Xcom 2?

I made a bootleg Donald Trump that would spawn as a VIP. Lo' and behold
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Make sure you succeed. He's gonna help you make XCOM great again, for sure.
 
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Make sure you succeed. He's gonna help you make XCOM great again, for sure.
It's getting difficult to succeed with this save game bug. I'm on the first retaliation mission where chryssalids spawn and apparently it bugs out any saves made during the mission so it'll crash if you try to load them. I'll have to do this mission in one clean run. Maybe the game detected all the save scumming I did to learn the ropes? Any of you playing ironman be sure to back up your saves frequently in case it happens to you too.
 
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So... I have a civilian rescue mission where: my ranger is half dead after skulljacking an officer, I've had to use one of my grenadiers grenades to kill the psychic cloning bitch that was on overwatch and had put a vortex disbling weapons on my sniper and rookie, my support is also half dead, and the first muton of the game just walked onto the field. Fuck my life. Any tips?
 
So... I have a civilian rescue mission where: my ranger is half dead after skulljacking an officer, I've had to use one of my grenadiers grenades to kill the psychic cloning bitch that was on overwatch and had put a vortex disbling weapons on my
sniper and rookie, my support is also half dead, and the first muton of the game just walked onto the field. Fuck my life. Any tips?
Followup. Everyone but the sniper came out of it with 1-2 health and the ranger's taken a will penalty. I'm amazed the mutons plasma grenade didn't kill everyone.
 
Followup. Everyone but the sniper came out of it with 1-2 health and the ranger's taken a will penalty. I'm amazed the mutons plasma grenade didn't kill everyone.
Once you gain access to psionics, an ability I would suggest is called fuse. It lets you detonate enemy grenades before they throw them. (Don't rely on it too much for damage. This one time I detonated an Advent Trooper's grenade and the explosion somehow missed)
Also I found the reddit post having to do with the save bug I encountered earlier https://www.reddit.com/r/Xcom/comments/44saf7/psa_game_saves_will_be_corrupted_if_you_saveexit/
 
Once you gain access to psionics, an ability I would suggest is called fuse. It lets you detonate enemy grenades before they throw them. (Don't rely on it too much for damage. This one time I detonated an Advent Trooper's grenade and the explosion somehow missed)
Also I found the reddit post having to do with the save bug I encountered earlier https://www.reddit.com/r/Xcom/comments/44saf7/psa_game_saves_will_be_corrupted_if_you_saveexit/
Doesn't psionics place some restrictions on other tech due to the time it takes?
 
For those of you who have difficulty with guerilla ops, a thing I learned.

Even though it will say mission failed, if you complete the objective itself and then evac, the dark event is stopped and you get the mission bonus, however you do not get any of the mission loot such as the corpses, unclaimed salvage, etc. This can be vital if you're playing Ironman or Honestman (Ironman rules with backup saves incase bugs).

I'm not sure if you need to evac at least 1 soldier to stop the event if its a destruction one, or if merely destroying the thing is enough. Obviously a protect mission however still needs you to clear all xenos.

In other news, B.A. Baracus and Hulk Hogan make an excellent tag team.

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Their offscreen partners were Luigi and Duke Nukem.

Edit: And here's the team in full autistic glory. I made like 40ish of them now, Its great. I have a steady stream of vidya characters and action movie stars to fill my ranks, all made by myself so its ones I care about.

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Edit: Upon further playing it appears you may not get the mission reward, but you do stop the dark event, which is arguably the most important, especially as some can be downright nasty such as

One which adds fucking Chrysalids on most missions
 
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Doesn't psionics place some restrictions on other tech due to the time it takes?

If you train a rookie as a psionic, they are locked out of all the other classes. So they can only use the assault rifle (and SMG if you have the mod), and have no abilities besides the psionic ones.

Honestly it's worth having at least one psionic in your team because they can put out a huge amount of damage that ignores armour, which is a lifesaver against later enemies, as well as being able to panic/control enemies. Just remember that all psionic abilities are canceled if a character is disoriented (which applies to you and the enemy.)
 
Now that is how you do a final mission!

Massive spoilers follow, obviously.

Dunno why the world statistics haven't downloaded properly. Maybe so few people have finished the game that it still averages out to 0? Or maybe the feature just isn't properly implemented yet.

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Geist was actually a Magus with access to every psionic talent unlocked at this point but I pulled this screenshot from the character pool.
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Sheriff died during the final mission at the hands of a mind controlled XCOM soldier.

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Stolas is MVP for this run.
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And of course this motherfucker:

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That last mission raised waaay more questions than it answered. Who the hell is the 'Angelis Ethereal'? How is she distinct from the other Ethereals? What was the 'previous invasion' which humanity actually ended up winning? It sure as hell wasn't the Enemy Unknown one that XCOM lost. Does that mean that the Bureau is canon? Or is it something else entirely?

If nothing else, the presence of the underwater facility seems to imply that the aliens have been here for quite some time. The Ethereals are also still attempting to prepare for an even greater threat which is supposed to be chasing them. One or both of these is probably linked to the ending stinger with the psionic tentacles coming out of the water. So that means we have clear sequel hooks to both Terror From The Deep and Apocalypse -- maybe both rolled into one.

I strongly suspect there's going to be some unannounced story DLC that will tie up the loose ends re: the Angelis Ethereal, and maybe introduce whatever the new threat is. I am definitely looking forward to it.

9/10 would play again on Classic Ironman with mods once the performance issues get ironed out
 
The avatar meter is over halfway and I'm still not out of Asia. Is my run fucked?
You don't need to worry as much about the Avatar Project as the game tells you. Once the meter maxes out, you've got a 21-day countdown (roundabouts) to put a dent in it before game over. As long as you have a story mission or a blacksite facility that you can clear before then, you'll be alright.
 
You don't need to worry as much about the Avatar Project as the game tells you. Once the meter maxes out, you've got a 21-day countdown (roundabouts) to put a dent in it before game over. As long as you have a story mission or a blacksite facility that you can clear before then, you'll be alright.

It's much shorter on the harder difficulties. 14 days for Commander, and IIRC only 9 or 10 for Legend.

Also in other news, those of you who play on the other two difficulties who complain about the RNG being rigged, good news, you were right! the RNG is rigged on those difficulties.

In the players favor

Here are the exact modifiers, most only effect Rookie and Veteran, one of them affects Commander as well, and none affect legend.

Keep in mind the difficulties are 0=Rookie 1=Veteran 2=Commander 3=Legend

1.2x displayed accuracy for all xcom shots on diff 0, 1.1x on 1, none higher
+10 xcom accuracy after a miss streak on diff 0 or 1, +15 on 2, 0 on 3
-10 alien accuracy after a hit streak on difficulty 0, none higher
+15 xcom accuracy with less than 4 soldiers on 0, +10 on 1, none on 2-3
-10 alien accuracy with less than 4 soldiers on 0-1, none on 2-3

This is all modable mind you.
 
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It's much shorter on the harder difficulties. 14 days for Commander, and IIRC only 9 or 10 for Legend.

Also in other news, those of you who play on the other two difficulties who complain about the RNG being rigged, good news, you were right! the RNG is rigged on those difficulties.

In the players favor

Here are the exact modifiers, most only effect Rookie and Veteran, one of them affects Commander as well, and none affect legend.

Keep in mind the difficulties are 0=Rookie 1=Veteran 2=Commander 3=Legend

1.2x displayed accuracy for all xcom shots on diff 0, 1.1x on 1, none higher
+10 xcom accuracy after a miss streak on diff 0 or 1, +15 on 2, 0 on 3
-10 alien accuracy after a hit streak on difficulty 0, none higher
+15 xcom accuracy with less than 4 soldiers on 0, +10 on 1, none on 2-3
-10 alien accuracy with less than 4 soldiers on 0-1, none on 2-3

This is all modable mind you.
fug this is Enemy Unknown/Within Easy/Normal all over again.
 
fug this is Enemy Unknown/Within Easy/Normal all over again.

Don't play on babby difficulty and you don't have to worry about extra hand holding.

In other news, just beat my Commander run. Gonna go for legend after kicking some asses in MP, when it decides to work at least.
 
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To the above. Aw yeah, get dunked on scrubs.

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So is multiplayer actually a functional and valid addition to the game this time around?
Or is it still at least kinda buggy like EU.
 
Just had to drop by and report in how much i love this series and all the games like it, originals and xenonauts included.

Nothing like having your friends and family, fight alongside your favorite movie and game characters to save the world!
 
I've decided. I'm going to do an Honestman (Ironman with backup saves in event of bugs) Legend playthrough, with the list of action stars I made plus the 6 heroes of my old save, which was generated characters only.

Also if anyone wants that character pool here it is since they're in plaintext, just make sure to change it from txt to bin so xcom can read it. Keep in mind that some may not have all the customizations because I have mods. It includes 50 soldiers, more than enough for a playthrough. There are also mods on the shop to make it so it only pulls soldiers from the pools.

EDIT: with the new hotfix and thus voicepacks working, I have redone the characters with Eastern European nationalities to have Russian/Polish voices.

Also I'l list the mods needed for full use of this pack, if you don't have them it's fine just some guys might not have all their items.

Xcom International Voice Pack
Capnbubs Accessories pack
Custom Face Paints
New Countries
 

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First hotfix is live; more patches to come.

We’re happy to report a hotfix for XCOM 2 is now available. This update will automatically install when starting the Steam client. If it doesn’t automatically, restart Steam.

This update fixes issues causing known crashes and includes some performance improvements. Saves affected by the crashes detailed below can be recovered and continued after installing the update.

We will continue our patch support over the coming months with additional fixes and performance updates. It is important to the team that we address the issues below as soon as possible so fans can get back to enjoying the game. Stay tuned for more information on future updates!

XCOM 2 Patch Notes
  • Player is unable to progress to scan in the Geoscape after completing the Resistance Communications research via Tutorial – This will fix previously affected saves.
  • Unable to load saves with a Chryssalid Cocoon – This will fix the issue, and for previously affected saves.
  • Adjustments were made to Texture Streaming to assist with periodic frame spikes.
  • Using the preview voice button for a modded voice pack will no longer crash the game when in the armory.
  • Removed 8x MSAA from default Max settings.
 
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