
Red Fog (Not recommended for new players)
This makes the game feel more realistic, and makes close combat more dangerous for both sides by granting a bonus the closer the shooter is to flanking the target. edit: Just be sure to have Cinematic mode enabled. Strict Screening (Highly Recommended) Soldiers start at 75 aim/13 mobility/30 will/4 HP. Regular Long War will probably be unbalanced. All these changes were made with NSLW in mind. Interceptor game is still difficult if you don't focus on upgrading your fleet, but it's made less frustrating early game. If you don't care for the interceptor buff just change the ini values for soldiers to be higher for Median Aim and Min Aim by 5, and ignore this second wave option. With Soldier and Interceptor Aim tied together in Cinematic Mode I had to adjust XCOM Soldier aim to be slightly lower for balance. Interceptor game is made slightly easier, and changing the aim any other way requires a Hex Edit. Most were tested individually before I tried them out together. With that said, here's a list of modifications and Second Wave options that are required for my balance changes or add a nice touch.
Also, this provides enough room to overlap soldiers from 3 different teams and try new builds or team compositions. This removes some player fatigue dealing with equipment and perks.This is more fun than relying on raw stat buffs.Īvoid Managing more than 30 soldiers at end game. At that point, there should be enough tools in the player's inventory to deal with most threats.
With small nerfs and delayed upgrades, aliens will be manageable early on before the difficulty ramps up after the first 5 months.Long war made some great changes to alien progression with perks and level ups, but every alien starts off as a killing machine.Mimic the steady ramp up in difficulty from Vanilla and let it progress into the late game. A 30 day cap on wound recovery allows more soldiers to get back into the fight faster like in Vanilla.Keep XCOM Soldier ranks in line with Long War progression or slightly ahead. This equates to a little less praying to RNGeesus.The Rookie starting range for aim was increased slightly, but narrowed down to be between 65 and 80. Early game, Long War is a frustrating mess of missed shots by rookies and overwatch crawling.Make the early game go by faster and be more fun with accurate gun fire.
The learning curve is still one of the bigger challenges. Help new players, and casual players enjoy Long War and invest less time into the game. These changes are aimed at the early and mid-game, but they should make end-game Long War more approachable. I enjoyed the rage-inducing challenge of Long War for a time, but I prefer to play strategy games for the opportunity to relax and test my creativity. Now I'm hoping this modification will act as a bridge between Vanilla XCOM and Long War for players who don't want to bother tweaking the game themselves. I've spent twice that amount of time testing out the effects on the game to make sure it remains balanced. I've gone through hours tweaking the game so it can match the feel of Vanilla's difficulty. With this in mind, I made plenty of simple changes that will tone down the difficulty scaling, and work with Not-So-Long-War. I know there's a heavy demand from casual players to tone down the difficulty of Long War, and the developers have made it known this is not in their plans. I've been waiting for a lull in the Long War patches so I could post my personal changes to the game, and compilation of mods I've come across. Long-time lurker here to Reddit and the XCOM community.