEffects=Stunned
@@ -67,9 +63,6 @@ DisableSkipGroupOnScamper=true
+AbilityTemplatePerksToLoad=LW_SoulStorm
+AbilityTemplatePerksToLoad=XCOMHunterMark_LW
+AbilityTemplatePerksToLoad=CloseCombatSpecialistAttack
-+AbilityTemplatePerksToLoad=IRI_SoulShot
-+AbilityTemplatePerksToLoad=IRI_TemplarShield
-+AbilityTemplatePerksToLoad=Apotheosis
+ClassesAllowPsiPCS=PsiOperative
@@ -78,9 +71,6 @@ DisableSkipGroupOnScamper=true
+GrenadesRequiringUnitsOnTargetedTiles=DenseSmokeGrenade
+GrenadesRequiringUnitsOnTargetedTiles=DenseSmokeGrenadeMk2
-bDisableCivilianPreMoveYell = true
-bDisableYellRedAlert = true
-
[BetterSecondWaveSupport.X2DownloadableContentInfo_BetterSecondWaveSupport]
+AddSecondWave=(ID="DisableTutorial", DifficultyValue=0)
+AddSecondWave=(ID="DisableChosen", DifficultyValue=0)
@@ -110,7 +100,7 @@ bDontTouchSquadSize=true
[LongWarOfTheChosen CHDLCRunOrder]
;+RunBefore="PrimarySecondaries"
-+RunAfter="EncounterListReplacerWOTC"
+;+RunAfter
[LongWarOfTheChosen CHModDependency]
DisplayName="Long War of the Chosen"
diff --git a/LongWarOfTheChosen/Config/XComGameCore.ini b/LongWarOfTheChosen/Config/XComGameCore.ini
index a9095312e..e7bbb3d58 100644
--- a/LongWarOfTheChosen/Config/XComGameCore.ini
+++ b/LongWarOfTheChosen/Config/XComGameCore.ini
@@ -308,8 +308,6 @@ NUM_STARTING_SOLDIERS=22
-LootTables = ( TableName = "Andromedon_TimedLoot",Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), Loots[1]=(Chance=50,MinCount=1,MaxCount=1,TableRef="MidAlienWeaponUpgrades",RollGroup=2), Loots[2]=(Chance=50,MinCount=1,MaxCount=1,TableRef="LateAlienWeaponUpgrades",RollGroup=2), Loots[3]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="AlienDatapad",RollGroup=3) )
-LootTables = ( TableName = "Sectopod_TimedLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TableRef="LateAlienWeaponUpgrades",RollGroup=2), Loots[2]=(Chance=50,MinCount=1,MaxCount=1,TemplateName="AlienDatapad",RollGroup=3) )
-LootTables = ( TableName = "Gatekeeper_TimedLoot",Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TableRef="LateAlienWeaponUpgrades",RollGroup=2), Loots[2]=(Chance=50,MinCount=1,MaxCount=1,TemplateName="AlienDatapad",RollGroup=3) )
--LootTables = ( TableName = "Spectre_TimedLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TableRef="MidAlienWeaponUpgrades",RollGroup=2), Loots[2]=(Chance=34,MinCount=1,MaxCount=1,TemplateName="AlienDatapad",RollGroup=3) )
-
; ALIEN TIMED LOOT -- generally add up to 80% so missions will have a mixed number of drops
@@ -368,12 +366,6 @@ NUM_STARTING_SOLDIERS=22
Loots[4]=(Chance=10,MinCount=1,MaxCount=1,TableRef="EarlyAlienWeaponUpgrades",RollGroup=1), \\
Loots[5]=(Chance=20,MinCount=1,MaxCount=1,TableRef="MidAlienWeaponUpgrades",RollGroup=1) \\
)
-+LootTables = ( TableName = "Spectre_TimedLoot",\\
- Loots[0]=(Chance=35,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), \\
- Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TableRef="EarlyAlienWeaponUpgrades",RollGroup=1), \\
- Loots[2]=(Chance=35,MinCount=1,MaxCount=1,TableRef="MidAlienWeaponUpgrades",RollGroup=1), \\
- Loots[3]=(Chance=5,MinCount=1,MaxCount=1,TemplateName="AlienDatapad",RollGroup=1) \\
- )
+LootTables = ( TableName = "Archon_TimedLoot", \\
Loots[0]=(Chance=35,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), \\
Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="EarlyAlienWeaponUpgrades",RollGroup=1), \\
@@ -1237,11 +1229,11 @@ SATELLITE_DATA_SCAN_RATE_DURATION_HOURS=672
ENEMY_PROTOCOL_HACKING_BONUS=10
VIPER_ROUNDS_APPLICATION_CHANCE=12
--HackRewardNames=FacilityLead
--HackRewardNames=LootFacilityLead_T1
--HackRewardNames=LootFacilityLead_T2
--HackRewardNames=SatelliteData_T1
--HackRewardNames=SatelliteData_T2
+-HackRewardNames="FacilityLead"
+-HackRewardNames="LootFacilityLead_T1"
+-HackRewardNames="LootFacilityLead_T2"
+-HackRewardNames="SatelliteData_T1"
+-HackRewardNames="SatelliteData_T2"
+HackRewardNames="BuffEnemy_FullOverride"
+HackRewardNames="ControlRobot_Mission"
@@ -1462,9 +1454,9 @@ LootTemplateName=BigIntelCache
[LootPCS_T1_LW X2HackRewardTemplate]
RewardImagePath=img:///UILibrary_Common.HackReward_breachNetwork
-MinHackSuccess=45
+MinHackSuccess=55
HackSuccessVariance=10
-bIsTier1Reward=true
+bIsTier2Reward=true
bPairWithLinkedReward=false
bIsTacticalReward=true
bIsStrategyReward=true
@@ -2580,14 +2572,3 @@ DISRUPTOR_RIFLE_PSI_CRIT=100
+HideVisualizationOfResults=AA_UnitIsMindControlling
+HideVisualizationOfResults=AA_NotWithAnObjectiveItem
+HideVisualizationOfResults=AA_AlreadyAmplified
-
-[XComGame.X2Effect_ApplyWeaponDamage]
-
-;Temporarily add the config variable so the damage % change will work with local highlander
-TRUNCATE_FINAL_DAMAGE_MODIFIER = true
-
-[XComGame.X2GrapplePuck]
-
-!GrappleDistanceModsByAbility=()
--GrappleDistanceModsByAbility[0]=(AbilityName="HunterGrapple", DistanceModMeters=10)
-+GrappleDistanceModsByAbility[0]=(AbilityName="HunterGrapple", DistanceModMeters=0)
diff --git a/LongWarOfTheChosen/Config/XComGameData.ini b/LongWarOfTheChosen/Config/XComGameData.ini
index 0c545c09c..f54ab1ad9 100644
--- a/LongWarOfTheChosen/Config/XComGameData.ini
+++ b/LongWarOfTheChosen/Config/XComGameData.ini
@@ -557,8 +557,8 @@ ReducedContactBaseModifier[3]=25 ;Impossible
+SoldierRewardForceLevelGates=2; LCPL (3 weeks)
+SoldierRewardForceLevelGates=4; CPL (9 weeks)
+SoldierRewardForceLevelGates=8; SGT
-+SoldierRewardForceLevelGates=14; SSGT
-+SoldierRewardForceLevelGates=20; TSGT
++SoldierRewardForceLevelGates=12; SSGT
++SoldierRewardForceLevelGates=18; TSGT
+SoldierRewardForceLevelGates=35; GSGT
+SoldierRewardForceLevelGates=40; MSGT
@@ -661,7 +661,7 @@ RURAL_CHECKPOINTS_SUPPLY_MULTIPLIER=0.5
[XComGame.X2AbilityTemplateManager]
+EffectUpdatesOnMove="LWOfficerCommandAura"
-+AbilityAvailabilityCodes="AA_UnitIsFocussed"
++AbilityAvailabilityCodes="AA_UnitIsFocusssedOn"
+AbilityAvailabilityCodes="AA_InsufficientIntel"
SuperConcealShotMax=100
@@ -708,10 +708,6 @@ bSmokeCancelsFlankCritBonus=true
+PerkPackage=LW_PsiOverhaul_Perks
+PerkPackage=HunterTrackingMark_LW
-+PerkPackage = "IRISoulShotPerk"
-+PerkPackage = "IRIParryReworkPerk"
-+PerkPackage = "IRIApotheosisPerk"
-
[LW_Overhaul.X2StrategyElement_NewTechs_LW]
RENDER_REWARD_ELERIUM_CORE=8 ; Elerium Dust
RENDER_REWARD_SECTOID_CORPSE=3 ; Alien Alloy
@@ -785,10 +781,8 @@ REPEAT_BASIC_ENGINEERING_INCREASE = 2800
+Loadouts=(LoadoutName="SquaddieSkirmisher", Items[0]=(Item="SkirmisherArmor"), Items[1]=(Item="Bullpup_CV"), Items[2]=(Item="WristBlade_CV"), Items[3]=(Item="FlashbangGrenade"), Items[4]=(Item="CeramicPlating"))
-Loadouts=(LoadoutName="SquaddieTemplar", Items[0]=(Item="TemplarArmor"), Items[1]=(Item="ShardGauntlet_CV"), Items[2]=(Item="Sidearm_CV"), Items[3]=(Item="FragGrenade"))
++Loadouts=(LoadoutName="SquaddieTemplar", Items[0]=(Item="TemplarArmor"), Items[1]=(Item="ShardGauntlet_CV"), Items[2]=(Item="TemplarBallisticShield_CV"), Items[3]=(Item="FlashbangGrenade"), Items[4]=(Item="CeramicPlating"))
-; If you want Templar Shields switch line is commented out below.
-;+Loadouts=(LoadoutName="SquaddieTemplar", Items[0]=(Item="TemplarArmor"), Items[1]=(Item="ShardGauntlet_CV"), Items[2]=(Item="TemplarBallisticShield_CV"), Items[3]=(Item="FlashbangGrenade"), Items[4]=(Item="CeramicPlating"))
-+Loadouts=(LoadoutName="SquaddieTemplar", Items[0]=(Item="TemplarArmor"), Items[1]=(Item="ShardGauntlet_CV"), Items[2]=(Item="FlashbangGrenade"), Items[3]=(Item="CeramicPlating"))
+Loadouts=(LoadoutName="SquaddieLWS_Assault", Items[0]=(Item="Shotgun_CV"), Items[1]=(Item="Arcthrower_CV"))
+Loadouts=(LoadoutName="SquaddieLWS_Shinobi", Items[0]=(Item="SMG_CV"), Items[1]=(Item="Sword_CV"))
@@ -799,6 +793,9 @@ REPEAT_BASIC_ENGINEERING_INCREASE = 2800
+Loadouts=(LoadoutName="SquaddieLWS_Specialist", Items[0]=(Item="AssaultRifle_CV"), Items[1]=(Item="Gremlin_CV"))
+Loadouts=(LoadoutName="SquaddieLWS_Technical", Items[0]=(Item="AssaultRifle_CV"), Items[1]=(Item="LWGauntlet_CV"))
+-Loadouts=(LoadoutName="RequiredSoldier", Items[0]=(Item="XPad"))
++Loadouts=(LoadoutName="RequiredSoldier", Items[0]=(Item="XPad"), Items[1]=(Item="EvacFlare"))
+
+Loadouts=(LoadoutName="ResistanceMecM1_Loadout", Items[0]=(Item="AdvMEC_M1_WPN"), Items[1]=(Item="ResistanceMEC_Shoulder_WPN"))
+Loadouts=(LoadoutName="RebelSoldier", Items[0]=(Item="AssaultRifle_CV"), Items[1]=(Item="FragGrenade"), Items[2]=(Item="FlashbangGrenade"), Items[3]=(Item="EvacFlare"))
@@ -893,11 +890,6 @@ REPEAT_BASIC_ENGINEERING_INCREASE = 2800
+Loadouts=(LoadoutName="ChosenSniperM2_Loadout", Items[0]=(Item="ChosenSniperRifle_MG"), Items[1]=(Item="ChosenSniperPistol_MG"), Items[2]=(Item="HunterFlashbang"))
+Loadouts=(LoadoutName="ChosenSniperM3_Loadout", Items[0]=(Item="ChosenSniperRifle_BM"), Items[1]=(Item="ChosenSniperPistol_BM"), Items[2]=(Item="HunterFlashbang"))
+Loadouts=(LoadoutName="ChosenSniperM4_Loadout", Items[0]=(Item="ChosenSniperRifle_T4"), Items[1]=(Item="ChosenSniperPistol_T4"), Items[2]=(Item="HunterFlashbang"))
-+Loadouts=(LoadoutName="ChosenSniperM5_Loadout", Items[0]=(Item="ChosenSniperRifle_T5"), Items[1]=(Item="ChosenSniperPistol_T5"), Items[2]=(Item="HunterFlashbang"))
-
-+Loadouts=(LoadoutName="ChosenWarlockM5_Loadout", Items[0]=(Item="ChosenRifle_T5"), Items[1]=(Item="WarlockM5_PsiWeapon"))
-
-+Loadouts=(LoadoutName="ChosenAssassinM5_Loadout", Items[0]=(Item="ChosenShotgun_T5"), Items[1]=(Item="ChosenSword_T5"), Items[2]=(Item="MountainMistGrenade"))
; This is for PCS stat bumps
@@ -1357,17 +1349,8 @@ TIER3_STRIKE_DMG=(Damage=12, Spread=0, PlusOne=0, Crit=6, Pierce=0, Shred=0, Tag
)
-+ChestDefinitions=(Type="Basic4", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Standard", LootTable="SupplyExtraction_Basic4")
-+ChestDefinitions=(Type="Basic5", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Standard", LootTable="SupplyExtraction_Basic5")
-
[XComGame.X2StrategyGameRulesetDataStructures]
-; override Bond training time modifiers.
-BondProjectPoints[0]=0
-BondProjectPoints[1]=1
-BondProjectPoints[2]=1
-BondProjectPoints[3]=1
-
;-AbilityPointCosts[0]=0 ; Squaddie
;-AbilityPointCosts[1]=10 ; Corporal
;-AbilityPointCosts[2]=11 ; Sergeant
@@ -1706,34 +1689,23 @@ MinimumForceLevel=15
[XComGame.X2StrategyElement_XpackStaffSlots]
RESISTANCE_RING_COVERT_ACTION_DURATION_MODIFIER=0.25
-[XComGame.XComGameState_AdventChosen]
-TooltipBounds=(fLeft=-0.015, fTop=-0.025, fRight=0.015, fBottom=0.015)
-
-MaxScoreAtKnowledgeLevel[eChosenKnowledge_Start]=24
-MaxScoreAtKnowledgeLevel[eChosenKnowledge_Saboteur]=49
-MaxScoreAtKnowledgeLevel[eChosenKnowledge_Sentinel]=74
-MaxScoreAtKnowledgeLevel[eChosenKnowledge_Collector]=99
-MaxScoreAtKnowledgeLevel[eChosenKnowledge_Raider]=100
-
[ChosenAction_Retribution X2ChosenActionTemplate]
MaxPerMonth=3
IndividualCooldown=2
-ActionPriority=40
-MinXComKnowledge=3
-MinKnowledgeGain=8
-MaxKnowledgeGain=8
+ActionPriority=20
+MinXComKnowledge=1
+MinKnowledgeGain=5
+MaxKnowledgeGain=5
[ChosenAction_Training X2ChosenActionTemplate]
MaxPerMonth=3
-ActionPriority=20
-IndividualCooldown=2
+ActionPriority=10
[ChosenAction_Sabotage X2ChosenActionTemplate]
MaxPerMonth=3
-IndividualCooldown=0
-MinXComKnowledge=0
-ActionPriority=10
-ActivationTime=(MinDays=10, MaxDays=20)
+IndividualCooldown=3
+MinXComKnowledge=3
+ActionPriority=40
[ChosenAction_DarkEvent X2ChosenActionTemplate]
MaxPerMonth=1
@@ -1750,84 +1722,84 @@ MinXComKnowledge=4
ActivationTime=(MinDays=2, MaxDays=10)
[XComGame.X2StrategyElement_XpackChosenActions]
-SabotageChance[0]=40
-SabotageChance[1]=40
-SabotageChance[2]=40
-SabotageChance[3]=40
+SabotageChance[0]=100
+SabotageChance[1]=100
+SabotageChance[2]=100
+SabotageChance[3]=100
[XComGame.X2StrategyElement_DefaultSabotages]
-CargoHoldPercentDecrease[0]=0.25f
-CargoHoldPercentDecrease[1]=0.25f
-CargoHoldPercentDecrease[2]=0.25f
-CargoHoldPercentDecrease[3]=0.25f
-CargoHoldMin[0]=25
-CargoHoldMin[1]=25
-CargoHoldMin[2]=25
-CargoHoldMin[3]=25
-ServerArrayPercentDecrease[0]=0.25f
-ServerArrayPercentDecrease[1]=0.25f
-ServerArrayPercentDecrease[2]=0.25f
-ServerArrayPercentDecrease[3]=0.25f
-ServerArrayMinimum[0]=25
-ServerArrayMinimum[1]=25
-ServerArrayMinimum[2]=25
-ServerArrayMinimum[3]=25
-ScannerArrayDays[0]=4
-ScannerArrayDays[1]=4
-ScannerArrayDays[2]=4
-ScannerArrayDays[3]=4
+CargoHoldPercentDecrease[0]=0.75f
+CargoHoldPercentDecrease[1]=0.75f
+CargoHoldPercentDecrease[2]=0.75f
+CargoHoldPercentDecrease[3]=0.75f
+CargoHoldMin[0]=150
+CargoHoldMin[1]=150
+CargoHoldMin[2]=150
+CargoHoldMin[3]=150
+ServerArrayPercentDecrease[0]=0.75f
+ServerArrayPercentDecrease[1]=0.75f
+ServerArrayPercentDecrease[2]=0.75f
+ServerArrayPercentDecrease[3]=0.75f
+ServerArrayMinimum[0]=150
+ServerArrayMinimum[1]=150
+ServerArrayMinimum[2]=150
+ServerArrayMinimum[3]=150
+ScannerArrayDays[0]=14
+ScannerArrayDays[1]=14
+ScannerArrayDays[2]=14
+ScannerArrayDays[3]=14
; If you modify these values, update the localisation for
; [Sabotage_LongRangeComms X2SabotageTemplate] in XComGame.int.
-LongRangeCommsHours[0]=120
-LongRangeCommsHours[1]=120
-LongRangeCommsHours[2]=120
-LongRangeCommsHours[3]=120
-
-ResearchLabsDays[0]=4
-ResearchLabsDays[1]=4
-ResearchLabsDays[2]=4
-ResearchLabsDays[3]=4
-LabStorageMinDatapads[0]=2
-LabStorageMinDatapads[1]=2
-LabStorageMinDatapads[2]=2
-LabStorageMinDatapads[3]=2
-LabStorageMaxDatapads[0]=4
-LabStorageMaxDatapads[1]=4
-LabStorageMaxDatapads[2]=4
-LabStorageMaxDatapads[3]=4
-InfirmaryDays[0]=5
-InfirmaryDays[1]=5
-InfirmaryDays[2]=5
-InfirmaryDays[3]=5
-SoldierCommsNumSoldiers[0]=3
-SoldierCommsNumSoldiers[1]=3
-SoldierCommsNumSoldiers[2]=3
-SoldierCommsNumSoldiers[3]=3
-WoundStaffMinDays[0]=15
-WoundStaffMinDays[1]=15
-WoundStaffMinDays[2]=15
-WoundStaffMinDays[3]=15
-WoundStaffMaxDays[0]=15
-WoundStaffMaxDays[1]=15
-WoundStaffMaxDays[2]=15
-WoundStaffMaxDays[3]=15
-MinSecureStorageCores[0]=2
-MinSecureStorageCores[1]=2
-MinSecureStorageCores[2]=2
-MinSecureStorageCores[3]=2
-MaxSecureStorageCores[0]=4
-MaxSecureStorageCores[1]=4
-MaxSecureStorageCores[2]=4
-MaxSecureStorageCores[3]=4
-MinWeaponLockersMods[0]=3
-MinWeaponLockersMods[1]=3
-MinWeaponLockersMods[2]=3
-MinWeaponLockersMods[3]=3
-MaxWeaponLockersMods[0]=5
-MaxWeaponLockersMods[1]=5
-MaxWeaponLockersMods[2]=5
-MaxWeaponLockersMods[3]=5
+LongRangeCommsHours[0]=336
+LongRangeCommsHours[1]=336
+LongRangeCommsHours[2]=336
+LongRangeCommsHours[3]=336
+
+ResearchLabsDays[0]=12
+ResearchLabsDays[1]=12
+ResearchLabsDays[2]=12
+ResearchLabsDays[3]=12
+LabStorageMinDatapads[0]=5
+LabStorageMinDatapads[1]=5
+LabStorageMinDatapads[2]=5
+LabStorageMinDatapads[3]=5
+LabStorageMaxDatapads[0]=10
+LabStorageMaxDatapads[1]=10
+LabStorageMaxDatapads[2]=10
+LabStorageMaxDatapads[3]=10
+InfirmaryDays[0]=10
+InfirmaryDays[1]=10
+InfirmaryDays[2]=10
+InfirmaryDays[3]=10
+SoldierCommsNumSoldiers[0]=10
+SoldierCommsNumSoldiers[1]=10
+SoldierCommsNumSoldiers[2]=10
+SoldierCommsNumSoldiers[3]=10
+WoundStaffMinDays[0]=60
+WoundStaffMinDays[1]=60
+WoundStaffMinDays[2]=60
+WoundStaffMinDays[3]=60
+WoundStaffMaxDays[0]=60
+WoundStaffMaxDays[1]=60
+WoundStaffMaxDays[2]=60
+WoundStaffMaxDays[3]=60
+MinSecureStorageCores[0]=5
+MinSecureStorageCores[1]=5
+MinSecureStorageCores[2]=5
+MinSecureStorageCores[3]=5
+MaxSecureStorageCores[0]=10
+MaxSecureStorageCores[1]=10
+MaxSecureStorageCores[2]=10
+MaxSecureStorageCores[3]=10
+MinWeaponLockersMods[0]=8
+MinWeaponLockersMods[1]=8
+MinWeaponLockersMods[2]=8
+MinWeaponLockersMods[3]=8
+MaxWeaponLockersMods[0]=10
+MaxWeaponLockersMods[1]=10
+MaxWeaponLockersMods[2]=10
+MaxWeaponLockersMods[3]=10
[XComGame.XComGameState_ResistanceFaction]
MaxHeroesPerFaction=2
@@ -1883,7 +1855,7 @@ ChosenSpawningDistance = 20
[XComGame.XComGameState_AdventChosen]
StartingNumStrengths=0
KnowledgePerCapture=4
-GuaranteedKnowledgeGainPerMonth=0
+GuaranteedKnowledgeGainPerMonth=9
; No need to have Chosen increasing covert action risks with
; no real counterplay, particularly as it would make ambushes
@@ -1901,49 +1873,17 @@ TargetSocket=FX_CHEST
ChainDelay=0.25
ReactDelay=0.2
-;Uncomment the below for 1 handed guantlet animations
[LW_WeaponsAndArmor.X2DownloadableContentInfo_LW_WeaponsAndArmor]
-;+TEMPLAR_GAUNTLETS_FOR_ONE_HANDED_USE=ShardGauntlet_CV
-;+TEMPLAR_GAUNTLETS_FOR_ONE_HANDED_USE=ShardGauntlet_MG
-;+TEMPLAR_GAUNTLETS_FOR_ONE_HANDED_USE=ShardGauntlet_BM
++TEMPLAR_GAUNTLETS_FOR_ONE_HANDED_USE=ShardGauntlet_CV
++TEMPLAR_GAUNTLETS_FOR_ONE_HANDED_USE=ShardGauntlet_MG
++TEMPLAR_GAUNTLETS_FOR_ONE_HANDED_USE=ShardGauntlet_BM
+
++TEMPLAR_SHIELDS=TemplarBallisticShield_CV
++TEMPLAR_SHIELDS=TemplarBallisticShield_MG
++TEMPLAR_SHIELDS=TemplarBallisticShield_BM
;+AUTOPISTOL_ANIMS_WEAPONCATS_EXCLUDED=gauntlet
+AUTOPISTOL_ANIMS_WEAPONCATS_EXCLUDED=sword
+AUTOPISTOL_ANIMS_WEAPONCATS_EXCLUDED=pistol
+AUTOPISTOL_ANIMS_WEAPONCATS_EXCLUDED=sidearm
+AUTOPISTOL_ANIMS_WEAPONCATS_EXCLUDED=sawedoff
-
-[Chosen_Assassin X2AdventChosenTemplate]
-
-ChosenImages[0]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_1"
-ChosenImages[1]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_2"
-ChosenImages[2]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_3"
-ChosenImages[3]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_4"
-;ChosenImages[4]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_4"
-
-;-ChosenProgressionData=(CharTemplates[0]="ChosenAssassin", CharTemplates[1]="ChosenAssassinM2", CharTemplates[2]="ChosenAssassinM3", CharTemplates[3]="ChosenAssassinM4", SpawningTags[0]="Chosen_AssassinActive", SpawningTags[1]="Chosen_AssassinActiveM2", SpawningTags[2]="Chosen_AssassinActiveM3", SpawningTags[3]="Chosen_AssassinActiveM4", ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard"))
-;+ChosenProgressionData=(CharTemplates[0]="ChosenAssassin", CharTemplates[1]="ChosenAssassinM2", CharTemplates[2]="ChosenAssassinM3", CharTemplates[3]="ChosenAssassinM4", CharTemplates[4]="ChosenAssassinM5", SpawningTags[0]="Chosen_AssassinActive", SpawningTags[1]="Chosen_AssassinActiveM2", SpawningTags[2]="Chosen_AssassinActiveM3", SpawningTags[3]="Chosen_AssassinActiveM4", SpawningTags[4]="Chosen_AssassinActiveM5", ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard"), ReinforcementGroups[4]=(GroupNames[0]="CHSx4_Standard"))
-
-
-[Chosen_Hunter X2AdventChosenTemplate]
-
-ChosenImages[0]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_1"
-ChosenImages[1]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_2"
-ChosenImages[2]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_3"
-ChosenImages[3]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_4"
-;ChosenImages[4]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_4"
-
-;-ChosenProgressionData=(CharTemplates[0]="ChosenSniper", CharTemplates[1]="ChosenSniperM2", CharTemplates[2]="ChosenSniperM3", CharTemplates[3]="ChosenSniperM4", SpawningTags[0]="Chosen_SniperActive", SpawningTags[1]="Chosen_SniperActiveM2", SpawningTags[2]="Chosen_SniperActiveM3", SpawningTags[3]="Chosen_SniperActiveM4", ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard"))
-;+ChosenProgressionData=(CharTemplates[0]="ChosenSniper", CharTemplates[1]="ChosenSniperM2", CharTemplates[2]="ChosenSniperM3", CharTemplates[3]="ChosenSniperM4", CharTemplates[4]="ChosenSniperM5", SpawningTags[0]="Chosen_SniperActive", SpawningTags[1]="Chosen_SniperActiveM2", SpawningTags[2]="Chosen_SniperActiveM3", SpawningTags[3]="Chosen_SniperActiveM4", SpawningTags[4]="Chosen_SniperActiveM5", ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard"), ReinforcementGroups[4]=(GroupNames[0]="CHSx4_Standard"))
-
-[Chosen_Warlock X2AdventChosenTemplate]
-
-ChosenImages[0]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_1"
-ChosenImages[1]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_2"
-ChosenImages[2]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_3"
-ChosenImages[3]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_4"
-;ChosenImages[4]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_4"
-
-;-ChosenProgressionData=(CharTemplates[0]="ChosenWarlock", CharTemplates[1]="ChosenWarlockM2", CharTemplates[2]="ChosenWarlockM3", CharTemplates[3]="ChosenWarlockM4", SpawningTags[0]="Chosen_WarlockActive", SpawningTags[1]="Chosen_WarlockActiveM2", SpawningTags[2]="Chosen_WarlockActiveM3", SpawningTags[3]="Chosen_WarlockActiveM4", ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard"))
-;+ChosenProgressionData=(CharTemplates[0]="ChosenWarlock", CharTemplates[1]="ChosenWarlockM2", CharTemplates[2]="ChosenWarlockM3", CharTemplates[3]="ChosenWarlockM4", CharTemplates[4]="ChosenWarlockM5", SpawningTags[0]="Chosen_WarlockActive", SpawningTags[1]="Chosen_WarlockActiveM2", SpawningTags[2]="Chosen_WarlockActiveM3", SpawningTags[3]="Chosen_WarlockActiveM4", SpawningTags[4]="Chosen_WarlockActiveM5", ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard"), ReinforcementGroups[4]=(GroupNames[0]="CHSx4_Standard"))
-
diff --git a/LongWarOfTheChosen/Config/XComGameData_CharacterStats.ini b/LongWarOfTheChosen/Config/XComGameData_CharacterStats.ini
index 01f2e1d91..806db8015 100644
--- a/LongWarOfTheChosen/Config/XComGameData_CharacterStats.ini
+++ b/LongWarOfTheChosen/Config/XComGameData_CharacterStats.ini
@@ -56,7 +56,6 @@ CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Will]=35
CharacterBaseStats[eStat_UtilityItems]=2
CharacterBaseStats[eStat_PsiOffense]=20
-CharacterBaseStats[eStat_Dodge]=5
[ReaperSoldier_Diff_0 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 5
@@ -83,7 +82,6 @@ CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Will]=35
CharacterBaseStats[eStat_UtilityItems]=2
CharacterBaseStats[eStat_PsiOffense]=20
-CharacterBaseStats[eStat_Dodge]=5
[SkirmisherSoldier_Diff_0 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 5
@@ -5404,7 +5402,7 @@ CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_HP]=7
CharacterBaseStats[eStat_Mobility]=12.01
CharacterBaseStats[eStat_Offense]=70
-CharacterBaseStats[eStat_PsiOffense]=15
+CharacterBaseStats[eStat_PsiOffense]=80
CharacterBaseStats[eStat_ReserveActionPoints]=0
CharacterBaseStats[eStat_SightRadius]=27
CharacterBaseStats[eStat_DetectionRadius]=15
@@ -5463,7 +5461,7 @@ MaxCharactersPerGroup=4
[Sectoid_Diff_1 X2CharacterTemplate]
CharacterBaseStats[eStat_HP]=8
CharacterBaseStats[eStat_Offense]=75
-CharacterBaseStats[eStat_PsiOffense]=20
+CharacterBaseStats[eStat_PsiOffense]=90
CharacterBaseStats[eStat_Mobility]=12
CharacterBaseStats[eStat_Will]=85
CharacterBaseStats[eStat_FlankingCritChance]=33
@@ -5472,7 +5470,7 @@ CharacterBaseStats[eStat_FlankingCritChance]=33
CharacterBaseStats[eStat_HP]=8
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_CritChance]=10
-CharacterBaseStats[eStat_PsiOffense]=25
+CharacterBaseStats[eStat_PsiOffense]=90
CharacterBaseStats[eStat_Will]=85
CharacterBaseStats[eStat_FlankingCritChance]=40
@@ -5480,7 +5478,7 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
CharacterBaseStats[eStat_HP]=9
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_CritChance]=10
-CharacterBaseStats[eStat_PsiOffense]=30
+CharacterBaseStats[eStat_PsiOffense]=90
CharacterBaseStats[eStat_Will]=85
CharacterBaseStats[eStat_FlankingCritChance]=40
@@ -5607,7 +5605,7 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
+CharacterBaseStats[eStat_HP]=12
+CharacterBaseStats[eStat_Mobility]=12
+CharacterBaseStats[eStat_Offense]=75
-+CharacterBaseStats[eStat_PsiOffense]=30
++CharacterBaseStats[eStat_PsiOffense]=100
+CharacterBaseStats[eStat_ReserveActionPoints]=0
+CharacterBaseStats[eStat_SightRadius]=27
+CharacterBaseStats[eStat_DetectionRadius]=18.01
@@ -5623,14 +5621,14 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[SectoidM2_LW_Diff_1 X2CharacterTemplate]
+CharacterBaseStats[eStat_FlankingCritChance]=33
+CharacterBaseStats[eStat_HP]=14
-+CharacterBaseStats[eStat_PsiOffense]=35
++CharacterBaseStats[eStat_PsiOffense]=110
+CharacterBaseStats[eStat_Will]=105
+CharacterBaseStats[eStat_Defense]=10
[SectoidM2_LW_Diff_2 X2CharacterTemplate]
+CharacterBaseStats[eStat_FlankingCritChance]=40
+CharacterBaseStats[eStat_HP]=16
-+CharacterBaseStats[eStat_PsiOffense]=40
++CharacterBaseStats[eStat_PsiOffense]=120
+CharacterBaseStats[eStat_Will]=105
+CharacterBaseStats[eStat_Offense]=80
+CharacterBaseStats[eStat_Defense]=15
@@ -5638,7 +5636,7 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[SectoidM2_LW_Diff_3 X2CharacterTemplate]
+CharacterBaseStats[eStat_FlankingCritChance]=40
+CharacterBaseStats[eStat_HP]=18
-+CharacterBaseStats[eStat_PsiOffense]=45
++CharacterBaseStats[eStat_PsiOffense]=130
+CharacterBaseStats[eStat_Will]=110
+CharacterBaseStats[eStat_Offense]=80
+CharacterBaseStats[eStat_Defense]=15
@@ -9257,7 +9255,7 @@ CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_HP]=6
CharacterBaseStats[eStat_Offense]=70
-CharacterBaseStats[eStat_PsiOffense]=20
+CharacterBaseStats[eStat_PsiOffense]=30
CharacterBaseStats[eStat_Will]=70
; Alien-pack supported followers
@@ -9300,21 +9298,21 @@ CharacterBaseStats[eStat_Will]=70
[AdvPriestM1_Diff_0 X2CharacterTemplate]
CharacterBaseStats[eStat_HP]=5
CharacterBaseStats[eStat_Offense]=65
-CharacterBaseStats[eStat_PsiOffense]=15
+CharacterBaseStats[eStat_PsiOffense]=25
CharacterBaseStats[eStat_Will]=65
[AdvPriestM1_Diff_2 X2CharacterTemplate]
CharacterBaseStats[eStat_Dodge]=5
CharacterBaseStats[eStat_HP]=8
CharacterBaseStats[eStat_Offense]=70
-CharacterBaseStats[eStat_PsiOffense]=20
+CharacterBaseStats[eStat_PsiOffense]=30
CharacterBaseStats[eStat_Will]=70
[AdvPriestM1_Diff_3 X2CharacterTemplate]
CharacterBaseStats[eStat_Dodge]=10
CharacterBaseStats[eStat_HP]=8
CharacterBaseStats[eStat_Offense]=75
-CharacterBaseStats[eStat_PsiOffense]=25
+CharacterBaseStats[eStat_PsiOffense]=35
CharacterBaseStats[eStat_Will]=70
; Alien-pack supported followers
@@ -9451,11 +9449,11 @@ CharacterBaseStats[eStat_PsiOffense]=45
CharacterBaseStats[eStat_Will]=105
[ChosenWarlock X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=1
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=24
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_HP]=27
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=70
@@ -9463,23 +9461,23 @@ CharacterBaseStats[eStat_Offense]=70
CharacterBaseStats[eStat_ArmorMitigation]=0
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=18
-CharacterBaseStats[eStat_Mobility]=12
+CharacterBaseStats[eStat_HP]=20
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=65
[ChosenWarlock_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=29
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=1
+CharacterBaseStats[eStat_HP]=34
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlock_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=36
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=1
+CharacterBaseStats[eStat_HP]=41
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9487,34 +9485,34 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=1
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=32
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_HP]=41
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=70
[ChosenWarlockM2_Diff_0 X2CharacterTemplate]
CharacterBaseStats[eStat_ArmorMitigation]=0
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=24
-CharacterBaseStats[eStat_Mobility]=12
+CharacterBaseStats[eStat_HP]=34
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=65
[ChosenWarlockM2_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=38
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=2
+CharacterBaseStats[eStat_HP]=47
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM2_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=48
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=2
+CharacterBaseStats[eStat_HP]=61
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9522,35 +9520,35 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=43
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=2
+CharacterBaseStats[eStat_HP]=47
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM3_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=1
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=32
-CharacterBaseStats[eStat_Mobility]=12
+CharacterBaseStats[eStat_HP]=41
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=65
[ChosenWarlockM3_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=51
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=2
+CharacterBaseStats[eStat_HP]=61
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM3_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=64
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=3
+CharacterBaseStats[eStat_HP]=74
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9558,9 +9556,9 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM4 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=57
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=3
+CharacterBaseStats[eStat_HP]=68
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9568,85 +9566,34 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM4_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=2
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=43
-CharacterBaseStats[eStat_Mobility]=12
+CharacterBaseStats[eStat_HP]=54
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=65
[ChosenWarlockM4_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=69
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=3
+CharacterBaseStats[eStat_HP]=101
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenWarlockM4_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=86
-CharacterBaseStats[eStat_Mobility]=14
-CharacterBaseStats[eStat_Offense]=75
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_FlankingCritChance]=40
-
-
-
-[ChosenWarlockM5 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=80
-CharacterBaseStats[eStat_Mobility]=14
-CharacterBaseStats[eStat_Offense]=75
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_FlankingCritChance]=40
-
-CharacterBaseStats[eStat_AlertLevel]=2
-CharacterBaseStats[eStat_PsiOffense]=60
-CharacterBaseStats[eStat_SightRadius]=27
-CharacterBaseStats[eStat_DetectionRadius]=12
-CharacterBaseStats[eStat_UtilityItems]=2
-CharacterBaseStats[eStat_Will]=50
-CharacterBaseStats[eStat_HackDefense]=125
-CharacterBaseStats[eStat_FlankingCritChance]=33
-CharacterBaseStats[eStat_FlankingAimBonus]=0
-CharacterBaseStats[eStat_Strength]=50
-
-
-
-[ChosenWarlockM5_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=60
-CharacterBaseStats[eStat_Mobility]=12
-CharacterBaseStats[eStat_Offense]=65
-
-[ChosenWarlockM5_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=96
-CharacterBaseStats[eStat_Mobility]=14
-CharacterBaseStats[eStat_Offense]=75
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_FlankingCritChance]=40
-
-[ChosenWarlockM5_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=120
-CharacterBaseStats[eStat_Mobility]=14
+CharacterBaseStats[eStat_ArmorMitigation]=4
+CharacterBaseStats[eStat_HP]=122
+CharacterBaseStats[eStat_Mobility]=15
CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
-
[ChosenSniper X2CharacterTemplate]
CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=26
+CharacterBaseStats[eStat_HP]=27
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=80
CharacterBaseStats[eStat_Defense]=0
@@ -9665,8 +9612,8 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniper_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=31
+CharacterBaseStats[eStat_ArmorMitigation]=1
+CharacterBaseStats[eStat_HP]=34
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=85
CharacterBaseStats[eStat_Defense]=0
@@ -9675,9 +9622,9 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniper_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=39
-CharacterBaseStats[eStat_Mobility]=16
+CharacterBaseStats[eStat_ArmorMitigation]=1
+CharacterBaseStats[eStat_HP]=41
+CharacterBaseStats[eStat_Mobility]=18
CharacterBaseStats[eStat_Offense]=90
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9686,8 +9633,8 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=35
+CharacterBaseStats[eStat_ArmorMitigation]=1
+CharacterBaseStats[eStat_HP]=36
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=80
CharacterBaseStats[eStat_Defense]=0
@@ -9697,7 +9644,7 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM2_Diff_0 X2CharacterTemplate]
CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=26
+CharacterBaseStats[eStat_HP]=31
CharacterBaseStats[eStat_Mobility]=14
CharacterBaseStats[eStat_Offense]=80
CharacterBaseStats[eStat_Defense]=0
@@ -9706,8 +9653,8 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM2_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=42
+CharacterBaseStats[eStat_ArmorMitigation]=2
+CharacterBaseStats[eStat_HP]=47
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=85
CharacterBaseStats[eStat_Defense]=0
@@ -9716,9 +9663,9 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM2_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=52
-CharacterBaseStats[eStat_Mobility]=16
+CharacterBaseStats[eStat_ArmorMitigation]=2
+CharacterBaseStats[eStat_HP]=57
+CharacterBaseStats[eStat_Mobility]=18
CharacterBaseStats[eStat_Offense]=90
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9728,8 +9675,8 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=46
+CharacterBaseStats[eStat_ArmorMitigation]=2
+CharacterBaseStats[eStat_HP]=47
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=80
CharacterBaseStats[eStat_Defense]=0
@@ -9738,8 +9685,8 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM3_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=35
+CharacterBaseStats[eStat_ArmorMitigation]=1
+CharacterBaseStats[eStat_HP]=41
CharacterBaseStats[eStat_Mobility]=14
CharacterBaseStats[eStat_Offense]=80
CharacterBaseStats[eStat_Defense]=0
@@ -9748,8 +9695,8 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM3_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=55
+CharacterBaseStats[eStat_ArmorMitigation]=3
+CharacterBaseStats[eStat_HP]=61
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=85
CharacterBaseStats[eStat_Defense]=0
@@ -9758,9 +9705,9 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM3_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=69
-CharacterBaseStats[eStat_Mobility]=16
+CharacterBaseStats[eStat_ArmorMitigation]=3
+CharacterBaseStats[eStat_HP]=74
+CharacterBaseStats[eStat_Mobility]=18
CharacterBaseStats[eStat_Offense]=90
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9769,8 +9716,8 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM4 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=61
+CharacterBaseStats[eStat_ArmorMitigation]=3
+CharacterBaseStats[eStat_HP]=68
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=80
CharacterBaseStats[eStat_Defense]=0
@@ -9780,8 +9727,8 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM4_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=46
+CharacterBaseStats[eStat_ArmorMitigation]=1
+CharacterBaseStats[eStat_HP]=54
CharacterBaseStats[eStat_Mobility]=14
CharacterBaseStats[eStat_Offense]=80
CharacterBaseStats[eStat_Defense]=0
@@ -9790,8 +9737,8 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM4_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=74
+CharacterBaseStats[eStat_ArmorMitigation]=4
+CharacterBaseStats[eStat_HP]=88
CharacterBaseStats[eStat_Mobility]=16
CharacterBaseStats[eStat_Offense]=85
CharacterBaseStats[eStat_Defense]=0
@@ -9800,61 +9747,9 @@ CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenSniperM4_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=92
-CharacterBaseStats[eStat_Mobility]=16
-CharacterBaseStats[eStat_Offense]=90
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_CritChance]=0
-CharacterBaseStats[eStat_FlankingCritChance]=40
-
-
-[ChosenSniperM5 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=89
-CharacterBaseStats[eStat_Mobility]=16
-CharacterBaseStats[eStat_Offense]=80
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_CritChance]=0
-CharacterBaseStats[eStat_FlankingCritChance]=40
-
-CharacterBaseStats[eStat_AlertLevel]=2
-CharacterBaseStats[eStat_PsiOffense]=60
-CharacterBaseStats[eStat_SightRadius]=27
-CharacterBaseStats[eStat_DetectionRadius]=12
-CharacterBaseStats[eStat_UtilityItems]=2
-CharacterBaseStats[eStat_Will]=50
-CharacterBaseStats[eStat_HackDefense]=125
-CharacterBaseStats[eStat_FlankingCritChance]=33
-CharacterBaseStats[eStat_FlankingAimBonus]=0
-CharacterBaseStats[eStat_Strength]=50
-
-[ChosenSniperM5_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=67
-CharacterBaseStats[eStat_Mobility]=14
-CharacterBaseStats[eStat_Offense]=80
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_CritChance]=0
-CharacterBaseStats[eStat_FlankingCritChance]=40
-
-[ChosenSniperM5_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=106
-CharacterBaseStats[eStat_Mobility]=16
-CharacterBaseStats[eStat_Offense]=85
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=20
-CharacterBaseStats[eStat_CritChance]=0
-CharacterBaseStats[eStat_FlankingCritChance]=40
-
-[ChosenSniperM5_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_HP]=133
-CharacterBaseStats[eStat_Mobility]=16
+CharacterBaseStats[eStat_ArmorMitigation]=4
+CharacterBaseStats[eStat_HP]=108
+CharacterBaseStats[eStat_Mobility]=18
CharacterBaseStats[eStat_Offense]=90
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
@@ -9863,7 +9758,7 @@ CharacterBaseStats[eStat_FlankingCritChance]=40
[ChosenAssassin X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=1
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_HP]=18
@@ -9874,29 +9769,29 @@ CharacterBaseStats[eStat_Offense]=75
CharacterBaseStats[eStat_ArmorMitigation]=0
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=14
+CharacterBaseStats[eStat_HP]=15
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=70
[ChosenAssassin_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=1
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=22
+CharacterBaseStats[eStat_HP]=26
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=75
[ChosenAssassin_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=2
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=27
+CharacterBaseStats[eStat_HP]=30
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=80
[ChosenAssassinM2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=2
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
CharacterBaseStats[eStat_HP]=24
@@ -9904,137 +9799,95 @@ CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=75
[ChosenAssassinM2_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=1
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=18
+CharacterBaseStats[eStat_HP]=20
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=70
[ChosenAssassinM2_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=2
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=29
+CharacterBaseStats[eStat_HP]=34
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=75
[ChosenAssassinM2_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=3
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=36
+CharacterBaseStats[eStat_HP]=39
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=80
[ChosenAssassinM3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=2
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=32
+CharacterBaseStats[eStat_HP]=31
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=75
[ChosenAssassinM3_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=2
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=24
+CharacterBaseStats[eStat_HP]=25
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=70
[ChosenAssassinM3_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=3
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=38
+CharacterBaseStats[eStat_HP]=44
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=75
[ChosenAssassinM3_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=4
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=48
+CharacterBaseStats[eStat_HP]=50
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=80
[ChosenAssassinM4 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=3
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=32
+CharacterBaseStats[eStat_HP]=40
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=75
[ChosenAssassinM4_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=2
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=24
+CharacterBaseStats[eStat_HP]=32
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=70
[ChosenAssassinM4_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=4
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=40
+CharacterBaseStats[eStat_HP]=56
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=75
[ChosenAssassinM4_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
+CharacterBaseStats[eStat_ArmorMitigation]=6
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=64
+CharacterBaseStats[eStat_HP]=67
CharacterBaseStats[eStat_Mobility]=9
CharacterBaseStats[eStat_Offense]=80
-[ChosenAssassinM5 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=56
-CharacterBaseStats[eStat_Mobility]=9
-CharacterBaseStats[eStat_Offense]=75
-
-CharacterBaseStats[eStat_AlertLevel]=2
-CharacterBaseStats[eStat_PsiOffense]=60
-CharacterBaseStats[eStat_SightRadius]=27
-CharacterBaseStats[eStat_DetectionRadius]=12
-CharacterBaseStats[eStat_UtilityItems]=2
-CharacterBaseStats[eStat_Will]=50
-CharacterBaseStats[eStat_HackDefense]=125
-CharacterBaseStats[eStat_FlankingCritChance]=33
-CharacterBaseStats[eStat_FlankingAimBonus]=0
-CharacterBaseStats[eStat_Strength]=50
-
-[ChosenAssassinM5_Diff_0 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=43
-CharacterBaseStats[eStat_Mobility]=9
-CharacterBaseStats[eStat_Offense]=70
-
-[ChosenAssassinM5_Diff_2 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=68
-CharacterBaseStats[eStat_Mobility]=9
-CharacterBaseStats[eStat_Offense]=75
-
-[ChosenAssassinM5_Diff_3 X2CharacterTemplate]
-CharacterBaseStats[eStat_ArmorMitigation]=0
-CharacterBaseStats[eStat_Defense]=0
-CharacterBaseStats[eStat_Dodge]=0
-CharacterBaseStats[eStat_HP]=85
-CharacterBaseStats[eStat_Mobility]=9
-CharacterBaseStats[eStat_Offense]=80
[TheLostHP2 X2CharacterTemplate]
CharacterBaseStats[eStat_Mobility]=14
diff --git a/LongWarOfTheChosen/Config/XComGameData_SoldierSkills.ini b/LongWarOfTheChosen/Config/XComGameData_SoldierSkills.ini
index 70c1cb857..3ed5713af 100644
--- a/LongWarOfTheChosen/Config/XComGameData_SoldierSkills.ini
+++ b/LongWarOfTheChosen/Config/XComGameData_SoldierSkills.ini
@@ -27,7 +27,7 @@ SCANNING_PROTOCOL_CHARGES=1
REVIVAL_PROTOCOL_CHARGES=2
[XComGame.X2Ability_PsiOperativeAbilitySet]
-SOULFIRE_COOLDOWN=3
+SOULFIRE_COOLDOWN=2
STASIS_COOLDOWN=5
INSANITY_COOLDOWN=1
DOMINATION_COOLDOWN=7
@@ -124,25 +124,17 @@ FOCUS3MOBILITY=0
FOCUS3DODGE=0
FOCUS3RENDDAMAGE=0
--FocusKillAbilities=IonicStorm
--FocusKillAbilities=ArcWave
--FocusKillAbilities=Rend
--FocusKillAbilities=ArcWave_LW
--FocusKillAbilities=Rend_LW
-
OVERCHARGE_FOCUS_CHANCE=100
-AmplifyBonusDamageMult=0.5f
+AmplifyBonusDamageMult=0.35f
AmplifyMinBonusDamage=1
AMPLIFY_COOLDOWN=3
; Remove the semicolons behind the two lines below and add a value to the "+" line if you want to customize Pillar's cooldown.
;-PILLAR_COOLDOWN=1
;+PILLAR_COOLDOWN=
PILLAR_COOLDOWN = 4
-VoltHitMod=15
-ChannelChance=33
-ChannelPsionicChance=50
+VoltHitMod=5
INVERT_COOLDOWN=5
; Customize the base hit chance in the "+" line all you want.
StunStrikeHitChance=85
@@ -186,14 +178,15 @@ STUNSTRIKE_COOLDOWN=2
+AbilitiesGhostCantHave="GreaterPadding_BM"
+AbilitiesGhostCantHave="Indomitable"
+AbilitiesGhostCantHave="TemplarTerror"
-+AbilitiesGhostCantHave="IRI_TemplarShield"
VoidConduitInitialDamage=1
VoidConduitPerActionDamage=3
VoidConduitHPMod=1.0f
-VOIDCONDUIT_COOLDOWN=3
+-FocusKillAbilities=IonicStorm
+-FocusKillAbilities=ArcWave
+-FocusKillAbilities=Rend
[XComGame.X2AbilityMultiTarget_Volt]
;DistanceBetweenTargets=230400.0f ; unreal units squared
diff --git a/LongWarOfTheChosen/Config/XComGameData_WeaponData.ini b/LongWarOfTheChosen/Config/XComGameData_WeaponData.ini
index 51f5ca94b..9ae75278a 100644
--- a/LongWarOfTheChosen/Config/XComGameData_WeaponData.ini
+++ b/LongWarOfTheChosen/Config/XComGameData_WeaponData.ini
@@ -810,11 +810,11 @@ SNIPERRIFLE_COIL_ICLIPSIZE=3
SNIPERRIFLE_COIL_ISOUNDRANGE=30
SNIPERRIFLE_COIL_IENVIRONMENTDAMAGE=1
-AssaultRifle_Coil_ImagePath="UILibrary_LWOTC.InventoryArt.CoilRifle_Base"
-SMG_Coil_ImagePath="UILibrary_LWOTC.InventoryArt.CoilSMG_Base"
-Cannon_Coil_ImagePath="UILibrary_LWOTC.InventoryArt.CoilCannon_Base"
-Shotgun_Coil_ImagePath="UILibrary_LWOTC.InventoryArt.CoilShotgun_Base"
-SniperRifle_Coil_ImagePath="UILibrary_LWOTC.InventoryArt.CoilSniperRifle_Base"
+AssaultRifle_Coil_ImagePath="UILibrary_LW_Overhaul.InventoryArt.CoilRifle_Base"
+SMG_Coil_ImagePath="UILibrary_LW_Overhaul.InventoryArt.CoilSMG_Base"
+Cannon_Coil_ImagePath="UILibrary_LW_Overhaul.InventoryArt.CoilCannon_Base"
+Shotgun_Coil_ImagePath="UILibrary_LW_Overhaul.InventoryArt.CoilShotgun_Base"
+SniperRifle_Coil_ImagePath="UILibrary_LW_Overhaul.InventoryArt.CoilSniperRifle_Base"
SHORT_COIL_RANGE[0] = 60
SHORT_COIL_RANGE[1] = 60
@@ -1375,7 +1375,7 @@ LWPISTOL_COIL_IENVIRONMENTDAMAGE=0
[LW_Overhaul.X2Item_LWGauntlet]
;*********** CONVENTIONAL TIER *************
-Gauntlet_CV_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Conv_LWGauntlet"
+Gauntlet_CV_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Conv_LWGauntlet"
Gauntlet_Primary_CONVENTIONAL_BASEDAMAGE=(Damage=4, Spread=2, PlusOne=50, Crit=0, Pierce=0, Shred=2, Tag="", DamageType="Explosion")
Gauntlet_Secondary_CONVENTIONAL_BASEDAMAGE=(Damage=3, Spread=1, PlusOne=50, Crit=0, Pierce=0, Shred=0, Tag="", DamageType="Napalm")
@@ -1399,7 +1399,7 @@ Gauntlet_Secondary_CONVENTIONAL_ISOUNDRANGE=20
; ********** MAG TIER ***********
-Gauntlet_MG_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Mag_PlatedGauntlet"
+Gauntlet_MG_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Mag_PlatedGauntlet"
Gauntlet_Primary_MAG_BASEDAMAGE=(Damage=6, Spread=2, PlusOne=50, Crit=0, Pierce=0, Shred=2, Tag="", DamageType="Explosion")
Gauntlet_Secondary_MAG_BASEDAMAGE=(Damage=6, Spread=2, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="", DamageType="Napalm")
@@ -1418,7 +1418,7 @@ Gauntlet_Secondary_MAG_RADIUS=5
Gauntlet_Secondary_MAG_ISOUNDRANGE=20
;*********** BEAM TIER *************
-Gauntlet_BM_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Beam_PowerGauntlet"
+Gauntlet_BM_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Beam_PowerGauntlet"
Gauntlet_Primary_BEAM_BASEDAMAGE=(Damage=8, Spread=3, PlusOne=50, Crit=0, Pierce=0, Shred=3, Tag="", DamageType="Explosion")
Gauntlet_Secondary_BEAM_BASEDAMAGE=(Damage=9, Spread=2, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="", DamageType="Napalm")
@@ -1436,9 +1436,9 @@ Gauntlet_Secondary_BEAM_RADIUS=5
Gauntlet_Secondary_BEAM_ISOUNDRANGE=20
[LW_Overhaul.X2Item_LWHolotargeter]
-Holotargeter_CV_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Conv_LWHolotargeter"
-Holotargeter_MG_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Mag_LWHolotargeter"
-Holotargeter_BM_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Beam_LWHolotargeter"
+Holotargeter_CV_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Conv_LWHolotargeter"
+Holotargeter_MG_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Mag_LWHolotargeter"
+Holotargeter_BM_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Beam_LWHolotargeter"
; Damage is amount of bonus damage that Vital Point Targeting will provide, PlusOne is supported except in UI
Holotargeter_CONVENTIONAL_BASEDAMAGE=(Damage=1, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")
@@ -1471,9 +1471,9 @@ Holotargeter_BEAM_ISOUNDRANGE=1
Holotargeter_BEAM_IENVIRONMENTDAMAGE = 0
[LW_Overhaul.X2Item_LWSawedOffShotgun]
-SawedOffShotgun_CV_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Conv_SawedOffShotgun"
-SawedOffShotgun_MG_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Mag_SawedOffShotgun"
-SawedOffShotgun_BM_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Coil_SawedOffShotgun"
+SawedOffShotgun_CV_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Conv_SawedOffShotgun"
+SawedOffShotgun_MG_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Mag_SawedOffShotgun"
+SawedOffShotgun_BM_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_SawedOffShotgun"
SawedOffShotgun_CONVENTIONAL_BASEDAMAGE=(Damage=6, Spread=2, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")
SawedOffShotgun_MAGNETIC_BASEDAMAGE=(Damage=10, Spread=3, PlusOne=0, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
SawedOffShotgun_BEAM_BASEDAMAGE=(Damage=14, Spread=4, PlusOne=0, Crit=7, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
@@ -1515,9 +1515,9 @@ SAWED_OFF_RANGE[6]=-80
SAWED_OFF_RANGE[7]=-100
[LW_Overhaul.X2Item_ArcthrowerWeapon]
-Arcthrower_CV_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Conv_Arcthrower"
-Arcthrower_MG_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Mag_Arcthrower"
-Arcthrower_BM_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Beam_Arcthrower"
+Arcthrower_CV_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Conv_Arcthrower"
+Arcthrower_MG_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Mag_Arcthrower"
+Arcthrower_BM_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Beam_Arcthrower"
;damage only applies for EMPulser against mechanical units
Arcthrower_CONVENTIONAL_BASEDAMAGE=(Damage=3, Spread=1, PlusOne=50, Crit=0, Pierce=9999, Shred=0, Tag="", DamageType="Projectile_Conventional")
@@ -1548,9 +1548,9 @@ Arcthrower_BEAM_IENVIRONMENTDAMAGE = 0
[LW_Overhaul.X2Item_LWCombatKnife]
-CombatKnife_CV_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Conv_CombatKnife"
-CombatKnife_MG_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Mag_CombatKnife"
-CombatKnife_BM_UIImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Mag_CombatKnife"
+CombatKnife_CV_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Conv_CombatKnife"
+CombatKnife_MG_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Mag_CombatKnife"
+CombatKnife_BM_UIImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Mag_CombatKnife"
CombatKnife_CONVENTIONAL_BASEDAMAGE=(Damage=3, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Melee")
CombatKnife_MAGNETIC_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=75, Crit=5, Pierce=2, Shred=0, Tag="", DamageType="Melee")
@@ -1699,9 +1699,9 @@ AdvGeneralM2_LW_WPN_BASEDAMAGE= (Damage=8, Spread = 2, PlusOne = 0, Crit = 4
[DLC_2.X2Item_DLC_Day60Weapons]
-HUNTERRIFLE_CONVENTIONAL_BASEDAMAGE= (Damage=5, Spread=1, PlusOne=50, Crit=2, Pierce=1, Shred=0, Tag="", DamageType="Projectile_Conventional")
-HUNTERRIFLE_MAGNETIC_BASEDAMAGE= (Damage=9, Spread=2, PlusOne=0, Crit=4, Pierce=1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
-HUNTERRIFLE_BEAM_BASEDAMAGE= (Damage=12, Spread=3, PlusOne=50, Crit=6, Pierce=1, Shred=0, Rupture=1, Tag="", DamageType="Projectile_BeamXCom")
+HUNTERRIFLE_CONVENTIONAL_BASEDAMAGE= (Damage=5, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=1, Tag="", DamageType="Projectile_Conventional")
+HUNTERRIFLE_MAGNETIC_BASEDAMAGE= (Damage=9, Spread=2, PlusOne=0, Crit=4, Pierce=0, Shred=1, Tag="", DamageType="Projectile_MagXCom")
+HUNTERRIFLE_BEAM_BASEDAMAGE= (Damage=12, Spread=3, PlusOne=50, Crit=6, Pierce=0, Shred=1, Rupture=1, Tag="", DamageType="Projectile_BeamXCom")
HUNTERPISTOL_CONVENTIONAL_BASEDAMAGE=(Damage=2, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")
HUNTERPISTOL_MAGNETIC_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
@@ -1922,26 +1922,20 @@ SHARDGAUNTLET_CONVENTIONAL_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pi
-SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm_Psi", DamageType="Psi")
-SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=7, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm_Psi", DamageType="Psi")
-+SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=2, Spread=1, PlusOne=67, Crit=0, Pierce=0, Tag="Volt", DamageType="Psi")
-+SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=2, Spread=1, PlusOne=67, Crit=0, Pierce=0, Tag="Volt_Psi", DamageType="Psi")
-+SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=2, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm", DamageType="Psi")
-+SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=3, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm_Psi", DamageType="Psi")
-+SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=6, Spread=1, PlusOne=0, Crit=3, Pierce=0, Tag="IRI_SoulShot", DamageType="Psi")
-+SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Tag="IRI_TemplarShield", DamageType="Psi")
-
-+SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=4, Spread=1, PlusOne=67, Crit=0, Pierce=0, Tag="Volt", DamageType="Psi")
-+SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=4, Spread=1, PlusOne=67, Crit=0, Pierce=0, Tag="Volt_Psi", DamageType="Psi")
++SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=5, Spread=1, PlusOne=75, Crit=0, Pierce=0, Tag="Volt", DamageType="Psi")
++SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=7, Spread=1, PlusOne=75, Crit=0, Pierce=0, Tag="Volt_Psi", DamageType="Psi")
+SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=3, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm", DamageType="Psi")
+SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm_Psi", DamageType="Psi")
-+SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=10, Spread=2, PlusOne=50, Crit=5, Pierce=0, Tag="IRI_SoulShot", DamageType="Psi")
-+SHARDGAUNTLET_MAGNETIC_EXTRADAMAGE=(Damage=9, Spread=0, PlusOne=0, Crit=0, Pierce=0, Tag="IRI_TemplarShield", DamageType="Psi")
-+SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=6, Spread=1, PlusOne=67, Crit=0, Pierce=0, Tag="Volt", DamageType="Psi")
-+SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=6, Spread=1, PlusOne=67, Crit=0, Pierce=0, Tag="Volt_Psi", DamageType="Psi")
++SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=8, Spread=1, PlusOne=50, Crit=0, Pierce=0, Tag="Volt", DamageType="Psi")
++SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=11, Spread=1, PlusOne=50, Crit=0, Pierce=0, Tag="Volt_Psi", DamageType="Psi")
+SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm", DamageType="Psi")
+SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=7, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm_Psi", DamageType="Psi")
-+SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=15, Spread=2, PlusOne=0, Crit=7, Pierce=0, Tag="IRI_SoulShot", DamageType="Psi")
-+SHARDGAUNTLET_BEAM_EXTRADAMAGE=(Damage=14, Spread=0, PlusOne=0, Crit=0, Pierce=0, Tag="IRI_TemplarShield", DamageType="Psi")
+
++SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=3, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="Volt", DamageType="Psi")
++SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="Volt_Psi", DamageType="Psi")
++SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=2, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm", DamageType="Psi")
++SHARDGAUNTLET_CONVENTIONAL_EXTRADAMAGE=(Damage=3, Spread=1, PlusOne=0, Crit=0, Pierce=0, Tag="IonicStorm_Psi", DamageType="Psi")
SHARDGAUNTLET_CONVENTIONAL_AIM=20
SHARDGAUNTLET_CONVENTIONAL_CRITCHANCE=0
@@ -2109,36 +2103,36 @@ VEKTOR_BEAM_RANGE[25] = 0
+CHOSENSWORD_MAGNETIC_EXTRADAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag = "PartingSilk", DamageType="Melee")
+CHOSENSWORD_BEAM_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Melee")
+CHOSENSWORD_BEAM_EXTRADAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag = "PartingSilk", DamageType="Melee")
-+CHOSENSWORD_T4_BASEDAMAGE=(Damage=6, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Melee")
-+CHOSENSWORD_T4_EXTRADAMAGE=(Damage=6, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag = "PartingSilk", DamageType="Melee")
++CHOSENSWORD_T4_BASEDAMAGE=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=5, Shred=0, Tag="", DamageType="Melee")
++CHOSENSWORD_T4_EXTRADAMAGE=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=5, Shred=0, Tag = "PartingSilk", DamageType="Melee")
+CHOSENSWORD_XCOM_BASEDAMAGE=(Damage=9, Spread=2, PlusOne=0, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Melee")
+CHOSENRIFLE_CONVENTIONAL_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENRIFLE_MAGNETIC_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENRIFLE_BEAM_BASEDAMAGE=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENRIFLE_T4_BASEDAMAGE=(Damage=8, Spread=1, PlusOne=50, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENRIFLE_MAGNETIC_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=50, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENRIFLE_BEAM_BASEDAMAGE=(Damage=8, Spread=1, PlusOne=0, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENRIFLE_T4_BASEDAMAGE=(Damage=12, Spread=1, PlusOne=0, Crit=6, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
+CHOSENRIFLE_XCOM_BASEDAMAGE=(Damage=8, Spread=1, PlusOne=50, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
+CHOSENSHOTGUN_CONVENTIONAL_BASEDAMAGE=(Damage=4, Spread=0, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
+CHOSENSHOTGUN_MAGNETIC_BASEDAMAGE=(Damage=5, Spread=0, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
+CHOSENSHOTGUN_BEAM_BASEDAMAGE=(Damage=7, Spread=0, PlusOne=0, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSHOTGUN_T4_BASEDAMAGE=(Damage=8, Spread=0, PlusOne=50, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSHOTGUN_T4_BASEDAMAGE=(Damage=10, Spread=0, PlusOne=75, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSHOTGUN_XCOM_BASEDAMAGE=(Damage=10, Spread=2, PlusOne=25, Crit=8, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSHOTGUN_XCOM_BASEDAMAGE=(Damage=10, Spread=2, PlusOne=25, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSNIPERRIFLE_CONVENTIONAL_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSNIPERRIFLE_MAGNETIC_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSNIPERRIFLE_BEAM_BASEDAMAGE=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSNIPERRIFLE_T4_BASEDAMAGE=(Damage=8, Spread=1, PlusOne=50, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSNIPERRIFLE_CONVENTIONAL_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSNIPERRIFLE_MAGNETIC_BASEDAMAGE=(Damage=6, Spread=1, PlusOne=75, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSNIPERRIFLE_BEAM_BASEDAMAGE=(Damage=8, Spread=1, PlusOne=50, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSNIPERRIFLE_T4_BASEDAMAGE=(Damage=13, Spread=1, PlusOne=75, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
+CHOSENSNIPERRIFLE_XCOM_BASEDAMAGE=(Damage=10, Spread=2, PlusOne=25, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSNIPERPISTOL_CONVENTIONAL_BASEDAMAGE=(Damage=3, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSNIPERPISTOL_MAGNETIC_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
-+CHOSENSNIPERPISTOL_BEAM_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-+CHOSENSNIPERPISTOL_T4_BASEDAMAGE=(Damage=6, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSNIPERPISTOL_CONVENTIONAL_BASEDAMAGE=(Damage=2, Spread=0, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSNIPERPISTOL_MAGNETIC_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")
++CHOSENSNIPERPISTOL_BEAM_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
++CHOSENSNIPERPISTOL_T4_BASEDAMAGE=(Damage=6, Spread=1, PlusOne=50, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
+CHOSENSNIPERPISTOL_XCOM_BASEDAMAGE=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
@@ -2187,52 +2181,9 @@ CHOSENRIFLE_BEAM_IENVIRONMENTDAMAGE=2
CHOSENRIFLE_T4_IENVIRONMENTDAMAGE=3
CHOSENRIFLE_XCOM_IENVIRONMENTDAMAGE=3
-CHOSENRIFLE_XCOM_AIM=0
+CHOSENRIFLE_XCOM_AIM=10
CHOSENRIFLE_XCOM_CRITCHANCE=0
-
-[LW_Overhaul.X2Item_ChosenWeapons]
-
-CHOSENSHOTGUN_T5_BASEDAMAGE=(Damage=10, Spread=0, PlusOne=0, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-
-CHOSENSHOTGUN_T5_AIM=0
-CHOSENSHOTGUN_T5_CRITCHANCE=25
-CHOSENSHOTGUN_T5_ICLIPSIZE=4
-CHOSENSHOTGUN_T5_ISOUNDRANGE=30
-CHOSENSHOTGUN_T5_IENVIRONMENTDAMAGE=3
-
-CHOSENSWORD_T5_BASEDAMAGE=(Damage=7, Spread=0, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Melee")
-CHOSENSWORD_T5_EXTRADAMAGE=(Damage=7, Spread=0, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag = "PartingSilk", DamageType="Melee")
-
-CHOSENSWORD_T5_AIM=100
-CHOSENSWORD_T5_CRITCHANCE=150
-CHOSENSWORD_T5_ISOUNDRANGE=8
-CHOSENSWORD_T5_IENVIRONMENTDAMAGE=1
-
-CHOSENRIFLE_T5_BASEDAMAGE=(Damage=10, Spread=2, PlusOne=0, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-
-CHOSENRIFLE_T5_AIM=0
-CHOSENRIFLE_T5_CRITCHANCE=0
-CHOSENRIFLE_T5_ICLIPSIZE=4
-CHOSENRIFLE_T5_ISOUNDRANGE=27
-CHOSENRIFLE_T5_IENVIRONMENTDAMAGE=3
-
-CHOSENSNIPERRIFLE_T5_BASEDAMAGE=(Damage=10, Spread=2, PlusOne=0, Crit=5, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-
-CHOSENSNIPERRIFLE_T5_CRITCHANCE=10
-CHOSENSNIPERRIFLE_T5_ICLIPSIZE=3
-CHOSENSNIPERRIFLE_T5_ISOUNDRANGE=27
-CHOSENSNIPERRIFLE_T5_IENVIRONMENTDAMAGE=3
-
-CHOSENSNIPERPISTOL_T5_BASEDAMAGE=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagAdvent")
-
-CHOSENSNIPERPISTOL_T5_AIM=0
-CHOSENSNIPERPISTOL_T5_CRITCHANCE=0
-CHOSENSNIPERPISTOL_T5_ICLIPSIZE=99
-CHOSENSNIPERPISTOL_T5_ISOUNDRANGE=15
-CHOSENSNIPERPISTOL_T5_IENVIRONMENTDAMAGE=3
-
-
[LW_WeaponsAndArmor.X2Item_FactionWeapons]
;Bukllpup stats
BULLPUP_LASER_BASEDAMAGE=(Damage=4, Spread=1, PlusOne=75, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
@@ -2412,7 +2363,7 @@ TEMPLAR_PISTOL_RANGE[24] = -90
TEMPLAR_PISTOL_RANGE[25] = -100
Bullpup_Laser_ImagePath="UILibrary_LW_LaserPack.LaserSMG_Base"
-Bullpup_Coil_ImagePath="UILibrary_LWOTC.InventoryArt.CoilSMG_Base"
+Bullpup_Coil_ImagePath="UILibrary_LW_Overhaul.InventoryArt.CoilSMG_Base"
Vektor_Laser_ImagePath="UILibrary_WolfWeaponPack.UI_Laser_Strike_Rifle"
Vektor_Coil_ImagePath="UILibrary_WolfWeaponPack.UI_Coil_Strike_Rifle"
@@ -2551,10 +2502,8 @@ THROWING_KNIFE_BM_BLEED_CHANCE=70
THROWING_KNIFE_BM_BLEED_DURATION=2
THROWING_KNIFE_BM_BLEED_DAMAGE=1
-[LW_WeaponsAndArmor.X2Item_Shields_LW]
-
-ENABLE_SHIELDS=true
+[LW_WeaponsAndArmor.X2Item_Shields_LW]
SHIELD_CV_BASEDAMAGE=(Damage=3, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")
SHIELD_CV_AIM=20
SHIELD_CV_CRITCHANCE=0
@@ -2587,4 +2536,4 @@ SHIELD_BM_NUM_UPGRADE_SLOTS=0
+SHIELD_BM_ABILITIES=OneForAll
+SHIELD_BM_ABILITIES=TemplarBallisticShield_BM
+SHIELD_BM_ABILITIES=TemplarBallisticShield_GenerateCover
-+SHIELD_BM_ABILITIES=GreaterPadding_BM
\ No newline at end of file
++SHIELD_BM_ABILITIES=GreaterPadding_BM
diff --git a/LongWarOfTheChosen/Config/XComLW_Activities.ini b/LongWarOfTheChosen/Config/XComLW_Activities.ini
index 192913bf2..e867a7222 100644
--- a/LongWarOfTheChosen/Config/XComLW_Activities.ini
+++ b/LongWarOfTheChosen/Config/XComLW_Activities.ini
@@ -7,7 +7,7 @@ AVATAR_DELAY_HOURS_PER_NET_GLOBAL_VIG=10
; Infiltration percentage that disables negative sitreps
INFILTRATION_TO_DISABLE_SIT_REPS=1.25
-CHOSEN_APPEARANCE_ALERT_MOD = -3
+CHOSEN_APPEARANCE_ALERT_MOD = -5
INFILTRATION_SIT_REPS[0]="InfilSitRep_Easy"
INFILTRATION_SIT_REPS[1]="InfilSitRep_Moderate"
@@ -16,7 +16,6 @@ INFILTRATION_SIT_REPS[3]="InfilSitRep_UltraHard"
+INFILTRATION_SIT_REP_MISSION_FAMILIES="TroopManeuvers_LW"
+INFILTRATION_SIT_REP_MISSION_FAMILIES="SupplyLineRaid_LW"
-+INFILTRATION_SIT_REP_MISSION_FAMILIES="SecureUFO_LW"
[LW_Overhaul.X2LWActivityDetectionCalc_Terror]
+RESISTANCE_INFORMANT_DETECTION_DIVIDER[0]=10.0
@@ -447,16 +446,6 @@ BUSY_HAVENS_SLOW_VIGILANCE_DECAY=TRUE
MissionImagePath="img:///UILibrary_StrategyImages.X2StrategyMap.Alert_Guerrilla_Ops" \\
)
-+MissionSettings=(MissionOrFamilyName="SupplyExtraction_LW", \\
- AlertName="eAlert_GOps", \\
- MissionSound="Geoscape_NewResistOpsMissions", \\
- EventTrigger="OnGOpsPopup", \\
- MissionUIType=eMissionUI_GuerrillaOps, \\
- OverworldMeshPath="UI_3D.Overwold_Final.GorillaOps", \\
- MissionIconPath="img:///UILibrary_StrategyImages.X2StrategyMap.MissionIcon_GOPS", \\
- MissionImagePath="img:///UILibrary_StrategyImages.X2StrategyMap.Alert_Guerrilla_Ops" \\
- )
-
+MissionSettings=(MissionOrFamilyName="Rendezvous_LW", \\
AlertName="eAlert_CouncilMission", \\
MissionSound="Geoscape_NewResistOpsMissions", \\
@@ -738,20 +727,15 @@ ALIEN_BASE_DOOM_REMOVAL=1
;The FL at which the chosen activate
CHOSEN_ACTIVATE_AT_FL=3
-CHOSEN_LEVEL_FL_THRESHOLDS[0]=7
-CHOSEN_LEVEL_FL_THRESHOLDS[1]=11
-CHOSEN_LEVEL_FL_THRESHOLDS[2]=16
-CHOSEN_LEVEL_FL_THRESHOLDS[3]=20
+CHOSEN_LEVEL_FL_THRESHOLDS[0]=9
+CHOSEN_LEVEL_FL_THRESHOLDS[1]=14
+CHOSEN_LEVEL_FL_THRESHOLDS[2]=20
;new config for COINOps strength/vigilance
COINOPS_MIN_ALERT=3
COINOPS_MIN_VIGILANCE=3
-; How much knowledge about XCOM a Chosen gains when a mission
-; is completed in their region
-CHOSEN_KNOWLEDGE_GAIN_MISSIONS=0
-
[LW_Overhaul.X2LWActivityCreation_Invasion]
INVASION_MIN_ALERT_TO_LAUNCH=8
@@ -858,7 +842,7 @@ RequiredRebelMissionIncome=60.0 ; Rebels have to earn this before accumulat
DiscoveryPctChancePerDayPerHundredMissionIncome=31 ;
MinVigilance=4
MinAlert=4
-AlertLevelModifier=0
+AlertLevelModifier=2
MissionTree[0] = ( MissionFamilies[0]="DestroyObject_LW", \\
Duration_Hours=144, \\
DurationRand_Hours=48 \\
@@ -942,7 +926,7 @@ iPriority=25
RequiredRebelMissionIncome=100.0
DiscoveryPctChancePerDayPerHundredMissionIncome=5
ForceLevelModifier=1
-AlertLevelModifier=2
+AlertLevelModifier=1
MissionTree[0] = ( MissionFamilies[0]="Recover_LW", \\
MissionFamilies[1]="Hack_LW", \\
@@ -1113,7 +1097,6 @@ DiscoveryPctChancePerDayPerHundredMissionIncome=60
MaxAlert=12
MissionTree[0] = ( MissionFamilies[0]="SmashNGrab_LW", \\
- MissionFamilies[1]="SupplyExtraction_LW", \\
Duration_Hours=216, \\
DurationRand_Hours=96 \\
)
@@ -1123,7 +1106,7 @@ MissionTree[0] = ( MissionFamilies[0]="SmashNGrab_LW", \\
iPriority=41
MinAlert=3
MinVigilance=2
-AlertLevelModifier=2
+AlertLevelModifier=4
MissionTree[0] = ( MissionFamilies[0]="IntelRaid_LW", \\
Duration_Hours=24, \\
@@ -1135,7 +1118,7 @@ MissionTree[0] = ( MissionFamilies[0]="IntelRaid_LW", \\
iPriority=42
MinAlert=4
MinVigilance=1
-AlertLevelModifier=2
+AlertLevelModifier=3
MissionTree[0] = ( MissionFamilies[0]="SupplyConvoy_LW", \\
Duration_Hours=24, \\
@@ -1147,7 +1130,7 @@ MissionTree[0] = ( MissionFamilies[0]="SupplyConvoy_LW", \\
iPriority=43
MinAlert=4
MinVigilance=2
-AlertLevelModifier=1
+AlertLevelModifier=3
MissionTree[0] = ( MissionFamilies[0]="RecruitRaid_LW", \\
Duration_Hours=24, \\
diff --git a/LongWarOfTheChosen/Config/XComLW_Content.ini b/LongWarOfTheChosen/Config/XComLW_Content.ini
index ff8b3236a..3ce366577 100644
--- a/LongWarOfTheChosen/Config/XComLW_Content.ini
+++ b/LongWarOfTheChosen/Config/XComLW_Content.ini
@@ -1,43 +1,43 @@
[LW_Overhaul.UIPersonnel_SquadBarracks]
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon0"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon1"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon2"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon3"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon4"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon5"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon6"
-;+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon7"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon8"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon9"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon10"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon11"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon12"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon13"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon14"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon15"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon16"
-;+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon17"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon18"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon19"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon20"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon21"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon22"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon23"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon24"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon25"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon26"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon27"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon28"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon29"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon30"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon31"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon32"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon33"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon34"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon35"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon36"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon37"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon38"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon39"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon40"
-+SquadImagePaths="img:///UILibrary_LWOTC.SampleSquadIcons.256pxPavonisLogoCirclefinalBold"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon0"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon1"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon2"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon3"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon4"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon5"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon6"
+;+SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon7"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon8"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon9"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon10"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon11"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon12"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon13"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon14"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon15"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon16"
+;+SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon17"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon18"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon19"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon20"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon21"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon22"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon23"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon24"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon25"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon26"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon27"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon28"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon29"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon30"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon31"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon32"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon33"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon34"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon35"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon36"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon37"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon38"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon39"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon40"
++SquadImagePaths="img:///UILibrary_LW_Overhaul.SampleSquadIcons.256pxPavonisLogoCirclefinalBold"
diff --git a/LongWarOfTheChosen/Config/XComLW_FactionBalance.ini b/LongWarOfTheChosen/Config/XComLW_FactionBalance.ini
index 2fdf2f123..8fbe4354e 100644
--- a/LongWarOfTheChosen/Config/XComLW_FactionBalance.ini
+++ b/LongWarOfTheChosen/Config/XComLW_FactionBalance.ini
@@ -1,159 +1,154 @@
-[LW_FactionBalance.X2Effect_ParryNew]
-; These values control Reflect chance on Parry specifically
-; I've set them to the same as the default for regular Reflect, but you can change it if you feel like it
-ParryReflectPerFocusChance=10
-ParryReflectMinFocus=2
-ParryReflectBaseChance=20
-
-[LW_FactionBalance.X2Effect_DeflectNew]
-; These are the original Deflect/Reflect chances, I've left them as default, but you can tinker with them here too
-DeflectMinFocus=1
-DeflectBaseChance=25
-DeflectPerFocusChance=5
-ReflectMinFocus=2
-ReflectBaseChance=75
-
-; By the game's default you can Parry melee and area attacks, but not Deflect them; you can change that here
-bCanDeflectMelee = false
-bCanDeflectArea = false
-
-
-[LW_FactionBalance.X2Ability_SkirmisherAbilitySet_LW]
-RECKONING_LW_COOLDOWN=3
-RECKONING_LW_SLASH_COOLDOWN=4
-MANUAL_OVERRIDE_COOLDOWN=4
-REFLEX_COOLDOWN=1
-SKIRMISHER_INTERRUPT_COOLDOWN=2
-BATTLEFIELD_AWARENESS_COOLDOWN=3
-[LW_FactionBalance.X2Effect_PackMaster_LW]
-PACKMASTER_KIT_BONUS=1
-+EXCLUDED_GRENADE_TYPES="GhostGrenade"
-
-[LW_FactionBalance.X2DownloadableContentInfo_LW_FactionBalance]
-REAPER_DETECTION_RANGE_REDUCTION=0.25f
-
-[LW_FactionBalance.X2Ability_TemplarAbilitySet_LW]
-SOLACE_ACTION_POINTS=1
-SOLACE_COOLDOWN=3
-GRAZE_MIN_FOCUS=1
-GRAZE_PER_FOCUS_CHANCE=5
-MEDITATION_FOCUS_RECOVERY=1
-MEDITATION_MAX_CHARGES=1
-BONUS_REND_DAMAGE_PER_TILE=0.1667f ; if 1/3, set to .334, extra will handle round-off errors
-MAX_REND_FLECHE_DAMAGE=5
-VIGILANCE_MIN_POD_SIZE=3 ; Minimum number of pod members to trigger Vigilance
-TERROR_STAT_CHECK_BASE_VALUE=75
-APOTHEOSIS_COOLDOWN=5
-APOTHEOSIS_DODGE_BONUS=20
-APOTHEOSIS_MOBILITY_BONUS=2
-APOTHEOSIS_DAMAGE_MULTIPLIER=0.5
-
-; LWOTC Overcharge settings: bonus per level of focus
-OVERCHARGE_AIM_BONUS=10
-OVERCHARGE_CRIT_BONUS=15
-
-AMPLIFY_SHOTS = 2
-
-[LW_FactionBalance.X2AbilityCooldown_Grapple]
-GRAPPLE_COOLDOWN=3 ; Base cooldown of the Skirmisher's grapple
-PARKOUR_COOLDOWN_REDUCTION=1 ; Turns of cooldown that are subtracted if the Skrimisher has Parkour
-
-; NOTE: changing the above does NOT change the game's text,
-; so the GTS perk will still say that it only reduces the cooldown by 1,
-; and the Grapple ability will still say its cooldown is 3,
-; no matter what config settings you put.
-
-[LW_FactionBalance.X2Ability_ReaperAbilitySet_LW]
-LINGERING_DURATION=1
-LINGERING_DEFENSE=15
-LINGERING_DODGE=30
-
-CRIPPLING_STRIKE_COOLDOWN=2
-
-TrackingRadius=21
-
-DisablingShotCooldown=5
-DisablingShotAmmoCost=1
-DisablingShotBaseStunActions=2
-DisablingShotCritStunActions=2
-DisablingShotDamagePenalty=0.5
-
-PARAMEDIC_BONUS_CHARGES=2
-+AlternativeMedikitNames=NanoMedikit
-+AlternativeMedikitNames=BioMedikit
-
-+CHEAPSHOT_ABILITYNAMES=StandardShot
-+CHEAPSHOT_ABILITYNAMES=LightEmUp
-+CHEAPSHOT_ABILITYNAMES=SniperStandardFire
-+CHEAPSHOT_ABILITYNAMES=SoulReaper
-+CHEAPSHOT_ABILITYNAMES=ChainShot
-[LW_FactionBalance.X2Effect_ManualOverride_LW]
-OVERRIDE_REDUCTION=3
-
-[LW_FactionBalance.X2Effect_BanishHitMod]
-BANISH_HIT_MOD=-20
-
-[LW_FactionBalance.X2LWModTemplate_ReaperAbilities]
-SHADOW_DURATION=2
-SHADOW_DETECTION_RANGE_REDUCTION=0.9f
-
-REMOTE_START_CHARGES=1
-REMOTE_START_DEMOLITIONIST_CHARGES=1
-
-BLOOD_TRAIL_ANTIDODGE_BONUS=40
-
-PALE_HORSE_BASE_CRIT=10
-PALE_HORSE_PER_KILL_CRIT=4
-PALE_HORSE_MAX_CRIT=20 ; Max crit from the per-kill bonus (does not include base crit bonus)
-
-STING_RUPTURE=1 ; Rupture amount inflicted by Sting
-
-BANISH_COOLDOWN = 3
-
-DEATH_DEALER_CRIT = 25
-SHADOW_FLAT_MOB_BONUS = 3
-[LW_FactionBalance.X2LWModTemplate_SkirmisherAbilities]
-WRATH_COOLDOWN=3
-JUSTICE_COOLDOWN=3
-JUSTICE_IENVIRONMENT_DAMAGE=3
-WHIPLASH_COOLDOWN=4
-WHIPLASH_ACTION_POINT_COST=1
-FULL_THROTTLE_DURATION=2
-BATTLELORD_ACTION_POINT_COST=1
-BATTLELORD_COOLDOWN=5
-COMBAT_PRESENCE_COOLDOWN = 5
-REFLEX_CRIT_DEF = 15
-TOTAL_COMBAT_BONUS_RANGE = 2
-TOTAL_COMBAT_MOBILITY = 1
-TOTAL_COMBAT_AIM = 5
-[LW_FactionBalance.X2LWModTemplate_TemplarAbilities]
-FOCUS4MOBILITY=0
-FOCUS4DODGE=0
-FOCUS4RENDDAMAGE=0
-
-STUNSTRIKE_STUN_DURATION=2
-STUNSTRIKE_STUN_CHANCE=100
-VOLT_TILE_RADIUS=3
-VOLT_DANGER_ZONE_BONUS_RADIUS=1
-
-ARCWAVE_T1_DAMAGE=4
-ARCWAVE_T2_DAMAGE=7
-ARCWAVE_T3_DAMAGE=10
-
-GHOST_COOLDOWN=5
-
-[LW_FactionBalance.X2Effect_TemplarShieldCritDefense]
-
-CritReduction = 20
-
-[LW_FactionBalance.X2LWModTemplate_FactionItems]
-+WHIPLASH_CONVENTIONAL_DAMAGE=(Damage=4, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash", DamageType="Electrical")
-+WHIPLASH_MAGNETIC_DAMAGE=(Damage=6, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash", DamageType="Electrical")
-+WHIPLASH_BEAM_DAMAGE=(Damage=8, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash", DamageType="Electrical")
-
-+WHIPLASH_CONVENTIONAL_DAMAGE=(Damage=8, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash_Robotic", DamageType="Electrical")
-+WHIPLASH_MAGNETIC_DAMAGE=(Damage=12, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash_Robotic", DamageType="Electrical")
-+WHIPLASH_BEAM_DAMAGE=(Damage=14, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash_Robotic", DamageType="Electrical")
-
-[LW_FactionBalance.X2Effect_SkirmisherInterrupt_LW]
-MAX_INTERRUPTS = 1
+[LW_FactionBalance.X2Effect_ParryNew]
+; These values control Reflect chance on Parry specifically
+; I've set them to the same as the default for regular Reflect, but you can change it if you feel like it
+ParryReflectPerFocusChance=10
+ParryReflectMinFocus=2
+ParryReflectBaseChance=20
+
+[LW_FactionBalance.X2Effect_DeflectNew]
+; These are the original Deflect/Reflect chances, I've left them as default, but you can tinker with them here too
+DeflectMinFocus=1
+DeflectBaseChance=25
+DeflectPerFocusChance=5
+ReflectMinFocus=2
+ReflectBaseChance=75
+
+; By the game's default you can Parry melee and area attacks, but not Deflect them; you can change that here
+bCanDeflectMelee = false
+bCanDeflectArea = false
+
+
+[LW_FactionBalance.X2Ability_SkirmisherAbilitySet_LW]
+RECKONING_LW_COOLDOWN=3
+RECKONING_LW_SLASH_COOLDOWN=4
+MANUAL_OVERRIDE_COOLDOWN=4
+REFLEX_COOLDOWN=1
+SKIRMISHER_INTERRUPT_COOLDOWN=2
+BATTLEFIELD_AWARENESS_COOLDOWN=4
+[LW_FactionBalance.X2Effect_PackMaster_LW]
+PACKMASTER_KIT_BONUS=1
++EXCLUDED_GRENADE_TYPES="GhostGrenade"
+
+[LW_FactionBalance.X2DownloadableContentInfo_LW_FactionBalance]
+REAPER_DETECTION_RANGE_REDUCTION=0.25f
+
+[LW_FactionBalance.X2Ability_TemplarAbilitySet_LW]
+SOLACE_ACTION_POINTS=1
+SOLACE_COOLDOWN=3
+GRAZE_MIN_FOCUS=1
+GRAZE_PER_FOCUS_CHANCE=5
+MEDITATION_FOCUS_RECOVERY=1
+MEDITATION_MAX_CHARGES=1
+BONUS_REND_DAMAGE_PER_TILE=0.1667f ; if 1/3, set to .334, extra will handle round-off errors
+MAX_REND_FLECHE_DAMAGE=5
+VIGILANCE_MIN_POD_SIZE=3 ; Minimum number of pod members to trigger Vigilance
+TERROR_STAT_CHECK_BASE_VALUE=75
+APOTHEOSIS_COOLDOWN=5
+APOTHEOSIS_DODGE_BONUS=20
+APOTHEOSIS_MOBILITY_BONUS=2
+APOTHEOSIS_DAMAGE_MULTIPLIER=0.5
+
+; LWOTC Overcharge settings: bonus per level of focus
+OVERCHARGE_AIM_BONUS=5
+OVERCHARGE_CRIT_BONUS=10
+
+AMPLIFY_SHOTS = 3
+
+[LW_FactionBalance.X2AbilityCooldown_Grapple]
+GRAPPLE_COOLDOWN=3 ; Base cooldown of the Skirmisher's grapple
+PARKOUR_COOLDOWN_REDUCTION=1 ; Turns of cooldown that are subtracted if the Skrimisher has Parkour
+
+; NOTE: changing the above does NOT change the game's text,
+; so the GTS perk will still say that it only reduces the cooldown by 1,
+; and the Grapple ability will still say its cooldown is 3,
+; no matter what config settings you put.
+
+[LW_FactionBalance.X2Ability_ReaperAbilitySet_LW]
+LINGERING_DURATION=1
+LINGERING_DEFENSE=15
+LINGERING_DODGE=30
+
+CRIPPLING_STRIKE_COOLDOWN=2
+
+TrackingRadius=21
+
+DisablingShotCooldown=5
+DisablingShotAmmoCost=1
+DisablingShotBaseStunActions=2
+DisablingShotCritStunActions=2
+DisablingShotDamagePenalty=0.5
+
+PARAMEDIC_BONUS_CHARGES=2
++AlternativeMedikitNames=NanoMedikit
++AlternativeMedikitNames=BioMedikit
+
++CHEAPSHOT_ABILITYNAMES=StandardShot
++CHEAPSHOT_ABILITYNAMES=LightEmUp
++CHEAPSHOT_ABILITYNAMES=SniperStandardFire
++CHEAPSHOT_ABILITYNAMES=SoulReaper
++CHEAPSHOT_ABILITYNAMES=ChainShot
+[LW_FactionBalance.X2Effect_ManualOverride_LW]
+OVERRIDE_REDUCTION=3
+
+[LW_FactionBalance.X2Effect_BanishHitMod]
+BANISH_HIT_MOD=-15
+
+[LW_FactionBalance.X2LWModTemplate_ReaperAbilities]
+SHADOW_DURATION=2
+SHADOW_DETECTION_RANGE_REDUCTION=0.9f
+
+REMOTE_START_CHARGES=1
+REMOTE_START_DEMOLITIONIST_CHARGES=1
+
+BLOOD_TRAIL_ANTIDODGE_BONUS=40
+
+PALE_HORSE_BASE_CRIT=10
+PALE_HORSE_PER_KILL_CRIT=4
+PALE_HORSE_MAX_CRIT=20 ; Max crit from the per-kill bonus (does not include base crit bonus)
+
+STING_RUPTURE=1 ; Rupture amount inflicted by Sting
+
+BANISH_COOLDOWN = 2
+
+DEATH_DEALER_CRIT = 25
+SHADOW_FLAT_MOB_BONUS = 3
+[LW_FactionBalance.X2LWModTemplate_SkirmisherAbilities]
+WRATH_COOLDOWN=4
+JUSTICE_COOLDOWN=4
+JUSTICE_IENVIRONMENT_DAMAGE=3
+WHIPLASH_COOLDOWN=4
+WHIPLASH_ACTION_POINT_COST=1
+FULL_THROTTLE_DURATION=2
+BATTLELORD_ACTION_POINT_COST=1
+BATTLELORD_COOLDOWN=5
+COMBAT_PRESENCE_COOLDOWN = 5
+REFLEX_CRIT_DEF = 15
+TOTAL_COMBAT_BONUS_RANGE = 3
+TOTAL_COMBAT_MOBILITY = 1
+TOTAL_COMBAT_AIM = 5
+[LW_FactionBalance.X2LWModTemplate_TemplarAbilities]
+FOCUS4MOBILITY=0
+FOCUS4DODGE=0
+FOCUS4RENDDAMAGE=0
+
+STUNSTRIKE_STUN_DURATION=2
+STUNSTRIKE_STUN_CHANCE=100
+VOLT_TILE_RADIUS=3
+VOLT_DANGER_ZONE_BONUS_RADIUS=2
+
+ARCWAVE_T1_DAMAGE=4
+ARCWAVE_T2_DAMAGE=7
+ARCWAVE_T3_DAMAGE=10
+
+GHOST_COOLDOWN=5
+[LW_FactionBalance.X2LWModTemplate_FactionItems]
++WHIPLASH_CONVENTIONAL_DAMAGE=(Damage=4, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash", DamageType="Electrical")
++WHIPLASH_MAGNETIC_DAMAGE=(Damage=6, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash", DamageType="Electrical")
++WHIPLASH_BEAM_DAMAGE=(Damage=8, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash", DamageType="Electrical")
+
++WHIPLASH_CONVENTIONAL_DAMAGE=(Damage=8, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash_Robotic", DamageType="Electrical")
++WHIPLASH_MAGNETIC_DAMAGE=(Damage=12, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash_Robotic", DamageType="Electrical")
++WHIPLASH_BEAM_DAMAGE=(Damage=14, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="Whiplash_Robotic", DamageType="Electrical")
+
+[LW_FactionBalance.X2Effect_SkirmisherInterrupt_LW]
+MAX_INTERRUPTS = 1
diff --git a/LongWarOfTheChosen/Config/XComLW_InfiltrationSettings.ini b/LongWarOfTheChosen/Config/XComLW_InfiltrationSettings.ini
index b16b7dec1..402ba958a 100644
--- a/LongWarOfTheChosen/Config/XComLW_InfiltrationSettings.ini
+++ b/LongWarOfTheChosen/Config/XComLW_InfiltrationSettings.ini
@@ -53,7 +53,7 @@ InfiltrationMissionIntroDefinition=( \\
)
[LW_Overhaul.XComGameState_LWPersistentSquad]
-DefaultSquadImagePath="img:///UILibrary_LWOTC.SampleSquadIcons.SquadIcon0"
+DefaultSquadImagePath="img:///UILibrary_LW_Overhaul.SampleSquadIcons.SquadIcon0"
RequiredInfiltrationToLaunch=-0.0000001f
diff --git a/LongWarOfTheChosen/Config/XComLW_OfficerPack.ini b/LongWarOfTheChosen/Config/XComLW_OfficerPack.ini
index 5d323b23c..9ba3610e1 100644
--- a/LongWarOfTheChosen/Config/XComLW_OfficerPack.ini
+++ b/LongWarOfTheChosen/Config/XComLW_OfficerPack.ini
@@ -62,10 +62,10 @@ TrainingDaysForRank[7] = 12.0f
;imagepaths to rank icons -- img:/// part not part of config file
LWOfficerRankIcons[0]="UILibrary_Common.rank_rookie"
LWOfficerRankIcons[1]="UILibrary_LW_OfficerPack.LWOfficers_RankLieutenant_resize"
-LWOfficerRankIcons[2]="UILibrary_LWOTC.LWOfficers_RankFirstLieutenant"
+LWOfficerRankIcons[2]="UILibrary_LW_Overhaul.LWOfficers_RankFirstLieutenant"
LWOfficerRankIcons[3]="UILibrary_LW_OfficerPack.LWOfficers_RankCaptain_resize"
LWOfficerRankIcons[4]="UILibrary_LW_OfficerPack.LWOfficers_RankMajor_resize"
-LWOfficerRankIcons[5]="UILibrary_LWOTC.LWOfficers_RankLieutenantColonel"
+LWOfficerRankIcons[5]="UILibrary_LW_Overhaul.LWOfficers_RankLieutenantColonel"
LWOfficerRankIcons[6]="UILibrary_LW_OfficerPack.LWOfficers_RankColonel_resize"
LWOfficerRankIcons[7]="UILibrary_LW_OfficerPack.LWOfficers_RankFieldCommander_resize"
@@ -124,11 +124,6 @@ INTERVENTION_CHARGES[7]=1
INTERVENTION_EXTRA_TURNS=2
INTERVENTION_INTEL_COST=10
-; Timer names for Intervention
-+KismetTimerVariableNames = "Timer.TurnsRemaining"
-+KismetTimerVariableNames = "Mission.TimerTurnsRemaining"
-+KismetTimerVariableNames = "Mission.TurnsRemaining"
-
INCOMING_COOLDOWN=5
INCOMING_EXPLOSIVES_DR=4
AIR_CONTROLLER_EVAC_TURN_REDUCTION=2
diff --git a/LongWarOfTheChosen/Config/XComLW_Overhaul.ini b/LongWarOfTheChosen/Config/XComLW_Overhaul.ini
index 1bcc9b4c1..d66e7f2ad 100644
--- a/LongWarOfTheChosen/Config/XComLW_Overhaul.ini
+++ b/LongWarOfTheChosen/Config/XComLW_Overhaul.ini
@@ -39,7 +39,7 @@ DLCIdentifier="LongWarOfTheChosen"
+AdditionalDLCResources="LWZ_PerkContent_BlasterLauncher.Archetypes.Perk_Gauntlet_FireBlasterLauncherProjectile"
+AdditionalDLCResources="LWZ_PerkContent_RocketProjectile.Archetypes.Perk_Gauntlet_FireRocketProjectile"
-; Disable unwanted Sitreps from being rolled normally
+; Sitreps
+SitrepsToDisable="Surgical"
+SitrepsToDisable="TheHorde"
+SitrepsToDisable="StealthInsertion"
@@ -117,78 +117,126 @@ ROLL_ADITIONAL_SITREPS_WITH_SPECIAL_SITREP=false
[LW_Overhaul.X2DownloadableContentInfo_LongWarOfTheChosen]
CHOSEN_RETRIBUTION_DURATION = 21
-ENCRYPTION_SERVER_CHANCE = 50
-+HUNTER_STRENGTHS_T1=(Strength=Predator_LW, Weight=2.0f)
+; FL5
++HUNTER_STRENGTHS_T1=(Strength=Predator_LW, Weight=1.0f)
+HUNTER_STRENGTHS_T1=(Strength=ChosenBleedingRounds, Weight=1.0f)
+HUNTER_STRENGTHS_T1=(Strength=BlastShield, Weight=1.0f)
++HUNTER_STRENGTHS_T1=(Strength=Overkill_LW, Weight=1.0f)
+HUNTER_STRENGTHS_T1=(Strength=Executioner_LW, Weight=1.0f)
+;+HUNTER_STRENGTHS_T1=(Strength=Infighter, Weight=1.0f)
+HUNTER_STRENGTHS_T1=(Strength=InstantReactionTime, Weight=1.0f)
++HUNTER_STRENGTHS_T1=(Strength=MovingTarget_LW, Weight=4.0f)
+HUNTER_STRENGTHS_T1=(Strength=ChosenHoloTargeting, Weight=1.0f)
-+HUNTER_STRENGTHS_T1=(Strength=ChosenVenomRounds, Weight=1.0f)
-+HUNTER_STRENGTHS_T1=(Strength=DamageControl, Weight=1.0f)
+
; Fl10
+HUNTER_STRENGTHS_T2=(Strength=LightningHands, Weight=1.0f)
-+HUNTER_STRENGTHS_T2=(Strength=ChosenDragonRounds, Weight=1.0f)
-+HUNTER_STRENGTHS_T2=(Strength=HazmatVestBonus_LW, Weight=1.0f)
-+HUNTER_STRENGTHS_T2=(Strength=PsychoticRage_LW, Weight=1.0f)
-+HUNTER_STRENGTHS_T2=(Strength=Faceoff, Weight=1.0f)
-+HUNTER_STRENGTHS_T2=(Strength=ChosenAllSeeing, Weight=3.0f)
-+HUNTER_STRENGTHS_T2=(Strength=StingGrenades, Weight=1.0f)
-+HUNTER_STRENGTHS_T2=(Strength=RuptureImmunity, Weight=1.0f)
-+HUNTER_STRENGTHS_T2=(Strength=HeroSlayer_LW, Weight=1.0f)
++HUNTER_STRENGTHS_T2=(Strength=HuntersInstinct, Weight=1.0f)
++HUNTER_STRENGTHS_T2=(Strength=ChosenVenomRounds, Weight=1.0f)
++HUNTER_STRENGTHS_T2=(Strength=DamageControl, Weight=1.0f)
++HUNTER_STRENGTHS_T2=(Strength=ApexPredator_LW, Weight=1.0f)
+;;Important perks From Previous tiers
++HUNTER_STRENGTHS_T2=(Strength=MovingTarget_LW, Weight=5.0f)
+
;FL 15
-+HUNTER_STRENGTHS_T3=(Strength=YouCannotHide_LW, Weight=1.0f)
-+HUNTER_STRENGTHS_T3=(Strength=TriggerBot, Weight=1.0f)
-+HUNTER_STRENGTHS_T3=(Strength=OverBearingSuperiority_LW, Weight=1.0f)
++HUNTER_STRENGTHS_T3=(Strength=ChosenDragonRounds, Weight=8.0f)
++HUNTER_STRENGTHS_T3=(Strength=Faceoff, Weight=1.0f)
++HUNTER_STRENGTHS_T3=(Strength=Avenger_LW, Weight=2.0f)
+;+HUNTER_STRENGTHS_T3=(Strength=FanFire, Weight=1.0f)
++HUNTER_STRENGTHS_T3=(Strength=YouCannotHide_LW, Weight=8.0f)
++HUNTER_STRENGTHS_T3=(Strength=PsychoticRage_LW, Weight=1.0f)
++HUNTER_STRENGTHS_T3=(Strength=HazmatVestBonus_LW, Weight=2.0f)
+
+
+;;Important perks From Previous tiers
++HUNTER_STRENGTHS_T3=(Strength=MovingTarget_LW, Weight=8.0f)
;FL5
++ASSASSIN_STRENGTHS_T1=(Strength=Predator_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T1=(Strength=ChosenVenomRounds, Weight=1.0f)
++ASSASSIN_STRENGTHS_T1=(Strength=ChosenKineticPlating, Weight=1.0f)
+ASSASSIN_STRENGTHS_T1=(Strength=BlastShield, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T1=(Strength=DamageControl, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T1=(Strength=ChosenAllSeeing, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T1=(Strength=Sprinter, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T1=(Strength=InstantReactionTime, Weight=1.0f)
++ASSASSIN_STRENGTHS_T1=(Strength=Cutthroat, Weight=1.0f)
++ASSASSIN_STRENGTHS_T1=(Strength=ChosenHoloTargeting, Weight=1.0f)
++ASSASSIN_STRENGTHS_T1=(Strength=Grazingfire, Weight=1.0f)
++ASSASSIN_STRENGTHS_T1=(Strength=MovingTarget_LW, Weight=4.0f)
++ASSASSIN_STRENGTHS_T1=(Strength=Stiletto_LW, Weight=1.0f)
;FL10
++ASSASSIN_STRENGTHS_T2=(Strength=ChosenImmuneMelee, Weight=2.0f)
+ASSASSIN_STRENGTHS_T2=(Strength=PrimaryReturnFire, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T2=(Strength=CloseCombatSpecialist, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T2=(Strength=PsychoticRage_LW, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T2=(Strength=MistyMadness_LW, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T2=(Strength=HeroSlayer_LW, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T2=(Strength=RuptureImmunity, Weight=1.0f)
++ASSASSIN_STRENGTHS_T2=(Strength=ChosenVenomRounds, Weight=1.0f)
++ASSASSIN_STRENGTHS_T2=(Strength=ChosenBleedingRounds, Weight=1.0f)
++ASSASSIN_STRENGTHS_T2=(Strength=OverKill_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T2=(Strength=Concentration_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T2=(Strength=DamageControl, Weight=1.0f)
++ASSASSIN_STRENGTHS_T2=(Strength=PreciseStrike_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T2=(Strength=ChosenWatchful, Weight=1.0f)
+
+;;;important strengths from previous tier just in case they missed
++ASSASSIN_STRENGTHS_T2=(Strength=MovingTarget_LW, Weight=8.0f)
;FL15
-+ASSASSIN_STRENGTHS_T3=(Strength=AssassinBladestorm, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T3=(Strength=HazmatVestBonus_LW, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T3=(Strength=BloodBath_LW, Weight=1.0f)
-+ASSASSIN_STRENGTHS_T3=(Strength=Impenetrable_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=CloseCombatSpecialist, Weight=8.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=Avenger_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=HuntersInstinct, Weight=1.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=Fatality_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=PsychoticRage_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=YouCannotHide_LW, Weight=1.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=AssassinBladestorm, Weight=10.0f)
++ASSASSIN_STRENGTHS_T3=(Strength=ApexPredator_LW, Weight=1.0f)
+;+ASSASSIN_STRENGTHS_T3=(Strength=HazmatVestBonus_LW, Weight=2.0f)
+
+;;;important strengths from previous tier just in case they missed
+
++ASSASSIN_STRENGTHS_T3=(Strength=MovingTarget_LW, Weight=8.0f)
;FL 5
++WARLOCK_STRENGTHS_T1=(Strength=ChosenKineticPlating, Weight=1.0f)
++WARLOCK_STRENGTHS_T1=(Strength=Predator_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T1=(Strength=CoolUnderPressure, Weight=4.0f)
+WARLOCK_STRENGTHS_T1=(Strength=BlastShield, Weight=1.0f)
+WARLOCK_STRENGTHS_T1=(Strength=Infighter, Weight=1.0f)
+WARLOCK_STRENGTHS_T1=(Strength=ChosenHoloTargeting, Weight=1.0f)
-+WARLOCK_STRENGTHS_T1=(Strength=SkirmisherStrike, Weight=1.0f)
-+WARLOCK_STRENGTHS_T1=(Strength=DamageControl, Weight=1.0f)
-+WARLOCK_STRENGTHS_T1=(Strength=InstantReactionTime, Weight=1.0f)
-+WARLOCK_STRENGTHS_T1=(Strength=Concentration_LW, Weight=2.0f)
++WARLOCK_STRENGTHS_T1=(Strength=OverKill_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T1=(Strength=MovingTarget_LW, Weight=4.0f)
+
;FL 10
++WARLOCK_STRENGTHS_T2=(Strength=MindScorchDangerZone, Weight=5.0f)
+WARLOCK_STRENGTHS_T2=(Strength=ChosenImmuneMelee, Weight=1.0f)
-+WARLOCK_STRENGTHS_T2=(Strength=ChosenAllSeeing, Weight=1.0f)
-+WARLOCK_STRENGTHS_T2=(Strength=PsychoticRage_LW, Weight=1.0f)
-+WARLOCK_STRENGTHS_T2=(Strength=OverBearingSuperiority_LW, Weight=1.0f)
-+WARLOCK_STRENGTHS_T2=(Strength=RuptureImmunity, Weight=1.0f)
-+WARLOCK_STRENGTHS_T2=(Strength=HeroSlayer_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T2=(Strength=LightemUp, Weight=1.0f)
++WARLOCK_STRENGTHS_T2=(Strength=Aggression, Weight=1.0f)
++WARLOCK_STRENGTHS_T2=(Strength=Concentration_LW, Weight=6.0f)
++WARLOCK_STRENGTHS_T2=(Strength=DamageControl, Weight=1.0f)
++WARLOCK_STRENGTHS_T2=(Strength=ApexPredator_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T2=(Strength=InstantReactionTime, Weight=1.0f)
++WARLOCK_STRENGTHS_T2=(Strength=Fatality_LW, Weight=1.0f)
+
+;+WARLOCK_STRENGTHS_T2=(Strength=ReadyForAnything, Weight=1.0f)
+;;;important strengths from previous tier just in case they missed
++WARLOCK_STRENGTHS_T2=(Strength=MovingTarget_LW, Weight=4.0f)
+
++WARLOCK_STRENGTHS_T2=(Strength=ChosenWatchful, Weight=1.0f)
+
;Fl 15
-+WARLOCK_STRENGTHS_T3=(Strength=UnholyAscension_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T3=(Strength=Avenger_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T3=(Strength=MindScorchTerror, Weight=1.0f)
++WARLOCK_STRENGTHS_T3=(Strength=PrimaryReturnFire, Weight=1.0f)
++WARLOCK_STRENGTHS_T3=(Strength=OverBearingSuperiority_LW, Weight=8.0f)
++WARLOCK_STRENGTHS_T3=(Strength=Stiletto_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T3=(Strength=PsychoticRage_LW, Weight=1.0f)
++WARLOCK_STRENGTHS_T3=(Strength=YouCannotHide_LW, Weight=1.0f)
+WARLOCK_STRENGTHS_T3=(Strength=HazmatVestBonus_LW, Weight=2.0f)
-+WARLOCK_STRENGTHS_T3=(Strength=MindScorchDangerZone, Weight=1.0f)
+
+;;;important strengths from previous tier just in case they missed
++WARLOCK_STRENGTHS_T3=(Strength=MovingTarget_LW, Weight=8.0f)
; Minimum force level before the Lost can start appearing (by difficulty)
MIN_FL_FOR_LOST[0]=5
@@ -215,8 +263,6 @@ RULER_POD_SIZE_ALERT_THRESHOLDS[3]=999
+PrimaryWeaponAbilities=HitandSlither
+PrimaryWeaponAbilities=Burnout
+PrimaryWeaponAbilities=PrimaryReturnFire
-+PrimaryWeaponAbilities=TriggerBot
-+PrimaryWeaponAbilities=TriggerBotShot
+PrimaryWeaponAbilities=HitAndRun
+PrimaryWeaponAbilities=ReadyForAnything
+PrimaryWeaponAbilities=ChosenVenomRounds
@@ -401,9 +447,6 @@ ShouldCleanupObsoleteUnits=true
+PlotObjectiveMods=(MapName="Plot_CTY_LgObj_Civic_02", ObjectiveTags[0]="SmashNGrab_LW")
+PlotObjectiveMods=(MapName="Plot_CTY_LgObj_Mixed_01", ObjectiveTags[0]="SmashNGrab_LW")
+PlotObjectiveMods=(MapName="Plot_CTY_LgObj_Mixed_02", ObjectiveTags[0]="SmashNGrab_LW")
-+PlotObjectiveMods=(MapName="Plot_WLD_SupplyExtract_Ravine_Ted2", ObjectiveTags[0]="SmashNGrab_LW")
-+PlotObjectiveMods=(MapName="Plot_WLD_SupplyExtract_LgObj_Stream_Ted", ObjectiveTags[0]="SmashNGrab_LW")
-
;; Parcels to remove from the game.
@@ -509,7 +552,7 @@ TRIGGER_EMPOWER_BONUS=2;
STOCK_BSC_SW_AIM_BONUS=15
STOCK_ADV_SW_AIM_BONUS=20
STOCK_SUP_SW_AIM_BONUS=25
-STOCK_EMPOWER_BONUS=5
+STOCK_EMPOWER_BONUS=2;
STOCK_BSC_SUCCESS_CHANCE=25
STOCK_ADV_SUCCESS_CHANCE=30
@@ -687,7 +730,7 @@ DEMOLITION_AMMO_COST=4
SATURATION_FIRE_AMMO_COST=4
THROW_GRENADE_COOLDOWN=2
AID_PROTOCOL_COOLDOWN=2
-FUSE_COOLDOWN=0
+FUSE_COOLDOWN=5
INSANITY_MIND_CONTROL_DURATION=2
INSANITY_ENDS_TURN=FALSE
RUPTURE_CRIT_BONUS=50
@@ -708,8 +751,7 @@ KILLZONE_CONE_WIDTH=12
WARLOCKPSIM1_BASEDAMAGE = (Damage=1, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 99, Tag = "", DamageType="Electrical")
WARLOCKPSIM2_BASEDAMAGE = (Damage=2, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 99, Tag = "", DamageType="Electrical")
WARLOCKPSIM3_BASEDAMAGE = (Damage=4, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 99, Tag = "", DamageType="Electrical")
-WARLOCKPSIM4_BASEDAMAGE = (Damage=5, Spread = 0, PlusOne = 50, Crit = 0, Pierce = 99, Tag = "", DamageType="Electrical")
-WARLOCKPSIM5_BASEDAMAGE = (Damage=7, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 99, Tag = "", DamageType="Electrical")
+WARLOCKPSIM4_BASEDAMAGE = (Damage=7, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 99, Tag = "", DamageType="Electrical")
; This setting means you won't recover corpses from aliens when you kill them with explosives (unless you have needle grenades ability)
; Note that Codex and Avatar are not affected by this setting -- you always recover their remains regardless of how they were killed or if you evac the mission
@@ -780,11 +822,11 @@ INSTANT_BUILD_TIMES=TRUE
+ItemTable=(ItemTemplateName="Pistol_MG", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="MagnetizedWeapons", RequiredTech2="", SupplyCost=10, AlloyCost=1, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=15, RequiredEngineeringScore=20, Tier = 155, Weight=1, PointsToComplete=100)
+ItemTable=(ItemTemplateName="TLE_Pistol_MG", Slots=0, Starting=false, Infinite=false, Buildable=false, RequiredTech1="MagnetizedWeapons", RequiredTech2="", SupplyCost=10, AlloyCost=1, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=15, RequiredEngineeringScore=20, Tier = 155, Weight=1, PointsToComplete=100)
-+ItemTable=(ItemTemplateName="AssaultRifle_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=50, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 170, PointsToComplete=200, InventoryImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Coil_AssaultRifle")
-+ItemTable=(ItemTemplateName="Cannon_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Coil_Cannon")
-+ItemTable=(ItemTemplateName="Shotgun_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Coil_Shotgun")
-+ItemTable=(ItemTemplateName="SniperRifle_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Coil_SniperRifle")
-+ItemTable=(ItemTemplateName="SMG_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=55, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Coil_SMG")
++ItemTable=(ItemTemplateName="AssaultRifle_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=50, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 170, PointsToComplete=200, InventoryImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_AssaultRifle")
++ItemTable=(ItemTemplateName="Cannon_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_Cannon")
++ItemTable=(ItemTemplateName="Shotgun_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_Shotgun")
++ItemTable=(ItemTemplateName="SniperRifle_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_SniperRifle")
++ItemTable=(ItemTemplateName="SMG_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=55, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_SMG")
+ItemTable=(ItemTemplateName="LWPistol_CG", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=30, AlloyCost=2, CrystalCost=3, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=20, RequiredEngineeringScore=30, Tier = 165, Weight=1, PointsToComplete=100)
+ItemTable=(ItemTemplateName="SparkRifle_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///EW_MEC_Weapons.UI.PPC")
@@ -941,7 +983,7 @@ INSTANT_BUILD_TIMES=TRUE
+ItemTable=(ItemTemplateName="ThrowingKnife_MG_Secondary", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AutopsyAdventStunLancer", RequiredTech2="", SupplyCost=25, AlloyCost=2, CrystalCost=2, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=20, RequiredEngineeringScore=20, Tier = 150, PointsToComplete=100, InventoryImage="img:///CombatKnifeMod.UI.UI_Kunai_MG")
;Coil
-+ItemTable=(ItemTemplateName="Bullpup_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=55, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LWOTC.InventoryArt.Inv_Coil_SMG")
++ItemTable=(ItemTemplateName="Bullpup_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=55, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_SMG")
+ItemTable=(ItemTemplateName="Vektor_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_WolfWeaponPack.Inv_Coil_Strike_Rifle")
+ItemTable=(ItemTemplateName="Vektor_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AdvancedCoilguns", RequiredTech2="", SupplyCost=60, AlloyCost=3, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=30, Tier = 169, PointsToComplete=200, InventoryImage="img:///UILibrary_WolfWeaponPack.Inv_Coil_Strike_Rifle")
@@ -1569,16 +1611,6 @@ AMBUSH_MISSION_REGION_ALERT_LEVEL=2
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[2]=-4
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[3]=-6
-; Global Reinforcement bucket fill value divisor. 1.0f is default
-; values over 1.0f will reduce bucket fill rate, values below 1.0f will increase bucket fill rate;
-; Example: 2.0f will cut RNF rate in half.
-
-REINFORCEMENT_BUCKET_FILL_MODIFIER = 1.0f
-
-; Reinforcement bucket fill divisor for when Beta Strike is on. 2.0 is default, cuts RNF rate in half.
-
-BETA_STRIKE_RNF_MOD = 2.0f
-
[LW_Overhaul.SeqAct_LWCallReinforcements]
; Reinforcement encounter schedules. Each schedule can be given a name and a list of encounters. Each reinforcement in a mission will pick the next encounter in the list. If
; you get to the end of the list, it will just keep spawning the final encounter over and over. The 'Default' schedule is used by default unless a mission specifies a different
@@ -1605,17 +1637,17 @@ BETA_STRIKE_RNF_MOD = 2.0f
+ReinforcementList=( \\
ScheduleName=Defend_LW, \\
EncounterList[1]=ADVx2_RNFStandard_LW, \\
- EncounterList[2]=OPNx2_WithTerror_LW, \\
- EncounterList[3]=ADVx3_RNFStandard_LW, \\
- EncounterList[4]=TerrorBucketx4_LW, \\
- EncounterList[5]=ADVx5_RNFStandard_LW, \\
- EncounterList[6]=TerrorBucketx6_LW, \\
- EncounterList[7]=OPNx6_Standard_LW, \\
- EncounterList[8]=ADVx6_RNFStandard_LW, \\
- EncounterList[9]=TerrorBucketx7_LW, \\
- EncounterList[10]=TerrorBucketx7_LW, \\
- EncounterList[11]=OPNx8_Standard_LW, \\
- EncounterList[12]=TerrorBucketx8_LW, \\
+ EncounterList[2]=OPNx3_WithTerror_LW, \\
+ EncounterList[3]=ADVx4_RNFStandard_LW, \\
+ EncounterList[4]=TerrorBucketx5_LW, \\
+ EncounterList[5]=ADVx6_RNFStandard_LW, \\
+ EncounterList[6]=TerrorBucketx7_LW, \\
+ EncounterList[7]=OPNx7_Standard_LW, \\
+ EncounterList[8]=ADVx7_RNFStandard_LW, \\
+ EncounterList[9]=TerrorBucketx8_LW, \\
+ EncounterList[10]=TerrorBucketx8_LW, \\
+ EncounterList[11]=OPNx10_Standard_LW, \\
+ EncounterList[12]=TerrorBucketx10_LW, \\
EncounterList[13]=OPNx10_WithTerror_LW, \\
)
@@ -1802,9 +1834,7 @@ SCANNING_PROTOCOL_INITIAL_CHARGES=2
MIND_SCORCH_RADIUS=3
MIND_SCORCH_BURNING_BASE_DAMAGE=2
MIND_SCORCH_BURNING_DAMAGE_SPREAD=1
-MIND_SCORCH_BURN_CHANCE=40
-
-SUSTAIN_WOUND_HP_REDUCTTION = 2
+MIND_SCORCH_BURN_CHANCE=70
CHOSEN_REGENERATION_HEAL_VALUE_PCT=0.16f
@@ -1821,9 +1851,7 @@ CHOSEN_REGENERATION_HEAL_VALUE_PCT=0.16f
; A list of multi-shot abilities that should be patched to fix a
; performance issue
+MULTI_SHOT_ABILITIES=(AbilityName="RapidFire", FollowUpAbilityNames[0]="RapidFire2")
-+MULTI_SHOT_ABILITIES=(AbilityName="RapidFireSnapShot", FollowUpAbilityNames[0]="RapidFireSnapShot2")
+MULTI_SHOT_ABILITIES=(AbilityName="ChainShot", FollowUpAbilityNames[0]="ChainShot2")
-+MULTI_SHOT_ABILITIES=(AbilityName="ChainShotSnapShot", FollowUpAbilityNames[0]="ChainShotSnapShot2")
+MULTI_SHOT_ABILITIES=(AbilityName="CyclicFire", FollowUpAbilityNames[0]="CyclicFire2", FollowUpAbilityNames[1]="CyclicFire3")
[LW_Overhaul.X2LWCovertActionsModTemplate]
@@ -1932,17 +1960,6 @@ DEFAULT_MISSION_EXPERIENCE_WEIGHT=5.7f
; out at the end of missions
; CLASSES_INELIGIBLE_FOR_MISSION_XP="Spark"
-[LW_Overhaul.X2EventListener_ChosenEndOfMonth]
-; Chosen Knowledge per month gain settings for LW config
-; NOTE: these values are in addition to the guaranteed knowledge gain per month in XComGameData.ini, set on [XComGame.XComGameState_AdventChosen]
-
-;knowledge gains for the starting chosen
-+STARTING_CHOSEN_KNOWLEDGE_GAIN=9
-
-;values randomly assigned to the other chosen. Make sure there are 2 values here.
-+CHOSEN_KNOWLEDGE_GAINS=8
-+CHOSEN_KNOWLEDGE_GAINS=7
-
[LW_Overhaul.X2EventListener_Reinforcements]
LISTENER_PRIORITY=-1 ; Use default listener priority (LWListenerManager)
diff --git a/LongWarOfTheChosen/Config/XComLW_SoldierSkills.ini b/LongWarOfTheChosen/Config/XComLW_SoldierSkills.ini
index bb7a6413d..ab36fb4e0 100644
--- a/LongWarOfTheChosen/Config/XComLW_SoldierSkills.ini
+++ b/LongWarOfTheChosen/Config/XComLW_SoldierSkills.ini
@@ -65,7 +65,7 @@ COMBAT_FITNESS_MOBILITY=1
COMBAT_FITNESS_DODGE=4
COMBAT_FITNESS_WILL=4
COMBAT_FITNESS_DEFENSE=0
-FORTIFY_COOLDOWN=4
+FORTIFY_COOLDOWN=5
FORTIFY_DEFENSE=20
SPRINTER_MOBILITY=1
@@ -143,7 +143,7 @@ BURNOUT_RADIUS=1.5
FIRESTORM_NUM_CHARGES=1
FIRESTORM_RADIUS_METERS=8
FIRESTORM_DAMAGE_BONUS=2
-FIRESTORM_ENV_DAMAGE=20
+FIRESTORM_ENV_DAMAGE=10
FIRESTORM_HIGH_PRESSURE_CHARGES=0
SHOCK_AND_AWE_BONUS_CHARGES=1
JAVELIN_ROCKETS_BONUS_RANGE_TILES=6
@@ -152,15 +152,9 @@ BUNKER_BUSTER_RADIUS_METERS=8.0
BUNKER_BUSTER_ENV_DAMAGE=250
FIRE_AND_STEEL_DAMAGE_BONUS=1
CONCUSSION_ROCKET_RADIUS_TILES=5
-
-USE_CONCUSSION_ROCKET_WILL_CALCS=false
CONCUSSION_ROCKET_TARGET_WILL_MALUS_STUN=20
CONCUSSION_ROCKET_TARGET_WILL_MALUS_DISORIENT=100
-
-CONCUSSION_ROCKET_STUN_CHANCE=20
-ENABLE_CONCUSSION_ROCKET_SMOKE=false
-
-CONCUSSION_ROCKET_DAMAGE_VALUE=(Damage=2, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag="", DamageType="Explosion")
+CONCUSSION_ROCKET_DAMAGE_VALUE=(Damage=2, Spread=1, PlusOne=0, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Explosion")
CONCUSSION_ROCKET_ENV_DAMAGE=5
MOVEMENT_SCATTER_AIM_MODIFIER=-30
MOVEMENT_SCATTER_TILE_MODIFIER=2
@@ -261,7 +255,7 @@ SOULSTORM_CHARGES = 0
SOULSTORM_CAN_BE_USED_WHILE_DISORIENTED = false
SOULSTORM_CAN_BE_USED_WHILE_BURNING = false
SOULSTORM_CAST_RANGE_TILES = 1
-SOULSTORM_CAST_RADIUS_METERS = 8
+SOULSTORM_CAST_RADIUS_METERS = 7
SOULSTORM_TARGET_TILE_MUST_BE_REVEALED = true
SOULSTORM_CAN_TARGET_ALLIES = true
@@ -330,8 +324,8 @@ WALK_FIRE_MIN_ACTION_REQ = 1
PRECISION_SHOT_AMMO_COST=1
PRECISION_SHOT_COOLDOWN=4
PRECISION_SHOT_CRIT_BONUS=30
-CYCLIC_FIRE_COOLDOWN=3
-CYCLIC_FIRE_AIM_MALUS=15
+CYCLIC_FIRE_COOLDOWN=2
+CYCLIC_FIRE_AIM_MALUS=10
CYCLIC_FIRE_MIN_ACTION_REQ=2
CYCLIC_FIRE_SHOTS=3
CYCLIC_FIRE_AMMO=3
@@ -507,16 +501,11 @@ MAIM_DURATION = 1
SCRAP_METAL_AMMO_AMOUNT = 1
-OVERBEARING_SUPERIORITY_CRIT = 20
-
-TRIGGER_BOT_DAMAGE_PENALTY = 0.35
-
-MOVING_TARGET_DEFENSE = 15
+MOVING_TARGET_DEFENSE = 30
MOVING_TARGET_DODGE = 50
COMBATREADINESS_DEF = 10
COMBATREADINESS_AIM = 10
-COMBAT_READINESS_EXPLOSIVE_DR = 0.1f
+COMBAT_READINESS_EFFECTS_TO_REMOVE = Maim_Immobilize
@@ -559,17 +548,11 @@ IMPULSE_CRIT_BONUS = 10
FATALITY_AIM = 100
FATALITY_CRIT = 100
-FATALITY_THRESHOLD = 0.5f
-CRUSADER_WOUND_HP_REDUCTTION = 6
+FATALITY_THRESHOLD = 0.35f
+CRUSADER_WOUND_HP_REDUCTTION = 8
QUICKDRAW_MOBILITY_INCREASE = 1.0f
-
-HERO_SLAYER_DMG = 0.35
-
-PSYCHOTIC_RAGE_BELOW_THRESHOLD = 51
-PSYCHOTIC_RAGE_DMG_BONUS = 35
-
[LW_PerkPack_Integrated.X2Effect_HitandRun]
+HNR_ABILITYNAMES=StandardShot
+HNR_ABILITYNAMES=LightEmUp
@@ -851,49 +834,47 @@ NULLIFY_LONG_RANGE_PENALTY_MODIFIER=0.5 ; Set to below 1 to reduce the impact o
[LW_Overhaul.X2Ability_LW_ChosenAbilities]
COOLDOWN_AMMO_DUMP=1
-COOLDOWN_SHIELD_ALLY=3
+COOLDOWN_SHIELD_ALLY=2
MSTERROR_STAT_CHECK_BASE_VALUE=50
KIDNAP_COOLDOWN=1
SHIELDALLYM1_SHIELD=4
SHIELDALLYM2_SHIELD=6
-SHIELDALLYM3_SHIELD=9
-SHIELDALLYM4_SHIELD=12
-SHIELDALLYM5_SHIELD=15
+SHIELDALLYM3_SHIELD=8
+SHIELDALLYM4_SHIELD=15
+
KIDNAP_ELIGIBLE_CHARTYPES[0]=Soldier
KIDNAP_ELIGIBLE_CHARTYPES[1]=ReaperSoldier
KIDNAP_ELIGIBLE_CHARTYPES[2]=SkirmisherSoldier
KIDNAP_ELIGIBLE_CHARTYPES[3]=TemplarSoldier
-CHOSEN_SUMMON_RNF_DATA[0]="CHSx2_LW"
-CHOSEN_SUMMON_RNF_DATA[1]="CHSx2_LW"
-CHOSEN_SUMMON_RNF_DATA[2]="CHSx2_LW"
-CHOSEN_SUMMON_RNF_DATA[3]="CHSx2_LW"
-CHOSEN_SUMMON_RNF_DATA[4]="CHSx2_LW"
-CHOSEN_SUMMON_RNF_DATA[5]="CHSx2_LW"
-CHOSEN_SUMMON_RNF_DATA[6]="CHSx3_LW"
-CHOSEN_SUMMON_RNF_DATA[7]="CHSx3_LW"
-CHOSEN_SUMMON_RNF_DATA[8]="CHSx3_LW"
-CHOSEN_SUMMON_RNF_DATA[9]="CHSx3_LW"
-CHOSEN_SUMMON_RNF_DATA[10]="CHSx3_LW"
-CHOSEN_SUMMON_RNF_DATA[11]="CHSx3_LW"
-CHOSEN_SUMMON_RNF_DATA[12]="CHSx4_LW"
-CHOSEN_SUMMON_RNF_DATA[13]="CHSx4_LW"
-CHOSEN_SUMMON_RNF_DATA[14]="CHSx4_LW"
-CHOSEN_SUMMON_RNF_DATA[15]="CHSx5_LW"
-CHOSEN_SUMMON_RNF_DATA[16]="CHSx5_LW"
-CHOSEN_SUMMON_RNF_DATA[17]="CHSx5_LW"
-CHOSEN_SUMMON_RNF_DATA[18]="CHSx6_LW"
+CHOSEN_SUMMON_RNF_DATA[0]="CHSx3_LW"
+CHOSEN_SUMMON_RNF_DATA[1]="CHSx3_LW"
+CHOSEN_SUMMON_RNF_DATA[2]="CHSx3_LW"
+CHOSEN_SUMMON_RNF_DATA[3]="CHSx3_LW"
+CHOSEN_SUMMON_RNF_DATA[4]="CHSx3_LW"
+CHOSEN_SUMMON_RNF_DATA[5]="CHSx3_LW"
+CHOSEN_SUMMON_RNF_DATA[6]="CHSx4_LW"
+CHOSEN_SUMMON_RNF_DATA[7]="CHSx4_LW"
+CHOSEN_SUMMON_RNF_DATA[8]="CHSx4_LW"
+CHOSEN_SUMMON_RNF_DATA[9]="CHSx4_LW"
+CHOSEN_SUMMON_RNF_DATA[10]="CHSx4_LW"
+CHOSEN_SUMMON_RNF_DATA[11]="CHSx4_LW"
+CHOSEN_SUMMON_RNF_DATA[12]="CHSx5_LW"
+CHOSEN_SUMMON_RNF_DATA[13]="CHSx5_LW"
+CHOSEN_SUMMON_RNF_DATA[14]="CHSx5_LW"
+CHOSEN_SUMMON_RNF_DATA[15]="CHSx6_LW"
+CHOSEN_SUMMON_RNF_DATA[16]="CHSx6_LW"
+CHOSEN_SUMMON_RNF_DATA[17]="CHSx6_LW"
+CHOSEN_SUMMON_RNF_DATA[18]="CHSx8_LW"
GREATEST_CHAMPION_AIM=15
GREATEST_CHAMPION_CRIT=25
GREATEST_CHAMPION_WILL=30
GREATEST_CHAMPION_PSIOFFENSE=30
-UNHOLY_ASCENSION_MOD = 2.0
-
-IMPACT_COMPENSATION_PCT_DR=0.25
-IMPACT_COMPENSATION_MAX_STACKS=4
+IMPACT_COMPENSATION_PCT_DR=0.2
+IMPACT_COMPENSATION_MAX_STACKS=3
SHIELD_ALLY_PCT_DR=0.67
@@ -920,8 +901,7 @@ DamageMultiplier=0.5f
BLOODTHIRST_T1_DMG = 1
BLOODTHIRST_T2_DMG = 1
BLOODTHIRST_T3_DMG = 2
-BLOODTHIRST_T4_DMG = 2
-BLOODTHIRST_T5_DMG = 3
+BLOODTHIRST_T4_DMG = 3
[LW_Overhaul.X2Effect_Phosphorus]
BONUS_CV_SHRED = 1
diff --git a/LongWarOfTheChosen/Config/XComMaps.ini b/LongWarOfTheChosen/Config/XComMaps.ini
index c621ea9b5..289e16727 100644
--- a/LongWarOfTheChosen/Config/XComMaps.ini
+++ b/LongWarOfTheChosen/Config/XComMaps.ini
@@ -29,9 +29,9 @@
+arrMapImageDefs=(MapName="md_RemoteScienceStation_01_LW" , ImagePath="UILibrary_MissionImages.Mission_MD_RemoteScience_01_Tundra", Biome="Tundra")
; Supply Convoy
-+arrMapImageDefs=(MapName="WLD_SupplyConvoy_16x64_LW_01" , ImagePath="UILibrary_LWOTC.MissionImages.Missions_PCP_WLD_SupplyConvoy_16x64_LW_01_Arid", Biome="Arid")
-+arrMapImageDefs=(MapName="WLD_SupplyConvoy_16x64_LW_01" , ImagePath="UILibrary_LWOTC.MissionImages.Missions_PCP_WLD_SupplyConvoy_16x64_LW_01_Temp", Biome="Temperate")
-+arrMapImageDefs=(MapName="WLD_SupplyConvoy_16x64_LW_01" , ImagePath="UILibrary_LWOTC.MissionImages.Missions_PCP_WLD_SupplyConvoy_16x64_LW_01_Tundra", Biome="Tundra")
++arrMapImageDefs=(MapName="WLD_SupplyConvoy_16x64_LW_01" , ImagePath="UILibrary_LW_Overhaul.MissionImages.Missions_PCP_WLD_SupplyConvoy_16x64_LW_01_Arid", Biome="Arid")
++arrMapImageDefs=(MapName="WLD_SupplyConvoy_16x64_LW_01" , ImagePath="UILibrary_LW_Overhaul.MissionImages.Missions_PCP_WLD_SupplyConvoy_16x64_LW_01_Temp", Biome="Temperate")
++arrMapImageDefs=(MapName="WLD_SupplyConvoy_16x64_LW_01" , ImagePath="UILibrary_LW_Overhaul.MissionImages.Missions_PCP_WLD_SupplyConvoy_16x64_LW_01_Tundra", Biome="Tundra")
; Jailbreak
+arrMapImageDefs=(MapName="lg_PropagandaCenter_02_LW" , ImagePath="UILibrary_MissionImages.Mission_lg_PropagandaCenter_02", Biome="")
diff --git a/LongWarOfTheChosen/Config/XComMissionDefs.ini b/LongWarOfTheChosen/Config/XComMissionDefs.ini
index b27ced479..28e08b666 100644
--- a/LongWarOfTheChosen/Config/XComMissionDefs.ini
+++ b/LongWarOfTheChosen/Config/XComMissionDefs.ini
@@ -2385,7 +2385,7 @@
bCanSpawnOutsideObjectiveParcel=false, bReplaceSwapActor=True)
+arrMissions=(MissionName="SupplyExtraction_LW", sType="SupplyExtraction_LW", \\
- MissionFamily="SupplyExtraction_LW", \\
+ MissionFamily="SmashNGrab_LW", \\
MapNames[0]="Obj_SupplyExtraction_LW", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_LWMissionTimer", \\
diff --git a/LongWarOfTheChosen/Config/XComMissions.ini b/LongWarOfTheChosen/Config/XComMissions.ini
index 8ea309ce3..fd5d76893 100644
--- a/LongWarOfTheChosen/Config/XComMissions.ini
+++ b/LongWarOfTheChosen/Config/XComMissions.ini
@@ -54,10 +54,6 @@
; when you open the cell.
+ProxyRewardUnitMappings=(OriginalTemplate="FacelessRebel",ProxyTemplate="Rebel")
-ChosenSpawnTagToEncounterID[12]=(EncounterID="CHOSENx1_AssassinM5", SpawningTag="Chosen_AssassinActiveM5")
-ChosenSpawnTagToEncounterID[13]=(EncounterID="CHOSENx1_WarlockM5", SpawningTag="Chosen_WarlockActiveM5")
-ChosenSpawnTagToEncounterID[14]=(EncounterID="CHOSENx1_SniperM5", SpawningTag="Chosen_SniperActiveM5")
-
[HackWorkstation]
; Prevent aliens from hunting XCOM after objective has been hacked because it's
; cheesy having the aliens know exactly where you are.
@@ -123,14 +119,6 @@ BaseTimerLength_Commander=12
BaseTimerLength_Legend=12
[SupplyExtraction]
-;Reminder to me to check base game XComMissions.ini for more crate race settings
-
-; Note that you don't always get this number, if the crate spawning system can't find a legal spot it doesn't place a crate
-NumberOfCrates_Rookie=12
-NumberOfCrates_Veteran=12
-NumberOfCrates_Commander=12
-NumberOfCrates_Legend=12
-
; Controls the number of crates the player must recover to qualify as mission success
NumberOfCratesRequired_Rookie=4
NumberOfCratesRequired_Veteran=4
diff --git a/LongWarOfTheChosen/Config/XComPCPs.ini b/LongWarOfTheChosen/Config/XComPCPs.ini
index 028a5332c..5ef432482 100644
--- a/LongWarOfTheChosen/Config/XComPCPs.ini
+++ b/LongWarOfTheChosen/Config/XComPCPs.ini
@@ -1,22 +1,3 @@
[XComGame.XComPlotCoverParcelManager]
+arrAllPCPDefs=(MapName="WLD_SupplyConvoy_16x64_LW_01", arrPlotTypes[0]="Wilderness", strPCPType="AdventConvoy", strTurnType="SupplyLineRaid", iWidth=16, iLength=64, ObjectiveTags[0]="SupplyConvoy_LW")
-; remove the IED-infested bridge plots and swap it with another
--arrAllPCPDefs=(MapName="RFT_Walkway_06x06_Skybridge_01", arrPlotTypes[0]="Rooftops", \\
- strPCPType="Walkway", strTurnType="Optional", iWidth=6, iLength=6)
-
--arrAllPCPDefs=(MapName="RFT_Walkway_06x06_Skybridge_01", arrPlotTypes[0]="Rooftops", \\
- strPCPType="Walkway", strTurnType="Mandatory", iWidth=6, iLength=6)
-
--arrAllPCPDefs=(MapName="RFT_Walkway_06x06_Skybridge_01", arrPlotTypes[0]="Rooftops", strPCPType="Walkway", strTurnType="Optional", iWidth=6, iLength=6)
-
--arrAllPCPDefs=(MapName="RFT_Walkway_06x06_Skybridge_01", arrPlotTypes[0]="Rooftops", strPCPType="Walkway", strTurnType="Mandatory", iWidth=6, iLength=6)
-
-+arrAllPCPDefs=(MapName="RFT_Walkway_06x06_Skybridge_01_fixed", arrPlotTypes[0]="Rooftops", \\
- strPCPType="Walkway", strTurnType="Optional", iWidth=6, iLength=6)
-
-+arrAllPCPDefs=(MapName="RFT_Walkway_06x06_Skybridge_01_fixed", arrPlotTypes[0]="Rooftops", \\
- strPCPType="Walkway", strTurnType="Mandatory", iWidth=6, iLength=6)
-
-
-; fixed plot name: RFT_Walkway_06x06_Skybridge_01_fixed
\ No newline at end of file
diff --git a/LongWarOfTheChosen/Config/XComParcels.ini b/LongWarOfTheChosen/Config/XComParcels.ini
index 927134b24..c2e07859e 100644
--- a/LongWarOfTheChosen/Config/XComParcels.ini
+++ b/LongWarOfTheChosen/Config/XComParcels.ini
@@ -47,10 +47,6 @@ arrAllParcelDefinitions=(MapName="md_ShootingRange_01_LW", eSize=eParcelSizeType
+arrAllParcelDefinitions=(MapName="md_Boardroom_01_LW", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Rooftops"), eFacing=EParcelFacingType_N, arrZoneTypes[0]="Boardroom")
+arrAllParcelDefinitions=(MapName="md_Studio_01_LW", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Rooftops"), eFacing=EParcelFacingType_N, arrZoneTypes[0]="Studio")
-; modified rooftop parcels for network tower missions
-+arrAllParcelDefinitions=(MapName="md_Studio_02_LW", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Rooftops"), eFacing=EParcelFacingType_N, arrZoneTypes[0]="Studio_mid")
-+arrAllParcelDefinitions=(MapName="md_LandingPad_01_LW", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Rooftops"), eFacing=EParcelFacingType_N, arrZoneTypes[0]="Open_mid")
-
; Parcels for Smash 'n' Grab
+arrAllParcelDefinitions=(MapName="lg_Advent_Recruitment_01_LW", eSize=eParcelSizeType_Large, arrPlotTypes[0]=(strPlotType="SmallTown"), eFacing=EParcelFacingType_S, ObjectiveTags[0]="SmashNGrab_LW", bAllowNonObjectiveOverride=false)
+arrAllParcelDefinitions=(MapName="lg_RemoteScienceStation_01_SG_LW", eSize=eParcelSizeType_Large, arrPlotTypes[0]=(strPlotType="Wilderness"), ObjectiveTags[0]="SmashNGrab_LW", bAllowNonObjectiveOverride=false)
diff --git a/LongWarOfTheChosen/Config/XComPlots.ini b/LongWarOfTheChosen/Config/XComPlots.ini
index b73f359bf..d3bdb3bcd 100644
--- a/LongWarOfTheChosen/Config/XComPlots.ini
+++ b/LongWarOfTheChosen/Config/XComPlots.ini
@@ -40,11 +40,6 @@
+arrPlots=(MapName="Plot_RFT_01_LW", strType="Rooftops", ObjectiveTags[0]="AssaultNetworkTower_LW")
+arrPlots=(MapName="Plot_RFT_02_LW", strType="Rooftops", ObjectiveTags[0]="AssaultNetworkTower_LW")
-; new network tower plots
-+arrPlots=(MapName="Plot_RFT_03_LW", strType="Rooftops", ObjectiveTags[0]="AssaultNetworkTower_LW")
-+arrPlots=(MapName="Plot_RFT_04_LW", strType="Rooftops", ObjectiveTags[0]="AssaultNetworkTower_LW")
-+arrPlots=(MapName="Plot_RFT_05_LW", strType="Rooftops", ObjectiveTags[0]="AssaultNetworkTower_LW")
-
; New haven maps for rendezvous missions and covert escapes (CA ambush missions)
+arrPlots=(MapName="Plot_RVS_Highway_LgObj_01_LW", strType="Wilderness", ValidBiomes[0]="Temperate", ValidBiomes[1]="Arid", ValidBiomes[2]="Tundra", ObjectiveTags[0]="Rendezvous", ObjectiveTags[1]="CovertEscape_NonPCP")
@@ -77,11 +72,8 @@
; new Supply Extraction plots
+arrPlots=(MapName="Plot_WLD_SupplyExtract_Ravine_Ted", strType="Wilderness", ObjectiveTags[0]="SupplyExtraction", ObjectiveTags[1]="LargePlot")
-+arrPlots=(MapName="Plot_WLD_SupplyExtract_Ravine_Ted2", strType="Wilderness", ObjectiveTags[0]="SupplyExtraction", ObjectiveTags[1]="LargePlot")
+arrPlots=(MapName="Plot_WLD_SupplyExtract_LgObj_Stream_Ted", strType="Wilderness", ObjectiveTags[0]="SupplyExtraction", ObjectiveTags[1]="LargePlot")
-+arrPlots=(MapName="Plot_ABN_SupplyExtract_Waterfront2_Ted", strType="Abandoned", ObjectiveTags[0]="SupplyExtraction")
-
; SMALLTOWN Plots
; Large Objective Parcel Plots
+arrPlots=(MapName="Plot_TWN_Neigh_LgObj_01", strType="SmallTown", \\
@@ -113,9 +105,3 @@
ObjectiveTags[0]="CityCenter", ObjectiveTags[1]="LargePlot", ObjectiveTags[2]="Vehicle")
+arrPlots=(MapName="Plot_CTY_LgObj_Mixed_02", strType="CityCenter", \\
ObjectiveTags[0]="CityCenter", ObjectiveTags[1]="LargePlot")
-
-; flipped extract plots
-+arrPlots=(MapName="Plot_CTY_Extract_LgObj_Park_2", strType="CityCenter", \\
- ObjectiveTags[0]="CityCenter", ObjectiveTags[1]="Extract")
-+arrPlots=(MapName="Plot_CTY_Extract_LgObj_Plaza_2", strType="CityCenter", \\
- ObjectiveTags[0]="CityCenter", ObjectiveTags[1]="Extract")
\ No newline at end of file
diff --git a/LongWarOfTheChosen/Config/XComStrategyTuning.ini b/LongWarOfTheChosen/Config/XComStrategyTuning.ini
deleted file mode 100644
index e2d5158e0..000000000
--- a/LongWarOfTheChosen/Config/XComStrategyTuning.ini
+++ /dev/null
@@ -1,232 +0,0 @@
-[ExperimentalWeapons_Diff_0 X2TechTemplate]
-PointsToComplete=1000
-
-[ExperimentalWeapons_Diff_1 X2TechTemplate]
-PointsToComplete=1000
-
-[ExperimentalWeapons_Diff_2 X2TechTemplate]
-PointsToComplete=1000
-
-[ExperimentalWeapons_Diff_3 X2TechTemplate]
-PointsToComplete=1000
-
-[AutopsyViperKing_Diff_3 X2TechTemplate]
-PointsToComplete=3000
-
-[AutopsyBerserkerQueen_Diff_3 X2TechTemplate]
-PointsToComplete=4000
-
-[AutopsyArchonKing_Diff_3 X2TechTemplate]
-PointsToComplete=5200
-
-[SerpentSuit_Diff_3 X2TechTemplate]
-PointsToComplete=1000
-Cost=(ResourceCosts[0]=(ItemTemplateName="AlienAlloy", Quantity=10), ResourceCosts[1]=(ItemTemplateName="EleriumDust", Quantity=10), ArtifactCosts[0]=(ItemTemplateName="EleriumCore", Quantity=1))
-
-[RAGESuit_Diff_3 X2TechTemplate]
-PointsToComplete=1000
-Cost=(ResourceCosts[0]=(ItemTemplateName="AlienAlloy", Quantity=10), ResourceCosts[1]=(ItemTemplateName="EleriumDust", Quantity=10), ArtifactCosts[0]=(ItemTemplateName="EleriumCore", Quantity=1))
-
-[IcarusArmor_Diff_3 X2TechTemplate]
-PointsToComplete=1750
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=125), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=30), ArtifactCosts[0]=(ItemTemplateName="EleriumCore", Quantity=1))
-
-[BoltCaster_Diff_0 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45))
-
-[BoltCaster_Diff_1 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45))
-
-[BoltCaster_Diff_2 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45))
-
-[BoltCaster_Diff_3 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45))
-
-[HuntersAxe_Diff_0 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40))
-
-[HuntersAxe_Diff_1 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40))
-
-[HuntersAxe_Diff_2 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40))
-
-[HuntersAxe_Diff_3 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40))
-
-[Shadowkeeper_Diff_0 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-[Shadowkeeper_Diff_1 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-[Shadowkeeper_Diff_2 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-[Shadowkeeper_Diff_3 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-[FrostBomb_Diff_0 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-[FrostBomb_Diff_1 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-[FrostBomb_Diff_2 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-[FrostBomb_Diff_3 X2TechTemplate]
-PointsToComplete=210
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=35))
-
-
-
-[HeavyAlienArmorMk2_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=10))
-
-[LightAlienArmorMk2_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=15), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=15))
-
-; bolt caster
-
-[HunterRifle_CV_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterRifle_CV_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterRifle_CV_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterRifle_CV_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterRifle_MG_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterRifle_MG_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterRifle_MG_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterRifle_MG_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterRifle_BM_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=75), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterRifle_BM_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=75), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterRifle_BM_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=75), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterRifle_BM_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=75), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-; shadowkeeper
-
-[HunterPistol_CV_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterPistol_CV_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterPistol_CV_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterPistol_CV_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20))
-
-[HunterPistol_MG_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterPistol_MG_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterPistol_MG_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterPistol_MG_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterPistol_BM_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=60), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterPistol_BM_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=60), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterPistol_BM_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=60), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterPistol_BM_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=60), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-; hunter axe
-
-[HunterAxe_CV_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
-
-[HunterAxe_CV_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
-
-[HunterAxe_CV_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
-
-[HunterAxe_CV_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
-
-[HunterAxe_MG_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterAxe_MG_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterAxe_MG_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterAxe_MG_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5))
-
-[HunterAxe_BM_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterAxe_BM_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterAxe_BM_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-[HunterAxe_BM_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))
-
-; frost bomb
-
-[Frostbomb_Schematic_Diff_0 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
-
-[Frostbomb_Schematic_Diff_1 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
-
-[Frostbomb_Schematic_Diff_2 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
-
-[Frostbomb_Schematic_Diff_3 X2SchematicTemplate]
-Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30))
diff --git a/LongWarOfTheChosen/Config/XComWOTC_DisplayHitChance_MCMDefaults.ini b/LongWarOfTheChosen/Config/XComWOTC_DisplayHitChance_MCMDefaults.ini
deleted file mode 100644
index edf79d18b..000000000
--- a/LongWarOfTheChosen/Config/XComWOTC_DisplayHitChance_MCMDefaults.ini
+++ /dev/null
@@ -1,2 +0,0 @@
-[WOTC_DisplayHitChance.MCM_Defaults]
-TH_AIM_ASSIST = false
\ No newline at end of file
diff --git a/LongWarOfTheChosen/Content/.gitignore b/LongWarOfTheChosen/Content/.gitignore
new file mode 100644
index 000000000..2f95c300e
--- /dev/null
+++ b/LongWarOfTheChosen/Content/.gitignore
@@ -0,0 +1,25 @@
+*.upk
+*.umap
+*.bik
+*.webm
+*.bk2
+/*/*.txt
+!/LW_FactionBalance/*
+!/LW_PerkPack_Integrated/*
+!/LW_Toolbox_Integrated/*
+!/BaseGameMissionAssets/README.txt
+!/Missions/*
+!/Parcels/*
+!/Plots/*
+!/CIN_TroopTransport.upk
+!/LW_Heavy_Dazed_Tile.upk
+!/LW_Psi*
+!/UILibrary_*
+!/BstarsPerkPack_Icons.upk
+!/LW_StrikeRifle.upk
+!/WP_BeamGrenadeLauncher.upk
+!/HunterTrackingMark_LW.upk
+!/AutopistolRebalance_LW.upk
+!/LWHolotargeter.upk
+!/*_PerkContent.upk
+!/LW_Perk_OneForAll.upk
\ No newline at end of file
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+This directory contains many large files, so they are not stored on GitHub.
+Download [this zip file][1] and unpack it into this directory.
+
+ [1]: https://www.dropbox.com/s/5wtqt5xjg8mde02/lwotc-content.zip?dl=0 "LWOTC Content assets"
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diff --git a/LongWarOfTheChosen/ContentOptions.json b/LongWarOfTheChosen/ContentOptions.json
index 8dee04645..dfd853c9f 100644
--- a/LongWarOfTheChosen/ContentOptions.json
+++ b/LongWarOfTheChosen/ContentOptions.json
@@ -1,123 +1,11 @@
{
-
- "missingUncooked": [
- "FX_Glows_Env.upk",
- "FX_Exhaust_Vapors_Env.upk"
- ],
- "sfMaps": [
- "AdventCrate_LoCov_1x1_SmashNGrab_LW",
- "Obj_AssaultAlienBase_LW",
- "Obj_AssaultNetworkTower_LW",
- "Obj_Blacksite_LW",
- "Obj_ChosenAvengerDefense_LW",
- "Obj_CovertEscape_Evac_LW",
- "Obj_Defend_LW",
- "Obj_DestroyObject_LW",
- "Obj_DestroyTransmitter_LW",
- "Obj_Forge_LW",
- "Obj_HackWorkstation_LW",
- "Obj_IntelRaid_LW",
- "Obj_Jailbreak_LW",
- "Obj_LWAvengerDefense",
- "Obj_LWInvasion",
- "Obj_LWNeutralizeTarget",
- "Obj_LWTerror",
- "Obj_RecoverItem_LW",
- "Obj_RecruitRaid_LW",
- "Obj_Rendezvous_LW",
- "Obj_SabotageCC_LW",
- "Obj_SecureUFO_LW",
- "Obj_SmashNGrab_LW",
- "Obj_SupplyConvoy_LW",
- "Obj_SupplyExtraction_LW",
- "Obj_TroopManeuvers_LW",
- "SubSystem_ContinuousRNF",
- "UMS_LWCommon",
- "UMS_LWContinuousReinforcements",
- "UMS_LWMissionTimer"
- ],
"sfStandalone": [
- "AdvGrenadeLauncher",
- "LW_Perk_MutonM3",
- "LW_Perk_Psi_MassMindspin",
- "LW_Perk_Psi_MassReanimation",
- "LW_Perk_RepairServos",
- "LWAdvGrenadier",
- "LWAdvGunner",
- "LWAdvMec",
- "LWAdvMecArcher",
- "LWAdvRocketeer",
- "LWAdvSentry",
- "LWDrone",
- "LWDroneWeapon",
- "LWDroneWeapon_alternate_beam",
- "LWHiveQueen",
- "LWMutonM2",
- "LWMutonM3",
- "LWMutonM3Rifle",
- "LWNaja",
- "LWSectoidM2",
- "LWSidewinder",
- "LWSidewinderSMG",
- "NajaRifle",
- "XAdventTrooper",
-
- "AutopistolRebalance_LW",
- "BRMeshPack_LW",
- "Cannon_NoShake_LW",
- "CrossbowVektor",
- "GameUnit_AdvPurifier_Rusty",
- "EW_MEC_Weapons",
- "LW_PsiOverhaul",
"LWCombatKnife",
- "LWGauntletWOTC",
- "LWHoloTarget_PerkContent",
- "LWHolotargeter",
- "LWMultiTarget_PerkContent",
- "LWRapidTarget_PerkContent",
- "LWResistanceMEC",
- "LWSawedoffShotgun",
- "MusashiCombatKnifeMod_LW",
- "WP_AdventFlamethrower_Rusty",
- "WP_BeamGrenadeLauncher",
-
- "IRISoulShotPerk",
- "IRIApotheosisPerk",
- "IRIParryReworkPerk",
- "IRIParryReworkAnims",
-
- "IRIPerkPack_UILibrary_LW",
-
- "OneHandedGauntlet_LW",
+ "LWMutonM3",
+ "LWHiveQueen",
"WoTC_Ballistic_Shield_LW",
"WoTC_Plated_Shield_LW",
"WoTC_Powered_Shield_LW",
- "WoTC_Shield_Animations_LW",
-
-
- "LWAssaultRifle_LS",
- "LWCannon_LS",
- "LWPistol_LS",
- "LWShotgun_LS",
- "LWSMG_LS",
- "LWSniperRifle_LS",
-
- "LWAccessories_CG",
- "LWAssaultRifle_CG",
- "LWCannon_CG",
- "LWPistol_CG",
- "LWShotgun_CG",
- "LWSMG_CG",
- "LWSniperRifle_CG",
-
- "LWSMG_BM",
- "LWSMG_CV",
- "LWSMG_MG",
-
- "UILibrary_LWAlienPack",
- "UILibrary_LW_Coilguns",
- "UILibrary_LW_LaserPack",
- "UILibrary_Refs"
-
+ "WoTC_Shield_Animations_LW"
]
-}
\ No newline at end of file
+}
diff --git a/LongWarOfTheChosen/Localization/BetterSecondWaveSupport.deu b/LongWarOfTheChosen/Localization/BetterSecondWaveSupport.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_AlienPack_Integrated/XComGame.deu b/LongWarOfTheChosen/Localization/LW_AlienPack_Integrated/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_FactionBalance/LW_FactionBalance.deu b/LongWarOfTheChosen/Localization/LW_FactionBalance/LW_FactionBalance.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.deu b/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.esn b/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.esn
index d5f408942..7798e1816 100644
--- a/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.esn
+++ b/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.esn
@@ -46,8 +46,8 @@ LocPromotionPopupText=" Agrega al Templario de bonificación al radio de acción."
-LocHelpText="Agrega la posibilidad de producir pánico a los enemigos golpeados por Voltio. Además, se obtiene de bonificación al radio de acción."
+LocLongDescription="Agrega la posibilidad de producir pánico a los enemigos golpeados por Voltio."
+LocHelpText="Agrega la posibilidad de producir pánico a los enemigos golpeados por Voltio."
LocPromotionPopupText=" Voltio ahora incorpora una posibilidad de generar pánico a los enemigos.
Su probabilidad está basada en la fuerza Psiónica del Templario frente a la voluntad del objetivo."
[Apotheosis X2AbilityTemplate]
diff --git a/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.int b/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.int
index 5dfd21548..136bd7d4b 100644
--- a/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.int
+++ b/LongWarOfTheChosen/Localization/LW_FactionBalance/XComGame.int
@@ -48,8 +48,8 @@ LocPromotionPopupText=" Adds points
[Overcharge_LW X2AbilityTemplate]
LocFriendlyName="Overcharge"
-LocLongDescription="Gain bonus aim and crit chance on melee attacks for each point of focus the Templar has."
-LocHelpText="Gain bonus aim and crit chance on melee attacks for each point of focus the Templar has."
+LocLongDescription="Gain bonus aim and crit chance for each point of focus the Templar has."
+LocHelpText="Gain bonus aim and crit chance for each point of focus the Templar has."
LocPromotionPopupText=" Each point of focus provides + aim and + crit chance.
Based on the current focus, not max focus."
[VoltDangerZone X2AbilityTemplate]
@@ -70,8 +70,8 @@ LocPromotionPopupText=" Adds 1 focus to the Templar when an enemy pod s
[TemplarTerror X2AbilityTemplate]
LocFriendlyName="Terrorize"
-LocLongDescription="Gain -tile bonus radius for Volt. Adds a chance to panic enemies hit by Volt."
-LocHelpText="Gain -tile bonus radius for Volt. Adds a chance to panic enemies hit by Volt."
+LocLongDescription="Adds a chance to panic enemies hit by Volt."
+LocHelpText="Adds a chance to panic enemies hit by Volt."
; LWOTC Needs Translation (2)
LocPromotionPopupText=" Volt can now panic the enemy.
The chance to panic is % and is affected by both the Templar's Will and the target's Will."
; End Translation (2)
diff --git a/LongWarOfTheChosen/Localization/LW_LaserPack_Integrated/XComGame.deu b/LongWarOfTheChosen/Localization/LW_LaserPack_Integrated/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_OfficerPack_Integrated/LW_OfficerPack_Integrated.deu b/LongWarOfTheChosen/Localization/LW_OfficerPack_Integrated/LW_OfficerPack_Integrated.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_OfficerPack_Integrated/XComGame.deu b/LongWarOfTheChosen/Localization/LW_OfficerPack_Integrated/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.chn b/LongWarOfTheChosen/Localization/LW_Overhaul.chn
index 84accfc63..21414e146 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.chn
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.chn
@@ -165,7 +165,6 @@ ActivityObjectives[0]="è¥æ•‘被俘å抗军"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="夺å–å˜ç§äººè¡¥ç»™ç®±"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="å抗军找到一个å«æœ‰é‡è¦èµ„æºçš„å˜ç§äººè¡¥ç»™ç«™ï¼Œæˆ‘们å¯ä»¥å°†è¿™äº›èµ„æºä½œä¸ºå·±ç”¨", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="å抗军找到一个å«æœ‰é‡è¦èµ„æºçš„å˜ç§äººè¡¥ç»™ç«™ï¼Œæˆ‘们å¯ä»¥å°†è¿™äº›èµ„æºä½œä¸ºå·±ç”¨", MissionIndex=0)
[IntelRaid X2LWAlienActivityTemplate]
ActivityName="IntelRaidActivity"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.cht b/LongWarOfTheChosen/Localization/LW_Overhaul.cht
index 08012e991..d7d7d6fe9 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.cht
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.cht
@@ -165,7 +165,6 @@ ActivityObjectives[0]="營救被俘å抗è»"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="奪å–變種人補給箱"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="å抗è»æ‰¾åˆ°ä¸€å€‹å«æœ‰é‡è¦è³‡æºçš„變種人補給站,我們å¯ä»¥å°‡é€™äº›è³‡æºä½œç‚ºå·±ç”¨", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="å抗è»æ‰¾åˆ°ä¸€å€‹å«æœ‰é‡è¦è³‡æºçš„變種人補給站,我們å¯ä»¥å°‡é€™äº›è³‡æºä½œç‚ºå·±ç”¨", MissionIndex=0)
[IntelRaid X2LWAlienActivityTemplate]
ActivityName="IntelRaidActivity"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.deu b/LongWarOfTheChosen/Localization/LW_Overhaul.deu
old mode 100644
new mode 100755
index f21332a81..a69f1c1f3
Binary files a/LongWarOfTheChosen/Localization/LW_Overhaul.deu and b/LongWarOfTheChosen/Localization/LW_Overhaul.deu differ
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.esn b/LongWarOfTheChosen/Localization/LW_Overhaul.esn
index 6f4111489..afa36dd15 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.esn
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.esn
@@ -83,7 +83,7 @@ ActivityObjectives[0]="Atacar un laboratorio de investigación alienÃgena"
[ScheduledOffworldReinforcements X2LWAlienActivityTemplate]
ActivityName="ScheduledOffworldReinforcementsActivity"
-ActivityObjectives[0]="Localizar rutas de vuelo de Refuerzos de ADVENT"
+ActivityObjectives[0]="Localizar rutas de vuelo enemigas"
ActivityObjectives[1]="Recuperar artefactos de OVNI"
+MissionDescriptions=(MissionFamily="Recover_LW", Description="Hemos descubierto una pista potencial sobre las actividades de ADVENT. DeberÃamos investigarla.", MissionIndex=0)
@@ -92,7 +92,7 @@ ActivityObjectives[1]="Recuperar artefactos de OVNI"
[EmergencyOffworldReinforcements X2LWAlienActivityTemplate]
ActivityName="EmergencyOffworldReinforcementsActivity"
-ActivityObjectives[0]="Localizar rutas de vuelo de Refuerzos de Emergencia de ADVENT"
+ActivityObjectives[0]="Localizar rutas de vuelo enemigas"
ActivityObjectives[1]="Recuperar artefactos de OVNI"
+MissionDescriptions=(MissionFamily="Recover_LW", Description="Hemos descubierto una pista potencial sobre las actividades de ADVENT. DeberÃamos investigarla.", MissionIndex=0)
+MissionDescriptions=(MissionFamily="Hack_LW", Description="Hemos descubierto una pista potencial sobre las actividades de ADVENT. DeberÃamos investigarla.", MissionIndex=0)
@@ -100,7 +100,7 @@ ActivityObjectives[1]="Recuperar artefactos de OVNI"
[SuperEmergencyOffworldReinforcements X2LWAlienActivityTemplate]
ActivityName="SuperEmergencyOffworldReinforcementsActivity"
-ActivityObjectives[0]="Localizar rutas de vuelo de Refuerzos de Emergencia de ADVENT de gran escala"
+ActivityObjectives[0]="Localizar rutas de vuelo enemigas"
ActivityObjectives[1]="Recuperar artefactos de OVNI"
+MissionDescriptions=(MissionFamily="Recover_LW", Description="Hemos descubierto una pista potencial sobre las actividades de ADVENT. DeberÃamos investigarla.", MissionIndex=0)
@@ -664,8 +664,6 @@ m_strVIPCaptureReward="(Captura de VIP solamente)"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="Apodérate de alijos de recursos ADVENT"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="La resistencia ha aprendido la ubicación de recursos enemigos vitales que podemos adquirir para nuestros propios usos.", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="La resistencia ha aprendido la ubicación de recursos enemigos vitales que podemos adquirir para nuestros propios usos.", MissionIndex=0)
-
; LWOTC translated
[UIListener_CampaignStartMenu]
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.fra b/LongWarOfTheChosen/Localization/LW_Overhaul.fra
index 30c449efe..8d29437f0 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.fra
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.fra
@@ -167,8 +167,6 @@ ActivityObjectives[0]="Libérer les rebelles captifs"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="Capturer des caches de ressources ADVENT"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="La Résistance a découvert la localisation de ressources ennemies vitales que nous pourrions récupérer pour notre propre usage.", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="La Résistance a découvert la localisation de ressources ennemies vitales que nous pourrions récupérer pour notre propre usage.", MissionIndex=0)
-
[IntelRaid X2LWAlienActivityTemplate]
ActivityName="IntelRaidActivity"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.int b/LongWarOfTheChosen/Localization/LW_Overhaul.int
index 7b7bdd9a2..0d596e356 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.int
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.int
@@ -81,10 +81,9 @@ ActivityObjectives[0]="Ambush an ADVENT Construction Unit"
ActivityObjectives[0]="Assault an Alien Research Lab"
+MissionDescriptions=(MissionFamily="Sabotage_LW", Description="We have uncovered an important alien research facility. Let's burn it to the ground.", MissionIndex=0)
-; LWOTC Needs Translation
[ScheduledOffworldReinforcements X2LWAlienActivityTemplate]
ActivityName="ScheduledOffworldReinforcementsActivity"
-ActivityObjectives[0]="Find Enemy Flight Paths: Force Level UFO"
+ActivityObjectives[0]="Find Enemy Flight Paths"
ActivityObjectives[1]="Recover UFO artifacts"
+MissionDescriptions=(MissionFamily="Recover_LW", Description="We have discovered a potential lead on ADVENT activities. We should investigate.", MissionIndex=0)
@@ -93,7 +92,7 @@ ActivityObjectives[1]="Recover UFO artifacts"
[EmergencyOffworldReinforcements X2LWAlienActivityTemplate]
ActivityName="EmergencyOffworldReinforcementsActivity"
-ActivityObjectives[0]="Find Enemy Flight Paths: Standard UFO"
+ActivityObjectives[0]="Find Enemy Flight Paths"
ActivityObjectives[1]="Recover UFO artifacts"
+MissionDescriptions=(MissionFamily="Recover_LW", Description="We have discovered a potential lead on ADVENT activities. We should investigate.", MissionIndex=0)
+MissionDescriptions=(MissionFamily="Hack_LW", Description="We have discovered a potential lead on ADVENT activities. We should investigate.", MissionIndex=0)
@@ -101,11 +100,9 @@ ActivityObjectives[1]="Recover UFO artifacts"
[SuperEmergencyOffworldReinforcements X2LWAlienActivityTemplate]
ActivityName="SuperEmergencyOffworldReinforcementsActivity"
-ActivityObjectives[0]="Find Enemy Flight Paths: Super UFO"
+ActivityObjectives[0]="Find Enemy Flight Paths"
ActivityObjectives[1]="Recover UFO artifacts"
-; End Translation
-
+MissionDescriptions=(MissionFamily="Recover_LW", Description="We have discovered a potential lead on ADVENT activities. We should investigate.", MissionIndex=0)
+MissionDescriptions=(MissionFamily="Hack_LW", Description="We have discovered a potential lead on ADVENT activities. We should investigate.", MissionIndex=0)
+MissionDescriptions=(MissionFamily="Rescue_LW", Description="We discovered an ADVENT prisoner who may be a potential lead on enemy activities.", MissionIndex=0)
@@ -170,7 +167,6 @@ ActivityObjectives[0]="Free Captured Rebels"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="Seize ADVENT resource cache"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="The Resistance has learned the location of vital enemy resources that we can acquire for our own uses.", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="The Resistance has learned the location of vital enemy resources that we can acquire for our own uses.", MissionIndex=0)
[IntelRaid X2LWAlienActivityTemplate]
ActivityName="IntelRaidActivity"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.ita b/LongWarOfTheChosen/Localization/LW_Overhaul.ita
index 42708a535..1ab2fb44b 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.ita
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.ita
@@ -167,8 +167,6 @@ ActivityObjectives[0]="Libera i Ribelli Catturati"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="Appropriati dei Contenitori di Risorse ADVENT"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="La resistenza è venuta a conoscenza della posizione di alcune risorse essenziali al nemico, che potremmo acquisire e utilizzare a nostro vantaggio.", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="La resistenza è venuta a conoscenza della posizione di alcune risorse essenziali al nemico, che potremmo acquisire e utilizzare a nostro vantaggio.", MissionIndex=0)
-
[IntelRaid X2LWAlienActivityTemplate]
ActivityName="IntelRaidActivity"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.jpn b/LongWarOfTheChosen/Localization/LW_Overhaul.jpn
index 48b89bb3d..e76575634 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.jpn
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.jpn
@@ -611,8 +611,6 @@ m_strNextHaven="次 解放区"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="アドヴェントã®ç‰©è³‡ã‚’奪å–ã›ã‚ˆ"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="我々ãŒå…¥æ‰‹ã—ã¦ä½¿ã†ã“ã¨ã®ã§ãる敵ã®é‡è¦ãªç‰©è³‡ã®å ´æ‰€ã‚’レジスタンスãŒå¯ŸçŸ¥ã—ãŸ", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="我々ãŒå…¥æ‰‹ã—ã¦ä½¿ã†ã“ã¨ã®ã§ãる敵ã®é‡è¦ãªç‰©è³‡ã®å ´æ‰€ã‚’レジスタンスãŒå¯ŸçŸ¥ã—ãŸ", MissionIndex=0)
-
[UICovertActionReport_LW]
strCovertActionFailed="失敗"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.kor b/LongWarOfTheChosen/Localization/LW_Overhaul.kor
index 748b78ba9..000286cd0 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.kor
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.kor
@@ -611,8 +611,6 @@ m_strNextHaven="ë‹¤ìŒ í”¼ë‚œì²˜"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="어드밴트 ìžì› ìºì‹œë¥¼ 확보하시오"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="ì €í•êµ°ì´ 우리가 확보하여 ì‚¬ìš©í• ìˆ˜ 있는 ì ì˜ ì¤‘ìš”ìžì›ìœ„치를 알아냈습니다.", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="ì €í•êµ°ì´ 우리가 확보하여 ì‚¬ìš©í• ìˆ˜ 있는 ì ì˜ ì¤‘ìš”ìžì›ìœ„치를 알아냈습니다.", MissionIndex=0)
-
[UICovertActionReport_LW]
strCovertActionFailed="실패함"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.pol b/LongWarOfTheChosen/Localization/LW_Overhaul.pol
index b0e9bba8a..3aa2a33f1 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.pol
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.pol
@@ -612,8 +612,6 @@ m_strNextHaven="NAST. KRYJÓWKA"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="Przechwyć zapasy ADVENT-u"
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="Ruch Oporu zdobył wiedzę na temat umiejscowienia istotnych dla przeciwnika zasobów, które możemy przechwycić i wykorzystać do naszych potrzeb.", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="Ruch Oporu zdobył wiedzę na temat umiejscowienia istotnych dla przeciwnika zasobów, które możemy przechwycić i wykorzystać do naszych potrzeb.", MissionIndex=0)
-
[UICovertActionReport_LW]
strCovertActionFailed="NIE WYKONANO"
diff --git a/LongWarOfTheChosen/Localization/LW_Overhaul.rus b/LongWarOfTheChosen/Localization/LW_Overhaul.rus
index 6c09b1387..ca7610818 100644
--- a/LongWarOfTheChosen/Localization/LW_Overhaul.rus
+++ b/LongWarOfTheChosen/Localization/LW_Overhaul.rus
@@ -635,8 +635,6 @@ m_strNextHaven="СЛЕД. УБЕЖИЩЕ"
[Logistics X2LWAlienActivityTemplate]
ActivityObjectives[0]="Захватить набор реÑурÑов \"Ðдвента\""
+MissionDescriptions=(MissionFamily="SmashnGrab_LW", Description="Сопротивление обнаружило раÑположение ценных реÑурÑов противника которые мы можем заполучить Ð´Ð»Ñ Ñвоих потребноÑтей.", MissionIndex=0)
-+MissionDescriptions=(MissionFamily="SupplyExtraction_LW", Description="Сопротивление обнаружило раÑположение ценных реÑурÑов противника которые мы можем заполучить Ð´Ð»Ñ Ñвоих потребноÑтей.", MissionIndex=0)
-
; LWOTC Translated
[UIListener_CampaignStartMenu]
diff --git a/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/LW_PerkPack_Integrated.deu b/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/LW_PerkPack_Integrated.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.deu b/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.esn b/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.esn
index f2e51c0f5..c9c9df479 100644
--- a/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.esn
+++ b/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.esn
@@ -23,7 +23,7 @@ BriefSummary="Este implante confiere +10 de punterÃa para tu siguiente disparo
[CombatAwarenessPCS X2EquipmentTemplate]
FriendlyName="SCP: Percepción de combate"
FriendlyNamePlural="SCP: Percepción de combate"
-BriefSummary="Concede 15 de defensa y un punto de blindaje cuando estás en guardia o conteniendo a un enemigo."
+BriefSummary="Concede 15 de defensa y un punto de blindaje cuando estás en guardia."
[CombatRushPCS X2EquipmentTemplate]
FriendlyName="SCP: Adrenalina de combate"
@@ -48,7 +48,7 @@ BriefSummary="El enemigo objetivo sufre -20 de punterÃa y -50 de probabilidad d
[EmergencyLifeSupportPCS X2EquipmentTemplate]
FriendlyName="SCP: Soporte vital de emergencia"
FriendlyNamePlural="SCP: Soporte vital de emergencia"
-BriefSummary="Este implante aumenta drásticamente el umbral de daño excesivo necesario para evitar el desangrado, lo que hace que sea menos probable que su soldado muera cuando le disparan fatalmente y extiende el tiempo de desangrado en 2 turnos."
+BriefSummary="Este implante garantiza que el primer golpe mortal en una misión no cause la muerte instantánea y aumenta el tiempo de desangrado en 2 turnos."
[IronSkinPCS X2EquipmentTemplate]
FriendlyName="SCP: Piel de hierro"
@@ -196,9 +196,9 @@ LocPromotionPopupText=" Una vez por turno, obtienes una acción de boni
[LoneWolf X2AbilityTemplate]
LocFriendlyName="Lobo solitario"
LocFlyOverText="Lobo solitario"
-LocLongDescription="Obtienes un bonus de punterÃa y defensa cuando estés a una distancia de al menos casillas de cualquier aliado, con un máximo de +/+ a casillas."
-LocHelpText="Obtienes un bonus de punterÃa y defensa cuando estés a una distancia de al menos casillas de cualquier aliado, con un máximo de +/+ a casillas."
-LocPromotionPopupText=" Obtienes un bonus de punterÃa y defensa cuando estés a una distancia de al menos casillas de cualquier aliado, con un máximo de +/+ a casillas.
Esta habilidad no provee ventajas defensivas si la unidad está desorientada, aturdida, en pánico, en llamas o de alguna otra manera desabilitada."
+LocLongDescription="Obtienes +10 de punterÃa y +10 de defensa cuando estés a una distancia de 7 o más casillas de cualquier aliado."
+LocHelpText="Obtienes +10 de punterÃa y +10 de defensa cuando estés a una distancia de 7 o más casillas de cualquier aliado."
+LocPromotionPopupText=" Obtienes +10 de punterÃa y +10 de defensa cuando estés a una distancia de 7 o más casillas de cualquier aliado.
Esta habilidad no provee ventajas defensivas si la unidad está desorientada, aturdida, en pánico, en llamas o de alguna otra manera desabilitada."
[LowProfile X2AbilityTemplate]
LocFriendlyName="Discreción"
@@ -224,24 +224,16 @@ LocPromotionPopupText=" Después de efectuar un disparo estándar con t
[WalkFire X2AbilityTemplate]
LocFriendlyName="Disparo en marcha"
LocFlyOverText="Disparo en marcha"
-LocLongDescription="Efectúas un disparo muy certero con un + de bonificación de impacto, % de daño y - de probabilidad de crÃtico. Usa de munición."
-LocHelpText="Disparo especial: + de punterÃa, - de probabilidad de crÃtico, % de daño, usa de munición."
-LocPromotionPopupText=" Se trata de un disparo especial en que el soldado ajusta su punterÃa en mitad de una ráfaga de arma automática. Confiere + de punterÃa, - de probabilidad de crÃtico y causa % de daño.
Consume de munición.
Se puede usar una vez por turno.
Requiere un arma de disparo de ráfaga; la habilidad no estará disponible cuando se equipe una escopeta o un fusil de francotirador como arma principal."
+LocLongDescription="Efectúas un disparo muy certero con un +30 de bonificación de impacto, la mitad de daño y -30 de probabilidad de crÃtico. Usa de munición."
+LocHelpText="Disparo especial: +30 de punterÃa, -30 de probabilidad de crÃtico, mitad de daño, usa de munición."
+LocPromotionPopupText=" Se trata de un disparo especial en que el soldado ajusta su punterÃa en mitad de una ráfaga de arma automática. Confiere +30 de punterÃa, -30 de probabilidad de crÃtico y causa la mitad de daño.
Consume de munición.
Se puede usar una vez por turno.
Requiere un arma de disparo de ráfaga; la habilidad no estará disponible cuando se equipe una escopeta o un fusil de francotirador como arma principal."
[PrecisionShot X2AbilityTemplate]
LocFriendlyName="Disparo de precisión"
LocFlyOverText="Disparo de precisión"
-LocLongDescription="Efectúas un disparo especial con una bonificación de + a la probabilidad de crÃtico y del % al daño crÃtico. Tiempo de enfriamiento de turnos."
-LocHelpText="Efectúas un disparo especial con una bonificación de + a la probabilidad de crÃtico y del % al daño crÃtico. Tiempo de enfriamiento de turnos."
-LocPromotionPopupText=" Efectúas un disparo especial con una bonificación de + a la probabilidad de crÃtico y del % al daño crÃtico. Tiempo de enfriamiento de turnos.
"
-
-[PrecisionShotSnapShot X2AbilityTemplate]
-LocFriendlyName="Disparo de precisión"
-LocFlyOverText="Disparo de precisión"
-LocLongDescription="Efectúas un disparo especial con una bonificación de + a la probabilidad de crÃtico y del % al daño crÃtico. Tiempo de enfriamiento de turnos."
-LocHelpText="Efectúas un disparo especial con una bonificación de + a la probabilidad de crÃtico y del % al daño crÃtico. Tiempo de enfriamiento de turnos."
-LocPromotionPopupText=" Efectúas un disparo especial con una bonificación de + a la probabilidad de crÃtico y del % al daño crÃtico. Tiempo de enfriamiento de turnos.
"
-
+LocLongDescription="Efectúas un disparo especial con una bonificación de +30 a la probabilidad de crÃtico y del 33% al daño crÃtico. Tiempo de enfriamiento de 3 turnos."
+LocHelpText="Efectúas un disparo especial con una bonificación de +30 a la probabilidad de crÃtico y del 33% al daño crÃtico. Tiempo de enfriamiento de 3 turnos."
+LocPromotionPopupText=" Efectúas un disparo especial con una bonificación de +30 a la probabilidad de crÃtico y del 33% al daño crÃtico. Tiempo de enfriamiento de 3 turnos.
"
[CyclicFire X2AbilityTemplate]
LocFriendlyName="Fuego cÃclico"
@@ -260,14 +252,14 @@ LocPromotionPopupText=" Disparo especial exclusivo de las armas princip
[SlugShot X2AbilityTemplate]
LocFriendlyName="Disparo de posta"
LocFlyOverText="Disparo de posta"
-LocLongDescription="Disparo especial exclusivo de las armas principales de tipo escopeta: efectúa un disparo que atraviesa de blindaje, no tiene penalización por alcance y genera + de punterÃa adicional. Usa de munición. Tiempo de enfriamiento de turnos."
+LocLongDescription="Disparo especial exclusivo de las armas principales de tipo escopeta: efectúa un disparo que atraviesa 2 de blindaje y no tiene penalización por alcance. Usa de munición. Tiempo de enfriamiento de 3 turnos."
LocHelpText="Disparo especial de escopeta que perfora el blindaje sin penalizaciones por alcance."
LocPromotionPopupText=" Disparo especial exclusivo de las armas principales de tipo escopeta: efectúa un disparo sin penalizaciones por alcance.
El disparo perforará 2 puntos de blindaje.
Tiempo de enfriamiento de 3 turnos.
Requiere de munición.
"
[SlugShotRangeEffect X2AbilityTemplate]
LocFriendlyName="Disparo de posta"
LocFlyOverText="Disparo de posta"
-LocLongDescription="Disparo especial exclusivo de las armas principales de tipo escopeta: efectúa un disparo sin penalizaciones por alcance y genera + de punterÃa adicional. Usa de munición. Tiempo de enfriamiento de turnos."
+LocLongDescription="Disparo especial exclusivo de las armas principales de tipo escopeta: efectúa un disparo sin penalizaciones por alcance. Usa de munición. Tiempo de enfriamiento de 5 turnos."
LocHelpText="Disparo especial exclusivo de las armas principales de tipo escopeta: efectúa un disparo sin penalizaciones por alcance. Usa de munición. Tiempo de enfriamiento de 5 turnos."
LocPromotionPopupText=" Disparo especial exclusivo de las armas principales de tipo escopeta: efectúa un disparo sin penalizaciones de alcance.
Tiempo de enfriamiento de 5 turnos.
Requiere de munición.
"
@@ -344,9 +336,9 @@ LocPromotionPopupText=" Tus ataques cuerpo a cuerpo contra enemigos bio
[KillerInstinct X2AbilityTemplate]
LocFriendlyName="Instinto asesino"
LocFlyOverText="Instinto asesino"
-LocLongDescription="Activar Correr y disparar concede +% de daño total después de un golpe crÃtico durante el resto del turno."
-LocHelpText="Activar Correr y disparar concede +% de daño total después de un golpe crÃtico durante el resto del turno."
-LocPromotionPopupText=" Activar Correr y disparar concede +% de daño total después de un golpe crÃtico durante el resto del turno.
"
+LocLongDescription="Activar Correr y disparar concede +50% de daño crÃtico durante el resto del turno."
+LocHelpText="Activar Correr y disparar concede +50% de daño crÃtico durante el resto del turno."
+LocPromotionPopupText=" Activar Correr y disparar concede +50% de daño crÃtico durante el resto del turno.
"
[ExtraConditioning X2AbilityTemplate]
LocFriendlyName="Condicionamiento extra"
@@ -358,9 +350,9 @@ LocPromotionPopupText=" El tiempo de enfriamiento de Correr y disparar
[RunAndGun_LW X2AbilityTemplate]
LocFriendlyName="Correr y disparar"
LocFlyOverText="Correr y disparar"
-LocLongDescription="Haz una acción después de correr. La activación de esta habilidad desactiva la mayorÃa de las otras ventajas que devuelven puntos de acción, como Encuentros Cercanos o Dispara y Huye."
-LocHelpText="Haz una acción después de correr. Inhabilita habilidades que otorgan puntos de acción al soldado."
-LocPromotionPopupText=" Correr y disparar permite a las unidades acortar distancias con sus objetivos rápidamente o tomar una posición de flanqueo fácilmente.
Correr y disparar tiene un tiempo de enfriamiento de turnos. Esta habilidad desactiva las ventajas que otorgan puntos de acción, como Encuentros Cercanos o Dispara y Huye.
"
+LocLongDescription="Haz una acción después de correr."
+LocHelpText="Haz una acción después de correr."
+LocPromotionPopupText=" Correr y disparar permite a las unidades acortar distancias con sus objetivos rápidamente o tomar una posición de flanqueo fácilmente.
Correr y disparar tiene un tiempo de enfriamiento de 3 turnos.
"
[Suppression_LW X2AbilityTemplate]
LocFriendlyName="Contención"
@@ -475,8 +467,8 @@ LocHelpText="Permite efectuar disparos estándar y de guardia con fusiles de fra
[Trojan X2AbilityTemplate]
LocFriendlyName="Troyano"
LocFlyOverText="Troyano"
-LocLongDescription="Las unidades enemigas pirateadas sufren daño y pierden sus acciones del turno en el que termine el efecto del pirateo. Troyano nunca romperá la ocultación de los escuadrones incluso si no logra destruir su objetivo."
-LocHelpText="Las unidades pirateadas sufren daño y pierden acciones cuando el efecto del pirateo termina. Esta habilidad permite que nuestros Especialistas destruyan los drones de ADVENT sin romper la ocultación. Incluso si la vÃctima sobrevive al ataque Troyano, el sigilo no se romperá."
+LocLongDescription="Las unidades enemigas pirateadas sufren daño y pierden sus acciones del turno en el que termine el efecto del pirateo."
+LocHelpText="Las unidades pirateadas sufren daño y pierden acciones cuando el efecto del pirateo termina."
LocPromotionPopupText=" Las unidades enemigas pirateadas mediante Protocolo de control reciben de 0 a 8 de daño y pierden sus acciones del turno en el que termina el efecto del pirateo.
Se aplica a las unidades aturdidas o bajo el dominio de Protocolo de control.
El daño se calcula en función del atributo de pirateo comparado con la defensa de pirateo del objetivo.
"
[Covert X2AbilityTemplate]
@@ -775,7 +767,7 @@ LocFriendlyNameWhenConcealed="Zona de eliminación (oculto)"
[XComGame.DeathFromAbove X2AbilityTemplate]
[DeathFromAbove X2AbilityTemplate]
LocFriendlyName="Muerte desde las alturas"
-LocLongDescription="Matar a un enemigo en una elevación inferior con tu cuesta una sola acción y no termina el turno. También aporta una mejora de precisión a larga distancia en los rifles de francotirador y Vektor."
+LocLongDescription="Matar a un enemigo en una elevación inferior con tu cuesta una sola acción y no termina el turno. También aporta una mejora de precisión a larga distancia en los rifles de francotirador."
LocHelpText="Matar a un enemigo en una elevación inferior con tu cuesta una sola acción y no termina el turno."
LocFlyOverText="Muerte desde las alturas"
LocPromotionPopupText=" Muerte desde las alturas se combina bien con las habilidades de pistola, o simplemente puede volver más móvil a un soldado.
También aporta una mejora de precisión a larga distancia en los rifles de francotirador."
@@ -1036,24 +1028,6 @@ LocHelpText="Tus explosivos pueden infligir daño crÃtico."
LocFlyOverText="Mayores explosiones"
LocPromotionPopupText=" Tus ataques explosivos pueden infligir daño crÃtico (% de probabilidad de + de daño).
"
-[RapidFire X2AbilityTemplate]
-LocFriendlyName="Fuego rápido"
-LocLongDescription="Dispara dos veces seguidas a un enemigo. Cada disparo sufre una penalización de en la punterÃa."
-LocHelpText="Dispara dos veces seguidas a un enemigo. Cada disparo sufre una penalización de en la punterÃa."
-LocFlyOverText="Fuego rápido"
-LocPromotionPopupText=" Tiempo de reutilización de turnos. Fuego rápido es una habilidad devastadora para infligir daño a distancia.
"
-
-[RapidFireSnapShot X2AbilityTemplate]
-LocFriendlyName="Fuego rápido (Disparo instantáneo)"
-LocLongDescription="Dispara dos veces seguidas a un enemigo. Cada disparo sufre una penalización de en la punterÃa."
-LocHelpText="Dispara dos veces seguidas a un enemigo. Cada disparo sufre una penalización de en la punterÃa."
-LocFlyOverText="Fuego rápido"
-LocPromotionPopupText=" Tiempo de reutilización de turnos. Fuego rápido es una habilidad devastadora para infligir daño a distancia.
"
-
-[RapidFireSnapShot2 X2AbilityTemplate]
-LocFriendlyName="Fuego rápido"
-LocFlyOverText="Fuego rápido"
-
; New Class loc
[PsiOperative X2SoldierClassTemplate]
diff --git a/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.int b/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.int
index 5317dc7b8..69abd5726 100644
Binary files a/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.int and b/LongWarOfTheChosen/Localization/LW_PerkPack_Integrated/XComGame.int differ
diff --git a/LongWarOfTheChosen/Localization/LW_SMGPack_Integrated/XComGame.deu b/LongWarOfTheChosen/Localization/LW_SMGPack_Integrated/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_Toolbox_Integrated/LW_Toolbox_Integrated.deu b/LongWarOfTheChosen/Localization/LW_Toolbox_Integrated/LW_Toolbox_Integrated.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_Toolbox_Integrated/XComGame.deu b/LongWarOfTheChosen/Localization/LW_Toolbox_Integrated/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_Tutorial.deu b/LongWarOfTheChosen/Localization/LW_Tutorial.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_Tutorial.esn b/LongWarOfTheChosen/Localization/LW_Tutorial.esn
index 7a4abac55..86654e2c1 100644
--- a/LongWarOfTheChosen/Localization/LW_Tutorial.esn
+++ b/LongWarOfTheChosen/Localization/LW_Tutorial.esn
@@ -21,7 +21,7 @@ CommandersQuartersEnteredBody="LWOTC agrega varias entradas a los Archivos XCOM
; LWOTC translated
GeneralChosenTitle="Los Elegidos"
-GeneralChosenBody="Un Elegido aparecerá en esta misión. En LWOTC responden a la actividad de XCOM participando sólo en represalias (de datos, suministros, reclutar, de rescatar miembros de la Resistencia e invasión). No aparecerán en otras misiones.
"Su objetivo sigue siendo conocer la ubicación del Avenger y asaltarlo. ¡Cuidado, defenderse de él no será fácil!"
+GeneralChosenBody="Un Elegido aparecerá en esta misión. En LWOTC responden a la actividad de XCOM participando sólo en represalias y misiones de la historia principal (Sitio Secreto, etc). No aparecerán en otras misiones.
"Su objetivo sigue siendo conocer la ubicación del Avenger y asaltarlo. ¡Cuidado, defenderse de él no será fácil!"
TacticalChosenTitle="Los Elegidos en Combate"
TacticalChosenBody="Los Elegidos son mucho más peligrosos en LWOTC:
- Son casi inmunes a los golpes crÃticos.
- Toman una acción de movimiento o se preparan para el combate cada vez que las tropas les dañan durante el turno de XCOM.
- Poseen la cualidad de secuestrar soldados desangrados que estén a su alcance a costa de un turno completo.
- Obtienen atributos significativos al subir de nivel (usa F1 cuando les apuntes para recabar información detallada).
"
diff --git a/LongWarOfTheChosen/Localization/LW_WeaponsAndArmor/LW_WeaponsAndArmor.deu b/LongWarOfTheChosen/Localization/LW_WeaponsAndArmor/LW_WeaponsAndArmor.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/LW_WeaponsAndArmor/XComGame.deu b/LongWarOfTheChosen/Localization/LW_WeaponsAndArmor/XComGame.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/PI_Integrated/PerfectInformation.deu b/LongWarOfTheChosen/Localization/PI_Integrated/PerfectInformation.deu
old mode 100644
new mode 100755
diff --git a/LongWarOfTheChosen/Localization/XComGame.chn b/LongWarOfTheChosen/Localization/XComGame.chn
index 85c1fdafc..e0eef68b5 100644
--- a/LongWarOfTheChosen/Localization/XComGame.chn
+++ b/LongWarOfTheChosen/Localization/XComGame.chn
@@ -5151,14 +5151,7 @@ FocusLevelDescriptions[4]="撕裂伤害+\n移动力+<
[TemplarFocus X2AbilityTemplate]
LocPromotionPopupText=" 圣殿骑士在开始任务时比其他士兵弱,但在更高的专注水平下会å˜å¾—éžå¸¸å¼ºå¤§ã€‚
专注是通过用撕裂攻击敌人获得的(å³ä½¿æœªå‘½ä¸ä¹Ÿèƒ½èŽ·å¾—)。
"
-[ArcWave_LW X2AbilityTemplate]
-LocFriendlyName="撕裂"
-LocLongDescription="è¿‘æˆ˜æ”»å‡»æœ‰å‡ çŽ‡ä½¿ç›®æ ‡çœ©æ™•æˆ–æ··ä¹±ã€‚è§¦å‘气势,产生专注。"
-LocHelpText="è¿‘æˆ˜æ”»å‡»æœ‰å‡ çŽ‡ä½¿ç›®æ ‡çœ©æ™•æˆ–æ··ä¹±ã€‚è§¦å‘气势,产生专注。"
-LocPromotionPopupText=" 使用撕裂是圣殿骑士产生专注的主è¦æ–¹æ³•ã€‚
施展撕裂åŽï¼Œåœ£æ®¿éª‘士将获得气势,å…许他们进行一次移动动作。攻击åŽæ’¤å›žæŽ©ä½“。
撕裂æ¯1点专注有%å‡ çŽ‡çœ©æ™•ã€‚çœ©æ™•çš„ç›®æ ‡ä¹Ÿä¼šè¢«å‡»é€€ã€‚
撕裂æ¯1点专注有%å‡ çŽ‡æ··ä¹±ã€‚
"
-
-[Rend_LW X2AbilityTemplate]
-LocFriendlyName="撕裂"
+[Rend X2AbilityTemplate]
LocLongDescription="è¿‘æˆ˜æ”»å‡»æœ‰å‡ çŽ‡ä½¿ç›®æ ‡çœ©æ™•æˆ–æ··ä¹±ã€‚è§¦å‘气势,产生专注。"
LocHelpText="è¿‘æˆ˜æ”»å‡»æœ‰å‡ çŽ‡ä½¿ç›®æ ‡çœ©æ™•æˆ–æ··ä¹±ã€‚è§¦å‘气势,产生专注。"
LocPromotionPopupText=" 使用撕裂是圣殿骑士产生专注的主è¦æ–¹æ³•ã€‚
施展撕裂åŽï¼Œåœ£æ®¿éª‘士将获得气势,å…许他们进行一次移动动作。攻击åŽæ’¤å›žæŽ©ä½“。
撕裂æ¯1点专注有%å‡ çŽ‡çœ©æ™•ã€‚çœ©æ™•çš„ç›®æ ‡ä¹Ÿä¼šè¢«å‡»é€€ã€‚
撕裂æ¯1点专注有%å‡ çŽ‡æ··ä¹±ã€‚
"
@@ -6337,8 +6330,8 @@ LocFlyOverText="精神å‘ç‹‚"
[YouCannotHide_LW X2AbilityTemplate]
LocFriendlyName="æ— æ‰€éå½¢"
-LocHelpText="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 30命ä¸ã€‚"
-LocLongDescription="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 30命ä¸ã€‚"
+LocHelpText="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 100命ä¸ã€‚"
+LocLongDescription="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 100命ä¸ã€‚"
LocFlyOverText="逃跑å§ã€‚"
[RebelHPUpgrade_T1 X2AbilityTemplate]
@@ -6422,8 +6415,8 @@ LocFlyOverText="æ»äº¡æ ‡è®°"
[Fatality_LW X2AbilityTemplate]
LocFriendlyName="宿命"
-LocLongDescription="ä½¿ç”¨å¯¹ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ ‡å¢žåŠ +100命ä¸å’Œæš´å‡»çŽ‡ã€‚"
-LocHelpText="ä½¿ç”¨å¯¹ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ ‡å¢žåŠ +100命ä¸å’Œæš´å‡»çŽ‡ã€‚"
+LocLongDescription="使用对35ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ ‡å¢žåŠ +100命ä¸å’Œæš´å‡»çŽ‡ã€‚"
+LocHelpText="使用对35ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ ‡å¢žåŠ +100命ä¸å’Œæš´å‡»çŽ‡ã€‚"
LocFlyOverText="宿命"
[Vampirism_LW X2AbilityTemplate]
@@ -6483,7 +6476,7 @@ LocHelpText="在XCOM回åˆå—到伤害åŽï¼ŒèŽ·å¾—移动动作或战备状æ€ã€‚
LocFlyOverText="天选者å应"
; LWOTC Needs Translation (2)
-[ChosenImmunities X2AbilityTemplate]
+[ChosenImmunitiesPassive X2AbilityTemplate]
LocFriendlyName="天选者å…ç–«"
LocLongDescription="天选者对眩晕ã€æ··ä¹±å’Œå†°å†»å…疫,并éå—-50%的致残移动力,而ä¸æ˜¯åŽŸåœ°ä¸åŠ¨ã€‚"
LocHelpText="天选者对眩晕ã€æ··ä¹±å’Œå†°å†»å…疫,并éå—-50%的致残移动力,而ä¸æ˜¯åŽŸåœ°ä¸åŠ¨ã€‚"
@@ -6558,9 +6551,9 @@ SummaryText="残酷镇压å抗军,å‡å°‘该地区å抗军未æ¥\n移動力
[TemplarFocus X2AbilityTemplate]
LocPromotionPopupText=" è–殿騎士在開始任務時比其他士兵弱,但在更高的專注水平下會變得éžå¸¸å¼·å¤§ã€‚
專注是通éŽç”¨æ’•è£‚攻擊敵人ç²å¾—的(å³ä½¿æœªå‘½ä¸ä¹Ÿèƒ½ç²å¾—)。
"
-[ArcWave_LW X2AbilityTemplate]
-LocFriendlyName="撕裂"
-LocLongDescription="近戰攻擊有幾率使目標眩暈或混亂。觸發氣勢,產生專注。"
-LocHelpText="近戰攻擊有幾率使目標眩暈或混亂。觸發氣勢,產生專注。"
-LocPromotionPopupText=" 使用撕裂是è–殿騎士產生專注的主è¦æ–¹æ³•ã€‚
施展撕裂後,è–殿騎士將ç²å¾—氣勢,å…許他們進行一次移動動作。攻擊後撤回掩體。
撕裂æ¯1點專注有%幾率眩暈。眩暈的目標也會被擊退。
撕裂æ¯1點專注有 %幾率混亂。
"
-
-[Rend_LW X2AbilityTemplate]
-LocFriendlyName="撕裂"
+[Rend X2AbilityTemplate]
LocLongDescription="近戰攻擊有幾率使目標眩暈或混亂。觸發氣勢,產生專注。"
LocHelpText="近戰攻擊有幾率使目標眩暈或混亂。觸發氣勢,產生專注。"
LocPromotionPopupText=" 使用撕裂是è–殿騎士產生專注的主è¦æ–¹æ³•ã€‚
施展撕裂後,è–殿騎士將ç²å¾—氣勢,å…許他們進行一次移動動作。攻擊後撤回掩體。
撕裂æ¯1點專注有%幾率眩暈。眩暈的目標也會被擊退。
撕裂æ¯1點專注有 %幾率混亂。
"
@@ -6335,8 +6328,8 @@ LocFlyOverText="精神發狂"
[YouCannotHide_LW X2AbilityTemplate]
LocFriendlyName="無所éå½¢"
-LocHelpText="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 30命ä¸ã€‚"
-LocLongDescription="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 30命ä¸ã€‚"
+LocHelpText="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 100命ä¸ã€‚"
+LocLongDescription="ä½ çš„ä¸»æ¦å™¨å¢žåŠ 100命ä¸ã€‚"
LocFlyOverText="逃跑å§ã€‚"
[RebelHPUpgrade_T1 X2AbilityTemplate]
@@ -6420,8 +6413,8 @@ LocFlyOverText="æ»äº¡æ¨™è¨˜"
[Fatality_LW X2AbilityTemplate]
LocFriendlyName="宿命"
-LocLongDescription="使用å°ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ¨™å¢žåŠ +100命ä¸å’Œæš´æ“ŠçŽ‡ã€‚"
-LocHelpText="使用å°ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ¨™å¢žåŠ +100命ä¸å’Œæš´æ“ŠçŽ‡ã€‚"
+LocLongDescription="使用å°35ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ¨™å¢žåŠ +100命ä¸å’Œæš´æ“ŠçŽ‡ã€‚"
+LocHelpText="使用å°35ï¼…ç”Ÿå‘½æˆ–æ›´ä½Žçš„ç›®æ¨™å¢žåŠ +100命ä¸å’Œæš´æ“ŠçŽ‡ã€‚"
LocFlyOverText="宿命"
[Vampirism_LW X2AbilityTemplate]
@@ -6481,7 +6474,7 @@ LocHelpText="在XCOM回åˆå—到傷害後,ç²å¾—移動動作或戰備狀態。
LocFlyOverText="天é¸è€…å應"
; LWOTC Needs Translation (2)
-[ChosenImmunities X2AbilityTemplate]
+[ChosenImmunitiesPassive X2AbilityTemplate]
LocFriendlyName="天é¸è€…å…ç–«"
LocLongDescription="天é¸è€…å°çœ©æšˆã€æ··äº‚和冰å‡å…疫,並éå—-50%的致殘移動力,而ä¸æ˜¯åŽŸåœ°ä¸å‹•ã€‚"
LocHelpText="天é¸è€…å°çœ©æšˆã€æ··äº‚和冰å‡å…疫,並éå—-50%的致殘移動力,而ä¸æ˜¯åŽŸåœ°ä¸å‹•ã€‚"
@@ -6556,9 +6549,9 @@ SummaryText="殘酷鎮壓å抗è»ï¼Œæ¸›å°‘該地å€å抗è»æœªä¾† y esquivar en . Solo funciona a cubierto. No elimina el estado Ardiendo."
+LocHelpText="Aumenta la defensa en y esquivar en . Solo funciona a cubierto."
LocFlyOverText="Resguardarse"
[ReturnFire X2AbilityTemplate]
@@ -126,8 +126,8 @@ LocHelpText="Cuando sea objetivo del fuego enemigo, dispara automáticamente con
LocLongDescription="Cuando sea objetivo del fuego enemigo, dispara automáticamente con tu pistola una vez por turno."
[Quickdraw X2AbilityTemplate]
-LocLongDescription="Anula la penalización de movilidad por llevar una pistola, y disparar con ella como primera acción ya no termina tu turno."
-LocHelpText="Anula la penalización de movilidad por llevar una pistola, y disparar con ella como primera acción ya no termina tu turno."
+LocLongDescription="Disparar tu pistola con tu primera acción ya no termina tu turno."
+LocHelpText="Disparar tu pistola con tu primera acción ya no termina tu turno."
[LightningHands X2AbilityTemplate]
LocLongDescription="Dispara tu pistola a un objetivo. Este ataque no cuesta una acción."
@@ -485,23 +485,6 @@ LocPromotionPopupText=" Lluvia de balas consume
[ChainShot X2AbilityTemplate]
LocPromotionPopupText=" Disparo en cadena consume puntos de munición.
Tiempo de reutilización de turnos.
Disparo en cadena puede ser devastador contra enemigos que no están cubiertos o cuando es potenciado con bonificaciones de punterÃa.
"
-[ChainShotSnapShot X2AbilityTemplate]
-LocFriendlyName="Disparo en cadena"
-LocLongDescription="Dispara con una penalización de a la punterÃa. Si aciertas el objetivo, haces otro disparo al objetivo automáticamente."
-LocHelpText="Dispara con una penalización de a la punterÃa. Si aciertas el objetivo, haces otro disparo al objetivo automáticamente."
-LocFlyOverText="Disparo en cadena"
-LocPromotionPopupText=" Disparo en cadena requiere puntos de munición y tiene un tiempo de enfriamiento de turnos.
Disparo en cadena puede ser devastador contra enemigos que no están a cubierto o cuando se aumenta con bonificaciones de punterÃa.
"
-
-[ChainShotSnapShot X2AbilityTemplate]
-LocPromotionPopupText=" Disparo en cadena consume puntos de munición.
Tiempo de reutilización de turnos.
Disparo en cadena puede ser devastador contra enemigos que no están cubiertos o cuando es potenciado con bonificaciones de punterÃa.
"
-
-[ChainShotSnapShot2 X2AbilityTemplate]
-LocFriendlyName="Disparo en cadena"
-LocFlyOverText="Disparo en cadena"
-LocPromotionPopupText=""
-
-
-
[SaturationFire X2AbilityTemplate]
LocPromotionPopupText=" Fuego de saturación requiere puntos de munición.
Tiempo de reutilización de turnos.
Fuego de saturación realiza un disparo estándar a cada objetivo en el cono de visión y dañará o destruirá elementos de cobertura aleatorios.
"
; End translated
@@ -3035,10 +3018,10 @@ ReaperTutorialTitle="Sombra de los Segadores"
ReaperTutorialText="Los Segadores en Long War of The Chosen han recibido una reestructuración considerable: ya no poseen sigilo permanente; en cambio \"Sombra\" ahora es una habilidad basada en el tiempo de reutilización, y otorga una invisibilidad durante 2 turnos, que es básicamente una versión muy fuerte de ocultación. Claymore como tal ha sido eliminado a favor de Cuchillos arrojadizos. Por último, el rifle Vektor ahora se comporta más como un fusil de precisión de Long War 1, es decir, con una leve penalización para apuntar a corta distancia, pero permitirá usarlo con Vista de Pelotón, hasta cierto punto (la penalización de punterÃa comienza a aplicarse aproximadamente 5 casillas después del alcance normal del arma). Mientras los Segadores están en Sombra, estos tienen una movilidad aumentada y sus enemigos cuentan con un radio de detección menor."
TemplarTutorialTitle="Concentración de los Templarios"
-TemplarTutorialText="Los Templarios al igual que Segadores han mejorado en prestaciones (a fin de diferenciarlo del Ninja de Long War 2); la clase ahora lleva un escudo psiónico en lugar de la pistola automática que proporciona una protección ablativa extra (aun asà seguirá siendo factible equiparla en la ranura creada expresamente para ello). Los Templarios continuarán ganando concentración durante las misiones al matar a unidades con Hender. Cada punto de concentración aumenta la eficacia del Templario en combate al mejorar su movilidad, capacidad de esquivar y el daño que inflige con Hender. También se puede invertir concentración en habilidades poderosas que tienen una efectividad mayor cuando se utilizan a los niveles de concentración más altos."
+TemplarTutorialText="Los Templarios al igual que Segadores han mejorado en prestaciones (a fin de diferenciarlo del Ninja de Long War 2); la clase ahora lleva un escudo en lugar de la pistola automática que proporciona interesantes habilidades defensivas (aun asà seguirá siendo factible equiparla en la ranura creada expresamente para ello). Los Templarios continuarán ganando concentración durante las misiones al matar a unidades con Hender. Cada punto de concentración aumenta la eficacia del Templario en combate al mejorar su movilidad, capacidad de esquivar y el daño que inflige con Hender. También se puede invertir concentración en habilidades poderosas que tienen una efectividad mayor cuando se utilizan a los niveles de concentración más altos."
-TemplarMomentumTutorialTitle="Templarios: Ãmpetu y otras habilidades"
-TemplarMomentumTutorialText="Después de utilizar Hender, los Templarios siempre activan Ãmpetu, una acción de movimiento sin coste que les permite volver a cubierto. El Templario también contará más adelante, si asà lo deseas, con interesantes habilidades defensivas como \"Inquebrantable\", la cual mitiga el daño un 35% en un radio de hasta 4 casillas."
+TemplarMomentumTutorialTitle="Templarios: Ãmpetu y Uno para todos"
+TemplarMomentumTutorialText="Después de utilizar Hender, los Templarios siempre activan Ãmpetu, una acción de movimiento sin coste que les permite volver a cubierto. El Templario también cuenta con la habilidad \"Uno para todos\", que proporciona un aumento en la defensa ablativa y sirve como cobertura completa para un aliado, pero a costa de perder su defensa base."
;End translated
@@ -5037,7 +5020,7 @@ ObjectiveTextPools[1]="Extrae recursos de ADVENT"
ObjectiveTextPools[2]="Recupera y extrae recursos adicionales (Opcional)"
ObjectiveTextPools[3]="Extrae a todos los soldados de XCOM"
ObjectiveTextPools[4]="Robo relámpago"
-ObjectiveTextPools[5]="La resistencia ha descubierto un almacén ADVENT vulnerable lleno de suministros y recursos valiosos. Irrumpe, toma todo lo que puedas, y escapa antes de que lleguen los refuerzos. Habrán múltiples cajas de alijos en esta misión pero sólo podrán recoger 1 por persona."
+ObjectiveTextPools[5]="La resistencia ha descubierto un almacén ADVENT vulnerable lleno de suministros y recursos valiosos. Irrumpe, toma todo lo que puedas, y escapa antes de que lleguen los refuerzos. Habrán múltiples cajas de alijos en esta misión pero solamente se podrá recoger 1 por soldado."
[SmashNGrabQuestItem X2EquipmentTemplate]
FriendlyName="Alijo de recursos ADVENT"
@@ -5309,8 +5292,7 @@ FocusLevelDescriptions[4]="Daño de Hender +\nMovilid
LocPromotionPopupText=" Los Templarios comienzan las misiones más débiles que otros soldados, pero aumentarán extremadamente su fuerza en niveles de concentración más elevadas. Administrar concentración de manera efectiva para aprovechar al máximo cada habilidad y los aumentos de estadÃsticas es fundamental para regir un Templario.
La concentración se consigue atacando enemigos con Hender (incluso si fallas).
"
; LWOTC translated
-[Rend_LW X2AbilityTemplate]
-LocFriendlyName="Hender"
+[Rend X2AbilityTemplate]
LocLongDescription="Ataque cuerpo a cuerpo con la posibilidad de aturdir o desorientar al objetivo. Activa Ãmpetu y genera concentración en los ataques."
LocHelpText="Ataque cuerpo a cuerpo con la posibilidad de aturdir o desorientar al objetivo. Activa Ãmpetu y genera concentración en los ataques."
LocPromotionPopupText=" Usar Hender es el método principal de los Templarios para generar concentración.
Después de lanzar Hender el Templario ganará Ãmpetu lo que le permitirá una acción de movimiento gratuita. Empléala para volver a trasladarte a una cobertura después de atacar.
Hender tiene un % de probabilidad de aturdir con concentración. Los objetivos aturdidos también serán derribados.
Hender también posee un % de probabilidad de desorientar mediante concentración.
"
@@ -6562,8 +6544,8 @@ LocFlyOverText="Rabia psicótica"
[YouCannotHide_LW X2AbilityTemplate]
; LWOTC translated
LocFriendlyName="No puedes esconderte"
-LocHelpText="Consigues 30 de punterÃa con tu arma principal."
-LocLongDescription="Consigues 30 de punterÃa con tu arma principal."
+LocHelpText="Consigues 100 de punterÃa con tu arma principal."
+LocLongDescription="Consigues 100 de punterÃa con tu arma principal."
; End translated
LocFlyOverText="¡Correr!."
@@ -6648,7 +6630,7 @@ LocFlyOverText="Ira contra indignos"
[XCOMHunterMark_LW X2AbilityTemplate]
LocFriendlyName="La marca de la muerte"
-LocLongDescription="Marca un objetivo para la muerte garantizando la restitución de tus disparos estándar e instantáneos. Finaliza el turno del soldado. El efecto se mantiene hasta el próximo turno de XCOM."
+LocLongDescription="Marca un objetivo para la muerte garantizando la restitución de tus disparos. El efecto se mantiene hasta el próximo turno de XCOM."
LocHelpText="Marca un objetivo para la muerte garantizando la restitución de tus disparos."
LocFlyOverText="La marca de la muerte"
@@ -6736,9 +6718,9 @@ LocFlyOverText="Maremoto"
[Brawler X2AbilityTemplate]
LocFriendlyName="Inquebrantable"
LocFlyOverText="Inquebrantable"
-LocLongDescription="Recibes % menos de daño en ataques cercanos de hasta cuatro casillas de distancia. Asimismo, seguirá ejecutándose en los ataques a meleé realizados por el Templario, independientemente de la posición inicial."
-LocHelpText="Recibes % menos de daño en ataques cercanos de hasta cuatro casillas de distancia. Asimismo, seguirá ejecutándose en los ataques realizados a meleé por el Templario, independientemente de la posición inicial."
-LocPromotionPopupText=" Recibes % menos de daño en ataques cercanos de hasta cuatro casillas de distancia. Asimismo, seguirá ejecutándose en los ataques realizados a meleé por el Templario, independientemente de la posición inicial.
"
+LocLongDescription="Recibes % menos de daño en ataques cercanos de hasta cuatro casillas de distancia."
+LocHelpText="Recibes % menos de daño en ataques cercanos de hasta cuatro casillas de distancia."
+LocPromotionPopupText=" Recibes % menos de daño en ataques cercanos de hasta cuatro casillas de distancia.
"
[InstantReactionTime X2AbilityTemplate]
LocFriendlyName="Tiempo de reacción instantáneo"
@@ -6799,9 +6781,9 @@ SummaryText="Una brutal represalia contra la Resistencia, reduciendo todos los i
; LWOTC translated
[XComGameState_AdventChosen]
KnowledgeGainFirstBullet[eChosenKnowledge_Start]=""
-KnowledgeGainFirstBullet[eChosenKnowledge_Saboteur]="¡Los Elegidos pretenden hallar la forma de sabotear al Avenger!"
+KnowledgeGainFirstBullet[eChosenKnowledge_Saboteur]="¡Los Elegidos se están planteando obstaculizar las actividades rebeldes!"
KnowledgeGainFirstBullet[eChosenKnowledge_Sentinel]="¡Los Elegidos aumentarán el peligro en las operaciones encubiertas!"
-KnowledgeGainFirstBullet[eChosenKnowledge_Collector]="¡Los Elegidos se están planteando obstaculizar las actividades rebeldes!"
+KnowledgeGainFirstBullet[eChosenKnowledge_Collector]="¡Los Elegidos pretenden hallar la forma de sabotear al Avenger!"
KnowledgeGainFirstBullet[eChosenKnowledge_Raider]="¡Es posible que los Elegidos organicen un asalto contra el Avenger!"
KnowledgeGainSecondBullet[eChosenKnowledge_Sentinel]="¡Los Elegidos pueden impulsar la aparición de un evento oscuro adicional!"
@@ -6899,25 +6881,6 @@ LocHelpText="Otorga media cobertura a los aliados."
LocLongDescription="Otorga media cobertura a los aliados."
LocFlyOverText="Escudo Templario"
-[TemplarInvert X2AbilityTemplate]
-LocFriendlyName="Invertir"
-LocLongDescription="Cambia de ubicación con una unidad. Coste de 1 de Concentración."
-LocHelpText="Cambia de ubicación con una unidad. Coste de 1 de Concentración."
-LocPromotionPopupText=" Invertir tiene un tiempo de enfriamiento de turnos y no finaliza el turno del Templario.
Utilizable tanto en unidades aliadas como enemigas.
No sirve con los Elegidos.
"
-
-[OneForAll X2AbilityTemplate]
-LocFriendlyName="Uno para todos"
-LocHelpText="Proporciona cobertura alta a tus compañeros de escuadrón donde sea que te encuentres y como penalización resta -30 de defensa. A favor aplicará escudos ablativos extra según el nivel de escudo del Templario durante la duración del efecto. Moverse o atacar cancelará la habilidad."
-LocLongDescription="Proporciona cobertura alta a tus compañeros de escuadrón donde sea que te encuentres y como penalización resta -30 de defensa. A favor aplicará escudos ablativos extra según el nivel de escudo del Templario durante la duración del efecto. Moverse o atacar cancelará la habilidad."
-LocFlyOverText="Uno para todos"
-
-[ShieldBash_LW X2AbilityTemplate]
-LocFriendlyName="Golpe de escudo"
-LocHelpText="Golpea a un enemigo adyacente con tu escudo; inflige un poco de daño y empuja al objetivo 2 casillas. Acción gratuita."
-LocLongDescription="Golpea a un enemigo adyacente con tu escudo; inflige un poco de daño y empuja al objetivo 2 casillas. Acción gratuita."
-LocPromotionPopupText=" El daño es equivalente al daño base del escudo actualmente equipado.
Golpe de escudo es una acción sin coste con un tiempo de reutilización de turnos.
También es posible ejecutar el talento con enemigos en casillas adyacentes que se encuentren en diagonal.
"
-LocFlyOverText="Golpe de escudo"
-
; LWOTC translated
[TemplarBallisticShield_CV X2AbilityTemplate]
LocFriendlyName="Escudo Templario"
@@ -6938,6 +6901,24 @@ LocLongDescription="Otorga media cobertura a los aliados. Garantiza a esta unida
LocFlyOverText="Escudo Templario"
; End translated
+[ShieldBash_LW X2AbilityTemplate]
+LocFriendlyName="Golpe de escudo"
+LocHelpText="Golpea a un enemigo adyacente con tu escudo; inflige un poco de daño y empuja al objetivo 2 casillas. Acción gratuita."
+LocLongDescription="Golpea a un enemigo adyacente con tu escudo; inflige un poco de daño y empuja al objetivo 2 casillas. Acción gratuita."
+LocPromotionPopupText=" El daño es equivalente al daño base del escudo actualmente equipado.
Golpe de escudo es una acción sin coste con un tiempo de reutilización de turnos.
También es posible ejecutar el talento con enemigos en casillas adyacentes que se encuentren en diagonal.
"
+LocFlyOverText="Golpe de escudo"
+
+[TemplarInvert X2AbilityTemplate]
+LocFriendlyName="Invertir"
+LocLongDescription="Cambia de ubicación con una unidad. Coste de 1 de Concentración."
+LocHelpText="Cambia de ubicación con una unidad. Coste de 1 de Concentración."
+LocPromotionPopupText=" Invertir tiene un tiempo de enfriamiento de turnos y no finaliza el turno del Templario.
Utilizable tanto en unidades aliadas como enemigas.
No sirve con los Elegidos.
"
+
+[OneForAll X2AbilityTemplate]
+LocFriendlyName="Uno para todos"
+LocHelpText="Proporciona cobertura alta a tus compañeros de escuadrón donde sea que te encuentres y como penalización resta -30 de defensa. A favor aplicará escudos ablativos extra según el nivel de escudo del Templario durante la duración del efecto. Moverse o atacar cancelará la habilidad."
+LocLongDescription="Proporciona cobertura alta a tus compañeros de escuadrón donde sea que te encuentres y como penalización resta -30 de defensa. A favor aplicará escudos ablativos extra según el nivel de escudo del Templario durante la duración del efecto. Moverse o atacar cancelará la habilidad."
+LocFlyOverText="Uno para todos"
[GreaterPadding_CV X2AbilityTemplate]
@@ -6961,18 +6942,6 @@ LocLongDescription="Reduce los tiempos de recuperación de las heridas de este s
LocHelpText="Reduce los tiempos de recuperación de las heridas de este soldado"
LocPromotionPopupText=" Mayor acolchado reduce en puntos la cantidad de salud que un soldado debe recuperar después de ser herido en batalla.
No afecta a los soldados que sufrieron heridas mortales y están estabilizados para no desangrarse."
-[IRI_SoulShot X2AbilityTemplate]
-LocFriendlyName="Flecha mÃstica"
-LocLongDescription="Un poderoso ataque a distancia basado en la punterÃa que puede generar crÃticos y no finaliza el turno. Cuesta 1 de Concentración."
-LocHelpText="Un poderoso ataque a distancia basado en la punterÃa que puede generar crÃticos y no finaliza el turno. Cuesta 1 de Concentración."
-LocPromotionPopupText=" Flecha mÃstica no tiene tiempo de reutilización."
-
-[IRI_TemplarShield X2AbilityTemplate]
-LocFriendlyName="Escudo Templario"
-LocLongDescription="Usa tu guantelete para generar un escudo psiónico y obtener de defensa ablativa que durará hasta el inicio del siguiente turno. También es posible activarlo después de Hender."
-LocHelpText="Usa tu guantelete para generar un escudo psiónico y obtener de defensa ablativa que durará hasta el inicio del siguiente turno. También es posible activarlo después de Hender."
-LocPromotionPopupText=" Finaliza el turno cuando se usa.
La fuerza del escudo se irá incrementando conforme se mejore el guantelete."
-
[Indomitable X2AbilityTemplate]
LocFriendlyName="Indomable"
LocHelpText="Una vez por turno, gana 1 de concentración cuando te ataquenn."
@@ -7005,7 +6974,7 @@ LocFlyOverText="Aptitud superior"
LocFriendlyName="Voltio"
LocLongDescription="Un ataque psiónico que inflige poco daño pero que \"salta\" a las unidades cercanas en los niveles de concentración más altos. Cuesta 1 de concentración."
LocHelpText="Un ataque psiónico que inflige poco daño pero que \"salta\" a las unidades cercanas en los niveles de concentración más altos. Cuesta 1 de concentración."
-LocPromotionPopupText=" Voltio no tiene tiempo de enfriamiento, pero cuesta 1 de concentración.
Voltio aumenta la punterÃa de tu escuadrón contra los objetivos en +.
"
+LocPromotionPopupText="Voltio no tiene tiempo de enfriamiento, pero cuesta 1 de concentración.
Voltio aumenta la punterÃa de tu escuadrón contra los objetivos en +.
"
[Amplify X2AbilityTemplate]
LocFriendlyName="Amplificar"
@@ -7017,8 +6986,8 @@ LocPromotionPopupText=" Amplificar durará 3 acciones una vez le tengas
; LWOTC translated
[CrusaderRage_LW X2AbilityTemplate]
LocFriendlyName="Rabia del Cruzado"
-LocHelpText="Obtienes un aumento del daño del 25% por cada 25% de puntos de salud que falten, hasta un incremento del 50%. Reduce el tiempo de recuperación de las heridas de este soldado en 6."
-LocLongDescription="Obtienes un aumento del daño del 25% por cada 25% de puntos de salud que falten, hasta un incremento del 50%. Reduce el tiempo de recuperación de las heridas de este soldado en 6."
+LocHelpText="Obtienes un aumento del daño del 25% por cada 25% de puntos de salud que falten, hasta un incremento del 50%. Reduce el tiempo de recuperación de las heridas de este soldado en 8."
+LocLongDescription="Obtienes un aumento del daño del 25% por cada 25% de puntos de salud que falten, hasta un incremento del 50%. Reduce el tiempo de recuperación de las heridas de este soldado en 8."
LocPromotionPopupText=" La reducción en los tiempos de regeneración de heridas no se implementa si el soldado se desangró durante la misión.
"
LocFlyOverText="Rabia del Cruzado"
; End translated
@@ -7071,8 +7040,8 @@ LocPromotionPopupText=" Cada disparo en Desterrar genera una probabilid
; LWOTC translated
[TotalCombat X2AbilityTemplate]
LocFriendlyName="Combate total"
-LocLongDescription="Concede 1 de movilidad y 5 de punterÃa. Lanzar una granada o usar un objeto ya no termina el turno y las granadas no tienen tiempo de reutilización. Además, puedes lanzar granadas a 2 casillas más de distancia y su radio aumenta en 1. Otorga un espacio sólo para granadas."
-LocHelpText="Concede 1 de movilidad y 5 de punterÃa. Lanzar una granada o usar un objeto ya no termina el turno y las granadas no tienen tiempo de reutilización. Además, puedes lanzar granadas a 2 casillas más de distancia y su radio aumenta en 1. Otorga un espacio sólo para granadas."
+LocLongDescription="Concede 1 de movilidad y 5 de punterÃa. Lanzar una granada o usar un objeto ya no termina el turno y las granadas no tienen tiempo de reutilización. Además, puedes lanzar granadas a 3 casillas más de distancia y su radio aumenta en 1. Otorga un espacio sólo para granadas."
+LocHelpText="Concede 1 de movilidad y 5 de punterÃa. Lanzar una granada o usar un objeto ya no termina el turno y las granadas no tienen tiempo de reutilización. Además, puedes lanzar granadas a 3 casillas más de distancia y su radio aumenta en 1. Otorga un espacio sólo para granadas."
LocPromotionPopupText=" Elimina el tiempo de reutilización de las granadas.
Obtiene Mezcla volátil, por lo tanto, no se acumula con ella."
; End translated
@@ -7091,12 +7060,6 @@ LocLongDescription="Una forma poderosa de guardia. En lugar de disparar automát
LocHelpText="Una forma poderosa de guardia. En lugar de disparar automáticamente realiza una sola acción. Actividad sin coste."
LocPromotionPopupText=" No cuesta ninguna acción.
Algunas actividades no están disponibles durante la interrupción, como guardia.
Tiempo de enfriamiento de turnos."
-[ArcWave_LW X2AbilityTemplate]
-LocFriendlyName="Hender"
-LocLongDescription="Ataque cuerpo a cuerpo con la posibilidad de aturdir o desorientar al objetivo. Activa Ãmpetu y genera concentración en los ataques."
-LocHelpText="Ataque cuerpo a cuerpo con la posibilidad de aturdir o desorientar al objetivo. Activa Ãmpetu y genera concentración en los ataques."
-LocPromotionPopupText=" Usar Hender es el método principal de los Templarios para generar concentración.
Después de lanzar Hender el Templario ganará Ãmpetu lo que le permitirá una acción de movimiento gratuita. Empléala para volver a trasladarte a una cobertura después de atacar.
Hender tiene un % de probabilidad de aturdir con concentración. Los objetivos aturdidos también serán derribados.
Hender también posee un % de probabilidad de desorientar mediante concentración.
"
-
[ArcWavePassive X2AbilityTemplate]
LocFriendlyName="Onda psiónica"
LocLongDescription="Hender genera una ola de energÃa psiónica en la dirección del ataque. El daño aumenta con el nivel del guantelete."
@@ -7167,8 +7130,8 @@ LocHelpText="Las torres de seguridad ADVENT no pueden percibir esta unidad cuand
LocLongDescription="El portador de este artilugio será inmune a las condiciones mentales negativas como el pánico, control mental y los aturdimientos."
[Sustain X2AbilityTemplate]
-LocLongDescription="Si la unidad recibe suficiente daño como para ser asesinada, se pone inmediatamente en Estasis durante 1 turno y su salud se reduce a 1. Esto sólo puede suceder una vez por misión. Reduce los tiempos de recuperación de heridas de este soldado en ."
-LocHelpText="Si la unidad recibe suficiente daño como para ser asesinada, se pone inmediatamente en Estasis durante 1 turno y su salud se reduce a 1. Esto sólo puede suceder una vez por misión. Reduce los tiempos de recuperación de heridas de este soldado en ."
+LocLongDescription="Si la unidad recibe suficiente daño como para ser asesinada, se pone inmediatamente en Estasis durante 1 turno y su salud se reduce a 1. Esto sólo puede suceder una vez por misión."
+LocHelpText="Si la unidad recibe suficiente daño como para ser asesinada, se pone inmediatamente en Estasis durante 1 turno y su salud se reduce a 1. Esto sólo puede suceder una vez por misión."
LocPromotionPopupText=" Ten en cuenta que una unidad en Estasis puede conservar efectos negativos dañinos como veneno o quemaduras una vez reaparezca.
"
[SustainTriggered X2AbilityTemplate]
diff --git a/LongWarOfTheChosen/Localization/XComGame.fra b/LongWarOfTheChosen/Localization/XComGame.fra
index d7043baf0..e4f43f8a5 100644
--- a/LongWarOfTheChosen/Localization/XComGame.fra
+++ b/LongWarOfTheChosen/Localization/XComGame.fra
@@ -5312,8 +5312,7 @@ FocusLevelDescriptions[4]="Dégâts de Taillade + \nM
LocPromotionPopupText=" En début de mission, les Templiers sont plus faibles que les autres soldats, mais plus leur niveau de concentration est élevé, plus ils deviennent puissants. Apprenez à gérer efficacement la concentration pour profiter au mieux des améliorations de statistiques et de chaque capacité.
Vous gagnez de la concentration en attaquant à l'aide de la capacité Taillade et ce, quelque soit le résultat de l'attaque (réussite, égratignure ou échec).
"
; LWOTC translated (3)
-[Rend_LW X2AbilityTemplate]
-LocFriendlyName="Taillade"
+[Rend X2AbilityTemplate]
LocLongDescription="Les attaques de mêlée ont une chance d'étourdir ou de désorienter leurs cibles. Déclenche la capacité Élan et génère de la concentration (quelque soit le résultat de l'attaque: succès, égratignure ou échec)."
LocHelpText="Les attaques de mêlée ont une chance d'étourdir ou de désorienter leurs cibles. Déclenche la capacité Élan et génère de la concentration (quelque soit le résultat de l'attaque: succès, égratignure ou échec)."
LocPromotionPopupText=" La capacité Taillade constitue la principale façon pour un Templier de générer de la concentration.
L'utilisation de Taillade déclenche la capacité Élan, qui octroie au Templier une action de déplacement bonus.
Taillade a % de chances par point de concentration d'étourdir sa cible. Les unités étourdies de cette façon sont également repoussées.
Taillade a % de chances par point de concentration de désorienter sa cible.
"
@@ -6553,8 +6552,8 @@ LocFlyOverText="Rage psychotique"
[YouCannotHide_LW X2AbilityTemplate]
; LWOTC translated (2)
LocFriendlyName="Se cacher est inutile"
-LocHelpText="Gagnez un bonus de +30 en visée avec votre arme principale."
-LocLongDescription="Gagnez un bonus de +30 en visée avec votre arme principale."
+LocHelpText="Gagnez un bonus de +100 en visée avec votre arme principale."
+LocLongDescription="Gagnez un bonus de +100 en visée avec votre arme principale."
; LWOTC translated (2)
LocFlyOverText="Cours."
@@ -6646,8 +6645,8 @@ LocFlyOverText="Marque noire"
[Fatality_LW X2AbilityTemplate]
LocFriendlyName="Fatalité"
; LWOTC translated (2)
-LocLongDescription="Gagnez un bonus de +100 en visée et en chances de coup critique avec votre contre les unités dont les PV actuels sont inférieurs ou égaux à % de leurs PV initiaux."
-LocHelpText="Gagnez un bonus de +100 en visée et en chances de coup critique avec votre contre les unités dont les PV actuels sont inférieurs ou égaux à % de leurs PV initiaux."
+LocLongDescription="Gagnez un bonus de +100 en visée et en chances de coup critique avec votre contre les unités dont les PV actuels sont inférieurs ou égaux à 35% de leurs PV initiaux."
+LocHelpText="Gagnez un bonus de +100 en visée et en chances de coup critique avec votre contre les unités dont les PV actuels sont inférieurs ou égaux à 35% de leurs PV initiaux."
; End translated (2)
LocFlyOverText="Fatalité"
@@ -6708,7 +6707,7 @@ LocHelpText="Gagne une action de déplacement ou de Préparation au combat aprè
LocFlyOverText="Réaction instinctive de l'Élu"
; LWOTC translated (2)
-[ChosenImmunities X2AbilityTemplate]
+[ChosenImmunitiesPassive X2AbilityTemplate]
LocFriendlyName="Immunités de l'Élu"
LocLongDescription="L'Élu est immunisé à l'étourdissement, la désorientation et la glace. Il subit un malus de -50% en mobilité en cas de Mutilation (au lieu d'être totalement immobilisé, comme c'est normalement le cas)."
LocHelpText="L'Élu est immunisé à l'étourdissement, la désorientation et la glace. Il subit un malus de -50% en mobilité en cas de Mutilation (au lieu d'être totalement immobilisé, comme c'est normalement le cas)."
@@ -6791,9 +6790,9 @@ SummaryText="De violentes représailles dirigées contre la résistance, qui a p
; LWOTC translated
[XComGameState_AdventChosen]
KnowledgeGainFirstBullet[eChosenKnowledge_Start]=""
-KnowledgeGainFirstBullet[eChosenKnowledge_Saboteur]="L'Élu peut saboter le Talion!"
+KnowledgeGainFirstBullet[eChosenKnowledge_Saboteur]="L'Élu peut gêner les activités rebelles!"
KnowledgeGainFirstBullet[eChosenKnowledge_Sentinel]="L'Élu augmente les risques des missions secrètes!"
-KnowledgeGainFirstBullet[eChosenKnowledge_Collector]="L'Élu peut gêner les activités rebelles!"
+KnowledgeGainFirstBullet[eChosenKnowledge_Collector]="L'Élu peut saboter le Talion!"
KnowledgeGainFirstBullet[eChosenKnowledge_Raider]="L'Élu peut lancer un assaut contre le Talion!"
KnowledgeGainSecondBullet[eChosenKnowledge_Sentinel]="Chosen peut mener une opération supplémentaire!"
@@ -7050,8 +7049,8 @@ LocPromotionPopupText=" Chaque tir effectué avec Bannissement a une ch
; LWOTC translated (3)
[TotalCombat X2AbilityTemplate]
LocFriendlyName="Combat total"
-LocLongDescription="Procure un bonus de +1 en Mobilité et de +5 en visée. Lancer une grenade ou utiliser un objet ne met plus fin à votre tour. La portée de vos grenades est augmentée de 2 cases et leurs temps de rechargement est réduit à 0. Octroie la capacité Mélange explosif (zone d'effet des grenades +1 case). Une grenade supplémentaire peut être équipée à l'emplacement réservé aux grenades."
-LocHelpText="Procure un bonus de +1 en Mobilité et de +5 en visée. Lancer une grenade ou utiliser un objet ne met plus fin à votre tour. La portée de vos grenades est augmentée de 2 cases et leurs temps de rechargement est réduit à 0. Octroie la capacité Mélange explosif (zone d'effet des grenades +1 case). Une grenade supplémentaire peut être équipée à l'emplacement réservé aux grenades."
+LocLongDescription="Procure un bonus de +1 en Mobilité et de +5 en visée. Lancer une grenade ou utiliser un objet ne met plus fin à votre tour. La portée de vos grenades est augmentée de 3 cases et leurs temps de rechargement est réduit à 0. Octroie la capacité Mélange explosif (zone d'effet des grenades +1 case). Une grenade supplémentaire peut être équipée à l'emplacement réservé aux grenades."
+LocHelpText="Procure un bonus de +1 en Mobilité et de +5 en visée. Lancer une grenade ou utiliser un objet ne met plus fin à votre tour. La portée de vos grenades est augmentée de 3 cases et leurs temps de rechargement est réduit à 0. Octroie la capacité Mélange explosif (zone d'effet des grenades +1 case). Une grenade supplémentaire peut être équipée à l'emplacement réservé aux grenades."
LocPromotionPopupText=" Cette capacité octroie la capacité Mélange explosif, et ne peut donc pas être combinée avec cette capacité.
"
; End translated (3)
@@ -7070,14 +7069,7 @@ LocLongDescription="Une forme supérieure de Vigilance. Plutôt que de tirer aut
LocHelpText="Une forme supérieure de Vigilance. Plutôt que de tirer automatiquement, effectue n'importe quelle action simple. Action gratuite."
LocPromotionPopupText=" Une forme supérieure de Vigilance. Plutôt que de tirer automatiquement, effectue n'importe quelle action simple. Action gratuite.
Certaines actions, telles que Vigilance, ne sont pas disponibles lors d'une Interruption.
Temps de rechargement de tour(s)."
-[ArcWave_LW X2AbilityTemplate]
-LocFriendlyName="Taillade"
-LocLongDescription="Les attaques de mêlée ont une chance d'étourdir ou de désorienter leurs cibles. Déclenche la capacité Élan et génère de la concentration (quelque soit le résultat de l'attaque: succès, égratignure ou échec)."
-LocHelpText="Les attaques de mêlée ont une chance d'étourdir ou de désorienter leurs cibles. Déclenche la capacité Élan et génère de la concentration (quelque soit le résultat de l'attaque: succès, égratignure ou échec)."
-LocPromotionPopupText=" La capacité Taillade constitue la principale façon pour un Templier de générer de la concentration.
L'utilisation de Taillade déclenche la capacité Élan, qui octroie au Templier une action de déplacement bonus.
Taillade a % de chances par point de concentration d'étourdir sa cible. Les unités étourdies de cette façon sont également repoussées.
Taillade a % de chances par point de concentration de désorienter sa cible.
"
-
-
-[ArcWavePassive_LW X2AbilityTemplate]
+[ArcWavePassive X2AbilityTemplate]
LocFriendlyName="Vague arquée"
LocLongDescription="La Taillade génère une vague d'énergie psionique dans la direction de l'attaque. La Vague arquée n'affecte pas la cible de la Taillade originale. Les versions améliorées des gantelets augmentent les dégâts infligés par cet effet."
LocHelpText="La Taillade génère une vague d'énergie psionique dans la direction de l'attaque. La Vague arquée n'affecte pas la cible de la Taillade originale."
diff --git a/LongWarOfTheChosen/Localization/XComGame.int b/LongWarOfTheChosen/Localization/XComGame.int
index fe80d7486..41d8a4be1 100644
Binary files a/LongWarOfTheChosen/Localization/XComGame.int and b/LongWarOfTheChosen/Localization/XComGame.int differ
diff --git a/LongWarOfTheChosen/Localization/XComGame.rus b/LongWarOfTheChosen/Localization/XComGame.rus
index 8995c163d..6e7e092a3 100644
--- a/LongWarOfTheChosen/Localization/XComGame.rus
+++ b/LongWarOfTheChosen/Localization/XComGame.rus
@@ -5531,8 +5531,7 @@ LocPromotionPopupText=" Уровень концентрации 4: ур
LocPromotionPopupText=" Храмовники начинают миÑÑию более Ñлабыми по Ñравнению Ñ Ð¿Ñ€Ð¾Ñ‡Ð¸Ð¼Ð¸ бойцами, но могут радикально уÑилить ÑÐµÐ±Ñ Ð·Ð° Ñчет Ð½Ð°ÐºÐ¾Ð¿Ð»ÐµÐ½Ð¸Ñ ÐºÐ¾Ð½Ñ†ÐµÐ½Ñ‚Ñ€Ð°Ñ†Ð¸Ð¸.
ÐšÐ¾Ð½Ñ†ÐµÐ½Ñ‚Ñ€Ð°Ñ†Ð¸Ñ Ð½Ð°ÐºÐ°Ð¿Ð»Ð¸Ð²Ð°ÐµÑ‚ÑÑ Ð·Ð° Ñчет рукопашных атак врага Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ перчаток(заÑчитываютÑÑ Ð´Ð°Ð¶Ðµ промахи).
"
; LWOTC Needs Translation (3)
-[Rend_LW X2AbilityTemplate]
-LocFriendlyName="Разрыв"
+[Rend X2AbilityTemplate]
LocLongDescription="Рукопашные атаки, могут оглушить или дезориентировать врага. Ðктивируют ÑпоÑобноÑÑ‚ÑŒ \"ИнерциÑ\" и дают концентрацию."
LocHelpText="Рукопашные атаки, могут оглушить или дезориентировать врага. Ðктивируют ÑпоÑобноÑÑ‚ÑŒ \"ИнерциÑ\" и дают концентрацию."
LocPromotionPopupText=" Ðта ÑпоÑобноÑÑ‚ÑŒ - оÑновной метод Храмовников Ð´Ð»Ñ Ð½Ð°Ð±Ð¾Ñ€Ð° концентрации.
ПоÑле рукопашного удара Храмовник получает \"Инерцию\", дающую дейÑтвие движениÑ. ИÑпользуйте, чтобы вернутьÑÑ Ð² укрытие.
СпоÑобноÑÑ‚ÑŒ имеет %-ный ÑˆÐ°Ð½Ñ Ð½Ð° оглушение за единицу концентрации. Оглушенные цели отбраÑываютÑÑ.
СпоÑобноÑÑ‚ÑŒ имеет %-ный ÑˆÐ°Ð½Ñ Ð´ÐµÐ·Ð¾Ñ€Ð¸ÐµÐ½Ñ‚Ð¸Ñ€Ð¾Ð²Ð°Ñ‚ÑŒ цель за единицу концентрации.
"
@@ -6230,8 +6229,8 @@ LocFlyOverText="ЯроÑÑ‚ÑŒ крови"
[YouCannotHide_LW X2AbilityTemplate]
LocFriendlyName="Тебе не ÑкрытьÑÑ"
-LocHelpText="Ð‘Ð¾Ð½ÑƒÑ +30% к меткоÑти оÑновного оружиÑ."
-LocLongDescription="Ð‘Ð¾Ð½ÑƒÑ +30% к меткоÑти оÑновного оружиÑ."
+LocHelpText="Ð‘Ð¾Ð½ÑƒÑ +100% к меткоÑти оÑновного оружиÑ."
+LocLongDescription="Ð‘Ð¾Ð½ÑƒÑ +100% к меткоÑти оÑновного оружиÑ."
LocFlyOverText="Беги."
[RebelHPUpgrade_T1 X2AbilityTemplate]
@@ -6313,8 +6312,8 @@ LocFlyOverText="Метка Ñмерти"
[Fatality_LW X2AbilityTemplate]
LocFriendlyName="Фаталити"
-LocLongDescription="Ð‘Ð¾Ð½ÑƒÑ +100% точноÑти и критичеÑкого Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð² целей Ñо здоровьем меньше % (оружие: )"
-LocHelpText="Ð‘Ð¾Ð½ÑƒÑ +100% точноÑти и критичеÑкого Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð² целей Ñо здоровьем меньше % (оружие: )"
+LocLongDescription="Ð‘Ð¾Ð½ÑƒÑ +100% точноÑти и критичеÑкого Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð² целей Ñо здоровьем меньше 35% (оружие: )"
+LocHelpText="Ð‘Ð¾Ð½ÑƒÑ +100% точноÑти и критичеÑкого Ð¿Ð¾Ð¿Ð°Ð´Ð°Ð½Ð¸Ñ Ð¿Ñ€Ð¾Ñ‚Ð¸Ð² целей Ñо здоровьем меньше 35% (оружие: )"
LocFlyOverText="Фаталити"
[Vampirism_LW X2AbilityTemplate]
@@ -6368,7 +6367,7 @@ LocFlyOverText="Ð ÐµÐ°ÐºÑ†Ð¸Ñ Ð˜Ð·Ð±Ñ€Ð°Ð½Ð½Ð¾Ð³Ð¾"
; End Translated
; LWOTC Translated (2)
-[ChosenImmunities X2AbilityTemplate]
+[ChosenImmunitiesPassive X2AbilityTemplate]
LocFriendlyName="ÐеуÑзвимоÑÑ‚ÑŒ Избранного"
LocLongDescription="Избранный неуÑзвим к оглушению, дезориентации, заморозке и имеет 50% штраф от ÑƒÐ²ÐµÑ‡ÑŒÑ Ð²Ð¼ÐµÑто 100%."
LocHelpText="Избранный неуÑзвим к оглушению, дезориентации, заморозке и имеет 50% штраф от ÑƒÐ²ÐµÑ‡ÑŒÑ Ð²Ð¼ÐµÑто 100%."
@@ -6415,9 +6414,9 @@ LocHelpText="Уменьшает Ð±Ð¾Ð½ÑƒÑ Ðº защите от укрытий
; LWOTC Translated
[XComGameState_AdventChosen]
KnowledgeGainFirstBullet[eChosenKnowledge_Start]=""
-KnowledgeGainFirstBullet[eChosenKnowledge_Saboteur]="Избранный может уÑтроить диверÑию!"
+KnowledgeGainFirstBullet[eChosenKnowledge_Saboteur]="Избранный обнаруживает деÑтельноÑÑ‚ÑŒ СопротивлениÑ!"
KnowledgeGainFirstBullet[eChosenKnowledge_Sentinel]="Избранный уÑложнÑет Ñекретные заданиÑ!"
-KnowledgeGainFirstBullet[eChosenKnowledge_Collector]="Избранный обнаруживает деÑтельноÑÑ‚ÑŒ СопротивлениÑ!"
+KnowledgeGainFirstBullet[eChosenKnowledge_Collector]="Избранный может уÑтроить диверÑию!"
KnowledgeGainFirstBullet[eChosenKnowledge_Raider]="Избранный может начать штурмовать ÐœÑтитель!"
KnowledgeGainSecondBullet[eChosenKnowledge_Sentinel]="Избранный может инициировать Событие!"
; End Translated
@@ -6467,8 +6466,8 @@ AbilityDescName="Огнемет ЧиÑтильщика"
;LWOTC translated
[TotalCombat X2AbilityTemplate]
LocFriendlyName="Ð’Ñе ÑредÑтва"
-LocLongDescription="Дает +5 меткоÑти и +1 мобильноÑти. БроÑок гранаты или иÑпользование предмета больше не заканчивает ход, иÑпользование гранаты лишаетÑÑ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки. К тому же, гранаты летÑÑ‚ на 2 клетки дальше, а Ñ€Ð°Ð´Ð¸ÑƒÑ Ð²Ð·Ñ€Ñ‹Ð²Ð° увеличиваетÑÑ Ð½Ð° 1. ДобавлÑет дополнительный Ñлот под гранату."
-LocHelpText="Дает +5 меткоÑти и +1 мобильноÑти. БроÑок гранаты или иÑпользование предмета больше не заканчивает ход, иÑпользование гранаты лишаетÑÑ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки. К тому же, гранаты летÑÑ‚ на 2 клетки дальше, а Ñ€Ð°Ð´Ð¸ÑƒÑ Ð²Ð·Ñ€Ñ‹Ð²Ð° увеличиваетÑÑ Ð½Ð° 1. ДобавлÑет дополнительный Ñлот под гранату."
+LocLongDescription="Дает +5 меткоÑти и +1 мобильноÑти. БроÑок гранаты или иÑпользование предмета больше не заканчивает ход, иÑпользование гранаты лишаетÑÑ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки. К тому же, гранаты летÑÑ‚ на 3 клетки дальше, а Ñ€Ð°Ð´Ð¸ÑƒÑ Ð²Ð·Ñ€Ñ‹Ð²Ð° увеличиваетÑÑ Ð½Ð° 1. ДобавлÑет дополнительный Ñлот под гранату."
+LocHelpText="Дает +5 меткоÑти и +1 мобильноÑти. БроÑок гранаты или иÑпользование предмета больше не заканчивает ход, иÑпользование гранаты лишаетÑÑ Ð¿ÐµÑ€ÐµÐ·Ð°Ñ€Ñдки. К тому же, гранаты летÑÑ‚ на 3 клетки дальше, а Ñ€Ð°Ð´Ð¸ÑƒÑ Ð²Ð·Ñ€Ñ‹Ð²Ð° увеличиваетÑÑ Ð½Ð° 1. ДобавлÑет дополнительный Ñлот под гранату."
LocPromotionPopupText=" ПозволÑет разнообразить боевые возможноÑти Ñолдата.
УдалÑет перезарÑдку иÑÐ¿Ð¾Ð»ÑŒÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð³Ñ€Ð°Ð½Ð°Ñ‚.
Ðе ÑуммируетÑÑ Ñ \"Гремучей ÑмеÑью\"."
;lwotc Translated(2)
@@ -6485,13 +6484,7 @@ LocLongDescription="ОÑÐ¾Ð±Ð°Ñ Ñ„Ð¾Ñ€Ð¼Ð° наблюдениÑ. ВмеÑто
LocHelpText="ОÑÐ¾Ð±Ð°Ñ Ñ„Ð¾Ñ€Ð¼Ð° наблюдениÑ. ВмеÑто ответного Ð¾Ð³Ð½Ñ Ð¿Ñ€ÐµÐ´Ð¾ÑтавлÑет 1 дейÑтвие. Свободное иÑпользование."
LocPromotionPopupText=" Свободное дейÑтвие.
Ðекоторые ÑпоÑобноÑти недоÑтупны во Ð²Ñ€ÐµÐ¼Ñ \"ПрерываниÑ\", например, \"Ðаблюдение\".
Ходов до перезарÑдки: ."
-[ArcWave_LW X2AbilityTemplate]
-LocFriendlyName="Разрыв"
-LocLongDescription="Рукопашные атаки, могут оглушить или дезориентировать врага. Ðктивируют ÑпоÑобноÑÑ‚ÑŒ \"ИнерциÑ\" и дают концентрацию."
-LocHelpText="Рукопашные атаки, могут оглушить или дезориентировать врага. Ðктивируют ÑпоÑобноÑÑ‚ÑŒ \"ИнерциÑ\" и дают концентрацию."
-LocPromotionPopupText=" Ðта ÑпоÑобноÑÑ‚ÑŒ - оÑновной метод Храмовников Ð´Ð»Ñ Ð½Ð°Ð±Ð¾Ñ€Ð° концентрации.
ПоÑле рукопашного удара Храмовник получает \"Инерцию\", дающую дейÑтвие движениÑ. ИÑпользуйте, чтобы вернутьÑÑ Ð² укрытие.
СпоÑобноÑÑ‚ÑŒ имеет %-ный ÑˆÐ°Ð½Ñ Ð½Ð° оглушение за единицу концентрации. Оглушенные цели отбраÑываютÑÑ.
СпоÑобноÑÑ‚ÑŒ имеет %-ный ÑˆÐ°Ð½Ñ Ð´ÐµÐ·Ð¾Ñ€Ð¸ÐµÐ½Ñ‚Ð¸Ñ€Ð¾Ð²Ð°Ñ‚ÑŒ цель за единицу концентрации.
"
-
-[ArcWavePassive_LW X2AbilityTemplate]
+[ArcWavePassive X2AbilityTemplate]
LocFriendlyName="Волна"
LocLongDescription="\"Разрыв\" Ñоздает волну из пÑи-Ñнергии по направлению атаки. Урон повышаетÑÑ Ñ ÑƒÐ»ÑƒÑ‡ÑˆÐµÐ½Ð¸ÐµÐ¼ перчаток."
LocHelpText="\"Разрыв\" Ñоздает волну из пÑи-Ñнергии по направлению атаки."
diff --git a/LongWarOfTheChosen/LongWarOfTheChosen.x2proj b/LongWarOfTheChosen/LongWarOfTheChosen.x2proj
index 01f9e2c3f..b9828b011 100644
--- a/LongWarOfTheChosen/LongWarOfTheChosen.x2proj
+++ b/LongWarOfTheChosen/LongWarOfTheChosen.x2proj
@@ -1,1481 +1,1462 @@
-
-
-
- 7a03fe19-6291-4b95-ba1c-3ec505fa8c0b
- Long War of the Chosen
- Long War overhaul mod for War of the Chosen (based on Long War 2)
- 0
- lwotc
- lwotc
- {c6d96315-2f7d-4066-a9c7-6b9d4264751d}
-
-
- $(MSBuildProjectDirectory)\..\
- $(SolutionRoot).scripts\
- $(ScriptsDir)X2ModBuildCommon\
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+
+
+
+ 7a03fe19-6291-4b95-ba1c-3ec505fa8c0b
+ Long War of the Chosen
+ Long War overhaul mod for War of the Chosen (based on Long War 2)
+ 0
+ lwotc
+ lwotc
+ {c6d96315-2f7d-4066-a9c7-6b9d4264751d}
+
+
+ $(MSBuildProjectDirectory)\..\
+ $(SolutionRoot).scripts\
+ $(ScriptsDir)X2ModBuildCommon\
+
+
+ $(MSBuildProjectDirectory)\..\
+ $(SolutionRoot).scripts\
+ $(ScriptsDir)X2ModBuildCommon\
+
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\ No newline at end of file
diff --git a/LongWarOfTheChosen/Src/LWUtilities/Classes/Helpers_LW.uc b/LongWarOfTheChosen/Src/LWUtilities/Classes/Helpers_LW.uc
index 5dd3bbd8f..da1df6535 100644
--- a/LongWarOfTheChosen/Src/LWUtilities/Classes/Helpers_LW.uc
+++ b/LongWarOfTheChosen/Src/LWUtilities/Classes/Helpers_LW.uc
@@ -170,9 +170,7 @@ static final function bool IsModInstalled(coerce string DLCIdentifer)
return default.cachedInstalledModNames.Find(DLCIdentifer) != INDEX_NONE;
}
-
-static final function bool IsDLCInstalled(coerce string DLCIdentifer)
-
+static function bool IsDLCInstalled(coerce string DLCIdentifer)
{
local array DLCs;
@@ -180,7 +178,7 @@ static final function bool IsDLCInstalled(coerce string DLCIdentifer)
return DLCs.Find(DLCIdentifer) != INDEX_NONE;
}
-simulated final static function class