The Witness - contact@rockpapershotgun.com (RPS)

visit site to read more]

XCOM: Enemy Unknown - contact@rockpapershotgun.com (Adam Smith)

One of the most exciting games in Los Angeles this week won t be featured at press conferences or on the showfloor. Phoenix Point [official site] is the new tactical-strategy hybrid from Julian Gollop, the creator of the original X-COM, and we met yesterday to discuss its procedurally generated alien threats, simulated human factions and much more. Here s the world s first in-depth look at the game.

… [visit site to read more]

XCOM® 2 - Hinkle2K

For the first time since launch on February 5, XCOM 2 is discounted on Steam. You can grab the base version of the game, as well as the Digital Deluxe Edition (which includes all DLC and the soundtrack) for 33% off. Whether you've been holding out or want to gift it to a friend, now is a great time to pick up one of the best PC titles of the year!

http://store.steampowered.com/app/268500/

Twenty years have passed since humanity lost the war against the alien invaders and a new world order now exists on Earth. After years of lurking in the shadows, XCOM forces must rise and eliminate the alien occupation. Join us or become them.

Follow XCOM on social media:
http://twitter.com/xcom
http://facebook.com/xcom
http://youtube.com/xcom
XCOM® 2 - Hinkle2K

For the first time since launch on February 5, XCOM 2 is discounted on Steam. You can grab the base version of the game, as well as the Digital Deluxe Edition (which includes all DLC and the soundtrack) for 33% off. Whether you've been holding out or want to gift it to a friend, now is a great time to pick up one of the best PC titles of the year!

http://store.steampowered.com/app/268500/

Twenty years have passed since humanity lost the war against the alien invaders and a new world order now exists on Earth. After years of lurking in the shadows, XCOM forces must rise and eliminate the alien occupation. Join us or become them.

Follow XCOM on social media:
http://twitter.com/xcom
http://facebook.com/xcom
http://youtube.com/xcom
XCOM® 2 - Valve
Save 33% on XCOM® 2 as part of this week's Weekend Deal*!

*Offer ends Monday at 10AM Pacific Time

XCOM: Enemy Unknown - contact@rockpapershotgun.com (Alec Meer)

so that's where Battleborn gets its inspiration from. THAT WAS GRAHAM'S GAG NOT MINE OK

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>

Dear God, why? … [visit site to read more]

XCOM® 2 - contact@rockpapershotgun.com (Alice O'Connor)

Alien bosses beamed down into XCOM 2 [official site] today with the release of the Alien Hunters DLC pack. These ‘Rulers’ are nasty variants of alien species who can turn up in missions unannounced, duff you up good, then scamper off to return in later missions. Which sounds great/horrible. They also bring new weapons and, if you’re feeling bold, you can hollow the Rulers out and casually wear their skins.

A patch is also out today with improvements for all players, DLC or no.

… [visit site to read more]

XCOM® 2 - Hinkle2K


Alien Hunters, the second DLC pack for XCOM 2, adds exciting new gameplay content to your campaign. Available now for $9.99 or as part of the Reinforcement Pack, Alien Hunters features a narrative-driven mission, new weapons and armor, a new “Hunter’s Lodge” update to the Avenger’s Armory, plus three new “Ruler” alien units to combat.

These new Rulers, including the Viper King, are quite formidable, Commander. They will show up at random in your campaign, once you’ve completed the new narrative mission, and each will have their own unique behavior and tactics, so don’t expect them to act like their subordinates. If you can’t take out a ruler quick enough, the alien will escape to fight another day. We believe these rulers are incredibly intelligent and are pursuing your soldiers across the globe.

You won’t be without help in this new fight, however, as Alien Hunters also includes four new one-of-a-kind weapons: the Bolt Caster, a high damage single-shot weapon; the Hunter’s Axe, a powerful new blade weapon that can be thrown at enemies or used to dispatch foes at close range; the ShadowKeeper pistol, which has the Shadowfall ability that is guaranteed to hit and will place its user in concealment if the enemy is killed; and the Frost Bomb grenade, which is able to temporarily freeze targets. Chief Shen has asked us to point out that each of these weapons is a prototype, so if a soldier equipping any of these weapons falls in battle, be sure to physically carry them to the Skyranger or else you’ll lose the weapons forever.

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.

https://www.youtube.com/watch?v=5_mr3TBZd_Y
Alien Hunters also includes a compatibility patch for XCOM 2. This patch will include authentication for Alien Hunters, as well as general bug fixes, balancing in the single player, performance optimizations and a rebalanced multiplayer experience for the base game.

Alien Hunters requires XCOM 2 to play and is available now for $9.99. If you already own the Reinforcement Pack, do not purchase this DLC separately as you will be charged for it.

http://store.steampowered.com/app/433090/

XCOM 2 May Patch

A new patch for XCOM 2 is now live! The patch will automatically install when starting the Steam client. If it doesn’t install automatically, restart Steam.

Downloading the patch introduces new bug fixes, balance tweaks, and performance optimizations on top of a rebalanced multiplayer experience and new modding functionality. Hop into a few MP games and let us know what you think of the new ability loadouts and point values!

The XCOM 2 team is continuing their work on improving the experience for everyone. Stay tuned for more updates and news!

Gameplay
  • Fixed an issue where the doom countdown timer was refilling after the Avatar bar filled up
  • Repeater no longer triggers after Stock damage or damage done over time
  • Mimic Beacons can no longer be reanimated
  • Mimic Beacons can no longer be targeted by Aid Protocol
  • Zombie Soldiers count towards “Soldiers Dead” counter
  • Evac zones can no longer be placed on a soldier
  • Fixed an issue where XCOM units were hitching after pod reveals
  • Fixed an issue where armor was not resetting properly after restarting the Avenger Defense mission
  • Fixed a crash that would occur after opening an ADVENT garage door
  • Soldiers equipped with the Hazmat Vest will no longer be affected by Acid Burn when pathing over Acid
  • Fixed an issue where loot was not being given to the player after killing an enemy next to a soldier with a hacked turret
  • Fixed multiple issues that would occur when a Gatekeeper is killed while affected by Chryssalid poison
  • Specialists can no longer receive the Phantom ability through the Advanced Warfare Center
  • Fixed an issue where certain AOE attacks could be used when selected while the unit was in movement
  • Grenade damage rebalance
    - Plasma Grenade Dmg: 5-6 -> 4-5
    - Acid Bomb Dmg: 5-6 -> 4-5
    - Fire Bomb Dmg: 6-7 -> 5-6
    - Gas Bomb Dmg: 5-6 -> 4-5
    - Proximity Mine Dmg: 8 -> 6
    - Gas Grenade Radius: 5 -> 4
    - Gas Bomb Radius: 6 -> 5
    - Proximity Mine Radius: 5-> 4
    - Volatile Mix Ability no longer grants grenade radius bonus
Multiplayer
  • MP balance changes (more details below)
  • ADVENT and Alien units with weapons have been given range bonuses/penalties
  • Fixed an issue where squads would be deleted when saving and editing Loadouts
  • Fixed an issue where new squads were not being created upon selecting “Save As New Loadout” in the Edit Loadouts Menu
  • Fixed an issue where weapon customizations were not saved when created in the Squad Loadout
  • Fixed an issue where the Stun Lancer’s charge attack was causing players to desync
Gameplay/Visualization
  • Fixed an issue where Skulljacked units floated too high in the air
  • Fixed an issue where weapons inappropriately remained in the hands of soldiers
  • Fixed an issue where grenades were causing environmental damage on their way to the target
  • Fixed an issue where XCOM soldiers and Psi-Zombies were able to share the same tile
  • Fixed multiple animation issues caused when carrying an unconscious unit
  • Fixed an issue where a soldier remained bound by a Viper’s Bind and Crush ability after killing it
  • Fixed an issue where explosions would occur early
Performance
  • Removed a hitch that would occur when building visibility is disabled/enabled
  • Fixed an issue causing lighting to appear dark when launching the title on specific AMD setups
Systems
  • Fixed an issue where the default setting for the Anarchy’s Children slider in the options menu was inconsistent between platforms
  • Fixed an issue where enemy weapons would continuously ragdoll after a unit was killed
  • Fixed an issue where the Loadout screen music plays after loading a Strategy save mid-mission
  • Fixed a crash that would occur when accessing the ADVENT Broadcast Network mission while mods were active on the Geoscape
UI
  • Implemented a ‘Select All Mods’ button
  • Extended the character length for bios
  • Adjusted some prewritten soldier bios
  • Fixed an issue where users could access locked customization options
  • Fixed an issue where the wrong options were sometimes appearing in the Gameplay tab in the Options menu
  • Fixed an issue where tooltips would not show when viewing the Options menu
Modding/SDK
  • Game state classes can now be overridden
  • The ‘static’ scope keyword now works with override classes, allowing static functions to be overridden
  • The X2DownloadableContentInfo class has been extended to provide many new hooks for events such as mission start/end
  • The X2DownloadableContent class can now route ‘exec’ functions (console commands) allowing mods to implement their own cheats
Multiplayer Balance Changes:

ADVENT:

Trooper:

HP: 3->4
Aim: 65->70
Flank Crit Chance: 33->40
Officer:

HP: 12->7
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (6-7)->(3-4)
GrndDmg: (3-4)->(2-3)
Stun Lancer:

HP: 6->7
Aim: 65->70
Mobility: 12->14
Flank Crit Chance: 33->40
Shieldbearer:

HP: 6->8
Aim: 70->75
Flank Crit Chance: 33->40
MEC:

HP: 7->9
Aim: 75->78
Flank Crit Chance: 33->40
Defense: 0->10
Aliens:

Sectoid:

HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
Psi Offense: 90->100
WpnDmg: (3-4)->(3-5)
Armor Shred: +1
Cost: 800 -> 1000
Faceless:

HP: 10->14
Aim: 75->80
Regen: 2->4
Mobility 14->15
MeleeDmg: (3-4)->(3-6)
Cost: 1000->800
Viper:

HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (3-5)->(4-5)
Armor Shred: +1
Cost: 1500->1200
Muton:

HP: 8->10
Armor: 1->2
Flank Crit Chance: 33->40
Codex:

Teleport now has 1 turn cooldown
Clone now only triggers off of enemy attacks
Armor Shred: +1
Berserker:

HP: 18->20
Aim: 75->80
Can now travel 2 moves before using Devastating Blow
Archon:

Aim: 75->78
Flank Crit Chance: 33->40
Cost: 1750->2000
Blazing Pinions now has 3 turn cooldown
Armor Shred: +1
Chryssalid:

Aim: 75->80
Burrow now has a 2 turn cooldown, cooldown starts on unborrow.
Cost: 1250->1200
Andromedon:

Flank Crit Chance: 33->40
Sectopod:

Cost: 6000->8000
Gatekeeper:

Cost: 5000->6000
Armor Shred: +1
Spawned Units:

Psi Zombie:

HP: 6->8
Aim: 65->75
Can now travel 2 moves before using melee attack
Andromedon Robot:

Can now travel 2 moves before using Fist Strike
XCOM:

Phantom Ranger:

Removed Conceal ability, still starts out match concealed
Cost: 3000 -> 3200
Blademaster Ranger:

Conventional Sword->Arc Blade
Cost: 2500->2800
Sniper Sharpshooter:

Gunslinger Sharpshooter:

Cost: 2500->3000
Heavy Gunner Grenadier:

Cost: 2500->3200
Demo Expert Grenadier:

Cost: 2500->3200
Battlefield Medic Specialist:

Cost: 3000 -> 2800
Combat Hacker Specialist:

Aid Protocol defense now same as Battlefield Medic
Cost: 3000 -> 3200
Psi Operative:

Mind Control cooldown increased from 3 to 5
Items:

Mindshield:

Cost: 250 -> 200
Battle Scanner:

Cost: 600 -> 400
Tracer Rounds:

Cost: 300 -> 100
Hellweave:

Cost: 400 -> 200
Stasis Vest:

Cost: 600 -> 400
Hazmat Vest:

Cost: 300 -> 100
Smoke Grenade:

Removed
XCOM® 2 - Hinkle2K


Alien Hunters, the second DLC pack for XCOM 2, adds exciting new gameplay content to your campaign. Available now for $9.99 or as part of the Reinforcement Pack, Alien Hunters features a narrative-driven mission, new weapons and armor, a new “Hunter’s Lodge” update to the Avenger’s Armory, plus three new “Ruler” alien units to combat.

These new Rulers, including the Viper King, are quite formidable, Commander. They will show up at random in your campaign, once you’ve completed the new narrative mission, and each will have their own unique behavior and tactics, so don’t expect them to act like their subordinates. If you can’t take out a ruler quick enough, the alien will escape to fight another day. We believe these rulers are incredibly intelligent and are pursuing your soldiers across the globe.

You won’t be without help in this new fight, however, as Alien Hunters also includes four new one-of-a-kind weapons: the Bolt Caster, a high damage single-shot weapon; the Hunter’s Axe, a powerful new blade weapon that can be thrown at enemies or used to dispatch foes at close range; the ShadowKeeper pistol, which has the Shadowfall ability that is guaranteed to hit and will place its user in concealment if the enemy is killed; and the Frost Bomb grenade, which is able to temporarily freeze targets. Chief Shen has asked us to point out that each of these weapons is a prototype, so if a soldier equipping any of these weapons falls in battle, be sure to physically carry them to the Skyranger or else you’ll lose the weapons forever.

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.

https://www.youtube.com/watch?v=5_mr3TBZd_Y
Alien Hunters also includes a compatibility patch for XCOM 2. This patch will include authentication for Alien Hunters, as well as general bug fixes, balancing in the single player, performance optimizations and a rebalanced multiplayer experience for the base game.

Alien Hunters requires XCOM 2 to play and is available now for $9.99. If you already own the Reinforcement Pack, do not purchase this DLC separately as you will be charged for it.

http://store.steampowered.com/app/433090/

XCOM 2 May Patch

A new patch for XCOM 2 is now live! The patch will automatically install when starting the Steam client. If it doesn’t install automatically, restart Steam.

Downloading the patch introduces new bug fixes, balance tweaks, and performance optimizations on top of a rebalanced multiplayer experience and new modding functionality. Hop into a few MP games and let us know what you think of the new ability loadouts and point values!

The XCOM 2 team is continuing their work on improving the experience for everyone. Stay tuned for more updates and news!

Gameplay
  • Fixed an issue where the doom countdown timer was refilling after the Avatar bar filled up
  • Repeater no longer triggers after Stock damage or damage done over time
  • Mimic Beacons can no longer be reanimated
  • Mimic Beacons can no longer be targeted by Aid Protocol
  • Zombie Soldiers count towards “Soldiers Dead” counter
  • Evac zones can no longer be placed on a soldier
  • Fixed an issue where XCOM units were hitching after pod reveals
  • Fixed an issue where armor was not resetting properly after restarting the Avenger Defense mission
  • Fixed a crash that would occur after opening an ADVENT garage door
  • Soldiers equipped with the Hazmat Vest will no longer be affected by Acid Burn when pathing over Acid
  • Fixed an issue where loot was not being given to the player after killing an enemy next to a soldier with a hacked turret
  • Fixed multiple issues that would occur when a Gatekeeper is killed while affected by Chryssalid poison
  • Specialists can no longer receive the Phantom ability through the Advanced Warfare Center
  • Fixed an issue where certain AOE attacks could be used when selected while the unit was in movement
  • Grenade damage rebalance
    - Plasma Grenade Dmg: 5-6 -> 4-5
    - Acid Bomb Dmg: 5-6 -> 4-5
    - Fire Bomb Dmg: 6-7 -> 5-6
    - Gas Bomb Dmg: 5-6 -> 4-5
    - Proximity Mine Dmg: 8 -> 6
    - Gas Grenade Radius: 5 -> 4
    - Gas Bomb Radius: 6 -> 5
    - Proximity Mine Radius: 5-> 4
    - Volatile Mix Ability no longer grants grenade radius bonus
Multiplayer
  • MP balance changes (more details below)
  • ADVENT and Alien units with weapons have been given range bonuses/penalties
  • Fixed an issue where squads would be deleted when saving and editing Loadouts
  • Fixed an issue where new squads were not being created upon selecting “Save As New Loadout” in the Edit Loadouts Menu
  • Fixed an issue where weapon customizations were not saved when created in the Squad Loadout
  • Fixed an issue where the Stun Lancer’s charge attack was causing players to desync
Gameplay/Visualization
  • Fixed an issue where Skulljacked units floated too high in the air
  • Fixed an issue where weapons inappropriately remained in the hands of soldiers
  • Fixed an issue where grenades were causing environmental damage on their way to the target
  • Fixed an issue where XCOM soldiers and Psi-Zombies were able to share the same tile
  • Fixed multiple animation issues caused when carrying an unconscious unit
  • Fixed an issue where a soldier remained bound by a Viper’s Bind and Crush ability after killing it
  • Fixed an issue where explosions would occur early
Performance
  • Removed a hitch that would occur when building visibility is disabled/enabled
  • Fixed an issue causing lighting to appear dark when launching the title on specific AMD setups
Systems
  • Fixed an issue where the default setting for the Anarchy’s Children slider in the options menu was inconsistent between platforms
  • Fixed an issue where enemy weapons would continuously ragdoll after a unit was killed
  • Fixed an issue where the Loadout screen music plays after loading a Strategy save mid-mission
  • Fixed a crash that would occur when accessing the ADVENT Broadcast Network mission while mods were active on the Geoscape
UI
  • Implemented a ‘Select All Mods’ button
  • Extended the character length for bios
  • Adjusted some prewritten soldier bios
  • Fixed an issue where users could access locked customization options
  • Fixed an issue where the wrong options were sometimes appearing in the Gameplay tab in the Options menu
  • Fixed an issue where tooltips would not show when viewing the Options menu
Modding/SDK
  • Game state classes can now be overridden
  • The ‘static’ scope keyword now works with override classes, allowing static functions to be overridden
  • The X2DownloadableContentInfo class has been extended to provide many new hooks for events such as mission start/end
  • The X2DownloadableContent class can now route ‘exec’ functions (console commands) allowing mods to implement their own cheats
Multiplayer Balance Changes:

ADVENT:

Trooper:

HP: 3->4
Aim: 65->70
Flank Crit Chance: 33->40
Officer:

HP: 12->7
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (6-7)->(3-4)
GrndDmg: (3-4)->(2-3)
Stun Lancer:

HP: 6->7
Aim: 65->70
Mobility: 12->14
Flank Crit Chance: 33->40
Shieldbearer:

HP: 6->8
Aim: 70->75
Flank Crit Chance: 33->40
MEC:

HP: 7->9
Aim: 75->78
Flank Crit Chance: 33->40
Defense: 0->10
Aliens:

Sectoid:

HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
Psi Offense: 90->100
WpnDmg: (3-4)->(3-5)
Armor Shred: +1
Cost: 800 -> 1000
Faceless:

HP: 10->14
Aim: 75->80
Regen: 2->4
Mobility 14->15
MeleeDmg: (3-4)->(3-6)
Cost: 1000->800
Viper:

HP: 8->10
Aim: 75->78
Flank Crit Chance: 33->40
WpnDmg: (3-5)->(4-5)
Armor Shred: +1
Cost: 1500->1200
Muton:

HP: 8->10
Armor: 1->2
Flank Crit Chance: 33->40
Codex:

Teleport now has 1 turn cooldown
Clone now only triggers off of enemy attacks
Armor Shred: +1
Berserker:

HP: 18->20
Aim: 75->80
Can now travel 2 moves before using Devastating Blow
Archon:

Aim: 75->78
Flank Crit Chance: 33->40
Cost: 1750->2000
Blazing Pinions now has 3 turn cooldown
Armor Shred: +1
Chryssalid:

Aim: 75->80
Burrow now has a 2 turn cooldown, cooldown starts on unborrow.
Cost: 1250->1200
Andromedon:

Flank Crit Chance: 33->40
Sectopod:

Cost: 6000->8000
Gatekeeper:

Cost: 5000->6000
Armor Shred: +1
Spawned Units:

Psi Zombie:

HP: 6->8
Aim: 65->75
Can now travel 2 moves before using melee attack
Andromedon Robot:

Can now travel 2 moves before using Fist Strike
XCOM:

Phantom Ranger:

Removed Conceal ability, still starts out match concealed
Cost: 3000 -> 3200
Blademaster Ranger:

Conventional Sword->Arc Blade
Cost: 2500->2800
Sniper Sharpshooter:

Gunslinger Sharpshooter:

Cost: 2500->3000
Heavy Gunner Grenadier:

Cost: 2500->3200
Demo Expert Grenadier:

Cost: 2500->3200
Battlefield Medic Specialist:

Cost: 3000 -> 2800
Combat Hacker Specialist:

Aid Protocol defense now same as Battlefield Medic
Cost: 3000 -> 3200
Psi Operative:

Mind Control cooldown increased from 3 to 5
Items:

Mindshield:

Cost: 250 -> 200
Battle Scanner:

Cost: 600 -> 400
Tracer Rounds:

Cost: 300 -> 100
Hellweave:

Cost: 400 -> 200
Stasis Vest:

Cost: 600 -> 400
Hazmat Vest:

Cost: 300 -> 100
Smoke Grenade:

Removed
XCOM® 2

You've driven the aliens back, stolen their technology, hacked their mechs and autopsied them, but you've yet to wear their skin into battle. This oversight is fixed by the new Alien Hunters DLC, which adds a story mission, three new boss monsters and three new pieces of elite armour, which all bear a slightly horrifying resemblance to the boss creature they came from. Unsurprisingly, the very sight of this armour freaks out the alien race you happen to be mimicking. You don't see XCOM 2's vipers wearing mens' faces for hats. In this respect, humanity may have gone too far this time.

The DLC seamlessly integrates into your campaign, picking up the trail of XCOM 1's Dr. Vahlen in a decent new mission with a fresh tileset. Without spoiling too much, science has gone wrong again, and now three 'ruler' aliens are on the loose. They will invade your missions randomly until they're dead, or you are. Their huge healthbars and tendency to teleport out make them tough to catch, but that's the idea of Alien Hunters. The aliens aren't just a threat anymore, they're sport to be hunted, skinned and worn. A new room in the Avenger even mounts heads of captured aliens on the wall.

I haven't had a chance to see how the bosses operate in a live campaign environment, but thanks to some Firaxis savegames I've had a chance to fight them. I won't spoil what they can do, because that nasty element of surprise is part of the fun, but they're both tough and very fast. Instead of waiting for your entire team to move before taking another action, they move between each soldier's movement. That means they can do a lot of damage in a single turn, and can portal away in moments.

Movement restriction abilities are useful, then, along with high-damage weapons. The DLC happens to add both in the form of new prototype weapons and a frost grenade that can freeze an enemy still for a few turns. Prototypes are hard to come by, and are be lost in battle if you fail to recover them.

The guns are worth the risk. In contrast to the high-tech weaponry your scientists produce, they look ornate and antiquated. The bolt caster does huge damage but must be reloaded after every shot. The new handcannon boasts a polished wooden casing and grip, and comes with an ability that puts your soldier into concealment if they land a killing pistol blow.

The new items are nice prizes, and the new bosses ought to provide a interesting disruptive element to your campaign, but they won't necessarily encourage you to play differently. Weapons such as the Shadowcannon pistol synergise nicely with the sharpshooter's gunslinger skill track without changing too much about the class. The bosses have some new abilities and behaviours, but are exaggerated versions of enemies regular players will be familiar with by now.

Alien Hunters is on the right track, however, and it shows how tricky it is to expand XCOM 2. New scripted missions are only interesting once, and new gadgets and enemies alone don't necessarily make launching a new campaign worthwhile. I'm more excited about XCOM 2's next piece of DLC: Shen's Last Gift. That adds a new class with unique upgradeable weapons, armour and customisation features and is due out this summer. I'd be more tempted to wait, install both DLC packs and then start anew with a richer suite of new toys to play with.

...