https://www.ufopaedia.org/api.php?action=feedcontributions&user=Ditto51&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T22:06:59ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Talk:Sectoid_(XCOM2)&diff=90935Talk:Sectoid (XCOM2)2020-05-31T16:57:41Z<p>Ditto51: question about the zombies</p>
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<div>Has anyone got the HP and Aim values for the PSI Zombie, I'm working on a guide for it, but the aim the values in the game files are providing contradictory results--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 16:57, 31 May 2020 (UTC)</div>Ditto51https://www.ufopaedia.org/index.php?title=Dodge_(XCOM2)&diff=89654Dodge (XCOM2)2019-08-15T19:32:15Z<p>Ditto51: </p>
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<div>Dodge is a new mechanic introduced in XCOM 2, it gives a chance to receive a "grazed" shot taking only a portion of the damage. Unlike Aim or Will there is no natural way to increase Dodge; you will have to wear a Spider or Wraith suit or equip a Personal Combat Sim. However, in the [[War of the Chosen]] Expansion, soldiers can gain dodge as a bonus from some Covert Ops Missions.<br />
<br />
Vipers, Codex, Archons and Elite Lancers come with a Dodge chance, you should take that into account when planning your strategies, especially if you plan to melee said enemies.<br />
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Explosives, psionics and other AoE attacks are not affected by Dodge; sometimes a Soul Fire or Combat protocol might be your best choice.<br />
<br />
After a patch, shots from concealment and 100% shots aren't affected by Dodge either: Snipers with Bluescreen rounds can now reliably one-shot a Codex.<br />
<br />
[[Category:XCOM 2]]</div>Ditto51https://www.ufopaedia.org/index.php?title=GTS_(XCOM2)&diff=89653GTS (XCOM2)2019-08-15T19:29:08Z<p>Ditto51: </p>
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<div><br />
== Overview ==<br />
<br />
The Guerilla Tactics School is akin to the Officer Training School from XCOM: Enemy Unknown (2012). This is where you can increase your squad size and gain various squad wide bonuses, such as increased experience etc. The GTS also allows you to train rookies into squaddies, without having them go into combat. This is handy, if you want to have a B or C team ready, without wanting them to go on risky missions, where they might potentially be killed.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Training !! Effect !! Cost!! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
| Vulture||Enemies drop an additional item with every timed loot drop || 75/100 || None<br />
|-<br />
| Squad Size I|| Squad size increased by 1 || 50/100 || Corporal/Lieutenant <br />
|-<br />
| Squad Size II || Squad size increased by 1|| 75/150 || Captain<br />
|-<br />
| Lightning Strike || Units gains +3 mobility for the first two turns of battle while the squad remains concealed || 100/125 || None<br />
|-<br />
| Wet Work || +25% experience gained from kills || 125/150 || None <br />
|-<br />
| Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns || 100/125 || Lieutenant <br />
|-<br />
| Integrated Warfare || PCS bonuses are significantly improved || 150/200 || Lieutenant<br />
|-<br />
| Stay With Me || Soldiers are more likely to bleed out than die outright || 150/175 || Major <br />
|-<br />
| Grenadier: Biggest Booms || Explosives can inflict critical damage || 75/200 || Grenadier Captain <br />
|-<br />
| Ranger: Hunter's Instinct|| Attacks against flanked enemies deal +3 damage || 75/200 || Ranger Captain <br />
|-<br />
| Sharpshooter: Deadshot || Bonus 10% chance to critically hit enemies || 75/200 || Sharpshooter Captain <br />
|-<br />
| Specialist: Cool Under Pressure || Gain +10 Aim and the ability to critically hit when taking overwatch and reaction shots || 75/200 || Specialist Captain <br />
|}<br />
[[Category:XCOM 2]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67670Info (XCOM2)2015-09-17T17:02:56Z<p>Ditto51: /* Sources */ faceless source</p>
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<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup>[[File:Grenadier (XCOM2).jpg|300px|right]]<br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* The ''Shredder'' ability returns from Enemy Unknown.<sup>25</sup><br />
* Another new ability, ''Rupture'', an area of effect version of Holo-targeting from Enemy Unknown.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup>[[File:Faceless (XCOM2).jpg|right|300px]]<br />
** Undetectable before they transform from their civilian form.<sup>26</sup><br />
** "Central advises dispatching this unit from afar, Commander" - they presumably have a short-ranged or melee attack.<sup>26</sup><br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]<br />
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]<br />
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67669Info (XCOM2)2015-09-17T16:49:02Z<p>Ditto51: /* Aliens/Enemies */ Faceless infomation</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup>[[File:Grenadier (XCOM2).jpg|300px|right]]<br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* The ''Shredder'' ability returns from Enemy Unknown.<sup>25</sup><br />
* Another new ability, ''Rupture'', an area of effect version of Holo-targeting from Enemy Unknown.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup>[[File:Faceless (XCOM2).jpg|right|300px]]<br />
** Undetectable before they transform from their civilian form.<sup>26</sup><br />
** "Central advises dispatching this unit from afar, Commander" - they presumably have a short-ranged or melee attack.<sup>26</sup><br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]<br />
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]</div>Ditto51https://www.ufopaedia.org/index.php?title=File:Faceless_(XCOM2).jpg&diff=67668File:Faceless (XCOM2).jpg2015-09-17T16:45:25Z<p>Ditto51: It won't let me upload it over the previous image so I'm uploading it separately.</p>
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<div>It won't let me upload it over the previous image so I'm uploading it separately.</div>Ditto51https://www.ufopaedia.org/index.php?title=File_talk:Grenadier_(XCOM2).jpg&diff=67667File talk:Grenadier (XCOM2).jpg2015-09-17T13:59:03Z<p>Ditto51: </p>
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<div>Can an admin more this page to '''Grenadier (XCOM2)''' please. I had the file name typed in and then uploaded the image which changed the file name. Thanks.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 15:05, 16 September 2015 (EDT)<br />
:You actually don't need any special privileges for page moves here, as long as you're moving to an empty page. [[User:Binkyuk|Binkyuk]] ([[User talk:Binkyuk|talk]]) 04:32, 17 September 2015 (EDT)<br />
:: Yeah, I'm used to Wikipedia where the move button is visible at the top of the page, not in a drop down menu. Thanks though.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 09:59, 17 September 2015 (EDT)</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67660Info (XCOM2)2015-09-16T19:07:01Z<p>Ditto51: /* Grenadier */ image size</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup>[[File:Grenider.jpg|300px|right]]<br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* The ''Shredder'' ability returns from Enemy Unknown.<sup>25</sup><br />
* Another new ability, ''Rupture'', an area of effect version of Holo-targeting from Enemy Unknown.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.[[File:Faceless.png|right|300px]]<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup><br />
<br clear="all"><br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]<br />
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67659Info (XCOM2)2015-09-16T19:05:37Z<p>Ditto51: /* Grenadier */ image</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup>[[File:Grenider.jpg|250px|right]]<br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* The ''Shredder'' ability returns from Enemy Unknown.<sup>25</sup><br />
* Another new ability, ''Rupture'', an area of effect version of Holo-targeting from Enemy Unknown.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.[[File:Faceless.png|right|300px]]<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup><br />
<br clear="all"><br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]<br />
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]</div>Ditto51https://www.ufopaedia.org/index.php?title=File_talk:Grenadier_(XCOM2).jpg&diff=67658File talk:Grenadier (XCOM2).jpg2015-09-16T19:05:02Z<p>Ditto51: Created page with "Can an admin more this page to '''Grenadier (XCOM2)''' please. I had the file name typed in and then uploaded the image which changed the file name. Thanks.--~~~~"</p>
<hr />
<div>Can an admin more this page to '''Grenadier (XCOM2)''' please. I had the file name typed in and then uploaded the image which changed the file name. Thanks.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 15:05, 16 September 2015 (EDT)</div>Ditto51https://www.ufopaedia.org/index.php?title=File:Grenadier_(XCOM2).jpg&diff=67657File:Grenadier (XCOM2).jpg2015-09-16T19:02:44Z<p>Ditto51: </p>
<hr />
<div></div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67656Info (XCOM2)2015-09-16T19:01:58Z<p>Ditto51: /* Sources */ ref for grenadier stuff</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup><br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* The ''Shredder'' ability returns from Enemy Unknown.<sup>25</sup><br />
* Another new ability, ''Rupture'', an area of effect version of Holo-targeting from Enemy Unknown.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.[[File:Faceless.png|right|300px]]<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup><br />
<br clear="all"><br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]<br />
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67655Info (XCOM2)2015-09-16T19:00:24Z<p>Ditto51: /* Classes */ Heavy info. Ref in a minute</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup><br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* The ''Shredder'' ability returns from Enemy Unknown.<sup>25</sup><br />
* Another new ability, ''Rupture'', an area of effect version of Holo-targeting from Enemy Unknown.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.[[File:Faceless.png|right|300px]]<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup><br />
<br clear="all"><br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67589Info (XCOM2)2015-09-14T18:43:06Z<p>Ditto51: Image of Faceless</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.[[File:Faceless.png|right|300px]]<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup><br />
<br clear="all"><br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]</div>Ditto51https://www.ufopaedia.org/index.php?title=File:Faceless.png&diff=67588File:Faceless.png2015-09-14T18:40:12Z<p>Ditto51: </p>
<hr />
<div></div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67587Info (XCOM2)2015-09-14T18:39:30Z<p>Ditto51: The Faceless and customized soldiers are added to your pool.</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shield Bearers (?)''' - big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
<br clear="all"><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]</div>Ditto51https://www.ufopaedia.org/index.php?title=Talk:Info_(XCOM2)&diff=67559Talk:Info (XCOM2)2015-09-13T14:40:16Z<p>Ditto51: </p>
<hr />
<div>==New Section/Table==<br />
Right, time to start thinking about the format for the new game. The obvious reference would be to adapt the [[EU2012 Table]] but what about the individual pages? Any suggestions for improvements? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 12:33, 16 June 2015 (EDT)<br />
: I guess make overview pages (like a list of aliens), but leave the indivual pages like for each alien and what not until we have more information.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 09:37, 17 June 2015 (EDT)<br />
:: just to add to this, it may be better to not create a page for everything, as a number of the EU2012 pages ended up being Basically empty with only the in game description.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 10:40, 13 September 2015 (EDT)</div>Ditto51https://www.ufopaedia.org/index.php?title=Template:Maps_Navbar_(EU2012)&diff=67558Template:Maps Navbar (EU2012)2015-09-13T11:19:08Z<p>Ditto51: Because without knowing the plot, it isn't obvious where the Overseer maps end and where others begin</p>
<hr />
<div>{| class="wikitable collapsible" width="100%"<br />
|-<br />
! colspan="2" style="text-align:left"| {{EU2012 Icon}} '''[[EU2012_Table|XCOM: Enemy Unknown (2012)]]:''' [[Missions (EU2012)|Missions]]/[[Maps (EU2012)|Maps]]/[[Map Tables (EU2012)|Map Info]]<br />
|-<br />
| align="center" width="120"| '''[[Landed UFO (EU2012)|Landed UFO]]'''<br />
| '''Small Scout:''' [[SmallScout_River (EU2012)|River]] • [[SmallScout_RiverValley (EU2012)|River Valley]] • '''Large Scout:''' [[LargeScout_CreepyForest (EU2012)|Creepy Forest]] • [[LargeScout_Hillside (EU2012)|Hillside]] • '''Abductor:''' [[Abductor_FarmOutskirts (EU2012)|Farm Outskirts]] • [[Abductor_WindingStream (EU2012)|Winding Stream]] • '''Supply Ship:''' [[SupplyShip_ForestGrove (EU2012)|Forest Grove]] • [[SupplyShip_RockyGorge (EU2012)|Rocky Gorge]]<br />
|-<br />
| align="center" | '''[[Crashed UFO (EU2012)|Crashed UFO]]'''<br />
| '''Small Scout:''' [[SmallScout_Badlands (EU2012)|Badlands]] • [[SmallScout_DirtRoad (EU2012)|Dirt Road]] • [[SmallScout_Marshlands (EU2012)| Marshlands]] • [[SmallScout_Quagmire (EU2012)|Quagmire]] • [[Small Scout Farm (EU2012)|Small Scout Farm]] <small>(EW DLC)</small> • [[Small Scout Nuked City (EU2012)|Small Scout Nuked City]] <small>(EW DLC)</small> • [[Small Scout Roadhouse (EU2012)|Small Scout Roadhouse]] <small>(EW DLC)</small> • '''Large Scout:''' [[LargeScout_DeepWoods (EU2012)|Deep Woods]] • [[LargeScout_ForestTrench (EU2012)|Forest Trench]] • [[LargeScout_Stonewall (EU2012)|Stonewall]] • [[LargeScout_TheBarrens (EU2012)|The Barrens]] • [[Large Scout City (EU2012)|Large Scout City]] <small>(EW DLC)</small> • '''Abductor:''' [[Abductor_Cliffside (EU2012)|Cliffside]] • [[Abductor_ScorchedEarth (EU2012)|Scorched Earth]] • '''Supply Ship:''' [[SupplyShip_OverlookA (EU2012)|Overlook A]] • [[SupplyShip_Wildfire (EU2012)|Wildfire]] • '''Battleship:''' [[Battleship01 (EU2012)|Battleship 01]] • [[Battleship02 (EU2012)|Battleship 02]]<br />
|-<br />
| align="center" | '''[[Alien Abductions (EU2012)|Abductions]]'''<br />
| [[Bar (EU2012)|Bar]] • [[Boulevard (EU2012)|Boulevard]] • [[CemeteryGrand (EU2012)|CemeteryGrand]] • [[Commercial Alley (EU2012)|Commercial Alley]] <small>(EU only)</small> • [[CommercialStreet (EU2012)|Commercial Street]] • [[ConvenienceStore (EU2012)|Convienience Store]] <small>(EU only)</small> • [[Demolition (EU2012)|Demolition]] <small>(EU only)</small> • [[FastFood (EU2012)|Fast Food]] • [[GasStation (EU2012)|Gas Station]] <small>(EU only)</small> • [[HighwayBridge (EU2012)|Highway Bridge]] • [[HighwayConstruction (EU2012)|Highway Construction]] • [[Industrial Office (EU2012)|Industrial Office]] • [[LiquorStore (EU2012)|Liquor Store]] • [[Museum (EU2012)|Museum]] <small>(EU only)</small> • [[OfficePaper (EU2012)|Office Paper]] • [[PierA (EU2012)|Pier A]] • [[ResearchOutpost (EU2012)|Research Outpost]] <small>(EU only)</small> • [[RooftopsConst (EU2012)|Rooftops Const]] • [[SlaughterhouseA (EU2012)|Slaughterhouse A]] • [[SmallCemetery (EU2012)|Small Cemetery]] • [[StreetHurricane (EU2012)|Street Hurricane]] • [[StreetOverpass (EU2012)|Street Overpass]] • [[TrainStation (EU2012)|Train Station]] • [[Trainyard (EU2012)|Trainyard]] • [[Truckstop (EU2012)|Truckstop]] <small>(EU only)</small> • [[Commercial Alley EWI (EU2012)|Commercial Alley EWI]] <small>(EW DLC)</small> • [[Convienience Store EWI (EU2012)|Convienience Store EWI]] <small>(EW DLC)</small> • [[Demolition EWI (EU2012)|Demolition EWI]] <small>(EW DLC)</small> • [[Fast Food EWI (EU2012)|Fast Food EWI]] <small>(EW DLC)</small> • [[Gas Station EWI (EU2012)|Gas Station EWI]] <small>(EW DLC)</small> • [[Highway Construction EWI (EU2012)|Highway Construction EWI]] <small>(EW DLC)</small> • [[Office Paper EWI (EU2012)|Office Paper EWI]] <small>(EW DLC)</small> • [[Research Outpost EWI (EU2012)|Research Outpost EWI]] <small>(EW DLC)</small> • [[Street Overpass EWI (EU2012)|Street Overpass EWI]] <small>(EW DLC)</small> • [[Truck Stop EWI (EU2012)|Truck Stop EWI]] <small>(EW DLC)</small><br />
|-<br />
| align="center" | '''[[Alien Terror (EU2012)|Terror Site]]'''<br />
| [[Bar (EU2012)|Bar]] • [[Commercial Alley (EU2012)|Commercial Alley]] • [[CommercialRestaurant (EU2012)|Commercial Restaurant]] • [[CommercialStreet (EU2012)|Commercial Street]] • [[ConvenienceStore (EU2012)|Convienience Store]] • [[StreetHurricane (EU2012)|Street Hurricane]] • [[Highway1 (EU2012)|Highway 1]] • [[MilitaryAmmo (EU2012)|Military Ammo]] • [[PoliceStation (EU2012)|Police Station]] • [[OfficePaper (EU2012)|Office Paper]] <small>(EW DLC)</small> • [[Pier A Terror (EU2012)|Pier A Terror]] <small>(EW DLC)</small><br />
|-<br />
| align="center" | '''[[Bomb Disposal (EU2012)|Bomb Disposal]]'''<br />
| [[CemeteryGrand (EU2012)|CemeteryGrand]] • [[HighwayBridge (EU2012)|Highway Bridge]] • [[SlaughterhouseA (EU2012)|Slaughterhouse A]] • [[TrainStation (EU2012)|Train Station]] • [[Trainyard (EU2012)|Trainyard]]<br />
|-<br />
| align="center" | '''[[Asset Recovery (EU2012)|Asset Recovery]]'''<br />
| [[CemeteryGrand (EU2012)|CemeteryGrand]] • [[Industrial Office (EU2012)|Industrial Office]] • [[PierA (EU2012)|Pier A]] • [[ResearchOutpost (EU2012)|Research Outpost]] • [[StreetOverpass (EU2012)|Street Overpass]] • [[Truckstop (EU2012)|Truckstop]]<br />
|-<br />
| align="center" | '''[[Extraction (EU2012)|Extraction]]/[[Escort (EU2012)|Escort]]'''<br />
| '''Extraction''': [[Boulevard (EU2012)|Boulevard]] <small>(EU only)</small> • [[HighwayFallen (EU2012)|Highway Fallen]] • [[Museum (EU2012)|Museum]] <small>(EU only)</small> • [[StreetHurricane (EU2012)|Street Hurricane]] <small>(EW DLC)</small> • '''Escort''': [[Commercial Alley (EU2012)|Commercial Alley]] • [[PierA (EU2012)|Pier A]] • [[ResearchOutpost (EU2012)|Research Outpost]]<br />
|-<br />
| align="center" | '''[[Storyline Missions (EU2012)|Storyline]]'''<br />
| [[IntroLevel (EU2012)|Intro Level]] • [[AlienBase01 (EU2012)|Alien Base 01]] • [[AlienBase02 (EU2012)|Alien Base 02]] • '''Overseer:''' ([[Overseer_Deepwoods (EU2012)|Deep Woods]] • [[Overseer_ForestTrench (EU2012)|Forest Trench]] • [[Overseer_StoneWall (EU2012)|Stonewall]] • [[Overseer_TheBarrens (EU2012)|The Barrens]]) • [[TempleShip (EU2012)|Temple Ship]]<br />
|-<br />
| align="center" | '''[[Multiplayer (EU2012)|Multiplayer]]'''<br />
| [[Bar (EU2012)|Bar]] • [[Boulevard (EU2012)|Boulevard]] • [[CemeteryGrand (EU2012)|Cemetery Grand]] • [[PoliceStation (EU2012)|Police Station]] • [[Trainyard (EU2012)|Trainyard]] • [[Research Outpost EWI (EU2012)|Observatory]] <small>(EW DLC)</small> • [[RooftopsConst (EU2012)|Rooftops Construction]] <small>(EW DLC)</small> • [[Chryssalid Hive (EU2012)|Ruined Fishing Village]] <small>(EW DLC)</small> • [[Gas Station EWI (EU2012)|Stop 'N Gulp]] <small>(EW DLC)</small> • [[Pier A Terror (EU2012)|Wrecked Pier]] <small>(EW DLC)</small> • [[XCOM HQ Multiplayer (EU2012)|XCom HQ]] <small>(EW DLC)</small><br />
|-<br />
| align="center" | '''[[Slingshot DLC (EU2012)|Slingshot DLC]]'''<br />
| [[Friends in Low Places (EU2012)|Friends in Low Places]] [[Low Friends (EU2012)|(Map)]] • [[Confounding Light (EU2012)|Confounding Light]] [[CnfndLight (EU2012)|(Map)]] • [[Gangplank (EU2012)|Gangplank]] [[Gangplank Map (EU2012)|(Map)]]<br />
|-<br />
| align="center" | '''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]'''<br />
| '''[[Progeny (EU2012)|Progeny]]''': [[Portent (EU2012)|Portent]] [[Portent (EU2012)|(Map)]] • [[Deluge (EU2012)|Deluge]] [[Deluge (EU2012)|(Map)]] • [[Furies (EU2012)|Furies]] [[Furies (EU2012)|(Map)]] • '''Other:''' [[Meld Tutorial Map (EU2012)|Meld Tutorial]] • [[Site Recon (EU2012)|Site Recon]] [[Chryssalid Hive (EU2012)|(Map)]] • [[EXALT Base Raid (EU2012)|EXALT Base Raid]] [[EXALT HQ Assault (EU2012)|(Map)]] • [[XCOM Base Defense (EU2012)|XCOM Base]] [[XCOM HQ Assault (EU2012)|(Map)]]<br />
|-<br />
| align="center" | '''[[Covert Operations (EU2012)|Covert Operations]]'''<br />
| '''[[Covert Data Recovery (EU2012)|Covert Data Recovery]]''': [[Boulevard (EU2012)|Boulevard]] • [[CommercialRestaurant (EU2012)|Commercial Restaurant]] • [[Demolition EWI (EU2012)|Demolition EWI]] • [[Gas Station EWI (EU2012)|Gas Station EWI]] • [[HighwayConstruction (EU2012)|Highway Construction]] • [[Industrial Office (EU2012)|Industrial Office]] • [[Office Paper EWI (EU2012)|Office Paper EWI]] • [[PoliceStation (EU2012)|Police Station]] • [[RooftopsConst (EU2012)|Rooftops Const]] • [[Truck Stop EWI (EU2012)|Truck Stop EWI]] • '''[[Covert Extraction (EU2012)|Covert Extraction]]''': [[Commercial Alley EWI (EU2012)|Commercial Alley EWI]] • [[Convienience Store EWI (EU2012)|Convienience Store EWI]] • [[Highway Construction EWI (EU2012)|Highway Construction EWI]] • [[LiquorStore (EU2012)|Liquor Store]] • [[MilitaryAmmo (EU2012)|Military Ammo]] • [[Pier A Terror (EU2012)|Pier A Terror]] • [[Portent (EU2012)|Portent]] • [[Research Outpost EWI (EU2012)|Research Outpost EWI]] • [[Street Overpass EWI (EU2012)|Street Overpass EWI]] • [[Trainyard (EU2012)|Trainyard]]<br />
|}<br />
<br />
<noinclude><br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Templates (EU2012)]]<br />
[[Category: Maps (EU2012)]]<br />
[[Category: Missions (EU2012)]]<br />
</noinclude></div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67552Info (XCOM2)2015-09-10T18:38:36Z<p>Ditto51: </p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.<sup>4</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''', clad in red armor, are stronger variants which can AoE buff standard Troopers.<br />
* '''Shield Bearers (?)''', big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted units which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22- XCOM 2 on steam - [http://store.steampowered.com/app/268500/]</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67551Info (XCOM2)2015-09-10T18:37:57Z<p>Ditto51: /* Soldiers */</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup><sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.<sup>4</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''', clad in red armor, are stronger variants which can AoE buff standard Troopers.<br />
* '''Shield Bearers (?)''', big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted units which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22- XCOM 2 on steam - [http://store.steampowered.com/app/268500/]</div>Ditto51https://www.ufopaedia.org/index.php?title=XCOM_News&diff=67550XCOM News2015-09-10T18:35:19Z<p>Ditto51: /* XCOM2's Avenger mobile base revealed */ XCOM 2 pre-order and Enemy Unknown being free until Sunday alongside a 75% discount.</p>
<hr />
<div>This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. <br />
<br />
== News ==<br />
<onlyinclude><br />
<div style="padding-left:10px;"><br />
====<span style ="color:#49BCB5;">XCOM2's Avenger mobile base revealed</span>====<br />
[[File:XCOM 2 Soldier Customization.png|240px|thumb|Soldier Customization]]<br />
''' September 10th, 2015'''<br />
:* [[XCOM2]] has been made available for pre-order on Steam in addition to XCOM: Enemy Unknown being free to play for all users until 10am PT on Sunday, September 13 with a 75% discount for anyone who purchases the game during the same period. This discount also applies to all downloadable content. Like the Elite Soldier Pack that came with pre-orders of Enemy Unknown, XCOM2 pre-orders come with the Resistance Warrior Pack which has more soldier customization options.[http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
<br />
'''August 7th, 2015'''<br />
:* Firaxis has released new [https://www.youtube.com/watch?v=lj42i7f1nj0&feature=youtu.be footage] of the upcoming [[XCOM2]] game, with a focus on the Avenger, the mobile base used by XCOM to fight the ADVENT forces. Highlights include a tour through the base facilities and XCOM's Chief Engineer and Scientist, as well as a display of the soldier customization and the strategic layer.<br />
<br clear="all"><br />
<br />
====OpenTFTD Beta Released====<br />
[[File:OpenTFTD1.png|240px|thumb|OpenTFTD]]<br />
'''August 4th, 2015'''<br />
:* The developers of [[OpenXcom]] have released the first Nightly (a.k.a. beta version) of [http://openxcom.org/ OpenTFTD], an open source reimplementation of [[TFTD|XCOM: Terror From The Deep]]. OpenTFTD comes included with the engine of regular OpenXcom and requires a copy of the original TFTD game to play.<br />
<br clear="all"><br />
====XCOM 2 Gameplay Video Released====<br />
'''June 16th, 2015'''<br />
:* Firaxis has released the first [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s video] of XCOM 2 gameplay during the E3 2015 conference. The footage features a tactical mission where XCOM troops have to blow up an Advent target and it shows several enemies, including the Advent units of Soldier, Captain, Turret and MEC, as well as the Viper and the evolved Muton Berserker. The video also shows the new concealment/ambush mechanic, as well as a Gremlin hacking a turret and the Skyranger retrieval. It is also possible to see Officer [[Bradford (EU2012)|Bradford]] ordering XCOM troops into action and a glimpse of the world under the alien occupation.<br />
<br />
====XCOM2 confirmed!==== <br />
'''June 1st, 2015'''<br />
:* 2K and Firaxis have confirmed today on the XCOM official website [[http://xcom.com/]] the upcoming sequel to XCOM: Enemy Unknown. [[XCOM2]] takes place 20 years after the events of the remake, where the aliens have taken over Earth and the remains of XCOM are waging a guerrilla war against the extraterrestrials. The game will feature new soldier classes, the return of the [[Snakemen]] along with other new aliens, procedure generated (random) maps, and will be exclusive to the PC with specific features for mod development. More features will be revealed soon on IGN [http://ca.ign.com/articles/2015/06/01/xcom-2-announced-ign-first].<br />
'''May 29th, 2015'''<br />
:* Two clues at the Advent website have a series of letters that when combined produce "VIGILO CONFIDO", or the motto of Enemy Unknown 2012. It seems that a new XCOM game is under development and more details should be announced later. <br />
'''May 27th, 2015'''<br />
:* 2K has released yesterday a link to a site that presents an alternate reality company called [http://www.adventfuture.org/ Advent Administration]. Its contents have triggered speculation on the 2K official forums and Xcom subreddit that it is related to a new upcoming XCOM announcement. The site contains a rotating globe, pictures depicting a XCOM: Apocalypse style city, one of which seems to contain artwork already present on XCOM: Enemy Unknown, and a downloadable .pdf file uses a font called 'XCOM-Regular'. The site also appears to be under some sort of hacking by an unknown party, with its contents being replaced by phrases such as 'we are still watching'. While all of this is merely circumstantial evidence, 2K is expected to announce a major title on the next E3 Conference in 3 weeks so keep tuned for further details. <br />
<br />
</onlyinclude><br />
<br />
== Archived News == <br />
<br />
'''October 21st, 2014'''<br />
:* Firaxis has released video footage of the two panels dedicated to XCOM: Enemy Unknown during the company's 2014 community convention, which took place last month. The panels were called ''Designing the Soldiers in XCOM'', which was presented by Game Designer Ananda Gupta, and ''The Artwork of XCOM'', by Art Director Greg Foertsch. The Firaxicon videos are available at Firaxis's Youtube [https://www.youtube.com/playlist?list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP channel]. <br />
'''October 16th, 2014'''<br />
:* Steam announced that XCOM: Enemy Unknown can be played for free this weekend, starting today and until next Sunday. For more details check Steam's [http://store.steampowered.com/news/14681/ announcement]. <br />
<br />
'''August 5th, 2014'''<br />
:* Fantasy Flight Games announced that they'll be publishing ''XCOM: The Board Game'' on the last quarter of 2014. The tabletop board game is based on [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] and can be played from 1-4 players, which take the individual roles of XCOM Commander, Chief Scientist, Central Officer and Squad Leader, with the help of an app companion to determine the moves of the alien forces. For more details check the publisher's [http://www.fantasyflightgames.com/edge_news.asp?eidn=4972 page], and yes, the game comes included with plastic figures representing all soldier classes, as well as the Interceptors and UFOs. Cost is presented as $59.95 for this game and it will be available for preview at the publisher's booth on Gen Con Indy 2014. <br />
'''June 13th, 2014'''<br />
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you're looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by [[User:SupSuper|SupSuper]] and a bunch of X-COM enthusiasts. For more details about OpenXcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. <br />
'''May 29th, 2014'''<br />
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. <br />
'''May 17th, 2014'''<br />
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. <br />
'''April 29th, 2014'''<br />
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They're aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. <br />
'''March 9th, 2014'''<br />
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year's video presentation made by its creator, Julian Gollop, about the original game's design process.<br />
'''March 4th, 2014'''<br />
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. <br />
'''February 7th, 2014'''<br />
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].<br />
'''February 4th, 2014'''<br />
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it's likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.<br />
<br />
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&D DLC (Bureau)|Hangar 6: R&D]] have been released! ====<br />
====XCOM: Enemy Within released====<br />
'''November 15th 2013'''<br />
:*And now it is the rest of the world's turn as Enemy Within receives its international release today. So get on and enjoy the all new features!<br />
'''November 12th 2013'''<br />
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.<br />
<br />
==== XCOM: Enemy Within Reviews! ====<br />
'''November 11th 2013'''<br />
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] ("''All of the fun new toys, however, do work a bit against the game's biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.''"), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] ("''Firaxis once again manages to balance XCOM's disparate elements, resulting in a challenging and satisfying experience.''"), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] ("''Enemy Within is an amazing expansion to a brilliant tactical game.''") and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] ("''I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.''", and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] ("''EW gets a 4 out of 5.''").<br />
<br />
====The Bureau Expansion====<br />
'''November 8th 2013'''<br />
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&D DLC (Bureau)|Hangar 6: R&D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.<br />
<br />
==== XCOM Base Defense confirmed on EW====<br />
'''October 23th, 2013'''<br />
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.<br />
<br />
==== EXALT revealed!====<br />
'''October 9th, 2013'''<br />
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM's new enemies are called EXALT and they're a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.<br />
<br />
==== XCOM: Enemy Within details announced!====<br />
'''August 21st, 2013'''<br />
:*Producer 2K revealed details about '''XCOM: Enemy Within''', the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.<br />
<br />
==== XCOM: Enemy Within will be revealed on August 21st====<br />
'''August 3rd, 2013'''<br />
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].<br />
<br />
<br />
==== The Bureau: XCOM Declassified will be released next month====<br />
'''July 18th, 2013'''<br />
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to ''XCOM: Enemy Unknown'', featuring Sectoids, Mutons and even Silacoids.<br />
<br />
==== The Bureau: XCOM Declassified coming soon====<br />
'''May 5th, 2013'''<br />
:*Marin's 2K XCOM squad based shooter should be released soon as '''The Bureau: XCOM Declassified'''. The game was announced three years ago and has been redesigned.<br />
<br />
==== Clash of the Titans: X-COM meets XCOM ==== <br />
'''April 2nd, 2013'''<br />
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].<br />
<br />
==== GDC 2013: Julian Gollop's Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====<br />
<br />
'''March 28th, 2013'''<br />
<br />
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. <br />
<br />
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150<br />
'''March 1st, 2013'''<br />
:*'''Elite Edition for the Mac announced.''' Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. <br />
<br />
'''January 8th, 2013'''<br />
:*'''[[Second Wave (EU2012)|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 [[Info_(EU2012)#Advanced Options|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 [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. <br />
<br />
'''December 4, 2012'''<br />
:* 2K Games has released the first of two DLC packs for all platforms, named ''Slingshot''. The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named ''Zhang''.<br />
<br />
'''October 23, 2012'''<br />
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named ''Slingshot'', will feature 3 new linked Council missions that will focus on a playable character named ''Zhang''.<br />
<br />
'''October 9, 2012'''<br />
:* Eighteen years after the original release of ''UFO: Enemy Unknown'' (or ''XCOM: UFO Defense''), 2K Games has released today in North America ''XCOM: Enemy Unknown'', its remake of the original game, which will be followed by the international release next Friday. XCOM is back!<br />
<br />
''' September 24, 2012 '''<br />
:* Demo is released on '''[http://store.steampowered.com/app/200510/ Steam]'''. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer. <br />
<br />
''' August 10, 2012 '''<br />
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers & aliens and battle online vs other players. <br />
<br />
''' January 5, 2012 '''<br />
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).<br />
<br />
<br />
----<br />
<br />
==== <span style ="color:#49BCB5;">New XCOM FPS Game by 2k Marin</span> ====<br />
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.<br />
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:<br />
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)<br />
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this<br />
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k's XCOM forum], including passionate posts by X-Commies<br />
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).<br />
<br />
----<br />
==== <span style ="color:#49BCB5;">X-COM Packages </span> ====<br />
Now available for less than $15<br />
:*At [http://www.gamersgate.com/index.php?page=product&what=view&sku=DDB-XCOM&via=newly_added&aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes '''UFO''', '''TFTD''', '''Apoc''', '''Int''', and '''Enf''').<br />
<br />
For "reviews", see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. <br />
<br />
<span style ="color:#49BCB5;">'''OFFICIAL'''</span> - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]<br><br />
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.<br />
<br />
For more information/rumors check 2K's [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].<br />
</div></div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67549Info (XCOM2)2015-09-10T18:21:45Z<p>Ditto51: pre-order</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup><sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.<sup>4</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''', clad in red armor, are stronger variants which can AoE buff standard Troopers.<br />
* '''Shield Bearers (?)''', big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted units which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22- XCOM 2 on steam - [http://store.steampowered.com/app/268500/]</div>Ditto51https://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=67538Info (XCOM2)2015-09-09T20:04:31Z<p>Ditto51: Shen's dead and his daughter takes over</p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''.<br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. <br />
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion.<br />
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.<sup>20</sup><br />
<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)<br />
** 5th class is still undisclosed.<br />
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.<br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger====<br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Reaper ability - every kill with a melee weapon allows for a further attack<sup>8</sup>.<br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can't see the Ranger<sup>18</sup>.<br />
* Charge ability - may activate standard melee attack for free after Dashing in one turn<sup>18</sup>.<br />
<br clear="all"><br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.<sup>4</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''', clad in red armor, are stronger variants which can AoE buff standard Troopers.<br />
* '''Shield Bearers (?)''', big, heavy troopers that can project an energy field to cover friendly units.<sup>19</sup><br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted units which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
[[Category: XCOM 2]]<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
[[Category: XCOM 2]]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]</div>Ditto51https://www.ufopaedia.org/index.php?title=User:Ditto51&diff=65986User:Ditto512015-06-23T15:12:52Z<p>Ditto51: /* Achievements */</p>
<hr />
<div>__NOTOC__<br />
__NOTITLE__<br />
[[Image:snakeman.png|left|100px]] [[Image:floater.png|right|100px]] <center><span style="color: green;"><big><big><big><big><big><big>'''''Ditto51'''''</big></big></big></big></big></big></span></center><br />
==About Me==<br />
<br />
My real name is Tom and I am currently writing a small story that involves the [[Alien Life Forms|aliens]] that live on Mars returning to make a second attempt at taking over the Earth.<br />
<br clear="left"><br />
===The book===<br />
The book revolves around three simultaneous alien invasions, the most brutal of which is committed by our friendly friends who live on Mars, an are now named after the area of their originally base, [[Cydonia]]. Cydonia used to be the crown jewel of [[Mars]] when the [[Snakeman|Snakemen]] [[Image:snakeman.png|25px]] were in control of the planet before they were exterminated for the failure of the [[Background (Enemy Unknown)|first alien invasion]] in [[X-COM|1999]]<br />
<br />
[http://www.fanfiction.net/s/9694637/1/X-COM-of-2010 Click here to go to my Fanfiction account] X-COM in 2010 has the three main X-COM related chapters, one about [[Floater|Pink, Floating Fairies]], another about the [[Sectoid]]s and the final one that is about the [[Uber Ethereal (EU2012)|Uber Ethereal's]] inner most thoughts after a string of recent losses to the main characters. <small>(None of these apply to the main book as of the most recent draft)</small><br />
<br />
You can also find me on [http://bulbapedia.bulbagarden.net/wiki/User:Ditto51 Bulbapedia], [http://en.wikipedia.org/wiki/User:Ditto51 Wikipedia] or [http://www.ssbwiki.com/index.php?title=User:Ditto51 the Super Smash Wiki]<br />
<br />
===Achievements===<br />
{|align="center" width="100%" class="toccolours" style="text-align: center;" cellpadding="2"<br />
!align=left style="background:#158476" width="9%"|<center>'''3330 [[File:Gamescore.png]]''' <br> '''126 out of 126''' </center><br />
|align="center" style="background: #158476;" colspan="4"|'''My Achievements'''<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)|Enemy Unknown]]<br />1100 [[File:Gamescore.png]]<br />55 out of 55'''</center></small><br />
|[[File:Our Finest Hour (EU2012).jpg|40px]] • [[File:Wet Work (EU2012).jpg|40px]] • [[File:A Continental Fellow (EU2012).jpg|40px]] • [[File:No Looking Back (EU2012).jpg|40px]] • [[File:Earth First (EU2012).jpg|40px]] • [[File:Rising Dragon (EU2012).jpg|40px]] • [[File:Edison (EU2012).jpg|40px]] • [[File:Xavier (EU2012).jpg|40px]] • [[File:Hunter Killer (EU2012).jpg|40px]] • [[File:The Bigger They Are (EU2012).jpg|40px|]] • [[File:All Aboard (EU2012).jpg|40px]] • [[File:Bait the Hook (EU2012).jpg|40px]] • [[File:New Friend (EU2012).jpg|40px|]] • [[File:Aint No Cavalry Comin (EU2012).jpg|40px]] • [[File:Angel of Death (EU2012).jpg|40px]] • [[File:Shooting Stars (EU2012).jpg|40px]] • [[File:Meet New People Then Kill Them (EU2012).jpg|40px]] • [[File:Lone Wolf (EU2012).jpg|40px]] •<br />
<br />
[[File:Bubonic (EU2012).jpg|40px]] • [[File:Skunkworks (EU2012).jpg|40px]] • [[File:You Have 5 Seconds to Comply (EU2012).jpg|40px]] • [[File:Humanitys Savior (EU2012).jpg|40px]] • [[File:Pale Horse (EU2012).jpg|40px]] • [[File:The Volunteer (EU2012).jpg|40px]] • [[File:Man No More (EU2012).jpg|40px]] • [[File:Theory (EU2012).jpg|40px]] • [[File:On the Shoulders of Giants (EU2012).jpg|40px]] • [[File:All Employees Must Wash Hands (EU2012).jpg|40px]] • [[File:And Hells Coming With Me (EU2012).jpg|40px]] • [[File:See All Know All (EU2012).jpg|40px]] • [[File:Beyond the Veil (EU2012).jpg|40px]] • [[File:One Gun at a Time (EU2012).jpg|40px]] • [[File:Ride the Lightning (EU2012).jpg|40px]] • [[File:Flight of the valkyries (EU2012).jpg|40px]] • [[File:Oppenheimer (EU2012).jpg|40px]] • [[File:Off My Planet (EU2012).jpg|40px]] •<br />
<br />
[[File:Drums in the Deep (EU2012).jpg|40px]] • [[File:Worth Every Penny (EU2012).jpg|40px]] • [[File:Bada Boom (EU2012).jpg|40px]] • [[File:Welcoming Committee (EU2012).jpg|40px]] • [[File:And Practice (EU2012).jpg|40px]] • [[File:All Together Now (EU2012).jpg|40px]] • [[File:The Hardest Road (EU2012).jpg|40px]] • [[File:Happy to Oblige (EU2012).jpg|40px]] • [[File:As A Scalpel (EU2012).jpg|40px]]• [[File:X Marks the Spot (EU2012).jpg|40px]] • [[File:The Gatekeeper (EU2012).jpg|40px]] • [[File:Prisoner of War (EU2012).jpg|40px]] • [[File:Up and Running (EU2012).jpg|40px]] • [[File:Tables Turned (EU2012).jpg|40px]] • [[File:Eye in the Sky (EU2012).jpg|40px]] • [[File:Combat Ready (EU2012).jpg|40px]] • [[File:What Wonders Await (EU2012).jpg|40px]] • [[File:We Happy Few (EU2012).jpg|40px]] •<br />
<br />
[[File:And So It Begins (EU2012).jpg|40px]] •<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)#Enemy Within DLC|Enemy Within]]<br>1000 [[File:Gamescore.png]]<br>30 out of 30'''</center></small><br />
|[[File:An Army Of Four (EU2012).jpg|40px]] • [[File:Guardian of Earth (EU2012).jpg|40px]] • [[File:Mental Minefield (EU2012).jpg|40px]] • [[File:Anger Management (EU2012).jpg|40px]] • [[File:Mutatis Mutandis (EU2012).jpg|40px]] • [[File:Steel Martyr (EU2012).jpg|40px]] • [[File:Enemy Within (EU2012).jpg|40px]] • [[File:Rise of the Machines (EU2012).jpg|40px]] • [[File:By Our Powers Combined (EU2012).jpg|40px]] • [[File:The Meld Squad (EU2012).jpg|40px]] • [[File:Apotheosis Denied (EU2012).jpg|40px]] • [[File:Pain in the Neck (EU2012).jpg|40px]] • [[File:Where in The World (EU2012).jpg|40px]] • [[File:Ours are The Furies (EU2012).jpg|40px]] • [[File:Someone Your Own Size (EU2012).jpg|40px]] • [[File:Solid Prospect (EU2012).jpg|40px]] • [[File:Regenerate This (EU2012).jpg|40px]] • [[File:Tingling Sensation (EU2012).jpg|40px]] •<br />
<br />
[[File:G’day (EU2012).jpg|40px]] • [[File:They Shall Not Pass (EU2012).jpg|40px]] • [[File:All Hands on Deck (EU2012).jpg|40px]] • [[File:Shieldbuster (EU2012).jpg|40px]] • [[File:Elite Defense (EU2012).jpg|40px]] • [[File:Remington (EU2012).jpg|40px]] • [[File:Nice Cover (EU2012).jpg|40px]] • [[File:Mind the Step (EU2012).jpg|40px]] • [[File:Zom-B-Gone (EU2012).jpg|40px]] • [[File:Taking A Load Off (EU2012).jpg|40px]] • [[File:A Little Bit Alien (EU2012).jpg|40px]] • [[File:Who Needs Limbs (EU2012).jpg|40px]] • <br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (Bureau)|The Bureau: XCOM Declassified]]<br>1230 [[File:Gamescore.png]]<br>41 out of 41'''</center></small><br />
|[[File:Vigilo Confido (Bureau).jpg|40px]] • [[File:Enemy Within (Bureau).jpg|40px]] • [[File:They Wont Know What Hit Them (Bureau).jpg|40px]] • [[File:Spring Cleaning (Bureau).jpg|40px]] • [[File:Let the Boys Have Their Fun (Bureau).jpg|40px]] • [[File:Welcome to Earth (Bureau).jpg|40px]] • [[File:Conscientious Objector (Bureau).jpg|40px]] • [[File:Its In The Air (Bureau).jpg|40px]] • [[File:No One Left Behind (Bureau).jpg|40px]] • [[File:Only a Man (Bureau).jpg|40px]] • [[File:Drive Through (Bureau).jpg|40px]] • [[File:Know Your Groceries (Bureau).jpg|40px]] • [[File:Mind Blown (Bureau).jpg|40px]] • [[File:Conduit Connection (Bureau).jpg|40px]] • [[File:The Last Suit You'll Ever Wear (Bureau).jpg|40px]] • [[File:We Will Fight Like Lions!.jpg|40px]] • [[File:Sight Beyond Sight (Bureau).jpg|40px]] • [[File:The Fat Lady Has Sung (Bureau).jpg|40px]] •<br />
<br />
[[File:Ready for Anything (Bureau).jpg|40px]] • [[File:Exorcised the Demon (Bureau).jpg|40px]] • [[File:... And the Body Dies (Bureau).jpg|40px]] • [[File:Clever Girl (Bureau).jpg|40px]] • [[File:Don't Run. You'll Just Die Tired (Bureau).jpg|40px]] • [[File:Can't Be Everywhere at Once (Bureau).jpg|40px]] • [[File:Top. Men. (Bureau).jpg|40px]] • [[File:See the World They Said... (Bureau).jpg|40px]] • [[File:A Story of Axis and Allies (Bureau).jpg|40px]] • [[File:Bursting the Bubble (Bureau).jpg|40px]] • [[File:What Are You Without Your Armor (Bureau).jpg|40px]] • [[File:A Dish Best Served Cold (Bureau).jpg|40px]] • [[File:I've Seen Better, But not Many (Bureau).jpg|40px]] • [[File:The Devil's Tower (Bureau).jpg|40px]] • [[File:Leader of Man (Bureau).jpg|40px]] • [[File:Glad My Trust Wasn't Misplaced (Bureau).jpg|40px]] • [[File:Always Team (Bureau).jpg|40px]] • [[File:Not Playing Favorites (Bureau).jpg|40px]] •<br />
<br />
[[File:So Just Let Me Introduce Myself.jpg|40px]] • [[File:Is He Old Enough to Drive (Bureau).jpg|40px]] • [[File:Bringing Down Goliath (Bureau).jpg|40px]] • [[File:Dead Head (Bureau).jpg|40px]] • [[File:All That Remains.jpg|40px]] •<br />
|}<br />
<br />
==Pages made by me include:==<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="10%" align="center" | Type <br />
! width="10%" align="center" | Page Name <br />
! width="30%" align="center" | Description<br />
! width="35%" align="center" | Image <br />
! width="10%" align="center" | Notes<br />
! width="5%" align="center" | Date Created<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" colspan="2" |[[Base Farming]] <br />
| align="center" | {{:Base Farming}}<br />
| align="center" | [[Image:floater.png|150px]]<br />
| align="center" | ''Now Combined with [[User:Zarn|Zarn's]] Supply Ship Smash and Grab Page''<br />
| align="center" | 19th June 2012<br />
|-<br />
| rowspan="2" align="center" | Achievements<br />
| align="center" | [[Achievements (EU2012)]] <br />
| align="center" | Achievements for XCOM: Enemy Unknown<br />
| rowspan="2" align="center" | [[Image:Gamescore.png|50px]]<br />
| align="center" | -<br />
| align="center" | 30th October 2012<br />
|-<br />
| align="center" | [[Achievements (Bureau)]] <br />
| align="center" | Achievements for The Bureau: XCOM Declassified<br />
| align="center" | -<br />
| align="center" | 17th August 2013<br />
|-<br />
| rowspan="2" align="center" | Mission<br>Related<br />
| align="center" | [[After Action Report (EU2012)]] <br />
| align="center" | The After Action Report from XCOM: Enemy Unknown that shows the acquired items, mission results and soldier stats.<br />
| align="center" | [[Image:AAR 1 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Alien Terror Mission (EU2012)]] <br />
| align="center" | Terror Mission Page<br />
| align="center" | [[Image:BAR TERROR (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| rowspan="2" align="center" | Interrogations<br />
| align="center" | [[Interrogate Floater (EU2012)]] <br />
| align="center" | The results of interrogating a Floater in Enemy Unknown<br />
| align="center" | [[Image:Floater 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Interrogate Sectoid (EU2012)]] <br />
| align="center" | The results of interrogating a Sectoid in Enemy Unknown<br />
| align="center" | [[Image:Sectoid 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|}<br />
===Others===<br />
*[[Ethereal (Bureau)]];<br><br />
*[[Dispatch Mission (Bureau)]];<br><br />
*[[Minor Operation (Bureau)]];<br><br />
*[[Difficulty (Bureau)]];<br><br />
*[[Interrogate Heavy Floater (EU2012)]] [[Image:Heavy Floater 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Berserker (EU2012)]] [[Image:Berserker 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Muton Elite (EU2012)]] [[Image:Elite Muton 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Ethereal (EU2012)]] [[Image:Ethereal 2 (EU2012).png|30px]];<br><br />
*[[Barracks (EU2012)]] – Recreated from a Redirect Page [[Image:barracksEU2012.jpg|50px]];<br><br />
*[[Memorial (EU2012)]];<br><br />
*[[Meld Canister (EU2012)]] [[Image:Meld 2 (EU2012).png|50px]];<br><br />
*[[Codebreaker DLC (Bureau)]];<br><br />
*[[Hangar 6: R&D DLC (Bureau)]];<br></div>Ditto51https://www.ufopaedia.org/index.php?title=Template:TFTD_Table&diff=65985Template:TFTD Table2015-06-23T15:05:10Z<p>Ditto51: </p>
<hr />
<div><table style="width:100%;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "4"><br />
{| {{stdTable}} width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "2"| {{TFTD Icon}} '''X-COM: Terror From the Deep'''<br />
|-<br />
|}<br />
</td><br />
<tr style="vertical-align: top;"><br />
<td style="width: 25%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTFTD Heading}}<br />
|- {{stdTable Sub Heading}}<br />
| '''General'''<br />
|-<br />
| [[Info (TFTD)|General Information]]<br />
|-<br />
| [[Background (TFTD)|Background]]<br />
<br />
|- {{stdTable Sub Heading}} title = "Global Geoscape Affairs"<br />
| '''The Geoscape'''<br />
|-<br />
|[[Geoscape (TFTD)|Geoscape]]<br />
|-<br />
|[[Subs|X-COM Subs]]<br />
:[[Sub Armaments]]<br />
|- <br />
| [[Aquanauts]]<br />
|-<br />
| [[Equipment (TFTD)|Equipment]]<br />
: [[Weapons (TFTD)|Weapons]]<br />
: [[Submersible Weapons Systems]]<br />
|-<br />
| [[Base Facilities (TFTD)|Base Facilities]]<br />
|- <br />
| [[Research (TFTD)|Research]]<br />
: [[Alien Research (TFTD)|Alien Research]]<br />
: [[Alien Artefacts (TFTD)|Alien Artefacts]]<br />
|-<br />
| [[Buying/Selling/Transferring (TFTD)|Economics]]<br />
: [[Country Funding (TFTD)|Funding]]<br />
|-<br />
|- {{stdTable Sub Heading}}<br />
| '''Aliens'''<br />
|-<br />
| [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
: [[Overviews of Aliens (TFTD)|Overviews of Aliens]]<br />
: [[Alien Missions (TFTD)|Alien Missions]]<br />
: [[Alien Ranks]]<br />
:: [[Terror Units (TFTD)|Terror Units]]<br />
|-<br />
|[[Alien Subs]]<br />
:[[Alien Sub Components]]<br />
|}<br />
</td><br />
<td style="width: 25%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} title="Tactical Combat"<br />
| '''The Battlescape (Tactical Combat)'''<br />
|-<br />
| [[Battlescape|Battlescape Overview]]<br />
|- <br />
| [[Mission Types (TFTD)|Mission Types]]<br />
:[[Alien Sub Crash Recovery]]<br />
:[[Alien Submarine Assault]]<br />
: [[Terror Mission (TFTD)|Terror Mission]] <br />
::[[Port Attack]]<br />
::[[Island Attack]]<br />
::[[Shipping Lane Mission]]<br />
: [[Artefact Site]] <br />
: [[Colony Assault]]<br />
:[[Base Defense (TFTD)|Base Defense]]<br />
:[[T'leth]]<br />
|-<br />
| [[Terrain (TFTD) | Terrain]]<br />
|}<br />
</td><br />
<td style="width: 25%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| '''Game Strategies'''<br />
|-<br />
| [[TFTD Strategy Guide]] <br />
|- {{stdTable Sub Heading}}<br />
| '''Miscellaneous''' <br />
|-<br />
| [[Weapon Effectiveness (TFTD)|Weapon Effectiveness tables]]<br />
|-<br />
| [[Weapon Analysis]] <br />
|-<br />
| [[Realistic Equivalents (TFTD)|Realistic Equivalents]]<br />
|-<br />
| [[Sightings in other fandoms]]<br />
|-<br />
| [[Enabling cinematics (TFTD)|Enabling the cinematic intro/outro]]<br />
|-<br />
| [[Wish List (TFTD)|Wish List]]<br />
|- {{stdTable Sub Heading}} <br />
| '''Technical Information'''<br />
|-<br />
| [[Scoring (TFTD)|Scoring]]<br />
|-<br />
| [[:Category:Data tables|Data Tables]]<br />
|-<br />
| [[Alien Appearance Ratios (TFTD)|Alien Appearance Ratios]]<br />
|-<br />
| [[Saved Game Files|Game Files]]<br />
|-<br />
| [[Known Bugs (TFTD)|Known Bugs]]<br />
|-<br />
| [[TRTBAG|Research Tree Bug Avoidance Guide]]<br />
|}<br />
</td><br />
</tr><br />
</table></div>Ditto51https://www.ufopaedia.org/index.php?title=User:Ditto51&diff=65909User:Ditto512015-06-20T16:26:48Z<p>Ditto51: /* Achievements */</p>
<hr />
<div>__NOTOC__<br />
__NOTITLE__<br />
[[Image:snakeman.png|left|100px]] [[Image:floater.png|right|100px]] <center><span style="color: green;"><big><big><big><big><big><big>'''''Ditto51'''''</big></big></big></big></big></big></span></center><br />
==About Me==<br />
<br />
My real name is Tom and I am currently writing a small story that involves the [[Alien Life Forms|aliens]] that live on Mars returning to make a second attempt at taking over the Earth.<br />
<br clear="left"><br />
===The book===<br />
The book revolves around three simultaneous alien invasions, the most brutal of which is committed by our friendly friends who live on Mars, an are now named after the area of their originally base, [[Cydonia]]. Cydonia used to be the crown jewel of [[Mars]] when the [[Snakeman|Snakemen]] [[Image:snakeman.png|25px]] were in control of the planet before they were exterminated for the failure of the [[Background (Enemy Unknown)|first alien invasion]] in [[X-COM|1999]]<br />
<br />
[http://www.fanfiction.net/s/9694637/1/X-COM-of-2010 Click here to go to my Fanfiction account] X-COM in 2010 has the three main X-COM related chapters, one about [[Floater|Pink, Floating Fairies]], another about the [[Sectoid]]s and the final one that is about the [[Uber Ethereal (EU2012)|Uber Ethereal's]] inner most thoughts after a string of recent losses to the main characters. <small>(None of these apply to the main book as of the most recent draft)</small><br />
<br />
You can also find me on [http://bulbapedia.bulbagarden.net/wiki/User:Ditto51 Bulbapedia], [http://en.wikipedia.org/wiki/User:Ditto51 Wikipedia] or [http://www.ssbwiki.com/index.php?title=User:Ditto51 the Super Smash Wiki]<br />
<br />
===Achievements===<br />
{|align="center" width="100%" class="toccolours" style="text-align: center;" cellpadding="2"<br />
!align=left style="background:#158476" width="9%"|<center>'''3230 [[File:Gamescore.png]]''' <br> '''124 out of 126''' </center><br />
|align="center" style="background: #158476;" colspan="4"|'''My Achievements'''<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)|Enemy Unknown]]<br />1000 [[File:Gamescore.png]]<br />53 out of 55'''</center></small><br />
|[[File:A Continental Fellow (EU2012).jpg|50px]] • [[File:No Looking Back (EU2012).jpg|50px]] • [[File:Earth First (EU2012).jpg|50px]] • [[File:Rising Dragon (EU2012).jpg|50px]] • [[File:Edison (EU2012).jpg|50px]] • [[File:Xavier (EU2012).jpg|50px]] • [[File:Hunter Killer (EU2012).jpg|50px]] • [[File:The Bigger They Are (EU2012).jpg|50px|]] • [[File:All Aboard (EU2012).jpg|50px]] • [[File:Bait the Hook (EU2012).jpg|50px]] • [[File:New Friend (EU2012).jpg|50px|]] • [[File:Aint No Cavalry Comin (EU2012).jpg|50px]] • [[File:Angel of Death (EU2012).jpg|50px]] • [[File:Shooting Stars (EU2012).jpg|50px]] • [[File:Meet New People Then Kill Them (EU2012).jpg|50px]] •<br />
<br />
[[File:Lone Wolf (EU2012).jpg|50px]] • [[File:Bubonic (EU2012).jpg|50px]] • [[File:Skunkworks (EU2012).jpg|50px]] • [[File:You Have 5 Seconds to Comply (EU2012).jpg|50px]] • [[File:Humanitys Savior (EU2012).jpg|50px]] • [[File:Pale Horse (EU2012).jpg|50px]] • [[File:The Volunteer (EU2012).jpg|50px]] • [[File:Man No More (EU2012).jpg|50px]] • [[File:Theory (EU2012).jpg|50px]] • [[File:On the Shoulders of Giants (EU2012).jpg|50px]] • [[File:All Employees Must Wash Hands (EU2012).jpg|50px]] • [[File:And Hells Coming With Me (EU2012).jpg|50px]] • [[File:See All Know All (EU2012).jpg|50px]] • [[File:Beyond the Veil (EU2012).jpg|50px]] • [[File:One Gun at a Time (EU2012).jpg|50px]] •<br />
<br />
[[File:Ride the Lightning (EU2012).jpg|50px]] • [[File:Flight of the valkyries (EU2012).jpg|50px]] • [[File:Oppenheimer (EU2012).jpg|50px]] • [[File:Off My Planet (EU2012).jpg|50px]] • [[File:Drums in the Deep (EU2012).jpg|50px]] • [[File:Worth Every Penny (EU2012).jpg|50px]] • [[File:Bada Boom (EU2012).jpg|50px]] • [[File:Welcoming Committee (EU2012).jpg|50px]] • [[File:And Practice (EU2012).jpg|50px]] • [[File:All Together Now (EU2012).jpg|50px]] • [[File:The Hardest Road (EU2012).jpg|50px]] • [[File:Happy to Oblige (EU2012).jpg|50px]] • [[File:As A Scalpel (EU2012).jpg|50px]]• [[File:X Marks the Spot (EU2012).jpg|50px]] • [[File:The Gatekeeper (EU2012).jpg|50px]] •<br />
<br />
[[File:Prisoner of War (EU2012).jpg|50px]] • [[File:Up and Running (EU2012).jpg|50px]] • [[File:Tables Turned (EU2012).jpg|50px]] • [[File:Eye in the Sky (EU2012).jpg|50px]] • [[File:Combat Ready (EU2012).jpg|50px]] • [[File:What Wonders Await (EU2012).jpg|50px]] • [[File:We Happy Few (EU2012).jpg|50px]] • [[File:And So It Begins (EU2012).jpg|50px]] •<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)#Enemy Within DLC|Enemy Within]]<br>1000 [[File:Gamescore.png]]<br>30 out of 30'''</center></small><br />
|[[File:An Army Of Four (EU2012).jpg|50px]] • [[File:Guardian of Earth (EU2012).jpg|50px]] • [[File:Mental Minefield (EU2012).jpg|50px]] • [[File:Anger Management (EU2012).jpg|50px]] • [[File:Mutatis Mutandis (EU2012).jpg|50px]] • [[File:Steel Martyr (EU2012).jpg|50px]] • [[File:Enemy Within (EU2012).jpg|50px]] • [[File:Rise of the Machines (EU2012).jpg|50px]] • [[File:By Our Powers Combined (EU2012).jpg|50px]] • [[File:The Meld Squad (EU2012).jpg|50px]] • [[File:Apotheosis Denied (EU2012).jpg|50px]] • [[File:Pain in the Neck (EU2012).jpg|50px]] • [[File:Where in The World (EU2012).jpg|50px]] • [[File:Ours are The Furies (EU2012).jpg|50px]] • [[File:Someone Your Own Size (EU2012).jpg|50px]] •<br />
<br />
[[File:Solid Prospect (EU2012).jpg|50px]] • [[File:Regenerate This (EU2012).jpg|50px]] • [[File:Tingling Sensation (EU2012).jpg|50px]] • [[File:G’day (EU2012).jpg|50px]] • [[File:They Shall Not Pass (EU2012).jpg|50px]] • [[File:All Hands on Deck (EU2012).jpg|50px]] • [[File:Shieldbuster (EU2012).jpg|50px]] • [[File:Elite Defense (EU2012).jpg|50px]] • [[File:Remington (EU2012).jpg|50px]] • [[File:Nice Cover (EU2012).jpg|50px]] • [[File:Mind the Step (EU2012).jpg|50px]] • [[File:Zom-B-Gone (EU2012).jpg|50px]] • [[File:Taking A Load Off (EU2012).jpg|50px]] • [[File:A Little Bit Alien (EU2012).jpg|50px]] • [[File:Who Needs Limbs (EU2012).jpg|50px]] • <br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (Bureau)|The Bureau: XCOM Declassified]]<br>1230 [[File:Gamescore.png]]<br>41 out of 41'''</center></small><br />
|[[File:Vigilo Confido (Bureau).jpg|50px]] • [[File:Enemy Within (Bureau).jpg|50px]] • [[File:They Wont Know What Hit Them (Bureau).jpg|50px]] • [[File:Spring Cleaning (Bureau).jpg|50px]] • [[File:Let the Boys Have Their Fun (Bureau).jpg|50px]] • [[File:Welcome to Earth (Bureau).jpg|50px]] • [[File:Conscientious Objector (Bureau).jpg|50px]] • [[File:Its In The Air (Bureau).jpg|50px]] • [[File:No One Left Behind (Bureau).jpg|50px]] • [[File:Only a Man (Bureau).jpg|50px]] • [[File:Drive Through (Bureau).jpg|50px]] • [[File:Know Your Groceries (Bureau).jpg|50px]] • [[File:Mind Blown (Bureau).jpg|50px]] • [[File:Conduit Connection (Bureau).jpg|50px]] • [[File:The Last Suit You'll Ever Wear (Bureau).jpg|50px]] •<br />
<br />
[[File:We Will Fight Like Lions!.jpg|50px]] • [[File:Sight Beyond Sight (Bureau).jpg|50px]] • [[File:The Fat Lady Has Sung (Bureau).jpg|50px]] • [[File:Ready for Anything (Bureau).jpg|50px]] • [[File:Exorcised the Demon (Bureau).jpg|50px]] • [[File:... And the Body Dies (Bureau).jpg|50px]] • [[File:Clever Girl (Bureau).jpg|50px]] • [[File:Don't Run. You'll Just Die Tired (Bureau).jpg|50px]] • [[File:Can't Be Everywhere at Once (Bureau).jpg|50px]] • [[File:Top. Men. (Bureau).jpg|50px]] • [[File:See the World They Said... (Bureau).jpg|50px]] • [[File:A Story of Axis and Allies (Bureau).jpg|50px]] • [[File:Bursting the Bubble (Bureau).jpg|50px]] • [[File:What Are You Without Your Armor (Bureau).jpg|50px]] • [[File:A Dish Best Served Cold (Bureau).jpg|50px]] •<br />
<br />
[[File:I've Seen Better, But not Many (Bureau).jpg|50px]] • [[File:The Devil's Tower (Bureau).jpg|50px]] • [[File:Leader of Man (Bureau).jpg|50px]] • [[File:Glad My Trust Wasn't Misplaced (Bureau).jpg|50px]] • [[File:Always Team (Bureau).jpg|50px]] • [[File:Not Playing Favorites (Bureau).jpg|50px]] • [[File:So Just Let Me Introduce Myself.jpg|50px]] • [[File:Is He Old Enough to Drive (Bureau).jpg|50px]] • [[File:Bringing Down Goliath (Bureau).jpg|50px]] • [[File:Dead Head (Bureau).jpg|50px]] • [[File:All That Remains.jpg|50px]] •<br />
|}<br />
<br />
==Pages made by me include:==<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="10%" align="center" | Type <br />
! width="10%" align="center" | Page Name <br />
! width="30%" align="center" | Description<br />
! width="35%" align="center" | Image <br />
! width="10%" align="center" | Notes<br />
! width="5%" align="center" | Date Created<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" colspan="2" |[[Base Farming]] <br />
| align="center" | {{:Base Farming}}<br />
| align="center" | [[Image:floater.png|150px]]<br />
| align="center" | ''Now Combined with [[User:Zarn|Zarn's]] Supply Ship Smash and Grab Page''<br />
| align="center" | 19th June 2012<br />
|-<br />
| rowspan="2" align="center" | Achievements<br />
| align="center" | [[Achievements (EU2012)]] <br />
| align="center" | Achievements for XCOM: Enemy Unknown<br />
| rowspan="2" align="center" | [[Image:Gamescore.png|50px]]<br />
| align="center" | -<br />
| align="center" | 30th October 2012<br />
|-<br />
| align="center" | [[Achievements (Bureau)]] <br />
| align="center" | Achievements for The Bureau: XCOM Declassified<br />
| align="center" | -<br />
| align="center" | 17th August 2013<br />
|-<br />
| rowspan="2" align="center" | Mission<br>Related<br />
| align="center" | [[After Action Report (EU2012)]] <br />
| align="center" | The After Action Report from XCOM: Enemy Unknown that shows the acquired items, mission results and soldier stats.<br />
| align="center" | [[Image:AAR 1 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Alien Terror Mission (EU2012)]] <br />
| align="center" | Terror Mission Page<br />
| align="center" | [[Image:BAR TERROR (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| rowspan="2" align="center" | Interrogations<br />
| align="center" | [[Interrogate Floater (EU2012)]] <br />
| align="center" | The results of interrogating a Floater in Enemy Unknown<br />
| align="center" | [[Image:Floater 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Interrogate Sectoid (EU2012)]] <br />
| align="center" | The results of interrogating a Sectoid in Enemy Unknown<br />
| align="center" | [[Image:Sectoid 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|}<br />
===Others===<br />
*[[Ethereal (Bureau)]];<br><br />
*[[Dispatch Mission (Bureau)]];<br><br />
*[[Minor Operation (Bureau)]];<br><br />
*[[Difficulty (Bureau)]];<br><br />
*[[Interrogate Heavy Floater (EU2012)]] [[Image:Heavy Floater 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Berserker (EU2012)]] [[Image:Berserker 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Muton Elite (EU2012)]] [[Image:Elite Muton 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Ethereal (EU2012)]] [[Image:Ethereal 2 (EU2012).png|30px]];<br><br />
*[[Barracks (EU2012)]] – Recreated from a Redirect Page [[Image:barracksEU2012.jpg|50px]];<br><br />
*[[Memorial (EU2012)]];<br><br />
*[[Meld Canister (EU2012)]] [[Image:Meld 2 (EU2012).png|50px]];<br><br />
*[[Codebreaker DLC (Bureau)]];<br><br />
*[[Hangar 6: R&D DLC (Bureau)]];<br></div>Ditto51https://www.ufopaedia.org/index.php?title=Soldiers_(EU2012)&diff=65883Soldiers (EU2012)2015-06-19T11:51:40Z<p>Ditto51: /* Ranks */</p>
<hr />
<div>[[Image:barracksEU2012.jpg|thumb|right|300px|The Barracks, where soldiers rest, relax and recover.]]<br />
[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]<br />
Soldiers are your most important and valuable unit in ''[[EU (2012)|Enemy Unknown 2012]]'' and their death on the battlefield is permanent. Soldiers have distinct [[Classes (EU2012)|classes]] and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]'s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. [[XCOM (EU2012)|XCOM]] soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific [[Squads (EU2012)|squad]] abilities. It is also possible to customize your soldiers' name, [[Nicknames (EU2012)|nickname]] and physical appearance.<br />
<br />
__TOC__<br />
<br />
You may increase your combat troops through the following:<br />
* By hiring them through the Barracks facility (and sacking them as well). <br />
* By receiving soldiers of specific class/rank (will be one rank below the highest-ranked soldier you already have for that class) as a [[The Council (EU2012)|Council]] reward for the completion of specific [[Missions (EU2012)|combat missions]]. You get to select how they skill up.<br />
** Special cases are Zhang in Slingshot and Annette and 'The Furies' in Progeny.<br />
* Finally there are also 'XCOM [[Hero (EU2012)|heroes]]' - those are beefed up soldiers you can unlock as an Easter Egg but unlocking will disable the [[Achievements (EU2012)|achievement]] score. <br />
<br />
==Attributes==<br />
{{Col}}<br />
===Status===<br />
* Status<br />
** Active<br />
** On Mission<br />
** Wounded<br />
** Gravely Wounded<br />
<!-- ** Tired (unconfirmed)<br />
** Exhausted (unconfirmed) --><br />
** KIA<br />
** Psionic Testing<br />
* Number of Missions<br />
* Number of Kills<br />
{{ColBreak}}<br />
<br />
=== Customizable ===<br />
* First and Last Name<br />
* [[Nicknames (EU2012)|Nickname]] (earned at Sergeant rank)<br />
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair<br />
* [[Armor (EU2012)|Armor]] Appearance and Color (Pre-Order perk)<br />
{{ColBreak}}<br />
<br />
=== Locked ===<br />
* Gender (Male/Female)<br />
* Rank (see below)<br />
* [[Soldiers (EU2012)#Nationality|Country]]<br />
* [[Classes (EU2012)|Class]]<br />
* [[Stats (EU2012)|Stats]]<br />
** [[Chance to Hit (EU2012)|Aim]] <br />
** [[Defense (EU2012)|Defense]]<br />
** Will<br />
** Health Points (HPs)<br />
** [[Movement (EU2012)|Movement]] (Hidden)<br />
{{EndCol}}<br />
<br />
=== Nationality ===<br />
''Point on flag for country name.''<br />
<br />
'''Africa'''<br />
<br />
[[image:Flag_of_Egypt.png|40px| Egypt]]<br />
[[image:Flag_of_Nigeria.png|40px| Nigeria]]<br />
[[image:Flag_of_South_Africa.png|40px| South Africa]]<br />
<br />
'''Asia'''<br />
<br />
[[image:Flag_of_Australia.png|40px| Australia]] <br />
[[image:Flag_of_China.png|40px| China]]<br />
[[image:Flag_of_ India.png|40px| India]]<br />
[[image:Flag_of_Israel.png|40px| Israel]]<br />
[[image:Flag_of_Japan.png|40px| Japan]]<br />
[[image:Flag_of_Saudi_Arabia.png|40px| Saudi Arabia (EU only)]]<br />
[[image:Flag_of_South_Korea.png|40px| South Korea]]<br />
<br />
'''Europe'''<br />
<br />
[[image:Flag_of_Belgium.png||40px| Belgium]] <br />
[[image:Flag_of_France.png|40px| France]]<br />
[[image:Flag_of_Germany.png|40px| Germany]]<br />
[[image:Flag_of_Greece.png|40px| Greece]]<br />
[[image:Flag_of_ Ireland.png|40px| Ireland]]<br />
[[image:Flag_of_Italy.png|40px| Italy]]<br />
[[image:Flag_of_Netherlands.png|40px| Netherlands]]<br />
[[image:Flag_of_Norway.png|40px| Norway]]<br />
[[image:Flag_of_Poland.png|40px| Poland (EW DLC only)]]<br />
[[image:Flag_of_Russia.png|40px| Russia]]<br />
[[image:Flag_of_Scotland.png|40px| Scotland]]<br />
[[image:Flag_of_Spain.png|40px| Spain]]<br />
[[image:Flag_of_Sweden.png|40px| Sweden]]<br />
[[image:Flag_of_UK.png|40px| United Kingdom]]<br />
[[image:Flag_of_Ukraine.png|40px| Ukraine]]<br />
<br />
'''North America'''<br />
<br />
[[image:Flag_of_Canada.png|40px| Canada]] <br />
[[image:Flag_of_Mexico.png|40px| Mexico]]<br />
[[image:Flag_of_USA.png|40px| USA]]<br />
<br />
'''South America'''<br />
<br />
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]<br />
[[image:Flag_of_Brazil.png|40px| Brazil]]<br />
<br />
Poland has replaced Saudi Arabia on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
<br />
==Classes==<br />
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on [[Weapons (EU2012)|weapons]]/[[Equipment (EU2012)|equipment]] they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.<br />
<br />
<table class="wikitable" style="text-align:center;" width="100%"><br />
{| class="wikitable" width="100%" <br />
|+ Class Comparison<br />
|- <br />
! width="10%" align="center" | Class <br />
! width="10%" align="center" | Description<br />
! width="10%" align="center" | Move and Fire<br />
! width="10%" align="center" | Firepower<br />
! width="10%" align="center" | Aim <br />
! width="10%" align="center" | Critical Hit Chance <br />
! width="10%" align="center" | Primary Ability <br />
! width="10%" align="center" | Primary Weapon<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[File:RANK_ROOKIE.png|left|24px]]'''Rookie''' || align="center" | Basic unit || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | None || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | [[File:CLASS_ASSAULT.png|left|24px]]'''Assault''' || align="center" | Close combat unit || align="center" | Yes || align="center" | Normal || align="center" | Normal || align="center" | High || align="center" | Run & Gun ||align="center" | [[Shotgun (EU2012)|Shotgun]]<br>[[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | [[File:CLASS_HEAVY.png|left|24px]]'''Heavy''' || align="center" | High-caliber and explosive firepower || align="center" | Yes || align="center" | High || align="center" | Normal || align="center" | Normal || align="center" | Rocket Launcher || align="center" | [[LMG (EU2012)|LMG]]<br />
|-<br />
| align="center" | [[File:CLASS_SNIPER.png|left|24px]]'''Sniper''' || align="center" | Long-range accurate fire || align="center" | No || align="center" | Normal || align="center" | High || align="center" | High || align="center" | Headshot ||align="center" | [[Sniper Rifle (EU2012)|Sniper Rifle]]<br />
|-<br />
| align="center" | [[File:CLASS_SUPPORT.png|left|24px]]'''Support''' || align="center" | Jack of all trades || align="center" | Yes|| align="center" | Normal || align="center" | Normal || align="center" | Normal || align="center" | Smoke Grenade || align="center" | [[Assault Rifle (EU2012)|Assault Rifle]]<br />
|-<br />
| align="center" | [[File:CLASS_PSIONIC.png|left|24px]]'''Psionic''' *|| align="center" | Mental powers || align="center" | * || align="center" | * || align="center" | * || align="center" | * || align="center" | Mindfray || align="center" | *<br />
|-<br />
| align="center" | [[File:CLASS_MECH.png|left|24px]]'''MEC Trooper''' **|| align="center" | Armored unit || align="center" | Yes || align="center" | High || align="center" | ** || align="center" | ** || align="center" | Collateral Damage || align="center" | [[Minigun (EU2012)|Minigun]]<br />
|-<br />
|}<br />
<nowiki>* Psionic class is a sub-class build from existing soldiers so it's stats will be based on the starting class.</nowiki><br><br />
<nowiki>**</nowiki> MEC Trooper is a new class introduced in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. MECs can be made from any existing class and they have a passive ability based on its former class. <br />
<br />
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.<br />
<br />
==Ranks==<br />
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies' stats start at the following base values:<br />
{| class="wikitable" style="text-align: center;"<br />
|+ Rookie stats <br />
! width="75px" | !! width="75px" | Easy !! width="75px" | Normal !! width="75px" | Classic !! width="75px" | Impossible<br />
|-<br />
| '''Health''' * || 6 || 5 || 4 || 3<br />
|-<br />
| '''Will''' || 40 || 40 || 40 || 40<br />
|-<br />
| '''Offense<br>Aim''' || 65 || 65 || 65 || 65<br />
|-<br />
| '''Defense''' || 0 || 0 || 0 || 0<br />
|}<br />
<br />
<nowiki>*</nowiki> This is the base health stat for all new recruits, however, the standard XCOM armor grants 1 plus HP, as such, the base HP levels for all soldiers without armor will be these values +1.<br />
With the '''Second Wave''' option '''Not Created Equal''', all soldiers will have Will scores between 25 to 59, [[Aim (EU2012)|Aim]] of 55 to 80 and 11 to 14 Movement scores.<br />
<br />
Once a rookie is promoted, they then get the following stat bonuses:<br />
{| class="wikitable" width="100%" <br />
|+ Class, Rank and Stats Bonuses<br />
|- <br />
! width="100px" align="center" | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[File: CLASS ASSAULT.png|left|24px]]'''Assault''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 4<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 24<br>Will + 14''<br />
|-<br />
| align="center" | [[File: CLASS HEAVY.png|left|24px]]'''Heavy''' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
| align="center" | [[File: CLASS SNIPER.png|left|24px]]'''Sniper''' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 4<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 7<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 10<br>Will + 2'' || align="center" | ''Health Points + 3<br>Aim + 40<br>Will + 14''<br />
|-<br />
| align="center" | [[File: CLASS SUPPORT.png|left|24px]]'''Support''' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 5<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 25<br>Will + 14''<br />
|-<br />
| align="center" | [[File: CLASS MECH.png|left|24px]]'''MEC Trooper''' || align="center" | ''Health Points + 1<br>Aim + 0<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 1<br>Will + 2'' || align="center" | ''Health Points + 0<br>Aim + 1<br>Will + 2''|| align="center" | ''Health Points + 1<br>Aim + 2<br>Will + 2''|| align="center" | ''Health Points + 0<br>Aim + 2<br>Will + 2'' || align="center" | ''Health Points + 1<br>Aim + 3<br>Will + 2'' || align="center" | ''Health Points + 4<br>Aim + 10<br>Will + 14''<br />
|-<br />
|}<br />
<br />
In addition to the fixed stat bonuses above, there is a random 0-4 bonus (average 2.0) for willpower at each level. If the Iron Will upgrade was purchased at the OTS, another 2-6 willpower (average 4.0) is added. Thus with Iron Will, there is a 2-10 bonus (average 6.0) for willpower at each level. The maximum possible willpower with Iron Will is 124 (40+14+7*(4+6)), but it is nearly impossible to achieve because it would require 14 maximal die rolls (assuming a simple random roll is used).<br />
<br />
With the '''Second Wave''' option '''Hidden Potential''' (and the Iron Will purchase), all classes can potentially get Will gains up to 13 points, and different/random HP, movement and Aim gains (except for heavies, which will always get little to no Aim gains).<br />
<br />
==Promotions==<br />
<br />
===XP Requirements===<br />
In order to progress in ranks a XCOM soldier has gain experience points (XP) up to a certain level. Experience points can be gained by killing [[Aliens (EU2012)|aliens]] (with the higher species worth more points) and by completing [[Missions (EU2012)|missions]]. It is also possible to purchase the '''Wet Work''' ability from the [[OTS (EU2012)|Officer Training School]], which gives an additional +25% points gained from kills.<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ XP Required per Rank<br />
! width="100px" | Rank !! width="120px" | Points Required || Points Required (EW DLC)<br />
|-<br />
| align="left" |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0<br />
|-<br />
| align="left" |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90<br />
|-<br />
| align="left" |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480<br />
|-<br />
| align="left" |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700<br />
|-<br />
| align="left" |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925<br />
|-<br />
| align="left" |[[File:RANK CAPTAIN.png|24px]] Captain || 1100 || 1380<br />
|-<br />
| align="left" |[[File:RANK MAJOR.png|24px]] Major || 1560 || 1840<br />
|-<br />
| align="left" |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50<br />
|-<br />
| align="left" |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120<br />
|}<br />
<br />
<nowiki>*</nowiki> After their Gift being revealed on the [[Psi Lab (EU2012)|Psi Lab]], Psionic soldiers are required to perform specific Psionic actions to be promoted.<br />
<br />
===Earning XPs===<br />
<br />
{| class="wikitable" style="text-align: center;"<br />
|+ XP Gained per Action<br />
! width="100px" | Action !! width="100px" | Points Earned<br />
|-<br />
| [[Aliens (EU2012)|Alien]] Kill || 30/60<sup>1</sup><br />
|-<br />
| Regular Missions || 60/90<sup>1</sup><br />
|-<br />
| [[Storyline (EU2012)|Storyline]] Missions || 120/180<sup>1</sup><br />
|-<br />
| Zero KIAs || 20<br />
|-<br />
| Resist Psi Attack || 10<sup>2</sup><br />
|-<br />
| Successful Mindfray || 20<sup>2</sup><br />
|-<br />
| Successful Mind Inspiration || 30<sup>2</sup><br />
|-<br />
| Assist Mind Inspiration || 30<sup>2</sup><br />
|-<br />
| Successful Psi Panic || 30<sup>2</sup><br />
|-<br />
|}<br />
<br />
<sup>1</sup> Additional XP is earned if the soldier has a rank of Sergeant or less and kills any of the following alien species during the [[Missions (EU2012)|mission]]:<br />
* [[Sectoid Commander (EU2012)|Sectoid Commander]]<br />
* [[Ethereal (EU2012)|Ethereal]]<br />
* [[Chryssalid (EU2012)|Chryssalid]]<br />
* [[Sectopod (EU2012)|Sectopod]]<br />
* [[Muton Elite (EU2012)|Muton Elite]]<br />
* [[Berserker (EU2012)|Berserker]]<br />
<sup>2</sup> [[Psionic (EU2012)|Psionic]] actions.<br />
<br />
Source: XComGame.upk, XGTacticalGameCore class<br />
<br />
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Supplemental'''<br />
* MEC soldiers gain only 50% of the normal experience points received through kills. <br />
* The Star of Terra [[Medals (EU2012)|medal]] gives also a +25% bonus increase on experience gain from completing a mission, if the soldier's rank is below Lieutenant.<br />
* Vehicles blowing up and killing aliens are credited to the soldier who set the vehicle on fire. As this is entertaining, more research is needed to determine if it is only the first soldier that hits a vehicle who gets credit for the fire-kill, or if it's the last soldier to hit the vehicle, or even multiple credit can be gained.<br />
* [[Covert Operations (EU2012)|Covert Operations]] missions seem to give extra XPs to the [[Covert Operative (EU2012)|Covert Operative]], although the mechanic is still unknown. <br />
* According to reports, the higher alien ranks don't give the double XPs as they did before, although it is unknown what are the new conditions.<br />
<br />
==Abilities/Perks==<br />
Perks are special [[Abilities (EU2012)|abilities]] given to specific [[Classes (EU2012)|classes]] or the entire [[Squads (EU2012)|squad]]. They can be acquired through the following:<br />
* Soldier can choose between two specific class abilities upon promotion (exclusively).<br />
* Purchased through the [[OTS (EU2012)|Officer Training School]] (require presence of high rank officer(s)) .<br />
* [[Equipment (EU2012)|Equipment]], [[Research (EU2012)|research]], and [[Engineering (EU2012)|upgrades]] may also provide additional abilities for your squad.<br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Talk:Info_(XCOM2)&diff=65862Talk:Info (XCOM2)2015-06-17T13:37:34Z<p>Ditto51: /* New Section/Table */</p>
<hr />
<div>==New Section/Table==<br />
Right, time to start thinking about the format for the new game. The obvious reference would be to adapt the [[EU2012 Table]] but what about the individual pages? Any suggestions for improvements? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 12:33, 16 June 2015 (EDT)<br />
: I guess make overview pages (like a list of aliens), but leave the indivual pages like for each alien and what not until we have more information.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 09:37, 17 June 2015 (EDT)</div>Ditto51https://www.ufopaedia.org/index.php?title=User:Hobbes/Sandbox_page/Alien_Missions_(EU)&diff=62575User:Hobbes/Sandbox page/Alien Missions (EU)2014-12-29T14:30:30Z<p>Ditto51: Fixing a double redirect found at Special:DoubleRedirects</p>
<hr />
<div>#REDIRECT [[Alien Missions in Enemy Unknown (OpenXcom)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Template:Batle_Scanner(Long_War)&diff=60605Template:Batle Scanner(Long War)2014-10-30T14:43:26Z<p>Ditto51: fixing double redirect</p>
<hr />
<div>#REDIRECT [[Template:Battle Scanner (Long War)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Alien_Stats_(EU2012)&diff=59411Alien Stats (EU2012)2014-09-06T18:06:42Z<p>Ditto51: /* Alien Stats Table */ wikilinks and correcting Floater health on easy from 3 to 4</p>
<hr />
<div>=Alien Stats Table=<br />
<div style="text-align: center;"><br />
{| class="wikitable" width="100%" style="text-align: center<br />
|- <br />
! width="15%" | Name <br />
! width="8%" | HP<br />
! width="8%" | Aim<br />
! width="8%" | Defense<br />
! width="8%" | Will<br />
! width="8%" | Movement<br />
! width="8%" | Critical Chance<br />
! width="8%" | Damage<br />
! width="33%" | Notes<br />
|-<br />
|[[Sectoid (EU2012)|Sectoid]]<br />
|3/3/3/4<br />
|65/65/75/75<br />
|0<br />
|10<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|Target of a Mind Merge gains one extra health, healed effectively. Increases Critical Hit chance(+25%) and Will (+25) too.<br />
|-<br />
|[[Outsider (EU2012)|Outsider]]<br />
|3/3/5/5<br />
|70/70/80/90<br />
|0/0/10/10<br />
|20<br />
|12/12/17/17<br />
|0/0/10/10<br />
|NC<br />
|<br />
|- <br />
|[[Thin Man (EU2012)|Thin Man]]<br />
|3/3/4/6<br />
|65/65/75/75<br />
|0<br />
|15<br />
|15<br />
|0/0/10/10<br />
| -2/-2/NC/NC<br />
|Immune to poison. <br />
|-<br />
|[[Floater (EU2012)|Floater]]<br />
|4/4/4/6<br />
|50/50/60/60<br />
|0<br />
|10<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|Flying (35 fuel)<br />
|-<br />
|[[Chryssalid (EU2012)|Chryssalid]]<br />
|8/8/8/8<br />
|Melee<br />
|10<br />
|120<br />
|20<br />
|0/0/10/10<br />
|NC/NC/+2/+2<br />
|Hardened. Immune to stun and poison.<br />
|-<br />
|[[Zombie (EU2012)|Zombie]]<br />
|10/10/10/14<br />
|Melee<br />
|0<br />
|120<br />
|8<br />
|0/0/10/10<br />
|NC/NC/+2/+4<br />
|Immune to stun and poison. <br />
|-<br />
|[[Muton (EU2012)|Muton]]<br />
|8/8/10/10<br />
|70/70/80/80<br />
|10<br />
|10<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|Blood Call gives +10 Aim/Will and +4 Movement. <br />
|-<br />
|[[Drone (EU2012)|Drone]]<br />
|3/3/5/7<br />
|60/60/70/70<br />
|10<br />
|0<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|Hardened, Robotic, Flying (35 fuel).<br />
|-<br />
|[[Cyberdisc (EU2012)|Cyberdisc]]<br />
|16/16/20/20<br />
|70/70/80/80<br />
|10<br />
|0<br />
|18<br />
|0/0/10/10<br />
|NC<br />
|Flying (35 fuel), Robotic, Hardened while in Close form.<br />
|-<br />
|[[Sectoid Commander (EU2012)|Sectoid Commander]]<br />
|10/10/14/14<br />
|85/85/95/95<br />
|20<br />
|90/90/115/125<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|<br />
|-<br />
|[[Berserker (EU2012)|Berserker]]<br />
|20/20/20/25<br />
|Melee<br />
|20<br />
|80<br />
|17<br />
|0/0/10/10<br />
|NC/NC/+1/+3<br />
|Hardened.<br />
|-<br />
|[[Sectopod (EU2012)|Sectopod]]<br />
|30/30/30/30<br />
|80/80/90/90<br />
|30<br />
|0<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|Hardened, Robotic.<br>On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] all incoming damage is reduced by 50%.<br />
|-<br />
|[[Heavy Floater (EU2012)|Heavy Floater]]<br />
|12/12/14/16<br />
|70/70/80/80<br />
|10<br />
|25<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|Flying (35 fuel).<br />
|-<br />
|[[Muton Elite (EU2012)|Muton Elite]]<br />
|14/14/14/18<br />
|80/80/90/100<br />
|20/20/30/30<br />
|20<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|HPs increased to 18 (Classic) and 20 (Impossible) on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]].<br />
|-<br />
|[[Ethereal (EU2012)|Ethereal]]<br />
|20/20/20/25<br />
|100<br />
|40<br />
|120/120/145/155<br />
|12<br />
|0/0/10/10<br />
|NC<br />
|Hardened.<br />
|-<br />
|[[Uber Ethereal (EU2012)|Uber Ethereal]]<br />
|25/25/25/30<br />
|120<br />
|40/40/40/50<br />
|150/150/150/160<br />
|12<br />
|0/0/10/20<br />
|NC<br />
|Hardened.<br />
|-<br />
|[[Mechtoid (EU2012)|Mechtoid]] ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])<br />
|16/20/22/24<br />
|60/70/80/80<br />
|10<br />
|0<br />
|14<br />
|0/0/15/15<br />
| -1/NC/NC/NC<br />
|Hardened, Robotic.<br>Sectoids can Mind Merge, giving it a 6 HP shield that reduces all incoming damage by 50%.<br />
|-<br />
|[[Seeker (EU2012)|Seeker]] ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])<br />
|4/5/5/6<br />
|65/65/75/75<br />
|10/10/20/20<br />
|0<br />
|12/14/14/14<br />
|0/0/10/10<br />
|NC<br />
|Hardened, Robotic.<br />
|- align="left" <br />
| colspan="9" |* Values separated by slashes indicate the changes on difficulty levels (Easy/Normal/Classic/Impossible)<br>* Damage refers to outgoing damage (upon its target). NC = No Change<br>* Melee attacks always hit.<br>* Hardened reduces critical chance by 60% against the target. (100% if Absolutely Critical is active).<br>* Robotic units are immune to Poison, Stun and most Psionic attacks.<br>* Flying units have an additional +20 Defense.<br />
|}<br />
</div><br />
<br />
<br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=User:Ditto51&diff=59092User:Ditto512014-08-22T13:51:17Z<p>Ditto51: /* Pages made by me include: */ updates</p>
<hr />
<div>__NOTOC__<br />
__NOTITLE__<br />
[[Image:snakeman.png|left|100px]] [[Image:floater.png|right|100px]] <center><span style="color: green;"><big><big><big><big><big><big>'''''Ditto51'''''</big></big></big></big></big></big></span></center><br />
==About Me==<br />
<br />
My real name is Tom and I am currently writing a small story that involves the [[Alien Life Forms|aliens]] that live on Mars returning to make a second attempt at taking over the Earth.<br />
<br clear="left"><br />
===The book===<br />
The book revolves around three simultaneous alien invasions, the most brutal of which is committed by our friendly friends who live on Mars, an are now named after the area of their originally base, [[Cydonia]]. Cydonia used to be the crown jewel of [[Mars]] when the [[Snakeman|Snakemen]] [[Image:snakeman.png|25px]] were in control of the planet before they were exterminated for the failure of the [[Background (Enemy Unknown)|first alien invasion]] in [[X-COM|1999]]<br />
<br />
[http://www.fanfiction.net/s/9694637/1/X-COM-of-2010 Click here to go to my Fanfiction account] X-COM in 2010 has the three main X-COM related chapters, one about [[Floater|Pink, Floating Fairies]], another about the [[Sectoid]]s and the final one that is about the [[Uber Ethereal (EU2012)|Uber Ethereal's]] inner most thoughts after a string of recent losses to the main characters. <small>(None of these apply to the main book as of the most recent draft)</small><br />
<br />
You can also find me on [http://bulbapedia.bulbagarden.net/wiki/User:Ditto51 Bulbapedia], [http://en.wikipedia.org/wiki/User:Ditto51 Wikipedia] or [http://www.ssbwiki.com/index.php?title=User:Ditto51 the Super Smash Wiki]<br />
<br />
===Achievements===<br />
{|align="center" width="100%" class="toccolours" style="text-align: center;" cellpadding="2"<br />
!align=left style="background:#158476" width="9%"|<center>'''3180 [[File:Gamescore.png]]''' <br> '''123 out of 126''' </center><br />
|align="center" style="background: #158476;" colspan="4"|'''My Achievements'''<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)|Enemy Unknown]]<br>950 [[File:Gamescore.png]]<br>52 out of 55'''</center></small><br />
|[[File:No Looking Back (EU2012).jpg|50px]] • [[File:Earth First (EU2012).jpg|50px]] • [[File:Rising Dragon (EU2012).jpg|50px]] • [[File:Edison (EU2012).jpg|50px]] • [[File:Xavier (EU2012).jpg|50px]] • [[File:Hunter Killer (EU2012).jpg|50px]] • [[File:The Bigger They Are (EU2012).jpg|50px|]] • [[File:All Aboard (EU2012).jpg|50px]] • [[File:Bait the Hook (EU2012).jpg|50px]] • [[File:New Friend (EU2012).jpg|50px|]] • [[File:Aint No Cavalry Comin (EU2012).jpg|50px]] • [[File:Angel of Death (EU2012).jpg|50px]] • [[File:Shooting Stars (EU2012).jpg|50px]] • [[File:Meet New People Then Kill Them (EU2012).jpg|50px]] • [[File:Lone Wolf (EU2012).jpg|50px]] •<br />
<br />
[[File:Bubonic (EU2012).jpg|50px]] • [[File:Skunkworks (EU2012).jpg|50px]] • [[File:You Have 5 Seconds to Comply (EU2012).jpg|50px]] • [[File:Humanitys Savior (EU2012).jpg|50px]] • [[File:Pale Horse (EU2012).jpg|50px]] • [[File:The Volunteer (EU2012).jpg|50px]] • [[File:Man No More (EU2012).jpg|50px]] • [[File:Theory (EU2012).jpg|50px]] • [[File:On the Shoulders of Giants (EU2012).jpg|50px]] • [[File:All Employees Must Wash Hands (EU2012).jpg|50px]] • [[File:And Hells Coming With Me (EU2012).jpg|50px]] • [[File:See All Know All (EU2012).jpg|50px]] • [[File:Beyond the Veil (EU2012).jpg|50px]] • [[File:One Gun at a Time (EU2012).jpg|50px]] • [[File:Ride the Lightning (EU2012).jpg|50px]] •<br />
<br />
[[File:Flight of the valkyries (EU2012).jpg|50px]] • [[File:Oppenheimer (EU2012).jpg|50px]] • [[File:Off My Planet (EU2012).jpg|50px]] • [[File:Drums in the Deep (EU2012).jpg|50px]] • [[File:Worth Every Penny (EU2012).jpg|50px]] • [[File:Bada Boom (EU2012).jpg|50px]] • [[File:Welcoming Committee (EU2012).jpg|50px]] • [[File:And Practice (EU2012).jpg|50px]] • [[File:All Together Now (EU2012).jpg|50px]] • [[File:The Hardest Road (EU2012).jpg|50px]] • [[File:Happy to Oblige (EU2012).jpg|50px]] • [[File:As A Scalpel (EU2012).jpg|50px]]• [[File:X Marks the Spot (EU2012).jpg|50px]] • [[File:The Gatekeeper (EU2012).jpg|50px]] • [[File:Prisoner of War (EU2012).jpg|50px]] •<br />
<br />
[[File:Up and Running (EU2012).jpg|50px]] • [[File:Tables Turned (EU2012).jpg|50px]] • [[File:Eye in the Sky (EU2012).jpg|50px]] • [[File:Combat Ready (EU2012).jpg|50px]] • [[File:What Wonders Await (EU2012).jpg|50px]] • [[File:We Happy Few (EU2012).jpg|50px]] • [[File:And So It Begins (EU2012).jpg|50px]] •<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)#Enemy Within DLC|Enemy Within]]<br>1000 [[File:Gamescore.png]]<br>30 out of 30'''</center></small><br />
|[[File:An Army Of Four (EU2012).jpg|50px]] • [[File:Guardian of Earth (EU2012).jpg|50px]] • [[File:Mental Minefield (EU2012).jpg|50px]] • [[File:Anger Management (EU2012).jpg|50px]] • [[File:Mutatis Mutandis (EU2012).jpg|50px]] • [[File:Steel Martyr (EU2012).jpg|50px]] • [[File:Enemy Within (EU2012).jpg|50px]] • [[File:Rise of the Machines (EU2012).jpg|50px]] • [[File:By Our Powers Combined (EU2012).jpg|50px]] • [[File:The Meld Squad (EU2012).jpg|50px]] • [[File:Apotheosis Denied (EU2012).jpg|50px]] • [[File:Pain in the Neck (EU2012).jpg|50px]] • [[File:Where in The World (EU2012).jpg|50px]] • [[File:Ours are The Furies (EU2012).jpg|50px]] • [[File:Someone Your Own Size (EU2012).jpg|50px]] •<br />
<br />
[[File:Solid Prospect (EU2012).jpg|50px]] • [[File:Regenerate This (EU2012).jpg|50px]] • [[File:Tingling Sensation (EU2012).jpg|50px]] • [[File:G’day (EU2012).jpg|50px]] • [[File:They Shall Not Pass (EU2012).jpg|50px]] • [[File:All Hands on Deck (EU2012).jpg|50px]] • [[File:Shieldbuster (EU2012).jpg|50px]] • [[File:Elite Defense (EU2012).jpg|50px]] • [[File:Remington (EU2012).jpg|50px]] • [[File:Nice Cover (EU2012).jpg|50px]] • [[File:Mind the Step (EU2012).jpg|50px]] • [[File:Zom-B-Gone (EU2012).jpg|50px]] • [[File:Taking A Load Off (EU2012).jpg|50px]] • [[File:A Little Bit Alien (EU2012).jpg|50px]] • [[File:Who Needs Limbs (EU2012).jpg|50px]] • <br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (Bureau)|The Bureau: XCOM Declassified]]<br>1230 [[File:Gamescore.png]]<br>41 out of 41'''</center></small><br />
|[[File:Vigilo Confido (Bureau).jpg|50px]] • [[File:Enemy Within (Bureau).jpg|50px]] • [[File:They Wont Know What Hit Them (Bureau).jpg|50px]] • [[File:Spring Cleaning (Bureau).jpg|50px]] • [[File:Let the Boys Have Their Fun (Bureau).jpg|50px]] • [[File:Welcome to Earth (Bureau).jpg|50px]] • [[File:Conscientious Objector (Bureau).jpg|50px]] • [[File:Its In The Air (Bureau).jpg|50px]] • [[File:No One Left Behind (Bureau).jpg|50px]] • [[File:Only a Man (Bureau).jpg|50px]] • [[File:Drive Through (Bureau).jpg|50px]] • [[File:Know Your Groceries (Bureau).jpg|50px]] • [[File:Mind Blown (Bureau).jpg|50px]] • [[File:Conduit Connection (Bureau).jpg|50px]] • [[File:The Last Suit You'll Ever Wear (Bureau).jpg|50px]] •<br />
<br />
[[File:We Will Fight Like Lions!.jpg|50px]] • [[File:Sight Beyond Sight (Bureau).jpg|50px]] • [[File:The Fat Lady Has Sung (Bureau).jpg|50px]] • [[File:Ready for Anything (Bureau).jpg|50px]] • [[File:Exorcised the Demon (Bureau).jpg|50px]] • [[File:... And the Body Dies (Bureau).jpg|50px]] • [[File:Clever Girl (Bureau).jpg|50px]] • [[File:Don't Run. You'll Just Die Tired (Bureau).jpg|50px]] • [[File:Can't Be Everywhere at Once (Bureau).jpg|50px]] • [[File:Top. Men. (Bureau).jpg|50px]] • [[File:See the World They Said... (Bureau).jpg|50px]] • [[File:A Story of Axis and Allies (Bureau).jpg|50px]] • [[File:Bursting the Bubble (Bureau).jpg|50px]] • [[File:What Are You Without Your Armor (Bureau).jpg|50px]] • [[File:A Dish Best Served Cold (Bureau).jpg|50px]] •<br />
<br />
[[File:I've Seen Better, But not Many (Bureau).jpg|50px]] • [[File:The Devil's Tower (Bureau).jpg|50px]] • [[File:Leader of Man (Bureau).jpg|50px]] • [[File:Glad My Trust Wasn't Misplaced (Bureau).jpg|50px]] • [[File:Always Team (Bureau).jpg|50px]] • [[File:Not Playing Favorites (Bureau).jpg|50px]] • [[File:So Just Let Me Introduce Myself.jpg|50px]] • [[File:Is He Old Enough to Drive (Bureau).jpg|50px]] • [[File:Bringing Down Goliath (Bureau).jpg|50px]] • [[File:Dead Head (Bureau).jpg|50px]] • [[File:All That Remains.jpg|50px]] •<br />
|}<br />
<br />
==Pages made by me include:==<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="10%" align="center" | Type <br />
! width="10%" align="center" | Page Name <br />
! width="30%" align="center" | Description<br />
! width="35%" align="center" | Image <br />
! width="10%" align="center" | Notes<br />
! width="5%" align="center" | Date Created<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" colspan="2" |[[Base Farming]] <br />
| align="center" | {{:Base Farming}}<br />
| align="center" | [[Image:floater.png|150px]]<br />
| align="center" | ''Now Combined with [[User:Zarn|Zarn's]] Supply Ship Smash and Grab Page''<br />
| align="center" | 19th June 2012<br />
|-<br />
| rowspan="2" align="center" | Achievements<br />
| align="center" | [[Achievements (EU2012)]] <br />
| align="center" | Achievements for XCOM: Enemy Unknown<br />
| rowspan="2" align="center" | [[Image:Gamescore.png|50px]]<br />
| align="center" | -<br />
| align="center" | 30th October 2012<br />
|-<br />
| align="center" | [[Achievements (Bureau)]] <br />
| align="center" | Achievements for The Bureau: XCOM Declassified<br />
| align="center" | -<br />
| align="center" | 17th August 2013<br />
|-<br />
| rowspan="2" align="center" | Mission<br>Related<br />
| align="center" | [[After Action Report (EU2012)]] <br />
| align="center" | The After Action Report from XCOM: Enemy Unknown that shows the acquired items, mission results and soldier stats.<br />
| align="center" | [[Image:AAR 1 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Alien Terror Mission (EU2012)]] <br />
| align="center" | Terror Mission Page<br />
| align="center" | [[Image:BAR TERROR (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| rowspan="2" align="center" | Interrogations<br />
| align="center" | [[Interrogate Floater (EU2012)]] <br />
| align="center" | The results of interrogating a Floater in Enemy Unknown<br />
| align="center" | [[Image:Floater 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Interrogate Sectoid (EU2012)]] <br />
| align="center" | The results of interrogating a Sectoid in Enemy Unknown<br />
| align="center" | [[Image:Sectoid 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|}<br />
===Others===<br />
*[[Ethereal (Bureau)]];<br><br />
*[[Dispatch Mission (Bureau)]];<br><br />
*[[Minor Operation (Bureau)]];<br><br />
*[[Difficulty (Bureau)]];<br><br />
*[[Interrogate Heavy Floater (EU2012)]] [[Image:Heavy Floater 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Berserker (EU2012)]] [[Image:Berserker 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Muton Elite (EU2012)]] [[Image:Elite Muton 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Ethereal (EU2012)]] [[Image:Ethereal 2 (EU2012).png|30px]];<br><br />
*[[Barracks (EU2012)]] – Recreated from a Redirect Page [[Image:barracksEU2012.jpg|50px]];<br><br />
*[[Memorial (EU2012)]];<br><br />
*[[Meld Canister (EU2012)]] [[Image:Meld 2 (EU2012).png|50px]];<br><br />
*[[Codebreaker DLC (Bureau)]];<br><br />
*[[Hangar 6: R&D DLC (Bureau)]];<br></div>Ditto51https://www.ufopaedia.org/index.php?title=Base_Farming&diff=59091Base Farming2014-08-22T13:49:55Z<p>Ditto51: </p>
<hr />
<div>Base Farming involves finding an Alien Base and then constructing a base on top of it. Once you have it set up with a radar, stores, men and a Skyranger, you may begin farming off the base's supply drop offs. Between 150 to 900 [[Elerium-115|Elerium]] is worth the -150 points you'll get at the end of the month. And the best part is if you get bored of it then you just attack the base and then dismantle yours so it can be built over another one, and you may have up to seven of these if you do not have Research/Manufacturing/intercept/Radar bases.<br />
<noinclude><br />
==Things you'll need==<br />
* A [[Skyranger]]<br />
* However many [[Soldiers|soldiers]] you wish to train<br />
* [[Weapons#Laser Technology|Laser]] or [[Weapons#Alien Weapons|Plasma Weapons]]<br />
* [[General Stores|Stores for loot]]<br />
* A [[Hyper-wave Decoder]] (If you can’t get it yet, then use a Large Radar but it does not work as well)<br />
* Bring [[Grenade]]s or [[High Explosive]]s as the [[Supply Ship]]s top floor has a maze of corridors on the south end of the ship. Also the leader outside the control room sometimes reacts and shoots you if it is facing that direction. (For another fix to this you could always shoot through the wall to the bridge.)<br />
<br />
==Rules of Farming==<br />
===Alien Race Consideration===<br />
* Obviously don't go for [[Ethereal]]s as they have [[Psionics]], which can get really annoying and drag out the battle.<br />
* Only go for [[Sectoid]]s if you are psionically trained, need a leader for psionics or just want bravery training<br />
* Don't go for [[Muton]]s if you are using [[Weapons#Laser Technology|Laser Weaponry]] is not recommend as lasers are weak against their armour. (If you have Plasma go ahead)<br />
* So that leaves [[Snakeman|Snakemen]] and [[Floater]]s. Snakemen are okay if you are going after the Supply Ships, but bases’ have nasty little [[Chryssalid]]s. (If your men have good reactions and Plasma Weapons then this works fine)<br />
* So for Bases alone, Floaters are Probably best.<br />
* But for [[Supply Ship]]s, Mutons if you have heavy [[Weapons#Alien Weapons|Plasmas]], Floaters because they are weak little things and Snakemen because they do not have Chryssalids with them.<br />
* Mutons also make great PSI improving dummies. Muton bases and Supply Ships are basically just sat their with a sign saying come train here. Train PSI on Supply Ships, and train PSI and Reactions in bases.<br />
<br />
===Terrain Consideration===<br />
* Bases that are East of Europe and West of New Zealand, and in-between the poles to ensure you have a daytime Mission, due to the fact that [[Alien Supply]] missions always occur at the same time.<br />
**Learn the types of terrain so that you can make a educated guess on where to farm from, especially if you have multiple bases from.<br />
<br />
====Ideas from [[User:Zarn|Zarn]]====<br />
*The best choices are flat and level [[Desert Terrain|desert]]s and [[Arctic Terrain|arctic]] terrain. [[Farm Terrain|Farm]]s are acceptable, though you'll have to deal with the barns and stables. [[Jungle Terrain|Jungle]]s, [[Forest Terrain|forest]]s and [[Mountain Terrain|mountain]]s are to be avoided.<br />
**Know the different appearance of sub types of terrains. Deserts may be flat or hilly. Arctic terrain may be solid or puddly:<br />
<center><gallery widths=200px heights=200px perrow=2><br />
Image:Desert terrain types.gif<br />
Image:Arctic terrain types.gif<br />
</gallery></center><br />
**Unless you have [[Flying Suit|flying suit]]s, the puddly ice may present serious obstacles.<br />
**In farm terrain, remember that opening unexpected holes in buildings can be advantageous, and remember to check orchards thoroughly. Alternatively, you may choose to flatten the entire battlefield. If this is your choice you will gain some extra cash from demolishing the 1st level of buildings before the 2nd, as this will prevent the eradication of items that fell from the 2nd floor.<br />
<br />
===Other Recommendations===<br />
* If you are looking to train a few people in particular, in one aspect or another, then pick the appropriate base and alien type and then only stock your [[Skyranger]] with those [[Soldiers|soldiers]] in order to train their [[Experience|particular skill]].<br />
* Only go after Supply Ships if you have a [[Hyper-wave Decoder]], and it is probably more worth it to just destroy the [[Alien Base]]s over trying to farm a base that is being restocked by ships that you can not see.<br />
<br />
====Perfectionist====<br />
*If you hate casualties then just assault the first floor of the [[Supply Ship|UFO]], shoot the Power Sources grab the Erilium and then run back to safety within the Skyranger, (Grab whatever else you desire), and then abort the mission. And then if you get the chance, shoot the UFO out of the sky and raid it again.<br />
<br />
===With the [[UFOextender]] Mod===<br />
*Due to a small bug in the Initial Alien Bases part of the mod, around every four times you place your base, you will end up with alien bases 2, 3, and 4 on top. So grab a Skyranger an orbit around for a little while until you detect them. The morale of the story, place your base on your favourite terrain in the regions specified above.<br />
<br />
==Images Demonstrating this version of Base Farming==<br />
<center><gallery widths=200px heights=200px perrow=4><br />
File:Image 5.jpg|Step 1 of base farming. Find an alien base<br />
File:Image 4.jpg|Step 2 of base farming. Make another base on top of the alien base<br />
File:Image 2.jpg|Step 3 of base farming. Build a the facilities needed. Defend-ability doesn't matter as you are just attacking landed UFOs<br />
File:Image 1.jpg|Step 4 of base farming. Buy and name (Optional) your soldiers, bring in Supplies such as Plasma and Laser and then happy hunting<br />
</gallery></center><br />
<br clear="all"><br />
<br />
[[Category:Missions]]<br />
[[Category: Tactics]]<br />
[[Category:Enemy Unknown/UFO Defense]]<br />
</noinclude></div>Ditto51https://www.ufopaedia.org/index.php?title=User:Ditto51&diff=59089User:Ditto512014-08-22T13:27:18Z<p>Ditto51: /* Achievements */ Yay!!!!! Completed Bureau!!!!!</p>
<hr />
<div>__NOTOC__<br />
__NOTITLE__<br />
[[Image:snakeman.png|left|100px]] [[Image:floater.png|right|100px]] <center><span style="color: green;"><big><big><big><big><big><big>'''''Ditto51'''''</big></big></big></big></big></big></span></center><br />
==About Me==<br />
<br />
My real name is Tom and I am currently writing a small story that involves the [[Alien Life Forms|aliens]] that live on Mars returning to make a second attempt at taking over the Earth.<br />
<br clear="left"><br />
===The book===<br />
The book revolves around three simultaneous alien invasions, the most brutal of which is committed by our friendly friends who live on Mars, an are now named after the area of their originally base, [[Cydonia]]. Cydonia used to be the crown jewel of [[Mars]] when the [[Snakeman|Snakemen]] [[Image:snakeman.png|25px]] were in control of the planet before they were exterminated for the failure of the [[Background (Enemy Unknown)|first alien invasion]] in [[X-COM|1999]]<br />
<br />
[http://www.fanfiction.net/s/9694637/1/X-COM-of-2010 Click here to go to my Fanfiction account] X-COM in 2010 has the three main X-COM related chapters, one about [[Floater|Pink, Floating Fairies]], another about the [[Sectoid]]s and the final one that is about the [[Uber Ethereal (EU2012)|Uber Ethereal's]] inner most thoughts after a string of recent losses to the main characters. <small>(None of these apply to the main book as of the most recent draft)</small><br />
<br />
You can also find me on [http://bulbapedia.bulbagarden.net/wiki/User:Ditto51 Bulbapedia], [http://en.wikipedia.org/wiki/User:Ditto51 Wikipedia] or [http://www.ssbwiki.com/index.php?title=User:Ditto51 the Super Smash Wiki]<br />
<br />
===Achievements===<br />
{|align="center" width="100%" class="toccolours" style="text-align: center;" cellpadding="2"<br />
!align=left style="background:#158476" width="9%"|<center>'''3180 [[File:Gamescore.png]]''' <br> '''123 out of 126''' </center><br />
|align="center" style="background: #158476;" colspan="4"|'''My Achievements'''<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)|Enemy Unknown]]<br>950 [[File:Gamescore.png]]<br>52 out of 55'''</center></small><br />
|[[File:No Looking Back (EU2012).jpg|50px]] • [[File:Earth First (EU2012).jpg|50px]] • [[File:Rising Dragon (EU2012).jpg|50px]] • [[File:Edison (EU2012).jpg|50px]] • [[File:Xavier (EU2012).jpg|50px]] • [[File:Hunter Killer (EU2012).jpg|50px]] • [[File:The Bigger They Are (EU2012).jpg|50px|]] • [[File:All Aboard (EU2012).jpg|50px]] • [[File:Bait the Hook (EU2012).jpg|50px]] • [[File:New Friend (EU2012).jpg|50px|]] • [[File:Aint No Cavalry Comin (EU2012).jpg|50px]] • [[File:Angel of Death (EU2012).jpg|50px]] • [[File:Shooting Stars (EU2012).jpg|50px]] • [[File:Meet New People Then Kill Them (EU2012).jpg|50px]] • [[File:Lone Wolf (EU2012).jpg|50px]] •<br />
<br />
[[File:Bubonic (EU2012).jpg|50px]] • [[File:Skunkworks (EU2012).jpg|50px]] • [[File:You Have 5 Seconds to Comply (EU2012).jpg|50px]] • [[File:Humanitys Savior (EU2012).jpg|50px]] • [[File:Pale Horse (EU2012).jpg|50px]] • [[File:The Volunteer (EU2012).jpg|50px]] • [[File:Man No More (EU2012).jpg|50px]] • [[File:Theory (EU2012).jpg|50px]] • [[File:On the Shoulders of Giants (EU2012).jpg|50px]] • [[File:All Employees Must Wash Hands (EU2012).jpg|50px]] • [[File:And Hells Coming With Me (EU2012).jpg|50px]] • [[File:See All Know All (EU2012).jpg|50px]] • [[File:Beyond the Veil (EU2012).jpg|50px]] • [[File:One Gun at a Time (EU2012).jpg|50px]] • [[File:Ride the Lightning (EU2012).jpg|50px]] •<br />
<br />
[[File:Flight of the valkyries (EU2012).jpg|50px]] • [[File:Oppenheimer (EU2012).jpg|50px]] • [[File:Off My Planet (EU2012).jpg|50px]] • [[File:Drums in the Deep (EU2012).jpg|50px]] • [[File:Worth Every Penny (EU2012).jpg|50px]] • [[File:Bada Boom (EU2012).jpg|50px]] • [[File:Welcoming Committee (EU2012).jpg|50px]] • [[File:And Practice (EU2012).jpg|50px]] • [[File:All Together Now (EU2012).jpg|50px]] • [[File:The Hardest Road (EU2012).jpg|50px]] • [[File:Happy to Oblige (EU2012).jpg|50px]] • [[File:As A Scalpel (EU2012).jpg|50px]]• [[File:X Marks the Spot (EU2012).jpg|50px]] • [[File:The Gatekeeper (EU2012).jpg|50px]] • [[File:Prisoner of War (EU2012).jpg|50px]] •<br />
<br />
[[File:Up and Running (EU2012).jpg|50px]] • [[File:Tables Turned (EU2012).jpg|50px]] • [[File:Eye in the Sky (EU2012).jpg|50px]] • [[File:Combat Ready (EU2012).jpg|50px]] • [[File:What Wonders Await (EU2012).jpg|50px]] • [[File:We Happy Few (EU2012).jpg|50px]] • [[File:And So It Begins (EU2012).jpg|50px]] •<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)#Enemy Within DLC|Enemy Within]]<br>1000 [[File:Gamescore.png]]<br>30 out of 30'''</center></small><br />
|[[File:An Army Of Four (EU2012).jpg|50px]] • [[File:Guardian of Earth (EU2012).jpg|50px]] • [[File:Mental Minefield (EU2012).jpg|50px]] • [[File:Anger Management (EU2012).jpg|50px]] • [[File:Mutatis Mutandis (EU2012).jpg|50px]] • [[File:Steel Martyr (EU2012).jpg|50px]] • [[File:Enemy Within (EU2012).jpg|50px]] • [[File:Rise of the Machines (EU2012).jpg|50px]] • [[File:By Our Powers Combined (EU2012).jpg|50px]] • [[File:The Meld Squad (EU2012).jpg|50px]] • [[File:Apotheosis Denied (EU2012).jpg|50px]] • [[File:Pain in the Neck (EU2012).jpg|50px]] • [[File:Where in The World (EU2012).jpg|50px]] • [[File:Ours are The Furies (EU2012).jpg|50px]] • [[File:Someone Your Own Size (EU2012).jpg|50px]] •<br />
<br />
[[File:Solid Prospect (EU2012).jpg|50px]] • [[File:Regenerate This (EU2012).jpg|50px]] • [[File:Tingling Sensation (EU2012).jpg|50px]] • [[File:G’day (EU2012).jpg|50px]] • [[File:They Shall Not Pass (EU2012).jpg|50px]] • [[File:All Hands on Deck (EU2012).jpg|50px]] • [[File:Shieldbuster (EU2012).jpg|50px]] • [[File:Elite Defense (EU2012).jpg|50px]] • [[File:Remington (EU2012).jpg|50px]] • [[File:Nice Cover (EU2012).jpg|50px]] • [[File:Mind the Step (EU2012).jpg|50px]] • [[File:Zom-B-Gone (EU2012).jpg|50px]] • [[File:Taking A Load Off (EU2012).jpg|50px]] • [[File:A Little Bit Alien (EU2012).jpg|50px]] • [[File:Who Needs Limbs (EU2012).jpg|50px]] • <br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (Bureau)|The Bureau: XCOM Declassified]]<br>1230 [[File:Gamescore.png]]<br>41 out of 41'''</center></small><br />
|[[File:Vigilo Confido (Bureau).jpg|50px]] • [[File:Enemy Within (Bureau).jpg|50px]] • [[File:They Wont Know What Hit Them (Bureau).jpg|50px]] • [[File:Spring Cleaning (Bureau).jpg|50px]] • [[File:Let the Boys Have Their Fun (Bureau).jpg|50px]] • [[File:Welcome to Earth (Bureau).jpg|50px]] • [[File:Conscientious Objector (Bureau).jpg|50px]] • [[File:Its In The Air (Bureau).jpg|50px]] • [[File:No One Left Behind (Bureau).jpg|50px]] • [[File:Only a Man (Bureau).jpg|50px]] • [[File:Drive Through (Bureau).jpg|50px]] • [[File:Know Your Groceries (Bureau).jpg|50px]] • [[File:Mind Blown (Bureau).jpg|50px]] • [[File:Conduit Connection (Bureau).jpg|50px]] • [[File:The Last Suit You'll Ever Wear (Bureau).jpg|50px]] •<br />
<br />
[[File:We Will Fight Like Lions!.jpg|50px]] • [[File:Sight Beyond Sight (Bureau).jpg|50px]] • [[File:The Fat Lady Has Sung (Bureau).jpg|50px]] • [[File:Ready for Anything (Bureau).jpg|50px]] • [[File:Exorcised the Demon (Bureau).jpg|50px]] • [[File:... And the Body Dies (Bureau).jpg|50px]] • [[File:Clever Girl (Bureau).jpg|50px]] • [[File:Don't Run. You'll Just Die Tired (Bureau).jpg|50px]] • [[File:Can't Be Everywhere at Once (Bureau).jpg|50px]] • [[File:Top. Men. (Bureau).jpg|50px]] • [[File:See the World They Said... (Bureau).jpg|50px]] • [[File:A Story of Axis and Allies (Bureau).jpg|50px]] • [[File:Bursting the Bubble (Bureau).jpg|50px]] • [[File:What Are You Without Your Armor (Bureau).jpg|50px]] • [[File:A Dish Best Served Cold (Bureau).jpg|50px]] •<br />
<br />
[[File:I've Seen Better, But not Many (Bureau).jpg|50px]] • [[File:The Devil's Tower (Bureau).jpg|50px]] • [[File:Leader of Man (Bureau).jpg|50px]] • [[File:Glad My Trust Wasn't Misplaced (Bureau).jpg|50px]] • [[File:Always Team (Bureau).jpg|50px]] • [[File:Not Playing Favorites (Bureau).jpg|50px]] • [[File:So Just Let Me Introduce Myself.jpg|50px]] • [[File:Is He Old Enough to Drive (Bureau).jpg|50px]] • [[File:Bringing Down Goliath (Bureau).jpg|50px]] • [[File:Dead Head (Bureau).jpg|50px]] • [[File:All That Remains.jpg|50px]] •<br />
|}<br />
<br />
==Pages made by me include:==<br />
<!--{| class="wikitable" width="100%" <br />
|- <br />
! width="10%" align="center" | Page Name <br />
! width="40%" align="center" | Description<br />
! width="35%" align="center" | Image <br />
! width="10%" align="center" | Notes<br />
! width="5%" align="center" | Date Created<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Base Farming]] <br />
| align="center" | {{:Base Farming}}<br />
| align="center" | [[Image:floater.png|200px]]<br />
| align="center" | ''Now Combined with [[User:Zarn|Zarn's]] Supply Ship Smash and Grab Page''<br />
| align="center" | 19th June 2012<br />
|-<br />
| align="center" | [[Achievements (EU2012)]] <br />
| align="center" | Achievements for XCOM: Enemy Unknown<br />
| align="center" | [[Image:Gamescore.png|20px]]<br />
| align="center" | -<br />
| align="center" | 30th October 2012<br />
|-<br />
| align="center" | [[After Action Report (EU2012)]] <br />
| align="center" | The After Action Report from XCOM: Enemy Unknown that shows the acquired items, mission results and soldier stats.<br />
| align="center" | [[Image:AAR 1 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Interrogate Floater (EU2012)]] <br />
| align="center" | The results of interrogating a Floater in Enemy Unknown<br />
| align="center" | [[Image:Floater 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Interrogate Sectoid (EU2012)]] <br />
| align="center" | The results of interrogating a Srctoid in Enemy Unknown<br />
| align="center" | [[Image:Sectoid 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|}--><br />
*[[Base Farming]] – Now Combined with [[User:Zarn|Zarn's]] [[Supply Ship Smash and Grab]] Page [[Image:floater.png|20px]];<br><br />
*[[Achievements (EU2012)]];<br><br />
*[[After Action Report (EU2012)]];<br><br />
*[[Interrogate Floater (EU2012)]] [[Image:Floater 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Sectoid (EU2012)]] [[Image:Sectoid 2 (EU2012).png|30px]];<br><br />
*[[Alien Terror Mission (EU2012)]] [[Image:BAR TERROR (EU2012).png|50px]];<br><br />
*[[Achievements (Bureau)]];<br><br />
*[[Ethereal (Bureau)]];<br><br />
*[[Dispatch Mission (Bureau)]];<br><br />
*[[Minor Operation (Bureau)]];<br><br />
*[[Difficulty (Bureau)]];<br><br />
*[[Interrogate Heavy Floater (EU2012)]] [[Image:Heavy Floater 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Berserker (EU2012)]] [[Image:Berserker 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Muton Elite (EU2012)]] [[Image:Elite Muton 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Ethereal (EU2012)]] [[Image:Ethereal 2 (EU2012).png|30px]];<br><br />
*[[Barracks (EU2012)]] – Recreated from a Redirect Page [[Image:barracksEU2012.jpg|50px]];<br><br />
*[[Memorial (EU2012)]];<br><br />
*[[Meld Canister (EU2012)]] [[Image:Meld 2 (EU2012).png|50px]];<br><br />
*[[Codebreaker DLC (Bureau)]];<br><br />
*[[Hanger 6: R&D DLC (Bureau)]];<br><br />
*[[Continent Bonus Analysis (EU2012)]];<br><br />
*My Guide to the first month of [[User:Ditto51/Ditto51's Guide to Impossible in XCOM: Enemy Unknown (EU2012)|Enemy Unknown Impossible]].</div>Ditto51https://www.ufopaedia.org/index.php?title=Difficulty_(Bureau)&diff=59088Difficulty (Bureau)2014-08-22T13:19:48Z<p>Ditto51: /* Commander */</p>
<hr />
<div>This Page will explain the differences between the 4 different difficulty levels.<br />
<br />
==Rookie==<br />
*Soldiers Bleed out slower than on Squaddie<br />
*You can buy Soldiers at the resupply points, in-between missions and if a soldier bleeds out, you can recruit a new one, thus making the game losable only if [[William Carter (Bureau)|Carter]] dies.<br />
<br />
==Squaddie==<br />
*You can recruit soldiers at the resupply points and in-between missions.<br />
<br />
==Veteran==<br />
*Soldiers can be recruited at base only<br />
<br />
==Commander==<br />
*Soldiers can be recruited at base only<br />
*Wounded Soldiers are stabilised until combat ends, at which point they get up<br />
**If Carter (you) is incapacitated, then revived, he does get back up and can continue fighting.<br />
* In order to beat a Campaign on this difficulty, you need to learn both how to effectively use explosives (Grenades or those in the Field) and must use a Squad with abilities that you are comfortable with. Use [[Dispatch Missions (Bureau)|Dispatch Missions]] to level up squad members without any threat of them dying.<br />
[[Category:Bureau (2013)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Achievements_(Bureau)&diff=59087Achievements (Bureau)2014-08-22T13:17:04Z<p>Ditto51: coding fixes and updates. Most (if not all) of the achievements appear to be accessible in the DLC</p>
<hr />
<div>All Achievements are the same regardless of console, with the exception of Completionist which is exclusive to the PS3 version. All Achievements from the main game are obtainable in the DLC Campaign as well.<br />
===Visible Achievements===<br />
<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
|[[File:Completionist (Bureau).jpg]]<br />
! Completionist<br />
| Obtain all Trophies<br />
| align="center" | -<br />
| align="center" | Platinum<br />
| PS3 Only<br />
|-<br />
|[[Image:Not_Playing_Favorites_(Bureau).jpg]]<br />
! Not Playing Favorites<br />
|Take and agent of every class into the field within a single Campaign<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Top._Men._(Bureau).jpg]]<br />
! Top. Men.<br />
|Get an agent of each class to Rank 5 within a single Campaign<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
|Indiana Jones and the Raiders of the Lost Ark [http://www.youtube.com/watch?v=Fdjf4lMmiiI].<br />
Incidentally, Crystal Skull shows that the warehouse is, in fact, Area 51--- also known as Groom Lake Base: the game's first level.<br />
|-<br />
|[[Image:Always_Team_(Bureau).jpg]]<br />
! Away Team<br />
| Complete your first [[Minor Operation (Bureau)|Minor Operation]]<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Spring_Cleaning_(Bureau).jpg]]<br />
! Spring Cleaning<br />
|Complete all Investigations in the base within a single campaign<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| After every major operation, talk to people around the base. Once you get an Investigation underway, use F5 and follow the blue icons to find the objective. Don't forget that you can hit space to go into Battle Focus at any time, and "O" to see current Operations.<br />
|-<br />
|[[Image:No_One_Left_Behind_(Bureau).jpg]] <br />
! No One Left Behind<br />
|Complete the game without a single agent bleeding out.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| Can be gained in both the main Campaign and the [[Hangar 6: R&D DLC (Bureau)|Hangar 6 DLC]].<br />
Motto of armed forces around the world, common game achievement. <br />
|-<br />
|[[Image:Can't_Be_Everywhere_at_Once_(Bureau).jpg]] <br />
! Can't Be Everywhere at Once<br />
|Complete 6 [[Dispatch Missions (Bureau)|Dispatch Missions]] within a single campaign<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:See_the_World_They_Said..._(Bureau).jpg]]<br />
! See the World They Said...<br />
|Complete 6 Minor Operations within a single campaign<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Glad_My_Trust_Wasn't_Misplaced_(Bureau).jpg]] <br />
! Glad My Trust Wasn't Misplaced<br />
|Complete your first Dispatch Mission<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| <br />
|-<br />
|[[Image:Let_the_Boys_Have_Their_Fun_(Bureau).jpg]] <br />
! Let the Boys Have Their Fun<br />
| Complete an entire Operation without the player firing a weapon or using a grenade<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| Carter's use of abilities does '''not'' disqualify (ie, Heal, Lift, Drones, Sillacoids, Mind Control). Take Packs that reduce Ability reload times. Reccomend to try on smaller Minor Operation maps.<br />
|-<br />
|[[Image:Vigilo_Confido_(Bureau).jpg]] <br />
! Vigilo Confido<br />
|Beat the game on [[Difficulty (Bureau)#Commander|Commander Difficulty]] without ever changing it<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| On the Emblem of [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]. Easily done using the shorter and easier Hangar 6: R&D DLC, and remember, Explosives are your friends.<br />
|-<br />
|[[Image:Don't_Run._You'll Just Die Tired_(Bureau).jpg]] <br />
! Don't Run. You'll Just Die Tired<br />
|Attach 10 Sticky Grenades onto Outside enemies within a single campaign<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Specifically: on any Zudjari (ie: not Sectoids, Mutons or Sectopods). Try for any Outsiders that seem to be operating consoles. If not, the other best method is to hoist it with Lift, and set it on that one.<br />
|-<br />
|[[Image:Dead_Head_(Bureau).jpg]] <br />
! Dead Head<br />
|Get 20 Headshot Kills with any gun in a single Campaign<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Welcome_to_Earth_(Bureau).jpg]] <br />
! Welcome to Earth<br />
|Finish off 20 aliens using melee attacks within a single campaign<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Independence Day [http://www.youtube.com/watch?v=OfPWpEKhgfk].<br />
|-<br />
|[[Image:Ready_for_Anything_(Bureau).jpg]] <br />
! Ready for Anything<br />
|Reach Rank 10<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:They_Wont_Know_What_Hit_Them_(Bureau).jpg]] <br />
! They Wont Know What Hit Them<br />
|Use all of the agent and player abilities in the field within a single campaign<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| This will require at least two of every class, and to level Carter enough to learn Mind Control. Make a checklist at the start of a campain if you want to go for this one.<br />
|-<br />
|[[Image:I've_Seen_Better,_But_not_Many_(Bureau).jpg]] <br />
! I've Seen better, But Not Many<br />
|Reach Rank 5<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Sight_Beyond_Sight_(Bureau).jpg]] <br />
! Sight Beyond Sight<br />
|Perform 15 unique scans within a single campaign<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Thundercats. While in Focus mode, hold F to angle the camera and scan aliens, weapons, ect.<br />
|-<br />
|[[Image:Bursting_the_Bubble_(Bureau).jpg]] <br />
! Bursting the Bubble<br />
|Take down 20 Outsider Shields using laser-based guns within a single campaign<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Natrually, the Shield Disruptor Pack (or the Rupture Pack) greatly assists in this. As shielded Outsiders are common, you'll likeley get this sometime on your frist playthrough.<br />
|-<br />
|[[Image:Leader_of_Man_(Bureau).jpg]] <br />
! Leader of Man<br />
|Give 150 commands to agents while Battle Focus within a single campaign<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:What_Are_You_Without_Your_Armor_(Bureau).jpg]] <br />
! What Are You Without Your Armor<br />
|Strip all of the armor off of 5 [[Mutons (Bureau)|Mutons]] before killing them within a single campaign<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| Armor Peicer or Rupture Pack. Catching a Muton in an explosion helps, too. Armor on each limb, body armor, and helmet.<br />
|-<br />
|[[Image:The_Last_Suit_You'll_Ever_Wear_(Bureau).jpg]] <br />
! The Last Suit You'll Ever Wear<br />
|Customize an agent<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Men in Black.<br />
|-<br />
|[[Image:Enemy_Within_(Bureau).jpg]] <br />
! Enemy Within<br />
|Have Mind Controlled enemies get a total of 15 kills within a single campaign<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Reference to the new [[Enemy Unknown (2012)|Enemy Unknown]] [[XCOM: Enemy Within DLC (EU2012)|DLC]]<br />
|-<br />
|[[Image:Clever_Girl_(Bureau).jpg]] <br />
! Clever Girl<br />
|Get 40 kills on Flanked enemies within a single campaign<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Jurrasic Park [http://www.youtube.com/watch?v=TO5wryDdEI0]<br />
Often when entering the 'arena' for an engagment, enemies, such as low-level Outsiders will be wandering around unalerted. Take initiative with a careful headshot with any scoped weapon you may have, such as the Sniper Rifle.<br />
|-<br />
|}<br />
===Secret Achievements===<br />
There are 11 Secret Achievements.<br />
<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
|[[Image:Bringing Down Goliath_(Bureau).jpg]]<br />
! Bringing Down Goliath<br />
| Defeat a [[Muton (Bureau)|Muton]]<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Is He Old Enough to Drive_(Bureau).jpg]]<br />
! Is He Old Enough to Drive?<br />
| Defeat a [[Sectopod (Bureau)|Sectopod]]<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:A Dish Best Served Cold_(Bureau).jpg]]<br />
! A Dish Best Served Cold<br />
| Defeat a [[Titan (Bureau)|Titan]]<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[File:Exorcised the Demon (Bureau).jpg]]<br />
! Exorcised the Demon<br />
| Retrieve and escape with information on the enemy base<br />
| align="center" | 45 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| <br />
|-<br />
|[[Image:... And the Body Dies_(Bureau).jpg]] <br />
! ...And the Body Dies<br />
| Confront the Outsider leader<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| <br />
|-<br />
|[[Image:A Story of Axis and Allies_(Bureau).jpg]] <br />
! A Story of Axis and Allies<br />
| Closure<br />
| align="center" | 35 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Storyline mission pun on WWII's Axis Powers and Allied Powers, and alien Commander "[[Axis (Bureau)|Axis]]"<br />
|-<br />
|[[File:The Fat Lady Has Sung (Bureau).jpg]]<br />
! The Fat Lady has Sung<br />
| Now it's time to end this<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:All That Remains_(Bureau).jpg]] <br />
! All That Remains<br />
| Escaped Groom Range<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| <br />
|-<br />
|[[Image:The Devil's Tower_(Bureau).jpg]] <br />
! The Devil's Tower<br />
| Infiltrated the Outsider Tower<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| <br />
|-<br />
|[[Image:So Just Let Me Introduce Myself_(Bureau).jpg]] <br />
! So Just Let Me Introduce Myself<br />
| Secured the package<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| <br />
|-<br />
|[[Image:We Will Fight Like Lions!_(Bureau).jpg]] <br />
! We Will Fight Like Lions<br />
| Defeat all the outsiders before escaping on the Skyranger<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| On the intro level, you fight on a Fatman bomb test platform, and set the timer. The Skyranger (helicopter) will land behind you. Kill the attacking aliens before the nuke goes off, then escape on the Skyranger<br />
|-<br />
|}<br />
<br />
===Hangar 6: R&D===<br />
====Visible Hangar Achievements====<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
|[[Image:Mind Blown_(Bureau).jpg]]<br />
! Mind Blown<br />
| Destroy 60 enemies with DaSilva's Demo Charges within a single Hangar 6 R&D campaign<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Conscientious Objector_(Bureau).jpg]]<br />
! Conscientious Objector<br />
| Beat Hangar 6 R&D without firing any alien weapons<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| The Microwave Gun counts as a conventional human weapon. Have fun with Muton Elites.<br />
|-<br />
|[[Image:Know Your Groceries_(Bureau).jpg]]<br />
! Know Your Groceries<br />
| Take a level 5 agent of every class into the field within a single Hangar 6 R&D campaign<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Only a Man_(Bureau).jpg]]<br />
! Only a Man<br />
| Complete DaSilva's perk tree without choosing Lift, Drone, or Mind Control<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| <br />
|-<br />
|}<br />
====Secret Hangar 6: R&D Achievements====<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
|[[Image:Conduit Connection_(Bureau).jpg]]<br />
! Conduit Connection<br />
| Complete the first trial in Hangar 01<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Drive Through_(Bureau).jpg]]<br />
! Drive Through<br />
| Trigger the Invasion of Hangar 6<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Its In The Air_(Bureau).jpg]]<br />
! Its in the Air<br />
| Defeat the Hangar 6 R&D Invaders<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|}<br />
[[Category:Bureau (2013)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=The_Bureau:_XCOM_Declassified_Table&diff=59081The Bureau: XCOM Declassified Table2014-08-22T12:21:41Z<p>Ditto51: </p>
<hr />
<div><table style="padding-left:20px;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "4"><br />
{| {{stdTable}} title = "The Bureau: XCOM Declassified" width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "4" | '''The Bureau: XCOM Declassified'''<br />
|-<br />
|}<br />
</td><br />
</tr><br />
<tr style="vertical-align: top;"><br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Vigilo Confido shield.png|20px]] '''XCOM'''<br />
|- <br />
| [[Info (Bureau)|Game Information]]<br />
<br />
: [[Director Faulke's Desk (Bureau)|From the desk of Myron Faulke]]<br />
<br />
: [[Difficulty (Bureau)|Difficulty Levels]]<br />
<br />
: [[Achievements (Bureau)|Achievements]]<br />
<br />
[[XCOM (Bureau)|The Bureau]]<br />
<br />
: [[The Bureau HQ (Bureau)|The Base]] <br />
::[[Base Investigations (Bureau)|Investigations]]<br />
: [[Equipment (Bureau)|Equipment]]<br />
: [[Weapons (Bureau)|Weapons]]<br />
<br />
[[Personnel (Bureau)|Personnel]]<br />
: [[Classes (Bureau)|Classes]]<br />
: [[William Carter (Bureau)|Agent William Carter]]<br />
: [[Myron Faulke (Bureau)|Director Myron Faulke]]<br />
: [[Angela Weaver (Bureau)|Agent Angela Weaver]]<br />
: [[Leon Barnes (Bureau)|Lieutenant Leon Barnes]]<br />
: [[Alan Weir (Bureau)|Doctor Alan Weir]]<br />
: [[Nico DaSilva (Bureau)|Agent Nico DaSilva]]<br />
: [[Supporting Staff (Bureau)|Supporting Staff]]<br />
<br />
|-<br />
<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Head red.png|20px]] '''Aliens'''<br />
|- <br />
|[[Alien Life Forms (Bureau)|Alien Life Forms]]<br />
:[[Infiltrator (Bureau)|Infiltrator]]<br />
:[[Axis (Bureau)|Axis]]<br />
:[[Origin (Bureau)|Origin]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Xcom eu logo.jpg|30px]] '''Missions'''<br />
|-<br />
| [[Gameplay Mechanics (Bureau)|Gameplay Mechanics]]<br />
<br />
[[Tactics (Bureau)|Combat Tactics]]<br />
: [[Battle Focus (Bureau)| Battle Focus]] <br />
: [[Squads (Bureau)|Squads]]<br />
<br />
[[Missions (Bureau)|Mission Types]]<br />
:[[Major Operations (Bureau)|Major Operations <small>(Spoliers)</small>]]<br />
:[[Base Investigations (Bureau)|Base Investigations]]<br />
:[[Minor Operation (Bureau)|Minor Operations]]<br />
:[[Dispatch Mission (Bureau)|Dispatch Missions]]<br />
<br />
|}<br />
</td><br />
<br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
<br />
|- {{stdTable Sub Heading}} <br />
| '''Game Strategies'''<br />
|-<br />
| [[Survival Guide (Bureau)|Guides & Tips]]<br />
[[Storyline (Bureau)|Story Walkthrough]]<br />
<br />
[[Class Builds (Bureau)|Class Builds]]<br />
<br />
<br />
|- {{stdTable Sub Heading}} <br />
| '''Miscellaneous'''<br />
|- <br />
|<br />
<br />
[[News From the Front (Bureau)|News From the Front]]<br />
<br />
[[In-Game Notes (Bureau)|In-Game Notes]]<br />
<br />
[[In-Game Photos (Bureau)|In-Game Photos]]<br />
<br />
[[Glossary|Glossary of Terms]]<br />
<br />
[[Patches (Bureau)|Patches]]<br />
<br />
[[Bugs (Bureau)|Bugs]]<br />
<br />
[[Mods (Bureau)|Mods & Suggestions]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| '''DLC'''<br />
|- <br />
|<br />
<br />
[[Codebreaker DLC (Bureau)|Codebreaker]]<br />
<br />
[[Hangar 6: R&D DLC (Bureau)|Hangar 6: R&D]]<br />
:[[Agent Donovan (Bureau)|Agent Donovan]]<br />
<br />
[[Light Plasma Pistol (Bureau)|Light Plasma Pistol]]<br />
|}<br />
</td><br />
</tr><br />
</table><br />
<noinclude><br />
[[Category: Bureau (2013)]]<br />
</noinclude></div>Ditto51https://www.ufopaedia.org/index.php?title=Lightning_Cannon_(Bureau)&diff=59080Lightning Cannon (Bureau)2014-08-22T12:19:28Z<p>Ditto51: </p>
<hr />
<div>A weapon that uses Earth's technology and knowledge of ballistics, combined with the Outsider's Elerium technology, to produce a weapon with unparalleled damage output.<br />
<br />
After the Spire mission, you can help test-- and blow up-- the prototype.<br />
<br />
Endgame Spoilers:<br />
<br />
It can be found in the second-to-last mission, when XCOM's base is under attack. When approaching the room it is in, there is an open door that a Scientist manages to step through before being shot by the Infiltrator. Past the door, you'll find yourself on a balcony overlooking a round device with electricity arching off of it. On the far opposite corner, on the floor behind a desk, you will find the Lightning Cannon.<br />
<br />
It is acquired in the Hangar 6 DLC in the lookout station following the completing the Evacuation mission.<br />
<br />
Naturally, as it's such a devastating weapon, it can only fire one shot before needing to reload. As it is also unique, you can only reload it from alien Ammo Packs (or Supply Drops). If you're trying to hold onto it during a long segment, keep in mind that dropping an empty weapon causes it to de-spawn.<br />
<br />
It's true power lies in it's Charge Shot: When aiming, hold down the fire button to charge it's energy. As you do so, it will go from a stage 1 shot, that can be fired right away, all the way to a stage 3/Max shot! This devastating attack destroys any Outsider alien, and can halve a Sectopod's HP in one screen-bleaching blast.<br />
<br />
Without the clip-expanding pack, it only carries 3 shots total, so make them count!<br />
<br />
[[Category:Bureau (2013)]]<br />
[[Category:Weapons (Bureau)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&diff=59036Friends in Low Places (EU2012)2014-08-20T14:29:52Z<p>Ditto51: /* Description */ updates</p>
<hr />
<div>== Description ==<br />
Friends in Low Places is a Council [[Missions_(EU2012)#Escort|escort]] [[Missions_(EU2012)|mission]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. You will be given a screen choosing to accept the Slingshot missions or a random Council Mission. Every time a council mission is offered if you do not accept the mission will also include this choice. However if you choose this mission, the next two council missions on EU (and EW{{Verify}}) will be replaced with [[Confounding Light (EU2012)|Confounding Light]] and [[Gangplank (EU2012)|Gangplank]] respectively.<br />
<br />
'''Mission Objectives:'''<br />
*Escort the target to the extraction point.<br />
**Protect the target at all costs.<br />
* Eliminate any remaining hostiles.<br />
<br />
== Start ==<br />
[[File:FILP_Brief.png|center|300px]]<br />
== Tactics ==<br />
Enemy force is only partially present on the map at the start of the mission. As [[Shaojie_Zhang_(EU2012)|Zhang]] advances across the map additional enemies (the [[Alien_Life_Forms_(EU2012)|alien]] forces in encountered in this mission consist primarily of [[Sectoid_(EU2012)|Sectoids]] and [[Thin_Man_(EU2012)|Thin Men]] plus a solitary [[Chryssalid_(EU2012)|Chryssalid]]* will drop into the map, typically on elevated positions in sight of Zhang. The newly spawned enemies typically use [[Overwatch_(EU2012)|Overwatch]] as their first action. Their entrance counts as movement, and [[XCOM_(EU2012)|XCOM]] [[Soldiers_(EU2012)|soldiers]] on Overwatch will react with fire often eliminating the enemy before they can become a real problem.<br><br />
Zhang has 4 health and Head Down ability. He should be shielded from enemy fire and avoid burning vehicles at all costs.<br />
:<nowiki>*</nowiki> The Chryssalid is replaced with a [[Muton (EU2012)|Muton]] on Impossible in EU, Classic and Impossible in EW, and if the mission is under taken later on into the game.<br />
<br />
== End ==<br />
[[File:FILP_end.png|center|300px]]<br />
Additionally, completing the mission rewards the player with the "New Friend" [[Achievements_(EU2012)|Achievement]] and Zhang will join XCOM as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. As a Lieutenant, Zhang will likely outrank other soldiers at this point, meaning he will have a superior number of abilities and will unlock additional upgrades at the [[OTS_(EU2012)|Officer Training School]]. Unfortunately Zhang does not have any customization available (can't change his armor decoration or color) on the regular Slingshot DLC. But in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] it is possible customize his armor color and decoration.<br />
<br />
==See Also==<br />
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]<br />
* [[Low Friends (EU2012)|Low Friends (Map)]]<br />
<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Missions (EU2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&diff=59035Friends in Low Places (EU2012)2014-08-20T14:26:44Z<p>Ditto51: /* End */ link fix</p>
<hr />
<div>== Description ==<br />
Friends in Low Places is a Council [[Missions_(EU2012)#Escort|escort]] [[Missions_(EU2012)|mission]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. You will be given a screen choosing to accept the Slingshot missions or not, all or nothing: if you decline, none of the Slingshot missions will appear at all for that campaign run (unless you revert to an earlier save and choose to do them). If you do, they will begin in the first month, and each will repeat untill all 3 are completed.<br />
<br />
'''Mission Objectives:'''<br />
*Escort the target to the extraction point.<br />
**Protect the target at all costs.<br />
* Eliminate any remaining hostiles.<br />
<br />
== Start ==<br />
[[File:FILP_Brief.png|center|300px]]<br />
== Tactics ==<br />
Enemy force is only partially present on the map at the start of the mission. As [[Shaojie_Zhang_(EU2012)|Zhang]] advances across the map additional enemies (the [[Alien_Life_Forms_(EU2012)|alien]] forces in encountered in this mission consist primarily of [[Sectoid_(EU2012)|Sectoids]] and [[Thin_Man_(EU2012)|Thin Men]] plus a solitary [[Chryssalid_(EU2012)|Chryssalid]]* will drop into the map, typically on elevated positions in sight of Zhang. The newly spawned enemies typically use [[Overwatch_(EU2012)|Overwatch]] as their first action. Their entrance counts as movement, and [[XCOM_(EU2012)|XCOM]] [[Soldiers_(EU2012)|soldiers]] on Overwatch will react with fire often eliminating the enemy before they can become a real problem.<br><br />
Zhang has 4 health and Head Down ability. He should be shielded from enemy fire and avoid burning vehicles at all costs.<br />
:<nowiki>*</nowiki> The Chryssalid is replaced with a [[Muton (EU2012)|Muton]] on Impossible in EU, Classic and Impossible in EW, and if the mission is under taken later on into the game.<br />
<br />
== End ==<br />
[[File:FILP_end.png|center|300px]]<br />
Additionally, completing the mission rewards the player with the "New Friend" [[Achievements_(EU2012)|Achievement]] and Zhang will join XCOM as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. As a Lieutenant, Zhang will likely outrank other soldiers at this point, meaning he will have a superior number of abilities and will unlock additional upgrades at the [[OTS_(EU2012)|Officer Training School]]. Unfortunately Zhang does not have any customization available (can't change his armor decoration or color) on the regular Slingshot DLC. But in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] it is possible customize his armor color and decoration.<br />
<br />
==See Also==<br />
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]<br />
* [[Low Friends (EU2012)|Low Friends (Map)]]<br />
<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Missions (EU2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&diff=59034Friends in Low Places (EU2012)2014-08-20T14:25:54Z<p>Ditto51: /* Tactics */</p>
<hr />
<div>== Description ==<br />
Friends in Low Places is a Council [[Missions_(EU2012)#Escort|escort]] [[Missions_(EU2012)|mission]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. You will be given a screen choosing to accept the Slingshot missions or not, all or nothing: if you decline, none of the Slingshot missions will appear at all for that campaign run (unless you revert to an earlier save and choose to do them). If you do, they will begin in the first month, and each will repeat untill all 3 are completed.<br />
<br />
'''Mission Objectives:'''<br />
*Escort the target to the extraction point.<br />
**Protect the target at all costs.<br />
* Eliminate any remaining hostiles.<br />
<br />
== Start ==<br />
[[File:FILP_Brief.png|center|300px]]<br />
== Tactics ==<br />
Enemy force is only partially present on the map at the start of the mission. As [[Shaojie_Zhang_(EU2012)|Zhang]] advances across the map additional enemies (the [[Alien_Life_Forms_(EU2012)|alien]] forces in encountered in this mission consist primarily of [[Sectoid_(EU2012)|Sectoids]] and [[Thin_Man_(EU2012)|Thin Men]] plus a solitary [[Chryssalid_(EU2012)|Chryssalid]]* will drop into the map, typically on elevated positions in sight of Zhang. The newly spawned enemies typically use [[Overwatch_(EU2012)|Overwatch]] as their first action. Their entrance counts as movement, and [[XCOM_(EU2012)|XCOM]] [[Soldiers_(EU2012)|soldiers]] on Overwatch will react with fire often eliminating the enemy before they can become a real problem.<br><br />
Zhang has 4 health and Head Down ability. He should be shielded from enemy fire and avoid burning vehicles at all costs.<br />
:<nowiki>*</nowiki> The Chryssalid is replaced with a [[Muton (EU2012)|Muton]] on Impossible in EU, Classic and Impossible in EW, and if the mission is under taken later on into the game.<br />
<br />
== End ==<br />
[[File:FILP_end.png|center|300px]]<br />
Additionally, completing the mission rewards the player with the "New Friend" [[Achievements_(EU2012)|Achievement]] and Zhang will join XCOM as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. As a Lieutenant, Zhang will likely outrank other soldiers at this point, meaning he will have a superior number of abilities and will unlock additional upgrades at the [[OTS_(EU2012)|Officer Training School]]. Unfortunately Zhang does not have any customization available (can't change his armor decoration or color) on the regular Slingshot DLC. But in the [[XCOM: Enemy Within DLC|Enemy Within DLC]] it is possible customize his armor color and decoration.<br />
<br />
==See Also==<br />
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]<br />
* [[Low Friends (EU2012)|Low Friends (Map)]]<br />
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{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Missions (EU2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Slingshot_DLC_(EU2012)&diff=59033Slingshot DLC (EU2012)2014-08-20T14:23:25Z<p>Ditto51: /* Missions */</p>
<hr />
<div>{{tocright}}Available as of December 4th 2012, the '''Slingshot''' pack is the second [[DLC (EU2012)|DLC pack]] released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. It offers three new [[#Missions|council missions]], a [[Shaojie_Zhang_(EU2012)|unique soldier]], extra [[#Achievements|achievements]], and additional [[#Unit Customisation|soldier customisation]] options.<br />
<br />
With Slingshot installed, when the first council mission of the game is triggered you'll be prompted whether you wish to use the Slingshot missions or the default random set. If you do not accept the use of the Slingshot missions at that point, you'll continue to be prompted with the choice whenever a new council mission comes up.<br />
<br />
In Enemy Within, it is no longer the only council missions you retrieve – You can now get others in-between, or before due to Friends in Low Places being scripted into April rather than March<br />
<br />
<br clear="all"><br />
==Missions==<br />
{| class="wikitable"<br />
|-<br />
|[[Image:Zhang_Face2.png|114px]]<br />
![[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.<br />
<br />
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]] as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. Opposition consists of [[Thin Man (EU2012)|Thin Men]], [[Sectoid (EU2012)|Sectoids]] and a [[Chryssalid_(EU2012)|Chryssalid]]. <small><small>(See Note)</small></small><br />
: '''Note''': The Chryssalid is replaced with a [[Muton (EU2012)|Muton]] on Impossible for EU and Classic and Impossible for EW. It is also replaced if you undertake the mission later into the campaign no matter the difficulty.<br />
|-<br />
|[[Image:Confounding_Light.png|114px]]<br />
![[Confounding_Light_(EU2012)|Confounding Light]]<br />
|The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.<br />
<br />
This mission plays very similar to [[Missions_(EU2012)#Bomb Disposal|bomb disposal]], in that your units must "activate" transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is ''not'' extended as you proceed). Opposition consists of [[Thin Man (EU2012)|Thin Men]] and [[Muton (EU2012)|Mutons]].<br />
|-<br />
|[[Image:Gangplank.png|114px]]<br />
![[Gangplank_(EU2012)|Gangplank]]<br />
|The alien [[UFOs_(EU2012)#Battleship|battleship]] has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.<br />
<br />
Completion of this mission nets you a [[Gangplank_(EU2012)#Reward|large amount of resources]] in return, some of which are not otherwise available until much later in the game. Of note is the Fusion Core required for certain advanced [[Research (EU2012)|research projects]]. Opposition mostly consists of [[Sectoid (EU2012)|Sectoids]], [[Thin Man (EU2012)|Thin Men]] and [[Chryssalid_(EU2012)|Chryssalids]], though a [[Cyberdisc (EU2012)|Cyberdisc]] and [[Muton_(EU2012)|Muton]] will also appear.<br />
|-<br />
|}<br />
<br />
<br clear="all"><br />
<br />
==Strategy==<br />
<br />
This DLC can bring a number of changes to early-game progress & decision-making:<br />
<br />
* If accepted, the 3 Slingshot missions replace all other Council Missions untill completion.<br />
** None of them offer Panic Reduction as a reward, and the rewards themselves are fixed (not altered by the [[Second_Wave_(EU2012)|Second Wave]] option, '''High Stakes'''). Keep that in mind when abductions occur, particularly in Asia.<br />
* In Classic and Impossible, rescuing Zhang in the first month unlocks the ability to build the [[OTS_(EU2012)|Officer Training School]], as he will probably be the first to have the required level.<br />
** Thusly, with luck and some micromanaging, it's possible to unlock both Squad Size upgrades before the second mission, making it significantly easier.<br />
* As the first Slingshot mission will be the third or fourth mission you receive overall, and Zhang himself is a reward as a stat-boosted Heavy: you may not want to get attached to any Rookie that gets promoted into a Heavy beforehand. In fact, if you don't mind save scumming at the end of the first mission, you may want to allow a weak-willed soldier become the first Heavy, so you can swap them out for a soldier you do want to raise, such as leveling a Sniper or two to get Squadsight (which would make the second Slingshot mission much easier).<br />
* Mutons equipped with Plasma Rifles appear in the second and third missions: a capture/interrogation can give you an early lead on Plasma weaponry, months before Mutons normally appear (with ''Light'' Plasma Rifles)--- if you have Alien Containment and the Arc Thrower available first.<br />
** The LPR, which Thin Men always carry, must be researched before all other Plasma tech. But, directly after them, you can research the Plasma Cannon for your interceptors. Potentially, you can skip both the Phoenix Cannon and the Laser Cannon due to this.<br />
** If playing with the '''Marathon''' option, this can lead to a MASSIVE head start, if Scientists and Laboratories are acquired early.<br />
* The first mission's $200, and selling some of the captured materials from the third, is a significant credit resource for so early in the game.<br />
<br />
==Achievements==<br />
{{Main|Achievements (EU2012)}}<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].<br />
|-<br />
|[[Image:New_Friend_(EU2012).jpg]] <br />
!<br />
=====New Friend=====<br />
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bait_the_Hook_(EU2012).jpg]] <br />
!<br />
=====Bait the Hook=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] <br />
!<br />
=====The Bigger They Are=====<br />
|Complete [[Gangplank_(EU2012)|Gangplank]].<br />
| align="center" | 20<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Rising_Dragon_(EU2012).jpg]] <br />
!<br />
=====Rising Dragon=====<br />
|Take your new ally into the final challenge.<br />
| align="center" | 30<br />
| align="center" | Gold<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign, but does not need to be The Volunteer. To make him more viable for endgame, purchase OTS's Iron Will before leveling him. Using the Second Wave option, "Hidden Potential", can also give him bigger stat increases, thus making him even more viable. <br />
|-<br />
|[[Image:All_Aboard_(EU2012).jpg]] <br />
!<br />
=====All Aboard!=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.<br />
| align="center" | 30<br />
| align="center" | Silver<br />
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor's cabin.<br />
|-<br />
|}<br />
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<br clear="all"><br />
<br />
==Unit Customisation==<br />
The Slingshot pack includes alternate forms of all XCOM [[Armor (EU2012)|armors]], hats for the default body armour, helmets for all the others and a few additional hairstyles too.<br />
<br />
===Heads===<br />
<gallery widths="95px" heights="95px" perrow="5"><br />
Image:Hair_male_17_(EU2012).png|Male hair 17 (Used by [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]])<br />
Image:Hair_female_17_(EU2012).png|Female hair 17<br />
Image:Hair_male_18_(EU2012).png|Male hair 18<br />
Image:Hair_female_18_(EU2012).png|Female hair 18<br />
Image:Hat_19_(EU2012).png|19: Beret & sunglasses<br />
Image:Hat_20_(EU2012).png|20: Cap & earmuffs<br />
Image:Hat_21_(EU2012).png|21: Beret<br />
Image:Hat_22_(EU2012).png|22: Goggles & earmuffs<br />
Image:Hat_23_(EU2012).png|23: Skeleton helmet<br />
Image:Hat_24_(EU2012).png|24: Carapace helmet<br />
Image:Hat_25_(EU2012).png|25: Ghost helmet<br />
Image:Hat_26_(EU2012).png|26: Titan helmet<br />
Image:Hat_27_(EU2012).png|27: ArchAngel helmet<br />
Image:Hat_28_(EU2012).png|28: Psi helmet<br />
</gallery><br />
<br />
===Armors===<br />
<gallery widths="150px" heights="270px" perrow="4"><br />
Image:kevlar_deco_3.jpg|[[Body_Armor_(EU2012)|Body Armour]] (decoration 3)<br />
Image:skeleton_deco_3.jpg|[[Skeleton_Suit_(EU2012)|Skeleton Suit]] (decoration 3)<br />
Image:carapace_deco_3.jpg|[[Carapace_Armor_(EU2012)|Carapace Armour]] (decoration 3)<br />
Image:titan_deco_2.jpg|[[Titan_Armor_(EU2012)|Titan Armour]] (decoration 2)<br />
Image:ghost_deco_2.jpg|[[Ghost_Armor_(EU2012)|Ghost Armour]] (decoration 2)<br />
Image:archangel_deco_2.jpg|[[Archangel_Armor_(EU2012)|ArchAngel Armour]] (decoration 2)<br />
Image:psi_deco_2.jpg|[[Psi_Armor_(EU2012)|Psi Armour]] (decoration 2)<br />
</gallery><br />
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<br clear="all"><br />
<br />
==Additional Notes==<br />
* The initial release of the Slingshot DLC revealed a bug where previously saved games could no longer be loaded. This has since been resolved.<br />
* The appearance of the unique unit, [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], cannot be modified. This block also applies to the appearance of his armour.<br />
* Although this DLC gives very early access to the otherwise late-game Fusion Core, the time spent researching it could be better spent on other projects at that stage of the game.<br />
* Slingshot armours and helmets may be tinted to different colours with the [[Elite_Soldier_Pack_DLC_(EU2012)|Elite Soldier Pack]] installed. They are available at all times, so long as you have access to the base forms of those armours and regardless as to whether you've performed the Slingshot council missions.<br />
* By default, the files for this DLC are stored at: ''C:\Program Files\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\DLC\PCConsole\DLC_Day060''<br />
<br />
<br clear="all"><br />
==See Also==<br />
* [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]]<br />
* [[DLC_(EU2012)|XCOM: Enemy Unknown DLC]]<br />
* [http://www.xcom.com/enemyunknown/article/xcom-unknown-slingshot-content-pack-available-today Release announcement]<br />
* [http://store.steampowered.com/app/209812/ Steam product page]<br />
* [http://us.playstation.com/games-and-media/add-ons/xcom-enemy-unknown-xcom-enemy-unknown-slingshot-content-pack.html PlayStation Network product page]<br />
* [http://marketplace.xbox.com/en-US/Product/Slingshot-Content-Pack/09b37b89-8a0f-4cfa-92d6-f6d2ee5c6de0 Xbox Live Marketplace product page]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]<br />
[[Category:DLC (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Template_talk:Verify&diff=59032Template talk:Verify2014-08-20T14:22:06Z<p>Ditto51: Suggestions</p>
<hr />
<div>==Suggestions==<br />
Two things:<br />
# Should we put a category on this template that adds pages with info that needs verifying to a category for easy navigaton.<br />
# Do we need this to be in the template categories for EU2012 and Long War? It seems a little unnessary since the template could apply to stuff across any of the games or featured projects.<br />
--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 10:22, 20 August 2014 (EDT)</div>Ditto51https://www.ufopaedia.org/index.php?title=Site_Recon_(EU2012)&diff=59031Site Recon (EU2012)2014-08-20T14:19:23Z<p>Ditto51: </p>
<hr />
<div>{{Ref Open | title = Mission Intro, Brief & Objectives }}<br />
[[File:Site Recon (EU2012).png|200px|right|]]<br />
Our sources report a developing incident in Newfoundland, up the coast from St. John's. A fishing village has gone dark; reports from intel sources suggest alien involvement. We should send in a team to investigate the site and figure out what happened.<br />
<br />
The fishing village still shows no signs of life. The nature of the aliens' involvement is unknown, as is the type and level of resistance. Extreme caution is warranted.<br />
*Investigate the site<br />
*Identify and eliminate all opposition<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br />
'''Notes'''<br />
*This mission involves a [[Chryssalid (EU2012)|Chryssalid]] hive. <br />
*Site Recon is always the first [[The Council (EU2012)|Council]] mission after you fight Chryssalids for the first time, during your first playthrough of EW, (in other words: anytime after your first [[Alien Terror (EU2012)|Terror]] mission). In later playthroughs it becomes a random Council [[Missions (EU2012)#Council Missions|mission]], although still limited so that it won't appear before your first Terror Mission.<br />
**The lone Chryssalid in [[Friends in Low Places (EU2012)|Friends in Low Places]] of the [[Slingshot DLC (EU2012)|Slingshot DLC]] on easy or normal does not count towards your next council mission becoming Site Recon. {{Verify}} <br />
*To complete the mission you'll need to move a soldier to the ship's bridge and activate the transponder. Afterwards your squad will have 8 turns to get back to the [[Skyranger (EU2012)|Skyranger]] deployment zone. Any soldiers left outside after that timer will be killed by the air strike that will take place afterwards. <br />
*As the whole area is carpet-bombed into oblivion, you will ''not'' be receiving a massive surplus of Chryssalid [[Chryssalid Corpse (EU2012)|corpses]] for sale and resources.<br />
*You will only face Chryssalids and Zombies on this mission. Equip accordingly.<br />
*The Council reward is Panic reduction for Canada.<br />
<noinclude><br />
'''Tactics'''<br />
*There are a few scattered [[Zombie (EU2012)|Zombies]] along the way; best to destroy them, lest you get blindsided by a Chryssalid coming from behind, such as the one in the first large building, and another outside "inland" from it in a narrow corridor.<br />
*Any hanging fish/sharks may also release the Krak-- Chryssalid. Some may wait until the transponder activation and trigger on your way out.<br />
**You can preemptively destroy the hanging fish/sharks with a cover destroying attack (grenades, [[MEC Trooper (EU2012)|MEC]]'s Collateral Damage, etc.) to kill the Chryssalids inside (MEC Flamethrowers only work if the fish is on the ground, while Kinetic Punch works on the hanging ones).<br />
**Chryssalids can't attack on the turn they hatch.<br />
* When going for the transponder, send a unit or two to the transponder and have the rest cover the ship's hold. The Chryssalids will only spawn one at a time for the first few turns, so you should have no trouble at first killing them as they appear.<br />
* If you wait for several turns before you activate the transponder, the flood of Chryssalids will eventually trickle and stop. Afterwards move a soldier to the transponder and on the next turn you'll be able to activate it and get out of the ship without any bugs hassling you on the way. <br />
* You shouldn't have too much trouble reaching the extraction zone in the time allowed, but you'll still need to do a lot of dashing.<br />
** Remember there's nothing but Chryssalids here so you don't need to use cover as you run.<br />
** Chryssalids spawn at the ship in increasing numbers as time goes on - luckily you should be at the extraction zone before the waves that spawn 3 at a time can catch up to you.<br />
** Keep your [[Squads (EU2012)|squad]] together unless you're really short on time. If you let some soldiers fall behind and they have to spend actions defending themselves, it'll only cost you more time.<br />
* You're only fighting Chryssalids and you don't get any [[Alien Artifacts (EU2012)|artifacts]] at the end anyways. Have fun with those explosives, Commander!<br />
<br />
<br><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Ditto51https://www.ufopaedia.org/index.php?title=Slingshot_DLC_(EU2012)&diff=58935Slingshot DLC (EU2012)2014-08-17T19:35:48Z<p>Ditto51: /* Missions */ The Muton while on Normal was surprising...</p>
<hr />
<div>{{tocright}}Available as of December 4th 2012, the '''Slingshot''' pack is the second [[DLC (EU2012)|DLC pack]] released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. It offers three new [[#Missions|council missions]], a [[Shaojie_Zhang_(EU2012)|unique soldier]], extra [[#Achievements|achievements]], and additional [[#Unit Customisation|soldier customisation]] options.<br />
<br />
With Slingshot installed, when the first council mission of the game is triggered you'll be prompted whether you wish to use the Slingshot missions or the default random set. If you do not accept the use of the Slingshot missions at that point, you'll continue to be prompted with the choice whenever a new council mission comes up.<br />
<br />
In Enemy Within, it is no longer the only council missions you retrieve – You can now get others in-between, or before due to Friends in Low Places being scripted into April rather than March<br />
<br />
<br clear="all"><br />
==Missions==<br />
{| class="wikitable"<br />
|-<br />
|[[Image:Zhang_Face2.png|114px]]<br />
![[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.<br />
<br />
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]] as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. Opposition consists of [[Thin Man (EU2012)|Thin Men]], [[Sectoid (EU2012)|Sectoids]] and a [[Chryssalid_(EU2012)|Chryssalid]].<br />
: '''Note''': The Chryssalid is replaced with a [[Muton (EU2012)|Muton]] on Impossible for EU and Classic and Impossible for EW. It is also replaced if you undertake the mission later into the campaign no matter the difficulty.<br />
|-<br />
|[[Image:Confounding_Light.png|114px]]<br />
![[Confounding_Light_(EU2012)|Confounding Light]]<br />
|The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.<br />
<br />
This mission plays very similar to [[Missions_(EU2012)#Bomb Disposal|bomb disposal]], in that your units must "activate" transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is ''not'' extended as you proceed). Opposition consists of [[Thin Man (EU2012)|Thin Men]] and [[Muton (EU2012)|Mutons]].<br />
|-<br />
|[[Image:Gangplank.png|114px]]<br />
![[Gangplank_(EU2012)|Gangplank]]<br />
|The alien [[UFOs_(EU2012)#Battleship|battleship]] has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.<br />
<br />
Completion of this mission nets you a [[Gangplank_(EU2012)#Reward|large amount of resources]] in return, some of which are not otherwise available until much later in the game. Of note is the Fusion Core required for certain advanced [[Research (EU2012)|research projects]]. Opposition mostly consists of [[Sectoid (EU2012)|Sectoids]], [[Thin Man (EU2012)|Thin Men]] and [[Chryssalid_(EU2012)|Chryssalids]], though a [[Cyberdisc (EU2012)|Cyberdisc]] and [[Muton_(EU2012)|Muton]] will also appear.<br />
|-<br />
|}<br />
<br />
<br clear="all"><br />
<br />
==Strategy==<br />
<br />
This DLC can bring a number of changes to early-game progress & decision-making:<br />
<br />
* If accepted, the 3 Slingshot missions replace all other Council Missions untill completion.<br />
** None of them offer Panic Reduction as a reward, and the rewards themselves are fixed (not altered by the [[Second_Wave_(EU2012)|Second Wave]] option, '''High Stakes'''). Keep that in mind when abductions occur, particularly in Asia.<br />
* In Classic and Impossible, rescuing Zhang in the first month unlocks the ability to build the [[OTS_(EU2012)|Officer Training School]], as he will probably be the first to have the required level.<br />
** Thusly, with luck and some micromanaging, it's possible to unlock both Squad Size upgrades before the second mission, making it significantly easier.<br />
* As the first Slingshot mission will be the third or fourth mission you receive overall, and Zhang himself is a reward as a stat-boosted Heavy: you may not want to get attached to any Rookie that gets promoted into a Heavy beforehand. In fact, if you don't mind save scumming at the end of the first mission, you may want to allow a weak-willed soldier become the first Heavy, so you can swap them out for a soldier you do want to raise, such as leveling a Sniper or two to get Squadsight (which would make the second Slingshot mission much easier).<br />
* Mutons equipped with Plasma Rifles appear in the second and third missions: a capture/interrogation can give you an early lead on Plasma weaponry, months before Mutons normally appear (with ''Light'' Plasma Rifles)--- if you have Alien Containment and the Arc Thrower available first.<br />
** The LPR, which Thin Men always carry, must be researched before all other Plasma tech. But, directly after them, you can research the Plasma Cannon for your interceptors. Potentially, you can skip both the Phoenix Cannon and the Laser Cannon due to this.<br />
** If playing with the '''Marathon''' option, this can lead to a MASSIVE head start, if Scientists and Laboratories are acquired early.<br />
* The first mission's $200, and selling some of the captured materials from the third, is a significant credit resource for so early in the game.<br />
<br />
==Achievements==<br />
{{Main|Achievements (EU2012)}}<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].<br />
|-<br />
|[[Image:New_Friend_(EU2012).jpg]] <br />
!<br />
=====New Friend=====<br />
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bait_the_Hook_(EU2012).jpg]] <br />
!<br />
=====Bait the Hook=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] <br />
!<br />
=====The Bigger They Are=====<br />
|Complete [[Gangplank_(EU2012)|Gangplank]].<br />
| align="center" | 20<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Rising_Dragon_(EU2012).jpg]] <br />
!<br />
=====Rising Dragon=====<br />
|Take your new ally into the final challenge.<br />
| align="center" | 30<br />
| align="center" | Gold<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign, but does not need to be The Volunteer. To make him more viable for endgame, purchase OTS's Iron Will before leveling him. Using the Second Wave option, "Hidden Potential", can also give him bigger stat increases, thus making him even more viable. <br />
|-<br />
|[[Image:All_Aboard_(EU2012).jpg]] <br />
!<br />
=====All Aboard!=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.<br />
| align="center" | 30<br />
| align="center" | Silver<br />
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor's cabin.<br />
|-<br />
|}<br />
<br />
<br clear="all"><br />
<br />
==Unit Customisation==<br />
The Slingshot pack includes alternate forms of all XCOM [[Armor (EU2012)|armors]], hats for the default body armour, helmets for all the others and a few additional hairstyles too.<br />
<br />
===Heads===<br />
<gallery widths="95px" heights="95px" perrow="5"><br />
Image:Hair_male_17_(EU2012).png|Male hair 17 (Used by [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]])<br />
Image:Hair_female_17_(EU2012).png|Female hair 17<br />
Image:Hair_male_18_(EU2012).png|Male hair 18<br />
Image:Hair_female_18_(EU2012).png|Female hair 18<br />
Image:Hat_19_(EU2012).png|19: Beret & sunglasses<br />
Image:Hat_20_(EU2012).png|20: Cap & earmuffs<br />
Image:Hat_21_(EU2012).png|21: Beret<br />
Image:Hat_22_(EU2012).png|22: Goggles & earmuffs<br />
Image:Hat_23_(EU2012).png|23: Skeleton helmet<br />
Image:Hat_24_(EU2012).png|24: Carapace helmet<br />
Image:Hat_25_(EU2012).png|25: Ghost helmet<br />
Image:Hat_26_(EU2012).png|26: Titan helmet<br />
Image:Hat_27_(EU2012).png|27: ArchAngel helmet<br />
Image:Hat_28_(EU2012).png|28: Psi helmet<br />
</gallery><br />
<br />
===Armors===<br />
<gallery widths="150px" heights="270px" perrow="4"><br />
Image:kevlar_deco_3.jpg|[[Body_Armor_(EU2012)|Body Armour]] (decoration 3)<br />
Image:skeleton_deco_3.jpg|[[Skeleton_Suit_(EU2012)|Skeleton Suit]] (decoration 3)<br />
Image:carapace_deco_3.jpg|[[Carapace_Armor_(EU2012)|Carapace Armour]] (decoration 3)<br />
Image:titan_deco_2.jpg|[[Titan_Armor_(EU2012)|Titan Armour]] (decoration 2)<br />
Image:ghost_deco_2.jpg|[[Ghost_Armor_(EU2012)|Ghost Armour]] (decoration 2)<br />
Image:archangel_deco_2.jpg|[[Archangel_Armor_(EU2012)|ArchAngel Armour]] (decoration 2)<br />
Image:psi_deco_2.jpg|[[Psi_Armor_(EU2012)|Psi Armour]] (decoration 2)<br />
</gallery><br />
<br />
<br clear="all"><br />
<br />
==Additional Notes==<br />
* The initial release of the Slingshot DLC revealed a bug where previously saved games could no longer be loaded. This has since been resolved.<br />
* The appearance of the unique unit, [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], cannot be modified. This block also applies to the appearance of his armour.<br />
* Although this DLC gives very early access to the otherwise late-game Fusion Core, the time spent researching it could be better spent on other projects at that stage of the game.<br />
* Slingshot armours and helmets may be tinted to different colours with the [[Elite_Soldier_Pack_DLC_(EU2012)|Elite Soldier Pack]] installed. They are available at all times, so long as you have access to the base forms of those armours and regardless as to whether you've performed the Slingshot council missions.<br />
* By default, the files for this DLC are stored at: ''C:\Program Files\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\DLC\PCConsole\DLC_Day060''<br />
<br />
<br clear="all"><br />
==See Also==<br />
* [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]]<br />
* [[DLC_(EU2012)|XCOM: Enemy Unknown DLC]]<br />
* [http://www.xcom.com/enemyunknown/article/xcom-unknown-slingshot-content-pack-available-today Release announcement]<br />
* [http://store.steampowered.com/app/209812/ Steam product page]<br />
* [http://us.playstation.com/games-and-media/add-ons/xcom-enemy-unknown-xcom-enemy-unknown-slingshot-content-pack.html PlayStation Network product page]<br />
* [http://marketplace.xbox.com/en-US/Product/Slingshot-Content-Pack/09b37b89-8a0f-4cfa-92d6-f6d2ee5c6de0 Xbox Live Marketplace product page]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]<br />
[[Category:DLC (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Slingshot_DLC_(EU2012)&diff=58934Slingshot DLC (EU2012)2014-08-17T19:25:25Z<p>Ditto51: /* Achievements */ cleanup</p>
<hr />
<div>{{tocright}}Available as of December 4th 2012, the '''Slingshot''' pack is the second [[DLC (EU2012)|DLC pack]] released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. It offers three new [[#Missions|council missions]], a [[Shaojie_Zhang_(EU2012)|unique soldier]], extra [[#Achievements|achievements]], and additional [[#Unit Customisation|soldier customisation]] options.<br />
<br />
With Slingshot installed, when the first council mission of the game is triggered you'll be prompted whether you wish to use the Slingshot missions or the default random set. If you do not accept the use of the Slingshot missions at that point, you'll continue to be prompted with the choice whenever a new council mission comes up.<br />
<br />
In Enemy Within, it is no longer the only council missions you retrieve – You can now get others in-between, or before due to Friends in Low Places being scripted into April rather than March<br />
<br />
<br clear="all"><br />
==Missions==<br />
{| class="wikitable"<br />
|-<br />
|[[Image:Zhang_Face2.png|114px]]<br />
![[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.<br />
<br />
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]] as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. Opposition consists of [[Thin Man (EU2012)|Thin Men]], [[Sectoid (EU2012)|Sectoids]] and a [[Chryssalid_(EU2012)|Chryssalid]] (a [[Muton (EU2012)|Muton]] on Impossible difficulty on EU and on Classic and Impossible in EW).<br />
|-<br />
|[[Image:Confounding_Light.png|114px]]<br />
![[Confounding_Light_(EU2012)|Confounding Light]]<br />
|The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.<br />
<br />
This mission plays very similar to [[Missions_(EU2012)#Bomb Disposal|bomb disposal]], in that your units must "activate" transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is ''not'' extended as you proceed). Opposition consists of [[Thin Man (EU2012)|Thin Men]] and [[Muton (EU2012)|Mutons]].<br />
|-<br />
|[[Image:Gangplank.png|114px]]<br />
![[Gangplank_(EU2012)|Gangplank]]<br />
|The alien [[UFOs_(EU2012)#Battleship|battleship]] has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.<br />
<br />
Completion of this mission nets you a [[Gangplank_(EU2012)#Reward|large amount of resources]] in return, some of which are not otherwise available until much later in the game. Of note is the Fusion Core required for certain advanced [[Research (EU2012)|research projects]]. Opposition mostly consists of [[Sectoid (EU2012)|Sectoids]], [[Thin Man (EU2012)|Thin Men]] and [[Chryssalid_(EU2012)|Chryssalids]], though a [[Cyberdisc (EU2012)|Cyberdisc]] and [[Muton_(EU2012)|Muton]] will also appear.<br />
|-<br />
|}<br />
<br />
<br clear="all"><br />
<br />
==Strategy==<br />
<br />
This DLC can bring a number of changes to early-game progress & decision-making:<br />
<br />
* If accepted, the 3 Slingshot missions replace all other Council Missions untill completion.<br />
** None of them offer Panic Reduction as a reward, and the rewards themselves are fixed (not altered by the [[Second_Wave_(EU2012)|Second Wave]] option, '''High Stakes'''). Keep that in mind when abductions occur, particularly in Asia.<br />
* In Classic and Impossible, rescuing Zhang in the first month unlocks the ability to build the [[OTS_(EU2012)|Officer Training School]], as he will probably be the first to have the required level.<br />
** Thusly, with luck and some micromanaging, it's possible to unlock both Squad Size upgrades before the second mission, making it significantly easier.<br />
* As the first Slingshot mission will be the third or fourth mission you receive overall, and Zhang himself is a reward as a stat-boosted Heavy: you may not want to get attached to any Rookie that gets promoted into a Heavy beforehand. In fact, if you don't mind save scumming at the end of the first mission, you may want to allow a weak-willed soldier become the first Heavy, so you can swap them out for a soldier you do want to raise, such as leveling a Sniper or two to get Squadsight (which would make the second Slingshot mission much easier).<br />
* Mutons equipped with Plasma Rifles appear in the second and third missions: a capture/interrogation can give you an early lead on Plasma weaponry, months before Mutons normally appear (with ''Light'' Plasma Rifles)--- if you have Alien Containment and the Arc Thrower available first.<br />
** The LPR, which Thin Men always carry, must be researched before all other Plasma tech. But, directly after them, you can research the Plasma Cannon for your interceptors. Potentially, you can skip both the Phoenix Cannon and the Laser Cannon due to this.<br />
** If playing with the '''Marathon''' option, this can lead to a MASSIVE head start, if Scientists and Laboratories are acquired early.<br />
* The first mission's $200, and selling some of the captured materials from the third, is a significant credit resource for so early in the game.<br />
<br />
==Achievements==<br />
{{Main|Achievements (EU2012)}}<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].<br />
|-<br />
|[[Image:New_Friend_(EU2012).jpg]] <br />
!<br />
=====New Friend=====<br />
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bait_the_Hook_(EU2012).jpg]] <br />
!<br />
=====Bait the Hook=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] <br />
!<br />
=====The Bigger They Are=====<br />
|Complete [[Gangplank_(EU2012)|Gangplank]].<br />
| align="center" | 20<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Rising_Dragon_(EU2012).jpg]] <br />
!<br />
=====Rising Dragon=====<br />
|Take your new ally into the final challenge.<br />
| align="center" | 30<br />
| align="center" | Gold<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign, but does not need to be The Volunteer. To make him more viable for endgame, purchase OTS's Iron Will before leveling him. Using the Second Wave option, "Hidden Potential", can also give him bigger stat increases, thus making him even more viable. <br />
|-<br />
|[[Image:All_Aboard_(EU2012).jpg]] <br />
!<br />
=====All Aboard!=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.<br />
| align="center" | 30<br />
| align="center" | Silver<br />
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor's cabin.<br />
|-<br />
|}<br />
<br />
<br clear="all"><br />
<br />
==Unit Customisation==<br />
The Slingshot pack includes alternate forms of all XCOM [[Armor (EU2012)|armors]], hats for the default body armour, helmets for all the others and a few additional hairstyles too.<br />
<br />
===Heads===<br />
<gallery widths="95px" heights="95px" perrow="5"><br />
Image:Hair_male_17_(EU2012).png|Male hair 17 (Used by [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]])<br />
Image:Hair_female_17_(EU2012).png|Female hair 17<br />
Image:Hair_male_18_(EU2012).png|Male hair 18<br />
Image:Hair_female_18_(EU2012).png|Female hair 18<br />
Image:Hat_19_(EU2012).png|19: Beret & sunglasses<br />
Image:Hat_20_(EU2012).png|20: Cap & earmuffs<br />
Image:Hat_21_(EU2012).png|21: Beret<br />
Image:Hat_22_(EU2012).png|22: Goggles & earmuffs<br />
Image:Hat_23_(EU2012).png|23: Skeleton helmet<br />
Image:Hat_24_(EU2012).png|24: Carapace helmet<br />
Image:Hat_25_(EU2012).png|25: Ghost helmet<br />
Image:Hat_26_(EU2012).png|26: Titan helmet<br />
Image:Hat_27_(EU2012).png|27: ArchAngel helmet<br />
Image:Hat_28_(EU2012).png|28: Psi helmet<br />
</gallery><br />
<br />
===Armors===<br />
<gallery widths="150px" heights="270px" perrow="4"><br />
Image:kevlar_deco_3.jpg|[[Body_Armor_(EU2012)|Body Armour]] (decoration 3)<br />
Image:skeleton_deco_3.jpg|[[Skeleton_Suit_(EU2012)|Skeleton Suit]] (decoration 3)<br />
Image:carapace_deco_3.jpg|[[Carapace_Armor_(EU2012)|Carapace Armour]] (decoration 3)<br />
Image:titan_deco_2.jpg|[[Titan_Armor_(EU2012)|Titan Armour]] (decoration 2)<br />
Image:ghost_deco_2.jpg|[[Ghost_Armor_(EU2012)|Ghost Armour]] (decoration 2)<br />
Image:archangel_deco_2.jpg|[[Archangel_Armor_(EU2012)|ArchAngel Armour]] (decoration 2)<br />
Image:psi_deco_2.jpg|[[Psi_Armor_(EU2012)|Psi Armour]] (decoration 2)<br />
</gallery><br />
<br />
<br clear="all"><br />
<br />
==Additional Notes==<br />
* The initial release of the Slingshot DLC revealed a bug where previously saved games could no longer be loaded. This has since been resolved.<br />
* The appearance of the unique unit, [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], cannot be modified. This block also applies to the appearance of his armour.<br />
* Although this DLC gives very early access to the otherwise late-game Fusion Core, the time spent researching it could be better spent on other projects at that stage of the game.<br />
* Slingshot armours and helmets may be tinted to different colours with the [[Elite_Soldier_Pack_DLC_(EU2012)|Elite Soldier Pack]] installed. They are available at all times, so long as you have access to the base forms of those armours and regardless as to whether you've performed the Slingshot council missions.<br />
* By default, the files for this DLC are stored at: ''C:\Program Files\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\DLC\PCConsole\DLC_Day060''<br />
<br />
<br clear="all"><br />
==See Also==<br />
* [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]]<br />
* [[DLC_(EU2012)|XCOM: Enemy Unknown DLC]]<br />
* [http://www.xcom.com/enemyunknown/article/xcom-unknown-slingshot-content-pack-available-today Release announcement]<br />
* [http://store.steampowered.com/app/209812/ Steam product page]<br />
* [http://us.playstation.com/games-and-media/add-ons/xcom-enemy-unknown-xcom-enemy-unknown-slingshot-content-pack.html PlayStation Network product page]<br />
* [http://marketplace.xbox.com/en-US/Product/Slingshot-Content-Pack/09b37b89-8a0f-4cfa-92d6-f6d2ee5c6de0 Xbox Live Marketplace product page]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]<br />
[[Category:DLC (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=Slingshot_DLC_(EU2012)&diff=58933Slingshot DLC (EU2012)2014-08-17T19:22:23Z<p>Ditto51: I've been getting the choice every time a council mission is offered. I took it after my first Abductor with Berserkers which was about the fourth council mission.</p>
<hr />
<div>{{tocright}}Available as of December 4th 2012, the '''Slingshot''' pack is the second [[DLC (EU2012)|DLC pack]] released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. It offers three new [[#Missions|council missions]], a [[Shaojie_Zhang_(EU2012)|unique soldier]], extra [[#Achievements|achievements]], and additional [[#Unit Customisation|soldier customisation]] options.<br />
<br />
With Slingshot installed, when the first council mission of the game is triggered you'll be prompted whether you wish to use the Slingshot missions or the default random set. If you do not accept the use of the Slingshot missions at that point, you'll continue to be prompted with the choice whenever a new council mission comes up.<br />
<br />
In Enemy Within, it is no longer the only council missions you retrieve – You can now get others in-between, or before due to Friends in Low Places being scripted into April rather than March<br />
<br />
<br clear="all"><br />
==Missions==<br />
{| class="wikitable"<br />
|-<br />
|[[Image:Zhang_Face2.png|114px]]<br />
![[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.<br />
<br />
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]] as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. Opposition consists of [[Thin Man (EU2012)|Thin Men]], [[Sectoid (EU2012)|Sectoids]] and a [[Chryssalid_(EU2012)|Chryssalid]] (a [[Muton (EU2012)|Muton]] on Impossible difficulty on EU and on Classic and Impossible in EW).<br />
|-<br />
|[[Image:Confounding_Light.png|114px]]<br />
![[Confounding_Light_(EU2012)|Confounding Light]]<br />
|The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.<br />
<br />
This mission plays very similar to [[Missions_(EU2012)#Bomb Disposal|bomb disposal]], in that your units must "activate" transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is ''not'' extended as you proceed). Opposition consists of [[Thin Man (EU2012)|Thin Men]] and [[Muton (EU2012)|Mutons]].<br />
|-<br />
|[[Image:Gangplank.png|114px]]<br />
![[Gangplank_(EU2012)|Gangplank]]<br />
|The alien [[UFOs_(EU2012)#Battleship|battleship]] has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.<br />
<br />
Completion of this mission nets you a [[Gangplank_(EU2012)#Reward|large amount of resources]] in return, some of which are not otherwise available until much later in the game. Of note is the Fusion Core required for certain advanced [[Research (EU2012)|research projects]]. Opposition mostly consists of [[Sectoid (EU2012)|Sectoids]], [[Thin Man (EU2012)|Thin Men]] and [[Chryssalid_(EU2012)|Chryssalids]], though a [[Cyberdisc (EU2012)|Cyberdisc]] and [[Muton_(EU2012)|Muton]] will also appear.<br />
|-<br />
|}<br />
<br />
<br clear="all"><br />
<br />
==Strategy==<br />
<br />
This DLC can bring a number of changes to early-game progress & decision-making:<br />
<br />
* If accepted, the 3 Slingshot missions replace all other Council Missions untill completion.<br />
** None of them offer Panic Reduction as a reward, and the rewards themselves are fixed (not altered by the [[Second_Wave_(EU2012)|Second Wave]] option, '''High Stakes'''). Keep that in mind when abductions occur, particularly in Asia.<br />
* In Classic and Impossible, rescuing Zhang in the first month unlocks the ability to build the [[OTS_(EU2012)|Officer Training School]], as he will probably be the first to have the required level.<br />
** Thusly, with luck and some micromanaging, it's possible to unlock both Squad Size upgrades before the second mission, making it significantly easier.<br />
* As the first Slingshot mission will be the third or fourth mission you receive overall, and Zhang himself is a reward as a stat-boosted Heavy: you may not want to get attached to any Rookie that gets promoted into a Heavy beforehand. In fact, if you don't mind save scumming at the end of the first mission, you may want to allow a weak-willed soldier become the first Heavy, so you can swap them out for a soldier you do want to raise, such as leveling a Sniper or two to get Squadsight (which would make the second Slingshot mission much easier).<br />
* Mutons equipped with Plasma Rifles appear in the second and third missions: a capture/interrogation can give you an early lead on Plasma weaponry, months before Mutons normally appear (with ''Light'' Plasma Rifles)--- if you have Alien Containment and the Arc Thrower available first.<br />
** The LPR, which Thin Men always carry, must be researched before all other Plasma tech. But, directly after them, you can research the Plasma Cannon for your interceptors. Potentially, you can skip both the Phoenix Cannon and the Laser Cannon due to this.<br />
** If playing with the '''Marathon''' option, this can lead to a MASSIVE head start, if Scientists and Laboratories are acquired early.<br />
* The first mission's $200, and selling some of the captured materials from the third, is a significant credit resource for so early in the game.<br />
<br />
==Achievements==<br />
{{Main|Achievements (EU2012)}}<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].<br />
|-<br />
|[[Image:New_Friend_(EU2012).jpg]] <br />
!<br />
=====New Friend=====<br />
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bait_the_Hook_(EU2012).jpg]] <br />
!<br />
=====Bait the Hook=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]].<br />
| align="center" | 10<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] <br />
!<br />
=====The Bigger They Are=====<br />
|Complete [[Gangplank_(EU2012)|Gangplank]].<br />
| align="center" | 20<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Rising_Dragon_(EU2012).jpg]] <br />
!<br />
=====Rising Dragon=====<br />
|Take your new ally into the final challenge.<br />
| align="center" | 30<br />
| align="center" | Gold<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS's Iron Will before leveling him. Second Wave's "Hidden Potential" might also give him larger stat increases. <br />
|-<br />
|[[Image:All_Aboard_(EU2012).jpg]] <br />
!<br />
=====All Aboard!=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.<br />
| align="center" | 30<br />
| align="center" | Silver<br />
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor's cabin.<br />
|-<br />
|}<br />
<br />
<br clear="all"><br />
<br />
==Unit Customisation==<br />
The Slingshot pack includes alternate forms of all XCOM [[Armor (EU2012)|armors]], hats for the default body armour, helmets for all the others and a few additional hairstyles too.<br />
<br />
===Heads===<br />
<gallery widths="95px" heights="95px" perrow="5"><br />
Image:Hair_male_17_(EU2012).png|Male hair 17 (Used by [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]])<br />
Image:Hair_female_17_(EU2012).png|Female hair 17<br />
Image:Hair_male_18_(EU2012).png|Male hair 18<br />
Image:Hair_female_18_(EU2012).png|Female hair 18<br />
Image:Hat_19_(EU2012).png|19: Beret & sunglasses<br />
Image:Hat_20_(EU2012).png|20: Cap & earmuffs<br />
Image:Hat_21_(EU2012).png|21: Beret<br />
Image:Hat_22_(EU2012).png|22: Goggles & earmuffs<br />
Image:Hat_23_(EU2012).png|23: Skeleton helmet<br />
Image:Hat_24_(EU2012).png|24: Carapace helmet<br />
Image:Hat_25_(EU2012).png|25: Ghost helmet<br />
Image:Hat_26_(EU2012).png|26: Titan helmet<br />
Image:Hat_27_(EU2012).png|27: ArchAngel helmet<br />
Image:Hat_28_(EU2012).png|28: Psi helmet<br />
</gallery><br />
<br />
===Armors===<br />
<gallery widths="150px" heights="270px" perrow="4"><br />
Image:kevlar_deco_3.jpg|[[Body_Armor_(EU2012)|Body Armour]] (decoration 3)<br />
Image:skeleton_deco_3.jpg|[[Skeleton_Suit_(EU2012)|Skeleton Suit]] (decoration 3)<br />
Image:carapace_deco_3.jpg|[[Carapace_Armor_(EU2012)|Carapace Armour]] (decoration 3)<br />
Image:titan_deco_2.jpg|[[Titan_Armor_(EU2012)|Titan Armour]] (decoration 2)<br />
Image:ghost_deco_2.jpg|[[Ghost_Armor_(EU2012)|Ghost Armour]] (decoration 2)<br />
Image:archangel_deco_2.jpg|[[Archangel_Armor_(EU2012)|ArchAngel Armour]] (decoration 2)<br />
Image:psi_deco_2.jpg|[[Psi_Armor_(EU2012)|Psi Armour]] (decoration 2)<br />
</gallery><br />
<br />
<br clear="all"><br />
<br />
==Additional Notes==<br />
* The initial release of the Slingshot DLC revealed a bug where previously saved games could no longer be loaded. This has since been resolved.<br />
* The appearance of the unique unit, [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], cannot be modified. This block also applies to the appearance of his armour.<br />
* Although this DLC gives very early access to the otherwise late-game Fusion Core, the time spent researching it could be better spent on other projects at that stage of the game.<br />
* Slingshot armours and helmets may be tinted to different colours with the [[Elite_Soldier_Pack_DLC_(EU2012)|Elite Soldier Pack]] installed. They are available at all times, so long as you have access to the base forms of those armours and regardless as to whether you've performed the Slingshot council missions.<br />
* By default, the files for this DLC are stored at: ''C:\Program Files\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\DLC\PCConsole\DLC_Day060''<br />
<br />
<br clear="all"><br />
==See Also==<br />
* [[Shaojie_Zhang_(EU2012)|Shaojie Zhang]]<br />
* [[DLC_(EU2012)|XCOM: Enemy Unknown DLC]]<br />
* [http://www.xcom.com/enemyunknown/article/xcom-unknown-slingshot-content-pack-available-today Release announcement]<br />
* [http://store.steampowered.com/app/209812/ Steam product page]<br />
* [http://us.playstation.com/games-and-media/add-ons/xcom-enemy-unknown-xcom-enemy-unknown-slingshot-content-pack.html PlayStation Network product page]<br />
* [http://marketplace.xbox.com/en-US/Product/Slingshot-Content-Pack/09b37b89-8a0f-4cfa-92d6-f6d2ee5c6de0 Xbox Live Marketplace product page]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]<br />
[[Category:DLC (EU2012)]]</div>Ditto51https://www.ufopaedia.org/index.php?title=User:Ditto51&diff=58839User:Ditto512014-08-15T19:00:52Z<p>Ditto51: /* Achievements */</p>
<hr />
<div>__NOTOC__<br />
__NOTITLE__<br />
[[Image:snakeman.png|left|100px]] [[Image:floater.png|right|100px]] <center><span style="color: green;"><big><big><big><big><big><big>'''''Ditto51'''''</big></big></big></big></big></big></span></center><br />
==About Me==<br />
<br />
My real name is Tom and I am currently writing a small story that involves the [[Alien Life Forms|aliens]] that live on Mars returning to make a second attempt at taking over the Earth.<br />
<br clear="left"><br />
===The book===<br />
The book revolves around three simultaneous alien invasions, the most brutal of which is committed by our friendly friends who live on Mars, an are now named after the area of their originally base, [[Cydonia]]. Cydonia used to be the crown jewel of [[Mars]] when the [[Snakeman|Snakemen]] [[Image:snakeman.png|25px]] were in control of the planet before they were exterminated for the failure of the [[Background (Enemy Unknown)|first alien invasion]] in [[X-COM|1999]]<br />
<br />
[http://www.fanfiction.net/s/9694637/1/X-COM-of-2010 Click here to go to my Fanfiction account] X-COM in 2010 has the three main X-COM related chapters, one about [[Floater|Pink, Floating Fairies]], another about the [[Sectoid]]s and the final one that is about the [[Uber Ethereal (EU2012)|Uber Ethereal's]] inner most thoughts after a string of recent losses to the main characters. <small>(None of these apply to the main book as of the most recent draft)</small><br />
<br />
You can also find me on [http://bulbapedia.bulbagarden.net/wiki/User:Ditto51 Bulbapedia], [http://en.wikipedia.org/wiki/User:Ditto51 Wikipedia] or [http://www.ssbwiki.com/index.php?title=User:Ditto51 the Super Smash Wiki]<br />
<br />
===Achievements===<br />
{|align="center" width="100%" class="toccolours" style="text-align: center;" cellpadding="2"<br />
!align=left style="background:#158476" width="9%"|<center>'''2855 [[File:Gamescore.png]]''' <br> '''116 out of 126''' </center><br />
|align="center" style="background: #158476;" colspan="4"|'''My Achievements'''<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)|Enemy Unknown]]<br>950 [[File:Gamescore.png]]<br>52 out of 55'''</center></small><br />
|[[File:No Looking Back (EU2012).jpg|50px]] • [[File:Earth First (EU2012).jpg|50px]] • [[File:Rising Dragon (EU2012).jpg|50px]] • [[File:Edison (EU2012).jpg|50px]] • [[File:Xavier (EU2012).jpg|50px]] • [[File:Hunter Killer (EU2012).jpg|50px]] • [[File:The Bigger They Are (EU2012).jpg|50px|]] • [[File:All Aboard (EU2012).jpg|50px]] • [[File:Bait the Hook (EU2012).jpg|50px]] • [[File:New Friend (EU2012).jpg|50px|]] • [[File:Aint No Cavalry Comin (EU2012).jpg|50px]] • [[File:Angel of Death (EU2012).jpg|50px]] • [[File:Shooting Stars (EU2012).jpg|50px]] • [[File:Meet New People Then Kill Them (EU2012).jpg|50px]] • [[File:Lone Wolf (EU2012).jpg|50px]] •<br />
<br />
[[File:Bubonic (EU2012).jpg|50px]] • [[File:Skunkworks (EU2012).jpg|50px]] • [[File:You Have 5 Seconds to Comply (EU2012).jpg|50px]] • [[File:Humanitys Savior (EU2012).jpg|50px]] • [[File:Pale Horse (EU2012).jpg|50px]] • [[File:The Volunteer (EU2012).jpg|50px]] • [[File:Man No More (EU2012).jpg|50px]] • [[File:Theory (EU2012).jpg|50px]] • [[File:On the Shoulders of Giants (EU2012).jpg|50px]] • [[File:All Employees Must Wash Hands (EU2012).jpg|50px]] • [[File:And Hells Coming With Me (EU2012).jpg|50px]] • [[File:See All Know All (EU2012).jpg|50px]] • [[File:Beyond the Veil (EU2012).jpg|50px]] • [[File:One Gun at a Time (EU2012).jpg|50px]] • [[File:Ride the Lightning (EU2012).jpg|50px]] •<br />
<br />
[[File:Flight of the valkyries (EU2012).jpg|50px]] • [[File:Oppenheimer (EU2012).jpg|50px]] • [[File:Off My Planet (EU2012).jpg|50px]] • [[File:Drums in the Deep (EU2012).jpg|50px]] • [[File:Worth Every Penny (EU2012).jpg|50px]] • [[File:Bada Boom (EU2012).jpg|50px]] • [[File:Welcoming Committee (EU2012).jpg|50px]] • [[File:And Practice (EU2012).jpg|50px]] • [[File:All Together Now (EU2012).jpg|50px]] • [[File:The Hardest Road (EU2012).jpg|50px]] • [[File:Happy to Oblige (EU2012).jpg|50px]] • [[File:As A Scalpel (EU2012).jpg|50px]]• [[File:X Marks the Spot (EU2012).jpg|50px]] • [[File:The Gatekeeper (EU2012).jpg|50px]] • [[File:Prisoner of War (EU2012).jpg|50px]] •<br />
<br />
[[File:Up and Running (EU2012).jpg|50px]] • [[File:Tables Turned (EU2012).jpg|50px]] • [[File:Eye in the Sky (EU2012).jpg|50px]] • [[File:Combat Ready (EU2012).jpg|50px]] • [[File:What Wonders Await (EU2012).jpg|50px]] • [[File:We Happy Few (EU2012).jpg|50px]] • [[File:And So It Begins (EU2012).jpg|50px]] •<br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (EU2012)#Enemy Within DLC|Enemy Within]]<br>1000 [[File:Gamescore.png]]<br>30 out of 30'''</center></small><br />
|[[File:An Army Of Four (EU2012).jpg|50px]] • [[File:Guardian of Earth (EU2012).jpg|50px]] • [[File:Mental Minefield (EU2012).jpg|50px]] • [[File:Anger Management (EU2012).jpg|50px]] • [[File:Mutatis Mutandis (EU2012).jpg|50px]] • [[File:Steel Martyr (EU2012).jpg|50px]] • [[File:Enemy Within (EU2012).jpg|50px]] • [[File:Rise of the Machines (EU2012).jpg|50px]] • [[File:By Our Powers Combined (EU2012).jpg|50px]] • [[File:The Meld Squad (EU2012).jpg|50px]] • [[File:Apotheosis Denied (EU2012).jpg|50px]] • [[File:Pain in the Neck (EU2012).jpg|50px]] • [[File:Where in The World (EU2012).jpg|50px]] • [[File:Ours are The Furies (EU2012).jpg|50px]] • [[File:Someone Your Own Size (EU2012).jpg|50px]] •<br />
<br />
[[File:Solid Prospect (EU2012).jpg|50px]] • [[File:Regenerate This (EU2012).jpg|50px]] • [[File:Tingling Sensation (EU2012).jpg|50px]] • [[File:G’day (EU2012).jpg|50px]] • [[File:They Shall Not Pass (EU2012).jpg|50px]] • [[File:All Hands on Deck (EU2012).jpg|50px]] • [[File:Shieldbuster (EU2012).jpg|50px]] • [[File:Elite Defense (EU2012).jpg|50px]] • [[File:Remington (EU2012).jpg|50px]] • [[File:Nice Cover (EU2012).jpg|50px]] • [[File:Mind the Step (EU2012).jpg|50px]] • [[File:Zom-B-Gone (EU2012).jpg|50px]] • [[File:Taking A Load Off (EU2012).jpg|50px]] • [[File:A Little Bit Alien (EU2012).jpg|50px]] • [[File:Who Needs Limbs (EU2012).jpg|50px]] • <br />
|-<br />
!align=left style="background:#158476" width="9%"|<small><center>'''[[Achievements (Bureau)|The Bureau: XCOM Declassified]]<br>1005 [[File:Gamescore.png]]<br>35 out of 41'''</center></small><br />
|[[File:Conscientious Objector (Bureau).jpg|50px]] • [[File:Its In The Air (Bureau).jpg|50px]] • [[File:No One Left Behind (Bureau).jpg|50px]] • [[File:Only a Man (Bureau).jpg|50px]] • [[File:Drive Through (Bureau).jpg|50px]] • [[File:Know Your Groceries (Bureau).jpg|50px]] • [[File:Mind Blown (Bureau).jpg|50px]] • [[File:Conduit Connection (Bureau).jpg|50px]] • [[File:The Last Suit You'll Ever Wear (Bureau).jpg|50px]] • [[File:We Will Fight Like Lions!.jpg|50px]] • [[File:Sight Beyond Sight (Bureau).jpg|50px]] • [[File:The Fat Lady Has Sung (Bureau).jpg|50px]] • [[File:Ready for Anything (Bureau).jpg|50px]] • [[File:Exorcised the Demon (Bureau).jpg|50px]] • [[File:... And the Body Dies (Bureau).jpg|50px]] •<br />
<br />
[[File:Clever Girl (Bureau).jpg|50px]] • [[File:Don't Run. You'll Just Die Tired (Bureau).jpg|50px]] • [[File:Can't Be Everywhere at Once (Bureau).jpg|50px]] • [[File:Top. Men. (Bureau).jpg|50px]] • [[File:See the World They Said... (Bureau).jpg|50px]] • [[File:A Story of Axis and Allies (Bureau).jpg|50px]] • [[File:Bursting the Bubble (Bureau).jpg|50px]] • [[File:What Are You Without Your Armor (Bureau).jpg|50px]] • [[File:A Dish Best Served Cold (Bureau).jpg|50px]] • [[File:I've Seen Better, But not Many (Bureau).jpg|50px]] • [[File:The Devil's Tower (Bureau).jpg|50px]] • [[File:Leader of Man (Bureau).jpg|50px]] • [[File:Glad My Trust Wasn't Misplaced (Bureau).jpg|50px]] • [[File:Always Team (Bureau).jpg|50px]] • [[File:Not Playing Favorites (Bureau).jpg|50px]] •<br />
<br />
[[File:So Just Let Me Introduce Myself.jpg|50px]] • [[File:Is He Old Enough to Drive (Bureau).jpg|50px]] • [[File:Bringing Down Goliath (Bureau).jpg|50px]] • [[File:Dead Head (Bureau).jpg|50px]] • [[File:All That Remains.jpg|50px]] •<br />
|}<br />
<br />
==Pages made by me include:==<br />
<!--{| class="wikitable" width="100%" <br />
|- <br />
! width="10%" align="center" | Page Name <br />
! width="40%" align="center" | Description<br />
! width="35%" align="center" | Image <br />
! width="10%" align="center" | Notes<br />
! width="5%" align="center" | Date Created<br />
|- style="vertical-align:top;"<br />
|-<br />
| align="center" | [[Base Farming]] <br />
| align="center" | {{:Base Farming}}<br />
| align="center" | [[Image:floater.png|200px]]<br />
| align="center" | ''Now Combined with [[User:Zarn|Zarn's]] Supply Ship Smash and Grab Page''<br />
| align="center" | 19th June 2012<br />
|-<br />
| align="center" | [[Achievements (EU2012)]] <br />
| align="center" | Achievements for XCOM: Enemy Unknown<br />
| align="center" | [[Image:Gamescore.png|20px]]<br />
| align="center" | -<br />
| align="center" | 30th October 2012<br />
|-<br />
| align="center" | [[After Action Report (EU2012)]] <br />
| align="center" | The After Action Report from XCOM: Enemy Unknown that shows the acquired items, mission results and soldier stats.<br />
| align="center" | [[Image:AAR 1 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Interrogate Floater (EU2012)]] <br />
| align="center" | The results of interrogating a Floater in Enemy Unknown<br />
| align="center" | [[Image:Floater 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|-<br />
| align="center" | [[Interrogate Sectoid (EU2012)]] <br />
| align="center" | The results of interrogating a Srctoid in Enemy Unknown<br />
| align="center" | [[Image:Sectoid 2 (EU2012).png|250px]]<br />
| align="center" | -<br />
| align="center" | 14th August 2013<br />
|}--><br />
*[[Base Farming]] – Now Combined with [[User:Zarn|Zarn's]] [[Supply Ship Smash and Grab]] Page [[Image:floater.png|20px]];<br><br />
*[[Achievements (EU2012)]];<br><br />
*[[After Action Report (EU2012)]];<br><br />
*[[Interrogate Floater (EU2012)]] [[Image:Floater 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Sectoid (EU2012)]] [[Image:Sectoid 2 (EU2012).png|30px]];<br><br />
*[[Alien Terror Mission (EU2012)]] [[Image:BAR TERROR (EU2012).png|50px]];<br><br />
*[[Achievements (Bureau)]];<br><br />
*[[Ethereal (Bureau)]];<br><br />
*[[Dispatch Mission (Bureau)]];<br><br />
*[[Minor Operation (Bureau)]];<br><br />
*[[Difficulty (Bureau)]];<br><br />
*[[Interrogate Heavy Floater (EU2012)]] [[Image:Heavy Floater 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Berserker (EU2012)]] [[Image:Berserker 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Muton Elite (EU2012)]] [[Image:Elite Muton 2 (EU2012).png|30px]];<br><br />
*[[Interrogate Ethereal (EU2012)]] [[Image:Ethereal 2 (EU2012).png|30px]];<br><br />
*[[Barracks (EU2012)]] – Recreated from a Redirect Page [[Image:barracksEU2012.jpg|50px]];<br><br />
*[[Memorial (EU2012)]];<br><br />
*[[Meld Canister (EU2012)]] [[Image:Meld 2 (EU2012).png|50px]];<br><br />
*[[Codebreaker DLC (Bureau)]];<br><br />
*[[Hanger 6: R&D DLC (Bureau)]];<br><br />
*[[Continent Bonus Analysis (EU2012)]];<br><br />
*My Guide to the first month of [[User:Ditto51/Ditto51's Guide to Impossible in XCOM: Enemy Unknown (EU2012)|Enemy Unknown Impossible]].</div>Ditto51https://www.ufopaedia.org/index.php?title=User_talk:Hobbes&diff=58838User talk:Hobbes2014-08-15T18:49:04Z<p>Ditto51: /* Kinetic Strike Module and Flamethrower Bug */</p>
<hr />
<div>==Nav Boxes==<br />
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)<br />
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: <br />
<br />
<table width="75%" {{stdTable}} cellpadding="3" border="1"><br />
<tr {{stdTable Sub_Heading}}><td colspan ="2">{{Apoc Icon}} <b>[[Apoc_Table|X-COM: Apocalypse]]:</b> [[Organizations]]</td></tr><br />
<tr><td width="80"><b>The Good:</b></td><td>[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]</td></tr><br />
<tr><td><b>The Bad:</b></td><td>[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]</td></tr><br />
<tr><td><b>The Ugly:</b></td><td>[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]<br>[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]<br>[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]<br>[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]<br>[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]</td></tr><br />
</table><br />
<br />
Or, if you click to edit the code: <br />
<br />
<nowiki><table width="75%" {{stdTable}} cellpadding="3" border="1"></nowiki><br />
<br />
<nowiki><tr {{stdTable Sub_Heading}}><td colspan ="2">{{Apoc Icon}} <b>[[Apoc_Table|X-COM: Apocalypse]]:</b> [[Organizations]]</td></tr></nowiki><br />
<br />
<nowiki><tr><td width="80"><b>The Good:</b></td><td>[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]</td></tr></nowiki><br />
<br />
<nowiki><tr><td><b>The Bad:</b></td><td>[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]</td></tr></nowiki><br />
<br />
<nowiki><tr><td><b>The Ugly:</b></td><td>[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]<br>[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]<br>[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]<br>[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]<br>[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]</td></tr></nowiki><br />
<br />
<nowiki></table><br />
</nowiki><br />
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you've done a template, you'll have to add it to all the relevant pages by adding at the bottom the following code: <br />
<nowiki>{{Aliens (EU2012)}}</nowiki> [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)<br />
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)<br />
<br />
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)<br />
:::: NKF, could you please post here an example of wiki table markup? I'm not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) <br />
<br />
:::::Sure. I'll use wiki table markup to replicate the example navbar above. Check the source. <br />
<br />
<br />
{| width="75%" {{stdTable}} cellpadding="3" border="1"<br />
|- {{stdTable Sub_Heading}}<br />
| colspan ="2" | {{Apoc Icon}} '''[[Apoc_Table|X-COM: Apocalypse]]:''' [[Organizations]]<br />
|-<br />
| width="80"| '''The Good:'''<br />
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]<br />
|-<br />
| '''The Bad:'''<br />
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]<br />
|-<br />
| '''The Ugly:'''<br />
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]<br>[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]<br>[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]<br>[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]<br>[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]<br />
|}<br />
<br />
<br />
:::::It's the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT) <br />
<br />
::: I'd quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 18:17, 26 April 2013 (EDT)<br />
:::: Might be better to use only the loading screen images on the Navbar. I'll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)<br />
:::: How about something like this?<br />
<br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)<br />
<br />
: The layout and appearance looks perfect to me, but I don't like the use of style templates within the table - guess what THEY conflict with?<br />
<br />
: Starting a cell with a ! instead of a | is enough to tell the wiki it's to be a header cell, there's no need to use a template for that. I've hence modified the above table to do away with templates as an example.<br />
<br />
: If adding it to the map pages as a template, could I also ask for a <nowiki>{{EU2012_Style}}</nowiki> tag to go in as well? Doesn't actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.<br />
<br />
: - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 22:12, 27 April 2013 (EDT)<br />
:: Just made a few more and edits and I've moved it into [[Template: Maps Navbar (EU2012)]]. I'll add it later, along with the <nowiki>{{EU2012_Style}}</nowiki> tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)<br />
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that's for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)<br />
<br />
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 02:54, 1 May 2013 (EDT)<br />
<br />
== Spamming Accounts ==<br />
<br />
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)<br />
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)<br />
<br />
== Undo? ==<br />
<br />
I ''haven't''. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)<br />
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=prev&oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=next&oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=prev&oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&action=historysubmit&diff=52278&oldid=52277])<br />
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)<br />
:::That's possible as well but you get a warning that someone has edited and saved a new version of the page while you're editing. To try to avoid this situation it's better to edit the EW main page by subsections if you're only adding a couple lines of text. But since we're now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)<br />
<br />
== New template / standardized words / main testing page ==<br />
<br />
Hey Hobbes, since you're very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.<br />
<br />
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with "minor edit" for readability.<br />
<br />
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)<br />
:I've been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you've just posed. I'm following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. <br />
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM <br />
* Capitalize when you're using the exact term<br />
* For emphasis, i.e. you're mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. <br />
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).<br />
* Don't write as if you're in a chat room: 'crits', 'dmg' and other abbreviations should not be used. <br />
* DO NOT WRITE phrases or words on full caps just for emphasis. <br />
<br />
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)<br />
<br />
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like "Источник" is more familiar than "Source" in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)<br />
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)<br />
<br />
== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==<br />
<br />
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can't remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)</div>Ditto51https://www.ufopaedia.org/index.php?title=User_talk:Hobbes&diff=58837User talk:Hobbes2014-08-15T18:48:16Z<p>Ditto51: /* Kinetic Strike Module and Flamethrower Bug */ new section</p>
<hr />
<div>==Nav Boxes==<br />
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)<br />
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: <br />
<br />
<table width="75%" {{stdTable}} cellpadding="3" border="1"><br />
<tr {{stdTable Sub_Heading}}><td colspan ="2">{{Apoc Icon}} <b>[[Apoc_Table|X-COM: Apocalypse]]:</b> [[Organizations]]</td></tr><br />
<tr><td width="80"><b>The Good:</b></td><td>[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]</td></tr><br />
<tr><td><b>The Bad:</b></td><td>[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]</td></tr><br />
<tr><td><b>The Ugly:</b></td><td>[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]<br>[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]<br>[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]<br>[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]<br>[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]</td></tr><br />
</table><br />
<br />
Or, if you click to edit the code: <br />
<br />
<nowiki><table width="75%" {{stdTable}} cellpadding="3" border="1"></nowiki><br />
<br />
<nowiki><tr {{stdTable Sub_Heading}}><td colspan ="2">{{Apoc Icon}} <b>[[Apoc_Table|X-COM: Apocalypse]]:</b> [[Organizations]]</td></tr></nowiki><br />
<br />
<nowiki><tr><td width="80"><b>The Good:</b></td><td>[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]</td></tr></nowiki><br />
<br />
<nowiki><tr><td><b>The Bad:</b></td><td>[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]</td></tr></nowiki><br />
<br />
<nowiki><tr><td><b>The Ugly:</b></td><td>[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]<br>[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]<br>[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]<br>[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]<br>[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]</td></tr></nowiki><br />
<br />
<nowiki></table><br />
</nowiki><br />
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you've done a template, you'll have to add it to all the relevant pages by adding at the bottom the following code: <br />
<nowiki>{{Aliens (EU2012)}}</nowiki> [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)<br />
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)<br />
<br />
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)<br />
:::: NKF, could you please post here an example of wiki table markup? I'm not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) <br />
<br />
:::::Sure. I'll use wiki table markup to replicate the example navbar above. Check the source. <br />
<br />
<br />
{| width="75%" {{stdTable}} cellpadding="3" border="1"<br />
|- {{stdTable Sub_Heading}}<br />
| colspan ="2" | {{Apoc Icon}} '''[[Apoc_Table|X-COM: Apocalypse]]:''' [[Organizations]]<br />
|-<br />
| width="80"| '''The Good:'''<br />
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]<br />
|-<br />
| '''The Bad:'''<br />
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]<br />
|-<br />
| '''The Ugly:'''<br />
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]<br>[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]<br>[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]<br>[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]<br>[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]<br />
|}<br />
<br />
<br />
:::::It's the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT) <br />
<br />
::: I'd quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 18:17, 26 April 2013 (EDT)<br />
:::: Might be better to use only the loading screen images on the Navbar. I'll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)<br />
:::: How about something like this?<br />
<br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)<br />
<br />
: The layout and appearance looks perfect to me, but I don't like the use of style templates within the table - guess what THEY conflict with?<br />
<br />
: Starting a cell with a ! instead of a | is enough to tell the wiki it's to be a header cell, there's no need to use a template for that. I've hence modified the above table to do away with templates as an example.<br />
<br />
: If adding it to the map pages as a template, could I also ask for a <nowiki>{{EU2012_Style}}</nowiki> tag to go in as well? Doesn't actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.<br />
<br />
: - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 22:12, 27 April 2013 (EDT)<br />
:: Just made a few more and edits and I've moved it into [[Template: Maps Navbar (EU2012)]]. I'll add it later, along with the <nowiki>{{EU2012_Style}}</nowiki> tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)<br />
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that's for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)<br />
<br />
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 02:54, 1 May 2013 (EDT)<br />
<br />
== Spamming Accounts ==<br />
<br />
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)<br />
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)<br />
<br />
== Undo? ==<br />
<br />
I ''haven't''. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)<br />
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=prev&oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=next&oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&diff=prev&oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&action=historysubmit&diff=52278&oldid=52277])<br />
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)<br />
:::That's possible as well but you get a warning that someone has edited and saved a new version of the page while you're editing. To try to avoid this situation it's better to edit the EW main page by subsections if you're only adding a couple lines of text. But since we're now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)<br />
<br />
== New template / standardized words / main testing page ==<br />
<br />
Hey Hobbes, since you're very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.<br />
<br />
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with "minor edit" for readability.<br />
<br />
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)<br />
:I've been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you've just posed. I'm following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. <br />
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM <br />
* Capitalize when you're using the exact term<br />
* For emphasis, i.e. you're mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. <br />
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).<br />
* Don't write as if you're in a chat room: 'crits', 'dmg' and other abbreviations should not be used. <br />
* DO NOT WRITE phrases or words on full caps just for emphasis. <br />
<br />
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)<br />
<br />
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like "Источник" is more familiar than "Source" in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)<br />
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)<br />
<br />
== [[Bugs (EU2012)#Kinetic Strike Module_and_Flamethrower_Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==<br />
<br />
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets</div>Ditto51