XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Cloaked Figure 14. okt. 2012 kl. 12.18
Second Wave Mod (Minor Spoilers)
Just incase anyone is curious, there is a working Second Wave mod up here http://xcom.nexusmods.com/mods/7/ A save.bin included so you don't have to beat the game to get the second wave options.

If anyone is curious what the Second Wave settings are, they were cut from the game but allow you to add a bunch of difficulty settings to a new game:

Damage Roulette: Weapons have a much wider range of damage

New Economy: The funding offered by individual council members is randomized

Not Created Equally: Rookies will have random starting stats

Hidden Potential: As a soldier is promoted, their stats will increase randomly

Red Fog: Any wounds taken in combat will degrade a soldier's stats for that mission

Absolutely Critical: A flanking shot will guarantee a critical hit

The Greater Good: The secret of psionics can only be learned by interrogating a psionic alien

Marathon: The game takes considerably longer to complete

Results Driven: A country will offer less funding as it's panic level increases

High Stakes: The rewards granted for stopping alien abductions are randomized

Diminishing Returns: The cost of satellites increases with every one that is built

The Blitz: The aliens will target a larger number of cities every time they launch an abduction attack

More Than Human: The psionic gift is extremely rare


That should be all of them
Sist redigert av Cloaked Figure; 14. okt. 2012 kl. 12.19
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Dr.B.Banzai 14. okt. 2012 kl. 12.21 
hmmm this looks all familiar..:) but yes these options make for a much better "old school" feel to it, I am almost 3 months into the game and still using asault rifles and fight thinmen and sectoids...much better pace.
Cloaked Figure 14. okt. 2012 kl. 12.25 
Opprinnelig skrevet av Dr.B.Banzai:
hmmm this looks all familiar..:) but yes these options make for a much better "old school" feel to it, I am almost 3 months into the game and still using asault rifles and fight thinmen and sectoids...much better pace.

I'm looking forward to the Marathon setting.
Teran 14. okt. 2012 kl. 14.16 
Sounds good, why on earth were these options cut from the game? This is exactly the type of stuff it needs to make replayability last more than two or three plays.
Cloaked Figure 14. okt. 2012 kl. 17.29 
Opprinnelig skrevet av Teran:
Sounds good, why on earth were these options cut from the game? This is exactly the type of stuff it needs to make replayability last more than two or three plays.

No idea? What is funny is they are fully implemented, yet not turned on.
Icicle 14. okt. 2012 kl. 17.32 
Opprinnelig skrevet av Teran:
Sounds good, why on earth were these options cut from the game? This is exactly the type of stuff it needs to make replayability last more than two or three plays.

Very good question.

The very fact that they are fully functionable, yet disabled, points to some kind of executive decision. And the devs thought...
"Well, we are not at fault if modders enable legacy code..." *whistle - innocent look*
Sist redigert av Icicle; 14. okt. 2012 kl. 17.32
true_blaze 14. okt. 2012 kl. 19.52 
Can't seem to get this to work, what file do I need to unpack the mod into to get it to work?
TwilightDusk 14. okt. 2012 kl. 19.56 
Opprinnelig skrevet av Teran:
why on earth were these options cut from the game?

Because while these features certainly appeal to fans of the original, that's not the audience the devs were going for. They wanted to bring the core aspects of the game into the modern era, and they decided that many of those specific features did not flow well if looked at as a modern game.

As for why they aren't available as options, I'm betting that while implimented to an extent, those features were cut before they were fully fleshed out, balenced, etc. I wouldn't be surprised if the plan was for those features to be fully developed as DLC later on.
Sentient_Toaster 14. okt. 2012 kl. 19.57 
Opprinnelig skrevet av Teran:
Sounds good, why on earth were these options cut from the game? This is exactly the type of stuff it needs to make replayability last more than two or three plays.

Maybe they weren't willing to spend the time and resources to playtest / debug / balance them?
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