I ignored the "conventional weapons +1" breakthrough, because... yeah, nope. I did later get the "beam weapons +1" bonus, and that has done a yeoman's service.
Anyway, Warlock down... Vulnerable to Melee (which apparently includes Soul Fire) & Skirmishers, so it was a good day to field my Ranger with the Katana and my bonded pair of Mox and my Templar, Volt. The Stasis Pod didn't last long with Zero unloading Arashi into it four times in a round (Rupture first, with bonus actions from Combat Presence, Inspire, and a lucky Hair Trigger). We actually toyed with him a little because of his teleporting schtick... wanted to get him into a place where Zero could make the last swing with the Warlock's sister's sword.
Not a moment too soon, because Mr. Psionicpants was about to initiate an Avenger-hunting mission.
Anyway, RE: hero classes not holding up.
Yeah, I can kinda see it, but remember you can give Tactical Rigging to them for using Ammo or whatnot... the last mission, my Reaper was packing Bluescreen rounds and was putting down 9 HP Heavy MECs without leaving stealth. And the Templar's automatic hit has saved my bacon many times when the RNGs decided that I didn't need any of those 90% shots to land. Of the three, I think that Skirmishers are probably the weakest overall, but I haven't seen Mox's Colonel-level skills yet, so I can't say for sure.
I mean, do the standard troopers make up any difference with gear and flexibility? Sure, yeah... but I bet that's at least somewhat intentional. If Firaxis wanted the hero classes to remain the focus, the Chosen gear would have been for them, right?
EDIT: Told to supply a link. Throwing it in here for lack of a better solution. LONG LIST OF BUGS BEHIND SPOILER TAG
So after seeing reports of at least two bugs, that are leftover from vanilla xcom, I got concerned a lot of the stuff gettting reported might slip past Firaxis' notice.
And so I've compiled a list of some 40-50 odd reported bugs, which seem to have a reasonable chance of reproduction (ie not due to stuff like players failing to validate their install folder), along with TLDR notes and links to reddit/forum threads for as many as possible.
PERFORMANCE
- Noticeable performance drop caused by flashbang and scanning protocol "blue" preview/targeting overlay. May also affect capacitor discharge, battle scanner and proximity mine.
"Quick overwatching" multiple soldiers through hotkeys can cause overwatch UI to get stuck on screen and freeze game, requiring closing and restarting. Harder to reproduce?
Missions that require neutralisation of all hostiles to win can be problematic with the lost sitrep, requiring scouring of the map to find few remaining lost, or protracted missions as new lost continue to spawn. Occasionally don't seem to end even when all enemies seem to have been killed. https://www.reddit.com/r/Xcom/comments/6xs2to/bug_with_lost_sit_rep/
Inconsistencies with Templar's party in blocking special abilities.
- Eg blocks blind and daze grenades from (Chosen, non-damaging) but not Shadowbound (Spectre, non-damaging).
- Fails to block Hunter's tracking shot
- Additional bug further in thread; possible cause of above bug due to bug in implementation of tracking shot: This is possibly a bug with the tracking shot for using the deadeye hit roll instead of standardaim, causing any thing that can change the hit result to not work, and hunker will not make it any less likely to hit despite what the description says https://www.reddit.com/r/Xcom/comments/6xjhvk/psa_the_templars_parry_ability_does_not_apply_to/
Sectopods will use lightening field to attack reapers still in shadow mode
Possible: Beta strike breaks one hit kill abilities. Eg: advent soldiers surviving skull jacks. May be others
Dominated or hacked enemies that are injured or killed can count towards soldiers wounded/ killed and mission rating at end of mission
Dominated or hacked enemies outside of avenger ramp at end of defence mission triggers warning that friendlies are going to be left behind. (Possibly following that, can dominated or hacked enemies entering ramp cause mission failure?)
AI RELATED
- Alien rulers don't trigger any response from lost actions; lost can surround them and literally melee them to death without any response, if ruler cannot see an xcom operative.
- same oversight that allows reaper/shadow operative to squadsight rulers to death with zero response https://www.reddit.com/r/Xcom/comments/6xig0z/alien_ruler_vs_lost_bug/
Mind controlled soldiers are frequently targeted by resistance soldiers on haven defence missions.
Also have no qualms about killing exploding enemies right next to explosive barrels or your own soldiers. Poor combination with exploding psi zombies from warlock, which often move right next to your troops.
- Not a bug but maybe tweak the weighting of MC friendlies and exploding zombies to reduce frustration https://www.reddit.com/r/Xcom/comments/6xhdsy/wotc_psa_resistance_fighters_will_shoot_soliders/
Blank utility selection screen. Unknown cause, visible in some ChristopherOdd pre-release streams and confirmed present in release build http://m.neogaf.com/showpost.php?p=247396028
Cosmetic: Due to presence of only two predator armour torsos (one base game, one Anarchy's children), 50% of soldiers wind up with sleeveless bashed up Anarchy's children's torsos on upgrading to tier 2 armour, regardless of the slider setting for AC customisation.
Loading mid-mission save games can result in dead enemy models standing upright in T-poses
Enemies killed by blade storm can fail to rag doll: models stay upright. Confirmed with bladestorm Templar on lost so far
DESIGN
Balance issue: late game "protect the device" missions still poorly balanced from base game; sectopods and andromedons often capable or destroying relay before it is possible to get soldiers in range, depending on map generation.
I find it kind of strange that you're not really punished all that much for losing a hero unit, or at least when I lost Dragunova I had a convert op pop up within a few days to recruit a new one, and she turned out to be at exactly the same rank as Dragunova was. So I basically lost nothing besides the inconvenience of being without her for a few days, she might even have taken longer to heal up than it took me to go and get her replacement!
I just got to plasma so maybe I'm not quite far enough along, but I do have 5 majors and I'm finding the hero classes to still be consistently overperforming monsters.
Them talking so goddamn much may actually dissuade me from picking this up at all. At least until there's a mod that gets rid of that.
It's like... 3 seconds of a given encounter? I can't imagine not getting the expansion because of enemy chatter. There's just so much here! It's so good!
I mean, I know taste is hard to account for but you are 100% missing out if this is the deal breaker on the expansion for you.
I hate hate hate hate hate it when enemies talk all the goddamn time trying to intimidate you. Borderlands 2. Diablo 3. It's awful.
The aliens up until now were just a weird unknowable force coming down and wrecking things without a care. Humans barely mattered to them except as an obstacle to be overcome. Then in 2 they became an occupying force, but still the xcom team would be an annoyance to be swatted. They wouldn't bother communicating because there's nothing to be said, the humans just have to die.
Then these guys come along and talk directly to your squad all throughout missions and it becomes more wanting to kill them to make them shut up than because they are a credible threat.
Unless they don't talk at you during missions? Just an an intro/exit?
E: Oh god they talk at you on the geoscape as well? FFS.
I hate hate hate hate hate it when enemies talk all the goddamn time trying to intimidate you. Borderlands 2. Diablo 3. It's awful.
The aliens up until now were just a weird unknowable force coming down and wrecking things without a care. Humans barely mattered to them except as an obstacle to be overcome. Then in 2 they became an occupying force, but still the xcom team would be an annoyance to be swatted. They wouldn't bother communicating because there's nothing to be said, the humans just have to die.
Then these guys come along and talk directly to your squad all throughout missions and it becomes more wanting to kill them to make them shut up than because they are a credible threat.
Unless they don't talk at you during missions? Just an an intro/exit?
E: Oh god they talk at you on the geoscape as well? FFS.
They don't incessantly chatter, and even when they do talk, it's overlaid on their actions so their turn happens as they talk. The only time you really get any sort of heavy yapping is when they enter/exit a mission. It is definitely not an every turn sorta thing.
I hate hate hate hate hate it when enemies talk all the goddamn time trying to intimidate you. Borderlands 2. Diablo 3. It's awful.
The aliens up until now were just a weird unknowable force coming down and wrecking things without a care. Humans barely mattered to them except as an obstacle to be overcome. Then in 2 they became an occupying force, but still the xcom team would be an annoyance to be swatted. They wouldn't bother communicating because there's nothing to be said, the humans just have to die.
Then these guys come along and talk directly to your squad all throughout missions and it becomes more wanting to kill them to make them shut up than because they are a credible threat.
Unless they don't talk at you during missions? Just an an intro/exit?
E: Oh god they talk at you on the geoscape as well? FFS.
They were unknowable forces.
Except for all the parts in both 1 and 2 where the Ethereals completely hammed it up with super villain speeches anyway.
XCOM has always been pretty camp my dude. It is more camp than ever now with ridiculous looking Alien Ruler superhero suits and X Men hero units and Legion of Doom Chosen. Embrace it.
I'll just wait for a mod that removes it entirely. Kind of like the one that makes Bradford stop talking so much. I would start to hate playing the game at all I had to endure it mission after mission and even between missions.
+1
Orphanerivers of redthat run to seaRegistered Userregular
I'll just wait for a mod that removes it entirely. Kind of like the one that makes Bradford stop talking so much. I would start to hate playing the game at all I had to endure it mission after mission and even between missions.
You could also...just turn the voice volume slider down to 0 (pretty sure there is one)
I'll just wait for a mod that removes it entirely. Kind of like the one that makes Bradford stop talking so much. I would start to hate playing the game at all I had to endure it mission after mission and even between missions.
You could also...just turn the voice volume slider down to 0 (pretty sure there is one)
Even if there is I still want to hear my soldiers and any dialogue from my team during avenger sections and the computer and all that.
I think WOTC overcompensates for the increased power you get with the new stuff. I'm towards the end of my non-ironman veteran campaign and I'm just skipping the guerilla targets because there's just so much HP you have to punch through even with plasma weapons. I guess I was supposed to get the bluescreen stuff for all the dang robots but I'm out of cores so whatever, I don't actually care about the Dark Events or supplies at this point anyway.
I think the enemy dialogues are fun a time or two but get old quick; at least this iteration it doesn't seem like the game pauses during them the way it used to do with some of bradford's dialogue
finally got to sink my teeth in this weekend and it's pretty neat; the extent that they've improved performance/loadtime/etc is really striking
the first chosen you meet seems like sort of a putz but I'm sure they get tougher later on
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
Yeah I'm not a fan of chatty enemies and will install a mod that shuts them up asap. Like I get it sniper dude, you like hunting people, great. And the assassin is such a weeb.
Anyway, even with that you're really missing out if you skip this.
Any accepted build orders yet? So far I've got a GTS, Infirmary and Ring, which has me maxed out on power for now so I'm building a temporary power block until I can get to the proper ones on the bottom level.
Any accepted build orders yet? So far I've got a GTS, Infirmary and Ring, which has me maxed out on power for now so I'm building a temporary power block until I can get to the proper ones on the bottom level.
I actually waited to build the Infirmary because you don't really run into trouble from long wound times for awhile. You're supposed to just take more dudes out to fill out your back bench; this isn't like XCOM 1 & 2 where you can afford to just have one team of A-list heroes. Between the Tired mechanic and the Covert Ops, I have had a very solid B-team and was able to wait awhile until wound times got out of control.
My first three were, in this order:
GTS (Rookies are terrible; get them skilled up ASAP)
Training Center (the sooner you get a Specialist with both medical and combat protocols, the happier you'll be)
Resistance Ring (may need to be first in the future; in the WotC story missions you have to wait a little)
I'd be fine with an A and B team, but I've been forced to use a C team, and RNG with rookies has been giving me mostly sharpshooters.
Which can be great once they get some extra skills (I'm always happy to bring a gunslinger and sniper along), but I really need some variety, and one at a time from the GTS hasn't been filling the gaps fast enough.
I left last night off halfway through a mission to pick up an extra engineer, so hopefully that'll speed things up a bit.
I assume you can't remove the GTS and keep the bonuses you unlocked, right? By then I doubt I'd need to train any more rookies.
Any accepted build orders yet? So far I've got a GTS, Infirmary and Ring, which has me maxed out on power for now so I'm building a temporary power block until I can get to the proper ones on the bottom level.
What difficulty level? Your build is going differ between commander and legend.
Any accepted build orders yet? So far I've got a GTS, Infirmary and Ring, which has me maxed out on power for now so I'm building a temporary power block until I can get to the proper ones on the bottom level.
What difficulty level? Your build is going differ between commander and legend.
Commander. I don't see myself trying Legend for a long ever.
Nobody remembers the singer. The song remains.
+1
SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
Bond / Training Center question: I had a bond level up that I couldn't do anything about because I didn't have the center
But when I built the center I didn't see anything about going back to address their bond level.
Is that just a totally missed opportunity if you don't have the center when they level?
You should be able to just slot a pair in the left hand slot of the training centre to level them up, you don't need to go via the flag thing on the base ui. You can't slot pairs for training if either of them are tired or injured though, that might be it.
Bond / Training Center question: I had a bond level up that I couldn't do anything about because I didn't have the center
But when I built the center I didn't see anything about going back to address their bond level.
Is that just a totally missed opportunity if you don't have the center when they level?
They don't bond if they're Wounded, out on a Covert Op, or maybe even just Tired ("...no bonding tonight, honey, I have a headache").
EDIT: I just completed the bonding exercises covert op. It... doesn't seem to have done anything for the unbonded soldiers I sent out. It said "This soldier will meet the next bonding threshold" and... nothing. Maybe it's for soldiers who are couples already to level up? Like a second honeymoon?
I don't remember the exact wording, but some already bonded soldiers went up a bond level and I thought it was trying to get me to select a bonus or something... but that option was grayed out and it said I needed the center.
If I send them to the center, won't they get level 3? So in other words... what happened to level 2?
Yea, when im done with the wotc story, i might change up my build order. GTS is just super paramount to get in order to get your 5 man and rooks turned into squaddies. With all the new breakthough stuff, im tempted for at least one laboratory thats early, because breakthroughs are good, like all pistols do +1 damage (very good for gunslinger guaranteed 3-4hp Lost kills with ballistic tech) or all radio towers cost 50%, or inspirations move just that much quicker, and you can afford to deviate from a chosen tech to get an inspiration in there, and its oh so nice when a breakthrough triggers inspiration on plate armor and so you got two techs in less time than plate alone.
Its definitely a decision that needs to be made because rooms 3 and 4 are usually a power room and resistance comms so you dont slow down your money train.
Having finally permakilled the assassin and killing all three Chosen across various campaigns, I can safely say she's the absolute most pain in the dick and not even close.
Hunter never fires a shot other than a harmless daze tranq and "get out of here" shots that just break his turn. Unless he gets Overwatch he's a kitten.
HAHAHA the Warlock. Oh wait you want more words? He has like, a two space movement and his most lethal move is Mind Control. You know, same thing Sectoids, literally the first alien in the game do. Except he has, again, like one movement range.
And then the Assassin has Stealth, infinity movement range, her daze is also her damage move, and if you lucked out getting her early game or you're doing the story, your only method of finding her is getting lucky with your Reaper. Cause if you don't WHOOPS that's an early game wounded soldier and don't think about chasing her unless you want to dive into a pod. And that's before her ANNNIMMME aoe panic wave.
It's kind of funny, cause like, you can 100% tell the Warlock and Hunter are toned down. I'm not sure a Hunter's normal shot misses, and it's an instant kill. And as overpowered as Psi soldiers are, the Warlock's moveset is disturbingly lacking.
Meanwhile the Assassin is a Super Ranger with stealth and they're like "PERFECT SHIP IT".
All bitching aside though, I can't believe I'm saying this, but I love how dangerous she feels. If the Warlock and Hunter show up, meh, you can still finish the mission, possibly even kill wm no prob.
If the Assassin shows up drop everything you're fucked.
I like that the Chosen talk so danged much, it makes it more satisfying to kill them!
Also I've been restarting like wild since my second Ironman game that was going really quite well... until the Blacksite mission. Turns out there's a downside to waiting like 6 months to tackle it and barely making it to Mag weapons beforehand and trying to sneak past pods and accidentally telling your Grenadier to just hide riiiight there and then having him just get ripped apart by a heavy turret and that downside is that when the reinforcements come in they shoot you and light you on fire and mind control you and hit you with a grenade.
There was a pretty awesome hero moment where one of my soldiers, on fire and at 1 health, managed to get the bleeding out one out of there but like wow. I do think I want to try to bite the bullet on anything less than complete wipes pre-blacksite though from now on, a lot of the WotC stuff makes it easier to kit up a C and D squad.
Also so:
Brutal is broken, yeah? Minus 3 will permanently for every soldier that sees the Chosen attack a person, every time they attack. Particularly with the Assassin happening early on, and almost guaranteeing 1-2 attacks per appearance that happen in full view of the rest of the team.
If you've got a squad of 50-will soldiers to start with, they'd drop down to 35 with 5 attacks that they've witnessed much less taken over any period. With 10 attacks they're at 20, which means they're basically instantly tired, panicking, have no chance to bleed out instead of die, are easily mind-controlled... like that just seems off.
I like the idea of it, and I'm not in love with the fix I installed that just straight makes it only last for the mission because that seems a lot weaker but dang.
Maybe like the will negative only happens when the Chosen is on the board? Or maybe it can be regained by being on a covert op, or at the Infirmary? Or only the soldier that got hit any anyone next to them? Like I get the idea of basically making some of your first third/half game heroes have to retire due to war weariness and scars, but it's also kind of impossible to finish the game when you've got a squad of rookies, and that seems like a weird thing to do right off the bat. And Will is just in general so key and the difference between 50 and 30 is so vast!
I downloaded the Mod Brutal Fix for that. It doesnt repair the damage already sustained in a campaign, but going forward with it installed, it only does temporary will damage.
Edit** ah you have it too.
Yea, i dunno. It breaks one of the covenants of the game. Nothing is permanent except death. Sure, they need to spend a couple months in the infirmary, but as long as they aint dead, they can be put back to fighting shape. There is the will drop with wounded soldiers bleeding out sure, but thats the trade, death or a will penalty.
Recycling heroes is accepted in Darkest Dungeon and Cthulu games because that is the covenant set upfront in those games.
Yeah like they're clearly interested in making slow soldier skill degradation in addition to growth a viable part of the game, but it feels wrong when you can't DO anything with them but say "sorry you kind of suck now, XCOM will um let you stick around I guess... have fun in the bar!"
If there were some option to honorably discharge a soldier or assign them to some other duty, I'd feel less bad about permanent stat penalties.
One big difference I noticed in the expansion is that with all the new enemies there are a lot fewer sectoids wrecking you early game, I can only assume they thought they needed to screw you over to compensate.
Any accepted build orders yet? So far I've got a GTS, Infirmary and Ring, which has me maxed out on power for now so I'm building a temporary power block until I can get to the proper ones on the bottom level.
What difficulty level? Your build is going differ between commander and legend.
Commander. I don't see myself trying Legend for a long ever.
Labs if you haven't got plated armor and mag weapons yet, otherwise foundry, which contains a whole slew of powerful upgrades.
I could make a long post about what to get in general but builds are entirely about early game and what buildings you get first, mid game you just fill in what you didn't get early. And you're past your first buildings so there's not much to say that would help you now.
Vic_Hazard on
0
FreiA French Prometheus UnboundDeadwoodRegistered Userregular
doing the short stint in the training center to respec your skills also rerolls your randomly selected extra abilities in case you didn't get any you like (and if they're not invested in).
Oh man I had a heartbreaking run where I got Mag Weapons, +1 to Mag Weapons, Gauss Weapons, all while Avatar was still at like 3-4 thanks to inspiration... but no Engineers. I could have gotten one in an early mission I screwed up but I just kept having the rewards be not-Engineers until I finally croaked a squad and restarted. It was the silliest.
This run I'm excited because I got to use a breakthrough that makes excavation instantaneous to grab an Exposed Power Cell, so I think having a ton of power and some alloys/elerium early on will make things a lot easier in the long term.
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Should also be able to get some alloys from excavating, if you haven't dug past it already.
Also - if you get a breakthrough to increase weapon damage it also increases dmg for more advanced weapons later on. It's not really clear in the text
Anyway, Warlock down... Vulnerable to Melee (which apparently includes Soul Fire) & Skirmishers, so it was a good day to field my Ranger with the Katana and my bonded pair of Mox and my Templar, Volt. The Stasis Pod didn't last long with Zero unloading Arashi into it four times in a round (Rupture first, with bonus actions from Combat Presence, Inspire, and a lucky Hair Trigger). We actually toyed with him a little because of his teleporting schtick... wanted to get him into a place where Zero could make the last swing with the Warlock's sister's sword.
Not a moment too soon, because Mr. Psionicpants was about to initiate an Avenger-hunting mission.
Anyway, RE: hero classes not holding up.
Yeah, I can kinda see it, but remember you can give Tactical Rigging to them for using Ammo or whatnot... the last mission, my Reaper was packing Bluescreen rounds and was putting down 9 HP Heavy MECs without leaving stealth. And the Templar's automatic hit has saved my bacon many times when the RNGs decided that I didn't need any of those 90% shots to land. Of the three, I think that Skirmishers are probably the weakest overall, but I haven't seen Mox's Colonel-level skills yet, so I can't say for sure.
I mean, do the standard troopers make up any difference with gear and flexibility? Sure, yeah... but I bet that's at least somewhat intentional. If Firaxis wanted the hero classes to remain the focus, the Chosen gear would have been for them, right?
So after seeing reports of at least two bugs, that are leftover from vanilla xcom, I got concerned a lot of the stuff gettting reported might slip past Firaxis' notice.
And so I've compiled a list of some 40-50 odd reported bugs, which seem to have a reasonable chance of reproduction (ie not due to stuff like players failing to validate their install folder), along with TLDR notes and links to reddit/forum threads for as many as possible.
- Noticeable performance drop caused by flashbang and scanning protocol "blue" preview/targeting overlay. May also affect capacitor discharge, battle scanner and proximity mine.
CRASH/FREEZE
Crash/freeze interaction with AVAST and wotc. Might not be fixable on your end
https://amp.reddit.com/r/Xcom/comments/6xac3w/psa_remove_my_documents_from_avast_ransomware
https://www.reddit.com/r/Xcom/comments/6xds7u/img_bug_and_covert_op_freeze/
SEVERE/GAMEBREAKING
Chosen with "Brutal" strength reduce maximum will instead of current, resulting in permanently gimped/handicapped soldiers. Can't possibly be intentional
https://www.reddit.com/r/Xcom/comments/6x1kpd/brutal_chosen_strength_working_as_intended/
On the assassin stronghold, the assassin is killed by a mind controlled cryssalid and produces a cocoon. Results in the mission failing to flag the assassin as defeated, and the mission cannot end.
https://www.reddit.com/r/Xcom/comments/6y2r0m/game_breaking_assassin_bug_spoilers/
https://www.reddit.com/r/Xcom/comments/6xqfnl/psa_killing_a_chosen_with_a_chryssalid_in_their/
Chosen spawning, or teleporting, in walled off areas unaccesssible without explosives to break down walls. Common on lost abandoned city missions. If out of grenades, results in unwinnable mission
https://www.reddit.com/r/Xcom/comments/6xktc7/wotc_psa_if_you_cant_find_the_chosen_on_a_lost/
Picking up blacksite vial (and possibly other mission objectives) with resistance order advent soldier causes freeze
https://www.reddit.com/r/Xcom/comments/6xc0ua/wotc_apparently_if_you_pick_up_the_blacksite_vial/
"Quick overwatching" multiple soldiers through hotkeys can cause overwatch UI to get stuck on screen and freeze game, requiring closing and restarting. Harder to reproduce?
SIGNIFICANT BUGS
Playing with the tutorial enabled causes beta strike option to break, won't apply to xcom soldiers
https://www.reddit.com/r/Xcom/comments/6x1lcr/psabug_regarding_the_tutorial_and_beta_strike/
Warlock using "teleport ally" ability before the VIP on rescue missions has been triggered, allowing him to move the VIP around
https://www.reddit.com/r/Xcom/comments/6xxzgz/unintended_consuquences_warlocks_teleport_ally/
https://www.reddit.com/r/Xcom/comments/6xc6qc/the_enemy_can_use_teleport_ally_to_move_a_vip/
Semi-Gamebreaker: Advent extra soldiers (from sitrep) can be captured by the chosen. They then produce "rescue missions" that cannot be completed successfully as they cannot evac when rescued.
https://www.reddit.com/r/Xcom/comments/6xyo7p/til_allied_advent_soldiers_can_be_captured_by/
Semi-Gamebreaker: If a SPARK is on the mission to complete the chosen assassin stronghold, afterwards it cannot be used on future missions.
https://www.reddit.com/r/Xcom/comments/6y30a6/psa_my_second_one_today_wotc_spark_bug/
Timers fail to freeze when chosen is present. (Can personally confirm with crashed UFO; counts down to 1 then stays there, presumably resumes from 1 when Chosen dies)
https://www.reddit.com/r/Xcom/comments/6y3j6c/so_is_it_just_a_bug_when_a_chosen_does_not_freeze/
Shadow stealth on reapers functions like normal stealth on the network tower (second last) mission
https://www.reddit.com/r/Xcom/comments/6xxrk9/psa_reaper_stealth_can_break_on_the_network_tower/
If a soldier with a promotion due is selected in training centre and an "extra" skill is bought before their main promotion skill, you are charged the point cost for it and yet you lose the free skill from promotion also.
https://www.reddit.com/r/Xcom/comments/6xq594/psa_bug_with_promoting_soldiers_in_the_training/
Bad interaction with spectre shadowbound and sustaining sphere item:
- soldier with sustaining sphere is shadowbound: clone soldier also has a sustaining sphere
- when spectre is killed, the clone will survive due to sustaining sphere. After it is then killed, the soldier will fail to revive
https://www.reddit.com/r/Xcom/comments/6xaikg/nasty_shadowbound_bug/
https://www.reddit.com/r/Xcom/comments/6y3p9u/spectre_sustaining_sphere/
Mimic beacons grab loot which is not rewarded; effectively destroying the pickup
https://www.reddit.com/r/Xcom/comments/6y41lg/til_mimic_beacons_can_grab_loot/
Loot picked up by non-soldier units (VIPs, resistance order recruits or advent) aren't awarded on mission end; "destroying" the loot
https://www.reddit.com/r/Xcom/comments/6xccer/wotcpsa_any_loot_picked_up_by_soldiers_you/
Skirmisher Interrupt ability gives full turn to enemy on reinforcements
Battlelord on skirmishers only procs on the first two actions of the enemy, not all as it should.
https://www.reddit.com/r/Xcom/comments/6xxuzr/skirmishers_interrupt_bug/
https://www.reddit.com/r/Xcom/comments/6y20xd/psa_dont_use_the_skirmisher_skill_interrupt/
Loading a saved game can result in no NPCs being visible. Potentially hard to reproduce
https://www.reddit.com/r/Xcom/comments/6y4kw0/bug_wotc_npcs_not_registering/
Missions that require neutralisation of all hostiles to win can be problematic with the lost sitrep, requiring scouring of the map to find few remaining lost, or protracted missions as new lost continue to spawn. Occasionally don't seem to end even when all enemies seem to have been killed.
https://www.reddit.com/r/Xcom/comments/6xs2to/bug_with_lost_sit_rep/
Inconsistencies with Templar's party in blocking special abilities.
- Eg blocks blind and daze grenades from (Chosen, non-damaging) but not Shadowbound (Spectre, non-damaging).
- Fails to block Hunter's tracking shot
- Additional bug further in thread; possible cause of above bug due to bug in implementation of tracking shot: This is possibly a bug with the tracking shot for using the deadeye hit roll instead of standardaim, causing any thing that can change the hit result to not work, and hunker will not make it any less likely to hit despite what the description says
https://www.reddit.com/r/Xcom/comments/6xjhvk/psa_the_templars_parry_ability_does_not_apply_to/
OVERSIGHT BUGS
The XCOM extra abilities soldiers randomly generate can generate on the class from which they were taken. Eg: grenadier can roll holo targeting as an extra skill, wasting a slot.
https://www.reddit.com/r/Xcom/comments/6xzytx/psa_apparently_awc_can_still_grant_you_abilities/
Intended or oversight? Arashi and other chosen weapons unaffected by codex psi bombs to empty weapon magazines
https://www.reddit.com/r/Xcom/comments/6xxvbf/til_chosen_weapons_are_immune_to_codex_psi_bombs/
Stasis shield and sustain saving soldiers from death; soldiers aren't counted as wounded in mission rating, and have no injuries post mission.
https://www.reddit.com/r/Xcom/comments/6xz5t7/bug_stasis_shield_clears_injury/
Intended or oversight? Darkclaw (Hunter unique pistol) cannot equip special ammo.
https://www.reddit.com/r/Xcom/comments/6xss76/bug_longclaw_the_unique_chosen_pistol_does_not/
Dark Events related to Chosen can still appear after they have been permanently defeated.
https://www.reddit.com/r/Xcom/comments/6xpyc1/fun_fact_chosenrelated_dark_events_still_appear/
Advent priest surviving killshot from Reaper with ability to stay in stealth for killshots causes reaper to roll for shot exposure
- may also apply to shadowbound clones of soldiers with sustaining sphere
https://www.reddit.com/r/Xcom/comments/6y5p4e/psa_when_an_advent_priest_goes_into_stasis_it/
The "Lost World" dark event fails to end when dark events should end, resulting in lost on every mission until a lost sitrep mission rolls and finally resets the bug.
https://www.reddit.com/r/Xcom/comments/6xnm46/psabug_always_counter_the_lost_world_dark_event/
Intended or oversight? Reaper claymore can be triggered by remote start but honing mine can't.
https://www.reddit.com/r/Xcom/comments/6xofmo/psa_while_claymore_can_be_comboed_with_remote/
GAMEPLAY BUGS
Pre wotc carry-over bug involving evac and VIPs
https://www.reddit.com/r/Xcom/comments/6xqqt7/psa_the_bug_where_you_evac_the_soldier_carrying_a/
Wotc enemies (Chosen, Purifiers, spectres and possibly the priests) completely ignore mimic beacons
https://www.reddit.com/r/Xcom/comments/6xl8ix/did_they_nerf_mimic_beacon_again_on_wotc/
Missions with more than 9 units: eg VIPs and escorts, resistance order reinforcements, only allow up to 9 Evacs per turn. Results in units in evac zone unable to leave until the following turn.
https://www.reddit.com/r/Xcom/comments/6xstqb/extracting_more_than_9_units_not_possible_in_the
Chosen assassin can still be targeted by melee attacks while invisible
https://www.reddit.com/r/Xcom/comments/6xlp88/possible_chosen_targeting_bug/
Grenade targeting will snap to invisible assassin
https://www.reddit.com/r/Xcom/comments/6xeyk1/psa_useful_tip_against_the_assassin/
Psi trooper sent on covert ops continue psi training?
https://forums.2k.com/showthread.php?4338269-WOTC-Bug-or-feature-Psi-troopers-sent-on-Covert-Ops-continue-psi-training
Chainlink fences block flashbangs, chainlink fence doors block visibility
https://www.reddit.com/r/Xcom/comments/6xmz17/flashbangs_are_impeded_by_chain_link_fences/
Arc wave AOE fails to trigger when rend used as a dash attack (ie attacking with movement action) versus when rend specifically selected. Animation plays but no damage
https://www.reddit.com/r/Xcom/comments/6xovvf/soloing_multiple_pods_with_a_templar/
Andromedons killed by reaper's banish fail to revive into robot suit phase. (May/may not affect other multi shot abilities?)
https://www.reddit.com/r/Xcom/comments/6xwgau/banished_andromedons_not_reviving/
Pre wotc carry-over:
Increased damage explosions (eg from volatile mix but also now from remote start, and also from stacking explosions) break through Solace (psi-ability immune to explosions) and cause damage. Affects psi-ops and templars
https://www.reddit.com/r/Xcom/comments/6xqy05/bug_soldiers_with_the_psi_op_fortress_ability/
Chosen sarcophagus not targetable by some offensive actions; rapid fire, chain shot, possible others?
https://www.reddit.com/r/Xcom/comments/6y357f/health_bar_and_other_bugs_on_chosen_sarcophagus/
Possible beta strike/alien rulers bug in wotc
https://forums.2k.com/showthread.php?4338266-WotC-BUG-REPORT-Alien-rulers-beta-strike
UNCONFIRMED: "small town" and possibly other plots from vanilla xcom 2 don't show up at all now?
https://www.reddit.com/r/Xcom/comments/6xsvtr/figured_out_why_tunnels_maps_appear_a_lot_and/
Possible: chosen sarcophagus has more HP than it displays, giving appearance of being immune to damage.
https://www.reddit.com/r/Xcom/comments/6x2t6q/spoilers_wotc_bug/
Sectopods will use lightening field to attack reapers still in shadow mode
Possible: Beta strike breaks one hit kill abilities. Eg: advent soldiers surviving skull jacks. May be others
Dominated or hacked enemies that are injured or killed can count towards soldiers wounded/ killed and mission rating at end of mission
Dominated or hacked enemies outside of avenger ramp at end of defence mission triggers warning that friendlies are going to be left behind. (Possibly following that, can dominated or hacked enemies entering ramp cause mission failure?)
AI RELATED
- Alien rulers don't trigger any response from lost actions; lost can surround them and literally melee them to death without any response, if ruler cannot see an xcom operative.
- same oversight that allows reaper/shadow operative to squadsight rulers to death with zero response
https://www.reddit.com/r/Xcom/comments/6xig0z/alien_ruler_vs_lost_bug/
Mind controlled soldiers are frequently targeted by resistance soldiers on haven defence missions.
Also have no qualms about killing exploding enemies right next to explosive barrels or your own soldiers. Poor combination with exploding psi zombies from warlock, which often move right next to your troops.
- Not a bug but maybe tweak the weighting of MC friendlies and exploding zombies to reduce frustration
https://www.reddit.com/r/Xcom/comments/6xhdsy/wotc_psa_resistance_fighters_will_shoot_soliders/
Sometimes setting berserker on fire causes Beserker AI to break.
https://www.reddit.com/r/Xcom/comments/6xlve1/wotc_berserker_burning_bug/
VISUAL GLITCHES
Camera fails to follow gremlin during combat protocol
https://www.reddit.com/r/Xcom/comments/6xgzp3/quick_question_about_gremlin_visual_bug/
Noticed during prerelease stream; hero faction soldiers on final mission cut scene fail to render
https://www.reddit.com/r/Xcom/comments/6unakr/bugthe_new_hero_classes_from_wotc_dont_show_in/
Templars on title screen can pose with invisible guns
https://www.reddit.com/r/Xcom/comments/6xsv85/the_templars_want_to_pose_in_the_title_screen_too/
Glasses and other cosmetic props no longer have see-through glass, instead have black "spot" texture in character customisation view. Can confirm happens without mods.
https://www.reddit.com/r/Xcom/comments/6wwhhs/wotc_glitchy_glass_textures/
Skirmisher face bugs in cutscenes
https://www.reddit.com/r/Xcom/comments/6xxsu7/theres_a_weird_bug_with_skirmishers_their_face/
Face g can fail to display properly in cutscenes; a different face used instead
https://www.reddit.com/r/Xcom/comments/6y39ut/does_ultrasonic_lure_even_work/
Blank utility selection screen. Unknown cause, visible in some ChristopherOdd pre-release streams and confirmed present in release build
http://m.neogaf.com/showpost.php?p=247396028
Cosmetic: Due to presence of only two predator armour torsos (one base game, one Anarchy's children), 50% of soldiers wind up with sleeveless bashed up Anarchy's children's torsos on upgrading to tier 2 armour, regardless of the slider setting for AC customisation.
Loading mid-mission save games can result in dead enemy models standing upright in T-poses
Enemies killed by blade storm can fail to rag doll: models stay upright. Confirmed with bladestorm Templar on lost so far
INTERFACE
Run and gun stops target preview working?
https://www.reddit.com/r/Xcom/comments/6xy4pg/bug_report_thread_general_feedback/
Easy Uni QoL issue: no visual indicator that quicksave has been succcessful.
https://www.reddit.com/r/Xcom/comments/6xlace/anyone_else_mildly_annoyed_by_the_lack_of_visual/
DESIGN
Balance issue: late game "protect the device" missions still poorly balanced from base game; sectopods and andromedons often capable or destroying relay before it is possible to get soldiers in range, depending on map generation.
Inconsistencies: Spectres get insanity from void rift but not panic, mind control
https://www.reddit.com/r/Xcom/comments/6xkzuk/combat_protocol_not_doing_double_damage_against/
Failing hack on door during rescue mission moves evac zone, even if evac zone already called. Intentional?
https://www.reddit.com/r/Xcom/comments/6xj6y5/wotc_psa_failing_the_door_hack_on_a_rescue/
https://www.reddit.com/r/Xcom/comments/6xg012/wotc_psa_when_rescuing_a_captured_soldier_from_a/
Amusing but minor bug
-Bradford VA "don't know exactly where advent general is" followed immediately by Shen due to sitrep; "we have visual of the entire field"
- set v/o's to not play in certain combos
https://www.reddit.com/r/Xcom/comments/6xia3g/bradford_doesnt_even_read_his_own_sitreps/
Templars who roll reaper extra skill: no parry or momentum. Presumably intentional for balance, however maybe make note in ability description? Nasty to find out the hard way.
https://www.reddit.com/r/Xcom/comments/6xgapq/psa_templars_dont_play_nice_with_the_reaper/
https://www.reddit.com/r/Xcom/comments/6xg3u6/reaper_skill_on_templar_does_nothing/
OTHER
Left clicks with mice count as double clicks if steam controller plugged in?
https://forums.2k.com/showthread.php?4337953
Circle of Psi Achievement not always triggering when it should
https://www.reddit.com/r/Xcom/comments/6xva1l/psa_the_templar_achievement_is_either_bugged_or/
Urgh. This is awful.
Them talking so goddamn much may actually dissuade me from picking this up at all. At least until there's a mod that gets rid of that.
It's like... 3 seconds of a given encounter? I can't imagine not getting the expansion because of enemy chatter. There's just so much here! It's so good!
I mean, I know taste is hard to account for but you are 100% missing out if this is the deal breaker on the expansion for you.
The aliens up until now were just a weird unknowable force coming down and wrecking things without a care. Humans barely mattered to them except as an obstacle to be overcome. Then in 2 they became an occupying force, but still the xcom team would be an annoyance to be swatted. They wouldn't bother communicating because there's nothing to be said, the humans just have to die.
Then these guys come along and talk directly to your squad all throughout missions and it becomes more wanting to kill them to make them shut up than because they are a credible threat.
Unless they don't talk at you during missions? Just an an intro/exit?
E: Oh god they talk at you on the geoscape as well? FFS.
They don't incessantly chatter, and even when they do talk, it's overlaid on their actions so their turn happens as they talk. The only time you really get any sort of heavy yapping is when they enter/exit a mission. It is definitely not an every turn sorta thing.
They were unknowable forces.
Except for all the parts in both 1 and 2 where the Ethereals completely hammed it up with super villain speeches anyway.
XCOM has always been pretty camp my dude. It is more camp than ever now with ridiculous looking Alien Ruler superhero suits and X Men hero units and Legion of Doom Chosen. Embrace it.
White FC: 0819 3350 1787
I'll just wait for a mod that removes it entirely. Kind of like the one that makes Bradford stop talking so much. I would start to hate playing the game at all I had to endure it mission after mission and even between missions.
You could also...just turn the voice volume slider down to 0 (pretty sure there is one)
Even if there is I still want to hear my soldiers and any dialogue from my team during avenger sections and the computer and all that.
finally got to sink my teeth in this weekend and it's pretty neat; the extent that they've improved performance/loadtime/etc is really striking
the first chosen you meet seems like sort of a putz but I'm sure they get tougher later on
that's why we call it the struggle, you're supposed to sweat
Anyway, even with that you're really missing out if you skip this.
I actually waited to build the Infirmary because you don't really run into trouble from long wound times for awhile. You're supposed to just take more dudes out to fill out your back bench; this isn't like XCOM 1 & 2 where you can afford to just have one team of A-list heroes. Between the Tired mechanic and the Covert Ops, I have had a very solid B-team and was able to wait awhile until wound times got out of control.
My first three were, in this order:
GTS (Rookies are terrible; get them skilled up ASAP)
Training Center (the sooner you get a Specialist with both medical and combat protocols, the happier you'll be)
Resistance Ring (may need to be first in the future; in the WotC story missions you have to wait a little)
Which can be great once they get some extra skills (I'm always happy to bring a gunslinger and sniper along), but I really need some variety, and one at a time from the GTS hasn't been filling the gaps fast enough.
I left last night off halfway through a mission to pick up an extra engineer, so hopefully that'll speed things up a bit.
I assume you can't remove the GTS and keep the bonuses you unlocked, right? By then I doubt I'd need to train any more rookies.
What difficulty level? Your build is going differ between commander and legend.
But when I built the center I didn't see anything about going back to address their bond level.
Is that just a totally missed opportunity if you don't have the center when they level?
Commander. I don't see myself trying Legend for a long ever.
You should be able to just slot a pair in the left hand slot of the training centre to level them up, you don't need to go via the flag thing on the base ui. You can't slot pairs for training if either of them are tired or injured though, that might be it.
D3 Steam #TeamTangent STO
They don't bond if they're Wounded, out on a Covert Op, or maybe even just Tired ("...no bonding tonight, honey, I have a headache").
EDIT: I just completed the bonding exercises covert op. It... doesn't seem to have done anything for the unbonded soldiers I sent out. It said "This soldier will meet the next bonding threshold" and... nothing. Maybe it's for soldiers who are couples already to level up? Like a second honeymoon?
If I send them to the center, won't they get level 3? So in other words... what happened to level 2?
Its definitely a decision that needs to be made because rooms 3 and 4 are usually a power room and resistance comms so you dont slow down your money train.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Hunter never fires a shot other than a harmless daze tranq and "get out of here" shots that just break his turn. Unless he gets Overwatch he's a kitten.
HAHAHA the Warlock. Oh wait you want more words? He has like, a two space movement and his most lethal move is Mind Control. You know, same thing Sectoids, literally the first alien in the game do. Except he has, again, like one movement range.
And then the Assassin has Stealth, infinity movement range, her daze is also her damage move, and if you lucked out getting her early game or you're doing the story, your only method of finding her is getting lucky with your Reaper. Cause if you don't WHOOPS that's an early game wounded soldier and don't think about chasing her unless you want to dive into a pod. And that's before her ANNNIMMME aoe panic wave.
It's kind of funny, cause like, you can 100% tell the Warlock and Hunter are toned down. I'm not sure a Hunter's normal shot misses, and it's an instant kill. And as overpowered as Psi soldiers are, the Warlock's moveset is disturbingly lacking.
Meanwhile the Assassin is a Super Ranger with stealth and they're like "PERFECT SHIP IT".
All bitching aside though, I can't believe I'm saying this, but I love how dangerous she feels. If the Warlock and Hunter show up, meh, you can still finish the mission, possibly even kill wm no prob.
If the Assassin shows up drop everything you're fucked.
Also I've been restarting like wild since my second Ironman game that was going really quite well... until the Blacksite mission. Turns out there's a downside to waiting like 6 months to tackle it and barely making it to Mag weapons beforehand and trying to sneak past pods and accidentally telling your Grenadier to just hide riiiight there and then having him just get ripped apart by a heavy turret and that downside is that when the reinforcements come in they shoot you and light you on fire and mind control you and hit you with a grenade.
There was a pretty awesome hero moment where one of my soldiers, on fire and at 1 health, managed to get the bleeding out one out of there but like wow. I do think I want to try to bite the bullet on anything less than complete wipes pre-blacksite though from now on, a lot of the WotC stuff makes it easier to kit up a C and D squad.
Also so:
Brutal is broken, yeah? Minus 3 will permanently for every soldier that sees the Chosen attack a person, every time they attack. Particularly with the Assassin happening early on, and almost guaranteeing 1-2 attacks per appearance that happen in full view of the rest of the team.
If you've got a squad of 50-will soldiers to start with, they'd drop down to 35 with 5 attacks that they've witnessed much less taken over any period. With 10 attacks they're at 20, which means they're basically instantly tired, panicking, have no chance to bleed out instead of die, are easily mind-controlled... like that just seems off.
I like the idea of it, and I'm not in love with the fix I installed that just straight makes it only last for the mission because that seems a lot weaker but dang.
Maybe like the will negative only happens when the Chosen is on the board? Or maybe it can be regained by being on a covert op, or at the Infirmary? Or only the soldier that got hit any anyone next to them? Like I get the idea of basically making some of your first third/half game heroes have to retire due to war weariness and scars, but it's also kind of impossible to finish the game when you've got a squad of rookies, and that seems like a weird thing to do right off the bat. And Will is just in general so key and the difference between 50 and 30 is so vast!
Edit** ah you have it too.
Yea, i dunno. It breaks one of the covenants of the game. Nothing is permanent except death. Sure, they need to spend a couple months in the infirmary, but as long as they aint dead, they can be put back to fighting shape. There is the will drop with wounded soldiers bleeding out sure, but thats the trade, death or a will penalty.
Recycling heroes is accepted in Darkest Dungeon and Cthulu games because that is the covenant set upfront in those games.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
If there were some option to honorably discharge a soldier or assign them to some other duty, I'd feel less bad about permanent stat penalties.
Labs if you haven't got plated armor and mag weapons yet, otherwise foundry, which contains a whole slew of powerful upgrades.
I could make a long post about what to get in general but builds are entirely about early game and what buildings you get first, mid game you just fill in what you didn't get early. And you're past your first buildings so there's not much to say that would help you now.
This run I'm excited because I got to use a breakthrough that makes excavation instantaneous to grab an Exposed Power Cell, so I think having a ton of power and some alloys/elerium early on will make things a lot easier in the long term.