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XCOM 2 - Page 70

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BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-04-27 21:56:44
April 27 2016 21:50 GMT
#1381
Xcom 2 has a lot of great mods and these are most of the mods I use that I recommend.

UI/Visual mods

Full Character Customization- all customization options that were locked by rank are unlocked.
Numeric Health Display- Gives numbers instead of bars for health of all units. There is another mod that does this, but this one looks better imo.
Display Hit Chance- Shows you the hit chance for all shots including enemies and your overwatch shots. Can also change ini to show the modifiers to hit such as cover or holo targeting.
Instant Avenger Menus- Makes switching between menus at base faster
Haywire Protocol Bug Fix- UI describes the hawire hack on turrets as a perma control. This mod just makes it so.
Showmetheskills- Lets you see your soldiers skills on squad select screen so you don't need to manually inspect them.
Show Ability Cooldown
Improved Camera- This mod or any camera mod
Free the Hood- Makes the hood work with face props
Lifetime Stats- Keeps tracks of your soldiers hits, kills and how lucky or unlucky they are with their shots. Can remove the luck prediction on shots with ini changes
Stop Wasting my time - speeds up some of the slower animations to save time.
Gotcha (Flank Preview)- this mod not only previews if a soldier will stand in a flanking position on an enemy, but it also previews whether the soldier will have line of sight at all on the target.
Cost based ability colors - colors the abilities by what they do to your turn. Yellow ends turns, blue is a half action and green is free.

Good Tweaks/Bug fixes some do make the game easier, but should have been in the game to begin with.

True Retroactive AWC- Makes it so your soldiers can learn skills they were supposed to get from AWC even if they passed the rank they would have gotten it at.
Wound Re calibration- Wound times are no longer random. If your soldier gets brought down to 1 hp they will be gravely injured and if they are nicked they have short wound times.
Quiet Bradford - Bradford no longer tells you about every civilian you fail to save on terror missions.
Overwatch All/Others- Gives you a button to overwatch all soldiers
Evac All
Flamethrower Panic Fix- Game says flamethrower has a chance to panic, it lies. This mod adds panic to flamethrower, but balances it by not making it 100% panic.
Smoke Grenade Fix- Smoke grenade did nothing, now it actually does give a defense boost
Lighting Strike Fix- does what it says it does now
AWC Cost Fix - fixes how how abilties works with classes that normally don't get a certain skill



New Modded Content

All the map packs- gives you more varied map parcels such as "World Expansion Project:Advent" and "More Map Packs" "Maps by Vozati"
Additional Mission types- Check the mod for info or my post on the last page for some of my experience with this
Additional Dark Events - More varied bad stuff
Any of the mods for new enemies, though mods to the same enemy may conflict such as when I used the Muton Centurion and Muton Demolisher mod.



Balance Mods

Configurable Protect the Device- Scales the device to have higher hp on later missions as it would die to fast with high tier aliens.
No Crit Dodging- Enemies can no longer dodge a shot if it's supposed to be a crit
Quick Start - Skips Gatecrasher mission and gives you promoted soliders and bodies you would get from doing mission. Makes restarting campaigns less annoying, but is definitely a cheat.
Subtle Sword Tweaks - Makes the sword slightly stronger at all tiers without giving 100% hit chance or too much dmg
TimerTweaks - This version just adds 2-4 more turns to timed missions. Makes game less stressful, but useful if you are adding other difficulty modifiers.
Hack Plus - Gives your soldiers a permanent hack increase when they hack, a bigger increase if they succeed and even more if they do the hardest hack. Values are 1, 3 and 5. Hacking is just way too risky without save scumming. This mod makes hacking something your soldiers can improve at without trivializing the early game.
Stabilize Me!- If your medic starts to bleed out lets you stabilize them with their own medkit.
Supressable Targeting Abilities- Reduces range on abilties of a suppressed target.
Reliable Smoke- Improves Smoke grenade preview and buffs smoke grenade by making it so soldiers are not considered flanked if in smoke even in the open.
Free Reload Anytime- Lets you use save the free reload until when you want it. A very big buff to the free reload mod, but it also just bothers me to waste free reloads
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 05 2016 13:56 GMT
#1382
The details of the first gameplay DLC was just announced.
https://xcom.com/news/en-dangerous-ruler-aliens-await-in-xcom-2s-alien-hunters-dlc

Overall it looks like a really good DLC. And apparently you fight the rulers across multiple missions (See a conversation for one of the tweets below), which I think will make for really interesting gameplay.

But it won't be easy

EZ4ENCE
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-05-05 14:50:11
May 05 2016 14:41 GMT
#1383
On top of the new weapons, there are also three new suits of armor that can be unlocked in Alien Hunters. Each armor set is created from the corpse of a Ruler alien, and provides unique tactical abilities for the wearer. Each unique armor set also strikes fear into the subordinate alien caste. For example, the Icarus Suit is outfitted with powerful boosters that allow its wearer to fly around the map for maximum mobility.

We Monster Hunter now?

I was hoping for Xcom EW amount of content, but for 9.99 the amount of content seems fair. A new boss enemy, some new weapons and armor, but not a whole new enemy force like EW with a new class and modifications for your soldiers.
Dranak
Profile Joined July 2011
United States464 Posts
May 05 2016 16:03 GMT
#1384
None of the announced DLCs are going to be EW equivalents. I would expect them to announce an expansion some time after all the announced DLCs are out.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
Last Edited: 2016-05-05 16:35:52
May 05 2016 16:29 GMT
#1385
From what I can gather, you need to complete a new story mission before you encounter the Alien Leaders. And from reading Jake Solomon's Twitter, it will most likely require multiple missions to take out all the leaders as they have "a mountain of HP"

Edit: And why do I bother reading the FB comments on the XCOM page. People are still mad that the game isn't on consoles
EZ4ENCE
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 05 2016 17:53 GMT
#1386
sounds sweet. Might make for some cool new mods too, this alien ruler hunt x3.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 06 2016 17:57 GMT
#1387
https://xcom.com/news/en-into-the-nest-xcom-2s-viper-king-exposed

"Rulers take a turn after every soldier action"

Well, the base game became Long War hard now
EZ4ENCE
Sermokala
Profile Blog Joined November 2010
United States13906 Posts
May 06 2016 18:39 GMT
#1388
The Viper King’s move set includes:

Choke, an upgraded version of the Bind ability that deals more damage and has a chance to knock the target unconscious
Freezing Breath, a deadly area-of-effect attack that can freeze multiple targets simultaneously
Huge amount of health that will take multiple engagements to deplete
Will summon a portal to flee battle after devastating your soldiers or being chased off
Stalks your soldiers across multiple missions

Whaa wha what?
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
incifan
Profile Joined September 2010
Germany138 Posts
Last Edited: 2016-05-07 16:03:53
May 07 2016 15:58 GMT
#1389
I can't really see this being beneficial for the gameflow. You'll be kinda forced into a Guardian/Overwatch playstyle. Or just mindcontrol the damn thing unless they aren't immune.
I know some people enjoy trench warfare, but i've never been a fan of that in xcom games.

Meh, doubt it will get me to do another playthrough.
Godwrath
Profile Joined August 2012
Spain10126 Posts
May 07 2016 16:16 GMT
#1390
Overwatch is not an option on timed missions.

It actually can give some sense of thrill to mid/lategame which the game right now severely lacks. Specially if it's random and you don't know you are going to face them, even tho i feel like that's something firaxis won't dare to do.
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-05-12 21:07:45
May 12 2016 21:05 GMT
#1391
Damn I joked about Xcom being monster hunter now, but the armors really do make you look just like the monster you killed. I'm not sure if I want my soldiers to look like Berserkers which looks weird while Viper armor looks silly... Fashion hunter problems.

WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 13 2016 03:47 GMT
#1392
On May 13 2016 06:05 BlackMagister wrote:
Damn I joked about Xcom being monster hunter now, but the armors really do make you look just like the monster you killed. I'm not sure if I want my soldiers to look like Berserkers which looks weird while Viper armor looks silly... Fashion hunter problems.

https://www.youtube.com/watch?v=5_mr3TBZd_Y

And Central going up to close range to kill aliens. I guess it is about to become serious.

Anyway, I am actually looking forward to play the game once all mods I use have gotten updates
EZ4ENCE
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-05-14 07:48:15
May 14 2016 07:46 GMT
#1393
Yeah if I do this DLC might as well be with a new save. If it's a new save might as well have new mods and try out some custom classes. If I try out custom classes I need to wait for them to get fixed because this patch broke certain things.

Also maybe some balance mods for the rulers. The mod that prevents rulers from being executed from repeater seems like a must and apparently rulers can appear on Avenger defense missions making them impossible as they just rush the ramp. Supposedly someone is working on a mod to remove them from those missions.
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 16 2016 22:13 GMT
#1394
just encountered te second ruler ... poisoned him ... poison triggered the 5% instant kill chance. Wouldn't mind if ruler would take a few less actions, but don't die to bullshit like this XD.
ObeseHydra
Profile Joined March 2013
Brazil196 Posts
May 17 2016 03:16 GMT
#1395
My sniper one shooted Viper King because of the 5% chance of insta-kill. Bulshit! The fight was getting really intense! The rulers should be imune to this.
BlackMagister
Profile Joined October 2008
United States5834 Posts
May 17 2016 05:11 GMT
#1396
There was already a mod for rulers not being executable right here on the first or second day.

http://steamcommunity.com/sharedfiles/filedetails/?id=683125051&searchtext=ruler

I also thought they fixed that in the Alien Ruler patch.
Repeater no longer triggers after Stock damage or damage done over time

https://xcom.com/news/en-dangerous-ruler-aliens-await-in-xcom-2s-alien-hunters-dlc
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 17 2016 20:28 GMT
#1397
One thing I learned from playing the first story mission is that alien rules does not get a reaction turn if a hair trigger activates*, so this makes me believe that hair trigger + repeater if the way to go in this DLC

*
+ Show Spoiler +
or at least it did not trigger from a shot from Central during the mission
EZ4ENCE
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 18 2016 13:09 GMT
#1398
all instant actions work as well, and the first ruler gives you an instant stunlock. Makes the other rulers pretty easy since you can stunlock them for a whole teams turn almost. Its funny how ending the turn is sometimes the right decision against a ruler.
Still love the idea of the ruler aliens.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
June 07 2016 14:02 GMT
#1399


The game will come to consoles as well.
Finally, XCOM's social media pages will be readable.
EZ4ENCE
Sermokala
Profile Blog Joined November 2010
United States13906 Posts
July 10 2016 04:58 GMT
#1400
https://xcom.com/news/en-xcom-2-gets-new-lws-perk-and-laser-pack-mods?__prclt=v3bxrEpD

No way this "long war studios" isn't getting something from fraxis. but I'm pretty happy anyway. those guys get some help funding their game and we get a nice free dlc boost.

TLDR 3 new classes every class gets 3 abilities instead of 2 per level to choose and there is a new level of guns between mag and beam thats called lazer. ALL free.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
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