Talk:Info (XCOM2)

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New Section/Table

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? Hobbes (talk) 12:33, 16 June 2015 (EDT)

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.--Ditto51 (talk) 09:37, 17 June 2015 (EDT)
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.--Ditto51 (talk) 10:40, 13 September 2015 (EDT)
OK, I finally have some time available after the insane amount of work I've been doing for my Redux OpenXcom mod, so it's time to start organizing this section. I'll have a draft table soon for comments, I already have a few ideas on how to start. Hobbes (talk) 12:57, 14 December 2015 (EST)

Just finished a first draft of the XCOM 2 table to be placed on this page and move the existing content to its relevant pages. There are a few templates that will be required before actually placing any content into these pages (to start organizing stuff):

  • Soldier classes (and possibly for other XCOM personnel such as Engineers/Scientists)
  • Alien/Advent units
  • Weapons/Items
  • Armors

Hobbes (talk) 15:46, 6 January 2016 (EST)

I'm going to bet we'll need a subsection for the "Alien/Advent Retaliation" stuff we saw in the trailers, once we figure out more of what those entail. I felt they got the idea from long war: I recall the ones we got to see were armor adds to the Advent (ie: Long War's alien research adding gene mods and stat boosts), forgot the other one but I think it was 'hunt the Avenger' basically, and the one that was deliberately not shown. Not just descriptions of them, but also strategies, once we get all the hard data written down. --Xuncu (talk) 00:25, 7 January 2016 (EST)

Yeah, there are features that will require subsections but that right now there isn't enough info about them Hobbes (talk) 11:04, 7 January 2016 (EST)

And depending on the exact nature and variation of the procedural-generated maps (especially if, say, user-submitted maps/assets get uploaded and shared through Steam or something), a Maps section might be useless. It may be just a 'theme' of maps (ie: "small jungle map", "small city map"), but the layouts each time are near-100% custom, or if they'll all have like a framework of "generally this shape," as to avoid getting any layouts that get too crazy or unfair (fight your way up this no-cover pyramid! Have fun, sucker!) --Xuncu (talk) 00:34, 7 January 2016 (EST)

Maps is the section that I'm most interested in, since I've been designing terrain mods for the original game for years. Hobbes (talk) 11:04, 7 January 2016 (EST)
PGMs have been pretty durable for years-- decade, at least-- so I don't think we'll get anything too broken in terms of maps, what with that 'quilt' line that was dropped. --Xuncu (talk) 01:35, 9 January 2016 (EST)
Don't forget the original games - many terrains are purely random but there are also a few like terror sites that are proceduraly generated. But my interest is not in broken things but to figure out how the entire map system is structured and generated. Hobbes (talk) 09:58, 9 January 2016 (EST)

Lesse, other things I noticed: civilians count as enemy observers (oh fuck, if aliens get Squadsight, that's gonna suck), so wondering that as you progress, if civvies get more friendly as you expose AVENT more and more, or do propaganda stuff. Doing supply raids seems to be back from Apocalypse. And the overarching Doom Counter seems to be this "Avatar Program"- but instead of panic management, you're basically on a timer you can only slow down (or that's just flavor text and it is a point-based system like Panic). --Xuncu (talk) 01:35, 9 January 2016 (EST)

I'd love to see those Turrets with Squadsight... anyways, there's a ton of info becoming available but at this point I'm divided in what to do. The site outages are really discouraging since I have to stop working because the site stops responding and there's a ton of work to be done on XCOM2, and I'm also starting to feel that I'm taking too many spoilers. I might end up stop working on this section because of these issues. Hobbes (talk) 09:58, 9 January 2016 (EST)
Yeah, I'm planning to do a full playthrough before I come back to write. And, of course, my brother's bday is on the 9th, so/but everyone wants to move celbrations to the 5th.... --Xuncu (talk) 03:41, 11 January 2016 (EST)

Any word so far on PC Requirements/Recommendation stats? --Xuncu (talk) 02:58, 22 January 2016 (EST)

Class Pages

I've started making class pages. Ranger_(XCOM2) is the first one. Very basic so far, just the skill trees, but better than nothing. I'm re-using the old ability icons where I can; better graphical assets would be much appreciated. -- Khaim (talk) 11:39, 10 January 2016 (EST)

Hey, Khaim, I finished up the Ranger class page, seen here: Ranger_(XCOM 2). -- ArtixBot (talk) 10:56, 10 January 2016 (EST)

Release info

http://steamcommunity.com/games/268500/announcements/detail/843665914362353836 - Preload available, region unlock times available

  • North/South America at 5 AM GMT on 5th (9PM on 4th in California, midnight in New York)
  • Eurasia/Africa 11PM GMT on 4th (Midnight for most of Europe)
  • Oceana 6 GMT on 4th (5 AM on 5th in Sydney, Australia-- 2 AM for Western Australia and China)
    --Xuncu (talk) 19:29, 3 February 2016 (EST)

Research tree

Reddit has a full research tree. The prices might change depending on difficulty, but it lists all the items in the game, which is nice. The link: https://raw.githubusercontent.com/mstum/xcom2/master/techtree/xcom2techtree3.png