These UI improvements are not just helpful, but critical. And for the soldiers affected by that overwatch, their action pips turn orange, and in their list of targetable enemies (the row of little red heads in the right corner) the overwatching enemy will have a target symbol on it. Additionally, when those enemies are on overwatch that eye symbol again appears, but now its red, because red means danger. So now, just like in XCOM 2, you will know before you move, which enemies you can target from that new position. The most significant improvement is a little bluish eye symbol that appears next to an enemy’s HP bar when you hover the mouse over a tile from which you can see that enemy. LWR has some huge enhancements to the old XCOM: Enemy Unknown UI. You should play it now, and when ucross has completed his masterpiece, you should play it again. You could wait for that version of LWR, but you shouldn’t. He isn’t going to stop until he believes it is absolutely perfect. The developer, ucross, is a fanatic about game balance, which means that he is constantly tinkering and tweaking classes, abilities, game mechanics, starting bonuses, etc. Its been in development for 5 years, and maybe it will still be in development 5 years from now. But the game is ready to play now, and its fantastic. It seemed to me like a good idea to, you know, wait for it to be finished. Activating the whole map is still a bad situation, but one that you can usually survive.Īnother reason I postponed playing LWR was that it was still in active development. Also, your soldiers are tougher, and defense actually works! Having cover will prevent your soldiers from being killed, rather than just reducing the odds. Also proximity matters a lot in LWR, so out of sight enemies are usually not a huge threat. But in LWR this mechanic has been balanced by other new mechanics, such as cancelling the enemy’s scamper movement and sometimes even disabling their weapons. The truth is that I was scared of the new pod activation mechanics, whereby an enemy pod that sees another active pod, will automatically activate as well. XComEW_Long_War.ct (560.54 KiB) Downloaded 3006 times long_war_release_1_177.ct (450.59 KiB) Downloaded 798 times Long_War_release_1.CT (450.59 KiB) Downloaded 545 times Long_War_release_1.2.CT (392.67 KiB) Downloaded 795 times Long_War_b14i.CT (452.08 KiB) Downloaded 574 times Long War Table v1.0.ct (819.I wish I had started playing LWR sooner. Activate the trainer options by checking boxes or setting values from 0 to 1.
Click the PC icon in Cheat Engine in order to select the game process.The country script is hit/miss, sometimes the country array fits perfectly with the pointers but most of the time 2-3 countries will be missing from the list. Can't get the storage script to work so that one is useless. I've taken the base table and added Long War perks to the soldier patcher. Most offsets under the Soldier Patcher have not been updated, but I left them there anyway in case someone feels like updating them. The Storage offsets are up-to-date at least. I removed a bunch of things that are not in the Long War mod, but I am pretty sure that there are some leftovers. Moved a bunch of things from the Object Array script to the resource script - found pointers, so there should be less need for updating shifting offsets in the Object Array. Most offsets under the scripts are now hierarchical, so future updates (shifting offsets, new versions) should be easier. The soldier patcher can enable the Rift flag without having to mind-control an Ethereal.
Tactical script comes with an option to force Overwatch (hate clicking it every time!).Īdded some trivial checks to the soldier patcher, so it should crash less (the same code loads a bunch of other resources so if you did not use it right, it crashed) - but you should still disable scripts when you don't use them. Here's a "better" table for Long War 1.0 (XCOM Enemy Within).