long-war-2/lwotc 240
Port of Long War 2 to XCOM 2's War of the Chosen expansion
Experimental native Gradle plugin for Grails
Documentation Project For The Grails Web Application Framework
A Grails plugin for generating DTO classes and converting domain instances to those DTOs.
Cloud Foundry application for storing and viewing log messages via RabbitMQ
Grails Web Site
long-war-2/X2WOTCCommunityHighlander 3
https://steamcommunity.com/workshop/filedetails/?id=1134256495
A sample Node.js application for viewing realtime log updates from RabbitMQ
The Grails Web Application Framework
issue commentlong-war-2/lwotc
Impersonal Edge does not reduce Shadow cooldown.
ah, it's clear now. thanks.
comment created time in 3 hours
issue commentlong-war-2/lwotc
Impersonal Edge does not reduce Shadow cooldown.
Impersonal Edge reduces Shadow Cooldown by 1 for every knife kill. It does not passively reduce shadow cooldown.
comment created time in 9 hours
issue openedlong-war-2/lwotc
Impersonal Edge does not reduce Shadow cooldown.
Impersonal Edge does not reduce Shadow cooldown by 1, while the description says it should.
created time in 9 hours
issue openedlong-war-2/lwotc
Beta 4.1, savefile "save_Beta4_SendGuysOnWaitingMission" crashes on load (save is on Avenger, not mission). I also have attached a save from the Avenger 2.5 game days earlier ("save_Beta4_OnAvenger"), where everything loads fine.
During those 2.5 days, some missions got detected and guys might have been sent to infiltrate a mission or two, but don't think any tactical stuff (missions) happened (don't remember exactly).
The behaviour (crash in one file, not the other) is consistent both with only required mods and with all my mods (75 or so). I haven't had a single crash related loading from savefiles earlier in this campaign (don't think I've had crashes at all this campaign). Current campaign date is November 14th (which crashes, and a save from November 11th loads fine).
Anything else you need/want besides savefiles? Beta4-1_TwoSavegameFiles.zip
created time in 11 hours
issue commentlong-war-2/lwotc
Here's an alternative theory: Instead of using the values in XComLW_Overhaul.ini, initial Psi Op training uses same code/method as is used when gaining further Psi Op ranks, which are based on the values in XComGameData.ini, lines 98 to 103. Haven't looked at the code, but this would match the shown time of 4 days for training a rookie to Psi Op at Legendary ("Impossible") difficulty.
; basic psi training for LW2 is handled in LW_Overhaul.ini, INITIAL_PSI_TRAINING! ; this is baseline when leveling up XComHeadquarters_PsiTrainingDays[0]=2 ;Easy XComHeadquarters_PsiTrainingDays[1]=4 ;Normal XComHeadquarters_PsiTrainingDays[2]=4 ;Classic XComHeadquarters_PsiTrainingDays[3]=4 ;Impossible
If indeed the wrong code/method is called, it would also explain why a rookie trained to Psi Op stays at 0 xp instead of getting set to 3 xp as soldiers trained through the GTS are: (and SPARKs are) The code for the later Psi Op ranks surely doesn't adjust current xp levels.
comment created time in 11 hours
issue openedlong-war-2/lwotc
Error detected attempting load of package: LW_PerkPack_Integrated
I recently got LWotC setup on my local machine. XCOM2 WotC wasn't able to start with the Alternative Mod Launcher, so I decided to run from Steam's 2K launcher. The managed to start, but in the menu, I got a warning saying that a required mod 'robojumperSquadSelect' was required to run. I quit out of the game and enabled the mod, but then I was getting this error:
Error detected attempting load of package: LW_PerkPack_Integrated
I can't find anything on this and would like to know what's going on. Thanks in advance!
created time in 21 hours
issue openedlong-war-2/lwotc
Chosen Avenger Assault at FL12 and not full knowledge
a player was having a really hard time and faced a campaign ending chosen assault. they were facing tons of superheav mecs and some muton elites which are clearly of higher FL than 12 and this seems a bit out of proportion. additionally loading into their save file it seems that their knowledge wasn't even full and it occured much earlier than i assume it should

here are the save files they made, one before the assault launched and one during save_Pre_Avenger_Assault.zip
created time in a day
issue commentlong-war-2/lwotc
Freezing when zooming to newly discovered Chosen
So if i load back and connect zone with the chosen i wont have any issues with other things, at campaign? Or i have no other choices than start a new campaign?
comment created time in a day
issue commentlong-war-2/lwotc
Reward is not given for enemy VIP if the soldier carrying him is the last one to evac
The problem is that when you evac a soldier that is carrying a VIP both units are processed in the same game state submission. If the very last soldier on the map is carrying the VIP it trips the bug:
- The game state for evacing the last unit w/ VIP is handled, and both are removed from the map.
- The 'EvacActivated' kismet sequence is run for the evac'd soldier.
- This isn't the VIP, so it runs another sequence to see if the VIP can still be extracted.
- This runs the UMS_CheckIfXCOMHasSoldiersThatCanCarry sequence, which fails because there are no living, non-SPARK XCOM soldiers left in-game.
- Kismet runs a bunch of mission failed kismet stuff for VO and objective marking.
In the original Evac All I think I reworked the kismet so that it checked specifically if the VIP was still on the map in addition to either being dead, unconscious, or bleeding out. If they're in one of those states but not on the map then they were evac'd.
For the wotc version of evac all I first tried to tease the game state submissions apart for the VIP and the soldier carrying them, but that wasn't something that was feasible just in Evac All without overrides that I wanted to avoid. This could possibly be more easily solvable in the highlander now, and fixing it there would solve the problem everywhere. OTOH I don't know if there would be other side effects from splitting the carrying/carried evac into two separate states.
What I ultimately decided on for evac all was to split the evac of multiple units into two submissions: first the unit carrying the VIP, then everyone else. The bug still remains in evac all in exactly the same situation it exists in unmodded wotc, but most of the time people bulk evac and it works.
comment created time in a day
issue commentlong-war-2/lwotc
Reward is not given for enemy VIP if the soldier carrying him is the last one to evac
For what it's worth, this is a vanilla wotc/xcom2 bug.
comment created time in 3 days
issue openedlong-war-2/lwotc
Segfault when starting escape mission
Game crashes with segfault when starting escape mission in New Chile. Using Linux version of XCOM 2, LWOTC Beta 4.1 and all recommended mods from the installation wiki page.
created time in 3 days
issue openedlong-war-2/lwotc
Reward is not given for enemy VIP if the soldier carrying him is the last one to evac
Hello there! Attaching a save with a bug described above, it's 100% reproducible on my end. save_lost vip_1.zip
Steps to reproduce:
- Load the save
- Evac everyone except for 'Big Nasty' (the grenadier carrying the enemy VIP)
- Evac 'Big Nasty', note Central saying "we've lost the package"
- While VIP is still shown at the post-mission screen, observe number of contacts on Avenger to be 5/6
- Load the save again
- Evac 'Big Nasty' first, then everyone else.
- Number of contacts is now 5/7 (mission reward for getting enemy VIP out alive is correctly applied)
Thank you for your attention, and I hope this is helpful.
created time in 3 days
issue openedlong-war-2/lwotc
SPARKs can infiltrate two missions at once again
I think this is #609 resurfacing, but I can't be sure. Attaching save file where SPARK 001 is infiltrating one mission and still allowed to go on another. Prior to this the SPARK was damaged and I sent him out while it was being repaired, and it was able to heal while infiltrating as well.
created time in 3 days
issue openedlong-war-2/lwotc
Late game performance troubleshooting
I was trying to do some performance troubleshooting: looking at the log while giving orders I noticed that whenever I select one specific soldier there are about 50 lines of [1104.05] LW_PerkPack_Trace: LRLW firing 1 [1104.05] LW_PerkPack_Trace: LRLW firing 2 which lock the game for like 2 seconds before I can resume control also lots of [1691.85] LW_PerkPack_Trace: Bastion: Distance = 10 [1691.85] LW_PerkPack_Trace: Bastion: Distance = 9 [1691.85] LW_PerkPack_Trace: Bastion: Distance = 6 but that seems to be instant, so not hurting performance - but spamming the log a lot since it creates a line for each tile you even hover over
I made a very quick vid to show what is happening there: https://www.youtube.com/watch?v=rd7lEPsdPf0
Found this reddit thread from a month ago from someone who had a similar issue: https://www.reddit.com/r/LWotC/comments/njbfdz/lagfreezing_with_high_level_squads_during_actions/
Tried killing the psi soldier with bastion via killclosesttocursor had no effect.
Attaching the savegame from the strategy layer before the mission - FL 18 facility raid with 40-42 enemies, so good performance testing ground. Also adding the logfile.
created time in 3 days
pull request commentlong-war-2/lwotc
Switch to X2ModBuildCommon v1.1.0
Not in X2ModBuildCommon, and I don't think we'll be adding one considering X2ModBuildCommon generally assumes an SDK installation. Should be relatively trivial (~10 lines) to make a separate script for that though.
comment created time in 3 days
PR opened long-war-2/lwotc
See https://github.com/X2CommunityCore/X2ModBuildCommon.
Everything below .scripts/X2ModBuildCommon is simply merged from the above git repository. Lwotc's build is thus pinned against a specific version of X2ModBuildCommon and doesn't require any git submodule interactions.
The scripts can be edited if needed, but these changes should be upstreamed in the long term.
Under the hood, this is more or less the same thing as before -- a PowerShell script invoked by a task configuration. The top-layer script invoked is very simple and can be edited to add specific configuration (like cooking configuration) to the build script.
The only functional difference here is that it doesn't perform a full rebuild. A clean task is provided to allow a full rebuild if desired.
pr created time in 3 days
Pull request review commentlong-war-2/lwotc
Add a Covert Action to obtain a Resistance MEC
strCharacterName="Resistance MEC" [Reward_Rebel X2RewardTemplate] DisplayName="Resistance Personnel" -[Reward_ResistanceMEC X2RewardTemplate]+[Reward_ResistanceMec X2RewardTemplate]
That was just leftover from me making the reward template when I wasn't even aware that it existed in the first place.
comment created time in 4 days
issue openedlong-war-2/lwotc
M4 Warlock prematurely shows up in lair
At FL14, m4 Warlock spawned in his lair. Strategy save from before infiltration and tactical save before he spawns attached.
created time in 4 days
issue openedlong-war-2/lwotc
According to the XComLW_Overhaul.ini, psi operative initial training time is supposed to scale with difficulty, to match GTS, as suggested by lines 452 to 456.
; Initial time in tube for Psis, set to match that in GTS (before scientist cuts it in half) +INITIAL_PSI_TRAINING[0]=5 +INITIAL_PSI_TRAINING[1]=7 +INITIAL_PSI_TRAINING[2]=10 +INITIAL_PSI_TRAINING[3]=12
In practice, however, the training times appear to always use the rookie value.
created time in 4 days
Pull request review commentlong-war-2/lwotc
Add a Covert Action to obtain a Resistance MEC
static function X2DataTemplate CreateIntenseTrainingTemplate() return Template; } +static function X2DataTemplate CreateResistanceMecTemplate()+{+ local X2CovertActionTemplate Template;++ `CREATE_X2TEMPLATE(class'X2CovertActionTemplate', Template, 'CovertAction_ResistanceMec');++ Template.ChooseLocationFn = ChooseRandomRegion;+ Template.OverworldMeshPath = "UI_3D.Overwold_Final.CovertAction";++ Template.Narratives.AddItem('CovertActionNarrative_ResistanceMec_Skirmishers');+ Template.Narratives.AddItem('CovertActionNarrative_ResistanceMec_Reapers');+ Template.Narratives.AddItem('CovertActionNarrative_ResistanceMec_Templars');++ // NOTE: Soldier slots configured in `X2LWCovertActionsModTemplate` for consistency and+ // because some Firaxis developer keeps making functions private..... The template mod+ // also adds the Failure risk.++ Template.Risks.AddItem('CovertActionRisk_Ambush');+ Template.Risks.AddItem('CovertActionRisk_SoldierCaptured');
I couldn't remember myself. I'm okay with removing that.
comment created time in 4 days
PR opened long-war-2/lwotc
I felt like we needed some more early covert actions to populate the pool, and Resistance MECs are neat, so why not?
pr created time in 4 days
issue commentlong-war-2/lwotc
Yellow alert naja squadsight snipe without activating
Before and after saves of a naja taking a yellow alert shot with Hunter active
comment created time in 5 days
issue closedlong-war-2/lwotc
Hi, @pledbrook - Could you revert the encoding for FRA files? We need to keep "UCS-2 LE BOM" to display special characters correctly (é, è, à, etc.).
closed time in 5 days
Savancosinusissue commentlong-war-2/lwotc
I can confirm. ^^
Thx!
De : Peter Ledbrook ***@***.***> Envoyé : samedi 12 juin 2021 14:46 À : long-war-2/lwotc ***@***.***> Cc : Savancosinus ***@***.***>; Mention ***@***.***> Objet : Re: [long-war-2/lwotc] FRA - UTF-8 (#1328)
@Savancosinushttps://github.com/Savancosinus Can you confirm whether robojumper is correct in his assessment, please? If you want to copy the localisation files directly into the installed mod, then it's probably best to manually convert them to UTF-16 (UCS-2 LE) in Notepad++ and then convert them back to UTF-8 when you're ready to submit the changes in GitHub. Alternatively, submit them as UTF-16 and I will perform the conversion back to UTF-8 myself.
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHubhttps://github.com/long-war-2/lwotc/issues/1328#issuecomment-860048752, or unsubscribehttps://github.com/notifications/unsubscribe-auth/APMQADP6BZF4N2PSR2C7RH3TSNJJXANCNFSM46L3Q7SA.
comment created time in 5 days
issue openedlong-war-2/lwotc
Chosen Sabotage states it delays Covert Ops by 7 days, ads 12 days instead
What the title says, clip here: https://clips.twitch.tv/CourageousTubularDurianCorgiDerp-xVbjzry9IXvS9YVm (time left on covert action is 3 days at the start of the clip, 15 days after the sabotage happened)
I'd say either it's also adding the base duration on top of it again or it might do something funky with the modifier given by Engineers assigned to the ring.
created time in 6 days
pull request commentlong-war-2/lwotc
Provide shorter Promotion screen option without panel tearing
No problem. Thanks for letting me know.
comment created time in 6 days
issue commentlong-war-2/lwotc
Range of officer abilities does not match up with command range
So, fun anecdote: was going to showcase this issue on stream today, and there the "get some" and "oskar mike" ranges matched up exactly with the command range, so not sure what is wrong with this specific officer. Will do some more testing.
comment created time in 6 days
issue openedlong-war-2/lwotc
Voice missing from Templar adversary takedown scene
The scene for taking out the templar adversary is missing voice

created time in 6 days
issue commentlong-war-2/lwotc
I figured it would be something right in front of my face. I'm getting the correct title screen so I think I'm good.
Thanks for your help and time!
comment created time in 6 days
