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		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=62381</id>
		<title>Mods (Long War)</title>
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		<updated>2014-12-13T14:33:24Z</updated>

		<summary type="html">&lt;p&gt;Hrududu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some players prefer to change certain settings on top of the stock Long War mod. This page is an effort to track standard changes by players. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file. It is recommended that you download and use Notepad++ to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page) &lt;br /&gt;
&lt;br /&gt;
Some suggestions can be found [http://www.reddit.com/r/Xcom/comments/2aqzzd/lw_beta_13_do_you_adjust_and_mod_long_war_itself/|here] (remove this link once most of the mods are added).&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change require Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings. &lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
Red Fog SW option carries more significant movement penalty.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;SW_COVER_INCREASE&amp;lt;/code&amp;gt; and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hrududu</name></author>
	</entry>
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