A picture can speak a thousand words...
A picture can speak a thousand words...
Still waiting for the changelog
Confirmed, I dont see the ones after Marathon though, do you have a mod installed?
EDIT: Confirmed. There are four that are only activated when you finish Impossible:
* Total Loss - Lose all gear from soldiers who die in combat.
* War Wariness - Overall funding levels drop inexorably with every month that passes.
* E-115 - Elerium stores will degrade over time.
* Alternate Sources - The power requirements of all facilities are increased.
And there's one that seems dropped:
* The Blitz - The aliens will target a larger number of cities every time they launch an abduction attack.
I had ToolBoks installed but it isn't working anymore after the patch, it says the XComGame.upk file has been changed.
Last edited by Hobbes__; 01-07-2013 at 09:25 PM.
Now the game also save in the steam cloud
I've been playing multplayer an hour ago (ps3) and there was no patch. Did it just went live? Any changes to MP?
Those are activated on mine. I think you need to win on classic and impossible to see certain options.
Results Driven through More than Human appear after Classic Win
Total Loss through Alternate Sources appear after Impossible Win
Last edited by johnnylump; 01-07-2013 at 05:32 PM.
As someone who already played with damage roulette... be careful if you plan on doing an ironman game with it. If you think that it's bad when a sniper with a 90% crit chance fails wait until you have a rocket deal 1 damage.
*crosses fingers for an xbox update in the morning*
The mod that activated these a few months ago suggests that many of these options are buggy if not broken. See below link for further status of each option; use at your own risk, and use very cautiously (if at all) with Ironman mode....
Also gameplay is likely not balanced with some of these options enabled...
Nevertheless, I have been quite enjoying Not Created Equally, Absolutely Critical & The Greater Good for some time. Stay clear of Red Fog (bugged)
I feel it will take me a loooong time to finish this game on normal, nevermind trying the harder difficulties.
I own an m11x with alienfx.(for those of you who don't know that means I can change the color of all of my backlit portions on the laptop. Also, say what you want about alienware, but I'm happy with it.) A new feature with this patch is an override of the alienfx during tactical. I currently have my fx set to white by default, but during my soliders turn everthing turns a cool blue to turquoise gradient (like the xcom logo) and on the aliens turn everything goes "alien activity" red.
Silly, but cool. thanks firaxis, for making me feel warm inside.
Not created equally seems to be overpowered in some respects. I started a new game and I had a soldier with 70 aim and 40 defense. The defense is what shocked me. This guy can stand out in the open and it will be like he's in full cover. It looks like will, aim, defense and movement are the stats that get randomized. I did not see any changes in HP. Is this correct?
These are the values on the DefaultGameCore.ini file (the file was changed with the new patch):
First values should be the variation range you get for Second Wave, the second set for regular game.
Some post patch remarks: Non active patrols are sneakier now and bombing an inactive group will leave one unscathed. Bombing an inactive, but visible patrol group has left one enemy unhurt the last two times I've tried bombing [seen but inactive patrols] since the recent patch...I think this a welcome change.
And in the last map I had played, an in active group of Sectoids had snuck within a few tiles of my soldiers without making a sound...which is fine as long as they don't spawn glitch anymore imho.
And the Second Wave options that promote keeping your squad on their toes--red fog, absolutely critical, total loss--are welcome additions.
video I made of the mission.
Watch the Sectopod that the Battle Scanner detects at 1:27 and how it teleports across the map... I like the teleporting when it's a surprise but those red alien markers reveal the inactive group's position. Unless the patch only affects new games.
Caught this quite from rockpapershotgun
Hopefully they've (Jake and co.) started to realise the importance of a modding community.Jake Solomon: Modders are amazing. They say water will find a crack – modders will find anything. Anything you foolishly put in there four years ago or whatever… But yeah, the Second Wave, they unlocked it and actually that was really helpful.
Is Total Loss even in the game? Jake talked about it in the pcgamer interview... but I don't see an option for it in the screenshot in the OP.
Might be one of the ones unlocked by Impossible.
Havent been able to get the patch as of yet. Can someone confirm if "not created equally" can affect defense? or is it just random aim, mobility, and will?
This looks like a great patch. Thank you Firaxis
Only a few bugs fixed, but a new feature added. Sounds like a good deal.
I can attest that Squaddies Will and Aim are all different now starting up two new games on Classic. The first mission seems to be harder (at least to me). I checked the old game I had and those are the same as they were - 40 Will, 65 Aim, but in the new games, Will goes down to 25 lowest and Aim is all different like 55 - 71 or like so far. Now you have to look at all the Squaddies to see which ones have Higher Will and at least some Aim, like 55 Will vs. 37 Will, and Aim 55 for some and 60 for others and it varies now. Probably have to hire more Squaddies to see what their Stats will be when hired. Click on all Second Wave Options so far, so will see how the game goes now, or I may not be good enough yet to use Second Wave Options. Might have to start a game on Normal even and see how that goes first.
According to UFOpaedia.org XCOM News column
The patch also introduces fixes to the teleport bug and adds a new XCOM Hero.
In details ...
2013-01-07 patch includes
Second Wave addition
If a player has beaten the game, they can access a variety of gameplay toggles upon starting a new game. The Second Wave option will be available on the New Game menu.
AI teleport bug fix
Minimizes the bug where aliens teleport into the middle of a player’s squad
Defeat screen when beating the game
Minimizes a bug that displays a Defeat screen after winning the game
Chris Kluwe as XCOM Hero unlock
January 7th, 2012
Second Wave options now available on XCOM: Enemy Unknown. The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn't had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following options as part of Advanced Gameplay: Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115 and Alternate Sources. The patch also introduces fixes to the teleport bug and adds a new XCOM Hero.
Wow, I didn't play xcom past couple of weeks, guess I was inspired to check the forums. Very welcome changes, can't wait to get home from work and play some!
I'm really glad they did this. A great patch.
This is great news, can't wait to get home from work to start a new game.
One quick question which, I doubt anybody will know the answer to yet; does the Red Fog marathon option affect aliens too, or just your soldiers? I'd really like it if wounding an alien to decrease their effectiveness was a tactical option now. I think it would open up a few new strategies for dealing with larger groups of enemies.
DAMN YOU FIRAXIS!
I had set today as the day I wouldn't play any more XCOM and get back to revision...
HOW DARE YOU!
But in all seriousness, thankyou very much
Second Wave options, how to get them and what they do:
The Second Wave: The first four are available right after installing it for the first time:
Damage Roulette - Weapons have a much wider range of damage.
New Economy - Randomizes monthly $ from countries
Not Created Equally - A rookie's stats will vary
Hidden Potential - Rookies will have random starting stats.
The following ones are activated once the game is won on Normal, Classic or Impossible:
Red Fog - Any wounds taken in combat will degrade a soldier's stats for that mission.
Absolutely Critical - A flanking shot will guarantee a critical hit.
The Greater Good - The secret of psionics can only be learned by interrogating a psionic alien.
Marathon - The game takes considerably longer to complete.
Results Driven - As a soldier is promoted, their stats will increase randomly.
High Stakes - The rewards granted for stopping alien abductions are randomized.
Diminishing Returns - The cost of satellites increases with every one that is built.
More Than Human - The psionic gift is extremely rare.
The last four options are only available after winning on Impossible:
Total Loss - Lose all gear from soldiers who die in combat.
War Wariness - Overall funding levels drop inexorably with every month that passes.
E-115 - Elerium stores will degrade over time.
Alternate Sources - The power requirements of all facilities are increased.
To play the new game almost like the old game, except with NG's tactical combat, turn on New Economy, Not Created Equally, Hidden Potential, The Greater Good and Results Driven. This is AFAIK closest you can get to OG.
Last edited by Mandemon; 01-08-2013 at 07:49 AM.
Psionic characters are rare enough as it is, so I can only imagine how hard it is to get one if you have more than human on.