XCOM: Enemy Within

Gavinmad

Mr. Poopybutthole
42,359
50,393
These bug fixes aren't out yet, but I figured people might be interested in knowing about the EXALT CTD at the very least.

Bugfixes
- Fixed: CTD when EXALT mission fires. (Workaround until B11 out -- don't send covert operatives on missions.)
- Fixed: Slight relative will penalty on levelups with Hidden Potential (probably costing you 1 will relative to non-HP games)
- Fixed: Completing excavation will stop Geoscape again.
- Fixed: Head Shot (renamed Precision Shot) should work now. We've also given it a different capability for strike rifles ... it will instead allow you an infinite range SquadSight shot (like it was a sniper rifle), but with no damage or crit bonuses.
- Fixed: Sawed-off shotgun should reaction fire against aliens consistently
- Fixed: Interceptor stances should map correctly to buttons now
 

Dashivax

N00b
114
3
Is there a full list of changes for beta10 somewhere? I thought they had a ton of shit in the works and I was unable to find the extensive patch notes that I was expecting.
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
Just scroll up this page, I posted them. They took them down on the Nexus site after 10 went live.
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
rrr_img_71141.jpg
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
Just thought I'd bump this. Playing Long War beta 14f

I just finished the Exalt HQ raid before the football game came on. I'm only playing on normal, and I've never save scummed anything so much in my life. We're talking dealing with 20-30 active Exalt operatives at a time, and not the fucking weenie ass base game Exalt, but fucking Long War exalt. All heavily upgraded with genemods, extra hp, laser weapons, extra perks, shit was ridiculous. MVP was my Goliath, which is a Gunner MEC.

I also sorta feel like it was a mistake to assault them. Running exalt missions is a steady source of meld and credits, and now that shit is dried up so I might have some resource troubles going forward.

This mod is fucking brilliant, but jesus christ is it ever time intensive. Sunk so many hours into this playthrough, and the thought that I might have shot myself in the foot by taking Exalt out of the game makes me want to cry.
 

cyrusreij

Trakanon Raider
1,713
576
I just downed the overseer in my normal game and am currently playing ps ionic roulette to try and cap this 100+ hour game off. Fucking fantastic though.
 

Hatorade

A nice asshole.
8,176
6,575
I will be playing this as soon as I get bored with WoW and Farcry 4 isn't out yet, looks great and seems to be getting better with time.
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
The exalt base raid really was just unreal. Exalt missions are always a bit goofy in Long War, because of the massive boost to their numbers. We're talking pod size of 6-7 once you get into mid/late game. The difference is on an encoder mission you're the one defending a point, and once you grenade most of the cover around it, they dont have many places to go. On the base assault, I blew up most of the first interior wall, but since they didn't have an encoder to get to, they just waited me out deeper in the building and I was the one without cover to advance to.

My Goliath probably took around 60 damage on that mission, but he just has so damn much DR that as long as I didn't leave him completely out in the open, you won't kill him in a single round.
 

cyrusreij

Trakanon Raider
1,713
576
The exalt base raid really was just unreal. Exalt missions are always a bit goofy in Long War, because of the massive boost to their numbers. We're talking pod size of 6-7 once you get into mid/late game. The difference is on an encoder mission you're the one defending a point, and once you grenade most of the cover around it, they dont have many places to go. On the base assault, I blew up most of the first interior wall, but since they didn't have an encoder to get to, they just waited me out deeper in the building and I was the one without cover to advance to.

My Goliath probably took around 60 damage on that mission, but he just has so damn much DR that as long as I didn't leave him completely out in the open, you won't kill him in a single round.
DR really is a great system that separates mechanical units from non-mechanical. It also makes using SHIVs and MECs super fun (not that MECs weren't unstoppable death balls in vanilla anyhow, but the added tankiness and a class system really made them shine)
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
DR, and the alien research system in general, do absolute wonders at keeping lower level aliens still dangerous later on in the game. Shit like regenerating Thin Men with Lightning Reflexes, Mutons with opportunist and covering fire, and the ridiculous amount of DR that Cyberdisks get when they are folded up. Unfortunately, between alien research and the changes to council missions, leveling up low level troops in mid-game and later is a pain in the ass because you don't ever want to take more than one or two even in an 8 man squad. Council missions used to be pretty much just thin men, now they're populated with whatever aliens you might normally encounter at that stage of the game. The scripted drop-ins as you move escorts are pretty much the same, but the drop-ins after you disarm a bomb are doubled or more.

Rocketeers fucking suck now, and the only thing worse than a Rocketeer is the Archer, which is the Rocketeer's MEC class. The Shogun (Engineer MEC) and Guardian (Medic MEC) are both pretty underwhelming too, but they might turn out better once I have Sentinel suits, right now I'm just running a pair of Wardens because I just unlocked Pulse Lasers so all my alloys atm are going into crafting Pulse weapons (I mostly skipped Gauss, so I badly needed the upgrade to my damage output). My all-star MECs have been the Valkyrie (Infantry) and the Goliath (Gunner). Both the Pathfinder and Jaeger have been solid DPS options, and I imagine the Marauder just needs more levels. Granted this is on normal, so I can get away with playing pretty aggressively. You have to play a lot more defensively on Classic and Impossible, so who knows how that would change things.

It's amazing how much depth there is in the mod. Apparently now with beta 14 it's possible to skip Beam Laser to rush Gauss, although I assume you still build some laser cannons for your interceptors.
 

Tenks

Bronze Knight of the Realm
14,163
606
The mod sounds fun. I'm playing Van Helsing II right now but when I'm done with that I think this'll be my next single player game.
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
Well be warned, Long War is SRS BSNS.

Think I'm about 50 hours into a playthrough that is somewhere between the 1/2 and 2/3rds mark in the campaign.
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
I think the aliens really want to take over Earth. Also this screenshot doesn't have the covert extraction that just popped.

rrr_img_83315.jpg


Welcome to the Long War.
 

Gavinmad

Mr. Poopybutthole
42,359
50,393
I realize I'm basically turning this thread into my own personal Long War blog, but it's exciting shit and maybe I can interest more people in giving the mod a try.

So I raided a landed scout and had my first encounter with what is referred to as a trap mission. Despite the fact that small UFOs are pretty tiny, they must have had that motherfucker packed like a clown car because this was easily the roughest mission I've ever had, and if the last activated pod had decided to just bum rush forward to flank my position instead of trading shots and grenades at range, I'm pretty sure I would have had my first squad wipe. My biggest problem with the mission was the fact that I took a well balanced capture team because Long War pretty much requires that you have a steady income of captured aliens. If I had taken a dedicated kill team like what I take to terror missions, things probably would have been much easier. If I'd taken a couple of low ranks to level up, I'm pretty sure I would have had a squad wipe, that's how narrow a margin this was.

First pod was TWO Sectopods and 4 drones. I took out the drones on my opening barrage since they rushed forward into range of most of my squad, but the Sectopods refused to advance. This actually worked out well since I was able to just duck my assault out, take a shot, and duck back out of LoS, while barraging them with a couple HEAT rockets from my javelin rocketeer.

Couple turns later, a scanner revealed the next pod which was5Outsiders and a Sectoid Commander, and to make matters worse, I prematurely activated them trying to get my rocketeer into a better position. Between flashbangs and suppression I didn't take any hits the first round of the firefight, but then the Sectoid Commander mind controlled my Sniper. I aggressively ran my psychic shotgunner scout and my assault forward to kill the commander immediately, triggering the third pod!

5 Seekers, led by an incredibly tough Seeker Navigator. Navigators are basically a midpoint between a squad leader and the full on boss creature like the picture of the giant sectopod I posted a wee bit up the page. Or maybe it was a full on boss Seeker. All I know is, it came out of stealth with an assload of hitpoints and damage resistance and started strangling my scout. I had a couple others get strangled immediately, including my HEAT gunner officer, who turned out to be just barely out of LOS for anyone else in the squad to immediately get to, which made busting up the other Seeker strangles much harder since they get a DR bonus while they're strangling. Long story short the mega seeker that was strangling my scout held the strangle for a couple rounds and got him down to 1 hp before I finally smoked him.

At some point while mopping up the seekers, I activated the single Outsider who was piloting the scout, and smoked him with two shots from Zhang, my MSGT assault. Regrouped the best I could. Now my big problem was the fact that I've gone through all 5 medkit charges that I brought, and I'm playing with Red Fog activated so any more wounds I take will make those dudes combat ineffective.

I know (what I hope is) the last pod is floaters based on the alien noise they make, and sure enough it's not only floaters, its 6 heavy floaters. If they just bull forward with grenades and flanks I'm looking at a squad wipe, but thankfully as I posted earlier they tossed a couple grenades but just shot it out at range, and while I suffered a couple bad wounds, no critical wounds/deaths, which I count as a major victory on an Ironman trap mission.

Shit is intense!
 

Jait

Molten Core Raider
5,035
5,317
I realize I'm basically turning this thread into my own personal Long War blog
Yeah, every time I see this bumped I assume news has finally hit on the next installment.

If I run out of shit to play this will be first on my list again. I probably dumped a good couple hundred hours into the game, including long war.