The Will variance (Colonel) of 68-124 is 53-143 when not created equally. This can lead to a number of really awesome combinations - like my heavy with grenader and deep pockets (with tactical rigging, 6 alien grenades)! However, if you like medics, Training Roulette is crippling - because there is no guarentee anyone will have any medical skills, let alone two or all three. Not Created Equally is a Second Wave option that randomizes a soldiers starting stats as follows: Will: 25-59 (normal 40), values will vary by increments of 2 to the lower 25 limit. The rest of the skills in the tree are picked randomly.
#Xcom long war second wave mod
switch XCOM to the installed Long War language via its properties in Steam. Long War of the Chosen mod X2WOTCCommunityHighlander v1.23.1 WOTC Alien Hunters Community Highlander v1.23. Tech tree is in the file LongWar3techtree.png in your XEW directory. Perk trees for all classes are in the file LongWar3perktree.jpg in your XEW directory, or here. Every class gets the stock first skill and class-only skills (like Rockets for heavies and smoke grenades for Supports) still show up in the normal spots in their respective class trees only. Modified Second Wave options to support longer campaigns. It is a complete overhaul of the vanilla game that attempts to make campaigns more engaging, longer and more challenging. Alternately, I've had a Sniper once stuck at around 70 aim and 40 will. Long War of the Chosen is a port of the original Long War 2 mod by Pavonis Interactive to XCOM 2s War of the Chosen expansion. I've had heavies with 100+ aim and will, which is a blast. On a whole, I've found both options result in better, if less consistant, soldiers. These long war campaigns are a marathon, with numerous setbacks, tragedies, frustrations, misfortunes, misclicks, and bugs. They both ended the same, and on the exact same day, suggesting that endurance is just as important as skill. Instead of simply choosing between the static easy/medium/hard options, these second wave selections tailor the difficulty to your liking, creating a better experience overall.As mentioned above, 'Not Created Equal' and 'Hidden Potential' are must haves: you can end up with some really amazing, some really weird, and, occasionally, some really bad soldiers. The first campaign was a test of endurance the second a display of skill. Options like these crank up the heat inside the alien-infested pressure cooker that is XCOM by rewarding smart play and punishing mistakes. Other players I know swear by Aiming Angles (bonus accuracy if you're near flanking) and Red Fog (accuracy penalty if you're injured) and won't play without them. SWRAREPSI 80. This may sound like a minor detail, but in a game where a few percentage points are the difference between brave and grave, messing with stats like this can really surprise you. SECOND WAVE: Wear and Tear - the core of this Gear will require repair 80 of the time and takes 80 of build time. But in party-time-second-wave XCOM, you can enable Not Created Equal and Hidden Potential to mix up your rookie's starting stats and how those stats change between levels. In boring-old-regular XCOM, rookies are basically all carbon copies of each other, with identical stats and level progression. My personal favorites change how your soldiers grow.