XCOM® 2

PC Gamer's Best Expansion of 2017 is XCOM 2: War of the Chosen, as selected by our global team. Below, its biggest fans on the team offer some commentary on their experiences with the game. Find the rest of our 2017 GOTY Awards and personal picks here

Tom Senior: In just five years Firaxis has successfully resurrected XCOM and explored a bunch of different takes on the formula. War of the Chosen is the most inventive yet, filling out the world with new friendly resistance factions and bitter rivals in the form of the Chosen themselves. The blue bad guys are obviously a focus point, but I love the resistance heroes even more, though, for their amazing, almost game-breaking abilities. The reapers get the cool long coats, but I came to love the templars the most because they look like they’ve dived out of Mass Effect to stab everything with electricity.

Bo Moore: War of the Chosen took one of the best games of 2016 and made it even better—by adding campy, moustache-twirling villains that mock you at every turn. The titular Chosen give a voice (more than Simlish-like gurgling) to your alien adversaries, and in that voice, the game's enemies finally have some personality. It feels awful when they ambush your squad, taunt your forces, and kidnap your soldiers. But it makes vanquishing them all the more sweeter.

I scarcely see War of the Chosen as an expansion. To me, it feels like XCOM 2's final form.

Evan Lahti: Bingo, Bo: XCOM 2's villains needed a voice, and they got three. I love that the Chosen taunt you at every turn of the campaign: in the menus, mid-mission, after they kill or wound a soldier. They permeate the game, but you can also take them on mostly at your own pace. Firaxis's approach here reminds me of some of my favorite board games—instead of treating the Chosen like a separate, vestigial storyline you have to play, they simply become part of the ecosystem of threats, shuffled in with the rest of the cards you can draw.

For me, The Chosen became XCOM 2's campaign—all my tech and personnel decisions revolved around tracking them down and prepping for their multi-stage missions. But another player might be content with taking out one of the Chosen and focusing on the Avatar Project instead. These jerks made XCOM 2 the only singleplayer game in 2017 that I wanted to keep playing after I finished.

Tim Clark: I scarcely see War of the Chosen as an expansion. To me, it feels like XCOM 2's final form. This is the game Firaxis always intended, complete with sneering alien supervillains, sweet new gear to research, and in the resistance factions, some incredibly cool characters to fight alongside. At this point XCOM 2 feels like it's become this delicious, rich, selection box of sci-fi chocolates. I almost never replay the big games, but for XCOM 2 I made an exception, and devoured the lot all over again. If it weren't for the fact it is an expansion, it'd be my GOTY overall. 

Part of my enjoyment derives from the fact I didn't touch any of the intervening DLC drops, which meant my playthrough felt even fresher thanks to the presence of the enemies like the Viper King and Berserker Queen, and the unique armor I could research thanks to their bullet-ridden corpses. War of the Chosen has tons of great touches of its own, though. The new way bonus perks are activated (ie not those part of that soldier's traditional class tree) is smart, if a little hidden. 

On a more cosmetic but no less cool front, the propaganda poster system was super fun to goof around with, and I swiftly decided to make only grim visual obituaries for my fallen meat shields/heroes of the resistance. War of the Chosen is the kind of game that, once you're done with it, you start dreaming about what the dev might cook up next. And then getting depressed because that meal is likely to be a long ways off. 

For more War of the Chosen words, check out Tom's review and Tim and Evan's back-and-forth on the game's memorable villains. 

XCOM® 2 - contact@rockpapershotgun.com (Alec Meer)

xcom-daily-challenge

Back in the summer, I boldly declared that ‘I will play XCOM 2: War Of The Chosen’s daily challenge mode every day.’ Er. Whoops. I’ve only played a handful since then, and I’m not alone there. Though the mode still pumps out a new challenge every day, it hasn’t blossomed into a new religion in the same way The Binding of Isaac and Spelunky’s daily random-o-map scoreboard challenges have for those communities.

So, what happened?

(more…)

Rocket League® - contact@rockpapershotgun.com (Katharine Byrne)

Cyber Monday 2017

After a weekend of gorging yourself on turkey and elbowing people in the face to get that last discounted something or other in the shops, now it’s time to settle in and continue those deal hunts from the comfort of your own home. For today is Cyber Monday, the day that’s reserved for purely online-only deals following the shopping bonanza that was Black Friday.

This year, we’ve done the hard work for you, as we’ve scoured the web for the best Cyber Monday deals money can buy. These aren’t just re-heated Black Friday deals, either, as most retailers usually have completely separate discounts running today, making it a great time to pick up another bargain if none of the deals last week took your fancy. As always, we’ll be updating this article throughout the day, so make sure to check back at regular intervals just in case something new appears. We’ve also got tips on the best places to browse, and how to find out if those hot discounts are really as good as they seem.

(more…)

Owlboy - contact@rockpapershotgun.com (Katharine Byrne)

1080ti

The sale event to end all sale events is here. That’s right, folks, Black Friday 2017 is here, and this year’s sales frenzy is set to be bigger than ever as we head into the Christmas shopping period. In all honesty, they should just rename it Black November, as there have been deals going on throughout the month in preparation for the big day.

To save you trawling through the web in search of a good bargain, we’ve created this handy guide containing everything you need to know about Black Friday 2017. If you’re on the hunt for a new graphics card, a bigger and better monitor, want to splash out on a fast SSD or upgrade your gaming headset and get a more reliable mouse and keyboard, this is the place to be. We’ll be updating this hub page on a regular basis as new deals get announced, too, so make sure to keep it in your bookmarks if you fancy grabbing yourself a bit of a bargain before Christmas. We’ve also got tips on the best places to browse, and how to find out if those hot discounts are really as good as they seem.

(more…)

Owlboy - contact@rockpapershotgun.com (Katharine Byrne)

1080ti

The sale event to end all sale events is here. That’s right, folks, Black Friday 2017 is here, and this year’s sales frenzy is set to be bigger than ever as we head into the Christmas shopping period. In all honesty, they should just rename it Black November, as there have been deals going on throughout the month in preparation for the big day.

To save you trawling through the web in search of a good bargain, we’ve created this handy guide containing everything you need to know about Black Friday 2017. If you’re on the hunt for a new graphics card, a bigger and better monitor, want to splash out on a fast SSD or upgrade your gaming headset and get a more reliable mouse and keyboard, this is the place to be. We’ll be updating this hub page on a regular basis as new deals get announced, too, so make sure to keep it in your bookmarks if you fancy grabbing yourself a bit of a bargain before Christmas. We’ve also got tips on the best places to browse, and how to find out if those hot discounts are really as good as they seem.

(more…)

Owlboy - contact@rockpapershotgun.com (Katharine Byrne)

1080ti

The sale event to end all sale events is here. That’s right, folks, Black Friday 2017 is upon us, and this year’s sales frenzy is set to be bigger than ever as we head into the Christmas shopping period. In all honesty, they should just rename it Black November, as you’ll find deals happening literally RIGHT NOW in the run-up to Black Friday proper.

To save you trawling through the web in search of a good bargain, we’ve created this handy guide containing everything you need to know about Black Friday 2017. If you’re on the hunt for a new graphics card, a bigger and better monitor, splash out on a fast SSD or upgrade your gaming headset, this is the place to be. We’ll be updating this hub page on a regular basis as new deals get announced, too, so make sure to keep it in your bookmarks if you fancy grabbing yourself a bit of a bargain before Christmas. We’ve also got tips on the best places to browse, and how to find out if those hot discounts are really as good as they seem.

(more…)

XCOM: Enemy Unknown

Will there be an XCOM 3? I have no idea. All I know is: the first two games, and their expansions, were brilliant, and the XCOM formula is just too good to fade. Whether you preferred the sedate, sandbox pace of Enemy Unknown, or the tough guerrilla fightback scenario of the second game, the differences in the two show how flexible the XCOM format can be. There's surely another great game or five in the series, right? Here are a few things we'd like to see in a sequel.

A new setting

We have saved Earth a few times now. Paradoxically we have both saved Earth from being invaded and then liberated it post-invasion. We have broken the alien threat in city streets, sewers and green fields. Could you face doing that all over again, even with a different alien threat? It is time for a change.

The original X-COM games went to the ocean for variety. A modern take on Terror From the Deep could be interesting, but I need something bigger to really get excited. Could XCOM take the fight to the alien threat on their home ground? Would XCOM work on a solar system scale? It's a dangerous move. The transition from defender to unstoppable aggressor is an important part of XCOM's fantasy, and you risk losing the personal touch that you get managing a small group of elite soldiers. Maybe a move to a smaller city-scale game in the mould of X-COM: Apocalypse would work.

In this regard the series is a victim of its own success. XCOM: Enemy Unknown and XCOM 2 are so replayable XCOM 3 would need to be bold to tear me away.

Even more squad customisation

Firaxis' XCOM has loads of squad customisation, and War of the Chosen added bonds and a surprisingly great poster-making tool to better capture the successes and cruel deaths of our favourite soldiers. XCOM does plenty to let me turn my soldiers into heroes with backstories and relationships, but I cannot get enough of this sort of thing. The squad bonds system in War of the Chosen is a great example of the sort of feature allows the game to tell more complex stories. An outstanding array of hairstyle options is also a must, of course. 

Clearer campaign mechanics

Chances are you've loaded an earlier save in XCOM to undo a horrible turn, or take another shot at a mission because you got wiped by an enemy you'd never met before. 

In the first few playthroughs of a campaign trial and error is an essential part of XCOM. The game wants to tell a story, with surprised and twists, which means holding back information you need to make sensible decisions. I don't mind being surprised by enemy reveals that kill a bunch of soldiers. I enjoy the horror of first contact, and the pleasure of learning how to deal with them—besides, you're supposed to lose soldiers in XCOM. However I wish that the games were clearer about campaign-level mechanics, where ambiguity can waste a lot of time. 

Take the Avatar project. The game very strongly implies that XCOM is screwed if it maxes out, but I found myself wondering what would really happen, and I was unsure about how fast it would grow and how easily I could bring it back down. Likewise the necessity of satellites in Enemy Unknown came as a surprise to a lot of players. These uncertainties can lead to five-hour rollbacks on an opening campaign, or an outright restart.

A changing story

The worst thing about restarting an XCOM campaign is the static story. You can skip cutscenes and breeze through all of the exposition, but you are locked into a series of story missions linked by periods of compulsory research. I like XCOM's characters, world and art style, but I wish that there was a way for campaigns to branch or change to keep the surprises coming after several campaigns.

I think XCOM benefits a lot from the inclusion of a story, beyond the entertainment value of the Chosen's delightfully cheesy intro scenes. Story creates impetus, and on the strategy layer level XCOM is a game about racing the campaign's beats. I'd love an XCOM 3 campaign that allows those beats to change to keep me in a state of terror and despair for longer.

Better base building

The rooms look cool and I like being able to see XCOM members working away in the hive, but hollowing out the Avenger never really felt like I was building a base. The long excavation and build times made it feel as though the base was denying me cool stuff rather than unlocking it for me, and the layout never seemed to matter hugely, even with adjacency bonuses. The base functions felt as though they were spread out over too many rooms. Whatever shape an XCOM 3 base might take, I'd room placement to involve more interesting decisions with less waiting around.

Continued mod support

Another 'more of this please' entry. The Steam workshop has been great for XCOM 2 and The Long War campaign—a must play, comprehensive redesign of XCOM 2—adds dozens of hours of value to the game. There are loads of new enemies and weapons out there, but my favourite mods are the ones that make small UI tweaks to meet my preferences. Here's a selection of our favourite mods for War of the Chosen.

Malleable classes

Firaxis' XCOM tends to give you a choice of two upgrades when you level up. The left and right skill columns represent different builds of that class, which ultimately encourages you to come down one way or the other to hit the best synergies. 

War of the Chosen introduced training that let you unlock a few extra abilities in each class. The introduction of just these few extra options made the classes feel deeper and more flexible. I appreciate XCOM's determination to keep levelling simple, and to carefully define class roles to keep them distinct and interesting, but a degree of class cross-pollination could encourage more build-tinkering and squad experimentation. We'd want to see some new classes too, of course.

Factions, rivalries

War of the Chosen introduced several organisations that existed beyond the remit of XCOM. The resistance factions had their own tactics and fashion sense, and you had to work to earn their trust and get their cool toys. 

It worked great, and there are many ways to expand upon factions more broadly in a sequel. It's easy to imagine mercenary factions that could join the aliens or the humans, for a price. Firaxis experimented with EXALT in Enemy Within, so there's precedent for these shady, ambiguous factions.

I can't ignore how effective the Chosen were in War of the Chosen either. In fact, we reckon they are some of the best gaming villains out there. Having powerful villains that taunt you face-to-face creates great rivalries, and if a new XCOM didn't have a take on this, I think I would seriously miss it. Whether the game generates alien bounty hunters to hunt you down, or adopts a Shadow of Mordor style nemesis generator (a wronged Sectoid ties a bandana around its forehead comes back with a vengeance), I want strong antagonists whose defeat I can truly savour.

A new threat

XCOM's aliens are too familiar to be the sole focus of another game. The second game smartly revamped Sectoids and turned the skinny poisonous men in black into giant orange Cobras. Ultimately, though, Sectoids are going to mind control stuff and Muton's gonna Muton. For a third game I want to face enemies that feel alien again. I want the thrill of watching a unit's intro animation play in a battle and thinking 'what on planet Earth can that thing do?'

The return of shadowy "Hello, Commanderrr" guy

Other than the G-Man, is there a more ambiguous and intriguing figure in PC gaming than the mysterious silhouette guy who phones up to judge you once a month? I don't even know why he's in charge in XCOM 2, but I'll always pick up the big man's calls to hear him say "well done, commanderrrr", or "you suck, commanderrr". If there is to be an XCOM 3, he must reprise his role, and nobody tell him where the light switch is.

XCOM® 2 - Hinkle2K


The Fall 2017 update for XCOM 2: War of the Chosen is available now on PC and coming soon for Mac, Linux, Xbox One and PlayStation 4.

This new update institutes multiple bug fixes and optimizations that will facilitate a better overall experience for players. Challenge Mode has been updated to include new stats on the leaderboard, new player-to-player tracked events and retooled notifications.

Head below for the full list of changes.

Good luck, Commander. 

 

Gameplay – Strategy Layer
  • Beta Strike now is applied to XCOM soldiers if the tutorial is enabled
  • Scientists and engineers can no longer be used while deployed on Covert Actions
  • Fixed base game soldier promotion abilities not being free in the Training Center if a cross-class ability is purchased first
  • Fixed a visual issue with the inventory menu after selecting a Grenadier's utility item or grenade slot in the Hangar
  • Fixed Resistance Order card duplication
  • Fixed a navigation issue caused by empty Resistance Order card slots
  • Tutorial: Players can now re-enter the Research screen if they’ve tried to exit during the tutorial.
  • Fixed an issue that prevented soldiers from being dismissible after completing Lost and Abandoned with the Tutorial enabled
  • Fixed the conventional weapon breakthrough tech causing "+1 Damage" to display on the claymore when viewed in the Armory
  • Soldiers in the Character Pool now generate with a background
  • Scavengers Resistance Order now only applies to resource-based POI rewards
  • Weapon color defaults to 20 now instead of -1 to prevent mismatched color previews
  • Camera outline and poster display update on screen change
  • Fixed an issue with SPARKs getting permanently stuck in a wounded yet "Available" state after going on Chosen Stronghold missions
  • Fixed the Lost World Dark Event to expire correctly
  • Fixed lingering cohesion glow after creating a new bond
  • Fixed an issue where faction soldiers in the Training Center promotion screen would not appear when cycling through soldiers
  • Removed references to Resistance HQ from strategy notifications
  • Removed the ability for soldiers to gain positive traits as part of the AWC post-mission negative trait recovery mechanic
  • Soldiers on Covert Actions no longer drop their equipped items when the player enters the squad select screen
  • Fixed Rescue Soldier missions sometimes appearing with no reward if you fail it the first time
  • Adding additional text to the Reaper's Silent Killer ability description
  • Fixed weapons with mods attached not upgrading to the next tier for soldiers who are deployed on ambush-able Covert Actions
 

Gameplay – Tactical Layer
  • Chosen will be activated only if someone on XCOM team has been revealed
  • Fixed a bug where the fog of war fails to update or disappear when the player's Codex creates a clone during a mission
  • Fixed an issue where detection tiles would disappear for faction soldiers after loading a save while in concealment
  • VIPs using hunker down no longer break concealment
  • Berserk Rangers no longer attack squadmates
  • Fixed visualization of Archon patrol pathing
  • Units now take claymore damage when a claymore is detonated underneath them while on a destructible floor during tactical gameplay
  • ADVENT Priests triggering Sustain while standing in the evac zone no longer fails the mission
  • Alien Rulers get a 1.5X HP boost when Beta Strike is enabled
  • Fixed an issue where Purifiers became unresponsive after their clone made from Shadowbind was destroyed
  • Bladestorm and Retribution excludes teammates as valid targets
  • Enemy reinforcement visual indicator no longer disappears
  • Chosen can no longer turn into cocoons from Chryssalid poison
  • Spectres hit with Stasis will no longer prevent shadowbound units from recovering when the Spectre is killed
  • Fixed missing flyover for Lightning Reflexes
  • Gremlins only reveal hidden units after a hack attempt is made
  • Changed Skirmisher Ionic Ripjack stun chance to 25%
  • Darkclaw now gains the effects of equipped ammo
  • Brutal Chosen strength temporarily decreases soldier Will
  • Fixed ambient lighting not being applied in some non-tactical areas
  • Targetable enemy indicator refreshes correctly after navigating tactical menus
  • Fixed an issue where help text and other pop-ups would not trigger during the tutorial
  • Units provided by the Volunteer Army & Double Agent Resistance Orders will no longer count as units lost during a campaign
  • Updated Mimic Beacon behavior for Purifier, Priest, Spectre, and shadowbound units
  • Added AI AoE finder updates to enable AoE attacks on Mimic Beacons
  • Fixed an issue preventing Mimic Beacons from being attacked more than once by purifiers
  • Skulljack now kills units instantly if Beta Strike is enabled
  • Shredded armor no longer reappears after reloading a save
  • Fixed an issue where Skirmishers could use Wrath to move to an area, but not perform a melee attack
  • Fixed infinite visualization hang when X2Action_WaitForAnotherAction fails to receive the event trigger it is registered for
  • Fixed issue with claymores not being immediately targetable by the Reaper
  • Reduced Chosen Hunter pistol range
  • Skulljack no longer prevents a unit from becoming concealed
  • Supply Extraction loot now recovered if XCOM evacs from the mission
  • Fixed a loss of functionality caused by simultaneously entering a rescue circle and triggering a Lost pod during a Rescue Stranded Resistance Agents mission
  • Fixed crash caused by too many Lost on screen at one time
  • Restricting spawns in the corners of some parcels to prevent Chosen from being stuck if they spawn in the corner of a map
  • Slightly reducing the aim of Retaliation civilian militia and Volunteer Army soldiers
  • Shadowbound units don't get abilities granted from Sustaining Spheres.  This matches up with shadowbound units not getting built in Sustain ability from units either
  • Prevent Chosen Kidnap / Extract on special units that come from HQ via Double Agent or Volunteer Army
  • Fix for an indefinite hang when a unit gets the burning status effect when moving for a Skullmine action during tactical gameplay
  • Holy Warrior effects no longer persist after the Priest is removed from the mission
  • Chosen Sarcophagus health displays correctly after loading a save game while the shield is up
  • Bluescreen Rounds no longer affect destructibles
  • Updated Shadowbind to remove the Parthenogenic Poison from the target
  • Decoupled GameStateUnit and asynchronous pawn load requests to prevent hung levels and crashes on level load
  • Fixed crashes related to GetAllViewersOfTarget
  • Fixed crashes related to GetAllVisibleToSource
  • Fixed crashes related to GetAllViewersOfLocation
  • Fixed crashes caused by for large block of LoadMap crashes
  • Fixed GetWorldInfo crashes on RenderThread
  • FixedProtection against IsAudible crashes from effects
 

Challenge Mode
  • Added new event notifications:  5 Enemy Kills, Concealment Broken, First Soldier Wounded, Killed a Sectopod or Gatekeeper, Lost a Sectopod or Gatekeeper, and Completed Mission
  • Challenge Mode replay improvements: show the reaper roll, skip challenge points banners, disable mission narratives
  • Added user score and total players to Challenge Mode squad select screen
  • Changed Challenge events to display completion percentages of total players for an event
  • ADVENT soldiers now take an action when their shadowbound clone is killed
  • Enemy units will now move or take actions when the player Shadowbinds another enemy unit in the same pod
  • Challenge Mode replays will now automatically start playing
  • Fixed an issue where Focus drops were not occurring in Challenge mode
  • Additional score break down and stats to leaderboard
  • Consolidated the objective and enemy score decrease messages into one message when appropriate
  • Fixed an issue causing Challenges to auto-complete
 

Misc
  • Modding - Added files to improve compatibility between the game and uncooked content
  • Character Pool now checks base game and expansion directories for available pools
  • Fixed Character Pool lighting when on Stronghold shell screen
  • Fixed a crash with the Character Pool trying to access a version of a unit that no longer exists
  • Added a button to open the local Photobooth directory from the game
  • Class pose filtering is skipped when doing a memorial shot
  • Additional crash and bug fixes

http://store.steampowered.com/app/593380/XCOM_2_War_of_the_Chosen/
Do you have questions for the team? Be sure to follow XCOM on Twitter and Like XCOM on Facebook to keep up to date with the latest information on XCOM 2: War of the Chosen. If you’re looking to enlist with the Resistance, join the 2K Forums!

           
XCOM® 2 - Hinkle2K


The Fall 2017 update for XCOM 2: War of the Chosen is available now on PC and coming soon for Mac, Linux, Xbox One and PlayStation 4.

This new update institutes multiple bug fixes and optimizations that will facilitate a better overall experience for players. Challenge Mode has been updated to include new stats on the leaderboard, new player-to-player tracked events and retooled notifications.

Head below for the full list of changes.

Good luck, Commander. 

 

Gameplay – Strategy Layer
  • Beta Strike now is applied to XCOM soldiers if the tutorial is enabled
  • Scientists and engineers can no longer be used while deployed on Covert Actions
  • Fixed base game soldier promotion abilities not being free in the Training Center if a cross-class ability is purchased first
  • Fixed a visual issue with the inventory menu after selecting a Grenadier's utility item or grenade slot in the Hangar
  • Fixed Resistance Order card duplication
  • Fixed a navigation issue caused by empty Resistance Order card slots
  • Tutorial: Players can now re-enter the Research screen if they’ve tried to exit during the tutorial.
  • Fixed an issue that prevented soldiers from being dismissible after completing Lost and Abandoned with the Tutorial enabled
  • Fixed the conventional weapon breakthrough tech causing "+1 Damage" to display on the claymore when viewed in the Armory
  • Soldiers in the Character Pool now generate with a background
  • Scavengers Resistance Order now only applies to resource-based POI rewards
  • Weapon color defaults to 20 now instead of -1 to prevent mismatched color previews
  • Camera outline and poster display update on screen change
  • Fixed an issue with SPARKs getting permanently stuck in a wounded yet "Available" state after going on Chosen Stronghold missions
  • Fixed the Lost World Dark Event to expire correctly
  • Fixed lingering cohesion glow after creating a new bond
  • Fixed an issue where faction soldiers in the Training Center promotion screen would not appear when cycling through soldiers
  • Removed references to Resistance HQ from strategy notifications
  • Removed the ability for soldiers to gain positive traits as part of the AWC post-mission negative trait recovery mechanic
  • Soldiers on Covert Actions no longer drop their equipped items when the player enters the squad select screen
  • Fixed Rescue Soldier missions sometimes appearing with no reward if you fail it the first time
  • Adding additional text to the Reaper's Silent Killer ability description
  • Fixed weapons with mods attached not upgrading to the next tier for soldiers who are deployed on ambush-able Covert Actions
 

Gameplay – Tactical Layer
  • Chosen will be activated only if someone on XCOM team has been revealed
  • Fixed a bug where the fog of war fails to update or disappear when the player's Codex creates a clone during a mission
  • Fixed an issue where detection tiles would disappear for faction soldiers after loading a save while in concealment
  • VIPs using hunker down no longer break concealment
  • Berserk Rangers no longer attack squadmates
  • Fixed visualization of Archon patrol pathing
  • Units now take claymore damage when a claymore is detonated underneath them while on a destructible floor during tactical gameplay
  • ADVENT Priests triggering Sustain while standing in the evac zone no longer fails the mission
  • Alien Rulers get a 1.5X HP boost when Beta Strike is enabled
  • Fixed an issue where Purifiers became unresponsive after their clone made from Shadowbind was destroyed
  • Bladestorm and Retribution excludes teammates as valid targets
  • Enemy reinforcement visual indicator no longer disappears
  • Chosen can no longer turn into cocoons from Chryssalid poison
  • Spectres hit with Stasis will no longer prevent shadowbound units from recovering when the Spectre is killed
  • Fixed missing flyover for Lightning Reflexes
  • Gremlins only reveal hidden units after a hack attempt is made
  • Changed Skirmisher Ionic Ripjack stun chance to 25%
  • Darkclaw now gains the effects of equipped ammo
  • Brutal Chosen strength temporarily decreases soldier Will
  • Fixed ambient lighting not being applied in some non-tactical areas
  • Targetable enemy indicator refreshes correctly after navigating tactical menus
  • Fixed an issue where help text and other pop-ups would not trigger during the tutorial
  • Units provided by the Volunteer Army & Double Agent Resistance Orders will no longer count as units lost during a campaign
  • Updated Mimic Beacon behavior for Purifier, Priest, Spectre, and shadowbound units
  • Added AI AoE finder updates to enable AoE attacks on Mimic Beacons
  • Fixed an issue preventing Mimic Beacons from being attacked more than once by purifiers
  • Skulljack now kills units instantly if Beta Strike is enabled
  • Shredded armor no longer reappears after reloading a save
  • Fixed an issue where Skirmishers could use Wrath to move to an area, but not perform a melee attack
  • Fixed infinite visualization hang when X2Action_WaitForAnotherAction fails to receive the event trigger it is registered for
  • Fixed issue with claymores not being immediately targetable by the Reaper
  • Reduced Chosen Hunter pistol range
  • Skulljack no longer prevents a unit from becoming concealed
  • Supply Extraction loot now recovered if XCOM evacs from the mission
  • Fixed a loss of functionality caused by simultaneously entering a rescue circle and triggering a Lost pod during a Rescue Stranded Resistance Agents mission
  • Fixed crash caused by too many Lost on screen at one time
  • Restricting spawns in the corners of some parcels to prevent Chosen from being stuck if they spawn in the corner of a map
  • Slightly reducing the aim of Retaliation civilian militia and Volunteer Army soldiers
  • Shadowbound units don't get abilities granted from Sustaining Spheres.  This matches up with shadowbound units not getting built in Sustain ability from units either
  • Prevent Chosen Kidnap / Extract on special units that come from HQ via Double Agent or Volunteer Army
  • Fix for an indefinite hang when a unit gets the burning status effect when moving for a Skullmine action during tactical gameplay
  • Holy Warrior effects no longer persist after the Priest is removed from the mission
  • Chosen Sarcophagus health displays correctly after loading a save game while the shield is up
  • Bluescreen Rounds no longer affect destructibles
  • Updated Shadowbind to remove the Parthenogenic Poison from the target
  • Decoupled GameStateUnit and asynchronous pawn load requests to prevent hung levels and crashes on level load
  • Fixed crashes related to GetAllViewersOfTarget
  • Fixed crashes related to GetAllVisibleToSource
  • Fixed crashes related to GetAllViewersOfLocation
  • Fixed crashes caused by for large block of LoadMap crashes
  • Fixed GetWorldInfo crashes on RenderThread
  • FixedProtection against IsAudible crashes from effects
 

Challenge Mode
  • Added new event notifications:  5 Enemy Kills, Concealment Broken, First Soldier Wounded, Killed a Sectopod or Gatekeeper, Lost a Sectopod or Gatekeeper, and Completed Mission
  • Challenge Mode replay improvements: show the reaper roll, skip challenge points banners, disable mission narratives
  • Added user score and total players to Challenge Mode squad select screen
  • Changed Challenge events to display completion percentages of total players for an event
  • ADVENT soldiers now take an action when their shadowbound clone is killed
  • Enemy units will now move or take actions when the player Shadowbinds another enemy unit in the same pod
  • Challenge Mode replays will now automatically start playing
  • Fixed an issue where Focus drops were not occurring in Challenge mode
  • Additional score break down and stats to leaderboard
  • Consolidated the objective and enemy score decrease messages into one message when appropriate
  • Fixed an issue causing Challenges to auto-complete
 

Misc
  • Modding - Added files to improve compatibility between the game and uncooked content
  • Character Pool now checks base game and expansion directories for available pools
  • Fixed Character Pool lighting when on Stronghold shell screen
  • Fixed a crash with the Character Pool trying to access a version of a unit that no longer exists
  • Added a button to open the local Photobooth directory from the game
  • Class pose filtering is skipped when doing a memorial shot
  • Additional crash and bug fixes

http://store.steampowered.com/app/593380/XCOM_2_War_of_the_Chosen/
Do you have questions for the team? Be sure to follow XCOM on Twitter and Like XCOM on Facebook to keep up to date with the latest information on XCOM 2: War of the Chosen. If you’re looking to enlist with the Resistance, join the 2K Forums!

           
XCOM® 2 - Hinkle2K

In the XCOM games, you are up against impossible odds. Seemingly insurmountable hordes of alien and ADVENT forces. One thing that the Chosen bring to the fight in XCOM 2: War of the Chosen – a face to face foe. Singular adversaries that are plotting against you, the Chosen even taunt you as you try to stop them. It’s just one of the many ingenious additions to this massive expansion. We asked Lead Producer Griffin Funk what went on behind-the-scenes to make this happen.

 

One of the things the Chosen do is give the enemy a “face” beyond the mysterious elders or waves of foes your squads are up against. Was this something recognized early on in the creation of XCOM 2: War of the Chosen? What made you think of going in this direction in the first place?

 

Griffin F. There are always two stories happening in XCOM. There’s the narrative of the campaign and then there’s the personal story the player experiences in the game. We always try to advance both of those stories which can be incredibly challenging. They’re opposing ideas, so advancing one can easily take away from the other. The Chosen naturally advance both stories by existing in all parts of the game. They are named characters with personality and ideology that affect the overall story. They also directly interact with the player based on the decisions made. They fight you on the tactical layer and then play the strategy layer alongside you. 

 

What were the main objectives for the creation of the Chosen?

 

Griffin F. We wanted to give the player an adversary that felt alive. In XCOM 2, the campaign was a race against the Avatar Project clock. Players knew the Elders were in the background and were the ultimate bad guys of the campaign, but they don’t show up until the end. We thought this aspect of the game felt a little cold. We wanted them with you the whole way. The Chosen are looking for you, taunting you, and directly engaging with you. They’re basically playing the game right next to you. As you create upgrades, they’re in their base doing the same. You can check on their progress to see what they’re up to and I like to think they have a little computer where they can see what you’re doing as well.

 

Sounds a little creepy when you put it that way. What are some of the challenges that come with naming the enemy and giving it a face?

 

Griffin F. Creating a new major adversary that has a specified name, personality, face, voice, etc. that is always the same was risky. Thankfully, War of the Chosen is such a big and dynamic game that it’s not a problem. It also helped that we made aspects of the Chosen procedural like their strengths and weaknesses. This makes fighting them in two different campaigns feel incredibly different. Hell, it makes fighting them on different missions feel different.



How does this carry over into a game that’s also largely procedural?

 

Griffin F. Even though the Chosen each have a distinct personality, they’ll still perform actions that are unique to your playthrough. It’s similar to how the actions taken in a mission create a personal story between the player and their soldiers. When the Hunter hits a soldier with a tranquillizer, which leads to another soldier panicking, which leads to the soldier killing another soldier, and so forth it creates a story about the Hunter unique to that campaign. To the player, that could be the moment that defines the Hunter more so than any of the cinematics.

 

What are you basing the Chosen on beyond archetypes?

 

Griffin F. Creating the different roles for the Chosen was similar to how we create the classes for XCOM soldiers. We want the individuals to feel powerful, but make up a bigger more fearsome collective that cover manycombat styles. This helps make each Chosen feel unique and fun to play against.

 

What was the toughest decision you had to make in regards to the Chosen?

 

Griffin F. One of the toughest challenges was the balance and evaluation of the Chosen’s procedural strengths and weaknesses.  Since they were able to have any permutation of these perks, we had to work on balancing them based on pairings. Certain combinations of perks would make a Chosen an unstoppable killing machine. .

 

Really? How about an example of how one needed to be altered?

 

Griffin F.  When those perks were totally random you could get a Chosen who was both weak against and invulnerable to certain kinds of attacks like explosives, for example.

 

Have any funny anecdotes from during the creation or tweaking of the Chosen?

 

There was a funny point in development when we had placeholder VO for the Chosen. We always use people around the office willing to record for our early game scratch VO. During development you would be playing and then hear one of our incredibly nice producers, Rosie Kofsky-Schumpert, making fun of you in her most evil voice.

 

Besides a Rosie-voiced Chosen, which one has given you the toughest time while playing – and why?

 

Griffin F. I always have a small heart attack when the Assassin turns invisible and hides. Losing track of any enemy while in the midst of fighting a bunch of others is always scary.  You also know that when the Assassin hides, she’s going to come at you hard with her katana on the next turn. You either get line of sight back on her to disrupt the attack or start praying to the RNG god.

 

Any Easter eggs regarding the Chosen that people should keep an eye out for when playing?

 

Griffin F. More to keep an ear out for than an eye.  If you defeat one of the Chosen and gain their weapons, try bringing them in to combat against one of the other Chosen and you might hear them comment about your acquisition of the items or their thoughts about the fall of one of their kin.

 

 


http://store.steampowered.com/app/593380/XCOM_2_War_of_the_Chosen/
Do you have questions for the team? Be sure to follow XCOM on Twitter and Like XCOM on Facebook to keep up to date with the latest information on XCOM 2: War of the Chosen. If you’re looking to enlist with the Resistance, join the 2K Forums!

           
...