XCOM: Enemy Unknown gets free Second Wave DLC today
If you feel like killing some aliens today and jump into XCOM: Enemy Unknown, you will be greeted with a brief download bearing a free gift. Publisher 2K Games has released the second DLC pack for the game entitled Second Wave.
If you feel like killing some aliens today and jump into XCOM: Enemy Unknown, you will be greeted with a brief download bearing a free gift. Publisher 2K Games has released the second DLC pack for the game entitled Second Wave.
The DLC adds 16 new options to add a little spice to an already entertaining game. But the kicker is that the DLC options--available through the Second Wave tab in the difficulty screen--don't show up until you have beaten the game once, and beating the game on greater difficulty opens more options. The new options include:
- Damage Roulette: Weapons have a wider range of damage.
- New Economy: Randomized council member funding.
- Not Created Equally: Rookies will have random starting stats.
- Hidden Potential: As a soldier is promoted, stats increase randomly.
- Red Fog: Combat wounds will degrade the soldier’s mission stats.
- Absolutely Critical: A flanking shot guarantees a critical hit.
- The Greater Good: Psionics can only be learned from interrogating a psionic alien.
- Marathon: The game takes considerably longer to complete.
- Results Driven: A country offers less funding as its panic level increases.
- High Stakes: Random rewards for stopping alien abductions.
- Diminishing Returns: Increased cost of satellite construction.
- More Than Human: The psionic gift is extremely rare.
- War Weariness: Funding goes down over time.
- E-115: Elerium degrades over time.
- Total Loss: Lose all soldier gear upon death.
- Alternate Sources: The power source cost to build facilities increases dramatically.
The first four are available right away, but the other 12 only unlock once you beat the game's various difficulty levels. The last four are unlocked by beating the game on Impossible.
This is the second DLC released for the game. Slingshot was released early in December. All are available for PC, PlayStation 3 and Xbox 360.
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John Keefer posted a new article, XCOM: Enemy Unknown gets free Second Wave DLC today.
If you feel like killing some aliens today and jump into XCOM: Enemy Unknown, you will be greeted with a brief download bearing a free gift. Publisher 2K Games has released the second DLC pack for the game entitled Second Wave.-
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Read this interview on Second Wave and why it wasn't available at launch: http://www.rockpapershotgun.com/2013/01/08/solomon-vows-firaxis-on-xcoms-second-wave-add-on/
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You can get engineers 3 ways:
1. Select abduction missions with engineers as a reward. However, this always comes at the cost of NOT getting one of the other rewards. I personally never pick soldiers because I'm good enough at keeping my own alive to rank them up, but the choice between personnel like Engineers and straight up cash can be a tough one. My recent game I went pretty much all cash on missions and got my engineers by:
2. Build a workshop and you get 5 more.
3. You get them as end-of-month rewards from the counsel for having satellite coverage over certain continents. Personally I never choose satellite locations based on what end-of-month reward you get. It's far more important to use them to manage panic and for those full-continent bonuses.
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A few it looks like:
http://store.steampowered.com/news/9701/
There's been a number of patches: http://store.steampowered.com/news/?feed=steam_updates&appids=200510
although I'm sure there are more bugs causing people irritations
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My big problem with this game is the spawning of enemies. If one of your final moves causes enemies to spawn you're fucked, because they basically get a double move. So that means that if you want to do ANYTHING except move up your team in a turn (heal, reload, etc) you basically should just do that thing then end your turn, and that feels boring.
The main issue is that you can move a single unit, into space that you thought you'd already occupied, and trigger a spawn. I don't know how you'd fix it, but it makes the game feel kind of boring and gameable.-
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They're not spawning. All of the aliens are on the map (with some exceptions like in bomb diffusal missions) from the beginning. Some of them are stationary but some of them are also patrolling. So if you look at a spot that you had already seen but this time there are aliens, they didn't spawn; they moved there on their turn.
Treat the free move as a game element that is expected and can be planned around. It's just another part of the challenge.
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