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Ahh yes I see your point, I guess I viewed these ludo-narrative elements as part of the base game and my collections merely intensifying those elements, though I see the potential for a mission failure to translate to the player as "you are playing incorrectly" rather than poor luck or a call for a new approach against emerging alien counter-measures. I shall consider blending these considerations into the collection descriptions.
Would still recommend communicating this to the player better. Ideally, in-game. Or else on the collection page.
You see, LWOTC encourages players to be as greedy as possible in the early game. As well as the vanilla X-Com 2.
And games in general usually, if not explicitly teach that failing/skipping quests should be avoided, at least often imply it. Mechanically. And players expect it.
It's ok if a game tries to defy general expectations, but it then needs to communicate the fact to the player. Or else they might get frustrated by playing "wrongly" and not understanding this.
And when a player visits a collection page, they might not know the peculiarities of the core mods. That's why i think the collection owner should include such explanations, as they are the ones responsible for the overall experience.
And, of course, "should" and "responsible" are a bit exaggeration. I understand that such collections are created for free and often for fun. So consider this rather as a friendly advice from a fellow game developer.
Anyway, thanks for your work, will definitely take a look at the updated version!
XCOM, especially in the beginning, is an under-manned and under-equipped force trying to gain a basic foothold in the war. The goal is not to defeat everything (unless you really want to), but to find ways to advance the Resistance and stay alive, which can mean retreating as necessary. I have actually found success in all of the strategies you have listed, as well as untimely death, it's all about important strategic decisions and risk management.
Though I do share the concern over the sheer number of enemies on the board and how long turns take, which is where I have fine-tuned and quality-controlled the tactical battle layer a bit more in my 2025 modlists.
I believe this collection should be exactly what you are looking for:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3520611714
The first mission after the gatecrasher seem to be a complete chaos. Crowds of lost fight crowds of advent forces. Up to 30 enemies simultaneously. Whereas player has mostly rookies with basic gear. I just don't understand.
Should i skip first 10 rounds waiting for them to finish one another?
Rush head on?
Advance very slowly?
At what point should i start marking crates?
Already spent ~4 hrs on experiments, but still no answer, and no desire to continue.
Love what i see so far on the strategy layer of the game, but... dunno how to play this (and i just refuse to lower the difficulty below Commander).
The Second message is about how Proficiency Plugin: Drone Pilot v1.2 is missing some perk dependencies. rustycloistaperks???
As the Description only speaks of one conflict i decided to ask if i'm missing something.
I'm ignoring the missing dependencies in the alter-launcher as ordered.
[NevikTheStoryteller's XCOM 2024 Modlist - Gameplay (Optimized)]
-- Sacrificing content for stability, this modlist fleshes out the game while prioritizing balanced gameplay.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3165178980
[NevikTheStoryteller's XCOM 2024 Modlist - Gameplay (Core Enhanced)]
-- A consolidation of the Covert Infiltration and LWOTC modlists built around core WOTC. Without the restrictions and experimental features of the other overhauls, I have made this into one of my largest yet most stable and content-packed modlists yet.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3151750146
If I remember right, you can play RPG Overhaul with either Covert Infiltration or LWOTC without problems, no edits to the game needed and no changes to the modlist required.
Do I need to edit or change things on your list if I add RPG Overhaul and his related class mod ?
The functionality of Yellow Alert Gameplay is actually already emulated within mods in this modlist, meaning that YAGv2 is both unnecessary and would cause problems if added.
@Negative.
This modlist is built around Covert Infiltration, which is like a Long War Lite, but doesn't require anything to do with Long War. The Alternative modlist I just finished however is indeed centered around Long War of the Chosen.
Content are realy good. Xcom feels far more alive than vanila. Thx for your coll
Not to far in but the mercenarys who spawn instead of the lost does not aggro when attacked from resistance NPC. They only "activate" when my guys get into range. is this how it suppose to work?
Thank you! I am not sure about guides as I usually learn through trial and error (AKA 200 failed campaigns) but you may have luck seeking out some community made guides for most of the included classes such as the Proficiency Classes.
@Relenzo
I'm so glad others are enjoying the modlist, thank you for the kind words. I don't remember any incompatibilities with Not Another F1 or variants, I think I just cut it from the list for efficiency. It should be safe to add in!
One question, is there any reason for not including Not Another F1 or Not Another F1 -- Autopsy Required? If there's not an incompatibility reason I might try to add that to my game.
Recruiting aliens was indeed cut from this modlist, it should be more to your liking.
The lost are replaced by a mix of Resident evil monster, Orcs, wraih and other monster I don't recognize and it makes lost mission impossible. On the 2nd month the lost have brought 5 hulk with 15 hp and rocket launchers. I've met the serpent king on a random mission with no warning as well. I added a single mod to it, the bowcaster mod, and without its 100% hitchance at range I would have died much earlier. That weapons is busted early game and it's still not enough
That is way too much for me. I hope people have more luck with it than I did, but too much stuff interact with each others I'm probably going to take a pass and remove some stuff and try again later.
It may be a case then of needing to clear the config files accumulated from other mods, as I know those can sometimes still have an effect on a game. Using Steam's Check Integrity of Game Files should do the trick in removing those.
Something definitely seems wrong, half of the sitreps in that screenshot aren't included in this modlist (the MTF Eta-10 and GOC factions). You may need to unsubscribe to all mods and resubscribe to this list after all, or at least check that the unsubscribed mods are truly deleted and not activating in your game.
So, for some reason, the mission started without a single crate.
Very clever! I wouldn't have thought of that, well done.
So far, I have had much less issue than previously. Game is much faster. Thanks for the upgrade ;-)
Thank you for the feedback, I am glad to see it is working optimally for more than just me. For dealing with factions, at least the more difficult ones, I like to maneuver around so that Advent is put inbetween me and them, which makes Advent an easier target for them to attack. Otherwise there is stealth, defense, or retreat to utilize in the trickier situations. Overinfiltrating on missions may also help grant an edge over them by either giving you additional boons to work with or avoiding some threats that would otherwise come with the mission.