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		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84072</id>
		<title>Change Log (LW2)</title>
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		<updated>2017-02-26T21:01:51Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Patch 1.2 (Released Feb. 26, 2017) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Patch 1.2 (Released Feb. 26, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player&#039;s turn, instead of the new (original) player&#039;s turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.&lt;br /&gt;
&lt;br /&gt;
- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)&lt;br /&gt;
&lt;br /&gt;
- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we&#039;re placing people to rescue in bad locations. (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don&#039;t get them (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.&lt;br /&gt;
&lt;br /&gt;
- Fixed Mind Merge so it lasts through alien turn (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead&lt;br /&gt;
&lt;br /&gt;
- Bronzeman setting on Ironman Mode (with ini change) now works&lt;br /&gt;
&lt;br /&gt;
- Corrected bad G-vehicle schedule for alert 16&lt;br /&gt;
&lt;br /&gt;
- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.&lt;br /&gt;
&lt;br /&gt;
- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations&lt;br /&gt;
&lt;br /&gt;
- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)&lt;br /&gt;
&lt;br /&gt;
- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.&lt;br /&gt;
&lt;br /&gt;
- Mind Control abilities can no longer target stunned units.&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid&lt;br /&gt;
&lt;br /&gt;
- Fix issue where wounded Sparks could infiltrate more than one mission at a time.&lt;br /&gt;
&lt;br /&gt;
- Disallowed on-mission sparks from being selectable for healing in Engineering.&lt;br /&gt;
&lt;br /&gt;
- More explicit controls to prevent Sparks from being eligible for AWC training.&lt;br /&gt;
&lt;br /&gt;
- Fix CTD issue when pressing up/down arrow in AWC Ability UI&lt;br /&gt;
&lt;br /&gt;
- Added missing &#039;StockSupport&#039; attachments for Coil Cannon.&lt;br /&gt;
&lt;br /&gt;
- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.&lt;br /&gt;
&lt;br /&gt;
- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.&lt;br /&gt;
&lt;br /&gt;
- Add arrow to evac zone/spawner on Haven Defense.&lt;br /&gt;
&lt;br /&gt;
- Flamethrowers given +1 range to get it back to intended 1.0 levels&lt;br /&gt;
&lt;br /&gt;
- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.&lt;br /&gt;
&lt;br /&gt;
- Fixed 2nd tier Focus PCS not providing enough will&lt;br /&gt;
&lt;br /&gt;
- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Proximity Mines project from being available&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Incendiary bombs from being buildable&lt;br /&gt;
&lt;br /&gt;
- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.&lt;br /&gt;
&lt;br /&gt;
- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3&lt;br /&gt;
&lt;br /&gt;
- Fixed issue in which identical Override hack rewards would show up on the same hack attempt&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys&lt;br /&gt;
&lt;br /&gt;
- Added utility category for Neurowhips in all loc&lt;br /&gt;
&lt;br /&gt;
- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess&lt;br /&gt;
&lt;br /&gt;
- Added Single activity in world restriction to Foothold so you don&#039;t get hit with 16 UFOs at once.&lt;br /&gt;
&lt;br /&gt;
- X2Effect_TemporaryItem will now ignore &amp;quot;SmallItemWeight&amp;quot; ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).&lt;br /&gt;
&lt;br /&gt;
- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)&lt;br /&gt;
&lt;br /&gt;
- Iron Skin should no longer show triggering at mission start&lt;br /&gt;
&lt;br /&gt;
- Rebels will only get lasers/mags if you&#039;ve researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Fixed bad text in Lethal dark event for all languages&lt;br /&gt;
&lt;br /&gt;
- Fixed KOR Incendiary Bomb project display name loc&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Find a Lead&amp;quot; now capitalized in mission objective in all cases&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.&lt;br /&gt;
&lt;br /&gt;
- Added Berserker corpse requirement back to Combat Stims&lt;br /&gt;
&lt;br /&gt;
- Increased Gatekeeper Will&lt;br /&gt;
&lt;br /&gt;
- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)&lt;br /&gt;
&lt;br /&gt;
- You can take 12 soldiers on invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Added a defend pod job for the 5th pod on a big assault-type mission&lt;br /&gt;
&lt;br /&gt;
- You may now evac to escape from regional network tower missions&lt;br /&gt;
&lt;br /&gt;
- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.&lt;br /&gt;
&lt;br /&gt;
- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2&lt;br /&gt;
&lt;br /&gt;
- Increased resarch time and/or reduced application chance for several tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we&#039;ll continue gathering feedback on and may make further changes for 1.3.&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs&lt;br /&gt;
&lt;br /&gt;
- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.&lt;br /&gt;
&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.&lt;br /&gt;
&lt;br /&gt;
- Removed Codex teleport from list of allowed yellow alert abilities&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus&lt;br /&gt;
&lt;br /&gt;
- Increased Scout detection range&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Added version number to credits scroller&lt;br /&gt;
&lt;br /&gt;
- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.&lt;br /&gt;
&lt;br /&gt;
- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.&lt;br /&gt;
&lt;br /&gt;
- Added new NavHelp button &amp;quot;Strip All Weapon Upgrades&amp;quot; to UIArmory_Loadout, UISquadSelect and the Upgrades UI.&lt;br /&gt;
&lt;br /&gt;
- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics&lt;br /&gt;
&lt;br /&gt;
- Added hint that liberation moves you toward unlocking aliens true purpose&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Remove &#039;const&#039; from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots.&lt;br /&gt;
&lt;br /&gt;
==Patch 1.1 (Released Jan. 28, 2017)==&lt;br /&gt;
&lt;br /&gt;
===1.1 Hotfix===&lt;br /&gt;
-Fix for issue where Reinforcements could take yellow alert (offensive) reflex actions. Bug in 1.1 briefly made them more likely to take reflex actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug preventing tactical Dark Events from occurring. This will cause a meaningful increase in difficulty. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.&lt;br /&gt;
&lt;br /&gt;
- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM&#039;s movement without any direct knowledge of them. (Default behavior can be re-enabled via config)&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives can now equip heavy weapons (with appropriate armor).&lt;br /&gt;
&lt;br /&gt;
- Fix for non-commanding officers on a mission getting officer abilities.&lt;br /&gt;
&lt;br /&gt;
- Disorient effects will now cancel overwatch on units that are already disoriented.&lt;br /&gt;
&lt;br /&gt;
- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.&lt;br /&gt;
&lt;br /&gt;
- Corrected line-break in RapidTargeting detailed help text and other typos.&lt;br /&gt;
&lt;br /&gt;
- Disallowed Field Medic from list of possible Rebel skills&lt;br /&gt;
&lt;br /&gt;
- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness&lt;br /&gt;
&lt;br /&gt;
- Fixed base-game issue that could cause POIs (points of interest on the geoscape) to become unselectable. POIs now have minimum Weight of 1 instead of 0.&lt;br /&gt;
&lt;br /&gt;
- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors&lt;br /&gt;
&lt;br /&gt;
- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5&lt;br /&gt;
&lt;br /&gt;
- Removed possibility you can spawn two of the same ruler on black site mission&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing Full Kit to grant a partial extra ghost grenade&lt;br /&gt;
&lt;br /&gt;
- Bugfix for alert locations: adjust the location to ensure it&#039;s pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain. &lt;br /&gt;
&lt;br /&gt;
- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).&lt;br /&gt;
&lt;br /&gt;
- Added SMG Range profile to hunter pistol weapons via template mod. &lt;br /&gt;
&lt;br /&gt;
- Fixed incorrect offset for CoilCannon Reargrip B.&lt;br /&gt;
&lt;br /&gt;
- Officer ranknames/icons now only show once officerRank &amp;gt; 0. Pulling a trainee from the tube will no longer lock their rank at NCO.&lt;br /&gt;
&lt;br /&gt;
- Fix bug allowing reinforcement units to get yellow reaction shots.&lt;br /&gt;
&lt;br /&gt;
- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn&#039;t a Muton type.&lt;br /&gt;
&lt;br /&gt;
- Rebels can no longer accrue to an officer&#039;s leadership bonus pool. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug in sorting by mission count for Leadership display for officers&lt;br /&gt;
&lt;br /&gt;
- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips). &lt;br /&gt;
&lt;br /&gt;
- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants&lt;br /&gt;
&lt;br /&gt;
- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.&lt;br /&gt;
&lt;br /&gt;
- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn&#039;t active.&lt;br /&gt;
&lt;br /&gt;
- Added condition to officer pack to prevent display of &amp;quot;Officer already selected&amp;quot; warning unless UISquadSelect is active, and not in squad management.&lt;br /&gt;
&lt;br /&gt;
- Added Frostbomb as a valid support-type grenade for RapidDeployment&lt;br /&gt;
&lt;br /&gt;
- Adding grenade targeting to XComGame to provide smoke preview fixes.&lt;br /&gt;
&lt;br /&gt;
- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini&lt;br /&gt;
&lt;br /&gt;
- Faceless from &#039;Infiltrators &#039; Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having &lt;br /&gt;
no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).&lt;br /&gt;
&lt;br /&gt;
- Fixed some bad FL15 boss definitions in mission schedules&lt;br /&gt;
&lt;br /&gt;
- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.&lt;br /&gt;
&lt;br /&gt;
- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities&lt;br /&gt;
&lt;br /&gt;
- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor. &lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior&lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.&lt;br /&gt;
&lt;br /&gt;
- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.&lt;br /&gt;
&lt;br /&gt;
- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don&#039;t need to persist when switching from tactical to strategy&lt;br /&gt;
&lt;br /&gt;
- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.&lt;br /&gt;
&lt;br /&gt;
- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration. &lt;br /&gt;
&lt;br /&gt;
- Hacked doors on jailbreak after a restart level would not unlock all doors.&lt;br /&gt;
&lt;br /&gt;
- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers &#039;HunterWeaponsViewed&#039; when carry on is pressed.&lt;br /&gt;
&lt;br /&gt;
- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger. &lt;br /&gt;
&lt;br /&gt;
- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.&lt;br /&gt;
&lt;br /&gt;
- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.&lt;br /&gt;
&lt;br /&gt;
- Added event listener to squad manager to remove a unit from squad when unit is dismissed.&lt;br /&gt;
&lt;br /&gt;
- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.&lt;br /&gt;
&lt;br /&gt;
- Fix for rare bug causing units to be unable to move in tactical. They have a leftover &amp;quot;Immobilized&amp;quot; unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.&lt;br /&gt;
&lt;br /&gt;
- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.&lt;br /&gt;
&lt;br /&gt;
- Fix for Combatives animation not firing.&lt;br /&gt;
&lt;br /&gt;
- Skulljack and Skullmine should show correct icon colors now&lt;br /&gt;
&lt;br /&gt;
- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% =&amp;gt; 1% instead of 0%). Also fixed potential issue with localized string.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in facility configuration that may have ignored some elerium core costs&lt;br /&gt;
&lt;br /&gt;
- Fixed loc error in &amp;quot;low on scientists&amp;quot; and &amp;quot;low on engineers&amp;quot; that said you can buy them with intel (english only)&lt;br /&gt;
&lt;br /&gt;
- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.&lt;br /&gt;
&lt;br /&gt;
- Disable the pointless mission counter UI on supply convoy missions.&lt;br /&gt;
&lt;br /&gt;
- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC&lt;br /&gt;
&lt;br /&gt;
- Fixed missing psigate schedule/diff level (4)&lt;br /&gt;
&lt;br /&gt;
- Alien Facility lead RP increment corrected from bad huge erroneous value&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn&lt;br /&gt;
&lt;br /&gt;
- Cleanup of multiple map plots and custom parcels. Shout out to McDenny&#039;s &#039;09 for the labor.&lt;br /&gt;
&lt;br /&gt;
- Fix civilians rescued summary for Soldier VIPs.&lt;br /&gt;
&lt;br /&gt;
- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone&lt;br /&gt;
&lt;br /&gt;
- Fixed description of Armor Piercing Rounds so it doesn&#039;t say all armor in INT, FRA, ESN, ITA.&lt;br /&gt;
&lt;br /&gt;
- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).&lt;br /&gt;
&lt;br /&gt;
- Shortened Polish translations of SquadSize and Covertness infiltration modifiers. &lt;br /&gt;
&lt;br /&gt;
- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission&lt;br /&gt;
&lt;br /&gt;
- Added plating category localization text to Carapace Plating item.&lt;br /&gt;
&lt;br /&gt;
- Added replacement 512px image for Carapace Plating.&lt;br /&gt;
&lt;br /&gt;
- Fix for zero intel cost showing up on shadow / plot projects with no intel cost&lt;br /&gt;
&lt;br /&gt;
- Fixed Propaganda mission rewards (personnel no longer will be granted)&lt;br /&gt;
&lt;br /&gt;
- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won&#039;t start nuking planters&lt;br /&gt;
&lt;br /&gt;
- Fixed iSoundRange ini values for some weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug causing Cutthroat not to grant crit bonuses&lt;br /&gt;
&lt;br /&gt;
- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix objective updating for optional rescue objective on defend missions.&lt;br /&gt;
&lt;br /&gt;
- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.&lt;br /&gt;
&lt;br /&gt;
- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7&lt;br /&gt;
&lt;br /&gt;
- Fix for Grazing Fire perk causing you to never miss&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.&lt;br /&gt;
&lt;br /&gt;
- Fixed Precision Shot not applying crit damage bonus&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing advanced rocketeers to be excluded from some pods&lt;br /&gt;
&lt;br /&gt;
- Set up separate Advent reinforcement encounters to prevent drone from arriving on ATT (as it was bugged visualization when it did)&lt;br /&gt;
&lt;br /&gt;
- Fixed stiletto rounds not working&lt;br /&gt;
&lt;br /&gt;
- Units in reinforcement pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.&lt;br /&gt;
&lt;br /&gt;
===Balancing / Gameplay===&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.&lt;br /&gt;
&lt;br /&gt;
- Set up Shaped Charge grenade with full loc! Thanks awesome translators!&lt;br /&gt;
&lt;br /&gt;
- Faceless now steal supplies as a percent instead of absolute value.&lt;br /&gt;
&lt;br /&gt;
- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.&lt;br /&gt;
&lt;br /&gt;
- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.&lt;br /&gt;
&lt;br /&gt;
- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.&lt;br /&gt;
&lt;br /&gt;
- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on:&lt;br /&gt;
:*Preview of tiles and affected units should match units affected.&lt;br /&gt;
:*Should be better at shooting from behind full cover. Step out should properly preview and and animate.&lt;br /&gt;
:*Can now path around behind obstacles that block LOS, acting more like a real flamethrower.&lt;br /&gt;
:*Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).&lt;br /&gt;
:*Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.&lt;br /&gt;
:*Rebalance of damage and fire chances because it&#039;s so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.&lt;br /&gt;
:*Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often&lt;br /&gt;
:*Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.&lt;br /&gt;
:*Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.&lt;br /&gt;
&lt;br /&gt;
- Rendezvous activity now has regional instead of global cooldown.&lt;br /&gt;
&lt;br /&gt;
- A region&#039;s liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.&lt;br /&gt;
&lt;br /&gt;
- Chances for Haven Faceless to help generate retaliation and raid missions reduced.&lt;br /&gt;
&lt;br /&gt;
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense&lt;br /&gt;
&lt;br /&gt;
- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects&lt;br /&gt;
&lt;br /&gt;
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas (changes) in infiltration more meaningful.&lt;br /&gt;
&lt;br /&gt;
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver&lt;br /&gt;
&lt;br /&gt;
- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.&lt;br /&gt;
&lt;br /&gt;
- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job&lt;br /&gt;
&lt;br /&gt;
- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid&lt;br /&gt;
&lt;br /&gt;
- Made Black Market personnel a bit cheaper on all diffs but Legend&lt;br /&gt;
&lt;br /&gt;
- Added config var allowing bias toward soldier recruits if a haven is full&lt;br /&gt;
&lt;br /&gt;
- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs&lt;br /&gt;
&lt;br /&gt;
- Added some Faceless civilians on rare guerrilla ops&lt;br /&gt;
&lt;br /&gt;
- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint&lt;br /&gt;
&lt;br /&gt;
- Rookie max wound time shorter&lt;br /&gt;
&lt;br /&gt;
- Rookie, Commander longer Doom intervals for fortress (day or two)&lt;br /&gt;
&lt;br /&gt;
- Added new advent units to war cry bonus list&lt;br /&gt;
&lt;br /&gt;
- Capped Advent Grenadier as 1 per pod&lt;br /&gt;
&lt;br /&gt;
- Reduced Hack Defense on Hunter Drone&lt;br /&gt;
&lt;br /&gt;
- Removed Charger, Defender AI job from the game (pod jobs does it better)&lt;br /&gt;
&lt;br /&gt;
- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.&lt;br /&gt;
&lt;br /&gt;
- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they&#039;re a little less predictable. Also ensures their alert gets periodically refreshed so they won&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include &#039;Charger&#039; job leaders that will attempt to enter the avenger landing area.&lt;br /&gt;
&lt;br /&gt;
- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels&lt;br /&gt;
&lt;br /&gt;
- Adjusted up advanced Hunter Pistol and Axe damage stats&lt;br /&gt;
&lt;br /&gt;
- Removed possibility of Alien Rulers on Regional Network Tower missions&lt;br /&gt;
&lt;br /&gt;
- Reduced Spark build cost to same as Mechanized Warfare research&lt;br /&gt;
&lt;br /&gt;
- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels&lt;br /&gt;
&lt;br /&gt;
- Sparks now get 5 ablative armor HP&lt;br /&gt;
&lt;br /&gt;
- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.&lt;br /&gt;
&lt;br /&gt;
- Increased chances for datapads as loot and in Black Market&lt;br /&gt;
&lt;br /&gt;
- Made some techs and plasma weapons cheaper&lt;br /&gt;
&lt;br /&gt;
- Reduced reveal cost of dark events to 5 intel&lt;br /&gt;
&lt;br /&gt;
- Reduced duration of 50% job effectiveness dark events from a month to average 15 days&lt;br /&gt;
&lt;br /&gt;
- Increased Avatar delay hours per global vig from 8 to 10&lt;br /&gt;
&lt;br /&gt;
- All varieties of smoke now counter the crit bonus from flanking.&lt;br /&gt;
&lt;br /&gt;
- DLC POIs set to 1-2 days just like the rest&lt;br /&gt;
&lt;br /&gt;
- Standardized weights for all POIs to prevent any zeroing-out late campaign.&lt;br /&gt;
&lt;br /&gt;
- Protect Data will reward supplies if all POIs exhausted&lt;br /&gt;
&lt;br /&gt;
- More Hit Points for M3s on Legend&lt;br /&gt;
&lt;br /&gt;
- Lost Towers POI won&#039;t appear to FL 8; Alien Nest won&#039;t appear until FL 12&lt;br /&gt;
&lt;br /&gt;
- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs&lt;br /&gt;
&lt;br /&gt;
- Dark Events will now first trigger on a difficulty-based month setting&lt;br /&gt;
&lt;br /&gt;
- GTS projects get cheaper&lt;br /&gt;
&lt;br /&gt;
- Recruit soldier bias goes to 80-20 in full regions&lt;br /&gt;
&lt;br /&gt;
- Set lose mode to 28 days, 24 on legend&lt;br /&gt;
&lt;br /&gt;
- Made liberation sequence missions a little easier to detect&lt;br /&gt;
&lt;br /&gt;
- HEAT Warheads will check for existing shred &amp;gt; 0 on grenade before adding more shred.&lt;br /&gt;
&lt;br /&gt;
- Hunker Down bonii will no longer apply to units flanking you&lt;br /&gt;
&lt;br /&gt;
- Fixed alloy padding dark event so it only pops post-codex&lt;br /&gt;
&lt;br /&gt;
- Reduced some enemy defense scores on lower diffs&lt;br /&gt;
&lt;br /&gt;
- Reduced application chance of some tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Gave rookie-diff xcom soldiers +5 offense&lt;br /&gt;
&lt;br /&gt;
- Added one day to cooldown between FL UFOs (so it&#039;s 16 days instead of 15)&lt;br /&gt;
&lt;br /&gt;
- Fixed bad icon for Rapid Targeting passive&lt;br /&gt;
&lt;br /&gt;
- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.&lt;br /&gt;
&lt;br /&gt;
- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning: Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.&lt;br /&gt;
&lt;br /&gt;
- Added standard shootereffectexclusions for Ghostwalker (so can&#039;t do it in lots of bad situations)&lt;br /&gt;
&lt;br /&gt;
- New Region Contact is now 3-4 days sted 4-6&lt;br /&gt;
&lt;br /&gt;
- Focus Fire aim bonus increased from 4 to 5&lt;br /&gt;
&lt;br /&gt;
- Increased officer command range significantly&lt;br /&gt;
&lt;br /&gt;
- A few rookie settings changes&lt;br /&gt;
&lt;br /&gt;
- Returned Insanity and Soulfire cooldowns to vanilla&lt;br /&gt;
&lt;br /&gt;
- Reduced research time for Sectoid Autopsy &lt;br /&gt;
&lt;br /&gt;
- Clutch Shot no longer works at squad sight range&lt;br /&gt;
&lt;br /&gt;
- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.&lt;br /&gt;
&lt;br /&gt;
- Removed Corpse costs from advanced heavy weapons projects&lt;br /&gt;
&lt;br /&gt;
- Increased env damage on all heavy armor weapons&lt;br /&gt;
&lt;br /&gt;
- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns&lt;br /&gt;
&lt;br /&gt;
- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
- Gave war suit +1 armor, -1 hp&lt;br /&gt;
&lt;br /&gt;
- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins&lt;br /&gt;
&lt;br /&gt;
- Higher-tech swords and knife gain higher aim bonuses &lt;br /&gt;
&lt;br /&gt;
- Allowed you to take 10 soldiers on an invasion mission&lt;br /&gt;
&lt;br /&gt;
- Mind Control via insanity attack now lasts two turns and is ini-configurable&lt;br /&gt;
&lt;br /&gt;
- Shadow / Wraith armor now offers greater infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Made several proving ground projects cheaper&lt;br /&gt;
&lt;br /&gt;
- Commander default evac delay increased to 4 turns, same as Legend&lt;br /&gt;
&lt;br /&gt;
- Evac timer -2 only awarded on 200% infiltration instead of 190%&lt;br /&gt;
&lt;br /&gt;
- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34&lt;br /&gt;
&lt;br /&gt;
- Reduced tube time for a lot of officer ranks&lt;br /&gt;
&lt;br /&gt;
- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps&lt;br /&gt;
&lt;br /&gt;
- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Embiggened patrol zones on Troop Maneuvers&lt;br /&gt;
&lt;br /&gt;
- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC undocumented bonus in Japanese, good in all other languages.&lt;br /&gt;
&lt;br /&gt;
- Set Combat Stims cost to reflect they are consumed upon use&lt;br /&gt;
&lt;br /&gt;
- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from&lt;br /&gt;
&lt;br /&gt;
- Generals a little tougher on advanced difficulties&lt;br /&gt;
&lt;br /&gt;
- Removed SMG-laser env damage&lt;br /&gt;
&lt;br /&gt;
- Zeroed out sword env damage&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on all shotguns&lt;br /&gt;
&lt;br /&gt;
- Zeroed out crit penalty at squadsight ranges&lt;br /&gt;
&lt;br /&gt;
- Updated some stat Not-Created-Equally stat trades&lt;br /&gt;
&lt;br /&gt;
- Added some melee abilities to AWC for gunner/shinobi&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting bonus damage now proceeds as 1, 1, 2&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
&lt;br /&gt;
- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Set &#039;bronzeman&#039; style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.&lt;br /&gt;
&lt;br /&gt;
- AWC and officer training can now be initiated from the relevant Armory Promotion UI.&lt;br /&gt;
&lt;br /&gt;
- Set VeteranSoldierRank to 0 so all customization options are available from start&lt;br /&gt;
&lt;br /&gt;
- Weapons and armor should be sorting better in engineering&lt;br /&gt;
&lt;br /&gt;
- Regions in resistance management will now show bullets for each liberation stage completed&lt;br /&gt;
&lt;br /&gt;
- Attempted to get rid of swaying camera effect for berserker rage&lt;br /&gt;
&lt;br /&gt;
- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.&lt;br /&gt;
&lt;br /&gt;
- Strip gear buttons in UILoadout will not strip units in the current squad.&lt;br /&gt;
&lt;br /&gt;
- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Coil Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Laser Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined &amp;gt;= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577&lt;br /&gt;
&lt;br /&gt;
- Added standard sound fx for the command and oscar mike abilities.&lt;br /&gt;
&lt;br /&gt;
- Replaced the custom logic in Intervention&#039;s visualizer to play the sound with the new sound cue support - just set the name of the cue in the template&#039;s AbilityConfirmSound variable.&lt;br /&gt;
&lt;br /&gt;
- Gave ourselves some credits on Shell/ShellDifficulty&lt;br /&gt;
&lt;br /&gt;
- Made death animations faster&lt;br /&gt;
&lt;br /&gt;
- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.&lt;br /&gt;
&lt;br /&gt;
- Remaining time to infiltrate to 100% will now show for non-expiring missions.&lt;br /&gt;
&lt;br /&gt;
- Add LWRenameRebel console function.&lt;br /&gt;
&lt;br /&gt;
- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.&lt;br /&gt;
&lt;br /&gt;
- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets &#039;stuck&#039; infiltrating&lt;br /&gt;
&lt;br /&gt;
- Option &amp;quot;View Locked Perks&amp;quot; now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2&lt;br /&gt;
&lt;br /&gt;
- Mixed up visual and auditory Geoscape cues to better differentiate mission types, especially the mini-retaliations, which will have burning icon on the map now and a warning siren.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Removed most non-UI class overrides.&lt;br /&gt;
&lt;br /&gt;
- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.&lt;br /&gt;
&lt;br /&gt;
- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.&lt;br /&gt;
&lt;br /&gt;
- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense&lt;br /&gt;
&lt;br /&gt;
- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.&lt;br /&gt;
:* A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.&lt;br /&gt;
:* The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.&lt;br /&gt;
:* The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it&#039;s found, it&#039;s played as normal.&lt;br /&gt;
:* If the string isn&#039;t found in the SoundEvents array it&#039;s looked up in the SoundCues array. If found the corresponding SoundCue is played.&lt;br /&gt;
&lt;br /&gt;
- Added world effect and smoke effect classes to mod&#039;s XComGame override.&lt;br /&gt;
&lt;br /&gt;
- Allowed setting of delayinit timer for squad select in lw_overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Added event hook &#039;PostPsiProjectCompleted&#039; to PsiTraining HeadquartersProject gamestate.&lt;br /&gt;
&lt;br /&gt;
- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn&lt;br /&gt;
&lt;br /&gt;
- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.&lt;br /&gt;
&lt;br /&gt;
- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).&lt;br /&gt;
&lt;br /&gt;
- Reworked UI class overrides so they can be further overridden recursively.&lt;br /&gt;
&lt;br /&gt;
- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.&lt;br /&gt;
&lt;br /&gt;
- Made some adjustments to FullKit code to move hard-coded abilities into config variables.&lt;br /&gt;
&lt;br /&gt;
- Added an event to the alert when an AWC training project is complete.&lt;br /&gt;
&lt;br /&gt;
- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.&lt;br /&gt;
&lt;br /&gt;
- Added hook to allow override the usual tactical mission launch process.&lt;br /&gt;
&lt;br /&gt;
- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.&lt;br /&gt;
&lt;br /&gt;
- Add &#039;RebelAdded_LW&#039; and &#039;ResistanceMECAdded_LW&#039; events.&lt;br /&gt;
&lt;br /&gt;
- De-const the evac flare effect paths for easier modder access.&lt;br /&gt;
&lt;br /&gt;
- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.&lt;br /&gt;
&lt;br /&gt;
- Change the specific tests for the &#039;Soldier&#039; template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
&lt;br /&gt;
- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.&lt;br /&gt;
&lt;br /&gt;
- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles. This is a modding engine limitation.&lt;br /&gt;
&lt;br /&gt;
- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.&lt;br /&gt;
&lt;br /&gt;
- The mod does not support controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84071</id>
		<title>Change Log (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84071"/>
		<updated>2017-02-26T21:00:13Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Patch 1.2 (Released Feb. 26, 2017)==&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player&#039;s turn, instead of the new (original) player&#039;s turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.&lt;br /&gt;
- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)&lt;br /&gt;
- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we&#039;re placing people to rescue in bad locations. (SEE WORKAROUND)&lt;br /&gt;
- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don&#039;t get them (SEE WORKAROUND)&lt;br /&gt;
- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.&lt;br /&gt;
- Fixed Mind Merge so it lasts through alien turn (SEE WORKAROUND)&lt;br /&gt;
- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead&lt;br /&gt;
- Bronzeman setting on Ironman Mode (with ini change) now works&lt;br /&gt;
- Corrected bad G-vehicle schedule for alert 16&lt;br /&gt;
- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.&lt;br /&gt;
- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations&lt;br /&gt;
- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)&lt;br /&gt;
- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.&lt;br /&gt;
- Mind Control abilities can no longer target stunned units.&lt;br /&gt;
- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense&lt;br /&gt;
- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid&lt;br /&gt;
- Fix issue where wounded Sparks could infiltrate more than one mission at a time.&lt;br /&gt;
- Disallowed on-mission sparks from being selectable for healing in Engineering.&lt;br /&gt;
- More explicit controls to prevent Sparks from being eligible for AWC training.&lt;br /&gt;
- Fix CTD issue when pressing up/down arrow in AWC Ability UI&lt;br /&gt;
- Added missing &#039;StockSupport&#039; attachments for Coil Cannon.&lt;br /&gt;
- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.&lt;br /&gt;
- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.&lt;br /&gt;
- Add arrow to evac zone/spawner on Haven Defense.&lt;br /&gt;
- Flamethrowers given +1 range to get it back to intended 1.0 levels&lt;br /&gt;
- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.&lt;br /&gt;
- Fixed 2nd tier Focus PCS not providing enough will&lt;br /&gt;
- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side&lt;br /&gt;
- Fixed bad config preventing Proximity Mines project from being available&lt;br /&gt;
- Fixed bad config preventing Incendiary bombs from being buildable&lt;br /&gt;
- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.&lt;br /&gt;
- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3&lt;br /&gt;
- Fixed issue in which identical Override hack rewards would show up on the same hack attempt&lt;br /&gt;
- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys&lt;br /&gt;
- Added utility category for Neurowhips in all loc&lt;br /&gt;
- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess&lt;br /&gt;
- Added Single activity in world restriction to Foothold so you don&#039;t get hit with 16 UFOs at once.&lt;br /&gt;
- X2Effect_TemporaryItem will now ignore &amp;quot;SmallItemWeight&amp;quot; ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).&lt;br /&gt;
- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)&lt;br /&gt;
- Iron Skin should no longer show triggering at mission start&lt;br /&gt;
- Rebels will only get lasers/mags if you&#039;ve researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.&lt;br /&gt;
- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini&lt;br /&gt;
- Fixed bad text in Lethal dark event for all languages&lt;br /&gt;
- Fixed KOR Incendiary Bomb project display name loc&lt;br /&gt;
- &amp;quot;Find a Lead&amp;quot; now capitalized in mission objective in all cases&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.&lt;br /&gt;
- Added Berserker corpse requirement back to Combat Stims&lt;br /&gt;
- Increased Gatekeeper Will&lt;br /&gt;
- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)&lt;br /&gt;
- You can take 12 soldiers on invasion missions.&lt;br /&gt;
- Added a defend pod job for the 5th pod on a big assault-type mission&lt;br /&gt;
- You may now evac to escape from regional network tower missions&lt;br /&gt;
- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.&lt;br /&gt;
- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2&lt;br /&gt;
- Increased resarch time and/or reduced application chance for several tactical dark events&lt;br /&gt;
- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we&#039;ll continue gathering feedback on and may make further changes for 1.3.&lt;br /&gt;
- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs&lt;br /&gt;
- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs&lt;br /&gt;
- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.&lt;br /&gt;
- Removed Codex teleport from list of allowed yellow alert abilities&lt;br /&gt;
- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus&lt;br /&gt;
- Increased Scout detection range&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
- Added version number to credits scroller&lt;br /&gt;
- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.&lt;br /&gt;
- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.&lt;br /&gt;
- Added new NavHelp button &amp;quot;Strip All Weapon Upgrades&amp;quot; to UIArmory_Loadout, UISquadSelect and the Upgrades UI.&lt;br /&gt;
- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics&lt;br /&gt;
- Added hint that liberation moves you toward unlocking aliens true purpose&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
- Remove &#039;const&#039; from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patch 1.1 (Released Jan. 28, 2017)==&lt;br /&gt;
&lt;br /&gt;
===1.1 Hotfix===&lt;br /&gt;
-Fix for issue where Reinforcements could take yellow alert (offensive) reflex actions. Bug in 1.1 briefly made them more likely to take reflex actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug preventing tactical Dark Events from occurring. This will cause a meaningful increase in difficulty. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.&lt;br /&gt;
&lt;br /&gt;
- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM&#039;s movement without any direct knowledge of them. (Default behavior can be re-enabled via config)&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives can now equip heavy weapons (with appropriate armor).&lt;br /&gt;
&lt;br /&gt;
- Fix for non-commanding officers on a mission getting officer abilities.&lt;br /&gt;
&lt;br /&gt;
- Disorient effects will now cancel overwatch on units that are already disoriented.&lt;br /&gt;
&lt;br /&gt;
- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.&lt;br /&gt;
&lt;br /&gt;
- Corrected line-break in RapidTargeting detailed help text and other typos.&lt;br /&gt;
&lt;br /&gt;
- Disallowed Field Medic from list of possible Rebel skills&lt;br /&gt;
&lt;br /&gt;
- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness&lt;br /&gt;
&lt;br /&gt;
- Fixed base-game issue that could cause POIs (points of interest on the geoscape) to become unselectable. POIs now have minimum Weight of 1 instead of 0.&lt;br /&gt;
&lt;br /&gt;
- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors&lt;br /&gt;
&lt;br /&gt;
- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5&lt;br /&gt;
&lt;br /&gt;
- Removed possibility you can spawn two of the same ruler on black site mission&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing Full Kit to grant a partial extra ghost grenade&lt;br /&gt;
&lt;br /&gt;
- Bugfix for alert locations: adjust the location to ensure it&#039;s pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain. &lt;br /&gt;
&lt;br /&gt;
- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).&lt;br /&gt;
&lt;br /&gt;
- Added SMG Range profile to hunter pistol weapons via template mod. &lt;br /&gt;
&lt;br /&gt;
- Fixed incorrect offset for CoilCannon Reargrip B.&lt;br /&gt;
&lt;br /&gt;
- Officer ranknames/icons now only show once officerRank &amp;gt; 0. Pulling a trainee from the tube will no longer lock their rank at NCO.&lt;br /&gt;
&lt;br /&gt;
- Fix bug allowing reinforcement units to get yellow reaction shots.&lt;br /&gt;
&lt;br /&gt;
- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn&#039;t a Muton type.&lt;br /&gt;
&lt;br /&gt;
- Rebels can no longer accrue to an officer&#039;s leadership bonus pool. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug in sorting by mission count for Leadership display for officers&lt;br /&gt;
&lt;br /&gt;
- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips). &lt;br /&gt;
&lt;br /&gt;
- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants&lt;br /&gt;
&lt;br /&gt;
- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.&lt;br /&gt;
&lt;br /&gt;
- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn&#039;t active.&lt;br /&gt;
&lt;br /&gt;
- Added condition to officer pack to prevent display of &amp;quot;Officer already selected&amp;quot; warning unless UISquadSelect is active, and not in squad management.&lt;br /&gt;
&lt;br /&gt;
- Added Frostbomb as a valid support-type grenade for RapidDeployment&lt;br /&gt;
&lt;br /&gt;
- Adding grenade targeting to XComGame to provide smoke preview fixes.&lt;br /&gt;
&lt;br /&gt;
- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini&lt;br /&gt;
&lt;br /&gt;
- Faceless from &#039;Infiltrators &#039; Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having &lt;br /&gt;
no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).&lt;br /&gt;
&lt;br /&gt;
- Fixed some bad FL15 boss definitions in mission schedules&lt;br /&gt;
&lt;br /&gt;
- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.&lt;br /&gt;
&lt;br /&gt;
- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities&lt;br /&gt;
&lt;br /&gt;
- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor. &lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior&lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.&lt;br /&gt;
&lt;br /&gt;
- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.&lt;br /&gt;
&lt;br /&gt;
- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don&#039;t need to persist when switching from tactical to strategy&lt;br /&gt;
&lt;br /&gt;
- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.&lt;br /&gt;
&lt;br /&gt;
- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration. &lt;br /&gt;
&lt;br /&gt;
- Hacked doors on jailbreak after a restart level would not unlock all doors.&lt;br /&gt;
&lt;br /&gt;
- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers &#039;HunterWeaponsViewed&#039; when carry on is pressed.&lt;br /&gt;
&lt;br /&gt;
- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger. &lt;br /&gt;
&lt;br /&gt;
- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.&lt;br /&gt;
&lt;br /&gt;
- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.&lt;br /&gt;
&lt;br /&gt;
- Added event listener to squad manager to remove a unit from squad when unit is dismissed.&lt;br /&gt;
&lt;br /&gt;
- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.&lt;br /&gt;
&lt;br /&gt;
- Fix for rare bug causing units to be unable to move in tactical. They have a leftover &amp;quot;Immobilized&amp;quot; unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.&lt;br /&gt;
&lt;br /&gt;
- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.&lt;br /&gt;
&lt;br /&gt;
- Fix for Combatives animation not firing.&lt;br /&gt;
&lt;br /&gt;
- Skulljack and Skullmine should show correct icon colors now&lt;br /&gt;
&lt;br /&gt;
- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% =&amp;gt; 1% instead of 0%). Also fixed potential issue with localized string.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in facility configuration that may have ignored some elerium core costs&lt;br /&gt;
&lt;br /&gt;
- Fixed loc error in &amp;quot;low on scientists&amp;quot; and &amp;quot;low on engineers&amp;quot; that said you can buy them with intel (english only)&lt;br /&gt;
&lt;br /&gt;
- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.&lt;br /&gt;
&lt;br /&gt;
- Disable the pointless mission counter UI on supply convoy missions.&lt;br /&gt;
&lt;br /&gt;
- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC&lt;br /&gt;
&lt;br /&gt;
- Fixed missing psigate schedule/diff level (4)&lt;br /&gt;
&lt;br /&gt;
- Alien Facility lead RP increment corrected from bad huge erroneous value&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn&lt;br /&gt;
&lt;br /&gt;
- Cleanup of multiple map plots and custom parcels. Shout out to McDenny&#039;s &#039;09 for the labor.&lt;br /&gt;
&lt;br /&gt;
- Fix civilians rescued summary for Soldier VIPs.&lt;br /&gt;
&lt;br /&gt;
- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone&lt;br /&gt;
&lt;br /&gt;
- Fixed description of Armor Piercing Rounds so it doesn&#039;t say all armor in INT, FRA, ESN, ITA.&lt;br /&gt;
&lt;br /&gt;
- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).&lt;br /&gt;
&lt;br /&gt;
- Shortened Polish translations of SquadSize and Covertness infiltration modifiers. &lt;br /&gt;
&lt;br /&gt;
- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission&lt;br /&gt;
&lt;br /&gt;
- Added plating category localization text to Carapace Plating item.&lt;br /&gt;
&lt;br /&gt;
- Added replacement 512px image for Carapace Plating.&lt;br /&gt;
&lt;br /&gt;
- Fix for zero intel cost showing up on shadow / plot projects with no intel cost&lt;br /&gt;
&lt;br /&gt;
- Fixed Propaganda mission rewards (personnel no longer will be granted)&lt;br /&gt;
&lt;br /&gt;
- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won&#039;t start nuking planters&lt;br /&gt;
&lt;br /&gt;
- Fixed iSoundRange ini values for some weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug causing Cutthroat not to grant crit bonuses&lt;br /&gt;
&lt;br /&gt;
- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix objective updating for optional rescue objective on defend missions.&lt;br /&gt;
&lt;br /&gt;
- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.&lt;br /&gt;
&lt;br /&gt;
- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7&lt;br /&gt;
&lt;br /&gt;
- Fix for Grazing Fire perk causing you to never miss&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.&lt;br /&gt;
&lt;br /&gt;
- Fixed Precision Shot not applying crit damage bonus&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing advanced rocketeers to be excluded from some pods&lt;br /&gt;
&lt;br /&gt;
- Set up separate Advent reinforcement encounters to prevent drone from arriving on ATT (as it was bugged visualization when it did)&lt;br /&gt;
&lt;br /&gt;
- Fixed stiletto rounds not working&lt;br /&gt;
&lt;br /&gt;
- Units in reinforcement pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.&lt;br /&gt;
&lt;br /&gt;
===Balancing / Gameplay===&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.&lt;br /&gt;
&lt;br /&gt;
- Set up Shaped Charge grenade with full loc! Thanks awesome translators!&lt;br /&gt;
&lt;br /&gt;
- Faceless now steal supplies as a percent instead of absolute value.&lt;br /&gt;
&lt;br /&gt;
- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.&lt;br /&gt;
&lt;br /&gt;
- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.&lt;br /&gt;
&lt;br /&gt;
- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.&lt;br /&gt;
&lt;br /&gt;
- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on:&lt;br /&gt;
:*Preview of tiles and affected units should match units affected.&lt;br /&gt;
:*Should be better at shooting from behind full cover. Step out should properly preview and and animate.&lt;br /&gt;
:*Can now path around behind obstacles that block LOS, acting more like a real flamethrower.&lt;br /&gt;
:*Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).&lt;br /&gt;
:*Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.&lt;br /&gt;
:*Rebalance of damage and fire chances because it&#039;s so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.&lt;br /&gt;
:*Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often&lt;br /&gt;
:*Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.&lt;br /&gt;
:*Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.&lt;br /&gt;
&lt;br /&gt;
- Rendezvous activity now has regional instead of global cooldown.&lt;br /&gt;
&lt;br /&gt;
- A region&#039;s liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.&lt;br /&gt;
&lt;br /&gt;
- Chances for Haven Faceless to help generate retaliation and raid missions reduced.&lt;br /&gt;
&lt;br /&gt;
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense&lt;br /&gt;
&lt;br /&gt;
- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects&lt;br /&gt;
&lt;br /&gt;
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas (changes) in infiltration more meaningful.&lt;br /&gt;
&lt;br /&gt;
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver&lt;br /&gt;
&lt;br /&gt;
- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.&lt;br /&gt;
&lt;br /&gt;
- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job&lt;br /&gt;
&lt;br /&gt;
- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid&lt;br /&gt;
&lt;br /&gt;
- Made Black Market personnel a bit cheaper on all diffs but Legend&lt;br /&gt;
&lt;br /&gt;
- Added config var allowing bias toward soldier recruits if a haven is full&lt;br /&gt;
&lt;br /&gt;
- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs&lt;br /&gt;
&lt;br /&gt;
- Added some Faceless civilians on rare guerrilla ops&lt;br /&gt;
&lt;br /&gt;
- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint&lt;br /&gt;
&lt;br /&gt;
- Rookie max wound time shorter&lt;br /&gt;
&lt;br /&gt;
- Rookie, Commander longer Doom intervals for fortress (day or two)&lt;br /&gt;
&lt;br /&gt;
- Added new advent units to war cry bonus list&lt;br /&gt;
&lt;br /&gt;
- Capped Advent Grenadier as 1 per pod&lt;br /&gt;
&lt;br /&gt;
- Reduced Hack Defense on Hunter Drone&lt;br /&gt;
&lt;br /&gt;
- Removed Charger, Defender AI job from the game (pod jobs does it better)&lt;br /&gt;
&lt;br /&gt;
- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.&lt;br /&gt;
&lt;br /&gt;
- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they&#039;re a little less predictable. Also ensures their alert gets periodically refreshed so they won&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include &#039;Charger&#039; job leaders that will attempt to enter the avenger landing area.&lt;br /&gt;
&lt;br /&gt;
- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels&lt;br /&gt;
&lt;br /&gt;
- Adjusted up advanced Hunter Pistol and Axe damage stats&lt;br /&gt;
&lt;br /&gt;
- Removed possibility of Alien Rulers on Regional Network Tower missions&lt;br /&gt;
&lt;br /&gt;
- Reduced Spark build cost to same as Mechanized Warfare research&lt;br /&gt;
&lt;br /&gt;
- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels&lt;br /&gt;
&lt;br /&gt;
- Sparks now get 5 ablative armor HP&lt;br /&gt;
&lt;br /&gt;
- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.&lt;br /&gt;
&lt;br /&gt;
- Increased chances for datapads as loot and in Black Market&lt;br /&gt;
&lt;br /&gt;
- Made some techs and plasma weapons cheaper&lt;br /&gt;
&lt;br /&gt;
- Reduced reveal cost of dark events to 5 intel&lt;br /&gt;
&lt;br /&gt;
- Reduced duration of 50% job effectiveness dark events from a month to average 15 days&lt;br /&gt;
&lt;br /&gt;
- Increased Avatar delay hours per global vig from 8 to 10&lt;br /&gt;
&lt;br /&gt;
- All varieties of smoke now counter the crit bonus from flanking.&lt;br /&gt;
&lt;br /&gt;
- DLC POIs set to 1-2 days just like the rest&lt;br /&gt;
&lt;br /&gt;
- Standardized weights for all POIs to prevent any zeroing-out late campaign.&lt;br /&gt;
&lt;br /&gt;
- Protect Data will reward supplies if all POIs exhausted&lt;br /&gt;
&lt;br /&gt;
- More Hit Points for M3s on Legend&lt;br /&gt;
&lt;br /&gt;
- Lost Towers POI won&#039;t appear to FL 8; Alien Nest won&#039;t appear until FL 12&lt;br /&gt;
&lt;br /&gt;
- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs&lt;br /&gt;
&lt;br /&gt;
- Dark Events will now first trigger on a difficulty-based month setting&lt;br /&gt;
&lt;br /&gt;
- GTS projects get cheaper&lt;br /&gt;
&lt;br /&gt;
- Recruit soldier bias goes to 80-20 in full regions&lt;br /&gt;
&lt;br /&gt;
- Set lose mode to 28 days, 24 on legend&lt;br /&gt;
&lt;br /&gt;
- Made liberation sequence missions a little easier to detect&lt;br /&gt;
&lt;br /&gt;
- HEAT Warheads will check for existing shred &amp;gt; 0 on grenade before adding more shred.&lt;br /&gt;
&lt;br /&gt;
- Hunker Down bonii will no longer apply to units flanking you&lt;br /&gt;
&lt;br /&gt;
- Fixed alloy padding dark event so it only pops post-codex&lt;br /&gt;
&lt;br /&gt;
- Reduced some enemy defense scores on lower diffs&lt;br /&gt;
&lt;br /&gt;
- Reduced application chance of some tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Gave rookie-diff xcom soldiers +5 offense&lt;br /&gt;
&lt;br /&gt;
- Added one day to cooldown between FL UFOs (so it&#039;s 16 days instead of 15)&lt;br /&gt;
&lt;br /&gt;
- Fixed bad icon for Rapid Targeting passive&lt;br /&gt;
&lt;br /&gt;
- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.&lt;br /&gt;
&lt;br /&gt;
- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning: Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.&lt;br /&gt;
&lt;br /&gt;
- Added standard shootereffectexclusions for Ghostwalker (so can&#039;t do it in lots of bad situations)&lt;br /&gt;
&lt;br /&gt;
- New Region Contact is now 3-4 days sted 4-6&lt;br /&gt;
&lt;br /&gt;
- Focus Fire aim bonus increased from 4 to 5&lt;br /&gt;
&lt;br /&gt;
- Increased officer command range significantly&lt;br /&gt;
&lt;br /&gt;
- A few rookie settings changes&lt;br /&gt;
&lt;br /&gt;
- Returned Insanity and Soulfire cooldowns to vanilla&lt;br /&gt;
&lt;br /&gt;
- Reduced research time for Sectoid Autopsy &lt;br /&gt;
&lt;br /&gt;
- Clutch Shot no longer works at squad sight range&lt;br /&gt;
&lt;br /&gt;
- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.&lt;br /&gt;
&lt;br /&gt;
- Removed Corpse costs from advanced heavy weapons projects&lt;br /&gt;
&lt;br /&gt;
- Increased env damage on all heavy armor weapons&lt;br /&gt;
&lt;br /&gt;
- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns&lt;br /&gt;
&lt;br /&gt;
- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
- Gave war suit +1 armor, -1 hp&lt;br /&gt;
&lt;br /&gt;
- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins&lt;br /&gt;
&lt;br /&gt;
- Higher-tech swords and knife gain higher aim bonuses &lt;br /&gt;
&lt;br /&gt;
- Allowed you to take 10 soldiers on an invasion mission&lt;br /&gt;
&lt;br /&gt;
- Mind Control via insanity attack now lasts two turns and is ini-configurable&lt;br /&gt;
&lt;br /&gt;
- Shadow / Wraith armor now offers greater infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Made several proving ground projects cheaper&lt;br /&gt;
&lt;br /&gt;
- Commander default evac delay increased to 4 turns, same as Legend&lt;br /&gt;
&lt;br /&gt;
- Evac timer -2 only awarded on 200% infiltration instead of 190%&lt;br /&gt;
&lt;br /&gt;
- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34&lt;br /&gt;
&lt;br /&gt;
- Reduced tube time for a lot of officer ranks&lt;br /&gt;
&lt;br /&gt;
- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps&lt;br /&gt;
&lt;br /&gt;
- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Embiggened patrol zones on Troop Maneuvers&lt;br /&gt;
&lt;br /&gt;
- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC undocumented bonus in Japanese, good in all other languages.&lt;br /&gt;
&lt;br /&gt;
- Set Combat Stims cost to reflect they are consumed upon use&lt;br /&gt;
&lt;br /&gt;
- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from&lt;br /&gt;
&lt;br /&gt;
- Generals a little tougher on advanced difficulties&lt;br /&gt;
&lt;br /&gt;
- Removed SMG-laser env damage&lt;br /&gt;
&lt;br /&gt;
- Zeroed out sword env damage&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on all shotguns&lt;br /&gt;
&lt;br /&gt;
- Zeroed out crit penalty at squadsight ranges&lt;br /&gt;
&lt;br /&gt;
- Updated some stat Not-Created-Equally stat trades&lt;br /&gt;
&lt;br /&gt;
- Added some melee abilities to AWC for gunner/shinobi&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting bonus damage now proceeds as 1, 1, 2&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
&lt;br /&gt;
- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Set &#039;bronzeman&#039; style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.&lt;br /&gt;
&lt;br /&gt;
- AWC and officer training can now be initiated from the relevant Armory Promotion UI.&lt;br /&gt;
&lt;br /&gt;
- Set VeteranSoldierRank to 0 so all customization options are available from start&lt;br /&gt;
&lt;br /&gt;
- Weapons and armor should be sorting better in engineering&lt;br /&gt;
&lt;br /&gt;
- Regions in resistance management will now show bullets for each liberation stage completed&lt;br /&gt;
&lt;br /&gt;
- Attempted to get rid of swaying camera effect for berserker rage&lt;br /&gt;
&lt;br /&gt;
- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.&lt;br /&gt;
&lt;br /&gt;
- Strip gear buttons in UILoadout will not strip units in the current squad.&lt;br /&gt;
&lt;br /&gt;
- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Coil Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Laser Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined &amp;gt;= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577&lt;br /&gt;
&lt;br /&gt;
- Added standard sound fx for the command and oscar mike abilities.&lt;br /&gt;
&lt;br /&gt;
- Replaced the custom logic in Intervention&#039;s visualizer to play the sound with the new sound cue support - just set the name of the cue in the template&#039;s AbilityConfirmSound variable.&lt;br /&gt;
&lt;br /&gt;
- Gave ourselves some credits on Shell/ShellDifficulty&lt;br /&gt;
&lt;br /&gt;
- Made death animations faster&lt;br /&gt;
&lt;br /&gt;
- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.&lt;br /&gt;
&lt;br /&gt;
- Remaining time to infiltrate to 100% will now show for non-expiring missions.&lt;br /&gt;
&lt;br /&gt;
- Add LWRenameRebel console function.&lt;br /&gt;
&lt;br /&gt;
- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.&lt;br /&gt;
&lt;br /&gt;
- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets &#039;stuck&#039; infiltrating&lt;br /&gt;
&lt;br /&gt;
- Option &amp;quot;View Locked Perks&amp;quot; now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2&lt;br /&gt;
&lt;br /&gt;
- Mixed up visual and auditory Geoscape cues to better differentiate mission types, especially the mini-retaliations, which will have burning icon on the map now and a warning siren.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Removed most non-UI class overrides.&lt;br /&gt;
&lt;br /&gt;
- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.&lt;br /&gt;
&lt;br /&gt;
- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.&lt;br /&gt;
&lt;br /&gt;
- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense&lt;br /&gt;
&lt;br /&gt;
- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.&lt;br /&gt;
:* A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.&lt;br /&gt;
:* The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.&lt;br /&gt;
:* The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it&#039;s found, it&#039;s played as normal.&lt;br /&gt;
:* If the string isn&#039;t found in the SoundEvents array it&#039;s looked up in the SoundCues array. If found the corresponding SoundCue is played.&lt;br /&gt;
&lt;br /&gt;
- Added world effect and smoke effect classes to mod&#039;s XComGame override.&lt;br /&gt;
&lt;br /&gt;
- Allowed setting of delayinit timer for squad select in lw_overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Added event hook &#039;PostPsiProjectCompleted&#039; to PsiTraining HeadquartersProject gamestate.&lt;br /&gt;
&lt;br /&gt;
- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn&lt;br /&gt;
&lt;br /&gt;
- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.&lt;br /&gt;
&lt;br /&gt;
- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).&lt;br /&gt;
&lt;br /&gt;
- Reworked UI class overrides so they can be further overridden recursively.&lt;br /&gt;
&lt;br /&gt;
- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.&lt;br /&gt;
&lt;br /&gt;
- Made some adjustments to FullKit code to move hard-coded abilities into config variables.&lt;br /&gt;
&lt;br /&gt;
- Added an event to the alert when an AWC training project is complete.&lt;br /&gt;
&lt;br /&gt;
- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.&lt;br /&gt;
&lt;br /&gt;
- Added hook to allow override the usual tactical mission launch process.&lt;br /&gt;
&lt;br /&gt;
- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.&lt;br /&gt;
&lt;br /&gt;
- Add &#039;RebelAdded_LW&#039; and &#039;ResistanceMECAdded_LW&#039; events.&lt;br /&gt;
&lt;br /&gt;
- De-const the evac flare effect paths for easier modder access.&lt;br /&gt;
&lt;br /&gt;
- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.&lt;br /&gt;
&lt;br /&gt;
- Change the specific tests for the &#039;Soldier&#039; template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
&lt;br /&gt;
- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.&lt;br /&gt;
&lt;br /&gt;
- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles. This is a modding engine limitation.&lt;br /&gt;
&lt;br /&gt;
- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.&lt;br /&gt;
&lt;br /&gt;
- The mod does not support controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Advanced_Warfare_Center_(LW2)&amp;diff=84059</id>
		<title>Talk:Advanced Warfare Center (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Advanced_Warfare_Center_(LW2)&amp;diff=84059"/>
		<updated>2017-02-25T16:16:17Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some of the perks Info fields seem to be from LW1. For example, Kill Zone refers to Squadsight and Long Watch. Is this a Wiki issue or is there an actual copy/paste issue in LW2 itself? --[[User:Yenreb|Yenreb]] ([[User talk:Yenreb|talk]]) 03:47, 11 February 2017 (UTC)&lt;br /&gt;
:The Info was copied straight out of the LW2 Localization files. THe Info is the text you see when you click on the yellow info button ingame. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 05:37, 14 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
Many perks are restricted by class or by other perks, as configured in a file listed on this thread (http://www.pavonisinteractive.com/phpBB3/viewtopic.php?p=32721#p32721). I&#039;d be happy to transcribe/provide this data but I&#039;m not sure the best way to format it. Maybe a table listing which ranks the perk can appear as (rather than listing the perk in two or three columns) and how they&#039;re restricted? --[[User:Yenreb|Yenreb]] ([[User talk:Yenreb|talk]]) 18:37, 13 February 2017 (UTC)&lt;br /&gt;
:Version 1.2 is going to do quite a bit of revamping of that system by removing the class restrictions and only using other perks as restrictions. It would be best to wait to see what those changes look like. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 05:37, 14 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Advanced_Warfare_Center_(LW2)&amp;diff=84058</id>
		<title>Talk:Advanced Warfare Center (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Advanced_Warfare_Center_(LW2)&amp;diff=84058"/>
		<updated>2017-02-25T16:14:12Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some of the perks Info fields seem to be from LW1. For example, Kill Zone refers to Squadsight and Long Watch. Is this a Wiki issue or is there an actual copy/paste issue in LW2 itself? --[[User:Yenreb|Yenreb]] ([[User talk:Yenreb|talk]]) 03:47, 11 February 2017 (UTC)&lt;br /&gt;
:The Info was copied straight out of the LW2 Localization files. THe Info is the text you see when you click on the yellow info button ingame. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 05:37, 14 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
Many perks are restricted by class or by other perks, as configured in a file listed on this thread (http://www.pavonisinteractive.com/phpBB3/viewtopic.php?p=32721#p32721). I&#039;d be happy to transcribe/provide this data but I&#039;m not sure the best way to format it. Maybe a table listing which ranks the perk can appear as (rather than listing the perk in two or three columns) and how they&#039;re restricted? --[[User:Yenreb|Yenreb]] ([[User talk:Yenreb|talk]]) 18:37, 13 February 2017 (UTC)&lt;br /&gt;
:Version 1.2 is going to do quite a bit of revamping of that system by removing the class restrictions and only using other perks as restrictions. It would be best to wait to see what those changes look like. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 05:37, 14 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sprinter appears twice in offensive list (2/25/2017)&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=84048</id>
		<title>Advanced Warfare Center (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=84048"/>
		<updated>2017-02-25T02:47:01Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Warefare Center, AWC, continues to provide the ability for soldiers to acquire perks from other classes but the process is highly changed in Long War 2. Every soldier now has an AWC skills tree, which will feature 3 offensive, 3 defensive, and 7 pistol perks. The pistol perks are always the same 7 though their order of unlock is random, the three offensive and defensive skills are a random subset from other classes. Soldiers may train all 13 perks with enough time and must train in a pod at the AWC, they will not be awarded perks by ranking up.&lt;br /&gt;
&lt;br /&gt;
The AWC is also used as the infirmary and can be staffed with a scientist to speed up healing +50% on all difficulties except rookie (+100%).  &lt;br /&gt;
&lt;br /&gt;
== Offense Perks ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 2px; border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; style=&amp;quot;font-size: 150%; background: lightgray; height: 50px;&amp;quot;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 2&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 3&#039;&#039;&#039;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Kubikuri (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Serial (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--InTheZone--&amp;gt;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Deadeye (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Death From Above (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Steady Hands (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Double Tap (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Deadshot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--HitWhereItHurts--&amp;gt;&lt;br /&gt;
| {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Lethal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Chain Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Run and Gun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Boosted Cores (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--HeavyFrags--&amp;gt;&lt;br /&gt;
| {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--BulletShred--&amp;gt;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Iron Curtain (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Full Kit (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Sprinter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Holo Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{HEAT Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Precision Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hit and Run (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Cyclic Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sprinter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Traverse Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Deadshot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--HitWhereItHurts--&amp;gt;&lt;br /&gt;
| {{Light &#039;Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sapper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Blademaster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Reaper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Lone Wolf (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Fleche (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--SwordSlice_LW--&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Cutthroat (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Fleche (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--SwordSlice_LW--&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol Perks ==&lt;br /&gt;
&lt;br /&gt;
{{Return Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quickdraw (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clutch Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Lightning Hands (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Faceoff (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gunslinger (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
== Defensive Perks ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 2px; border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size: 150%; background: lightgray; height: 50px;&amp;quot;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 2&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 3&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Deep Cover (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Lightning Reflexes (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}  &lt;br /&gt;
| {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Resilience (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Untouchable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Will to Survive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Smoker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--SmokeGrenade--&amp;gt;&lt;br /&gt;
| {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Close Combat Specialist (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Flashbanger (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Guardian (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Sharpshooter Aim (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Ghostwalker (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Conceal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--Stealth--&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Guardian (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Phantom (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Deep Cover (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hard Target (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Covert (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sharpshooter Aim (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Resilience (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Shadowstep (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} &amp;lt;!-- being added with v1.2 --&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Combatives (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| {{Infighter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| {{Will to Survive (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| {{Bladestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=84023</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=84023"/>
		<updated>2017-02-22T16:27:26Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Console Commands directly make changes to the game and thus can permanently alter aspects of your campaign if not used with discretion.&lt;br /&gt;
&lt;br /&gt;
== LW2 Console Commands ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this list is not complete:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LWAddRebel true WorldRegion&lt;br /&gt;
&lt;br /&gt;
LWAdvanceActivity XCOM Activity WorldRegion number&lt;br /&gt;
&lt;br /&gt;
LWdebugpodjobs (this displays the status of enemy pods on the map)&lt;br /&gt;
&lt;br /&gt;
LWDumpActivityLog&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobNames&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobs&lt;br /&gt;
&lt;br /&gt;
LWdumpregioninfo&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection Enemy Activity WorldRegion (see blelow)&lt;br /&gt;
&lt;br /&gt;
LWForceAWCRerolls (Rerolls the AWC tree of every soldier you have, AND untrains them)&lt;br /&gt;
&lt;br /&gt;
LWForceMission (see below)&lt;br /&gt;
&lt;br /&gt;
LWForceRecruitRoll&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCDefenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCOffenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCPistolAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWLevelUpRebel [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWprinthistory&lt;br /&gt;
&lt;br /&gt;
LWSetAlertLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetAutoResolveEnabled&lt;br /&gt;
&lt;br /&gt;
LWSetEvacCounter [Number]&lt;br /&gt;
&lt;br /&gt;
LWForceEvac&lt;br /&gt;
&lt;br /&gt;
LWSetForceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetVigilanceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSpawnActivity Enemy Activity WorldRegion (see below)&lt;br /&gt;
&lt;br /&gt;
LWToggleShowFaceless&lt;br /&gt;
&lt;br /&gt;
LWValidatePendingDarkEvents&lt;br /&gt;
&lt;br /&gt;
MakeSoldierAClass [Classname] (changes a soldier to a specific class)&lt;br /&gt;
:LWS_Assault&lt;br /&gt;
:LWS_Shinobi&lt;br /&gt;
:LWS_Grenadier&lt;br /&gt;
:LWS_Sharpshooter&lt;br /&gt;
:LWS_Ranger&lt;br /&gt;
:LWS_Specialist&lt;br /&gt;
:LWS_Technical&lt;br /&gt;
:LWS_Gunner&lt;br /&gt;
:LWS_PsiOperative&lt;br /&gt;
&lt;br /&gt;
==A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful==&lt;br /&gt;
&lt;br /&gt;
Slowmo #.## (Default would be 1.00, this will speed up or slow down animations)&lt;br /&gt;
&lt;br /&gt;
FogDensity 0 (Removes ambient &#039;fog&#039; essentially increasing contrast)&lt;br /&gt;
&lt;br /&gt;
X2DebugMap&lt;br /&gt;
&lt;br /&gt;
AiDebugAi&lt;br /&gt;
&lt;br /&gt;
x2debugvisibility&lt;br /&gt;
&lt;br /&gt;
AddItem AssaultRifle_CG (Adds a coil gun . . . you know, for science)&lt;br /&gt;
&lt;br /&gt;
killallais (Kills all of the AI controlled units on the map, including VIPs and Rebels, so be careful with this one)&lt;br /&gt;
&lt;br /&gt;
Skipai (this pauses the AI and the aliens will not take another turn, if you save and reload it resets this)&lt;br /&gt;
&lt;br /&gt;
killclosestunittocursor (be careful this can kill XCOM and VIPs too)&lt;br /&gt;
&lt;br /&gt;
Togglefow (removes fog of war allowing you to see all the map assets; won&#039;t reveal enemy units)&lt;br /&gt;
&lt;br /&gt;
RestartLevel; This is basically Bronzeman as I understand it (which means it may be completely wrong)&lt;br /&gt;
&lt;br /&gt;
TTC; &amp;quot;Toggle To Cursor&amp;quot; - teleports selected unit to the location of your mouse cursor&lt;br /&gt;
&lt;br /&gt;
TATC; &amp;quot;Toggle All To Cursor&amp;quot; - all XCOM units&lt;br /&gt;
&lt;br /&gt;
RemoveFortressDoom Number - removes this many Avatar timer pips&lt;br /&gt;
&lt;br /&gt;
HealAllSoldiers&lt;br /&gt;
&lt;br /&gt;
LevelUpBarracks - all soldiers gain a rank&lt;br /&gt;
&lt;br /&gt;
SetStrategyFacilitiesUnlockAll&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesInstantBuild&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesFree&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You need to have at least 1 of these resources in your inventory for the command to work properly:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GiveResource alienalloys number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumCore number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumDust number&lt;br /&gt;
&lt;br /&gt;
GiveResource Intel number&lt;br /&gt;
&lt;br /&gt;
GiveResource Supplies number&lt;br /&gt;
&lt;br /&gt;
GiveEngineer number&lt;br /&gt;
&lt;br /&gt;
GiveScientist number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthOC&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the XCOM Activity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AlienNest&lt;br /&gt;
&lt;br /&gt;
LostTower&lt;br /&gt;
&lt;br /&gt;
RecoverItem_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemADV_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemTrain_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemVehicle_LW&lt;br /&gt;
&lt;br /&gt;
RecoverFlightDevice_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstation_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationADV_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidATT_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidConvoy_LW&lt;br /&gt;
&lt;br /&gt;
DestroyRelay_LW&lt;br /&gt;
&lt;br /&gt;
ProtectDevice_LW&lt;br /&gt;
&lt;br /&gt;
ExtractVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIPVehicle_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTarget_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTargetVehicle_LW&lt;br /&gt;
&lt;br /&gt;
SecureUFO_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAlienFacility_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAdventMonument_LW&lt;br /&gt;
&lt;br /&gt;
Terror_LW&lt;br /&gt;
&lt;br /&gt;
AvengerDefense_LW&lt;br /&gt;
&lt;br /&gt;
AssaultAlienBase_LW&lt;br /&gt;
&lt;br /&gt;
Jailbreak_LW&lt;br /&gt;
&lt;br /&gt;
Defend_LW&lt;br /&gt;
&lt;br /&gt;
Rendezvous_LW&lt;br /&gt;
&lt;br /&gt;
IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the Enemy Activity (Yes there are SPOILERS below):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want spoilers don&#039;t read below&lt;br /&gt;
&lt;br /&gt;
Seriously, stop now . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProtectRegion&lt;br /&gt;
&lt;br /&gt;
Counterinsurgency&lt;br /&gt;
&lt;br /&gt;
ReinforceActivity&lt;br /&gt;
&lt;br /&gt;
COINResearch&lt;br /&gt;
&lt;br /&gt;
COINOps&lt;br /&gt;
&lt;br /&gt;
BuildResearchFacility&lt;br /&gt;
&lt;br /&gt;
RegionalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
GlobalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
ScheduledOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
EmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
SuperEmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
Repression&lt;br /&gt;
&lt;br /&gt;
Invasion&lt;br /&gt;
&lt;br /&gt;
AvengerHunt&lt;br /&gt;
&lt;br /&gt;
Propaganda&lt;br /&gt;
&lt;br /&gt;
ProtectResearch&lt;br /&gt;
&lt;br /&gt;
ProtectData&lt;br /&gt;
&lt;br /&gt;
TroopManeuvers&lt;br /&gt;
&lt;br /&gt;
HighValuePrisoner&lt;br /&gt;
&lt;br /&gt;
PoliticalPrisoners&lt;br /&gt;
&lt;br /&gt;
Logistics&lt;br /&gt;
&lt;br /&gt;
CloneDeployment&lt;br /&gt;
&lt;br /&gt;
DebugMission&lt;br /&gt;
&lt;br /&gt;
Rendezvous&lt;br /&gt;
&lt;br /&gt;
IntelRaid&lt;br /&gt;
&lt;br /&gt;
Defend&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=83459</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=83459"/>
		<updated>2017-02-17T16:28:53Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Console Commands directly make changes to the game and thus can permanently alter aspects of your campaign if not used with discretion.&lt;br /&gt;
&lt;br /&gt;
== LW2 Console Commands ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this list is not complete:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LWAddRebel true WorldRegion&lt;br /&gt;
&lt;br /&gt;
LWAdvanceActivity XCOM Activity WorldRegion number&lt;br /&gt;
&lt;br /&gt;
LWdebugpodjobs (this displays the status of enemy pods on the map)&lt;br /&gt;
&lt;br /&gt;
LWDumpActivityLog&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobNames&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobs&lt;br /&gt;
&lt;br /&gt;
LWdumpregioninfo&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection Enemy Activity WorldRegion (see blelow)&lt;br /&gt;
&lt;br /&gt;
LWForceAWCRerolls (Rerolls the AWC tree of every soldier you have, AND untrains them)&lt;br /&gt;
&lt;br /&gt;
LWForceMission (see below)&lt;br /&gt;
&lt;br /&gt;
LWForceRecruitRoll&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCDefenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCOffenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCPistolAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWLevelUpRebel [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWprinthistory&lt;br /&gt;
&lt;br /&gt;
LWSetAlertLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetAutoResolveEnabled&lt;br /&gt;
&lt;br /&gt;
LWSetEvacCounter [Number]&lt;br /&gt;
&lt;br /&gt;
LWForceEvac&lt;br /&gt;
&lt;br /&gt;
LWSetForceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetVigilanceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSpawnActivity Enemy Activity WorldRegion (see below)&lt;br /&gt;
&lt;br /&gt;
LWToggleShowFaceless&lt;br /&gt;
&lt;br /&gt;
LWValidatePendingDarkEvents&lt;br /&gt;
&lt;br /&gt;
MakeSoldierAClass [Classname] (changes a soldier to a specific class)&lt;br /&gt;
:LWS_Assault&lt;br /&gt;
:LWS_Shinobi&lt;br /&gt;
:LWS_Grenadier&lt;br /&gt;
:LWS_Sharpshooter&lt;br /&gt;
:LWS_Ranger&lt;br /&gt;
:LWS_Specialist&lt;br /&gt;
:LWS_Technical&lt;br /&gt;
:LWS_Gunner&lt;br /&gt;
:LWS_PsiOperative&lt;br /&gt;
&lt;br /&gt;
==A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful==&lt;br /&gt;
&lt;br /&gt;
Slowmo #.## (Default would be 1.00, this will speed up or slow down animations)&lt;br /&gt;
&lt;br /&gt;
FogDensity 0 (Removes ambient &#039;fog&#039; essentially increasing contrast)&lt;br /&gt;
&lt;br /&gt;
X2DebugMap&lt;br /&gt;
&lt;br /&gt;
AiDebugAi&lt;br /&gt;
&lt;br /&gt;
x2debugvisibility&lt;br /&gt;
&lt;br /&gt;
AddItem AssaultRifle_CG (Adds a coil gun . . . you know, for science)&lt;br /&gt;
&lt;br /&gt;
killallais (Kills all of the AI controlled units on the map, including VIPs and Rebels, so be careful with this one)&lt;br /&gt;
&lt;br /&gt;
Skipai (this pauses the AI and the aliens will not take another turn, if you save and reload it resets this)&lt;br /&gt;
&lt;br /&gt;
killclosestunittocursor (be careful this can kill XCOM and VIPs too)&lt;br /&gt;
&lt;br /&gt;
Togglefow (won&#039;t reveal enemy units)&lt;br /&gt;
&lt;br /&gt;
RestartLevel; This is basically Bronzeman as I understand it (which means it may be completely wrong)&lt;br /&gt;
&lt;br /&gt;
TTC; &amp;quot;Toggle To Cursor&amp;quot; - selected unit&lt;br /&gt;
&lt;br /&gt;
TATC; &amp;quot;Toggle All To Cursor&amp;quot; - all XCOM units&lt;br /&gt;
&lt;br /&gt;
RemoveFortressDoom Number - removes this many Avatar timer pips&lt;br /&gt;
&lt;br /&gt;
HealAllSoldiers&lt;br /&gt;
&lt;br /&gt;
LevelUpBarracks&lt;br /&gt;
&lt;br /&gt;
SetStrategyFacilitiesUnlockAll&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesInstantBuild&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesFree&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You need to have at least 1 of these resources in your inventory for the command to work properly:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GiveResource alienalloys number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumCore number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumDust number&lt;br /&gt;
&lt;br /&gt;
GiveResource Intel number&lt;br /&gt;
&lt;br /&gt;
GiveResource Supplies number&lt;br /&gt;
&lt;br /&gt;
GiveEngineer number&lt;br /&gt;
&lt;br /&gt;
GiveScientist number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthOC&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the XCOM Activity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AlienNest&lt;br /&gt;
&lt;br /&gt;
LostTower&lt;br /&gt;
&lt;br /&gt;
RecoverItem_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemADV_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemTrain_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemVehicle_LW&lt;br /&gt;
&lt;br /&gt;
RecoverFlightDevice_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstation_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationADV_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidATT_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidConvoy_LW&lt;br /&gt;
&lt;br /&gt;
DestroyRelay_LW&lt;br /&gt;
&lt;br /&gt;
ProtectDevice_LW&lt;br /&gt;
&lt;br /&gt;
ExtractVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIPVehicle_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTarget_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTargetVehicle_LW&lt;br /&gt;
&lt;br /&gt;
SecureUFO_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAlienFacility_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAdventMonument_LW&lt;br /&gt;
&lt;br /&gt;
Terror_LW&lt;br /&gt;
&lt;br /&gt;
AvengerDefense_LW&lt;br /&gt;
&lt;br /&gt;
AssaultAlienBase_LW&lt;br /&gt;
&lt;br /&gt;
Jailbreak_LW&lt;br /&gt;
&lt;br /&gt;
Defend_LW&lt;br /&gt;
&lt;br /&gt;
Rendezvous_LW&lt;br /&gt;
&lt;br /&gt;
IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the Enemy Activity (Yes there are SPOILERS below):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want spoilers don&#039;t read below&lt;br /&gt;
&lt;br /&gt;
Seriously, stop now . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProtectRegion&lt;br /&gt;
&lt;br /&gt;
Counterinsurgency&lt;br /&gt;
&lt;br /&gt;
ReinforceActivity&lt;br /&gt;
&lt;br /&gt;
COINResearch&lt;br /&gt;
&lt;br /&gt;
COINOps&lt;br /&gt;
&lt;br /&gt;
BuildResearchFacility&lt;br /&gt;
&lt;br /&gt;
RegionalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
GlobalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
ScheduledOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
EmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
SuperEmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
Repression&lt;br /&gt;
&lt;br /&gt;
Invasion&lt;br /&gt;
&lt;br /&gt;
AvengerHunt&lt;br /&gt;
&lt;br /&gt;
Propaganda&lt;br /&gt;
&lt;br /&gt;
ProtectResearch&lt;br /&gt;
&lt;br /&gt;
ProtectData&lt;br /&gt;
&lt;br /&gt;
TroopManeuvers&lt;br /&gt;
&lt;br /&gt;
HighValuePrisoner&lt;br /&gt;
&lt;br /&gt;
PoliticalPrisoners&lt;br /&gt;
&lt;br /&gt;
Logistics&lt;br /&gt;
&lt;br /&gt;
CloneDeployment&lt;br /&gt;
&lt;br /&gt;
DebugMission&lt;br /&gt;
&lt;br /&gt;
Rendezvous&lt;br /&gt;
&lt;br /&gt;
IntelRaid&lt;br /&gt;
&lt;br /&gt;
Defend&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LW2)&amp;diff=83369</id>
		<title>Infiltration (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LW2)&amp;diff=83369"/>
		<updated>2017-02-15T15:35:45Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends primarily on its size, and to a lesser degree on its equipment. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LW2)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
Infiltration is measured as a percentage with a maximum of 200%. An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint below or above 100% corresponds to an increase or decrease in [[Missions (LW2)#Enemy Activity Level| Enemy Activity Level]], respectively.  Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! Activity Level&lt;br /&gt;
|-&lt;br /&gt;
|200%&lt;br /&gt;
| -3 levels&lt;br /&gt;
|-&lt;br /&gt;
|150%&lt;br /&gt;
| -2 levels&lt;br /&gt;
|-&lt;br /&gt;
|125%&lt;br /&gt;
| -1 level&lt;br /&gt;
|-&lt;br /&gt;
|100%&lt;br /&gt;
| no change&lt;br /&gt;
|-&lt;br /&gt;
|92%&lt;br /&gt;
| +1 level&lt;br /&gt;
|-&lt;br /&gt;
|84%&lt;br /&gt;
| +2 levels&lt;br /&gt;
|-&lt;br /&gt;
|75%&lt;br /&gt;
| +3 levels&lt;br /&gt;
|-&lt;br /&gt;
|67%&lt;br /&gt;
| +4 levels&lt;br /&gt;
|-&lt;br /&gt;
|59%&lt;br /&gt;
| +5 levels&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
| +6 levels&lt;br /&gt;
|-&lt;br /&gt;
|42%&lt;br /&gt;
| +7 levels&lt;br /&gt;
|-&lt;br /&gt;
|34%&lt;br /&gt;
| +8 levels&lt;br /&gt;
|-&lt;br /&gt;
|25%&lt;br /&gt;
| +9 levels&lt;br /&gt;
|-&lt;br /&gt;
|17%&lt;br /&gt;
| +10 levels&lt;br /&gt;
|-&lt;br /&gt;
|9%&lt;br /&gt;
| +11 levels&lt;br /&gt;
|-&lt;br /&gt;
|0%&lt;br /&gt;
| +12 levels&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
Infiltration rate adds a modifier to the Skyranger evac delay timer.  In addition, having a large number of infiltrations active at any given time adds an additional penalty.  For more information on Skyranger evac time, see [[Mechanics (LW2)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltration Rate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-29%: +3 turns&lt;br /&gt;
* 30-59%: +2 turns&lt;br /&gt;
* 60-99%: +1 turn&lt;br /&gt;
* 100-149%: no change&lt;br /&gt;
* 150-199%: -1 turn&lt;br /&gt;
* 200%: -2 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Infiltrations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7 or more infiltration missions including the current mission: +1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect you in concealment is affected by your infiltration rate.  At baseline 100% infiltration, enemies will have their normal detection range.  At infiltration rates below 100%, the enemy will have between between x1 and x1.25 of normal detection radius (i.e up to 1/4th more); conversely, at infiltration rates above 100%, the enemy will have between x1 and x0.8334 of normal detection radius (i.e. up to 1/6th less).  The effect scales linearly; for example, at 50% Infiltration, enemy detection range gets a 1/8 bonus (half the maximum bonus of 1/4).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detection Radius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;100% Infiltration: Base * [1 + ((100% - Infil%) x 1/4)]&lt;br /&gt;
* &amp;gt;100% Infiltration: Base * [1 - ((Infil% - 100%) x 1/6)]&lt;br /&gt;
&lt;br /&gt;
Detection Radius is also affected by other factors, including the type of enemy.  For more information, see [[Mechanics (LW2)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=FVcjE_FcGPM|Time Remaining Distributions] (JoINrbs)&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Infiltration (LW2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=83351</id>
		<title>Guerrilla Tactics School (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=83351"/>
		<updated>2017-02-15T12:53:26Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guerrilla Tactics School, GTS, functions similarly to the XCom 2 Vanilla version by providing rookie training and squad-wide perks . The first upgrade being purchased for 35 supplies and costing 0 power allows for training of [[Officers_(LW2)|officers]]. Up to two training pods can be built to train [[Officers_(LW2)|officers]]. The GTS also has new requirements for the upgrades purchased with supplies, with your highest ranking officer limiting larger squad infiltration upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Training !! Effect !! Cost!! Requirements &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns. || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
| Wet Work || +33% experience gained from kills. || 75 || Lance Corporal &lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Units gain +3 mobility for the first 2 turns of battle while the squad remains concealed. || 150 ||  Corporal&lt;br /&gt;
|-&lt;br /&gt;
| Vulture || Enemies will often drop an additional item with every timed loot drop. || 150 || Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Integrated Warfare || PCS bonuses are significantly improved. || 150 || Staff Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Stay With Me || Soldiers will be more likely to bleed out than to die outright. || 150 || Tech Sergeant  &lt;br /&gt;
|-&lt;br /&gt;
| Tactical Infiltrations || Infiltrations for squads of 6 or 7 soldiers will take less time. || 250 || Officer: Major&lt;br /&gt;
|-&lt;br /&gt;
| Large Unit Infiltrations || Infiltrations for squads of 8 to 10 soldiers will take less time. || 250 || Officer: Colonel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Large unit infiltrations and tactical infiltrations apply retroactively. In other words, they reduce infiltration time to missions that have already begun infiltrating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=83350</id>
		<title>Guerrilla Tactics School (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=83350"/>
		<updated>2017-02-15T12:52:21Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guerrilla Tactics School, GTS, functions similarly to the XCom 2 Vanilla version by providing rookie training and squad-wide perks . The first upgrade being purchased for 35 supplies and costing 0 power allows for training of [[Officers_(LW2)|officers]]. Up to two training pods can be built to train [[Officers_(LW2)|officers]]. The GTS also has new requirements for the upgrades purchased with supplies, with your highest ranking officer limiting larger squad infiltration upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Training !! Effect !! Cost!! Requirements &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns. || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
| Wet Work || +33% experience gained from kills. || 75 || Lance Corporal &lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Units gain +3 mobility for the first 2 turns of battle while the squad remains concealed. || 150 ||  Corporal&lt;br /&gt;
|-&lt;br /&gt;
| Vulture || Enemies will often drop an additional item with every timed loot drop. || 150 || Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Integrated Warfare || PCS bonuses are significantly improved. || 150 || Staff Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Stay With Me || Soldiers will be more likely to bleed out than to die outright. || 150 || Tech Sergeant  &lt;br /&gt;
|-&lt;br /&gt;
| Tactical Infiltrations || Infiltrations for squads of 6 or 7 soldiers will take less time. || 250 || Officer: Major&lt;br /&gt;
|-&lt;br /&gt;
| Large Unit Infiltrations || Infiltrations for squads of 8 to 10 soldiers will take less time. || 250 || Officer: Colonel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
 *Large unit infiltrations and tactical infiltrations apply retroactively. In other words, they reduce infiltration time to missions that have already begun infiltrating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=83284</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=83284"/>
		<updated>2017-02-14T02:22:22Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Perk Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary: Rifle, SMG (default) or Shotgun&lt;br /&gt;
* Secondary: Sword&lt;br /&gt;
&lt;br /&gt;
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
&lt;br /&gt;
The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles (and even sometimes shotguns) are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie3={{Slash (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Subclass1=Saboteur&lt;br /&gt;
|Subclass2=Kenshi&lt;br /&gt;
|LCorporal1={{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal2={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal1={{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal2={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant1={{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant2={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Blademaster (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt2={{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt1={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt1={{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Serial (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt3={{Reaper (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 2&lt;br /&gt;
| i_hacking0    = 5&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 2&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 1&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 1&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 1&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 1&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 1&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 1&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 1&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 0&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 1&lt;br /&gt;
| i_hacking7    = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 2%&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 25%.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 5%&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their turn, this can lead to big hits using an officer with command.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=83280</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=83280"/>
		<updated>2017-02-13T23:27:43Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Hack (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Interference (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Savior (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Trojan (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Restoration (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Full Override (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 40&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
In order to keep a mec from a Full Override hack, the mission must be one where you can keep corpses.&lt;br /&gt;
&lt;br /&gt;
Once you have researched plasma grenades, airdrop will begin dropping them instead of frag grenades.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=83279</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=83279"/>
		<updated>2017-02-13T23:22:01Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Hack (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Interference (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Savior (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Trojan (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Restoration (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Full Override (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 40&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
In order to keep a mec from a Full Override hack, the mission must be one where you can keep corpses.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=83278</id>
		<title>Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=83278"/>
		<updated>2017-02-13T23:20:26Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
These items grant Ablative Armor. Hitpoints granted by Ablative Armor once lost, can not be healed during a mission. Losing these extra Hitpoints does not count towards taking a wound and does not incur recovery time after the battle. A unit can equip only one Plating at a time, but in addition to a Vest.&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{{Grenades_(LW2)}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ammo can apply to pistol shots as well. However, in the case of shredder rounds, shredding does not scale with weapon tiers.&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
{{CombatSims_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=82273</id>
		<title>Psi Operative (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=82273"/>
		<updated>2017-02-10T23:15:28Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Training Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psi Operative:&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Psi Tree (LW2)&lt;br /&gt;
|Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Initiate2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Telepath&lt;br /&gt;
|Subclass2= Resonate&lt;br /&gt;
|Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Adept1={{Soul Steal (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Adept2={{Sustain (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Disciple1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Disciple2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Mystic1={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Warlock2={{Stasis Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Magus1={{Null Lance (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Magus2={{Bastion (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Master1={{Void Rift (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Master2={{Domination (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (Psi)(LW2)&lt;br /&gt;
| i_health0     = 1&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_psiOffense0 = 30&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 1&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_psiOffense1 = 4&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_psiOffense2 = 4&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 1&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_psiOffense3 = 4&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_psiOffense4 = 4&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 1&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_psiOffense5 = 2&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_psiOffense6 = 4&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 1&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 4&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
| i_psiOffense7 = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Each rank after Initiate can have up to a bonus of 9 extra Psi Offense, except Warlock which has a cap of 5. The total amount represents the minimum gain from leveling, while the hard cap is +100&lt;br /&gt;
&lt;br /&gt;
This class gains no Strength&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference&lt;br /&gt;
:Base training = 6 days (5 on rookie difficulty)&lt;br /&gt;
:Scalar = 12 days (10 on rookie)&lt;br /&gt;
&lt;br /&gt;
If the soldier is the same rank as the ability, it will take 6 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 1 rank below the ability, it will take 6+12*1 = 18 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 6 ranks below the ability, it will take 6+12*6 = 78 days to train.&lt;br /&gt;
&lt;br /&gt;
*A scientist staffing the Psi Lab will reduce training time by 50%&lt;br /&gt;
&lt;br /&gt;
If a psi solder is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from his/her mission.&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=82262</id>
		<title>Customizing LW2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=82262"/>
		<updated>2017-02-10T21:30:45Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Some ini edit examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== What other mods are compatible? ==&lt;br /&gt;
DeaconIvory made a list of popular mods and how compatible they are with long war. You can find that list [https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginners guide to modding LW2 ini files==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Many modifiable values are stored in the mods config files commonly referred to as ini files for their .ini filename extension. For a typical Windows user, all LW2 files are contained at the location:&lt;br /&gt;
:&amp;lt;code&amp;gt;Program Files (x86)\Steam\SteamApps\workshop\content\268500\844674609\&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter the ini files because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old ini and the new updated ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several copies of the vanilla ini files for XCOM 2. If you make your changes in the \Steam\steamapps\common\XCOM 2\XComGame\Config folder, then when you rebuild the \my documents\xcom2\xcomgame\config folder (after mod updates, troubleshooting, etc) You don&#039;t have to redo the changes each time. However if you verify your local files it will often overwrite the changes in all folders. &lt;br /&gt;
&lt;br /&gt;
*You are free to make the changes in the \my documents\xcom2\xcomgame\config folder for the same effect, the file names just replace the word &amp;quot;Default&amp;quot; with &amp;quot;XcomGame&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Many changes can be difficulty specific.  If there are four with a number at the end of them as follows, it is for the different difficulties.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
inichange[0]=x will set the value to x for Rookie difficulty&lt;br /&gt;
inichange[1]=y will set the value to y for Veteran difficulty&lt;br /&gt;
inichange[2]=z will set the value to z for Commander difficulty&lt;br /&gt;
inichange[3]=q will set the value to q for Legend difficulty&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some ini edit examples==&lt;br /&gt;
&lt;br /&gt;
If the edit is listed in LW Config Files, you will need to look through the config files of the mod itself, rather than the vanilla files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Change&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;File&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;LW Config files?&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Value to Change&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Zoom out further on tactical level&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;ZoomedDistanceFromCursor&amp;lt;/code&amp;gt; to 4400&lt;br /&gt;
|-&lt;br /&gt;
|Make camera not blocked at edges of map (default LW2 is set to 15 and you probably don&#039;t need to change this).&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|Yes&lt;br /&gt;
|MaxTilesCameraCanMoveOutsideLevelVolume to 25 so that the camera isn&#039;t blocked by the edges of the AOE and can swing out (this works in LW1 as well)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultClassData.ini&lt;br /&gt;
| &lt;br /&gt;
|NumInForcedDeck = 0 NumInDeck = 0 This edit removes the specific soldier class from initial promotion screens, note that you can still receive this class as a reward or for hire in the Black Market.&lt;br /&gt;
|-&lt;br /&gt;
|More activity on Avenger&lt;br /&gt;
|DefaultUI.ini &lt;br /&gt;
|&lt;br /&gt;
|set &amp;lt;code&amp;gt;MaxVisibleCrew&amp;lt;/code&amp;gt; to 30 for your difficulty (or all difficulties)&lt;br /&gt;
|-&lt;br /&gt;
|Increase pool of starting soldiers&lt;br /&gt;
|DefaultGameCore&lt;br /&gt;
|&lt;br /&gt;
|NUM_STARTING_SOLDIERS=32 &lt;br /&gt;
|-&lt;br /&gt;
|Increase number of recruitable soldiers&lt;br /&gt;
|DefaultGameData&lt;br /&gt;
|&lt;br /&gt;
|set StartingNumRecruits[0] to desired amount for rookie&lt;br /&gt;
|-&lt;br /&gt;
|Alternate more avenger activity&lt;br /&gt;
|DefaultGameData.ini&lt;br /&gt;
|No&lt;br /&gt;
|set NumClerks_ActOne=5 NumClerks_ActTwo=10 NumClerks_ActThree=15 all at least 30. Separates soldier activity by what stage in the game the player is at. &lt;br /&gt;
|-&lt;br /&gt;
|Flares on reinforcements&lt;br /&gt;
|XComLW_Overhaul.ini&lt;br /&gt;
|Yes&lt;br /&gt;
|set +DISABLE_REINFORCEMENT_FLARES[0] to either true or false as desired per difficulty level.  &lt;br /&gt;
|-&lt;br /&gt;
|Build items as infinite stocks instead of individually (Unconfirmed that this actually works).&lt;br /&gt;
|XComLW_Overhaul&lt;br /&gt;
|Yes&lt;br /&gt;
|Search for ItemTable, change Infinite=False to Infinite=True to build infinite amounts of desired item.&lt;br /&gt;
|-&lt;br /&gt;
|Tweaking recruiting activity rebels vs rookies&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|[Recruit LWRebelJobTemplate] IncomePerRebel=3 &lt;br /&gt;
::Changing this will modify how much recruiting a rebel on that job does (how effective they are at their job)&lt;br /&gt;
:RECRUIT_REBEL_BAR=67&lt;br /&gt;
:RECRUIT_SOLDIER_BAR=33&amp;quot;&lt;br /&gt;
::Modifying the above two values to equal 100% adjusts the probability that new recruits will be a rebel or a soldier&lt;br /&gt;
|-&lt;br /&gt;
|Make AWC Perk Trees Visible&lt;br /&gt;
|XComLW_AWCPack&lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;code&amp;gt;ALWAYSSHOW=false	;display all future abilities instead of displaying &amp;quot;locked&amp;quot; &amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch that to true and all perks should be visible.&lt;br /&gt;
|-&lt;br /&gt;
|Restore Aiming Angles (SW option)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|Alter the 3 consecutive lines to the following values:&lt;br /&gt;
:&amp;lt;code&amp;gt;MAX_TILE_DISTANCE_TO_COVER=999&lt;br /&gt;
:MIN_ANGLE_BONUS_MOD=0.0&lt;br /&gt;
:MAX_ANGLE_BONUS_MOD=.875 &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Enable &#039;Bronzeman&#039; Mode (enabled by default in non-ironman games)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|EnableRestartMissionButtonInIronman=false (change it to true, works as of patch 1.2)&lt;br /&gt;
|-&lt;br /&gt;
|Modify chance that new haven rebels are a faceless infiltrator&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|DEFAULT_FACELESS_CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|Equipment stats including weight&lt;br /&gt;
|XComLW_Overhaul&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding more turns to the mission timers ==&lt;br /&gt;
&lt;br /&gt;
Per the developer Amineri:&lt;br /&gt;
&lt;br /&gt;
As for the timers, if you look in the config file XComLW_Overhaul, there is a difficulty-specific modifier for timers :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
TimerDifficultyMod[0]=4;   Rookie&lt;br /&gt;
TimerDifficultyMod[1]=2;   Veteran&lt;br /&gt;
TimerDifficultyMod[2]=0;   Commander&lt;br /&gt;
TimerDifficultyMod[3]=0;   Legendary&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, 4 turns are added to timers on Rookie, 2 on Veteran. Modifying these can add turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=82260</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=82260"/>
		<updated>2017-02-10T21:21:26Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Vigilance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
ADVENT&#039;s primary goal hasn&#039;t changed since vanilla X2: complete the AVATAR project.  Of course, in the beginning, XCOM won&#039;t know what this project is or how to disrupt it - but that doesn&#039;t mean that the aliens can&#039;t complete it without your knowledge and end the campaign.  In addition to their primary goal, they also respect the threat that XCOM poses: there is an Advent strategic AI that attempts to respond to the Commander&#039;s decisions and playstyle on the strategic layer.&lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The Avatar project&#039;s progress is unknown to the player initially but has been increased to 20 &#039;pips&#039; before it&#039;s game over. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
== Advent Strategic AI ==&lt;br /&gt;
&lt;br /&gt;
ADVENT Strategic AI takes the form of three variables in each region: Strength, Vigilance, and Alertness.  Strength refers to the overall quantity and quality of forces ADVENT has available in a given region.  Vigilance refers to the attention XCOM has garnered due to its activity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
&lt;br /&gt;
Each region has a &#039;strength&#039; value that represents how many troops ADVENT have stationed there. This value determines the baseline mission difficulty in each region: each level of strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission-specific modifiers.  Strength also impacts the likelihood and frequency of spawning missions which pit XCOM against a large contingent of enemy soldiers and which award loot, corpses, and supplies upon completion.  Successful completion of these missions not only awards XCOM with resources, they also reduce ADVENT strength by 1 in the region.&lt;br /&gt;
&lt;br /&gt;
=== Vigilance ===&lt;br /&gt;
&lt;br /&gt;
The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from regions with low XCOM activity to regions with high XCOM activity; their propensity to do so is represented by the Vigilance variable associated with each region.&lt;br /&gt;
&lt;br /&gt;
Vigilance is a hidden value and is not visible to the player directly.  ADVENT will attempt to reinforce a region so long as current Strength is below Vigilance, continually moving new troop columns in from adjacent regions and even pulling in troops from across the world.  Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one. Monument demolition deliberately increases ADVENT vigilance by substantially more.&lt;br /&gt;
&lt;br /&gt;
Vigilance also affects ADVENTs propensity to run [[Missions (LW2)#Retaliation Missions|retaliation missions]] against XCOM, such as attacking and disrupting the activity and operations of XCOM&#039;s local resistance agents or even the Haven itself.&lt;br /&gt;
&lt;br /&gt;
=== Alertness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities Table==&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Rendezvous&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| 0&lt;br /&gt;
| Placeholder&lt;br /&gt;
| 504+168&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Special (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Rendezvous&lt;br /&gt;
| 24+5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Notes.&lt;br /&gt;
* Rendezvous. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission&#039;s entry doesn&#039;t specify the required Intel Income before you can start detecting it so maybe it&#039;s immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=82259</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=82259"/>
		<updated>2017-02-10T21:16:47Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Collecting Enemy Corpses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|30-32&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|33+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. &lt;br /&gt;
* Mission Timer - this value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
* Aliens Alerted - if true, XCOM&#039;s units will not start concealed&lt;br /&gt;
* Infiltration - &lt;br /&gt;
** If yes, the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** Also, if 100%, infiltration needs to reach this value before mission can be launched&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Type&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Timer&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Max Soldiers&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Aliens Alerted&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Evacuation&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Loot&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8||10||||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8||10||||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||True||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12||10||||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||12||10||||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12||10||||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12||10||||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||10||||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||10||||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16||10||||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||True||No||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||True||No||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||True||No||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12||8||||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||True||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||True||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash &#039;N Grab||Liberation||8||8||||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||True||No||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||NA||5||||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||True||No||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||NA||8||||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;percent chance per day&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. Faceless are worth negative 0.5 points. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 18% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2% per point. One day later, the haven has 18 points and has a 36% chance.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 Resistance members.  Success increases the strength of the Resistance in that region. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when a Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt it down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a solider as the Haven advisor. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction.  &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
:# Many advent in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# Advent drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* Liberation 1: Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 2: Rescue Defector.  XCOM must rescue a VIP from a car and move to the extraction point.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 3: There are at least 2 possible mission types. One is a Dark VIP mission (which seems to be more common) and also a Destroy the Relay mission. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one.&lt;br /&gt;
* Liberation 4 - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 5 - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Supply raid&lt;br /&gt;
* Intel raid&lt;br /&gt;
* Haven Defense&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82256</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82256"/>
		<updated>2017-02-10T20:58:09Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* XCom Liaison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and Advent&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the Advent strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength ==&lt;br /&gt;
The Advent strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. Advent strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover Advent infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== Advent Infiltrators ==&lt;br /&gt;
New resistance personnel can be Advent infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82255</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82255"/>
		<updated>2017-02-10T20:55:01Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Personnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and Advent&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the Advent strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength ==&lt;br /&gt;
The Advent strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. Advent strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover Advent infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== Advent Infiltrators ==&lt;br /&gt;
New resistance personnel can be Advent infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82254</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82254"/>
		<updated>2017-02-10T20:54:17Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Personnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and Advent&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the Advent strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength ==&lt;br /&gt;
The Advent strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. Advent strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover Advent infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== Advent Infiltrators ==&lt;br /&gt;
New resistance personnel can be Advent infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82253</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=82253"/>
		<updated>2017-02-10T20:51:01Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Advent Infiltrators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and Advent&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance personnel, soldiers, scientists, and engineers. Personnel will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the Advent strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength ==&lt;br /&gt;
The Advent strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. Advent strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover Advent infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== Advent Infiltrators ==&lt;br /&gt;
New resistance personnel can be Advent infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=81982</id>
		<title>Psi Operative (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=81982"/>
		<updated>2017-02-07T03:23:54Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Training Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psi Operative:&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Psi Tree (LW2)&lt;br /&gt;
|Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Initiate2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Telepath&lt;br /&gt;
|Subclass2= Resonate&lt;br /&gt;
|Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Adept1={{Soul Steal (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Adept2={{Sustain (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Disciple1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Disciple2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Mystic1={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Warlock2={{Stasis Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Magus1={{Null Lance (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Magus2={{Bastion (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Master1={{Void Rift (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Master2={{Domination (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (Psi)(LW2)&lt;br /&gt;
| i_health0     = 1&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_psiOffense0 = 30&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 1&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_psiOffense1 = 4&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_psiOffense2 = 4&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 1&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_psiOffense3 = 4&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_psiOffense4 = 4&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 1&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_psiOffense5 = 2&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_psiOffense6 = 4&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 1&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 4&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
| i_psiOffense7 = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Each rank after Initiate can have up to a bonus of 9 extra Psi Offense, except Warlock which has a cap of 5. The total amount represents the minimum gain from leveling, while the hard cap is +100&lt;br /&gt;
&lt;br /&gt;
This class gains no Strength&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference&lt;br /&gt;
:Base training = 6 days (5 on rookie difficulty)&lt;br /&gt;
:Scalar = 12 days (10 on rookie)&lt;br /&gt;
&lt;br /&gt;
If the soldier is the same rank as the ability, it will take 6 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 1 rank below the ability, it will take 6+12*1 = 18 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 6 ranks below the ability, it will take 6+12*6 = 78 days to train.&lt;br /&gt;
&lt;br /&gt;
*A scientist staffing the Psi Lab will reduce training time by 50%&lt;br /&gt;
&lt;br /&gt;
If a psi solder is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube (need confirmation if operative returning from mission can pick up where he/she left off after solder in tube completes training).&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=81963</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=81963"/>
		<updated>2017-02-06T18:30:57Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Point Blank (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Infantry&lt;br /&gt;
|Subclass2=Defender&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Pump Action (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 3&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 3&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 2 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
-Rapid reaction does not proc on reaction shots from using Suppression.&lt;br /&gt;
&lt;br /&gt;
-Covering fire reaction shots against enemies in cover will respect that cover in to-hit calculations.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=81962</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=81962"/>
		<updated>2017-02-06T18:27:47Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Point Blank (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Infantry&lt;br /&gt;
|Subclass2=Defender&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Pump Action (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 3&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 3&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 2 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Rapid reaction does not proc on reaction shots from using Suppression.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=81961</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=81961"/>
		<updated>2017-02-06T17:48:20Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==ADVENT Activity==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||||2||||-2||-2||||||0||Rendezvous||504+168||2||||Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;percent chance per day&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. Faceless are worth negative 0.5 points. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 18% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2% per point. One day later, the haven has 18 points and has a 36% chance.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 Resistance members.  Success increases the strength of the Resistance in that region. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when a Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt it down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a solider as the Haven advisor. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction.  &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
:# Many advent in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# Advent drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* Liberation 1: Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 2: Rescue Defector.  XCOM must rescue a VIP from a car and move to the extraction point.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 3: There are at least 2 possible mission types. One is a Dark VIP mission (which seems to be more common) and also a Destroy the Relay mission. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one.&lt;br /&gt;
* Liberation 4 - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 5 - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column&lt;br /&gt;
* Supply raid&lt;br /&gt;
* Intel raid&lt;br /&gt;
* Haven Defense&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81959</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81959"/>
		<updated>2017-02-06T16:21:50Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Advent Regional Activity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
ADVENT&#039;s primary goal hasn&#039;t changed since vanilla X2: complete the AVATAR project.  Of course, in the beginning, XCOM won&#039;t know what this project is or how to disrupt it - but that doesn&#039;t mean that the aliens can&#039;t complete it without your knowledge and end the campaign.  In addition to their primary goal, they also respect the threat that XCOM poses: there is an Advent strategic AI that attempts to respond to the Commander&#039;s decisions and playstyle on the strategic layer.&lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The Avatar project&#039;s progress is unknown to the player initially but has been increased to 20 &#039;pips&#039; before it&#039;s game over. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
== Advent Strategic AI ==&lt;br /&gt;
&lt;br /&gt;
ADVENT Strategic AI takes the form of three variables in each region: Strength, Vigilance, and Alertness.  Strength refers to the overall quantity and quality of forces ADVENT has available in a given region.  Vigilance refers to the attention XCOM has garnered due to its activity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
&lt;br /&gt;
Each region has a &#039;strength&#039; value that represents how many troops ADVENT have stationed there. This value determines the baseline mission difficulty in each region: each level of strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission-specific modifiers.  Strength also impacts the likelihood and frequency of spawning missions which pit XCOM against a large contingent of enemy soldiers and which award loot, corpses, and supplies upon completion.  Successful completion of these missions not only awards XCOM with resources, they also reduce ADVENT strength by 1 in the region.&lt;br /&gt;
&lt;br /&gt;
=== Vigilance ===&lt;br /&gt;
&lt;br /&gt;
The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from one region to nearby adjacent regions; their propensity to do so is represented by the Vigilance variable associated with each region.  In addition, vigilance also affects ADVENTs propensity to run retaliation missions against XCOM, such as attacking and disrupting the activity and operations of XCOM&#039;s local resistance agents or even the Haven itself.&lt;br /&gt;
&lt;br /&gt;
Vigilance is a hidden value and is not visible to the player directly. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one.&lt;br /&gt;
&lt;br /&gt;
=== Alertness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advent Regional Activity ==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens in each region to achieve their goals, resulting in tactical missions, if the alien activity is detected by the Resistance.&lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily percent chance of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values where the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||||2||||-2||-2||||||0||Rendezvous||504+168||2||||Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Postmaster&amp;diff=81958</id>
		<title>User talk:Postmaster</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Postmaster&amp;diff=81958"/>
		<updated>2017-02-06T16:15:22Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: Created page with &amp;quot;Talk here, sign your words with 4 tilde key presses (~), Thanks&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Talk here, sign your words with 4 tilde key presses (~), Thanks&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:DjinnFor&amp;diff=81957</id>
		<title>User talk:DjinnFor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:DjinnFor&amp;diff=81957"/>
		<updated>2017-02-06T16:14:37Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to chat, hit me up here.  Sign your comments with four tildes (&amp;quot;~&amp;quot;) to automatically generate a signature, so I know who you are. [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 05:27, 3 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Responded to your message :P --[[User:Demes|Demes]] ([[User talk:Demes|talk]]) 18:54, 13 November 2015 (EST)&lt;br /&gt;
:Likewise. [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 09:16, 15 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, really appreciate all the work you&#039;ve been doing for the LW2 wiki, glad there are other people helping get it off the ground. [[User:Postmaster|Postmaster]] ([[User talk:Postmaster|talk]]) 16:14, 6 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81956</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81956"/>
		<updated>2017-02-06T16:10:55Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Advent Regional Activity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
ADVENT&#039;s primary goal hasn&#039;t changed since vanilla X2: complete the AVATAR project.  Of course, in the beginning, XCOM won&#039;t know what this project is or how to disrupt it - but that doesn&#039;t mean that the aliens can&#039;t complete it without your knowledge and end the campaign.  In addition to their primary goal, they also respect the threat that XCOM poses: there is an Advent strategic AI that attempts to respond to the Commander&#039;s decisions and playstyle on the strategic layer.&lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The Avatar project&#039;s progress is unknown to the player initially but has been increased to 20 &#039;pips&#039; before it&#039;s game over. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
== Advent Strategic AI ==&lt;br /&gt;
&lt;br /&gt;
ADVENT Strategic AI takes the form of three variables in each region: Strength, Vigilance, and Alertness.  Strength refers to the overall quantity and quality of forces ADVENT has available in a given region.  Vigilance refers to the attention XCOM has garnered due to its activity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
&lt;br /&gt;
Each region has a &#039;strength&#039; value that represents how many troops ADVENT have stationed there. This value determines the baseline mission difficulty in each region: each level of strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission-specific modifiers.  Strength also impacts the likelihood and frequency of spawning missions which pit XCOM against a large contingent of enemy soldiers and which award loot, corpses, and supplies upon completion.  Successful completion of these missions not only awards XCOM with resources, they also reduce ADVENT strength by 1 in the region.&lt;br /&gt;
&lt;br /&gt;
=== Vigilance ===&lt;br /&gt;
&lt;br /&gt;
The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from one region to nearby adjacent regions; their propensity to do so is represented by the Vigilance variable associated with each region.  In addition, vigilance also affects ADVENTs propensity to run retaliation missions against XCOM, such as attacking and disrupting the activity and operations of XCOM&#039;s local resistance agents or even the Haven itself.&lt;br /&gt;
&lt;br /&gt;
Vigilance is a hidden value and is not visible to the player directly. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one.&lt;br /&gt;
&lt;br /&gt;
=== Alertness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advent Regional Activity ==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens in each region to achieve their goals, resulting in tactical missions, if the alien activity is detected by the Resistance.&lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily percent chance of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||||2||||-2||-2||||||0||Rendezvous||504+168||2||||Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81955</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81955"/>
		<updated>2017-02-06T16:08:09Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Advent Regional Activity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
ADVENT&#039;s primary goal hasn&#039;t changed since vanilla X2: complete the AVATAR project.  Of course, in the beginning, XCOM won&#039;t know what this project is or how to disrupt it - but that doesn&#039;t mean that the aliens can&#039;t complete it without your knowledge and end the campaign.  In addition to their primary goal, they also respect the threat that XCOM poses: there is an Advent strategic AI that attempts to respond to the Commander&#039;s decisions and playstyle on the strategic layer.&lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The Avatar project&#039;s progress is unknown to the player initially but has been increased to 20 &#039;pips&#039; before it&#039;s game over. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
== Advent Strategic AI ==&lt;br /&gt;
&lt;br /&gt;
ADVENT Strategic AI takes the form of three variables in each region: Strength, Vigilance, and Alertness.  Strength refers to the overall quantity and quality of forces ADVENT has available in a given region.  Vigilance refers to the attention XCOM has garnered due to its activity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
&lt;br /&gt;
Each region has a &#039;strength&#039; value that represents how many troops ADVENT have stationed there. This value determines the baseline mission difficulty in each region: each level of strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission-specific modifiers.  Strength also impacts the likelihood and frequency of spawning missions which pit XCOM against a large contingent of enemy soldiers and which award loot, corpses, and supplies upon completion.  Successful completion of these missions not only awards XCOM with resources, they also reduce ADVENT strength by 1 in the region.&lt;br /&gt;
&lt;br /&gt;
=== Vigilance ===&lt;br /&gt;
&lt;br /&gt;
The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from one region to nearby adjacent regions; their propensity to do so is represented by the Vigilance variable associated with each region.  In addition, vigilance also affects ADVENTs propensity to run retaliation missions against XCOM, such as attacking and disrupting the activity and operations of XCOM&#039;s local resistance agents or even the Haven itself.&lt;br /&gt;
&lt;br /&gt;
Vigilance is a hidden value and is not visible to the player directly. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one.&lt;br /&gt;
&lt;br /&gt;
=== Alertness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advent Regional Activity ==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens in each region to achieve their goals, resulting in tactical missions, if the alien activity is detected by the Resistance.&lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||||2||||-2||-2||||||0||Rendezvous||504+168||2||||Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=81903</id>
		<title>Customizing LW2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=81903"/>
		<updated>2017-02-05T12:56:47Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Some ini edit examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== What other mods are compatible? ==&lt;br /&gt;
DeaconIvory made a list of popular mods and how compatible they are with long war. You can find that list [https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginners guide to modding LW2 ini files==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Many modifiable values are stored in the mods config files commonly referred to as ini files for their .ini filename extension. For a typical Windows user, all LW2 files are contained at the location:&lt;br /&gt;
:&amp;lt;code&amp;gt;Program Files (x86)\Steam\SteamApps\workshop\content\268500\844674609\&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter the ini files because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old ini and the new updated ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several copies of the vanilla ini files for XCOM 2. If you make your changes in the \Steam\steamapps\common\XCOM 2\XComGame\Config folder, then when you rebuild the \my documents\xcom2\xcomgame\config folder (after mod updates, troubleshooting, etc) You don&#039;t have to redo the changes each time. However if you verify your local files it will often overwrite the changes in all folders. &lt;br /&gt;
&lt;br /&gt;
*You are free to make the changes in the \my documents\xcom2\xcomgame\config folder for the same effect, the file names just replace the word &amp;quot;Default&amp;quot; with &amp;quot;XcomGame&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Many changes can be difficulty specific.  If there are four with a number at the end of them as follows, it is for the different difficulties.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
inichange[0]=x will set the value to x for Rookie difficulty&lt;br /&gt;
inichange[1]=y will set the value to y for Veteran difficulty&lt;br /&gt;
inichange[2]=z will set the value to z for Commander difficulty&lt;br /&gt;
inichange[3]=q will set the value to q for Legend difficulty&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some ini edit examples==&lt;br /&gt;
&lt;br /&gt;
If the edit is listed in LW Config Files, you will need to look through the config files of the mod itself, rather than the vanilla files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Change&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;File&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;LW Config files?&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Value to Change&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Zoom out further on tactical level&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;ZoomedDistanceFromCursor&amp;lt;/code&amp;gt; to 4400&lt;br /&gt;
|-&lt;br /&gt;
|Make camera not blocked at edges of map (default LW2 is set to 15 and you probably don&#039;t need to change this).&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|Yes&lt;br /&gt;
|MaxTilesCameraCanMoveOutsideLevelVolume to 25 so that the camera isn&#039;t blocked by the edges of the AOE and can swing out (this works in LW1 as well)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultClassData.ini&lt;br /&gt;
| &lt;br /&gt;
|NumInForcedDeck = 0 NumInDeck = 0 This edit removes the specific soldier class from initial promotion screens, note that you can still receive this class as a reward or for hire in the Black Market.&lt;br /&gt;
|-&lt;br /&gt;
|More activity on Avenger&lt;br /&gt;
|DefaultUI.ini &lt;br /&gt;
|&lt;br /&gt;
|set &amp;lt;code&amp;gt;MaxVisibleCrew&amp;lt;/code&amp;gt; to 30 for your difficulty (or all difficulties)&lt;br /&gt;
|-&lt;br /&gt;
|Increase pool of starting soldiers&lt;br /&gt;
|DefaultGameCore&lt;br /&gt;
|&lt;br /&gt;
|NUM_STARTING_SOLDIERS=32 &lt;br /&gt;
|-&lt;br /&gt;
|Increase number of recruitable soldiers&lt;br /&gt;
|DefaultGameData&lt;br /&gt;
|&lt;br /&gt;
|set StartingNumRecruits[0] to desired amount for rookie&lt;br /&gt;
|-&lt;br /&gt;
|Alternate more avenger activity&lt;br /&gt;
|DefaultGameData.ini&lt;br /&gt;
|No&lt;br /&gt;
|set NumClerks_ActOne=5 NumClerks_ActTwo=10 NumClerks_ActThree=15 all at least 30. Separates soldier activity by what stage in the game the player is at. &lt;br /&gt;
|-&lt;br /&gt;
|Flares on reinforcements&lt;br /&gt;
|XComLW_Overhaul.ini&lt;br /&gt;
|Yes&lt;br /&gt;
|set +DISABLE_REINFORCEMENT_FLARES[0] to either true or false as desired per difficulty level.  &lt;br /&gt;
|-&lt;br /&gt;
|Build items as infinite stocks instead of individually (Unconfirmed that this actually works).&lt;br /&gt;
|XComLW_Overhaul&lt;br /&gt;
|Yes&lt;br /&gt;
|Search for ItemTable, change Infinite=False to Infinite=True to build infinite amounts of desired item.&lt;br /&gt;
|-&lt;br /&gt;
|Tweaking recruiting activity rebels vs rookies&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|[Recruit LWRebelJobTemplate] IncomePerRebel=3 &lt;br /&gt;
::Changing this will modify how much recruiting a rebel on that job does (how effective they are at their job)&lt;br /&gt;
:RECRUIT_REBEL_BAR=67&lt;br /&gt;
:RECRUIT_SOLDIER_BAR=33&amp;quot;&lt;br /&gt;
::Modifying the above two values to equal 100% adjusts the probability that new recruits will be a rebel or a soldier&lt;br /&gt;
|-&lt;br /&gt;
|Make AWC Perk Trees Visible&lt;br /&gt;
|XComLW_AWCPack&lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;code&amp;gt;ALWAYSSHOW=false	;display all future abilities instead of displaying &amp;quot;locked&amp;quot; &amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch that to true and all perks should be visible.&lt;br /&gt;
|-&lt;br /&gt;
|Restore Aiming Angles (SW option)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|Alter the 3 consecutive lines to the following values:&lt;br /&gt;
:&amp;lt;code&amp;gt;MAX_TILE_DISTANCE_TO_COVER=999&lt;br /&gt;
:MIN_ANGLE_BONUS_MOD=0.0&lt;br /&gt;
:MAX_ANGLE_BONUS_MOD=.875 &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Enable &#039;Bronzeman&#039; Mode (enabled by default in non-ironman games)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|EnableRestartMissionButtonInIronman=false (change it to true, works as of patch 1.2)&lt;br /&gt;
|-&lt;br /&gt;
|Modify chance that new haven rebels are a faceless infiltrator&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|DEFAULT_FACELESS_CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding more turns to the mission timers ==&lt;br /&gt;
&lt;br /&gt;
Per the developer Amineri:&lt;br /&gt;
&lt;br /&gt;
As for the timers, if you look in the config file XComLW_Overhaul, there is a difficulty-specific modifier for timers :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
TimerDifficultyMod[0]=4;   Rookie&lt;br /&gt;
TimerDifficultyMod[1]=2;   Veteran&lt;br /&gt;
TimerDifficultyMod[2]=0;   Commander&lt;br /&gt;
TimerDifficultyMod[3]=0;   Legendary&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, 4 turns are added to timers on Rookie, 2 on Veteran. Modifying these can add turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_2_Table&amp;diff=80048</id>
		<title>Long War 2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_2_Table&amp;diff=80048"/>
		<updated>2017-02-04T01:00:22Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2 / Shen&#039;s Last Gift [[File:Spark_icon.png|18px]] / Alien Hunters [[File:Alien_rulers.png|20px]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Who_needs_tygan.jpg|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (LW2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (LW2)|Difficulty Levels]]&lt;br /&gt;
: [[Credits (LW2)|Credits]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Immortal_Commander.jpg|30px]] &#039;&#039;&#039;The Avenger&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (LW2)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Engineering (LW2)|Engineering]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Warfare Center (LW2)|Advanced Warfare Center]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guerrilla Tactics School (LW2)|Guerrilla Tactics School]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:The_Few_and_the_Proud_4d26835426aad8fdc64f43b9ae2027758b6ed627.jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Soldiers (LW2)|Soldiers]]&lt;br /&gt;
:[[Assault (LW2)|Assault]] &lt;br /&gt;
:[[Grenadier (LW2)|Grenadier]] &lt;br /&gt;
:[[Gunner (LW2)|Gunner]]&lt;br /&gt;
:[[Ranger (LW2)|Ranger]] &lt;br /&gt;
:[[Sharpshooter (LW2)|Sharpshooter]] &lt;br /&gt;
:[[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
:[[Specialist (LW2)|Specialist]]&lt;br /&gt;
:[[Technical (LW2)|Technical]]&lt;br /&gt;
&lt;br /&gt;
:[[Psi Operative (LW2)|Psi Operative]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Officers (LW2)|Officers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[SPARK (LW2)|SPARK]] [[File:Spark_icon.png|18px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor (LW2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (LW2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (LW2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Advent_coalition.jpg|30px]] &#039;&#039;&#039;Advent Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Advent (LW2)|ADVENT]]&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Sectoid_achievement.jpg|30px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (LW2)|Alien Life Forms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Rulers (LW2)|Alien Rulers]] [[File:Alien_rulers.png|20px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford_(xcom2).png|30px]] &#039;&#039;&#039;Strategy Layer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Haven Management (LW2)|Haven Management]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Management (LW2)|Squad Management]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (LW2)|Mission Types]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infiltration (LW2)|Infiltration]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark Events (LW2)|Dark Events]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Advent&#039;s Agenda (LW2)|Advent&#039;s Agenda]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:XCOM2_hbfs_achievement.jpg|30px]] &#039;&#039;&#039;Tactical Layer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanics (LW2)|Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Evac (LW2)|Evac]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Reinforcements (LW2)|Alien Reinforcements]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:First_Blood.jpg|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategy (LW2)|Strategy Tips]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tactics (LW2)|Combat Tactics]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Class Builds (LW2)|Class Builds]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Perk List (LW2)|Perk List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Customizing LW2|Customizing and Modding LW2]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bring_it_down.jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Change Log (LW2)|Change Log]]&lt;br /&gt;
&lt;br /&gt;
[[Console Commands (LW2) | Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (LW2)|Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78794</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78794"/>
		<updated>2017-02-02T02:50:15Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Console Commands directly make changes to the game and thus can permanently alter aspects of your campaign if not used with discretion.&lt;br /&gt;
&lt;br /&gt;
== LW2 Console Commands ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this list is not complete:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LWAddRebel true WorldRegion&lt;br /&gt;
&lt;br /&gt;
LWAdvanceActivity XCOM Activity WorldRegion number&lt;br /&gt;
&lt;br /&gt;
LWdebugpodjobs (this displays the status of enemy pods on the map)&lt;br /&gt;
&lt;br /&gt;
LWDumpActivityLog&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobNames&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobs&lt;br /&gt;
&lt;br /&gt;
LWdumpregioninfo&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection Enemy Activity WorldRegion (see blelow)&lt;br /&gt;
&lt;br /&gt;
LWForceAWCRerolls (Rerolls the AWC tree of every soldier you have, AND untrains them)&lt;br /&gt;
&lt;br /&gt;
LWForceMission (see below)&lt;br /&gt;
&lt;br /&gt;
LWForceRecruitRoll&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCDefenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCOffenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCPistolAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWLevelUpRebel [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWprinthistory&lt;br /&gt;
&lt;br /&gt;
LWSetAlertLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetAutoResolveEnabled&lt;br /&gt;
&lt;br /&gt;
LWSetEvacCounter [Number]&lt;br /&gt;
&lt;br /&gt;
LWForceEvac&lt;br /&gt;
&lt;br /&gt;
LWSetForceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetVigilanceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSpawnActivity Enemy Activity WorldRegion (see below)&lt;br /&gt;
&lt;br /&gt;
LWToggleShowFaceless&lt;br /&gt;
&lt;br /&gt;
LWValidatePendingDarkEvents&lt;br /&gt;
&lt;br /&gt;
MakeSoldierAClass [Classname] (changes a soldier to a specific class)&lt;br /&gt;
:LWS_Assault&lt;br /&gt;
:LWS_Shinobi&lt;br /&gt;
:LWS_Grenadier&lt;br /&gt;
:LWS_Sharpshooter&lt;br /&gt;
:LWS_Ranger&lt;br /&gt;
:LWS_Specialist&lt;br /&gt;
:LWS_Technical&lt;br /&gt;
:LWS_Gunner&lt;br /&gt;
:LWS_PsiOperative&lt;br /&gt;
&lt;br /&gt;
==A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful==&lt;br /&gt;
&lt;br /&gt;
Slowmo #.## (Default would be 1.00, this will speed up or slow down animations)&lt;br /&gt;
&lt;br /&gt;
FogDensity 0 (Removes ambient &#039;fog&#039; essentially increasing contrast)&lt;br /&gt;
&lt;br /&gt;
X2DebugMap&lt;br /&gt;
&lt;br /&gt;
AiDebugAi&lt;br /&gt;
&lt;br /&gt;
x2debugvisibility&lt;br /&gt;
&lt;br /&gt;
AddItem AssaultRifle_CG (Adds a coil gun . . . you know, for science)&lt;br /&gt;
&lt;br /&gt;
killallais (Kills all of the AI controlled units on the map, including VIPs and Rebels, so be careful with this one)&lt;br /&gt;
&lt;br /&gt;
Skipai (this pauses the AI and the aliens will not take another turn, if you save and reload it resets this)&lt;br /&gt;
&lt;br /&gt;
killclosestunittocursor (be careful this can kill XCOM and VIPs too)&lt;br /&gt;
&lt;br /&gt;
Togglefow (won&#039;t reveal enemy units)&lt;br /&gt;
&lt;br /&gt;
RestartLevel; This is basically Bronzeman as I understand it (which means it may be completely wrong)&lt;br /&gt;
&lt;br /&gt;
TTC; &amp;quot;Toggle To Cursor&amp;quot; - selected unit&lt;br /&gt;
&lt;br /&gt;
TATC; &amp;quot;Toggle All To Cursor&amp;quot; - all XCOM units&lt;br /&gt;
&lt;br /&gt;
RemoveFortressDoom Number - removes this many Avatar timer pips&lt;br /&gt;
&lt;br /&gt;
HealAllSoldiers&lt;br /&gt;
&lt;br /&gt;
LevelUpBarracks&lt;br /&gt;
&lt;br /&gt;
SetStrategyFacilitiesUnlockAll&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesInstantBuild&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesFree&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You need to have at least 1 of these resources in your inventory for the command to work properly:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GiveResource alienalloys number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumCore number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumDust number&lt;br /&gt;
&lt;br /&gt;
GiveResource Intel number&lt;br /&gt;
&lt;br /&gt;
GiveResource Supplies number&lt;br /&gt;
&lt;br /&gt;
GiveEngineer number&lt;br /&gt;
&lt;br /&gt;
GiveScientist number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthOC&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the XCOM Activity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RecoverItem_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemADV_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemTrain_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemVehicle_LW&lt;br /&gt;
&lt;br /&gt;
RecoverFlightDevice_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstation_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationADV_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidATT_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidConvoy_LW&lt;br /&gt;
&lt;br /&gt;
DestroyRelay_LW&lt;br /&gt;
&lt;br /&gt;
ProtectDevice_LW&lt;br /&gt;
&lt;br /&gt;
ExtractVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIPVehicle_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTarget_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTargetVehicle_LW&lt;br /&gt;
&lt;br /&gt;
SecureUFO_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAlienFacility_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAdventMonument_LW&lt;br /&gt;
&lt;br /&gt;
Terror_LW&lt;br /&gt;
&lt;br /&gt;
AvengerDefense_LW&lt;br /&gt;
&lt;br /&gt;
AssaultAlienBase_LW&lt;br /&gt;
&lt;br /&gt;
Jailbreak_LW&lt;br /&gt;
&lt;br /&gt;
Defend_LW&lt;br /&gt;
&lt;br /&gt;
Rendezvous_LW&lt;br /&gt;
&lt;br /&gt;
IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the Enemy Activity (Yes there are SPOILERS below):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want spoilers don&#039;t read below&lt;br /&gt;
&lt;br /&gt;
Seriously, stop now . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProtectRegion&lt;br /&gt;
&lt;br /&gt;
Counterinsurgency&lt;br /&gt;
&lt;br /&gt;
ReinforceActivity&lt;br /&gt;
&lt;br /&gt;
COINResearch&lt;br /&gt;
&lt;br /&gt;
COINOps&lt;br /&gt;
&lt;br /&gt;
BuildResearchFacility&lt;br /&gt;
&lt;br /&gt;
RegionalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
GlobalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
ScheduledOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
EmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
SuperEmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
Repression&lt;br /&gt;
&lt;br /&gt;
Invasion&lt;br /&gt;
&lt;br /&gt;
AvengerHunt&lt;br /&gt;
&lt;br /&gt;
Propaganda&lt;br /&gt;
&lt;br /&gt;
ProtectResearch&lt;br /&gt;
&lt;br /&gt;
ProtectData&lt;br /&gt;
&lt;br /&gt;
TroopManeuvers&lt;br /&gt;
&lt;br /&gt;
HighValuePrisoner&lt;br /&gt;
&lt;br /&gt;
PoliticalPrisoners&lt;br /&gt;
&lt;br /&gt;
Logistics&lt;br /&gt;
&lt;br /&gt;
CloneDeployment&lt;br /&gt;
&lt;br /&gt;
DebugMission&lt;br /&gt;
&lt;br /&gt;
Rendezvous&lt;br /&gt;
&lt;br /&gt;
IntelRaid&lt;br /&gt;
&lt;br /&gt;
Defend&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78793</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78793"/>
		<updated>2017-02-02T02:49:26Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LW2 Console Commands ==&lt;br /&gt;
Console Commands directly make changes to the game and thus can permanently alter aspects of your campaign if not used with discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War 2 console commands (there are some missing for sure):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LWAddRebel true WorldRegion&lt;br /&gt;
&lt;br /&gt;
LWAdvanceActivity XCOM Activity WorldRegion number&lt;br /&gt;
&lt;br /&gt;
LWdebugpodjobs (this displays the status of enemy pods on the map)&lt;br /&gt;
&lt;br /&gt;
LWDumpActivityLog&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobNames&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobs&lt;br /&gt;
&lt;br /&gt;
LWdumpregioninfo&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection Enemy Activity WorldRegion (see blelow)&lt;br /&gt;
&lt;br /&gt;
LWForceAWCRerolls (Rerolls the AWC tree of every soldier you have, AND untrains them)&lt;br /&gt;
&lt;br /&gt;
LWForceMission (see below)&lt;br /&gt;
&lt;br /&gt;
LWForceRecruitRoll&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCDefenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCOffenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCPistolAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWLevelUpRebel [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWprinthistory&lt;br /&gt;
&lt;br /&gt;
LWSetAlertLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetAutoResolveEnabled&lt;br /&gt;
&lt;br /&gt;
LWSetEvacCounter [Number]&lt;br /&gt;
&lt;br /&gt;
LWForceEvac&lt;br /&gt;
&lt;br /&gt;
LWSetForceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetVigilanceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSpawnActivity Enemy Activity WorldRegion (see below)&lt;br /&gt;
&lt;br /&gt;
LWToggleShowFaceless&lt;br /&gt;
&lt;br /&gt;
LWValidatePendingDarkEvents&lt;br /&gt;
&lt;br /&gt;
MakeSoldierAClass [Classname] (changes a soldier to a specific class)&lt;br /&gt;
:LWS_Assault&lt;br /&gt;
:LWS_Shinobi&lt;br /&gt;
:LWS_Grenadier&lt;br /&gt;
:LWS_Sharpshooter&lt;br /&gt;
:LWS_Ranger&lt;br /&gt;
:LWS_Specialist&lt;br /&gt;
:LWS_Technical&lt;br /&gt;
:LWS_Gunner&lt;br /&gt;
:LWS_PsiOperative&lt;br /&gt;
&lt;br /&gt;
==A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful==&lt;br /&gt;
&lt;br /&gt;
Slowmo #.## (Default would be 1.00, this will speed up or slow down animations)&lt;br /&gt;
&lt;br /&gt;
FogDensity 0 (Removes ambient &#039;fog&#039; essentially increasing contrast)&lt;br /&gt;
&lt;br /&gt;
X2DebugMap&lt;br /&gt;
&lt;br /&gt;
AiDebugAi&lt;br /&gt;
&lt;br /&gt;
x2debugvisibility&lt;br /&gt;
&lt;br /&gt;
AddItem AssaultRifle_CG (Adds a coil gun . . . you know, for science)&lt;br /&gt;
&lt;br /&gt;
killallais (Kills all of the AI controlled units on the map, including VIPs and Rebels, so be careful with this one)&lt;br /&gt;
&lt;br /&gt;
Skipai (this pauses the AI and the aliens will not take another turn, if you save and reload it resets this)&lt;br /&gt;
&lt;br /&gt;
killclosestunittocursor (be careful this can kill XCOM and VIPs too)&lt;br /&gt;
&lt;br /&gt;
Togglefow (won&#039;t reveal enemy units)&lt;br /&gt;
&lt;br /&gt;
RestartLevel; This is basically Bronzeman as I understand it (which means it may be completely wrong)&lt;br /&gt;
&lt;br /&gt;
TTC; &amp;quot;Toggle To Cursor&amp;quot; - selected unit&lt;br /&gt;
&lt;br /&gt;
TATC; &amp;quot;Toggle All To Cursor&amp;quot; - all XCOM units&lt;br /&gt;
&lt;br /&gt;
RemoveFortressDoom Number - removes this many Avatar timer pips&lt;br /&gt;
&lt;br /&gt;
HealAllSoldiers&lt;br /&gt;
&lt;br /&gt;
LevelUpBarracks&lt;br /&gt;
&lt;br /&gt;
SetStrategyFacilitiesUnlockAll&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesInstantBuild&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesFree&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You need to have at least 1 of these resources in your inventory for the command to work properly:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GiveResource alienalloys number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumCore number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumDust number&lt;br /&gt;
&lt;br /&gt;
GiveResource Intel number&lt;br /&gt;
&lt;br /&gt;
GiveResource Supplies number&lt;br /&gt;
&lt;br /&gt;
GiveEngineer number&lt;br /&gt;
&lt;br /&gt;
GiveScientist number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthOC&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the XCOM Activity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RecoverItem_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemADV_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemTrain_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemVehicle_LW&lt;br /&gt;
&lt;br /&gt;
RecoverFlightDevice_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstation_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationADV_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidATT_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidConvoy_LW&lt;br /&gt;
&lt;br /&gt;
DestroyRelay_LW&lt;br /&gt;
&lt;br /&gt;
ProtectDevice_LW&lt;br /&gt;
&lt;br /&gt;
ExtractVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIPVehicle_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTarget_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTargetVehicle_LW&lt;br /&gt;
&lt;br /&gt;
SecureUFO_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAlienFacility_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAdventMonument_LW&lt;br /&gt;
&lt;br /&gt;
Terror_LW&lt;br /&gt;
&lt;br /&gt;
AvengerDefense_LW&lt;br /&gt;
&lt;br /&gt;
AssaultAlienBase_LW&lt;br /&gt;
&lt;br /&gt;
Jailbreak_LW&lt;br /&gt;
&lt;br /&gt;
Defend_LW&lt;br /&gt;
&lt;br /&gt;
Rendezvous_LW&lt;br /&gt;
&lt;br /&gt;
IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the Enemy Activity (Yes there are SPOILERS below):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want spoilers don&#039;t read below&lt;br /&gt;
&lt;br /&gt;
Seriously, stop now . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProtectRegion&lt;br /&gt;
&lt;br /&gt;
Counterinsurgency&lt;br /&gt;
&lt;br /&gt;
ReinforceActivity&lt;br /&gt;
&lt;br /&gt;
COINResearch&lt;br /&gt;
&lt;br /&gt;
COINOps&lt;br /&gt;
&lt;br /&gt;
BuildResearchFacility&lt;br /&gt;
&lt;br /&gt;
RegionalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
GlobalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
ScheduledOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
EmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
SuperEmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
Repression&lt;br /&gt;
&lt;br /&gt;
Invasion&lt;br /&gt;
&lt;br /&gt;
AvengerHunt&lt;br /&gt;
&lt;br /&gt;
Propaganda&lt;br /&gt;
&lt;br /&gt;
ProtectResearch&lt;br /&gt;
&lt;br /&gt;
ProtectData&lt;br /&gt;
&lt;br /&gt;
TroopManeuvers&lt;br /&gt;
&lt;br /&gt;
HighValuePrisoner&lt;br /&gt;
&lt;br /&gt;
PoliticalPrisoners&lt;br /&gt;
&lt;br /&gt;
Logistics&lt;br /&gt;
&lt;br /&gt;
CloneDeployment&lt;br /&gt;
&lt;br /&gt;
DebugMission&lt;br /&gt;
&lt;br /&gt;
Rendezvous&lt;br /&gt;
&lt;br /&gt;
IntelRaid&lt;br /&gt;
&lt;br /&gt;
Defend&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78792</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78792"/>
		<updated>2017-02-02T02:47:46Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* LW2 Console Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LW2 Console Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War 2 console commands (there are some missing for sure):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LWAddRebel true WorldRegion&lt;br /&gt;
&lt;br /&gt;
LWAdvanceActivity XCOM Activity WorldRegion number&lt;br /&gt;
&lt;br /&gt;
LWdebugpodjobs (this displays the status of enemy pods on the map)&lt;br /&gt;
&lt;br /&gt;
LWDumpActivityLog&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobNames&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobs&lt;br /&gt;
&lt;br /&gt;
LWdumpregioninfo&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection Enemy Activity WorldRegion (see blelow)&lt;br /&gt;
&lt;br /&gt;
LWForceAWCRerolls (Rerolls the AWC tree of every soldier you have, AND untrains them)&lt;br /&gt;
&lt;br /&gt;
LWForceMission (see below)&lt;br /&gt;
&lt;br /&gt;
LWForceRecruitRoll&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCDefenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCOffenseAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCPistolAbility [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWLevelUpRebel [Soldier Name]&lt;br /&gt;
&lt;br /&gt;
LWprinthistory&lt;br /&gt;
&lt;br /&gt;
LWSetAlertLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetAutoResolveEnabled&lt;br /&gt;
&lt;br /&gt;
LWSetEvacCounter [Number]&lt;br /&gt;
&lt;br /&gt;
LWForceEvac&lt;br /&gt;
&lt;br /&gt;
LWSetForceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSetVigilanceLevel [Number]&lt;br /&gt;
&lt;br /&gt;
LWSpawnActivity Enemy Activity WorldRegion (see below)&lt;br /&gt;
&lt;br /&gt;
LWToggleShowFaceless&lt;br /&gt;
&lt;br /&gt;
LWValidatePendingDarkEvents&lt;br /&gt;
&lt;br /&gt;
MakeSoldierAClass [Classname] (changes a soldier to a specific class)&lt;br /&gt;
:LWS_Assault&lt;br /&gt;
:LWS_Shinobi&lt;br /&gt;
:LWS_Grenadier&lt;br /&gt;
:LWS_Sharpshooter&lt;br /&gt;
:LWS_Ranger&lt;br /&gt;
:LWS_Specialist&lt;br /&gt;
:LWS_Technical&lt;br /&gt;
:LWS_Gunner&lt;br /&gt;
:LWS_PsiOperative&lt;br /&gt;
&lt;br /&gt;
==A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful==&lt;br /&gt;
&lt;br /&gt;
Slowmo #.## (Default would be 1.00, this will speed up or slow down animations)&lt;br /&gt;
&lt;br /&gt;
FogDensity 0 (Removes ambient &#039;fog&#039; essentially increasing contrast)&lt;br /&gt;
&lt;br /&gt;
X2DebugMap&lt;br /&gt;
&lt;br /&gt;
AiDebugAi&lt;br /&gt;
&lt;br /&gt;
x2debugvisibility&lt;br /&gt;
&lt;br /&gt;
AddItem AssaultRifle_CG (Adds a coil gun . . . you know, for science)&lt;br /&gt;
&lt;br /&gt;
killallais (Kills all of the AI controlled units on the map, including VIPs and Rebels, so be careful with this one)&lt;br /&gt;
&lt;br /&gt;
Skipai (this pauses the AI and the aliens will not take another turn, if you save and reload it resets this)&lt;br /&gt;
&lt;br /&gt;
killclosestunittocursor (be careful this can kill XCOM and VIPs too)&lt;br /&gt;
&lt;br /&gt;
Togglefow (won&#039;t reveal enemy units)&lt;br /&gt;
&lt;br /&gt;
RestartLevel; This is basically Bronzeman as I understand it (which means it may be completely wrong)&lt;br /&gt;
&lt;br /&gt;
TTC; &amp;quot;Toggle To Cursor&amp;quot; - selected unit&lt;br /&gt;
&lt;br /&gt;
TATC; &amp;quot;Toggle All To Cursor&amp;quot; - all XCOM units&lt;br /&gt;
&lt;br /&gt;
RemoveFortressDoom Number - removes this many Avatar timer pips&lt;br /&gt;
&lt;br /&gt;
HealAllSoldiers&lt;br /&gt;
&lt;br /&gt;
LevelUpBarracks&lt;br /&gt;
&lt;br /&gt;
SetStrategyFacilitiesUnlockAll&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesInstantBuild&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesFree&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You need to have at least 1 of these resources in your inventory for the command to work properly:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GiveResource alienalloys number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumCore number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumDust number&lt;br /&gt;
&lt;br /&gt;
GiveResource Intel number&lt;br /&gt;
&lt;br /&gt;
GiveResource Supplies number&lt;br /&gt;
&lt;br /&gt;
GiveEngineer number&lt;br /&gt;
&lt;br /&gt;
GiveScientist number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthOC&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the XCOM Activity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RecoverItem_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemADV_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemTrain_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemVehicle_LW&lt;br /&gt;
&lt;br /&gt;
RecoverFlightDevice_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstation_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationADV_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidATT_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidConvoy_LW&lt;br /&gt;
&lt;br /&gt;
DestroyRelay_LW&lt;br /&gt;
&lt;br /&gt;
ProtectDevice_LW&lt;br /&gt;
&lt;br /&gt;
ExtractVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIPVehicle_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTarget_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTargetVehicle_LW&lt;br /&gt;
&lt;br /&gt;
SecureUFO_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAlienFacility_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAdventMonument_LW&lt;br /&gt;
&lt;br /&gt;
Terror_LW&lt;br /&gt;
&lt;br /&gt;
AvengerDefense_LW&lt;br /&gt;
&lt;br /&gt;
AssaultAlienBase_LW&lt;br /&gt;
&lt;br /&gt;
Jailbreak_LW&lt;br /&gt;
&lt;br /&gt;
Defend_LW&lt;br /&gt;
&lt;br /&gt;
Rendezvous_LW&lt;br /&gt;
&lt;br /&gt;
IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the Enemy Activity (Yes there are SPOILERS below):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want spoilers don&#039;t read below&lt;br /&gt;
&lt;br /&gt;
Seriously, stop now . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProtectRegion&lt;br /&gt;
&lt;br /&gt;
Counterinsurgency&lt;br /&gt;
&lt;br /&gt;
ReinforceActivity&lt;br /&gt;
&lt;br /&gt;
COINResearch&lt;br /&gt;
&lt;br /&gt;
COINOps&lt;br /&gt;
&lt;br /&gt;
BuildResearchFacility&lt;br /&gt;
&lt;br /&gt;
RegionalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
GlobalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
ScheduledOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
EmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
SuperEmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
Repression&lt;br /&gt;
&lt;br /&gt;
Invasion&lt;br /&gt;
&lt;br /&gt;
AvengerHunt&lt;br /&gt;
&lt;br /&gt;
Propaganda&lt;br /&gt;
&lt;br /&gt;
ProtectResearch&lt;br /&gt;
&lt;br /&gt;
ProtectData&lt;br /&gt;
&lt;br /&gt;
TroopManeuvers&lt;br /&gt;
&lt;br /&gt;
HighValuePrisoner&lt;br /&gt;
&lt;br /&gt;
PoliticalPrisoners&lt;br /&gt;
&lt;br /&gt;
Logistics&lt;br /&gt;
&lt;br /&gt;
CloneDeployment&lt;br /&gt;
&lt;br /&gt;
DebugMission&lt;br /&gt;
&lt;br /&gt;
Rendezvous&lt;br /&gt;
&lt;br /&gt;
IntelRaid&lt;br /&gt;
&lt;br /&gt;
Defend&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78791</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78791"/>
		<updated>2017-02-02T02:44:18Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* LW2 Console Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LW2 Console Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War 2 console commands (there are some missing for sure):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LWAddRebel true WorldRegion&lt;br /&gt;
&lt;br /&gt;
LWAdvanceActivity XCOM Activity WorldRegion number&lt;br /&gt;
&lt;br /&gt;
LWdebugpodjobs (this displays the status of enemy pods on the map)&lt;br /&gt;
&lt;br /&gt;
LWDumpActivityLog&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobNames&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobs&lt;br /&gt;
&lt;br /&gt;
LWdumpregioninfo&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection Enemy Activity WorldRegion (see blelow)&lt;br /&gt;
&lt;br /&gt;
LWForceAWCRerolls (Rerolls the AWC tree of every soldier you have)&lt;br /&gt;
&lt;br /&gt;
LWForceMission (see below)&lt;br /&gt;
&lt;br /&gt;
LWForceRecruitRoll&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCDefenseAbility Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCOffenseAbility Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCPistolAbility Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWLevelUpRebel Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWprinthistory&lt;br /&gt;
&lt;br /&gt;
LWSetAlertLevel Number&lt;br /&gt;
&lt;br /&gt;
LWSetAutoResolveEnabled&lt;br /&gt;
&lt;br /&gt;
LWSetEvacCounter Number&lt;br /&gt;
&lt;br /&gt;
LWForceEvac&lt;br /&gt;
&lt;br /&gt;
LWSetForceLevel Number&lt;br /&gt;
&lt;br /&gt;
LWSetVigilanceLevel Number&lt;br /&gt;
&lt;br /&gt;
LWSpawnActivity Enemy Activity WorldRegion (see below)&lt;br /&gt;
&lt;br /&gt;
LWToggleShowFaceless&lt;br /&gt;
&lt;br /&gt;
LWValidatePendingDarkEvents&lt;br /&gt;
&lt;br /&gt;
==A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful==&lt;br /&gt;
&lt;br /&gt;
Slowmo #.## (Default would be 1.00, this will speed up or slow down animations)&lt;br /&gt;
&lt;br /&gt;
FogDensity 0 (Removes ambient &#039;fog&#039; essentially increasing contrast)&lt;br /&gt;
&lt;br /&gt;
X2DebugMap&lt;br /&gt;
&lt;br /&gt;
AiDebugAi&lt;br /&gt;
&lt;br /&gt;
x2debugvisibility&lt;br /&gt;
&lt;br /&gt;
AddItem AssaultRifle_CG (Adds a coil gun . . . you know, for science)&lt;br /&gt;
&lt;br /&gt;
killallais (Kills all of the AI controlled units on the map, including VIPs and Rebels, so be careful with this one)&lt;br /&gt;
&lt;br /&gt;
Skipai (this pauses the AI and the aliens will not take another turn, if you save and reload it resets this)&lt;br /&gt;
&lt;br /&gt;
killclosestunittocursor (be careful this can kill XCOM and VIPs too)&lt;br /&gt;
&lt;br /&gt;
Togglefow (won&#039;t reveal enemy units)&lt;br /&gt;
&lt;br /&gt;
RestartLevel; This is basically Bronzeman as I understand it (which means it may be completely wrong)&lt;br /&gt;
&lt;br /&gt;
TTC; &amp;quot;Toggle To Cursor&amp;quot; - selected unit&lt;br /&gt;
&lt;br /&gt;
TATC; &amp;quot;Toggle All To Cursor&amp;quot; - all XCOM units&lt;br /&gt;
&lt;br /&gt;
RemoveFortressDoom Number - removes this many Avatar timer pips&lt;br /&gt;
&lt;br /&gt;
HealAllSoldiers&lt;br /&gt;
&lt;br /&gt;
LevelUpBarracks&lt;br /&gt;
&lt;br /&gt;
SetStrategyFacilitiesUnlockAll&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesInstantBuild&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesFree&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You need to have at least 1 of these resources in your inventory for the command to work properly:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GiveResource alienalloys number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumCore number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumDust number&lt;br /&gt;
&lt;br /&gt;
GiveResource Intel number&lt;br /&gt;
&lt;br /&gt;
GiveResource Supplies number&lt;br /&gt;
&lt;br /&gt;
GiveEngineer number&lt;br /&gt;
&lt;br /&gt;
GiveScientist number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthOC&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the XCOM Activity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RecoverItem_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemADV_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemTrain_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemVehicle_LW&lt;br /&gt;
&lt;br /&gt;
RecoverFlightDevice_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstation_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationADV_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidATT_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidConvoy_LW&lt;br /&gt;
&lt;br /&gt;
DestroyRelay_LW&lt;br /&gt;
&lt;br /&gt;
ProtectDevice_LW&lt;br /&gt;
&lt;br /&gt;
ExtractVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIPVehicle_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTarget_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTargetVehicle_LW&lt;br /&gt;
&lt;br /&gt;
SecureUFO_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAlienFacility_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAdventMonument_LW&lt;br /&gt;
&lt;br /&gt;
Terror_LW&lt;br /&gt;
&lt;br /&gt;
AvengerDefense_LW&lt;br /&gt;
&lt;br /&gt;
AssaultAlienBase_LW&lt;br /&gt;
&lt;br /&gt;
Jailbreak_LW&lt;br /&gt;
&lt;br /&gt;
Defend_LW&lt;br /&gt;
&lt;br /&gt;
Rendezvous_LW&lt;br /&gt;
&lt;br /&gt;
IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the Enemy Activity (Yes there are SPOILERS below):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want spoilers don&#039;t read below&lt;br /&gt;
&lt;br /&gt;
Seriously, stop now . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProtectRegion&lt;br /&gt;
&lt;br /&gt;
Counterinsurgency&lt;br /&gt;
&lt;br /&gt;
ReinforceActivity&lt;br /&gt;
&lt;br /&gt;
COINResearch&lt;br /&gt;
&lt;br /&gt;
COINOps&lt;br /&gt;
&lt;br /&gt;
BuildResearchFacility&lt;br /&gt;
&lt;br /&gt;
RegionalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
GlobalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
ScheduledOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
EmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
SuperEmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
Repression&lt;br /&gt;
&lt;br /&gt;
Invasion&lt;br /&gt;
&lt;br /&gt;
AvengerHunt&lt;br /&gt;
&lt;br /&gt;
Propaganda&lt;br /&gt;
&lt;br /&gt;
ProtectResearch&lt;br /&gt;
&lt;br /&gt;
ProtectData&lt;br /&gt;
&lt;br /&gt;
TroopManeuvers&lt;br /&gt;
&lt;br /&gt;
HighValuePrisoner&lt;br /&gt;
&lt;br /&gt;
PoliticalPrisoners&lt;br /&gt;
&lt;br /&gt;
Logistics&lt;br /&gt;
&lt;br /&gt;
CloneDeployment&lt;br /&gt;
&lt;br /&gt;
DebugMission&lt;br /&gt;
&lt;br /&gt;
Rendezvous&lt;br /&gt;
&lt;br /&gt;
IntelRaid&lt;br /&gt;
&lt;br /&gt;
Defend&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78790</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=78790"/>
		<updated>2017-02-02T02:43:03Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Console Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== LW2 Console Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War 2 console commands (there are some missing for sure):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LWAddRebel true WorldRegion&lt;br /&gt;
&lt;br /&gt;
LWAdvanceActivity XCOM Activity WorldRegion number&lt;br /&gt;
&lt;br /&gt;
LWdebugpodjobs (this displays the status of enemy pods on the map)&lt;br /&gt;
&lt;br /&gt;
LWDumpActivityLog&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobNames&lt;br /&gt;
&lt;br /&gt;
LWDumpAIJobs&lt;br /&gt;
&lt;br /&gt;
LWdumpregioninfo&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection&lt;br /&gt;
&lt;br /&gt;
LWForceActivityDetection Enemy Activity WorldRegion (see blelow)&lt;br /&gt;
&lt;br /&gt;
LWForceAWCRerolls&lt;br /&gt;
&lt;br /&gt;
LWForceMission (see below)&lt;br /&gt;
&lt;br /&gt;
LWForceRecruitRoll&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCDefenseAbility Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCOffenseAbility Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWGiveAWCPistolAbility Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWLevelUpRebel Soldier Name&lt;br /&gt;
&lt;br /&gt;
LWprinthistory&lt;br /&gt;
&lt;br /&gt;
LWSetAlertLevel Number&lt;br /&gt;
&lt;br /&gt;
LWSetAutoResolveEnabled&lt;br /&gt;
&lt;br /&gt;
LWSetEvacCounter Number&lt;br /&gt;
&lt;br /&gt;
LWForceEvac&lt;br /&gt;
&lt;br /&gt;
LWSetForceLevel Number&lt;br /&gt;
&lt;br /&gt;
LWSetVigilanceLevel Number&lt;br /&gt;
&lt;br /&gt;
LWSpawnActivity Enemy Activity WorldRegion (see below)&lt;br /&gt;
&lt;br /&gt;
LWToggleShowFaceless&lt;br /&gt;
&lt;br /&gt;
LWValidatePendingDarkEvents&lt;br /&gt;
&lt;br /&gt;
==A few &amp;quot;Vanilla&amp;quot; XCOM2 Commands that are also useful==&lt;br /&gt;
&lt;br /&gt;
Slowmo #.## (Default would be 1.00, this will speed up or slow down animations)&lt;br /&gt;
&lt;br /&gt;
FogDensity 0 (Removes ambient &#039;fog&#039; essentially increasing contrast)&lt;br /&gt;
&lt;br /&gt;
X2DebugMap&lt;br /&gt;
&lt;br /&gt;
AiDebugAi&lt;br /&gt;
&lt;br /&gt;
x2debugvisibility&lt;br /&gt;
&lt;br /&gt;
AddItem AssaultRifle_CG (Adds a coil gun . . . you know, for science)&lt;br /&gt;
&lt;br /&gt;
killallais (Kills all of the AI controlled units on the map, including VIPs and Rebels, so be careful with this one)&lt;br /&gt;
&lt;br /&gt;
Skipai (this pauses the AI and the aliens will not take another turn, if you save and reload it resets this)&lt;br /&gt;
&lt;br /&gt;
killclosestunittocursor (be careful this can kill XCOM and VIPs too)&lt;br /&gt;
&lt;br /&gt;
Togglefow (won&#039;t reveal enemy units)&lt;br /&gt;
&lt;br /&gt;
RestartLevel; This is basically Bronzeman as I understand it (which means it may be completely wrong)&lt;br /&gt;
&lt;br /&gt;
TTC; &amp;quot;Toggle To Cursor&amp;quot; - selected unit&lt;br /&gt;
&lt;br /&gt;
TATC; &amp;quot;Toggle All To Cursor&amp;quot; - all XCOM units&lt;br /&gt;
&lt;br /&gt;
RemoveFortressDoom Number - removes this many Avatar timer pips&lt;br /&gt;
&lt;br /&gt;
HealAllSoldiers&lt;br /&gt;
&lt;br /&gt;
LevelUpBarracks&lt;br /&gt;
&lt;br /&gt;
SetStrategyFacilitiesUnlockAll&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesInstantBuild&lt;br /&gt;
&lt;br /&gt;
SetStratagyFacilitiesFree&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You need to have at least 1 of these resources in your inventory for the command to work properly:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GiveResource alienalloys number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumCore number&lt;br /&gt;
&lt;br /&gt;
GiveResource EleriumDust number&lt;br /&gt;
&lt;br /&gt;
GiveResource Intel number&lt;br /&gt;
&lt;br /&gt;
GiveResource Supplies number&lt;br /&gt;
&lt;br /&gt;
GiveEngineer number&lt;br /&gt;
&lt;br /&gt;
GiveScientist number&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthNA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthSA&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastEU&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAF&lt;br /&gt;
&lt;br /&gt;
WorldRegion_EastAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_WestAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthAS&lt;br /&gt;
&lt;br /&gt;
WorldRegion_NorthOC&lt;br /&gt;
&lt;br /&gt;
WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the XCOM Activity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RecoverItem_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemADV_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemTrain_LW&lt;br /&gt;
&lt;br /&gt;
RecoverItemVehicle_LW&lt;br /&gt;
&lt;br /&gt;
RecoverFlightDevice_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstation_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationADV_LW&lt;br /&gt;
&lt;br /&gt;
HackWorkstationTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidATT_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidTrain_LW&lt;br /&gt;
&lt;br /&gt;
SupplyLineRaidConvoy_LW&lt;br /&gt;
&lt;br /&gt;
DestroyRelay_LW&lt;br /&gt;
&lt;br /&gt;
ProtectDevice_LW&lt;br /&gt;
&lt;br /&gt;
ExtractVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIP_LW&lt;br /&gt;
&lt;br /&gt;
RescueVIPVehicle_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTarget_LW&lt;br /&gt;
&lt;br /&gt;
NeutralizeTargetVehicle_LW&lt;br /&gt;
&lt;br /&gt;
SecureUFO_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAlienFacility_LW&lt;br /&gt;
&lt;br /&gt;
SabotageAdventMonument_LW&lt;br /&gt;
&lt;br /&gt;
Terror_LW&lt;br /&gt;
&lt;br /&gt;
AvengerDefense_LW&lt;br /&gt;
&lt;br /&gt;
AssaultAlienBase_LW&lt;br /&gt;
&lt;br /&gt;
Jailbreak_LW&lt;br /&gt;
&lt;br /&gt;
Defend_LW&lt;br /&gt;
&lt;br /&gt;
Rendezvous_LW&lt;br /&gt;
&lt;br /&gt;
IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some of the Enemy Activity (Yes there are SPOILERS below):&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want spoilers don&#039;t read below&lt;br /&gt;
&lt;br /&gt;
Seriously, stop now . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProtectRegion&lt;br /&gt;
&lt;br /&gt;
Counterinsurgency&lt;br /&gt;
&lt;br /&gt;
ReinforceActivity&lt;br /&gt;
&lt;br /&gt;
COINResearch&lt;br /&gt;
&lt;br /&gt;
COINOps&lt;br /&gt;
&lt;br /&gt;
BuildResearchFacility&lt;br /&gt;
&lt;br /&gt;
RegionalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
GlobalAvatarResearch&lt;br /&gt;
&lt;br /&gt;
ScheduledOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
EmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
SuperEmergencyOffworldReinforcements&lt;br /&gt;
&lt;br /&gt;
Repression&lt;br /&gt;
&lt;br /&gt;
Invasion&lt;br /&gt;
&lt;br /&gt;
AvengerHunt&lt;br /&gt;
&lt;br /&gt;
Propaganda&lt;br /&gt;
&lt;br /&gt;
ProtectResearch&lt;br /&gt;
&lt;br /&gt;
ProtectData&lt;br /&gt;
&lt;br /&gt;
TroopManeuvers&lt;br /&gt;
&lt;br /&gt;
HighValuePrisoner&lt;br /&gt;
&lt;br /&gt;
PoliticalPrisoners&lt;br /&gt;
&lt;br /&gt;
Logistics&lt;br /&gt;
&lt;br /&gt;
CloneDeployment&lt;br /&gt;
&lt;br /&gt;
DebugMission&lt;br /&gt;
&lt;br /&gt;
Rendezvous&lt;br /&gt;
&lt;br /&gt;
IntelRaid&lt;br /&gt;
&lt;br /&gt;
Defend&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=78789</id>
		<title>Customizing LW2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=78789"/>
		<updated>2017-02-02T02:20:48Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Some ini edit examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== What other mods are compatible? ==&lt;br /&gt;
DeaconIvory made a list of popular mods and how compatible they are with long war. You can find that list [https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginners guide to modding LW2 ini files==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Many modifiable values are stored in the mods config files commonly referred to as ini files for their .ini filename extension. For a typical Windows user, all LW2 files are contained at the location:&lt;br /&gt;
:&amp;lt;code&amp;gt;Program Files (x86)\Steam\SteamApps\workshop\content\268500\844674609\&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter the ini files because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old ini and the new updated ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several copies of the vanilla ini files for XCOM 2. If you make your changes in the \Steam\steamapps\common\XCOM 2\XComGame\Config folder, then when you rebuild the \my documents\xcom2\xcomgame\config folder (after mod updates, troubleshooting, etc) You don&#039;t have to redo the changes each time. However if you verify your local files it will often overwrite the changes in all folders. &lt;br /&gt;
&lt;br /&gt;
*You are free to make the changes in the \my documents\xcom2\xcomgame\config folder for the same effect, the file names just replace the word &amp;quot;Default&amp;quot; with &amp;quot;XcomGame&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Many changes can be difficulty specific.  If there are four with a number at the end of them as follows, it is for the different difficulties.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
inichange[0]=x will set the value to x for Rookie difficulty&lt;br /&gt;
inichange[1]=y will set the value to y for Veteran difficulty&lt;br /&gt;
inichange[2]=z will set the value to z for Commander difficulty&lt;br /&gt;
inichange[3]=q will set the value to q for Legend difficulty&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some ini edit examples==&lt;br /&gt;
&lt;br /&gt;
If the edit is listed in LW Config Files, you will need to look through the config files of the mod itself, rather than the vanilla files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Change&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;File&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;LW Config files?&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Value to Change&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Zoom out further on tactical level&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;ZoomedDistanceFromCursor&amp;lt;/code&amp;gt; to 4400&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|MaxTilesCameraCanMoveOutsideLevelVolume to 25 so that the camera isn&#039;t blocked by the edges of the AOE and can swing out (this works in LW1 as well)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultClassData.ini&lt;br /&gt;
| &lt;br /&gt;
|NumInForcedDeck = 0 NumInDeck = 0 This edit removes the specific soldier class from initial promotion screens, note that you can still receive this class as a reward or for hire in the Black Market.&lt;br /&gt;
|-&lt;br /&gt;
|More activity on Avenger&lt;br /&gt;
|DefaultUI.ini &lt;br /&gt;
|&lt;br /&gt;
|set &amp;lt;code&amp;gt;MaxVisibleCrew&amp;lt;/code&amp;gt; to 30 for your difficulty (or all difficulties)&lt;br /&gt;
|-&lt;br /&gt;
|Increase pool of starting soldiers&lt;br /&gt;
|DefaultGameCore&lt;br /&gt;
|&lt;br /&gt;
|NUM_STARTING_SOLDIERS=32 &lt;br /&gt;
|-&lt;br /&gt;
|Increase number of recruitable soldiers&lt;br /&gt;
|DefaultGameData&lt;br /&gt;
|&lt;br /&gt;
|set StartingNumRecruits[0] to desired amount for rookie&lt;br /&gt;
|-&lt;br /&gt;
|Alternate more avenger activity&lt;br /&gt;
|DefaultGameData.ini&lt;br /&gt;
|No&lt;br /&gt;
|set NumClerks_ActOne=5 NumClerks_ActTwo=10 NumClerks_ActThree=15 all at least 30. Separates soldier activity by what stage in the game the player is at. &lt;br /&gt;
|-&lt;br /&gt;
|Flares on reinforcements&lt;br /&gt;
|XComLW_Overhaul.ini&lt;br /&gt;
|Yes&lt;br /&gt;
|set +DISABLE_REINFORCEMENT_FLARES[0] to either true or false as desired per difficulty level.  &lt;br /&gt;
|-&lt;br /&gt;
|Build items as infinite stocks instead of individually (Unconfirmed that this actually works).&lt;br /&gt;
|XComLW_Overhaul&lt;br /&gt;
|Yes&lt;br /&gt;
|Search for ItemTable, change Infinite=False to Infinite=True to build infinite amounts of desired item.&lt;br /&gt;
|-&lt;br /&gt;
|Tweaking recruiting activity rebels vs rookies&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|[Recruit LWRebelJobTemplate] IncomePerRebel=3 &lt;br /&gt;
::Changing this will modify how much recruiting a rebel on that job does (how effective they are at their job)&lt;br /&gt;
:RECRUIT_REBEL_BAR=67&lt;br /&gt;
:RECRUIT_SOLDIER_BAR=33&amp;quot;&lt;br /&gt;
::Modifying the above two values to equal 100% adjusts the probability that new recruits will be a rebel or a soldier&lt;br /&gt;
|-&lt;br /&gt;
|Make AWC Perk Trees Visible&lt;br /&gt;
|XComLW_AWCPack&lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;code&amp;gt;ALWAYSSHOW=false	;display all future abilities instead of displaying &amp;quot;locked&amp;quot; &amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch that to true and all perks should be visible.&lt;br /&gt;
|-&lt;br /&gt;
|Restore Aiming Angles (SW option)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|Alter the 3 consecutive lines to the following values:&lt;br /&gt;
:&amp;lt;code&amp;gt;MAX_TILE_DISTANCE_TO_COVER=999&lt;br /&gt;
:MIN_ANGLE_BONUS_MOD=0.0&lt;br /&gt;
:MAX_ANGLE_BONUS_MOD=.875 &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Enable &#039;Bronzeman&#039; Mode (enabled by default in non-ironman games)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|EnableRestartMissionButtonInIronman=false (change it to true, works as of patch 1.2)&lt;br /&gt;
|-&lt;br /&gt;
|Modify chance that new haven rebels are a faceless infiltrator&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|DEFAULT_FACELESS_CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding more turns to the mission timers ==&lt;br /&gt;
&lt;br /&gt;
Per the developer Amineri:&lt;br /&gt;
&lt;br /&gt;
As for the timers, if you look in the config file XComLW_Overhaul, there is a difficulty-specific modifier for timers :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
TimerDifficultyMod[0]=4;   Rookie&lt;br /&gt;
TimerDifficultyMod[1]=2;   Veteran&lt;br /&gt;
TimerDifficultyMod[2]=0;   Commander&lt;br /&gt;
TimerDifficultyMod[3]=0;   Legendary&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, 4 turns are added to timers on Rookie, 2 on Veteran. Modifying these can add turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=78788</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=78788"/>
		<updated>2017-02-02T02:11:01Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Collecting Enemy Corpses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions in LW2 are generated on a regional level by collecting intel. You collect intel by assigning resistance cell members to the intel job at each resistance haven. As resistance members rank up, a rebel of rank 1 will collect intel at 150% the rate of an unranked rebel, and a rank 2 rebel collects at 200% rate. In addition, scanning with the avenger adds another 4 (unranked) rebels worth of intel gathering.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jailbreak – XCOM must infiltrate an ADVENT jail and rescue key Resistance members. Success increases the strength of the Resistance in that region. &#039;&#039;concealed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recue VIP - XCOM must lead a VIP to the extraction point. &#039;&#039;no concealment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ADVENT Base Assault – XCOM must deploy to and overtake a well-defended regional military headquarters. &#039;&#039;concealed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invasion – ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces.&lt;br /&gt;
&lt;br /&gt;
Rendezvous – A Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers and XCOM must hunt it down. &#039;&#039;concealed&#039;&#039; NOTE : breaking concealment will cause the Faceless to transform, even when out of LOS.&lt;br /&gt;
&lt;br /&gt;
ADVENT Supply Raid – XCOM must defend a supply convoy and its Resistance personnel from ADVENT attacks.&#039;&#039;no concealment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ADVENT Intel Raid – ADVENT attacks a Resistance listening post and XCOM must repel the attack. &#039;&#039;no concealment&#039;&#039; also no infiltration phase, mission will start immediately when team arrives&lt;br /&gt;
&lt;br /&gt;
ADVENT Recruiting Raid – ADVENT forces attack Resistance recruiters within a region. XCOM must extract those Resistance members.&lt;br /&gt;
&lt;br /&gt;
===Haven Defense Types===&lt;br /&gt;
Variations of Retaliation missions where XCOM must defend Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction are available, there is no concealment for these missions. &lt;br /&gt;
:Type 1, full retaliation: &#039;Invasion&#039; to destroy the haven.&lt;br /&gt;
:#Like vanilla, many advent in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:#Advent drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
:#Like #1, you must kill advent in the AO before they kill your resistance members. However, you must also kill a psy emitter. This is usually an attempt by advent to retake a liberated region.&lt;br /&gt;
:Type 2, mini retaliation: in response to the discovery of recruitment efforts from a haven.&lt;br /&gt;
:#Escort members of the resistance to an EVAC zone, you must wait several turns for Firebrand to be on station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Liberating Regions ==&lt;br /&gt;
SPOILER WARNING&lt;br /&gt;
&lt;br /&gt;
Liberating a Region is a chain of 5 missions called Liberation 1-5.&lt;br /&gt;
&lt;br /&gt;
:Liberation 1 - is a hacking Guerrilla Op, the mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no Intel package, very important)&lt;br /&gt;
:Liberation 2 - Is a VIP mission with the Objective &amp;quot;Liberation: Rescue a defector.&amp;quot;&lt;br /&gt;
:Liberation 3 - There are at least 2 possible mission types for Lib3! One is a Dark VIP mission (which seems to be more common) and also a Destroy the Relay mission. Either mission type you get will have the &amp;quot;liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one.&lt;br /&gt;
:Liberation 4/5 - will be self explanatory once you get there. It&#039;s always the Regional network tower followed by a HQ assault. These 2 missions will not expire once you unlock them thus can be attempted at anytime! Again, these receive Strength bonuses and are in General very difficult missions! If you do either of these early game it is recommended that you&#039;re at least at Laser weapon tier as well as potentially Tier 2 armor!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Any fail/skip of a liberation mission does not reset the path. You&#039;ll have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column&lt;br /&gt;
* Supply raid&lt;br /&gt;
* Intel raid&lt;br /&gt;
* Haven Defense&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you do this which will increase their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78787</id>
		<title>Research (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78787"/>
		<updated>2017-02-02T00:59:28Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Research in LW2 proceeds much the same way as in vanilla XCOM 2, but is expanded.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
A tech tree, which is up to date as of Version 1.1, is available [https://imgur.com/a/Y0L48#DdAxu1R here]&lt;br /&gt;
&lt;br /&gt;
Another tech tree made by exodusinfinite for LW 1.1: (A comprehensive version including item stats is available [[Media:LW 1.1 Tech Tree Comprehensive.jpg]])&lt;br /&gt;
[[File:XCOM_2_Long_War_Tech_Tree_no_stats.png]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:LW_1.1_Tech_Tree_Comprehensive.jpg&amp;diff=78786</id>
		<title>File:LW 1.1 Tech Tree Comprehensive.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:LW_1.1_Tech_Tree_Comprehensive.jpg&amp;diff=78786"/>
		<updated>2017-02-02T00:56:57Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78785</id>
		<title>Research (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78785"/>
		<updated>2017-02-02T00:54:06Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Research in LW2 proceeds much the same way as in vanilla XCOM 2, but is expanded.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
A tech tree, which is up to date as of Version 1.1, is available [https://imgur.com/a/Y0L48#DdAxu1R here]&lt;br /&gt;
&lt;br /&gt;
Another tech tree made by exodusinfinite for LW 1.1: (A comprehensive version including item stats is available [http://imgur.com/a/TLjWz here])&lt;br /&gt;
[[File:XCOM_2_Long_War_Tech_Tree_no_stats.png]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM_2_Long_War_Tech_Tree_no_stats.png&amp;diff=78784</id>
		<title>File:XCOM 2 Long War Tech Tree no stats.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM_2_Long_War_Tech_Tree_no_stats.png&amp;diff=78784"/>
		<updated>2017-02-02T00:49:42Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: Postmaster uploaded a new version of &amp;amp;quot;File:XCOM 2 Long War Tech Tree no stats.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tech tree by exodusinfinite&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78780</id>
		<title>Research (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78780"/>
		<updated>2017-02-01T18:01:18Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Research in LW2 proceeds much the same way as in vanilla XCOM 2, but is expanded.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
A tech tree, which is up to date as of Version 1.1, is available [https://imgur.com/a/Y0L48#DdAxu1R here]&lt;br /&gt;
&lt;br /&gt;
Another tech tree made by exodusinfinite for LW 1.1: (A comprehensive version including item stats is available [https://i.imgur.com/Ciff0nO.jpg here])&lt;br /&gt;
[[File:XCOM_2_Long_War_Tech_Tree_no_stats.png]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78779</id>
		<title>Research (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78779"/>
		<updated>2017-02-01T18:00:59Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Research in LW2 proceeds much the same way as in vanilla XCOM 2, but is expanded.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
A tech tree, which is up to date as of Version 1.1, is available [https://imgur.com/a/Y0L48#DdAxu1R here]&lt;br /&gt;
&lt;br /&gt;
Another tech tree made by exodusinfinite for LW 1.1: (A comprehensive version including item states is available [https://i.imgur.com/Ciff0nO.jpg here])&lt;br /&gt;
[[File:XCOM_2_Long_War_Tech_Tree_no_stats.png]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78778</id>
		<title>Research (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=78778"/>
		<updated>2017-02-01T17:57:00Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Tech Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Research in LW2 proceeds much the same way as in vanilla XCOM 2, but is expanded.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
A tech tree, which is up to date as of Version 1.1, is available [https://imgur.com/a/Y0L48#DdAxu1R here]&lt;br /&gt;
&lt;br /&gt;
Another tech tree made by exodusinfinite for LW 1.1&lt;br /&gt;
[[File:XCOM_2_Long_War_Tech_Tree_no_stats.png]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM_2_Long_War_Tech_Tree_no_stats.png&amp;diff=78777</id>
		<title>File:XCOM 2 Long War Tech Tree no stats.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM_2_Long_War_Tech_Tree_no_stats.png&amp;diff=78777"/>
		<updated>2017-02-01T17:54:28Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: Tech tree by exodusinfinite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tech tree by exodusinfinite&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=78775</id>
		<title>Customizing LW2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=78775"/>
		<updated>2017-02-01T16:32:43Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Some ini edit examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== What other mods are compatible? ==&lt;br /&gt;
DeaconIvory made a list of popular mods and how compatible they are with long war. You can find that list [https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginners guide to modding LW2 ini files==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Many modifiable values are stored in the mods config files commonly referred to as ini files for their .ini filename extension. For a typical Windows user, all LW2 files are contained at the location:&lt;br /&gt;
:&amp;lt;code&amp;gt;Program Files (x86)\Steam\SteamApps\workshop\content\268500\844674609\&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter the ini files because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old ini and the new updated ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several copies of the vanilla ini files for XCOM 2. If you make your changes in the \Steam\steamapps\common\XCOM 2\XComGame\Config folder, then when you rebuild the \my documents\xcom2\xcomgame\config folder (after mod updates, troubleshooting, etc) You don&#039;t have to redo the changes each time. However if you verify your local files it will often overwrite the changes in all folders. &lt;br /&gt;
&lt;br /&gt;
*You are free to make the changes in the \my documents\xcom2\xcomgame\config folder for the same effect, the file names just replace the word &amp;quot;Default&amp;quot; with &amp;quot;XcomGame&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Many changes can be difficulty specific.  If there are four with a number at the end of them as follows, it is for the different difficulties.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
inichange[0]=x will set the value to x for Rookie difficulty&lt;br /&gt;
inichange[1]=y will set the value to y for Veteran difficulty&lt;br /&gt;
inichange[2]=z will set the value to z for Commander difficulty&lt;br /&gt;
inichange[3]=q will set the value to q for Legend difficulty&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some ini edit examples==&lt;br /&gt;
&lt;br /&gt;
If the edit is listed in LW Config Files, you will need to look through the config files of the mod itself, rather than the vanilla files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Change&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;File&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;LW Config files?&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Value to Change&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Zoom out further on tactical level&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;ZoomedDistanceFromCursor&amp;lt;/code&amp;gt; to 4400&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|MaxTilesCameraCanMoveOutsideLevelVolume to 25 so that the camera isn&#039;t blocked by the edges of the AOE and can swing out (this works in LW1 as well)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultClassData.ini&lt;br /&gt;
| &lt;br /&gt;
|NumInForcedDeck = 0 NumInDeck = 0 This edit removes the specific soldier class from initial promotion screens, note that you can still receive this class as a reward or for hire in the Black Market.&lt;br /&gt;
|-&lt;br /&gt;
|More activity on Avenger&lt;br /&gt;
|DefaultUI.ini &lt;br /&gt;
|&lt;br /&gt;
|set &amp;lt;code&amp;gt;MaxVisibleCrew&amp;lt;/code&amp;gt; to 30 for your difficulty (or all difficulties)&lt;br /&gt;
|-&lt;br /&gt;
|Increase pool of starting soldiers&lt;br /&gt;
|DefaultGameCore&lt;br /&gt;
|&lt;br /&gt;
|NUM_STARTING_SOLDIERS=32 &lt;br /&gt;
|-&lt;br /&gt;
|Increase number of recruitable soldiers&lt;br /&gt;
|DefaultGameData&lt;br /&gt;
|&lt;br /&gt;
|set StartingNumRecruits[0] to desired amount for rookie&lt;br /&gt;
|-&lt;br /&gt;
|Alternate more avenger activity&lt;br /&gt;
|DefaultGameData.ini&lt;br /&gt;
|No&lt;br /&gt;
|set NumClerks_ActOne=5 NumClerks_ActTwo=10 NumClerks_ActThree=15 all at least 30. Separates soldier activity by what stage in the game the player is at. &lt;br /&gt;
|-&lt;br /&gt;
|Flares on reinforcements&lt;br /&gt;
|XComLW_Overhaul.ini&lt;br /&gt;
|Yes&lt;br /&gt;
|set +DISABLE_REINFORCEMENT_FLARES[0] to either true or false as desired per difficulty level.  &lt;br /&gt;
|-&lt;br /&gt;
|Build items as infinite stocks instead of individually (Unconfirmed that this actually works).&lt;br /&gt;
|XComLW_Overhaul&lt;br /&gt;
|Yes&lt;br /&gt;
|Search for ItemTable, change Infinite=False to Infinite=True to build infinite amounts of desired item.&lt;br /&gt;
|-&lt;br /&gt;
|Tweaking recruiting activity rebels vs rookies&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|[Recruit LWRebelJobTemplate] IncomePerRebel=3 &lt;br /&gt;
::Changing this will modify how much recruiting a rebel on that job does (how effective they are at their job)&lt;br /&gt;
:RECRUIT_REBEL_BAR=67&lt;br /&gt;
:RECRUIT_SOLDIER_BAR=33&amp;quot;&lt;br /&gt;
::Modifying the above two values to equal 100% adjusts the probability that new recruits will be a rebel or a soldier&lt;br /&gt;
|-&lt;br /&gt;
|Make AWC Perk Trees Visible&lt;br /&gt;
|XComLW_AWCPack&lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;code&amp;gt;ALWAYSSHOW=false	;display all future abilities instead of displaying &amp;quot;locked&amp;quot; &amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch that to true and all perks should be visible.&lt;br /&gt;
|-&lt;br /&gt;
|Restore Aiming Angles (SW option)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|Alter the 3 consecutive lines to the following values:&lt;br /&gt;
:&amp;lt;code&amp;gt;MAX_TILE_DISTANCE_TO_COVER=999&lt;br /&gt;
:MIN_ANGLE_BONUS_MOD=0.0&lt;br /&gt;
:MAX_ANGLE_BONUS_MOD=.875 &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Enable &#039;Bronzeman&#039; Mode (enabled by default in non-ironman games)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|EnableRestartMissionButtonInIronman=false (change it to true)&lt;br /&gt;
|-&lt;br /&gt;
|Modify chance that new haven rebels are a faceless infiltrator&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|DEFAULT_FACELESS_CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding more turns to the mission timers ==&lt;br /&gt;
&lt;br /&gt;
Per the developer Amineri:&lt;br /&gt;
&lt;br /&gt;
As for the timers, if you look in the config file XComLW_Overhaul, there is a difficulty-specific modifier for timers :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
TimerDifficultyMod[0]=4;   Rookie&lt;br /&gt;
TimerDifficultyMod[1]=2;   Veteran&lt;br /&gt;
TimerDifficultyMod[2]=0;   Commander&lt;br /&gt;
TimerDifficultyMod[3]=0;   Legendary&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, 4 turns are added to timers on Rookie, 2 on Veteran. Modifying these can add turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=78774</id>
		<title>Customizing LW2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Customizing_LW2&amp;diff=78774"/>
		<updated>2017-02-01T16:24:12Z</updated>

		<summary type="html">&lt;p&gt;Postmaster: /* Some ini edit examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== What other mods are compatible? ==&lt;br /&gt;
DeaconIvory made a list of popular mods and how compatible they are with long war. You can find that list [https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginners guide to modding LW2 ini files==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Many modifiable values are stored in the mods config files commonly referred to as ini files for their .ini filename extension. For a typical Windows user, all LW2 files are contained at the location:&lt;br /&gt;
:&amp;lt;code&amp;gt;Program Files (x86)\Steam\SteamApps\workshop\content\268500\844674609\&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter the ini files because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old ini and the new updated ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several copies of the vanilla ini files for XCOM 2. If you make your changes in the \Steam\steamapps\common\XCOM 2\XComGame\Config folder, then when you rebuild the \my documents\xcom2\xcomgame\config folder (after mod updates, troubleshooting, etc) You don&#039;t have to redo the changes each time. However if you verify your local files it will often overwrite the changes in all folders. &lt;br /&gt;
&lt;br /&gt;
*You are free to make the changes in the \my documents\xcom2\xcomgame\config folder for the same effect, the file names just replace the word &amp;quot;Default&amp;quot; with &amp;quot;XcomGame&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Many changes can be difficulty specific.  If there are four with a number at the end of them as follows, it is for the different difficulties.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
inichange[0]=x will set the value to x for Rookie difficulty&lt;br /&gt;
inichange[1]=y will set the value to y for Veteran difficulty&lt;br /&gt;
inichange[2]=z will set the value to z for Commander difficulty&lt;br /&gt;
inichange[3]=q will set the value to q for Legend difficulty&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some ini edit examples==&lt;br /&gt;
&lt;br /&gt;
If the edit is listed in LW Config Files, you will need to look through the config files of the mod itself, rather than the vanilla files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Change&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;File&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;LW Config files?&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Value to Change&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Zoom out further on tactical level&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;ZoomedDistanceFromCursor&amp;lt;/code&amp;gt; to 4400&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultCamera.ini&lt;br /&gt;
|&lt;br /&gt;
|MaxTilesCameraCanMoveOutsideLevelVolume to 25 so that the camera isn&#039;t blocked by the edges of the AOE and can swing out (this works in LW1 as well)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|DefaultClassData.ini&lt;br /&gt;
| &lt;br /&gt;
|NumInForcedDeck = 0 NumInDeck = 0 This edit removes the specific soldier class from initial promotion screens, note that you can still receive this class as a reward or for hire in the Black Market.&lt;br /&gt;
|-&lt;br /&gt;
|More activity on Avenger&lt;br /&gt;
|DefaultUI.ini &lt;br /&gt;
|&lt;br /&gt;
|set &amp;lt;code&amp;gt;MaxVisibleCrew&amp;lt;/code&amp;gt; to 30 for your difficulty (or all difficulties)&lt;br /&gt;
|-&lt;br /&gt;
|Increase pool of starting soldiers&lt;br /&gt;
|DefaultGameCore&lt;br /&gt;
|&lt;br /&gt;
|NUM_STARTING_SOLDIERS=32 &lt;br /&gt;
|-&lt;br /&gt;
|Increase number of recruitable soldiers&lt;br /&gt;
|DefaultGameData&lt;br /&gt;
|&lt;br /&gt;
|set StartingNumRecruits[0] to desired amount for rookie&lt;br /&gt;
|-&lt;br /&gt;
|Alternate more avenger activity&lt;br /&gt;
|DefaultGameData.ini&lt;br /&gt;
|No&lt;br /&gt;
|set NumClerks_ActOne=5 NumClerks_ActTwo=10 NumClerks_ActThree=15 all at least 30. Separates soldier activity by what stage in the game the player is at. &lt;br /&gt;
|-&lt;br /&gt;
|Flares on reinforcements&lt;br /&gt;
|XComLW_Overhaul.ini&lt;br /&gt;
|Yes&lt;br /&gt;
|set +DISABLE_REINFORCEMENT_FLARES[0] to either true or false as desired per difficulty level.  &lt;br /&gt;
|-&lt;br /&gt;
|Build items as infinite stocks instead of individually (Unconfirmed that this actually works).&lt;br /&gt;
|XComLW_Overhaul&lt;br /&gt;
|Yes&lt;br /&gt;
|Search for ItemTable, change Infinite=False to Infinite=True to build infinite amounts of desired item.&lt;br /&gt;
|-&lt;br /&gt;
|Tweaking recruiting activity rebels vs rookies&lt;br /&gt;
|XComLW_Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|[Recruit LWRebelJobTemplate] IncomePerRebel=3 &lt;br /&gt;
::Changing this will modify how much recruiting a rebel on that job does (how effective they are at their job)&lt;br /&gt;
:RECRUIT_REBEL_BAR=67&lt;br /&gt;
:RECRUIT_SOLDIER_BAR=33&amp;quot;&lt;br /&gt;
::Modifying the above two values to equal 100% adjusts the probability that new recruits will be a rebel or a soldier&lt;br /&gt;
|-&lt;br /&gt;
|Make AWC Perk Trees Visible&lt;br /&gt;
|XComLW_AWCPack&lt;br /&gt;
|Yes&lt;br /&gt;
|&amp;lt;code&amp;gt;ALWAYSSHOW=false	;display all future abilities instead of displaying &amp;quot;locked&amp;quot; &amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch that to true and all perks should be visible.&lt;br /&gt;
|-&lt;br /&gt;
|Restore Aiming Angles (SW option)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|Alter the 3 consecutive lines to the following values:&lt;br /&gt;
:&amp;lt;code&amp;gt;MAX_TILE_DISTANCE_TO_COVER=999&lt;br /&gt;
:MIN_ANGLE_BONUS_MOD=0.0&lt;br /&gt;
:MAX_ANGLE_BONUS_MOD=.875 &amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Enable &#039;Bronzeman&#039; Mode (enabled by default in non-ironman games)&lt;br /&gt;
|XComGameCore&lt;br /&gt;
|Yes&lt;br /&gt;
|EnableRestartMissionButtonInIronman=false (change it to true)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding more turns to the mission timers ==&lt;br /&gt;
&lt;br /&gt;
Per the developer Amineri:&lt;br /&gt;
&lt;br /&gt;
As for the timers, if you look in the config file XComLW_Overhaul, there is a difficulty-specific modifier for timers :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
TimerDifficultyMod[0]=4;   Rookie&lt;br /&gt;
TimerDifficultyMod[1]=2;   Veteran&lt;br /&gt;
TimerDifficultyMod[2]=0;   Commander&lt;br /&gt;
TimerDifficultyMod[3]=0;   Legendary&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, 4 turns are added to timers on Rookie, 2 on Veteran. Modifying these can add turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Postmaster</name></author>
	</entry>
</feed>