XCOM: Enemy Unknown
XCOM Enemy Unknown suppressive fire


2K Community Coordinator Marion Dreo issued a pre-deployment briefing yesterday for XCOM: Enemy Unknown's second patch. Assembling in the hangar are a few fixes for game-hanging encounters during Alien Activity and UFO interception as well as improved multiplayer netcode and roof visibility during Abduction missions.

The patch also includes an easier Easy difficulty—let's face it, your KIA roster will thank you—and the elimination of a Snap Shot penalty dealt from Overwatch before moving. Dreo also acknowledged Firaxis' awareness of players encountering a defeat screen after saving the world from an overwhelmingly superior alien invasion ("But at what cost?!"), but didn't confirm the inclusion of a possible fix in the upcoming patch.

2K's official forums hold the full notes for your perusal.
XCOM: Enemy Unknown - contact@rockpapershotgun.com (Alec Meer)

Some time later. >

Things haven’t gone badly, per se. We lost Keza MacDonald in the alien base, but other than that there have been no fatalities since last we spoke. Indeed, our ranks have been bolstered by sniper Sergeant Craig ‘Alpha’ Pearson, assault Corporal Porp Entine, support Captain Robert ‘Pox’ Yang and sniper Squaddie Jeremy Laird. But there have been wounds. Many, many wounds. As Muton and Floater Elites entered the fray, and the first terrifying encounters with psychic species presented a whole new thread, most of our once-strong team is laid up in hospital. Even our SHIV tank is damaged. Three other soldiers are out of action because they’re being evaluated for psychic aptitude.

And so it is that we meet our darkest hour in what should have been our brightest hour. (more…)

XCOM: Enemy Unknown
XCOM Enemy Unknown Warspace Extension mod


Taken out of context, "Warspace Extension" sounds like the subject of a cheeky spam email to a military general. For XCOM: Enemy Unknown commanders, it's the name of a mod overhauling weapons, enemies, armor, squad performance, and practically everything else housed beneath Firaxis' turn-based Sectoid-slayer. Commence Operation: Righteous Replay.

Author BlackAlpha suggests enjoying Warspace on Classic difficulty, but before you reach for that laser wrist-cutter you just researched, he assures the mod's tweaks retains Normal mode's challenge for easier engagements. The sizable change notes display in full over at Warspace's Nexus entry, but we've snipped some of the more interesting adjustments for reading below:

Weapons

The Arc Thrower now goes in the pistol slot.
Pistols (except the Laser Pistol) need to be reloaded.
The sniper rifle's close-range accuracy penalty has been removed, but it still requires two actions to fire.
Environmental structures now withstand a few more hits before collapsing. This allows for better cover use and increased tactical play.

Enemies

Enemies have been changed in such a way that combat becomes more logical, resulting in more fluid battles.
When a Chryssalid kills a civilian offscreen, the civilian will now always turn into a zombie. (NOPENOPENOPE)
The AI will now always use more than five NPCs in combat instead of hiding when reaching the NPC limit.

Strategic map

Ignored missions no longer increases the overall panic level of a continent but only of specific countries at a larger penalty.
Satellites are much more likely to decrease panic levels of their assigned countries at the end of the month.
Increased research time of plasma weapons to make it harder to unlock them and make lasers more attractive.
Workshops are enabled from the start, allowing the player to begin the strategic game with a different starting move.



Soldiers

Armor plays a large role in how fast soldiers will panic: The higher the HP bonus, the smaller the panic chance becomes.
Panicking soldiers no longer shoots their teammates.
Injured soldiers require a significantly longer recovery time, especially for gravely injured squaddies.

Armors

Armors are now divided into Heavy and Light variants: Carapace, Titan, and Archangel for the former and Skeleton, Ghost, and Psi for the latter.
Heavy armors provide two item slots. Light armors provide only one slot.
Carapace reduces mobility by one square. Titan and Archangel reduces mobility by two squares. All Light armors increases mobility by three squares.
Light armors have special mobility abilities (except Psi armor) that allow them to move around the battlefield with more ease.

General

Normal, Classic, and Impossible difficulty levels should be the same now apart from hard-coded differences.
Second Wave is enabled. You'll need a completed Impossible campaign to unlock all the options.
Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.
XCOM: Enemy Unknown
laser closerange copy


You're near the end of an especially hairy XCOM: Enemy Unknown scenario. An alien has one health, and you have an Assault specialist in firing range. Should you use the Rapid Fire ability for two shots at a 15% reduced hit chance, or take one shot? You could make the decision with your gut, or you could do the math, as University of Kent Research Associate Neil Brown has done. In a blog post today, Brown answers that question and others with numbers and glowing probability graphs.

The result: If a normal shot has a hit chance between 34% and 96%, the alien only needs one shot to kill, and ammo isn't an issue, you should use Rapid Fire. If one shot isn't enough and you want to do as much damage as possible, you should use Rapid Fire only when your normal hit chance is above 30%.

I won't embarrass myself by attempting to explain Brown's math, but you can see the equations on his website. He also (almost definitely correctly) points out that Firaxis must have done the same math when arriving at the 15% Rapid Fire accuracy penalty. That's no surprise, of course, but a reminder that nothing in games is arbitrary. Though I tend to get lost in the surface-level war metaphor and make gut decisions, the best possible decision in any game comes down to the numbers at play—XCOM just puts them on the surface for us to poke at. And by "us," I mean people like Neil Brown, whose mathifying I can enjoy.
Amnesia: The Dark Descent



Join Evan, Omri, and T.J. for a descent into the frightening (and sometimes disappointingly not-so-frightening) world of horror games on this minimally-gimmicky, holiday-themed epsiode. Featuring SPOOKY news, SPOOKY discussion of upcoming DLC for some of our favorite games, and SPOOKY musing on whether Minecraft is still relevant. Listeners beware, you're in for... PC Gamer Podcast 334: Burger Commando

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XCOM: Enemy Unknown

XCOM Isn't A Horror Game, But It Sure Does Feel Like One XCOM: Enemy Unknown is a turn based strategy game...or is it? While I acknowledge that I am a grade-A wuss in all things frightening, XCOM can still feel scary—almost like a horror game.


You're incredibly vulnerable, for starters. Regardless of how much I upgrade, the alien threat is always capable of destroying me. So I urgently seek out cover—but even behind full cover, I can feel myself tensing up whenever it's the alien's turn. I don't feel safe, how could I? Cover doesn't guarantee anything, and my soldiers—modeled after people I care about!—aren't coming back if they die.


Unless the Chryssalids get to them. Then your soldiers might be screwed. The spider-like creature doesn't just kill its victims. It impregnates them with a Chryssalid egg, which can then take over the host. That host might be your best friend or something, but guess what: you have to put the poor sod down now. Because if you don't? A Chryssalid hatchling will burst out of your soldier's body. Gruesome. Some fates are worse than death indeed.


But that's not as bad as the hair-raising Cyberdisk unraveling its simple saucer to reveal an elaborate mechanical creature, now looming menacingly above your soldier. Suddenly your soldier feels tiny. Suddenly you feel tiny. And that thing hasn't even blasted its high-powered weapons yet.


But the back and forth of a firefight isn't as terrifying as everything that happens before it. You start off matches with locales that once held people, but are now haunted by a dark navy fog of war haze. Sometimes you're navigating those empty, eerie streets for entire minutes—but you know that the aliens are lurking somewhere in those shadows. You don't know where, but you know they're there.


XCOM Isn't A Horror Game, But It Sure Does Feel Like One


If nothing else, the unnerving screeches and guttural animal sounds before the alien's turn tells you they're waiting for you. That enemy that's bioengineering abominations, that enemy that's kidnapping humans and using them for god knows what, that enemy that can bring the dead back to life...that enemy is waiting for you.


It almost feels like they're waiting for you to accidentally put yourself in a compromising position, and the inability to see ahead thanks to the fog of war doesn't help that. If you happen to cross into the enemy's vision, they are immediately granted a turn that they can use to better position themselves.


It's difficult not to feel like you're screwed for just coming into contact with your enemy, even though you're there to eliminate the alien threat. This is especially true if you discover the aliens on your final soldier's turn, because it's like the aliens are granted two turns in a row—one for discovery, and one their actual turn. It kind of doesn't feel fair.


So I play the game as if paranoia was my guardian angel. I gotta make sure I don't let any one soldier stray too far from the group. Stay close, stay safe. I overwatch like crazy, on the lookout for whatever is sifting through the shadows. I almost feel like that crazy person in horror movies that nobody believes when they start talking about the dangers of that thing out there. But I just want to keep myself alive, man.


XCOM: Enemy Unknown
XCOM Enemy Unknown Thin Man


Firaxis hit the deployment hangar for its DLC plans rather fast with its announcement of the Slingshot mission pack yesterday, but it's yet to give a go-ahead for full modding support. Speaking to Joystiq, Firaxis Producer Garth DeAngelis stated modding wasn't one of their "core pillars" during development.

"It's something that we'd like to resolve going forward, but we still have quite a few things on our plate that have been planned for a while," he said. That predictably entails an established DLC release schedule in the short-term, though the departure in attitude from Firaxis' mod-happy Civilization franchise is still surprising.

Dark0ne of the XCOM Nexus modding network offered a terse response, writing, "If you're cynical, like me, that reads as 'We'll maybe talk about mods after we've milked the DLC for all their worth.' Not that you can hold it against Firaxis. After all, they're a business. But for people who care more about mods than they do about lackluster DLC, it's a blow." Meanwhile, savvy INI tweaks such as difficulty adjustments and the re-enabling of Second Wave options continue piling up.
XCOM: Enemy Unknown - contact@rockpapershotgun.com (Cpt Alec 'Zulu' Meer)

Terribly sorry, but this chunk of the diary might be a wee bit boring. Not a lot really happens, you see. That speaks to something that tends to happen in XCOM – the early game (at Classic difficulty and above) is characterised by regular and sudden losses because your squad are weak, scaredy and under-equipped, but if you can keep a core team alive for a little while you get over the hump and able to cope better in the field. (Until the psychic aliens arrive, at least). That’s basically where my RPS-themed squad has gotten to now- we’re on the (vital and satisfying) busywork, as we prepare to take the fight to enemy somewhat.

Think of this as one of those mid-season episodes in a TV drama where they’re just killing time until the big denouements and cliffhangers at the end of the series. Like that rubbish episode of Battlestar Galactica with the black market, or something.> (more…)

XCOM: Enemy Unknown - contact@rockpapershotgun.com (Nathan Grayson)

Kill the pink tree. It's clearly not of this world.

As is the custom of most games that have been out longer than three seconds, Firaxis’ journo-murdering (and also wonderful) XCOM revival is about to receive its first* helping of DLC. Titled “Slingshot,” it takes the form of a three-mission Council campaign centered around “enigmatic Triad operative” Zhang. As ever, it doesn’t take long for combat to ensue – but this time, it takes place in both China and the sky>. So, in short, you get a “special” new playable character, a few new missions, and… well, that’s pretty much it.

(more…)

XCOM: Enemy Unknown
XCOM Enemy Uknown Slingshot DLC China


Yesterday we let our speculation over XCOM's inevitable DLC run as rampantly as a panicked Sectoid, but 2K and Firaxis have their own vision for XCOM's post-release content. Today they announce the impending deployment of Slingshot, a tri-Council-mission campaign set in a besieged China featuring a new playable squad character, enhanced customization options, and a couple research shortcuts.

While in China, the XCOM organization encounters a lone Triad VIP sporting a unique look and voice for escort in the first mission, after which he dons the bulky armor and rock-and-roll cannons of a Heavy and joins your squad with increased stats. GameSpy's report carries further details on Slingshot's aesthetic—for one, China looks appropriately Asian-themed instead of Urban Ruins Template 12-A. The remaining two missions involve a UFO boarding action in the skies above Asia.

Completing all three of Slingshot's missions unlocks a research shortcut to the almighty Blaster Launcher and Fusion Lance weapons, both normally end-game technologies with significant R&D time for acquisition. Alternative appearances for Titan, Ghost, Archangel, and Psi armors, as well as more hairstyles and helmets round out Slingshot's increased customization options for your soldiers. At the same time, Slingshot misses its 20 percent opportunity for brand new aliens, equipment, and abilities—content many commanders clamored for since XCOM's launch but somehow missing from Firaxis' first DLC offering.

Slingshot lacks a release date yet beyond a cryptic "soon" from Firaxis. In the meantime, the rest of humanity still needs saving. Get to it, commander!







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