XCOM2 – Quirks

It’s a game.  There are bugs and quirks.  Here are a few I’ve noticed so far.

Bugs

The game does crash, and the “send log” feature takes about 2 minutes to complete.  I’ve had this happen a half dozen times now.

Quicksave sometimes doesn’t work.  I use this when I start a new map and continue to use it as I progress 3-4 turns.  There’s an auto-save feature, but that’s pretty inconsistent from what I’ve seen.  Combined with game crashes, this can have me lose an hour or so of play.  I’m now in the habit of manually saving.

Quickload sometimes doesn’t work.  I mean, the quicksave is there, just that the button does nothing.  So you have to manually load the game.  It’s like the keystroke doesn’t work.

The Templar overwatch is on button 3 – everyone else is on button 2.  When you press 2 with a Templar, you will shoot someone (or do nothing).  I’m chalking this up to bug, because anyone who spent 5 minutes playing a Templar would have seen this.

The Reaper ability Silent Killer does not always work.  This is supposed to keep you in stealth mode if you have a kill shot.  I play my Reapers forward, as they clear the fog of war.  When their kill shot breaks stealth, they are pretty much dead.

Psionic Bomb doesn’t always show up on the screen.  I know it was cast since everyone needs to reload (only keep melee folks together to avoid the pain of this), but the actual graphics don’t show.  This makes it really hard to position soldiers in order to avoid the explosion.

Scientific breakthroughs do not account for covert operations.  What I mean is that if your do an operation that unlocks +1 dmg on assault rifles, you can still end up with that as a research progress.  The research completes instantly, you get no benefit, and the breakthrough is essentially wasted.

I’m not sure what the trigger is, but enemies had a 100% success chance on any psionic attack for a long time.  Eventually my squad starting resisting some of them.

Enemies can and will ignore mimic beacons, even if its thrown at their feet.  Also, never sell a Faceless corpse.

The Planewalker Chosen ability is like teleport.  If it triggers off a melee strike, the Chosen can move to a separate part of the map but the character still appears in front of you.  If you try to shoot it, then you’re aiming for an empty spot on the map.  Confusing.

Melee strikes on overwatch do not prevent other soldiers from shooting.  I’ve wasted a few overwatch turns just to have my Ranger kill it in 1 hit, then have 3 other soldiers shoot a corpse.

Quirks

Hacking still sucks.  With a Gremlin III, it’s still a 50% chance of stunning a Sectopod.  Controlling a mech unit is a crapshoot.  Maybe it doesn’t work and they get buffed.  Maybe it does and they all of a sudden see a massive chunk of the map and activate 2-3 pods.  I am finding very little use for dedicated Specialists…but I can see why they would be useful in Ironman or Legendary – you need the heals.

You can’t Bladestorm a Spectre.  One great tactic is to attack with melee and stand next to an enemy.  The AI will 99% move, allowing for a free melee strike.  This does not ever seem to work with Specter (black and green guys).  You can shoot them, just can’t use a sword.

ADVENT Priests and stasis are just painful.  They won’t die, come back with 1 HP and then mind-muck a soldier.  Put someone with Bladestorm next to them.

In the base game, light armor with Grapple was essential.  You needed this to clear timed maps that were in the city and had large obstacles.  These are no longer relevant in WotC, and Warden armor (giving an extra accessory slot) is way more useful.  Exception!  Using the Wraith skill to go through obstacles can make easy work of any sabotage mission – especially on high mobility rangers.

Shot chances are seeded, so save scumming is not an option to increase a single soldier’s odds.  It will randomize the 2nd shot taken though.

Melee strikes, while extremely powerful, are extremely dangerous.  In most cases, you will end up triggering another aliend pod.  The best way around this is to put someone in stealth behind the pod and ensure there’s nothing else around you.  Templar, Ranger and Skirmisher can all do this.

I only needed 1 resistance comms building in my base this time, as covert ops and exploration missions can unlock more connections for you.  Massive quality of life boost.

An infirmary with an Engineer makes quick work of any injuries.  There is no way to speed up recovery time from being “tired”, and it appears to be a separate timer.  I had one person tired for 12 days.  Also, removing negative traits requires a fully healed/rested soldier.

The ambush missions after covert ops are generally poorly laid out.  You start with 2 soldiers and have to cross the entire map, through a dock-like map.  There are no enemies on turn 1.  Turn 2 you will wake a single enemy pod while moving forward and reinforcements will come to the start of the map.  Turn 3 is just pure movement, trying to find cover from the first pod and likely triggering the 2nd.  Turns 4-6 are just about getting towards the extraction zone without dying and then triggering the Lost faction waiting for you.  Walk in, extract, done.  You should never fire a single shot during these missions and you want to spread the soldiers to avoid grenade strikes.

Covert Ops provide permanent buffs to soldiers.  Pay attention.  Especially for the mobility boost, which is a massive buff to any melee soldier – particularly Rangers.

Covert Ops priorities should be useful breakthroughs, scientists (til 6), engineers (til 6), reduce avatar progress (if above half), extremely useful resistance orders (like 33% less chosen progress).  Hunting chosen 1 and 2 provide an extra slot for resistance orders, so it may or may not be useful.  Covert Ops also change every month, and when a Chosen mission is complete.

A fully buffed sniper can take out nearly any target in a single turn, anywhere on the map.  On lower HP enemies, he can take out an entire pod (with Serial).  A reaper doing the recon work can provide a secondary kill shot and remain in stealth.  This is borderline OP.

If you don’t have a timer mission, there are no enemies on screen, and you have skills on cooldown – go into overwatch without moving to recharge those skills.

My typical squad rollout has 1 sniper, 1 grenadier (with Shredder), 1 ranger.  I take an extra stealth class (reaper, ranger).  The rest I rotate for experience, or on tough missions, I load out all 3 new classes.

XCOM2 – Hunter Down

This went by a lot smoother than I had expected.  It certainly helps that I have plasma weapons, and pretty much all the weapon damage breakthroughs (+1 damage) unlocked.  I’ve generally lucked out when it’s come to breakthroughs and covert ops, truth be told.  I’ve only had 1 that was related to base building.

Since it was a Chosen mission, I took the A squad – reaper, skirmisher, templar, sniper, ranger, and grenadier.  I am still having a challenge finding a use for the specialist.

The first floor layout was simple enough.  Mostly just advent regular forces, that go down in 1 to 2 shots each.  Even the Andromedon at the end was an easy kill since the sniper does about 18 damage per shot.  The trick to this was not using the 1-per mission skills (grenades, stealth) as I wanted to save them for the 2nd floor.  This was made a bit easier due to 3 melee (templar, ranger, and skirmisher) who deal a crazy amount of damage and will attack when someone moves.  3 bladestorms are deadly.

Floor 1 complete, I took the ramp down, and again I was faced with 2 advent soldiers.  That was cake.  The floor layout was different here, with the middle of the map at a higher elevation.  Still had the 4 pads in the corners.  Elevation = deadly snipers.

I used my stealthed reaper to trigger the Chosen spawn.  He was brittle (more melee damage) but also had the ability to teleport after taking damage.  My templar took the first shot and hit for 19.  The Chosen popped a slight distance away with a teleport, but thankfully my ranger has 15 movement and finished him off with a 2nd swipe.  This left my sniper, reaper, grenadier, and skirmisher with free attacks on the sarcophagus. It was a pile of damage, about 75% of what was needed.  Round ends.

Codex and Advent Priest show up.  Sniper 1-shots the Codex.  Grenadier takes first shot and the Ranger finishes off the Priest with a melee strike.  Of course, the Priest ends up in stasis.  Rather than have the templar shoot the sarcophagus, I move him to the nearby pad.  Still a bit of damage to the sarcophagus, but not yet enough to destroy it.

Next round has a Chryssalid and MEC Advent showed up.  Unfortunately for the Chryssalid, he showed up next to my templar, who 1-shot him with a melee strike.  MEC advent went down with a single sniper shot (bluescreen rounds FTW).  The priest also woke up, but the ranger took him out with a bladestorm.  Sarcophagus is finally down.

Chosen shows up, I have 3 guys on overwatch and he walks by my templar. That was enough damage for my sniper to take him out with an 85% hit shot.

Overall, I think I really lucked out on this mission.  Enemies were really weak, and the Chosen himself was extra weak to melee damage.  The spawns themselves were low HP enemies, enough to go down in 1-2 hits.  Had I had an Andromedon, Sectopod or a Gatekeeper, things would have gone wrong.

I also think that the Hunter is poorly suited for the tight map as compared to the Assassin (close up damage) and Warlock (super range, AE, summon damage).  With a large investment in mobility for my soldiers (average is 13 for the A squad), as well as bonds that increase the number of action points, it is much easier to close the distance.

I’m still a month or so before I’m ready to take on the Warlock.  And all of this is before I’ve completed the ADVENT Blacksite mission.  Still having a ton of fun, and it’s getting easier to recover from mistakes.  We’ll see how long that part lasts as I encounter more Sectopods.

XCOM2 – Reaper City

In the base game, Snipers with Squadsight were death dealing machines.  Fix em up just right, and they could clear an entire map with a stealthed Ranger to find the bad guys.  Rangers excelled at quite a few short-timed missions, in particular the base attacks where you needed to plant explosives.  They wouldn’t kill anyone, but they’d bypass everything and get out before a single shot was taken.

Reapers are what happens when Snipers and Rangers make babies.

They can get right up to someone, shoot them in the back, and retain stealth.  They can throw claymores, essentially grenades that need to be shot after landing, and not break stealth.  The more people they drop, the higher their crit chance.  And then there’s Banish.

Banish requires stealth.  It breaks stealth on use, so you don’t get +2 armor pen (but tactical rigging can offset this).  It has regular hit rates.  It uses all your PCS and weapon upgrades.  And it empties your entire magazine in an enemy – plus can target another one afterwards.

With the +3 ammo clip and a scope, this is a 1 shot kill on anything but the Chosen sarcophagus, and perhaps a Legendary Sectopod.  Anything else is just toast.  You only get 1 use per mission, but considering that you rarely get 2 Sectopods or Gatekeepers… this is a wash.  But you can have 2 Reapers on a mission too…

Templars and Skimishers have their place as well, and focus a bit more on movement play.  That has a rather high risk factor, compared to their potential damage output. I’m sure it has a lot to do with my preferred playstyle.

Next mission up is the Hunter Chosen base.  Now that I know what to expect, of sorts, it allowed me to better plan my squad.  This will be a lot of fun.

XCOM2 – Chosen Down

It took quite a few days, but I was able to run the necessary Covert Ops (3 of them) to unlock the final base for the Chosen Assassin.  I find her to be the most annoying, since Overwatch doesn’t work on her, she has tremendous movement speed, decent damage, and can return to stealth.  So target #1.

Ok, maybe not target #1.  More like “the only thing not on fire #1”.  This is XCOM.

I made sure all my top tier folk were rested, nothing was on fire, and that I had my best gear on – including mods for free reloads. That last part was the single best move I planned.  Spoilers below… I guess.

Part 1

The base itself is two parts.  The first one is more storage/lab than much else.  A futuristic base, with a solid chunk of enemy pods, split into various rooms.  There doesn’t appear to be any patrols, but there are obstacles all over the place.  There was no timer, so I used my stealth members to lead the pack and ensure ambushes were setup where needed.

That worked pretty well for the most part.  Advent forces, Viper, Codex… they all went down due to surprise attacks and well placed grenades.  Then I reached the last room.

This thing had 3 Mutons and an Andromedon.  Mutons I can deal with, but the Andromedon… jeez I dislike these guys.  Massive hit point pools, then they come back from the dead with as much HP.  This means you want to avoid an overkill the first time, since that damage is wasted.  More grenades, room explosions, and a chunk of cooldown skills to clear that out, but with injuries.

I am glad that I took a few extra turns after this fight to reset my cooldowns, as when you take the “elevator” to the next room, nothing resets.   Grenades and single-use skills did not reset.  Anyhoo, the first part was an ok challenge, but since none of the alien pods worked together, it was an easy enough go.

Part 2

Boss Room.  This was much smaller than I had anticipated.  What you see int eh screenshot below is about half the map.  Those 3 rows make up most of it, with 4 raised areas (two in the screen on bottom left and top right), as well as a large platform to the top left.

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Small quarters = wild fights

The fight starts off with 2 random enemies just standing around.  Get close enough and they trigger the Chosen to enter the fight.  Chosen alone are a pain, and there’s so much stuff for people to hide around… shots are not guaranteed.

I do manage to take her down, with some smart placement of the Templar for damage immunity, and I’m thinking I’m good.  I figure it was on-par with the previous floor in difficulty.  I was incorrect.

Each Chosen has a sarcophagus on the large platform.  They are not targetteable until the Chosen is take down. They have an insane amount of hit points, cannot be crit, and heal the Chosen a set amount each turn.  When that counter reaches 100%, the Chosen comes back, and the sarcophagus is immune again.

Did I mention that while this is happening, 2 random enemies will zone in, on the 4 platforms in the corners of the room?  Random.  I went back and checked.  You could get Advent soldiers.  Maybe some Sectoids.  Berserkers too.  Or, in really bad cases, multiple Codex (Codices?).  Yeah, I had bad luck.

If they are low HP enemies, then it takes 1 soldier to take them out.  Some are tougher and need a couple, plus the actual movement across the map.  This is where those free reloads came in super useful.  The downside is that this also means really close quarters for the squad – ideal for grenade/storm use.  Which I had.

I used everything I had left.  Mimic beacon.  Claymore.  A skulljack.  Stun attacks (which are awesome, since they prevent a respawn).  It took 3 cycles, but I ended up taking down the sarcophagus.  A few more shots and the Assassin was down.  It was a nearly 2 hour mission.

The really great part here is that once those 2 parts are done, the mission is over.  Regardless of how many other aliens are on the map.  I finished with 3 Codex on the map, half the squad below 1/2 HP, 2 that had been dazed, one blinded…return to the base has the entire squad out of commission for nearly 20 days.

But the Assassin is gone, so I have that going for me.

So some key tips

  • Try to enter the 2nd floor with as many cooldowns and utility items as possible.
  • Free reloads are king
  • Free movement / mobility is very important to flank and find enemies
  • Snipers with squadsight can easily hit the sarcophagus
  • A Reaper with an Extended Magazine (+3 ammo) and Banish (empty the clip into an enemy) is crazy damage
  • If it won’t die in 1 hit, stun it
  • Mimic beacons.  Use them.

XCOM2 – When It Hits the Fan

I’ll be upfront about it, I used to save scum a lot in XCOM.  I didn’t mind the damage so much, but some enemy placements were simply unreal and were more or less a mission failure.  This was compounded by timer missions, where it was nearly impossible to set up the team without putting 5 guys in the open.  WotC changes this up.  2 mission examples follow.

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Example of a Lost Swarm mission

Mission – Relay Destruction

One recent mission required me to destroy a transmitter.  There were high odds of Lost attacks as well.  (Lost come out like crazy when there are explosions – such as grenades).  I started the mission on an elevated platform (subway train) and moved along trying to inch closer.  I had 17 turns, and the relay was about 3 full moves away.  That’s not so bad, especially since my squad was concealed.

A side note, concealment breaks when you are within ~5 squares of an enemy, at even footing.  By being elevated, I was not going to trigger a concealment break.  More on this later.

I notice 2 MECs, 2 soldiers and a Viper around the relay.  I set up the grunts, shoot a grenade to shred some armor and hit a bunch at once.  The things get fun as I get a message that Lost swarms are inbound.  A few close shaves (Templars are OP to start with Bladestorm) and I take down 4 of the 5 bad guys in 2 turns.  Turn 3 starts with 3 swarms running to my position.  That meant 15 new targets, ranging from 2 hit points to 8.  The fan sure did feel like it was hit.

Creative use of pistols, reloads, and the Templar movement blocking got me through that rush.  It was a nice adrenaline kick to be quite honest.  A few turns later I destroyed the relay and was still required to clear out the remaining ADVENT forces.  I put my Ranger into concealment and started walking around.  Sure enough, I found them in a building and I lost concealment due to the distance issue I mentioned before.  This is a larger issue when in tight corners, as concealment loses  most of it’s value.  I am of the opinion that if I am hugging walls, and concealed, I should not be detected…but the game has a different opinion.  Ranger took a couple hits but I still finished the mission.

Mission 2 – Retaliation

A terror strike on civilians, with some rebel forces there to help out.  Seems simple enough.  A couple turns in, I am able to clear some sectoids and a beserker/muton mix, which free up 5 of the 6 rebels.  They go off like rockets to the civilians.

Where the base XCOM2 required you to physically go next to civilians to rescue them, potentially out in the open, WotC simply requires you to protect them.  This is a good thing, since there is always at least 1 Faceless hiding in their masses.  Staying back lets you clear the map before 10hp flyswatter comes into play.

The rebels start shooting all over the place, but the fog of war prevents me from seeing exactly how many enemies there are.  I take a couple of safe turns to get closer and set up my sniper & reaper. I put a Ranger a bit closer and somehow manage to trigger 3 groups of Mutons/Berserkers.  At the same time.  I couldn’t help but start laughing at the incredible bad luck.  My wife even noticed.

Thankfully Berserker AI has them go after the nearest enemy, and Muton AI will run away if they are not in cover, and throw grenades when soldiers are within 3 spaces of each other.  Destroying cover with grenades and moving the soldiers apart helps break up the groups.  The Templar can “tank” a Beserker too, since he can melee, retaliates with melee when someone moves near him, and can shield fully against melee (partial for ranged).  I took 2 points of damage over 4 rounds of combat, which is really quite nice!

 

 

Tomb Raider Movie

Has anyone else played Tomb Raider (2013)?  This movie appears to be a near direct adaptation.  My guess is that the trailer spends more time on the setup than the actual film will spend on the island.

I’m trying to think of any game-to-movie direct adaptation and none are really coming to mind.  Plenty have been adapted… but a near copy?  This is really strange.

Other musings:

  • Trinity is in the 2nd game (Rise of the Tomb Raider)
  • Alicia looks like she put in a ton of work to get into fighting shape.
  • She holds the bow with the left hand, then in another shot draws with the left hand.  I feel bad that I notice these things.
  • That is not how any bow is drawn, unless it’s a kid’s version
  • That axe is impressive
  • Half of the trailer seems to either be slow-mo (for super jumps) or poor exposition
  • The CG isn’t too bad
  • I like the lighting and framing of the shots
  • Generic sound/music isn’t too enticing
  • The trailer appears to give away the entire plot of the movie

An interesting film from a meta perspective.  I’m just not terribly interested in seeing it.

XCOM2 – Added Systems

I’ve covered the big three – the Lost, the Chosen, and the Rebels.  At least in the context of tactical/map play, and some of the strategic impacts.  Now it’s time to cover some of the smaller system changes.

Covert Operations

I covered this a bit, but it bears more detail.  After the 2nd mission, you get to build the Ring facility in the base.  This allows you to run 1 (or more with upgrades) Covert Operation for a given faction.   You are presented a list of options, with various rewards – roll back Avatar progress, find a Chosen, get intel/supplies, get new items, get scientists/engineers/soldier, or even new contact options (yay!  no more massive resistance comms).

Each takes a few days to run, and requires 2 soldiers of a given rank.  There are bonuses applied after the mission to those soldiers – promotions or stat boosts.  Each mission has a risk of injury and requires a 3rd item to reduce the chance – supplies, intel, material, or another soldier.  Running more missions increases faction gain, and unlocks more missions.  You never need to actively run the mission, it just goes on in the background.

But there’s a chance for failure.  Either they get captured and you send a rescue mission, or they need an emergency ex-filtration.  This last one is quite fun as you’re only given the 2 soldiers assigned and an entire map to traverse… all while being chased by the enemy and trying to avoid fire.  I’m sure some people would try to gun it out, but I just ran for the hills.

Monthly Orders

At the start of every month, you can issue orders to the various factions which provide a monthly passive benefit to rest of the month.  You can only assign a given order to either the faction it belongs to, or to the generic XCOM faction.  There are slight upgrades to them as well, so that one may give 10% more intel and the next gives 15%.  It’s a nice strategic layer, but at the early point of the game, it’s really not a tough choice.  You want to slow down Chosen progress, and increase overall gains.  Maybe there will be harder choices later in the game.

Research

There are two changes here – breakthroughs and insights.  The former is a one-time chance to research a unique benefit to the team.  Could be more damage for a single class, reduce build costs, add upgrade slots – all very useful.  It takes 5 days to research one of these and if you skip it, you lose it.  Or at least, you need to wait until it comes back into the rotation… which could be at the end of the game.

Insights are simpler.  They just reduce the research cost by 50% but only projects that are already available.

It does make for interesting choices, from time to time.  Maybe you need to choose between a permanent buff to Ranger damage, versus getting magnetic weapons.  Or an immediate research of Sectoids to unlock Psionics.  I find that in most cases, the Insight of Breakthrough is the better choice – but it is really a hard choice to push off fundamental units upgrades (armor/weapons).  The more interesting bit is that it appears that you can attain similar power levels to Plasma weapon research, with the appropriate breakthroughs.  This really means that there’s no longer a “perfect research” path, or even more importantly “a wrong way to research”.

Mission Types

I have not seen them all, certainly, but what I’ve seen has left me quite happy.  One of my main gripes in the main XCOM2 was the missions with an artificial timer that forced you into very complicated situations.  I understand the purpose – making missions shorter and more mobile – but the end result felt like artificial difficulty.  In particular on some maps where the enemy placement was very tight.

WotC still has time missions but they are very generous and quite varied.  Maybe you have 12 turns to take out a general, or 4 to hold your ground, or 6 to take out a relay.  Odds are there are ways to increase that timer during the mission as well.  The urge to move forward is still there, but it doesn’t feel punishing as you no longer need to use all your AP in a single turn.

Missions themselves fall into a few general categories – Guerrilla (where you chose one of multiple), Council, Retaliations, Assaults, Raids, and Defense.  These include killing/rescuing someone, finding and holding onto some materials, attacking facilities to reduce Avatar progress, protecting civilians from Advent attacks, or just defending the Avenger itself.  Map types have been expanded and include more variations than before – the sewer run is a pretty neat tileset.

This is not a massive change, but more of a quality of life change.  Things seem simply more varied and balanced.  Each mission can be tweaked by Advent bonuses – say a bleeding effect from bullets, or all enemies are shielded…so making choices is quite important.  Some even sound simple, until a Chosen suddenly shows up and starts taking you to town.

Soldier Impacts

This one is somewhat subtle to start, but can get hectic.  Each soldier has a fatigue meter, that drains after each mission.  You can re-use someone that’s tired, but that risks them being in recovery mode for a longer period of time.  Soldiers can also acquire negative traits – such as a fear of Sectoids – that can make you go bananas when it actually triggers.  You can remove these traits, but it takes a fair chunk of time.

The result is that you need a much larger and varied squad than before.  There are missions where you simply have no choice in the soldiers to send due to outstanding recovery times.  That “perfect” squad is a thing of the past, and you’ll be continuously adding Rookies and Squaddies to each mission… just to pad out the roster.  It certainly removes a lot of the anxiety of save scumming to avoid injuries, since no matter what, people are going to be benched on the next mission.

Overall

I think that covers the majority of the obvious changes in XCOM2.  There are big ones and small ones, but the underlying foundation is relatively the same. It integrates very well with all the existing systems, including the DLC released previously.  Where the base game had an optimal path that felt you slowly losing over time, WotC has so many viable paths it seems to stretch out the game even farther than before.

It is really a borderline expansion/sequel, and I find myself continually impressed at the amount of options and things going on at any given time.  A super game and highly recommended.

 

XCOM2 – The Rebels

I’ve talked about the Lost, and the Chosen, two pieces that have a tactical change to the way the game plays and make maps a bit more engaging (and stressful).  Now I’ll talk about the Rebel factions.

In matching with the Chosen, there are 3 factions.  Reapers, who are more like super stealthy snipers.  Templars, who are quite good at psionics.  Skirmishers, who have good movement skills and can pull enemies out of cover.  (sidebar here – Skirmishers work absolute miracles on fast/covered enemies)  They apparently hate each other, but I can’t see any game-impacting effects of this.  They appear to simply be 3 factions that you can need to gain favor with.

Now it gets a bit more complicated.

You can recruit members of these factions, and rather than have a left/right skill tree, they have more of a talent grid that unlocks over time.  You get skill points (AP) per mission, those are used to unlock the items in the tree, once you gain appropriate rank.  You can eventually get all those skills… making for uber soldiers.  You get 1 of each soldier per faction, and late game you can recruit a 2nd per faction (with appropriate favor).

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Reaper skill tree

Let’s talk Reaper for a second, since that’s the first one you get to use.  Super sniper, can stay in stealth after attacking (% chance at least), similar skill set as the regular sniper.  Heck, they can go back into stealth after attacking with another skill.  They can even unload an entire clip into 1 target.  More like shadowy death to me…

Each faction has favor (reputation) to gain.  More favor, more benefits.  You can run Covert Ops for a given faction, using your soldiers for “passive” missions.  These missions allow you to increase the rank of soldiers, gain intel, resources, or additional tactical missions (like recovering a taken soldier).  Ideally, these should always be running.

Each faction also unlocks a scanning target for Intel, so long gone are the days where there’s nowhere to scan on the planet.

Each month, you have what amounts to a deck of cards to deal to the various factions for additional benefits (Resistance Orders).  Could be cheaper soldiers, damage boosts, additional resource gathering, reducing progress on the Avatar project…but you’re limited to the amount of bonuses (cards) based on the total favor with the factions.  This is quite useful, and adds a good layer of strategy to the game.

Clearly, there are nothing but benefits to gaining favor with Rebels.  But wait, there’s more!

In the base XCOM2 game, there were terror missions where you needed to protect 12-20 civilians from Advent forces.  I had a heavy dislike for these missions as the civilians had next to no HP, poor AI, and it was like shooting fish in a barrel on the other side of the map.  An early map has a similar mission (the Faceless unlock) but it also comes with Rebels under attack.  If you can save them, they in turn help you by attacking the Advent.  Their aim is terrible, and the damage is small, but they essentially become target practice for the enemy.  This gives a lot more room for your soldiers to do their work.  From a mission type I tried to avoid, to one I thought was a ton of fun… that’s an achievement.

Overall, Rebels add both a strategic and tactical change to the game, in nearly every aspect.

XCOM2 – The Chosen

The namesake of the expansion, the Chosen are a set of 3 alien champions that you encounter throughout the game.  There are 3 of them, a hunter/sniper, a close ranger assassin (with stealth), and a psionic warlock.  They are sort of like Orcs using the nemesis system from Shadows of Mordor, in that over the course of the game, they develop weaknesses and strengths based on play against you.  They are quite deadly.

One of the earlier missions has you fight the assassin, who does not trigger overwatch, has super stealth, and what seems double movement range.  Long story short, she will hit one of your soldiers.  On my map, she disoriented one (needing someone else to come by to stabilize), then hid on the 2nd floor of a building.  I need to launch a grenade to break down the wall in order to give my sniper a chance at hitting her.  Thankfully it was a set map, so there were no other enemies during that time (Lost came out afterwards).  She then captured one character (again, planned piece) though apparently she can continue to do this in other encounters, which triggers the ability to recover that soldier.

Where the Hunters expansion had ultra hard bosses with permanent effects, the Chosen grow in power with you.  You can chase them from a map, but they always have a chance to show in any future map within their influence “zone”.  You only ever get rid of them later in the game by taking them out at their base.  And if you aren’t paying enough attention, then can eventually attack your base.

This makes them a rather permanent threat throughout the game, rather than acting like a boss character. I’m still early, so I’m quite curious as to their rate of attendance in maps, but it’s one more thing on the map to stress about.  And they make it so that there is pretty much no chance of a perfect play once they do show up.  In the base XCOM2 maps, it was entirely possible to have multiple map clears with no injuries or casualties.  I am not seeing that as a possibility with these buggers.

It’s quite hard to find an analogy in gaming as to what these characters represent, aside from the previous SoM reference.  It feels like a customized AI opponent, that continues to tailor the response over time.  Where the original had a rather nebulous end goal of saving the world without any arch-villain, this time there’s some additional motivation within.  They are not the end goal by any means, but they certainly add a personal touch to everyone’s game experience.

XCOM2 – Lost

One of the more interesting aspects of strategic RPGs is the character growth… and XCOM is no slouch in this matter.  My end-game sniper from my last playthrough could take out an entire 6 man rookie squad solo.  Going from that mindset, to starting fresh, well it’s quite jarring.

The last mission I did involved most of the new mechanics (rebels, chosen, bonds, new skills, mission types, research boosts), but this post will only focus on the Lost portion.  The mission started with me splitting my 4 man team into 2s, then doing two separate maps with a guest character to add to the team, each.  Once those maps were done, both teams joined up for the next mission.

The Lost are a zombie-like faction, with low hit points, but they attack in a swarm of 3-6 at once.

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1 of 4 swarms this mission

The neat feature here is that if you successfully kill one you get a free action back.  That’s useful when you have a rather large squad, with solid aim and a lot of ammo.  I have very little of that at the start of the game.  Aside from one guest character (sniper) everyone is at 60-70% aim chance, even at point blank.  Those aren’t exactly top odds.  And grenadiers only have 3 ammo –  another resource that needs to be managed.

The good news is that I have grenades.  Lots of grenades.  And each does enough damage to take out a Lost, but I don’t get the action point back.  Choices.

I forgot to mention that Lost are attracted to noise, so the more noise you make, the more swarms come towards you.  Even more fun.

All told, I killed a few dozen enemies in that set of maps.  Thankfully it was all Lost and no other types.  A solid mix would have made it a pile of pain.  It was certainly an entertaining set of mechanics, feeling more like “horde mode” from other games.  I’m quite curious how that will work out in later missions, where ammo isn’t so scarce, and my aim% is much, much higher.