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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zerazar</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:45:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop_(Long_War)&amp;diff=61594</id>
		<title>Workshop (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop_(Long_War)&amp;diff=61594"/>
		<updated>2014-11-20T16:36:34Z</updated>

		<summary type="html">&lt;p&gt;Zerazar: Wrong formula was given (was multiplied by 2 for unknown reasons)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|provides=10% discount on items and 10% refund on materials&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] (+5% discount/refund)&lt;br /&gt;
|requires=None&lt;br /&gt;
|manpower=10 engineers per [[Workshop (Long War)|Workshop]]&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|build time=21 days&lt;br /&gt;
|quickly build time=11 days&lt;br /&gt;
|maintenance=§30&lt;br /&gt;
|power=4&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Reduces item cost by 10% and gives a 10% refund on materials.&lt;br /&gt;
&lt;br /&gt;
Each adjacent [[Workshop (Long War)|Workshop]], [[Foundry (Long War)|Foundry]] or [[Cybernetics Lab (Long War)|Cybernetics Lab]] reduces item cost by an additional 5% and gives an additional 5% refund on materials.&lt;br /&gt;
&lt;br /&gt;
Multiple [[Workshop (Long War)|Workshops]] have diminishing returns and discounts and refunds cannot exceed 50%.&lt;br /&gt;
&lt;br /&gt;
==Rebate Equation==&lt;br /&gt;
&lt;br /&gt;
0.5 + 0.5 * 0.8 ^ ( a + 0.5b ) = percent of price you need to pay&lt;br /&gt;
&lt;br /&gt;
Where&lt;br /&gt;
&lt;br /&gt;
a = number of workshops&lt;br /&gt;
&lt;br /&gt;
b = number of adjacency bonuses&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Zerazar</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=60904</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=60904"/>
		<updated>2014-11-08T23:17:17Z</updated>

		<summary type="html">&lt;p&gt;Zerazar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some players prefer to change certain settings on top of the stock Long War mod. This page is an effort to track standard changes by players. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file. Some suggestions can be found [http://www.reddit.com/r/Xcom/comments/2aqzzd/lw_beta_13_do_you_adjust_and_mod_long_war_itself/|here] (remove this link once most of the mods are added).&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change require Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings. &lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
Red Fog SW option carries more significant movement penalty.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;SW_COVER_INCREASE&amp;lt;/code&amp;gt; and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Zerazar</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60903</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60903"/>
		<updated>2014-11-08T22:57:45Z</updated>

		<summary type="html">&lt;p&gt;Zerazar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
	 &lt;br /&gt;
	&lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&amp;lt;br&amp;gt;	&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 50 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Alien Materials || 90 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy || 80 || 0 || 5 || 12 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. || 50 || Mobile Power Armor || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic ||  Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 55 || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thrown Devices===&lt;br /&gt;
&lt;br /&gt;
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || All ||  When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || 35 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1xSectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense to units in radius for two turns. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 25 || Thin Man Autopsy || 80 || 0 || 0 || 0 || 5 || 3x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1xSectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5xSeeker wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability, so in essence you will inflict always a -2 to the enemy&#039;s damage reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All || Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade || 15 || Alien Weaponry || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +7 Critical Hit Chance to a soldier&#039;s primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartgun Kit Long War.png|center|128x64px]]&#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Experimental Warfare || 60 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). || 20 || Experimental Warfare || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Gunner || Confers Platform Stability perk. || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1xSCOPE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants immunity to panic, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Strengthens user&#039;s will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy ||  180 || 0 || 0 || 2 || 10 || 1xBerserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Belt Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 65 || 5 || 2 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 130 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 75 || 5 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 35 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || 1xUFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Enhancing Equipment ===&lt;br /&gt;
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Depleted Elerium Rounds&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Pumper Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Pumper&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Zevatron Booster Long War.png|center|128x64px]]&#039;&#039;&#039;Zevatron Booster&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 ||  Enchanced Plasma || 180 || 20 || 20 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 ||  Antigrav Systems || 85 || 20 || 15 || 1 || 12 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader Long War.png|center|128x64px]]&#039;&#039;&#039;Autoloader&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock&#039;N&#039;Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 ||  Heavy Floater Autopsy || 90 || 10 || 0 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Gyros Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Gyros&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 ||  Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || 1xUFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Zerazar</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=60729</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=60729"/>
		<updated>2014-11-04T11:56:21Z</updated>

		<summary type="html">&lt;p&gt;Zerazar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some players prefer to change certain settings on top of the stock Long War mod. This page is an effort to track standard changes by players. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file. Some suggestions can be found [http://www.reddit.com/r/Xcom/comments/2aqzzd/lw_beta_13_do_you_adjust_and_mod_long_war_itself/|here] (remove this link once most of the mods are added).&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change require Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol, or both as a pistol and item. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings. &lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
Red Fog SW option carries more significant movement penalty.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;SW_COVER_INCREASE&amp;lt;/code&amp;gt; and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Zerazar</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=59352</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=59352"/>
		<updated>2014-08-30T14:25:17Z</updated>

		<summary type="html">&lt;p&gt;Zerazar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some players prefer to change certain settings on top of the stock Long War mod. This page is an effort to track standard changes by players. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file. Some suggestions can be found [http://www.reddit.com/r/Xcom/comments/2aqzzd/lw_beta_13_do_you_adjust_and_mod_long_war_itself/|here] (remove this link once most of the mods are added).&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second War Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol, or both as a pistol and item. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only (note the entries for properties 3 and 5)&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or to allow for both pistol and small items only&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=eWP_Pistol, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Zerazar</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=59351</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=59351"/>
		<updated>2014-08-30T14:24:34Z</updated>

		<summary type="html">&lt;p&gt;Zerazar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some players prefer to change certain settings on top of the stock Long War mod. This page is an effort to track standard changes by players. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file. Some suggestions can be found [http://www.reddit.com/r/Xcom/comments/2aqzzd/lw_beta_13_do_you_adjust_and_mod_long_war_itself/|here] (remove this link once most of the mods are added).&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second War Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol, or both as a pistol and item. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only (note the entries for properties 3 and 5)&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or to allow for both pistol and small items only&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=eWP_Pistol, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Zerazar</name></author>
	</entry>
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