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New XCOM 2 previews/hands-ons

Tworak

Member
The weapon switch bug looks like it's still there with rangers' swords! You can see it at 56:30.
I noticed at least a few bugs and some alien rounds took a very long time too. I also noticed some long alien activity rounds taking a long time during beaglerush streams. hopefully it gets fixed, or at least improved before launch.
 

Erheller

Member
I noticed at least a few bugs and some alien rounds took a very long time too. I also noticed some long alien activity rounds taking a long time during beaglerush streams. hopefully it gets fixed, or at least improved before launch.

Yeah, the game looks a little buggy, especially when it comes to alien activity.

But I love the weapon switch bug. It doesn't affect the game and makes for some hilarious kill cams. It was always especially fun swapping the pistol model with the sniper rifle model.
 

Sblargh

Banned
Actions taking too long looked like a kind of memory leak, given that they happened mostly at the end of the battle.

At least it happened on the livestream, so they know we know they know. :p
 

Falk

that puzzling face
If nothing else, Firaxis games that were awful at launch also tended to become awesome with expansion packs*. XCOM2 looks like it's going to be amazing regardless.

*except Civ BE
 

Falk

that puzzling face
It definitely did (I mean, really, it's harder to make it worse than vanilla BE), but it's really still nowhere near close to the other Civ games.

Yeh, I realize, subjective opinions, etc. I think sales data is still pretty telling.
 
Even if BE came out of the gate on the same level as Civ V + G&K and BNW it would have been at a subjective disadvantage for me cause part of my enjoyment from Civ came from using real world civilizations instead of BE's random coalitions.
 

Falk

that puzzling face
But that was objectively part of many people critiques. It seemed so bland overall. Neither Alpha Centauri nor Endless Legend (which released around the same time) were nearly as unmemorable as the factions in BE.

Endless Legend obviously has an innate advantage in terms of how far off the rails it can go, being a sci-fi-turned-fantasy backdrop rather than a future-earth setting, but yeah, just to be sure it wasn't nostalgia goggles I went back and played Alpha Centauri and something just seems a lot more grounded about the factions there.
 
But that was objectively part of many people critiques. It seemed so bland overall. Neither Alpha Centauri nor Endless Legend (which released around the same time) were nearly as unmemorable as the factions in BE.

Endless Legend obviously has an innate advantage in terms of how far off the rails it can go, being a sci-fi-turned-fantasy backdrop rather than a future-earth setting, but yeah, just to be sure it wasn't nostalgia goggles I went back and played Alpha Centauri and something just seems a lot more grounded about the factions there.

Oh no doubt, but I'm just saying they can't have Assyria starting out in space is all.
 
Not sure how I feel about it yet. On one hand I liked having infinite time to slow play a map when needed, but on the other I appreciate the push to make the player less cautious which can be more exciting overall. Storywise it makes sense I suppose since the aliens are in control and can send lots of reinforcements if the rebels are not in and out on a mission.

I'm only just getting into EU so my opinion isn't worth a great deal. Will have to see how this aspect plays out though. It turned me the hell straight off Valkyria Chronicles, where quick finishes seemed to be the only objective to play for. I'll admit sometimes in EU the lack of time pressure feels wrong. But then I just did the alien base assault, and had to track all the way back to the beginning because I'd missed a single drone in an early corner, so ...

Edit: was writing EW when I meant EU ^^
 

Falk

that puzzling face
But then I just did the alien base assault, and had to track all the way back to the beginning because I'd missed a single drone in an early corner, so ...

And here people would kill to have more of a legitimate X-COM UFO DEFENSE experience ;)
 
After playing dragons dogma...


Whats the likelihood of getting a weight and height slider mod?



Also idk how it'll run so I'm skeptical to use the gmg 57 dollar digital deluxe edition deal (no refunds) but I can't justify paying more for the steam store version either as a broke college student. What can I do here?
 

Tworak

Member
so much cool shit
Kreygasm.png
 

Adnor

Banned
Oh damn I forgot about the stream.

Someone should make a thread with all the modding information and the VOD after the stream is done.
 

Lanrutcon

Member
The mod tools get you access to game scripting, models and animations, including the cinematic maker.


.... so yes, there will be

I cannot wait to save the earth with my squad of nude Pikachu girls, wielding dildo bats and that weird pistol from Blade Runner.
 
This is all so fucking rad, decided to pull the trigger on gmg. Also this isometric perspective in the skirmish mode is gorgeous
 
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
 

Erheller

Member
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

This looks amazing.
 

Adnor

Banned
Thanks for the notes, TC McQueen! You should make a new thread with all that information after the VOD is recorded.
 
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