XCOM General - /xcg/

The Apocalypse Comes

Previous Mission:News:

1)
Alien Hunters DLC has been released on PC alongside a large patch, notably including various MP fixes. It's coming to Mac "soon".
>xcom.com/news/en-dangerous-ruler-aliens-await-in-xcom-2s-alien-hunters-dlc

2)
user dug up some Shen's Last Gift SDK assets, MECs are confirmed along with a bunch of other leaks:
>imgur.com/a/Z5aWQ

3)
Long War Studios are working on five more mods for XCOM2.
>xcom.com/news/en-long-war-studios-creating-more-xcom-2-mods

4)
Julian Gollop is still working on his new game Phoenix Point. It's a turn-based tactical game with strategy elements, destructible terrain, geoscape and character progression much akin to XCOM.
>twitter.com/Phoenix_Point
>phoenixpoint.info/
>pcgamer.com/julian-gollop-announces-new-game-phoenix-point/

The /xcg/ Mandatory Read:
>pastebin.com/k9pT8zx4


Assorted improvements (Skip intros, alleviate stuttering, multi monitor support, and resolutions past 1080p)
>steamcommunity.com/sharedfiles/filedetails/?id=616682629

XCOM2 NEW AND IMPROVED MODLIST, updated regularly:
>pastebin.com/pTMatP5Z

NEW STEAM COLLECTION, contains all Workshop-mods from the modlist:
>steamcommunity.com/sharedfiles/filedetails/?id=689085703

MEGA MOD LIBRARY - Contains all 180 or so mods from the new modlist:
>mega.nz/#F!HlgWjCqR!STJ0c0kW8Fs6jKynqKyerw

/xcg/'s Long War Library (New LW players read this shit or you will be ignored):
>pastebin.com/YmaXBKpN

/xcg/'s Image Library:
>imgur.com/a/S1qfx

He is coming:
>youtube.com/watch?v=COvnHv42T-A

Other urls found in this thread:

steamcommunity.com/sharedfiles/filedetails/?id=624726599
steamcommunity.com/sharedfiles/filedetails/?id=665132402
twitter.com/SFWRedditGifs

First for EXALT

Second for pure innocent codex

Third for cyclops eye mod when

Here's to Vahlen leading neo-EXALT, with the reveal straight out of Spectre.

How you doin cycloposter ? Did you see the new chapter of monmusu about cyclops girl ?
I am ashamed i forgot her name

Her name's Manako and yeah, I saw the quick translation version. I'm waiting for the FwPA translation though.

I'm more of a Nurse Hitomi guy, but the mangaka for Nurse Hitomi is referenced in the Manako chapter, so tis all good.

>nurse hitomi referenced
And there i can see i don't read things properly. Welp, time for a reread
Never go away cycloposter

There's still a chance for us now lads.
it's not over till it's over.

Hee hee

the design of one of the guys following Manako is based off the mangaka for Nurse Hitomi. Would post it, but am on phone

It's not over guys. There is a small chance we can advance. Worst case we need to play another match

Hey, I'm a filthy pirate so I can't use Steam Workshop, but Beagle's Wave COM mod looks pretty great and I'd like to give it a shot.
Is there anyone with it downloaded on Steam Workshop who could reupload the files somewhere?
Thanks.

Look at the OP
>MEGA MOD LIBRARY - Contains all 180 or so mods from the new modlist:

I want you to guess what is in that link.

Dope, I believe!

WaveCOM actually isn't in there as it's not been recommended by anybody! For now I'll temporarily stick it in the miscallenous section so you can download it, give me a few minutes user

>expecting pirates to be literate
piracy is a lost word
like "feminism," "Anonymous," and "liberal"

Thanks, I appreciate that.

Well don't you two look silly now?

all double plus ungood words should be unfind

>no mention of "I looked in the OP"
Nah, I don't feel silly

It's in there now, misc section!

Really only my bad for not putting it in there, it's been a hot topic for a while.

They're never coming back, user.

And it upsets me to no end.

Well at the rate the stream is going im not sure if we play today

Never underestimate the power of modding

>start new game
>spend 2 hours trying to figure out how to make my starting roster not look like shit

WHY IS THIS SO DIFFICULT

>Black shirt and white pants
>Not white shirt and black pants

Regardless, all we can make are mere imitations. EXALT, their unflinching zeal for the encoder, cheeky static and glitchy maneuvers are forever lost to time.
Modders are more interested in porting shit over from other games adding in more and more tacticool operator gear, and lord knows what Jake and his boys are thinking anymore.

What's the last DLC? Shen's Gift or some shit?

So going with the rest of the clown shit theme, it will include some dumb cyberpunk/robotic mixed shit to look like metal mixed into the soldiers.

You just gotta give 'em the big blocky treatment

>cyberpunk/robotic shit
That would actually be pretty cool. Having a robotic eye or some shit.

We do know that we will get MECs though.

Looking at #2 in the OP, seems like we'll be dealing with rogue MECs/AIs. Kinda hard to ruin big ol' robos, but don't underestimate Jake.

Also
>Robotics/Cyberpunk
>Dumb

I'd much prefer cyberpunk/cyborg shit to the Mad Max rejects and Warcraft toons we've been getting.

Have you liberated any more ayy supporters from their lives?

No you don't understand, it will be cyberpunk/robotic themed shit, cranked up to 11

just another halloween costume

You betcha

Excellent

Aren't some of the backstories about ex-EXALT being picked up by xcom?

You say that like it is a bad thing.

Three mods missing from the MEGA, seems like:
A Better AI
Free Reload Anytime
Stenchfury Modular Helmets

I get what you're saying, but I feel like it's kinda hard to ruin cyberpunk/robotics. Even if they just slap glowsticks onto trenchcoats for our soldiers, it'd still look better than the last two DLCs.

But again, I'm wary of Jake's aesthetics.

>Mad Max rejects and Warcraft toons
You've returned!

I'm not him.
No, really.

Can you really trust anybody?

He never left.

>word for word what the guy we're talking about said
Just admit it. There's nothing to be ashamed about, we're only making fun of you a little because it makes for good banter. I don't agree with you but you're part of the general same as me - we just enjoy different things in our armor design and that's a-okay. I just don't shitpost about my tastes for entire threads on end.

I don't believe you, if you are telling the truth stop imitating my husbando

Thanks user, also noticed ODST armors were strangely missing even though I added them last night! Check again and see if everything is showing up for you.

Also removed a few redundant bugfixes from there.

Thanks for pointing out stuff I miss, it's large enough that it can get pretty hard to keep track of everything.

We had a discussion about the DLC, opinions on it and pretty much him the other day and he didn't show his head, so i presume my one true love left to go on a long and arduous journey and then returned after countless hours to go "jake is shit at dlc"

It's Just a Scratch doesn't seem to be packaged correctly, but it's on the recommended mods list.

Real talk here the fact that the xcom soldier aesthetics are so garbage has been the main reason why I haven't been able to finish the game.

How did they go so far backwards from EU?

The Predator mod is also in the Mega, but not the Pastebin for some reason.

>It's Just a Scratch doesn't seem to be packaged correctly
How do you mean, in the MEGA or in general? I'm using it in my current campaign and it's working completely as intended.

Also, for anyone who cares I added three missing bugfixes to the MEGA whilst I was updating it anyway.

It's not like I can prove it to you, but seriously, I'm not that guy.

I'm not saying that the cosmetics can't be made to look alright, but by and large they're pretty bleh.

It's also kinda hard the use the angle of "Resistance winning the hearts and minds of the people" when you're going around in sleeveless, spiked armor, skinning aliens and wearing them, and mounting the heads of ADVENT soldiers in the armory.

I understand that Jake wants to stand out and have his DLCs feel distinct from all the operator and supersoldier-style cosmetic mods, but they just look so... bad. And hardly fitting, even for a resistance.

Can still look nice though. Pic related.

ok

I presume its because Predator mod is otherwise impossible to obtain but not actually recommended.

I downloaded it from the Nexus, couldn't find it on the MEGA. Where'd you get it? Workshop?

I still think you're that guy.

Hey MEGAanon, I'm sorry to keep bugging you but it seems like WaveCOM might be packaged incorrectly, unless I'm missing something. There's no .XComMod file. I think that might be the source code rather than the packaged mod.

Fair enough.

Post freaks. My mods have made for some silly soldier generation.

>tfw senpai accepts you
I LOVE YOU MAD MAX REJECTS user

how's the alien hunters lads, haven't been playing since the AC

just as bad

Its a challenge DLC, its pretty fun

b-but i quite enjoyed that dlc, some options were pure garbage but some were pretty rad

No you didn't

>I'm going to be branded as that ass for the rest of the thread

Had it coming using his wording I guess
I love you too regardless

Alright so I checked the Pastebin and I forgot to add embarassingly many mods to the MEGA when updating Pastebin. Sorry about that, torrentfriends. Here are all the ones I added now, to my knowledge the two lists are now 100% synced.
>Chooseable Starting Soldiers
>Expanded Mission Names
>Fix Spawned Unit Ability Initialization
>Mind Control Insanity Duration Fix
>ARMAT M4A1 Pulse Rifle
>Moonbase Alpha Voice Pack
>AK-47 Assault Rifle
>Bladestorm Customization

Some mods that've been there for a while might be out of date - let me know if you run into any issues with the older ones and I'll be sure to slap in an updated version.

Yeah, workshop. Presumably the Nexus version's been borked since AH and not been updated.

This guy got it right, it was taken down due to bullshit DMCA claims.

Don't stress it, I rezipped the WaveCOM folder fresh out of my Workshop folder this time and checked the .7z, the .xcommod is definitely there now.

ok :_:

just found it in the mega tho, it's in gameplay features

Is there any way to turn OFF nicknames? Like if I don't want any of my soldiers to have nicknames/call signs. It seems like once they get one, you can't turn it off, only give them a different one.

Can you leave it blank?

steamcommunity.com/sharedfiles/filedetails/?id=624726599 should probably work!

Yeah I definitely put it there

nah

Will give a try thanks

I had lots of fun playing on my second campaign. My first ended with a squad wipe from activating the Viper King too early and not knowing what type of strategy to use.. If you wait until magnetic weapons before going to Big Sky's origin point the rulers are fun, challenging enemies. If you do it earlier, they will fuck your mouth hard and fast.

My mistake! Got it now.
You're my hero by the way MEGAanon.

I just gave up on aesthetics and go with randomly generated mad max rejects, while still avoiding stupid shit like pink hair and leather pants.

We made it to the main Veeky Forums tournament by some miracle. Thank /hanny/ for that
I will fucking try to fix the team for next week before the tournament starts and try not to disappoint you guys.
Webm related is how i felt today

WaveCOM ain't working for me. Got it and only it enabled in the mod launcher, but when I start a new game it just goes into the regular old Gatecrasher mission.

Anybody else dealt with this?

>webm
long war is fun, also hooray!

Hey Delta, you still here? What's the word on that second match, happening tonight?

Glad to help friendo, good to see MEGA's useful to someone!

Boy do I feel silly now, didn't see your post. Sweet, get hype! /rlg/ out then?

rip /rlg/

Restart the game once and check DefaultModOptions.ini in your config folder, is Wavecom there now?

Also, can anyone back me up with that delicious troubleshoot pasta? Don't have it on hand

Yep, it is.
[Engine.XComModOptions]
ActiveMods="WaveCOM"

steamcommunity.com/sharedfiles/filedetails/?id=665132402
This any good?

So I was reading the description for A Better Advent and he mentioned that in the last patch they changed things so that only ADVENT Captains can be the leader for a pod of ADVENT. This means MECs can no longer lead pods and won't appear until the point in the game the MEC followers are allowed in pods.

I'm hoping some user will post the standard copypaste for troubleshooting, that's the one i'd recommend. I think it's in the workshop collection description

That seems silly to me.

thoughts on goliaths in long dong?

The guy with the Captain helm actually looks pretty rad.

Used correctly they're insanely good. You can wade into a field of ayys that would have caused serious trouble for your squad, mind merge and one for all and have most of the attacks get DRed to 0. They also get decent accuracy and have stupidly high amounts of health at the end

Ya, but evidently that is the reason the you don't see MECs until basically late game. MECs can only become pod followers around the same time that Elite MECs show up. It isn't a subtle plan to introduce Shen's Last Gift, Jake just "fixed" his game.

Alright /xcg/,
We will play against /kspg/, /utg/ and /lisg /in group H
Saturday is our first game

Exciting!

XXth for Pistols are Useful.

pistols are about as useful as swords, i.e. not useful at all

Didn't you watch the VGL? Pistols were proved USELESS

You take that back. They just aren't meant to be the main coarse. Pistols are for assists and passes, not blocking and scoring.

A pistols purpose is last defense which is also the goalies purpose, PISTOLS ARE USELESS

You have gone too far.

You must be Destroyed.

Pistols are offensive equipment not defenseive REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

>small, weak, short ranged, concealable weapons are offensive
Yeah right mr colt

Hey were talking xcom here. If you want to talk about a goalie, were talking bio-tank assaults, Goliath, and close combat specialist marauders ok, maybe medkits or smoke grenades, vests, adn hp, High cover, overwatch, hunkering.

In the xcom universe pistols are offensive tools.

>/kspg/
We might get shitposted to death by little green men
Hopefully Maxmaps will be on their team, he wont contribute anything

I removed a mod via the mod launcher. I want to use it again, but the mod launcher doesn't "see" it. Anyone know what the issue is or how to work around it?