This is a running list which we'll keep updated as we get things fixed. The numbers after some items are references to internal changelists and nothing anybody should worry about. Remember asking about release dates means dead rookies! We're planning to focus more on balancing and gameplay changes in this patch. Among the things we will be focusing on incentivizing using mid-sized squads more often, in part by reigning in the relative utility of tiny and huge squads in some situations. Bugfixes - Fix a bug causing newly-hired units to rapidly level up, especially mid/late game black market purchases. - Fix base game bug with PCS items disappearing from soldiers. - Attempted fix for the "squad stuck on mission" bug when infiltrating an about-to-expire mission. 2207 - Fix bug causing the DLC mission sites to spawn more than once in a campaign. Requires a new campaign to avoid the bug. 2219 - Fix bug causing Invasion missions to sometimes be considered a failure if the spike is destroyed after all aliens are defeated. 2160 - Attempted fix for bug causing failed facility sabotage missions to still destroy the facility - Add faceless base loot (corpse) to the faceless civilian & rebel character templates. Ensures they still drop a corpse if you manage to kill them before they transform. 2177 - Full Override Permanent now does not break MindControl on source unit death or leaving play (e.g. evaccing). Added a listener to the TransferMec effect that breaks MindControl when the only remaining units are mind-controlled units that cannot evac. 2158 - Alerted units will now be alerted to the location where explosives detonated instead of the location of the unit that threw/launched/placed them. - Berserkers should no longer attack friendly units while in yellow alert on datatap missions. They may still target friendlies after being enraged. 2174 - Fall back effect (used by Flush, Roust and Fall Back) will no longer trigger on stunned units - Dead/Captured Psi units will not show eligible for Psi level up - Port fix to allow mod-added menu items to respond to keyboard activation. Courtesy of robojumper and the Community Highlander project. - Fix keyboard navigation order issue in the armory with mod-added entries (AWC, Officer abilities) being skipped over. Allow <enter> to fire the on clicked delegate for mod-added armory buttons. - Attempted fix for case where liberation object chain would not advance when liberation 2 was completed. Add a backup TriggerEvent for 'LiberateStage2Complete' when the network tower trigger occurs. 2163 - Replace the md_ShootingRange_01 parcel with a modified _LW variant that removes the fire from one of the XCOM squad spawn locations. Should avoid starting missions with people on fire tiles. 2210 - Fix a bug causing non-ballistic weapons to not stack correctly in the inventory after stripping all weapon mods. 2211 - Restore weapon upgrade UI to showing 4 slots at a time. - Moved "Strip All Weapon Upgrades" button to bottom nav-bar of the weapon upgrade UI - Fix bug with weapon pawn not updating properly after stripping weapon upgrades in the weapon upgrade UI - Fix bug with some soldiers not having their weapons stripped when "Strip All Weapon Upgrades" is used - Fix bug with "Strip All Weapon Upgrades" stripping the current soldier when used from the weapon upgrade UI. - Blanked-out vanilla ENDS TURN loc because it was often used inaccurately. - Attempted fix for LR pop-up when unit is impaired and not getting LR bonus - Added IsPanicked check for various abilities that shouldn't work when panicked (not sure if IsImpaired covers panicked or not) - Removed Reaper from AWC list, would not work on gunner without Fleche - Fixed Sniper Rifle laser sound range to 30. - Pod Substitution code should now respect "Protected" string in encounter name and not make any substitutions - Lone Wolf should ignore Gremlins as a "nearby ally" - Removed vestigal sweep objective from facility sabotage, should correct "full salvage" erroneous report - Large intel cache should properly reward 25 intel instead of 40 now - Fix vanilla bug with the navbar not refreshing correctly when entering the weapon upgrade UI from squad select (2217) - Combined Arms should no longer provide a damage bonus to non-damaging attacks like Flashbang (2218) - Fix bug causing captured soldiers to occasionally re-appear in their squad and be able to go on missions (but be uncontrollable on those missions). 2222 - Fix bug with Trojan not applying when hacking a robot outside of regular sight range. 2223 - Added check for dead units in UnitCannotAcceptAura, attempt to fix dead leaders broadcasting passive bonuses 2224 - Refresh the mission info panel after a boost. Ensures the evac delay turn count is updated correctly. - Air Controller perk should be properly reflected in mission brief evac estimations 2227 - Sneks will no longer attempt to bind stunned units (fixes buggy behavior) 2227 - Hack Defense malus from Redscreen Rounds should stack now 2227 - Attempted fix for Skullouch not applying properly 2228 - Attempted fix to deprecated vanilla Advanced Heavy Weapons PG project showing up 2230 - Sharpshooters restricted from Chain Shot, Flush and Guardian in AWC - Removed all upkeep costs from facilities to work around negative supply bug. Raised initial price of some facilities and upgrades. - Units protected by Mind Merge will now correctly handle losing temporary shield hp before losing permanent shield HP - Fixed logic short circuit in LeadByExample so it should apply consistently now - Flush and Roust may no longer be used from concealment, as they don't work properly in those cases - Went for nuclear levels of damage with Kubikiri to fix reports it didn't always overcome % DR - Remove disorient/shutdown effects from robots on a successful control robot hack, similar to as is done for dominate. Fix bug causing the effect animations to not be removed (with a slight glitch in the animation showing the robot recovering from shutdown twice). 2232 - Attempted fix for bug in Rapid Reaction and Sentinel causing their use counters to reset every half-turn. 2233 - Fixed bug with reinforcement difficulty-based modifiers - Fixed some bugged code in PostEncounterCreation not finding right mission - Fix vanilla graphical bug causing units taking more than one overwatch shot after stepping out to fail to step back to their previous tile. - Fix bug causing mission brief to incorrectly display "concealed start" for avenger defense. - Fix bug causing mastered MECs to not be transfered to the resistance outpost on sweep missions. 2235 - Fix bug causing bleeding out Haven Advisers to not be recovered on mission completion. 2234 - Using Steady Weapon will now count as an attack action for the purposes of Deep Cover, meaning DC will not trigger. This prevents Deep Cover auto-canceling the Steady Weapon bonus. - Fixed bad config in Reinfs where [0] index was being ignored. All reinf arrays start at 1. - Fixed some crit damage values that were too low - Fix a vanilla bug causing wounded units taken on missions allowing deployment of wounded soldiers (e.g. avenger defense) to magically heal on mission end. This can cause bugs in both LW2 and vanilla where their HQ healing project is still active and when it completes they will be reset to "Active" status regardless of whatever status they had at the time. Since they were no longer injured they could be infiltrating or advising in LW2 or in a training project in LW2 or vanilla. - Fix bug causing InclusionExclusionLists to not work. 2255 - Created handlers for objectives for cases in which player has unlocked black site after 1) researching resistance communications or 2) has contacted all 16 regions. 2256 - Concussion rocket smoke will take effect immediately now. 2256 - Fix a bug causing dark events to sometimes activate before the activity they are attached to expires. 2257 Feature - Adding Smash n Grab mission and associated activity. This mission will show up fairly often, including from campaign start. XCOM starts out revealed at a fixed evac point. At a nearby ADVENT structure is between 4-6 loot boxes that contain supplies, elerium dust, alien alloys, an elerium core or a datapad. Loot will scale up over the course of a campaign. A soldier may carry loot from only one box. The mission uses a "soft" timer of steadily increasing reinforcements after a turn threshold is reached. Mission can occur in city, smalltown and wilderness areas. Gameplay / Balancing - Game will no longer reserve a rebel at home when choosing the squad for rendezvous. 2166 - Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations. 2151 2182, 2195, 2211, 2213, 2215, 2216, 2218, 2220, 2224, 2227, 2230, 2231, 2233, 2243, 2245, 2251 (changes still in test) QOL - Allow changing equipment/PCS/upgrades on haven advisers as long as the adviser is eligible to be moved (i.e. there is no active retaliation in the region). - Added "Strip Weapon Upgrades" button to loadout screen: strips just the equipped weapon of upgrades. - "Swarming" will have a number of plus symbols after it depending on how many enemies are on a mission; ie Swarming+++ has more than Swarming+. This will help show infiltration progress a little better in high-alert areas. - Add a general function to UIPanel to allow the changing the color of arbitrary MCs by name. Adjust the reinforcement UI dags colors based on the text color. - Add mod override for reinforcements incoming UI. LW2 will display green and yellow warning/imminent displays when the reinf bucket is filling. 2240 Modding - Added trigger event to SwitchActiveRow (moddability improvement). 2164 - Added TriggerEvent for clicking on a SquadSelect_ListItem. For modding support. 2161 - Improved mod compat with mods that use the ammo pocket inventory slot: Slot will be locked on infiltrating units and items in the ammo pocket will behave similar to items in the grenade pocket when determining which items are utility slot items. 2208 - Move class limiting heavy weapons and hiding havens behind config variables. If these vars are not set original behavior will be used. 2221 - Functions that count # of working rebels will work better with custom rebel jobs by testing for hidden job rather than summing other default jobs. 2233 - Added some mod-support code to CanRankUpPsiSoldier for custom Psi trees. 2233

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