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Folderising in preparation for LW 2 trope listings


[[folder:Long War]]



* YouHaveResearchedBreathing: XCOM needs an entirely new building, which you don't start out with, just to repair small objects. May be partially justified as you only use it to repair alien technology.

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* YouHaveResearchedBreathing: XCOM needs an entirely new building, which you don't start out with, just to repair small objects. May be partially justified as you only use it to repair alien technology.technology.

[[/folder]]

[[folder:Long War 2]]

* ZergRush: If Infiltration progress is sufficiently low, you can expect to face dozens of enemies in a mission.

[[/folder]]
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As of January 5th, 2017, a sequel mod to ''Long War'' was announced, simply titled ''Long War 2'', which is created by Pavonis Interactive, formerly known as Long War Studios.

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As of January 5th, 2017, a sequel mod to ''Long War'' was announced, simply titled ''Long War 2'', which is created by Pavonis Interactive, formerly known as Long War Studios.
Studios. It was released on January 19th.
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As of January 5th, 2017, a sequel mod to "Long War" was announced, simply titled "Long War 2", which is created by Pavonis Interactive, formerly known as Long War Studios.

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As of January 5th, 2017, a sequel mod to "Long War" ''Long War'' was announced, simply titled "Long ''Long War 2", 2'', which is created by Pavonis Interactive, formerly known as Long War Studios.
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As of January 5th, 2017, a sequel mod to Long War was announced, simply titled Long War 2, which is created by Pavonis Interactive, formerly known as Long War Studios.

to:

As of January 5th, 2017, a sequel mod to Long War "Long War" was announced, simply titled Long "Long War 2, 2", which is created by Pavonis Interactive, formerly known as Long War Studios.
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As of January 5th, 2017, a sequel mod to Long War was announced, simply titled Long War 2, which is created by Pavonis Interactive, formerly known as Long War Studios.
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* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577474474 Alien Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=712967878 Laser Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577517577 Leader Pack]]
* [[http://steamcommunity.com/workshop/filedetails/?id=719109968 Perk Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577409322 SMG Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=674832831 Toolbox]]

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* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577474474 Alien Pack]]
Pack]]: Adds a large number of enemy types, including various kinds of ADVENT specialists and bringing back "favourites" like the Chryssalid Greater Hive Queen.
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=712967878 Laser Pack]]
Pack]]: Laser weapons return as a Tier 1.5 in between conventional and MagneticWeapons.
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577517577 Leader Pack]]
Pack]]: The return of Officers.
* [[http://steamcommunity.com/workshop/filedetails/?id=719109968 Perk Pack]]
Pack]]: Changes the perks available to existing classes, with a new third tree to choose from, and adds new classes too.
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577409322 SMG Pack]]
Pack]]: The SMG returns, now with a reduction in detection radius for troops using them.
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=674832831 Toolbox]]
Toolbox]]: Increase maximum squad size to 12 and brings back a variety of Second Wave options.
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''Long War'' is also available for ''VideoGame/{{XCOM 2}}'', but this time split into multiple mods for more modularity:
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577474474 Alien Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=712967878 Laser Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577517577 Leader Pack]]
* [[http://steamcommunity.com/workshop/filedetails/?id=719109968 Perk Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=577409322 SMG Pack]]
* [[http://steamcommunity.com/sharedfiles/filedetails/?id=674832831 Toolbox]]
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* AscendedExtra: As of beta 14, General Van Doorn will join XCom if he is successfully extracted during the relevant council mission.

to:

* AscendedExtra: As of beta 14, General Van Doorn will join XCom XCOM if he is successfully extracted during the relevant council mission.



** Surprisingly [[InvertedTrope Inverted]] for the infamous [[DemonicSpiders Chryssalids]]; they're still fast, durable, and hit like a truck, but their overall damage output has been [[{{Nerf}} nerfed]] slightly which, along with the generally-increased toughness of XCom operatives, means their attacks aren't quite the OneHitKill they used to be; they're still a major threat, but you can survive a hit or two with sufficient armor, meaning no more fears of sudden, unexpected FinalDeath.

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** Surprisingly [[InvertedTrope Inverted]] for the infamous [[DemonicSpiders Chryssalids]]; they're still fast, durable, and hit like a truck, but their overall damage output has been [[{{Nerf}} nerfed]] slightly which, along with the generally-increased toughness of XCom XCOM operatives, means their attacks aren't quite the OneHitKill they used to be; they're still a major threat, but you can survive a hit or two with sufficient armor, meaning no more fears of sudden, unexpected FinalDeath.
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* GetBackHereBoss: Can sometimes happen if the AI is feeling particularly evasive. Often this leads to [[OhCrap triggering more pods of enemies in the path to find it.]]



* ScratchDamage: Averted, expect to see early enemy robots like Seekers tank ballistic shots like it's nothing, thanks to the new Damage Reduction mechanic.



* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad. This is the first sign that Long War doesn't pull any punches.

to:

* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad. This is the first sign that Long War doesn't pull any punches.punches.
* YouHaveResearchedBreathing: XCOM needs an entirely new building, which you don't start out with, just to repair small objects. May be partially justified as you only use it to repair alien technology.
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* ArmorIsUseless: Now that it's a choice, averted. While tactical vests grant mobility, higher tiers of armor offer significant survivability against their lighter counterparts, and once the enemies start bringing their big guns to bear, the extra HP will be much appreciated.

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* ArmorIsUseless: Now that it's a choice, averted. While tactical vests grant mobility, higher tiers of armor offer significant survivability against their lighter counterparts, and once the enemies start bringing their big guns to bear, the extra HP will be much appreciated. These items are especially useful on Scouts expecting to activate Overwatch fire, as a 1% chance for those to connect will inevitably one day hit them.



* EarlyGameHell: Unlike the base game, this trope is alleviated in ''Long War'' with a much greater breadth of starting options - your Rookies might still have no abilities, but at least they now can carry two items at once from a much greater list of starting items to deal with their [[ATeamFiring unlikeliness to hit things]] over just tossing frag grenades all the time. Additionally, plasma weapons no longer reliably destroy cover they hits and stops even the Aliens missing your soldiers being potentially quite lethal, and more starting weapons have been added, notably the "Carbine" line of weapons which are assault rifles with less damage and critical chance (A big penalty if the soldier using it is accurate), but grant an aim and mobility bonus to its user (A big bonus if the soldier using it ''isn't'' because doing some damage is more than doing none!).

to:

* EarlyGameHell: Unlike the base game, this trope is alleviated in ''Long War'' with a much greater breadth of starting options - your Rookies might still have no abilities, but at least they now can carry two items at once from a much greater list of starting items to deal with their [[ATeamFiring unlikeliness to hit things]] over just tossing frag grenades all the time. Additionally, plasma weapons no longer reliably destroy cover they hits and stops even the Aliens missing your soldiers being potentially quite lethal, and more starting weapons have been added, notably including the "Carbine" and "SMG" line of weapons weapons, which are assault rifles with less damage and critical chance (A big penalty if the soldier using it is accurate), but grant the former grants an aim and mobility bonus to its user (A big bonus if the soldier using it ''isn't'' because doing some damage is more than doing none!).none!) while the latter grants a large mobility bonus to its user (and even Rookies can't miss things next to them with an SMG).
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fix a couple of redlinks


** In the original game, [[TheQuisling EXALT]] could be a challenge early on, due to starting with decent gear and some unique powers, and the [[ScrappyLevel Covert Ops missions]] could occasionally be a pain, but whereas the player started developing better equipment and more capable soldiers, EXALT [[CantCatchUp never grew beyond their initial level of power,]] meaning that they quickly became MoneySpiders and little else. In ''Long War'', they grow and gain upgrades at the same rate as the player, and can even field their own versions of your super-elite top-tier soldiers; watch in awe as EXALT Snipers OneHitKill you from beyond your visual range, EXALT Heavies demolish entire swaths of cover with Blaster Launchers, and EXALT MECs run down your squishy fleshlings. [[FromBadToWorse They also get larger numbers]], AND [[UpToEleven can appear alongside aliens in any missions they'd normally appear in - including Terror Missions!]].

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** In the original game, [[TheQuisling EXALT]] could be a challenge early on, due to starting with decent gear and some unique powers, and the [[ScrappyLevel Covert Ops missions]] could occasionally be a pain, but whereas the player started developing better equipment and more capable soldiers, EXALT [[CantCatchUp never grew beyond their initial level of power,]] meaning that they quickly became MoneySpiders {{MoneySpider}}s and little else. In ''Long War'', they grow and gain upgrades at the same rate as the player, and can even field their own versions of your super-elite top-tier soldiers; watch in awe as EXALT Snipers OneHitKill you from beyond your visual range, EXALT Heavies demolish entire swaths of cover with Blaster Launchers, and EXALT MECs [=MECs=] run down your squishy fleshlings. [[FromBadToWorse They also get larger numbers]], AND [[UpToEleven can appear alongside aliens in any missions they'd normally appear in - including Terror Missions!]].
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* PrestigeClass: To a degree. Beyond the standard classes, a soldier can become either a MEC trooper, gaining a modified version of their original class with greater firepower and durability, an Officer that grants the entire team buffs, or Psionic, gaining a whole new set of spell-like abilities. Interestingly, each is limited differently. You can only have so many officers, and many are rank-limited, Psionics are based on RandomNumberGod, and MECs are simply very resource-intensive.

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* PrestigeClass: To a degree. Beyond the standard classes, a soldier can become either a MEC trooper, gaining a modified version of their original class with greater firepower and durability, an Officer that grants the entire team buffs, or Psionic, gaining a whole new set of spell-like abilities. Interestingly, each is limited differently. You can only have so many officers, and many are rank-limited, Psionics are based on RandomNumberGod, and MECs MEC troopers are simply very resource-intensive.
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* BadassNormal: Officers, to a degree. They can still be Gene-modded, but cannot be either Psionic or MEC troopers.


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* PrestigeClass: To a degree. Beyond the standard classes, a soldier can become either a MEC trooper, gaining a modified version of their original class with greater firepower and durability, an Officer that grants the entire team buffs, or Psionic, gaining a whole new set of spell-like abilities. Interestingly, each is limited differently. You can only have so many officers, and many are rank-limited, Psionics are based on RandomNumberGod, and MECs are simply very resource-intensive.
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XCOM: Long War is a GameMod for the tactical strategy game [[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]], more specifically its ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable {{Game Breaker}}s.

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XCOM: [[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/long_war_logo.png]]
''XCOM:
Long War War'' is a GameMod for the tactical strategy game [[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]], ''VideoGame/XCOMEnemyUnknown'', more specifically its ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable {{Game Breaker}}s.



* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad. This is the first sign that Long War doesn't pull any punches.

to:

* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad. This is the first sign that Long War doesn't pull any punches.
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Heavy Floaters were present in vanilla and they aren't very different from LW ones.


** Floaters are a bit tougher in general, but now you can encounter [[EliteMook ''Heavy Floaters'']], who have effectively twice the health and firepower, and are much more mobile and accurate.

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Removed: 1357

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Giant Chryssalids appear way too late to be considered Wake-Up Call Bosses.


* WakeUpCallBoss
** Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad. This is the first sign that Long War doesn't pull any punches.
** The game has an even more infamous example in the [[spoiler: [[GiantMook GIANT]] [[OhCrap CHRYSSALID.]] This beastie can show up in any Terror Mission from the second onwards, is about FIVE TIMES the size of a regular Chryssalid, has [[DamageSpongeBoss THREE times the health]], [[LightningBruiser moves just as fast]], [[OneHitKill and deals upwards of 15-20 points of damage per hit]]. As soon as it appears, the entire squad will need to concentrate their firepower to take it out, or it WILL rush the squad down within a single turn and begin dealing out [[FinalDeath casualties]] left right and center. Seeing one of the franchise's most infamous DemonicSpiders scaled up so dramatically is enough to make even ''hardened veterans'' of the series [[FreakOut freak out]] the first time they see it, and will still cause plenty of panic on subsequent appearances.]]

to:

* WakeUpCallBoss
**
WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad. This is the first sign that Long War doesn't pull any punches.
** The game has an even more infamous example in the [[spoiler: [[GiantMook GIANT]] [[OhCrap CHRYSSALID.]] This beastie can show up in any Terror Mission from the second onwards, is about FIVE TIMES the size of a regular Chryssalid, has [[DamageSpongeBoss THREE times the health]], [[LightningBruiser moves just as fast]], [[OneHitKill and deals upwards of 15-20 points of damage per hit]]. As soon as it appears, the entire squad will need to concentrate their firepower to take it out, or it WILL rush the squad down within a single turn and begin dealing out [[FinalDeath casualties]] left right and center. Seeing one of the franchise's most infamous DemonicSpiders scaled up so dramatically is enough to make even ''hardened veterans'' of the series [[FreakOut freak out]] the first time they see it, and will still cause plenty of panic on subsequent appearances.]]
punches.
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* ObviousRulePatch: Berserkers were given the Muscle Fiber Density perk after the devs found Beaglerush abusing their inability to climb rooftops if XCOM soldiers physically blocked all the pipes or ladders.
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XCOM: Long War is a GameMod for the tactical strategy game [[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]], more specifically it's ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable {{Game Breaker}}s.

to:

XCOM: Long War is a GameMod for the tactical strategy game [[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]], more specifically it's its ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable {{Game Breaker}}s.
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Formatting.


XCOM: Long War is a GameMod for the tactical strategy game [[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]], more specifically it's ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable [[GameBreaker GameBreakers]].

Additionally, [[ExactlyWhatItSaysOnTheTin as the title suggests,]] it's long. [[MarathonLevel ''Really'' long.]] Whereas the average game of ''Enemy Within'' could be completed in around 20-30 hours based on difficulty, ''Long War'' can ''easily'' take upwards of 40...and that's on the ''easiest'' difficulty.

to:

XCOM: Long War is a GameMod for the tactical strategy game [[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]], more specifically it's ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable [[GameBreaker GameBreakers]].

{{Game Breaker}}s.

Additionally, [[ExactlyWhatItSaysOnTheTin as the title suggests,]] it's long. [[MarathonLevel ''Really'' Really long.]] Whereas the average game of ''Enemy Within'' could be completed in around 20-30 hours based on difficulty, ''Long War'' can ''easily'' take upwards of 40...and that's on the ''easiest'' difficulty.

Removed: 2061

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All those points are described in details in the article. It made sense on main XCOM page, but it\'s unnecessary here.


* GameMod: One of particular note is the Long War mod, which the game's own developers have said takes the game "to a whole different level." In short, it adds another 4 classes that're variations of the original classes, gives all classes 3 different skills per level instead of just 2, changes the [=MECs=] so that every class has their own type of MEC with its own skilltrees, massively complicates the functions of every type of alien assault so that each successful mission from their POV gives them more resources, changes the panic mechanics completely so that fulfilling the country's requests raises their resistance and even if a country is taken over, it can still be recovered by taking over the alien base in that country. It also replaces medals with officers that give their benefits to all squad members. Soldiers also get tired after missions, must rest afterwards and if not let to recover, will have a longer, forced recovery period. The revamped science tree is so big and intertwined that its flowchart is only readable as an A1 printout. Finally, there are a lot more Psionic skills and everyone can ultimately become one (although it's easier with soldiers with high will) but using them adds to the soldier's fatigue and they must be learned via training, which takes time. Together with fully revamped weapons and items which bring dozens of new, carefully balanced mechanics into play, all of these features push the tactical layer of the game to the limit. Even lowest difficulties demand perfect form and unerring calculations from an experienced player; every mission becomes a constant streak of potential disasters, averted only by intimate knowledge of the game's mechanics. The late game difficulty fall-off from the vanilla also disappears: even with elite soldiers and cutting edge tech, the scale of the opposition is immense, often pitting a squad against two vanilla missions worth of aliens in a single throwaway skirmish. And, of course, the War is definitely Long: to beat it, one has to put in upwards of 100-150 hours.

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Moving from XCOM Enemy Unknown


----




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* AscendedExtra: As of beta 14, General Van Doorn will join XCom if he is successfully extracted during the relevant council mission.



* BossInMookClothing: Most leaders but special mention goes to terrors such as the [[KingMook Chryssalid Greater Hive Queen]], with some whooping ''fifty'' hitpoints, an escort more than able to exterminate you already, and a base damage of ten. [[ThisIsGonnaSuck Have fun!]]



* ClownCar: The small scout UFO trap/ambushes. A small scout shouldn't be able to hold that many alien troops. Especially ridiculous when you have multiple Sectopods and large units.



* EarlyGameHell: Unlike the base game, this trope is alleviated in ''Long War'' with a much greater breadth of starting options - your Rookies might still have no abilities, but at least they now can carry two items at once from a much greater list of starting items to deal with their [[ATeamFiring unlikeliness to hit things]] over just tossing frag grenades all the time. Additionally, plasma weapons no longer reliably destroy cover they hits and stops even the Aliens missing your soldiers being potentially quite lethal, and more starting weapons have been added, notably the "Carbine" line of weapons which are assault rifles with less damage and critical chance (A big penalty if the soldier using it is accurate), but grant an aim and mobility bonus to its user (A big bonus if the soldier using it ''isn't'' because doing some damage is more than doing none!).



* GameMod: One of particular note is the Long War mod, which the game's own developers have said takes the game "to a whole different level." In short, it adds another 4 classes that're variations of the original classes, gives all classes 3 different skills per level instead of just 2, changes the [=MECs=] so that every class has their own type of MEC with its own skilltrees, massively complicates the functions of every type of alien assault so that each successful mission from their POV gives them more resources, changes the panic mechanics completely so that fulfilling the country's requests raises their resistance and even if a country is taken over, it can still be recovered by taking over the alien base in that country. It also replaces medals with officers that give their benefits to all squad members. Soldiers also get tired after missions, must rest afterwards and if not let to recover, will have a longer, forced recovery period. The revamped science tree is so big and intertwined that its flowchart is only readable as an A1 printout. Finally, there are a lot more Psionic skills and everyone can ultimately become one (although it's easier with soldiers with high will) but using them adds to the soldier's fatigue and they must be learned via training, which takes time. Together with fully revamped weapons and items which bring dozens of new, carefully balanced mechanics into play, all of these features push the tactical layer of the game to the limit. Even lowest difficulties demand perfect form and unerring calculations from an experienced player; every mission becomes a constant streak of potential disasters, averted only by intimate knowledge of the game's mechanics. The late game difficulty fall-off from the vanilla also disappears: even with elite soldiers and cutting edge tech, the scale of the opposition is immense, often pitting a squad against two vanilla missions worth of aliens in a single throwaway skirmish. And, of course, the War is definitely Long: to beat it, one has to put in upwards of 100-150 hours.



** The first mission already will show you what the deal is about. You can mitigate the difficulty by choosing the "Cinematic Mode" and "Not So Long War" options.
** To the mod's merit, this unusual difficulty does not force the player to adopt an ultra-defensive, exploitative playstyle. On the contrary, the new mechanics are carefully balanced to encourage risk taking and dynamic offensive tactics, provide the player with advanced ways to assess and control the battlefield, and actually increase the engagement tempo, while also making missions longer and thus more demanding of resources management.



* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad.

to:

* WakeUpCallBoss: WakeUpCallBoss
**
Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad. This is the first sign that Long War doesn't pull any punches.
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** The game has an even more infamous example in the [[spoiler: [[GiantMook GIANT]] [[OhCrap CHRYSSALID.]] This beastie can show up in any Terror Mission from the second onwards, is about FIVE TIMES the size of a regular Chryssalid, has [[DamageSpongeBoss THREE times the health]], [[LightningBruiser moves just as fast]], [[OneHitKill and deals upwards of 15-20 points of damage per hit]]. As soon as it appears, the entire squad will need to concentrate their firepower to take it out, or it WILL rush the squad down within a single turn and begin dealing out [[FinalDeath casualties]] left right and center. Seeing one of the franchise's most infamous DemonicSpiders scaled up so dramatically is enough to make even ''hardened veterans'' of the series [[FreakOut freak out]] the first time they see it, and will still cause plenty of panic on subsequent appearances.]]

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* ArbitraryHeadcountLimit: Slightly bigger than in vanilla game, but it's still here - starting squad size is 6, which can be upgraded to 8 for regular missions, 10 for alien base and EXALT HQ assaults, and 12 for the final mission. On the other hand, some of the covert ops will restrict you to 4 soldiers and your covert operative.



** LMGs. Heavy guns that can't be moved and fired in the same turn, they have huge range, essentially making them mini-Sniper Rifles, and MASSIVE damage output. While their accuracy is a bit low, this is easily compensated for, and Gunners can get a variety of perks that make them even more deadly. Properly-deployed LMG Gunners can wipe out swathes of enemies on their own.

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** LMGs.[=LMGs=]. Heavy guns that can't be moved and fired in the same turn, they have huge range, essentially making them mini-Sniper Rifles, and MASSIVE damage output. While their accuracy is a bit low, this is easily compensated for, and Gunners can get a variety of perks that make them even more deadly. Properly-deployed LMG Gunners can wipe out swathes of enemies on their own.



** SHIVs were pretty underwhelming in the base game, due to having limited loadouts, utility, and falling short of soldiers in nearly every way by the lategame. Now, they get a much wider range of weapons and support modules, and can be anything from a mobile death turret to a portable stealth-detecting radar that doubles as hardened cover.

to:

** SHIVs [=SHIVs=] were pretty underwhelming in the base game, due to having limited loadouts, utility, and falling short of soldiers in nearly every way by the lategame. Now, they get a much wider range of weapons and support modules, and can be anything from a mobile death turret to a portable stealth-detecting radar that doubles as hardened cover.



* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{GlassCannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad.

to:

* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{GlassCannon}}s {{Glass Cannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad.

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* CrutchCharacter: The Carbine-class weapons are intended to serve as crutches to your lower-ranked troops. They deal less damage than standard assault rifles and have reduced crit chance, but they're lighter and have bonus to Aim, allowing soldiers with lower stats to still contribute to firefight.



* RedShirt: [[InvokedTrope Literally!]] [[CannonFodder Rookies]] get red-colored armor by default, and only get bumped up to the standard olive drab on reaching Squaddie status (barring the player's customization whims, of course.)

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* FissionMailed: No matter what you do, in the first month one country is guaranteed to withdraw from [=XCOM=]. This is required thanks to new alien base mechanic - they can only spawn in countries that left the Council and you can regain them by destroying the base, but clearing one base is also required to progress the story.
* NintendoHard: ''[=XCOM=]'' wasn't an easy game, but ''Long War'' really takes the difficulty UpToEleven. Even the mod's readme file essentially says "We don't care how many times you've beaten Impossible; here, you play on Normal or you lose all rights to complain".
* RedShirt: [[InvokedTrope Literally!]] [[CannonFodder Rookies]] get red-colored armor by default, and only only1 get bumped up to the standard olive drab on reaching Squaddie status (barring the player's customization whims, of course.)


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* WakeUpCallBoss: Somewhat infamously, Outsiders. In the original, they were dangerous thanks to high mobility, good aim and decent damage, but they were also {{GlassCannon}}s possible to kill in one flanked shot. Here, they retain all their strengths, but their health is now boosted to 10, and on top of that, they regenerate 3 health per turn. Taking one down in early game often requires round of concentrated fire from entire squad.
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* CantCatchUp: Played straight but at the same time rigorously opposed by the game itself; soldiers that never see use will never get stronger, and overdepending on your elites can leave you crippled if they [[FinalDeath die off]], leaving you to recruit newbies who can't compete against the just-as-powerful enemies. ''However,'' the game introduces a "fatigue" system that weakens and wounds soldiers if used too often back to back, so players are encouraged to mix up their rosters between missions.
* ContinuingIsPainful: Wounded soldiers permanently lose Will, and the effect can stack with multiple injuries; players are encouraged to play safe and keep their troops alive, or otherwise their elites could wind up being crippled in the long run.
* DifficultButAwesome: Battle Rifles, heavier variants of the Assault Rifle that pack higher damage, but are heavier and suffer an Aim penalty if the user moves. The loss in accuracy and increased weight would be a concern on most classes...except for [[BoringButPractical Infantry]], who are designed for sticking to cover and get high Aim bonuses. A competent Infantry with a Battle Rifle can consistently land two highly-damaging shots per turn if used right.

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* Simple Yet Awesome: Scouts, an offshoot of the Sniper. Take the Sniper's long-range headshotting OneHitKill potential, combine with the Assault's high mobility and propensity for flanking, and add on SuperReflexes resulting in copious DodgeTheBullet, and you have a high-speed, high-kill-count murder machine. [[GlassCannon Just don't leave them hugging cover on the front line.]]

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* Simple Yet Awesome: SimpleYetAwesome: Scouts, an offshoot of the Sniper. Take the Sniper's long-range headshotting OneHitKill potential, combine with the Assault's high mobility and propensity for flanking, and add on SuperReflexes resulting in copious DodgeTheBullet, and you have a high-speed, high-kill-count murder machine. [[GlassCannon Just don't leave them hugging cover on the front line.]]



* LMGs. Heavy guns that can't be moved and fired in the same turn, they have huge range, essentially making them mini-Sniper Rifles, and MASSIVE damage output. While their accuracy is a bit low, this is easily compensated for, and Gunners can get a variety of perks that make them even more deadly. Properly-deployed LMG Gunners can wipe out swathes of enemies on their own.

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* ** LMGs. Heavy guns that can't be moved and fired in the same turn, they have huge range, essentially making them mini-Sniper Rifles, and MASSIVE damage output. While their accuracy is a bit low, this is easily compensated for, and Gunners can get a variety of perks that make them even more deadly. Properly-deployed LMG Gunners can wipe out swathes of enemies on their own.own.
** Shredder Ammo and Shredder Rockets. The latter lack the cover-destroying properties of normal rockets, and can't penetrate cover either, meaning placement is key to hitting the enemy, but they deal even more damage and, more importantly, add a debuff that increases damage taken by affected enemies for several turns. The Shredder Ammo adds that debuff to all normal damage inflicted as well. Use of these can make tough, hard-to-kill enemies [[spoiler: like the Giant Chryssalid]] much easier to handle.

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* AwesomeButImpractical: High-explosives, especially if used recklessly. Explosives are powerful, dealing great damage, and they obliterate cover, meaning survivors will usually be Exposed and thus easily taken out with a follow-up shot. However, overuse of them can destroy cover ''your'' squad could have used, and you can potentially wind up needing to advance through a killing field of enemies with no cover locations. Additionally, enemies killed this way don't drop any loot; while the larger number of missions and aliens in general makes this less of an issue, overuse can still leave the player short on needed materials later on down the line.

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* AwesomeButImpractical: High-explosives, especially if used recklessly. Explosives are powerful, dealing great damage, and they obliterate cover, meaning survivors will usually be Exposed and thus easily taken out with a follow-up shot. However, overuse of them can destroy cover ''your'' squad could have used, and you can potentially wind up needing to advance through a killing field of enemies with no cover locations. Additionally, enemies killed this way don't drop any loot; while the larger number of missions and aliens in general makes this less of an issue, overuse can still leave the player short on needed materials later on down the line. Finally, rockets are heavy, and each additional one a Rocketeer takes will slow them down a little bit more, forcing them to either sacrifice firepower or armor to make up the difference or else lag behind the rest of the team.


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* Simple Yet Awesome: Scouts, an offshoot of the Sniper. Take the Sniper's long-range headshotting OneHitKill potential, combine with the Assault's high mobility and propensity for flanking, and add on SuperReflexes resulting in copious DodgeTheBullet, and you have a high-speed, high-kill-count murder machine. [[GlassCannon Just don't leave them hugging cover on the front line.]]
** Engineers, better known as [[StuffBlowingUp grenadiers.]] While the same rules for Rocketeers does apply, the Engineer gets access to a much wider variety of grenades, including [[HollywoodAcid Chems]], [[SmokeScreen Smoke]], and the BoringButPractical Flashbangs. More to the point, grenades cost no additional weight, unlike rockets, so Engineers can sling around both offensive and support grenades without any sacrifice in mobility or offensive power.
* LMGs. Heavy guns that can't be moved and fired in the same turn, they have huge range, essentially making them mini-Sniper Rifles, and MASSIVE damage output. While their accuracy is a bit low, this is easily compensated for, and Gunners can get a variety of perks that make them even more deadly. Properly-deployed LMG Gunners can wipe out swathes of enemies on their own.
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* RedShirt: [[InvokedTrope Literally!]] [[CannonFodder Rookies]] get red-colored armor by default, and only get bumped up to the standard olive drab on reaching Squaddie status (barring the player's customization whims, of course.)



*** Oh, and remember those [[ScrappyLevel Covert Ops?]] EXALT get to keep all their nifty toys for those missions, while the player is still limited to an unarmored, undergunned Covert Operative (that starts on the far side of the rest of your squad, and [[EscortMission MUST survive or the mission is a failure]]) and a fraction of the troops you could normally bring. These can EASILY be some of the hardest missions in the game.

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*** Oh, and remember those [[ScrappyLevel Covert Ops?]] EXALT get to keep all their nifty toys for those missions, while the player is still limited to an unarmored, undergunned Covert Operative (that starts on the far side of the rest of your squad, and [[EscortMission MUST survive or the mission is a failure]]) and a fraction of the troops you could normally bring. These can EASILY be some of the hardest missions in the game.
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* AwesomeButImpractical:

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* AwesomeButImpractical: High-explosives, especially if used recklessly. Explosives are powerful, dealing great damage, and they obliterate cover, meaning survivors will usually be Exposed and thus easily taken out with a follow-up shot. However, overuse of them can destroy cover ''your'' squad could have used, and you can potentially wind up needing to advance through a killing field of enemies with no cover locations. Additionally, enemies killed this way don't drop any loot; while the larger number of missions and aliens in general makes this less of an issue, overuse can still leave the player short on needed materials later on down the line.



** Battle Sensors and the Motion Detector. The latter also take an equipment slot, but have drastically-boosted radius and throwing range compared to the base game, and they last for a whopping two turns. The latter adds a radar only for the using unit and only for a single turn, but it can detect ''anything'', including enemies you haven't seen. Between these two, it can become trivial to get the drop on the aliens nearly every time.

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** Battle Sensors and the Motion Detector. The latter former also take takes an equipment slot, but have has drastically-boosted radius and throwing range compared to the base game, and they last it lasts for a whopping two turns. The latter adds a radar only for the using unit and only for a single turn, but it can detect ''anything'', including enemies you haven't seen. Between these two, it can become trivial to get the drop on the aliens nearly every time.
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XCOM: Long War is a GameMod for the tactical strategy game [[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]], more specifically it's ''Enemy Within'' DLC. The mod serves as a significant expansion of the base game, adding more classes, more loadout options, a wide variety of addition perks, skills, and equipment, and rebalances several of the base game's more notable [[GameBreaker GameBreakers]].

Additionally, [[ExactlyWhatItSaysOnTheTin as the title suggests,]] it's long. [[MarathonLevel ''Really'' long.]] Whereas the average game of ''Enemy Within'' could be completed in around 20-30 hours based on difficulty, ''Long War'' can ''easily'' take upwards of 40...and that's on the ''easiest'' difficulty.

[[NintendoHard Which in this game is the original game's Normal.]] Did we mention this mod is tough? As in "[[ThatOneLevel Terror Mission]] with [[DemonicSpiders Chryssalids]] in the [[EarlyGameHell second month]]" tough?

The game greatly expands on the options presented to the player in the original game; you can field larger squads, there are twice as many classes, nearly every class has multiple weapon and equipment options, there are far more perks (and the perks have more variety to them), and you gain more and more benefits as the game progresses, due to expanded research, a deeper PsychicPowers system, and increased rewards from completed missions, satellites, Council missions, and so on. However, you'll NEED those bonuses, as the aliens get their own share of new toys and tricks, and the previously-unthreatening [[TheQuisling EXALT]] get some new upgrades as well. On top of this, time passes more slowly and there are many more missions; players can expect to complete three-to-four times as many missions as a typical game of normal ''Enemy Within.''

!! XCOM: Long War examples of:


* ArmorIsUseless: Now that it's a choice, averted. While tactical vests grant mobility, higher tiers of armor offer significant survivability against their lighter counterparts, and once the enemies start bringing their big guns to bear, the extra HP will be much appreciated.
* AwesomeButImpractical:
* BoringButPractical: Infantry, an offshoot of the Assault class. No special powers, fancy flanking maneuevres, or flashy explosives. Instead, they simply shoot twice a turn if they don't move. Combined with a good Aim and a strong weapon, they can deal much more damage than nearly any other class, and will be a mainstay in many players' squads.
** Snipers, as always. Even with the {{Nerf}} they get in the mod, they're still powerful, capable of inflicting significant damage from far beyond the reach of retaliation. While a [[GameBreaker single Sniper with Squadsight and a spotter]] won't be clearing entire maps anymore, they still bring a lot to the table.
** [[TheMedic Medics.]] Thanks to boosted durability, being able to heal quickly and reliably is a significant advantage and will prevent many casualties...but Medics have mediocre combat abilities and will likely spend most of their time not healing hugging a wall and taking pitiful shots at the aliens with an SMG.
** Flashbangs. Takes an equipment slot, no damage, but cripples the stats of affected enemies, and ''very few'' are immune. Good use of flashbangs can render otherwise-lethal enemies impotent.
** Battle Sensors and the Motion Detector. The latter also take an equipment slot, but have drastically-boosted radius and throwing range compared to the base game, and they last for a whopping two turns. The latter adds a radar only for the using unit and only for a single turn, but it can detect ''anything'', including enemies you haven't seen. Between these two, it can become trivial to get the drop on the aliens nearly every time.
* TookALevelInBadass: Several, on both sides of the conflict.
** There are twice as many classes, and some of the weaker ones become far more useful; Heavy in particular was split into Gunner, epitomizing MoreDakka and capable of insane amounts of burst damage, and Rocketeer, who are capable of obliterating cover and clusters of weaker enemies entirely.
** SHIVs were pretty underwhelming in the base game, due to having limited loadouts, utility, and falling short of soldiers in nearly every way by the lategame. Now, they get a much wider range of weapons and support modules, and can be anything from a mobile death turret to a portable stealth-detecting radar that doubles as hardened cover.
** Psionics weren't bad to begin with, but ''Long War'' adds far more options to their arsenal, and high-level Psionics are terrifying engines of death and disruption the base game's psychics couldn't even hope to approach. Keep in mind this goes for the enemy, too...
** Early [[TheGreys Sectoids]] are still the same [[TheGoomba Goombas]] they always were...but later ones get some ''nasty'' psionic powers that can wreak havok if not dealt with quickly...and these are the ''regular'' ones, mind, not the far more powerful [[KingMook Commanders.]]
** The Thin Men are tougher, more accurate, MUCH faster, and their signature HollywoodAcid got a buff that makes it last longer and have much stronger negative effects, to the point that a gunked soldier without a medic nearby is effectively useless for several turns.
** Floaters are a bit tougher in general, but now you can encounter [[EliteMook ''Heavy Floaters'']], who have effectively twice the health and firepower, and are much more mobile and accurate.
** Surprisingly [[InvertedTrope Inverted]] for the infamous [[DemonicSpiders Chryssalids]]; they're still fast, durable, and hit like a truck, but their overall damage output has been [[{{Nerf}} nerfed]] slightly which, along with the generally-increased toughness of XCom operatives, means their attacks aren't quite the OneHitKill they used to be; they're still a major threat, but you can survive a hit or two with sufficient armor, meaning no more fears of sudden, unexpected FinalDeath.
** In the original game, [[TheQuisling EXALT]] could be a challenge early on, due to starting with decent gear and some unique powers, and the [[ScrappyLevel Covert Ops missions]] could occasionally be a pain, but whereas the player started developing better equipment and more capable soldiers, EXALT [[CantCatchUp never grew beyond their initial level of power,]] meaning that they quickly became MoneySpiders and little else. In ''Long War'', they grow and gain upgrades at the same rate as the player, and can even field their own versions of your super-elite top-tier soldiers; watch in awe as EXALT Snipers OneHitKill you from beyond your visual range, EXALT Heavies demolish entire swaths of cover with Blaster Launchers, and EXALT MECs run down your squishy fleshlings. [[FromBadToWorse They also get larger numbers]], AND [[UpToEleven can appear alongside aliens in any missions they'd normally appear in - including Terror Missions!]].
*** Oh, and remember those [[ScrappyLevel Covert Ops?]] EXALT get to keep all their nifty toys for those missions, while the player is still limited to an unarmored, undergunned Covert Operative (that starts on the far side of the rest of your squad, and [[EscortMission MUST survive or the mission is a failure]]) and a fraction of the troops you could normally bring. These can EASILY be some of the hardest missions in the game.

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