ashecitism
Member
http://www.twitch.tv/pax2/v/38694034
starts at 02:20:00
posts from the other thread
edit:
starts at 02:20:00
posts from the other thread
Leader class with the "official" mods.
Also, these mod tools are dope as fuck.
PAX Modding Panel notes:
-Long War mod had contributors from every continent except Antarctica.
-Long War modding relied heavily on hex editing, then custom dev tool.
-Firaxis was aware of demo modding, legal team didn't let them give Long War script source.
-LWS and Firaxis got together super early, LWS had to sign NDA (before XCOM2 reveal?).
-LWS pitched 3 mods, free, on Steam Workshop on release date.
-LWS got lots of access to the game & builds, gave input on how to make the game more moddable.
-LWS mod 1: modded weapons - SMGs, can be used by AR using soldiers, models made by art school grad, give mobility bonus, make soldiers harder to detect
-LWS mod 2: modded enemies - Muton centurion (looks like krogan), leader, has new skills to buff/assist enemies, comes in later in the game
-AI can be modded, classes, skills
-LWS mod 3: new class - Leader soldier, can be obtained via Guerilla Tactics School, goes on top of class skill set, skills help other soldiers, only one leader per mission in most cases
-LWS doesn't know what the limits are for modding
-Multiple levels of mod functionality
-XCOM ModBuddy is the mod program we're going to use
-You can give Bradford's gun to people if you mod it into the game, might have suppression ability
-LWS mods have been localized into 10 languages
-XCOM ModBuddy has multiple ways to distribute mods (Steam, Zip files)
-XCOM 2 editor has tons of content, none of the game content can be used in it.
-There are packages dedicated to character customization.
-7000 props provided for map creation
-Particle effects can be edited
-2400 maps in XCOM 2, including cinematic maps, rooms in the Avenger
-Recommended beginning mods are simple
-Assets: 1900+ script files, 2400+ maps, 7000+ environments, 4000+ materials, 10,000+ textures, 2000+ sounds, 3000+ particle systems, 600+ character assets, 600+ animation sets
-Animals are particle effects
-Mod templates included
-Dev mode will be unlocked for modders: dev console via SDK, map debugger, LOS debuggers, fog of war debugger, marketing mode (no UI/icons, free camera movement)
-Firaxis used mod tools to solve bugs
-Hot seat mode allows you to control everything
-Replay mode comes with stock game, lets you replay events from your saves, works with SDK
-Modders can mod multiplayer, multiplayer supports more stuff from singleplayer
-3 types of maps: plots, parcels, PCPs
-Plots tell game where to load things, changing plot layouts creates new levels
-Parcels: small, medium, large, contain structures and are complicated to make
-PCPs (plot cover parcels): handle cover on roads
-Some missions are restricted to some plot types to ensure variety
-Plots are designed to contrast with each other
-Maps can be switched between biomes on the fly in the mod tools/game(?)
-XCOM 2's real time lighting means that you can make time based equipment
-Tactical Quick Launch mode is debug mode that can serve as skirmish mode (build maps, pick your soldiers, set the enemy forces)
-SDK documentation included
-XCOM 2 intro revealed officially
-Launch Gatecrasher is the trailer bit where the woman blows up the ADVENT truck
edit:
Quoting myself from another thread, an 18 min interview/vid with long war studios guy and Jake Solomon about mods presumably.
The XCOM 2 mods that you can play from day one