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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Abeclancy</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T05:53:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(Long_War)&amp;diff=58290</id>
		<title>Alien Artifacts (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(Long_War)&amp;diff=58290"/>
		<updated>2014-07-30T23:04:07Z</updated>

		<summary type="html">&lt;p&gt;Abeclancy: expanding upon alien artifact information, including the possibility of country resource requests for green-text items and listing some of what the alien weapon systems are used for&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some artifacts that previously had no value are now used by the game as prerequisites for research projects or foundry projects, particularly Alien Stasis Tanks and Alien Surgery. Within the Gray Market listings, the green text &amp;quot;This item has no research benefit, and can be sold freely&amp;quot; is still correct in that these items will never be a part of any research project, foundry project, or as a prerequisite for manufacturing any items. However, you may still get pending resource requests for some of these items from XCOM countries. As an example, Alien Entertainment can be requested by a country in exchange for panic reduction.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the changes are mostly to the Gray Market values for these resources. Acquisitions from Alien Base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consider the benefits of selling these resources for quick cash versus possibly fulfilling later country resource requests.&lt;br /&gt;
&lt;br /&gt;
Another notable difference is that alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly, but are consumed to manufacture XCOM plasma weapons, including interceptor, SHIV, and MEC plasma weapons. Alien Rifles (from captured Mutons and Heavy Floaters) are used in the production of most plasma weapons (including the Plasma Rifle, Plasma Novagun (heavy plasma), and interceptor Plasma Cannon). Alien Carbines (from Floaters, Outsiders, and Thin Men) are used in the production of the lighter XCOM soldier weapons such as the Plasma Carbine. Alien Heavy Weapons (from Muton Elites) are used in the production of the SHIV plasma weapons. Additionally, some of these alien weapons may be required in order to perform the associated plasma research in the first place.&lt;/div&gt;</summary>
		<author><name>Abeclancy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=58145</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=58145"/>
		<updated>2014-07-22T21:25:58Z</updated>

		<summary type="html">&lt;p&gt;Abeclancy: /* Beta 13 */ adding image links showcasing a couple of long war bugs, added images during this edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Beta 13 ==&lt;br /&gt;
* Mind Merge will heal too many hit points.&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Have savegame, no idea what causes this. (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle. (XComProjectile.InitFX)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast. [http://ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg image]&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.) [http://ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg image]&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Troopers cannot go on Overwatch in certain rare situations when they only have 1 shot remaining in their weapon.* [http://ufopaedia.org/index.php?title=File:Rocketeer_no_overwatch.jpg image]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This has been noticed in the following instances. Rocketeer with: Laser Rifle (1/4 ammo remaining); Fire Rocket; Shredder Ammo; Ready for Anything; Smoke Grenade; HEAT Warheads; Stay Frosty; Semper Vigilans; Esprit de Corps; Into the Breach; SCOPE; with 1/4 shots remaining in rifle. Sniper with: Gauss Long Rifle (1/2 ammo remaining); Precision Shot; Squadsight; HEAT Ammo; Stay Frosty; Semper Vigilans; Sharpshooter; Lead By Example; SCOPE. Infantry with: Laser Rifle (1/4 ammo remaining).&lt;br /&gt;
&lt;br /&gt;
== Beta 12 ==&lt;br /&gt;
* Armor Health is unfilled at the start of each mission. Fixed in beta 13. Hotfix available in files section.&lt;br /&gt;
* Blowing up abductor or harvester causes CTD. Fixed in beta 13.&lt;br /&gt;
&lt;br /&gt;
== Beta 11 ==&lt;br /&gt;
* Crash to desktop on encountering a Sectoid Commander due to loadout bug. Fixed in beta 12.&lt;br /&gt;
&lt;br /&gt;
== Beta 10 ==&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
== Beta 9 ==&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex-edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Abeclancy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg&amp;diff=58144</id>
		<title>File:Covert ops ui overlay glitch.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Covert_ops_ui_overlay_glitch.jpg&amp;diff=58144"/>
		<updated>2014-07-22T21:25:08Z</updated>

		<summary type="html">&lt;p&gt;Abeclancy: An image showcasing a bug in b13 Long War. The Covert Ops UI has glitched over the soldier selection UI. Exiting and reentering the Covert Ops menu is all that is needed to fix this visual glitch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image showcasing a bug in b13 Long War. The Covert Ops UI has glitched over the soldier selection UI. Exiting and reentering the Covert Ops menu is all that is needed to fix this visual glitch.&lt;/div&gt;</summary>
		<author><name>Abeclancy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Rocketeer_no_overwatch.jpg&amp;diff=58143</id>
		<title>File:Rocketeer no overwatch.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Rocketeer_no_overwatch.jpg&amp;diff=58143"/>
		<updated>2014-07-22T21:24:01Z</updated>

		<summary type="html">&lt;p&gt;Abeclancy: An image showcasing a bug in b13 Long War mod. The Rocketeer here cannot go on Overwatch, even through he has ammo remaining in his weapon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image showcasing a bug in b13 Long War mod. The Rocketeer here cannot go on Overwatch, even through he has ammo remaining in his weapon.&lt;/div&gt;</summary>
		<author><name>Abeclancy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg&amp;diff=58142</id>
		<title>File:No ap grenade damage.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:No_ap_grenade_damage.jpg&amp;diff=58142"/>
		<updated>2014-07-22T21:19:32Z</updated>

		<summary type="html">&lt;p&gt;Abeclancy: A bug noticed in b13 Long War mod. The free aiming of the AP grenade shows it will not hit one of the EXALT operatives, even though they are not in any cover.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A bug noticed in b13 Long War mod. The free aiming of the AP grenade shows it will not hit one of the EXALT operatives, even though they are not in any cover.&lt;/div&gt;</summary>
		<author><name>Abeclancy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=58141</id>
		<title>Change Log (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(Long_War)&amp;diff=58141"/>
		<updated>2014-07-22T21:15:27Z</updated>

		<summary type="html">&lt;p&gt;Abeclancy: /* Beta 13 */ added a couple of bugs + possible information on them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Beta 13 ==&lt;br /&gt;
* Mind Merge will heal too many hit points.&lt;br /&gt;
* Geoscape rarely becomes semi-frozen after missions (clock doesn&#039;t roll for item construction, Skyranger does not return from mission site). Have savegame, no idea what causes this. (Similarly: Scan for Activity will roll forward one minute then freeze with no event notice. Exiting and re-entering the Geoscape shows a country had made a resource request but the window saying as much was not being shown.)&lt;br /&gt;
* Aliens sometimes start out in view of squad&lt;br /&gt;
* Lock N&#039; Load perk doesn&#039;t work for MECs; turn ends on reload&lt;br /&gt;
* Female weapon models not aligning with pawn correctly&lt;br /&gt;
* MEC small items give IMG placeholder in select-squad dropship UI. The are fine in barracks equipping view. The same small items appear fine on SHIVs.&lt;br /&gt;
* Reaper Rounds FX not working on Battle Rifle. (XComProjectile.InitFX)&lt;br /&gt;
* Marksman&#039;s Rifle looks a little small in the HUD&lt;br /&gt;
* Alloy Cannon showing 7-13 damage in inventory item detail, but showing correct 8 base damage in tactical mission.&lt;br /&gt;
* Dismissed officers do not see billet recycled back&lt;br /&gt;
* The UI for the Covert Operations is overlayed on top of the select soldier UI if you click too fast.&lt;br /&gt;
* Very rarely, an AP grenade will be unable to damage a unit, regardless of whether they are in cover or not and regardless of the position of the thrown grenade. (Noticed when an EXALT operative did not glow red when free aiming the grenade, even though he was not in any cover.)&lt;br /&gt;
* Removing all equipment on a trooper armed with a Sawed-Off Shotgun will display the IMG placeholder. (Visual bug only, does not prevent any secondary weapon from being assigned to the trooper.)&lt;br /&gt;
* Troopers cannot go on Overwatch in certain rare situations when they only have 1 shot remaining in their weapon.*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This has been noticed in the following instances. Rocketeer with: Laser Rifle (1/4 ammo remaining); Fire Rocket; Shredder Ammo; Ready for Anything; Smoke Grenade; HEAT Warheads; Stay Frosty; Semper Vigilans; Esprit de Corps; Into the Breach; SCOPE; with 1/4 shots remaining in rifle. Sniper with: Gauss Long Rifle (1/2 ammo remaining); Precision Shot; Squadsight; HEAT Ammo; Stay Frosty; Semper Vigilans; Sharpshooter; Lead By Example; SCOPE. Infantry with: Laser Rifle (1/4 ammo remaining).&lt;br /&gt;
&lt;br /&gt;
== Beta 12 ==&lt;br /&gt;
* Armor Health is unfilled at the start of each mission. Fixed in beta 13. Hotfix available in files section.&lt;br /&gt;
* Blowing up abductor or harvester causes CTD. Fixed in beta 13.&lt;br /&gt;
&lt;br /&gt;
== Beta 11 ==&lt;br /&gt;
* Crash to desktop on encountering a Sectoid Commander due to loadout bug. Fixed in beta 12.&lt;br /&gt;
&lt;br /&gt;
== Beta 10 ==&lt;br /&gt;
* Crash to desktop when covert operation completes. Fixed in beta 11.&lt;br /&gt;
&lt;br /&gt;
== Beta 9 ==&lt;br /&gt;
* Enemy tech progression difficulty inverted, so aliens on Normal teched up at Impossible rate and vice versa. Fixed in beta 10, Manual fix [http://www.reddit.com/r/Xcom/comments/25rzwz/long_war_psa_a_bug_was_discovered_that_makes/ here].&lt;br /&gt;
* Overseer UFO always explodes if sucessfully attacked. Fixed in Beta 10 onwards, workaround hex-edit fix available in Nexus Forums. &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Abeclancy</name></author>
	</entry>
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