Grunker
RPG Codex Ghost
meh, not an expansion announcement
meh, not an expansion announcement
LW2 > expansion.meh, not an expansion announcement
However, this fits my theory of an announcement of expack this month (or early feb). I suspect this is just a pre announcement to remind people of xcom2 existing.
If you're right i'll be so happy that i'll gift the xpack to you.
Unwinnable terror missions is very true to the spirit of xcom. You can play them, and if you do well you only lose a little. Also unless I'm mistaken all unrevealed pods together still only kill a total of one civ per turn (revealed enemies like shooting them though). It's not much different from vanilla except that you gain panic for each lost civ rather than lose panic for each saved civ (ie you always lose panic during terror attacks...).I liked almost everything about LW except the unwinnable terror missions. I didn't mind losing a bunch of civilians or even all of them in a mission but regularly losing 2/3 of them after my 1st turn was irritating.
Enemy within added one soldier type, 3-5 enemies and gene mods. Long War quadrupled the amount of soldier types (although there is a big overlap between mech and human versions of the same class), increased interclass specialization, created a system for randomized enemy skills (and more, weapons, items).Not really into Long War, and I find content to be the most important part of Nu-Xcom, so I'm hoping for an expansion. Also one of the few games left I play that has hopes of actual main game expansions rather than just standalone DLC crap
I really truly hope not. The problem with the current mod selection of xcom2 is that you have to take care of any overarcing balance issues yourself, by editing a bunch of numbers in different mods (or trying to combine ones that raise difficulity and ones that lower it and hope it turns out ok in the end). I want a single package where things are integrated and balanced.I really hope they make it modular. Long War had some great ideas but the whole package was ultimately unplayable.
Pretty sure making new tiles to slot into the random map generation is doable for modders. Entirely new tilesets is a daunting task though.Also, LW2 + EXPANSION means at least double content and variety than Vanilla, for an overall huge game, plus you have to consider that only an official expansion can bring heavy assets content like new maps or environments
That would be great of course ... but the original LW absolutely did not deliver on that. It was a single package with a bunch of radical ideas baked together but badly balanced. Modding the mod was already necessary to make it work, and they made it impossible to isolate problematic elements. The devs said right out at one point that LW wasn't intended to be played to the end as is because their systems couldn't be balanced to work over that long a campaign. citation neededI want a single package where things are integrated and balanced.
Also unless I'm mistaken all unrevealed pods together still only kill a total of one civ per turn (revealed enemies like shooting them though).
Long War has several inclusions (such as your example above) that are very much in the spirit of the original and some stuff (like alien resources, research and mission planning thereof) I daresay surpasses the original.It was a single package with a bunch of radical ideas baked together but badly balanced.I want a single package where things are integrated and balanced.
I don't think balance was necessarily the first goal but one among many. LW1 pursued a sort of brutal verisimilitude (inasmuch as a boardgame like game could be) that made it closer in spirit to the OG. There's nothing like being challenged by a landed supply ship in the first month and you have nothing but squaddies, and you could play that mission for three hours and have it go completely fubar at the bridge.
So he'd fix it by making more enemies spawn activated? Has he poasted any details anywhere or just idle speculation while streaming other stuff?It's a shame they couldn't fix the pod mechanics (and various lingering line of sight issues and other bugs), and that they had to make the whole thing take so much bloody time.
The most interesting "fix" to the fundamental problem of pods I've seen so far is Beagle's upcoming mod campaign. Basically, he's trying to push X2 much more like the OG, making individual soldiers more disposable, and vastly increasing enemy numbers and reinforcement as well, so the gamey mechanic of "avoid activating new pods" becomes irrelevant, it's really the least of your worries.
Oh, I agree, and I didn't mean to imply that LW Studios failed their mission. If it had been their intent to make a good, balanced game, then they failed at that - but that wasn't the intent. They wanted to amp things out to be harsh and unfair, basically much harder core and not for everyone, and they succeeded at that.I don't think balance was necessarily the first goal but one among many. LW1 pursued a sort of brutal verisimilitude (inasmuch as a boardgame like game could be) that made it closer in spirit to the OG. There's nothing like being challenged by a landed supply ship in the first month and you have nothing but squaddies, and you could play that mission for three hours and have it go completely fubar at the bridge.
Rather they just made a new game...
Long War quadrupled the amount of soldier types (although there is a big overlap between mech and human versions of the same class), increased interclass specialization, created a system for randomized enemy skills (and more, weapons, items).
Perhaps you know it, but in the latest releases they added an optional .ini file that overwrites the standard difficulty settings.Oh, I agree, and I didn't mean to imply that LW Studios failed their mission. If it had been their intent to make a good, balanced game, then they failed at that - but that wasn't the intent. They wanted to amp things out to be harsh and unfair, basically much harder core and not for everyone, and they succeeded at that.I don't think balance was necessarily the first goal but one among many. LW1 pursued a sort of brutal verisimilitude (inasmuch as a boardgame like game could be) that made it closer in spirit to the OG. There's nothing like being challenged by a landed supply ship in the first month and you have nothing but squaddies, and you could play that mission for three hours and have it go completely fubar at the bridge.
Me, I want a good, balanced game. One that uses the stuff from LW I liked and not the stuff I didn't. I just found an independent mod to add a fatigue system, which was my favorite part of LW, so I'm using that. It would be neat if LW2 offered piecemeal mods like this for people like me, as I'm sure there will be a lot of good ideas. But the super hard core masochism game just isn't my style so if they force it all in one, I'll have to give it a "meh".
Damn though, I should've bought xcom2 on sale.
The "all pod active" mod was quite interesting also. Alien Tactical Awareness seems similar, but I haven't tested this one.It's a shame they couldn't fix the pod mechanics (and various lingering line of sight issues and other bugs), and that they had to make the whole thing take so much bloody time.
The most interesting "fix" to the fundamental problem of pods I've seen so far is Beagle's upcoming mod campaign. Basically, he's trying to push X2 much more like the OG, making individual soldiers more disposable, and vastly increasing enemy numbers and reinforcement as well, so the gamey mechanic of "avoid activating new pods" becomes irrelevant, it's really the least of your worries.
I'd like something like that but with intelligent ai. They should move towards the position where xcom was last seen, then spread out to hunt (again reconvening if spotted). Anything else is just boring and sad.The "all pod active" mod was quite interesting also. Alien Tactical Awareness seems similar, but I haven't tested this one.
APA activates all pods on the turn after you trigger the first, so it makes pod management irrelevant. The problem is that they start beelining to your position which does not make much sense on some missions, and might be a bit hard to handle in missions with lots of Aliens.
Indeed, everyone rushing to your position would work better for 40K Orks.I'd like something like that but with intelligent ai. They should move towards the position where xcom was last seen, then spread out to hunt (again reconvening if spotted). Anything else is just boring and sad.The "all pod active" mod was quite interesting also. Alien Tactical Awareness seems similar, but I haven't tested this one.
APA activates all pods on the turn after you trigger the first, so it makes pod management irrelevant. The problem is that they start beelining to your position which does not make much sense on some missions, and might be a bit hard to handle in missions with lots of Aliens.