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X-COM XCOM 2 + War of the Chosen Expansion Thread

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,357
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
New Tier 4 Sniper rifle looks good


WYcPq2m.png
Why attach stuff almost under the muzzle of the weapon? Won't that just make it less stable and harder to aim? the glowing blue pack should be located on the rear!
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
  • Long War 2, the upcoming XCOM 2 mod for PC from Pavonis Interactive, includes some dramatic changes to the strategic gameplay side of the game. This mod completely overhauls the Geoscape and how you engage in XCOM’s operations throughout the globe.

  • Players are now tasked with managing the Resistance within each region they have contacted. Each region has a certain number of rebels who may be assigned to one of three different tasks: scrounging for supplies, recruiting new rebels and soldiers, or gathering intelligence to generate new missions. You’ll also be able to deploy a single adviser – a scientist, engineer or soldier – to each region to provide bonuses to a particular task, and may improve a region’s defenses by capturing ADVENT MECs and repurposing them through the advanced Specialist perk, “Full Override.”

  • Rebels can die during retaliations and other missions, and even some can be Faceless in disguise. Keep this in mind when assigning tasks to your rebels, Commander.

  • ADVENT won’t be sleeping while this is all going on, Commander. The enemy has employed a new strategic AI that will be operating counter to your own efforts, under the same goal of finishing the Avatar Project. ADVENT will try to move forces from adjacent regions to your location; if ADVENT feels safe in a region, it’ll try to construct research facilities to further the Avatar Project. If you’ve managed to drive ADVENT out of a region, they may return in force to try and take it back.

  • Additional changes include the ability to deploy multiple squads simultaneously to infiltrate several enemy targets at once. Each of those missions will be played individually. We’ll have more info on some of the other changes to Tactical gameplay in the future
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,879
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
  • ADVENT won’t be sleeping while this is all going on, Commander. The enemy has employed a new strategic AI that will be operating counter to your own efforts, under the same goal of finishing the Avatar Project. ADVENT will try to move forces from adjacent regions to your location; if ADVENT feels safe in a region, it’ll try to construct research facilities to further the Avatar Project. If you’ve managed to drive ADVENT out of a region, they may return in force to try and take it back.
Seems cool.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
"The way we designed it is so you can run squads of between 1 to 10 guys on missions from the start (some quick-response and other special missions cap at lower numbers, but most infiltration missions allow up to 10).
We removed squad size upgrades from the GTS entirely. The key mechanic here is that 1) infiltration times varies with your squad size, perks and gear, and this runs up against the mission expirations described above, and
2) the less infiltrated you are, the more enemies you have to face on a mission. This is intended to simulate what infiltration is -- getting around patrols, figuring out a time to strike when defenses are weakest, that sort of thing.

So: Say your intel section in the region detects a hacking mission and it expires in three days. That's not a lot of time -- depending on your difficulty level, you can probably only infiltrate to 50% of the baseline infiltration with six soldiers.
That means you'll face, say, 25 enemies instead of 14 (the exact numbers can vary based on other factors).
You can take a smaller squad to get to 100% and face 14, or you can go all in with 10 guys and face 40 plus rapid reinforcements because you can't even get to 50%.
Or you can spend intel to increase your infiltration rate, load up on stealth gear, or even run the mission with just two guys (as lots of missions no longer have the sweep requirement), and try to win the mission with by avoiding combat and using stealth tactics alone."
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
They also said they made some new map (parcels and plots) for LW2.

This is kinda expansion content, i really appreciate but still i can't understand why Firaxis is giving an expansion for free on a healthy game, instead of selling one.
 

Thane Solus

Arcane
Joined
Apr 29, 2012
Messages
1,684
Location
X-COM Base
I dont know man, i liked the xcom ew campaign better. It required more strategy and it was a bit more fun, the xcom 2 campaign is trash. Random missions that gives you stuff, with some important missions and almost no strategy on base building. They improved the tactical layer, customization and map generation, but the rest made me quit the game mid end, every time. Xcom 3 will be 1 button, something awesome happens, win game! Best turn based ever 10/10.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,043
This all sounds very cool. When is it coming out?
Makes me want to play Xcom just thinking about it :D
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,043
This all sounds very cool. When is it coming out?
Makes me want to play Xcom just thinking about it :D

They said "very soon", and i guess it will be released on the 1st year aniversary, 5th Feb.
Depends on the definition of Soon they are using. If they are using a Blizzard Soon which means between now and end of time, very soon could be between now and end of my life.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Some recap taken on reddit by a useful user called Ionbomb:
  • You have to commit a squad (and their gear) to a mission X days before it hits - this mechanic replaces fatigue.

  • You can run squads of between 1 to 10 guys on missions from the start (some quick-response and other special missions cap at lower numbers, but most infiltration missions allow up to 10).

  • Soldiers gain a greater share of XP when on missions with smaller squads. Mission success now weighted much more heavily than individual kills when XP is provided.

  • Squad size upgrades from the GTS removed entirely.

  • Infiltration times vary with your squad size, perks and gear

  • The less infiltrated you are, the more enemies you have to face on a mission.

  • Example: Say your intel section in the region detects a hacking mission and it expires in three days. That's not a lot of time - depending on your difficulty level, you can probably only infiltrate to 50% of the baseline infiltration with six soldiers. That means you'll face, say, 25 enemies instead of 14 (exact numbers can vary based on other factors). You can take a smaller squad to get to 100% and face 14, or you can go all in with 10 guys and face 40 plus rapid reinforcements because you can't even get to 50%. Or you can spend intel to increase your infiltration rate, load up on stealth gear, or even run the mission with just two guys (as lots of missions no longer have the sweep requirement), and try to win the mission with by avoiding combat and using stealth tactics alone.

  • You can infiltrate up to 200%. Above 100% reduces the number of enemies even more down to a minimum, makes the Skyranger come faster when you call for evac, and reduces enemy detection ranges when you are concealed.

  • Officers can spend intel to delay mission timers from expiring. Soldiers serving under the same officer on multiple missions begin to accumulate leadership bonuses, including to infiltration times.

  • Timers are present on mission types that already had them, but sometimes longer than vanilla. Officers have a perk to spend intel to extend them. Timers are ini-editable so can be modded easily.

  • There are multi-mission quest lines.

  • Some new plots (full maps) and some modified parcels.

  • U can save squads and give them a name and a symbol, also a new ui squad management
. U can have simultaneous missions and more squads operating

. Some missions can be done in full stealth, even with only 2 soldiers.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,079
Sounds very good so far. I wonder how much they're gonna change stealth. Personally, I wasn't very fond of it in vanilla XCOM2
 
Joined
Mar 3, 2010
Messages
8,876
Location
Italy
all these changes make for a quite different game. i don't know if it's the game i'm looking for.
 

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