360.mike95 wrote:Are you playing on console or PC?webdanzer wrote:I've run into a few of the bugs/glitches I've read about for a while now, unfortunately:
Being unable to select/use some abilities in battle
Units (friendly and enemy) teleporting into walls for no reason, unable to move or target anyone
Newly built SHIV becoming invisible and unselectable
Newly built shiv weapon-less (I wasted cash on these last two, frustrating)
Explosive items on the battlefield detonating for no reason (No fire, not hit by weaponry)
A couple of these made me very thankful my first run is not ironman, because these things have all cost me lives and/or resources.
I went through a large chunk of the game without issue, but now I'm running into these things more on occasion.
X-COM: Enemy Unknown
Moderators: Bill_Abner, ScoopBrady
Re: X-COM: Enemy Unknown
Re: X-COM: Enemy Unknown
One of the many things I love about this game:
I'm inside a UFO, a giant ship that's much bigger than the ones I've seen previously. My squad is down one man after a rookie Support was critically injured. I decide to split off an Assault and Heavy from the rest of the squad to explore the UFO while the others troops are overwatching the UFO entrance for some aliens they encountered outside but didn't kill. The Assault also has my Arc Thrower as I'm tired of hearing about how I keep blowing up the alien type we need to capture.
Outside of an energy door, I get the Assault and the Heavy on either side, then open the door. Inside is the power core of the UFO and three Mutons. Explosives are out of the question, but the Mutons are also in poor position and I have full cover facing them.
However, one of the Mutons reaches into his fanny pack and tosses a grenade that lands in the doorway. Both the Assault and the Heavy survive the blast, but the wall on either side of the doorway blows up as well, leaving them standing in the open with two Mutons still to act. As soon as I see the cutscene, I know it's the last mission for Lt. Aiden, the Heavy, and he gets blasted like he just burst through the kitchen in Pulp Fiction.
My female Assault member -- highly skilled but rather skittish since her return from the ICU -- does not get killed, but does freak the f*** out. Thankfully, she flees for cover and manages to avoid joining her squad mate on the wall of heroes. I regain control of her and have her hide until the rest of the squad can come to her aid.
They not only mop up the Mutons, but find the target alien and successfully capture it. They then exited the rear of the craft, cut through the woods back to the LZ, and managed to flank the last remaining baddies and neutralize them. I felt an embarrassing but nevertheless real sense of accomplishment.
Have I said how much I love this game?
I'm inside a UFO, a giant ship that's much bigger than the ones I've seen previously. My squad is down one man after a rookie Support was critically injured. I decide to split off an Assault and Heavy from the rest of the squad to explore the UFO while the others troops are overwatching the UFO entrance for some aliens they encountered outside but didn't kill. The Assault also has my Arc Thrower as I'm tired of hearing about how I keep blowing up the alien type we need to capture.
Outside of an energy door, I get the Assault and the Heavy on either side, then open the door. Inside is the power core of the UFO and three Mutons. Explosives are out of the question, but the Mutons are also in poor position and I have full cover facing them.
However, one of the Mutons reaches into his fanny pack and tosses a grenade that lands in the doorway. Both the Assault and the Heavy survive the blast, but the wall on either side of the doorway blows up as well, leaving them standing in the open with two Mutons still to act. As soon as I see the cutscene, I know it's the last mission for Lt. Aiden, the Heavy, and he gets blasted like he just burst through the kitchen in Pulp Fiction.
My female Assault member -- highly skilled but rather skittish since her return from the ICU -- does not get killed, but does freak the f*** out. Thankfully, she flees for cover and manages to avoid joining her squad mate on the wall of heroes. I regain control of her and have her hide until the rest of the squad can come to her aid.
They not only mop up the Mutons, but find the target alien and successfully capture it. They then exited the rear of the craft, cut through the woods back to the LZ, and managed to flank the last remaining baddies and neutralize them. I felt an embarrassing but nevertheless real sense of accomplishment.
Have I said how much I love this game?
Re: X-COM: Enemy Unknown

Same feelings here.
When you successfully pull off a good maneuver, it's fist-pumpingly exciting, which is bizarre to say in a turn-based strategy game. My "hit squad" as I've come to call them is this: "Doomsday", a Heavy in Titan armor with a heavy plasma, 2 Assault ("Boomer" and "Mad Dog") troopers in Titan armor with spread lasers and grenades, a single Combat Medic Support ("Shield"), and a pair of snipers in Archangel Armor ("Low Rider" and "Ghost").
I had an assault going on one of those big ships you mentioned, and I they came charging out with a Muton Berserker, a pair of Mutons, a Disc, a couple drones, and some Thin Men. I'm thinking "oh sh*t", because Doomsday is right in the middle of their path, and Boomer and Mad Dog are a good distance away. Well, I shot both snipers up in the air in flight mode, and Doomsday uncorked a missile right into the heart. It Crits half the group, and wipes out the Thin Men and the drones, leaving 1 Muton and the Zerker and Disc. That's no joke to fight all at once, but since it was her first attack, I was able to retreat her behind some full cover, and of course the Zerker charged after her, opening himself to a pair of point blank shotgun blasts from my assault troopers, who both had Run n' Gun available on that turn.
With only the disc and Muton left, I focused my snipers on the Disc, and downed that round. But the Muton was especially tricky, because he backed himself into a corridor and behind a counter and went Overwatch. I stuck one of my assault trooper's heads through the door and there were THREE MORE in that room.
Almost in desperation, my Heavy was outside, still in her retreat position. But she was outside that room with a clear shot into it. My last assault took the long way around the outside of the ship and lobbed a grenade at the outer hull. Wall is blown out, and all of the Mutons are exposed. I swear I saw Doomsday laugh as she raised her RPG and sank one into the heart of the group. Bodies flew, Mission Complete, no casualties or wounded despite facing a force with about 80 hit points between them at once.
I, too, love this game.
Re: X-COM: Enemy Unknown
August 21st, 2015. Japan. Operation Enduring Shield
X-COM headquarters get a panicked call from Sapporo, Japan with a report of a UFO Terror attack. With several of their higher ranking officers still in sick bay after a recent mission, Commander Macca has no choice to send in his capable, but slightly less experienced B-team of DSP members.
Boarding the dropship are;
Major “Zeus” Varak – Assault
Captain “Alpha” Naples – Support
Lieutenant “Ghost” Teal – Sniper
Lieutenant “Arcade” Danimal – Heavy
Captain “Boom” 10spro – Heavy
Squadie Zeppo
It’s not Commander Maccas preferred line-up of 2 Assaults, 2 Heavies, 1 Sniper and 1 Support and the team is also missing the newly minted Colonel “Gonzo” Kelly (Assault) but it’s a team with enough kills to do the job. The squaddie will stay close to the Major to stay safe.
The dropship lands in the parking lot of a restaurant/shopping complex where the Aliens are laying waste to civilians. The multi-storey nature of the building means there are lots of places for aliens to hide and the fact that this is a terror/rescue mission means that time is of the essence. The slow, ultra-conservative tactics that are a hallmark of Commander Maccas leadership take a back seat to expedience.
Immediately, Teal uses the grappling hook on his Skeleton Armor to move to a higher position, the turn after he gets into Overwatch with his sniper rifle trained on the battlefield to keep everyone safe. Rob, Zeppo, and Naples head into the main building, rescuing civilians as they go. Meanwhile Danimal and 10spro cover the outside. Initial resistance is light with just a few Mutons and some Floaters standing in our way. Teal and the two Heavies take care of them, as does Rob’s shotgun.
It's halfway through the mission with minimal damage taken, Naples hasn’t had to use a single med-kit on anyone and 6 of the 18 civilians have been saved so far with only 3 lost. Our next step is to head further into the building while Teal moves with 10spro to the roof and Danimal moves in to consolidate the first floor.
Teal uses his grappling hook again and as soon as he gets to the roof….a Cyberdisk appears with 2 drones. Macca orders Teal to go into hunker down mode and 10spro sends a rocket into the second floor that takes out the 2 drones but leaves the cyberdisc relatively unscathed…..the next turn Teal buys the farm as the cyberdisc transforms and completely unloads on him. RIP.
It’s a loss, but not a disaster. Rob, Zeppo and Naples have rescued a 2 more civvies and 10s is heading to the roof. Rob moves into the next room and suddenly two trios of 2 Mutons + 1 Bezerker just appear on either side of the ground floor!
Commander Macca sends Danimal rushing in to provide support but before that even happens a Bezerker rushes Naples and smashes him into a f***in pulp. Blood, entrails, brain fragments and more line the walls. And the next moment is the moment that defined this mission;
…..Rob, Major Varak, veteran of 10+missions with 12 kills under his belt...
Absolutely. Loses. His. s***.
In the mission post mortem X-Com command suspect that Rob probably wasn’t yet ready for active duty after the severe injuries he suffered during the raid upon the UFO base to recover the Hyperwave Relay. He was probably suffering from PTSD. Whatever it was….he f***in loses it.
Rob turns, runs 20 yards and then shotguns Zeppo in the face.
HE RUNS TWENTY YARDS AND THEN SHOOTS ZEPPO IN THE f***in FACE!
The poor rookie never knew what hit him and now our squad is down to 3 with Rob still running around screaming like a madman.
Unfortunately, it only gets worse. The combination of seeing Naples get splattered into gruel, Rob going off the reservation, Zeppo being killed by his commanding officer and an ‘Intimidate’ cry by a Muton is enough for Danimal to ALSO decide to lose his s***!
He steps out of cover, aims his plasma cannon and blows a tree trunk sized hole through Rob’s torso. There goes the highest ranking officer on this mission.
DSP are now down to two.
Unbeknownst to him, poor 10spro is up on the roof saving another 2 civilians while his squadmates commit panic-induced fratricide.
Seeing the newly aerated Rob immediately shakes Danimal out of his panic but at this point he is surrounded by 4 Mutons and 2 Bezerkers. The resulting alien gangbang does not make for pretty watching. Officers in control HQ swear they saw one Muton holding a camcorder...
10spro is alone but the mission is still not a complete failure. There are still a few civvies left but the roof is clear and the ground floor is full of Mutons and Bezerkers. Mission control decides to call it, it’s time to cut our losses and 10spro skips the stairs and takes a ladder at the rear of the building down………
……waiting for him is a cyberdisc. Two turns later the entirety of DSP is dead.
Commander Macca takes off his headseat, throws it across the control room and immediately charges down the hallway to Engineering and commissions the development of a Psionics Lab.
PK awakes in ICU and asks the nurse where the rest of his DSP squadmates are. She looks at him, tears welling and shakes her head.
“What happened?! How?!” cries PK.
She replies mournfully; “f***in Rob…”
X-COM headquarters get a panicked call from Sapporo, Japan with a report of a UFO Terror attack. With several of their higher ranking officers still in sick bay after a recent mission, Commander Macca has no choice to send in his capable, but slightly less experienced B-team of DSP members.
Boarding the dropship are;
Major “Zeus” Varak – Assault
Captain “Alpha” Naples – Support
Lieutenant “Ghost” Teal – Sniper
Lieutenant “Arcade” Danimal – Heavy
Captain “Boom” 10spro – Heavy
Squadie Zeppo
It’s not Commander Maccas preferred line-up of 2 Assaults, 2 Heavies, 1 Sniper and 1 Support and the team is also missing the newly minted Colonel “Gonzo” Kelly (Assault) but it’s a team with enough kills to do the job. The squaddie will stay close to the Major to stay safe.
The dropship lands in the parking lot of a restaurant/shopping complex where the Aliens are laying waste to civilians. The multi-storey nature of the building means there are lots of places for aliens to hide and the fact that this is a terror/rescue mission means that time is of the essence. The slow, ultra-conservative tactics that are a hallmark of Commander Maccas leadership take a back seat to expedience.
Immediately, Teal uses the grappling hook on his Skeleton Armor to move to a higher position, the turn after he gets into Overwatch with his sniper rifle trained on the battlefield to keep everyone safe. Rob, Zeppo, and Naples head into the main building, rescuing civilians as they go. Meanwhile Danimal and 10spro cover the outside. Initial resistance is light with just a few Mutons and some Floaters standing in our way. Teal and the two Heavies take care of them, as does Rob’s shotgun.
It's halfway through the mission with minimal damage taken, Naples hasn’t had to use a single med-kit on anyone and 6 of the 18 civilians have been saved so far with only 3 lost. Our next step is to head further into the building while Teal moves with 10spro to the roof and Danimal moves in to consolidate the first floor.
Teal uses his grappling hook again and as soon as he gets to the roof….a Cyberdisk appears with 2 drones. Macca orders Teal to go into hunker down mode and 10spro sends a rocket into the second floor that takes out the 2 drones but leaves the cyberdisc relatively unscathed…..the next turn Teal buys the farm as the cyberdisc transforms and completely unloads on him. RIP.
It’s a loss, but not a disaster. Rob, Zeppo and Naples have rescued a 2 more civvies and 10s is heading to the roof. Rob moves into the next room and suddenly two trios of 2 Mutons + 1 Bezerker just appear on either side of the ground floor!
Commander Macca sends Danimal rushing in to provide support but before that even happens a Bezerker rushes Naples and smashes him into a f***in pulp. Blood, entrails, brain fragments and more line the walls. And the next moment is the moment that defined this mission;
…..Rob, Major Varak, veteran of 10+missions with 12 kills under his belt...
Absolutely. Loses. His. s***.
In the mission post mortem X-Com command suspect that Rob probably wasn’t yet ready for active duty after the severe injuries he suffered during the raid upon the UFO base to recover the Hyperwave Relay. He was probably suffering from PTSD. Whatever it was….he f***in loses it.
Rob turns, runs 20 yards and then shotguns Zeppo in the face.
HE RUNS TWENTY YARDS AND THEN SHOOTS ZEPPO IN THE f***in FACE!
The poor rookie never knew what hit him and now our squad is down to 3 with Rob still running around screaming like a madman.
Unfortunately, it only gets worse. The combination of seeing Naples get splattered into gruel, Rob going off the reservation, Zeppo being killed by his commanding officer and an ‘Intimidate’ cry by a Muton is enough for Danimal to ALSO decide to lose his s***!
He steps out of cover, aims his plasma cannon and blows a tree trunk sized hole through Rob’s torso. There goes the highest ranking officer on this mission.
DSP are now down to two.
Unbeknownst to him, poor 10spro is up on the roof saving another 2 civilians while his squadmates commit panic-induced fratricide.
Seeing the newly aerated Rob immediately shakes Danimal out of his panic but at this point he is surrounded by 4 Mutons and 2 Bezerkers. The resulting alien gangbang does not make for pretty watching. Officers in control HQ swear they saw one Muton holding a camcorder...
10spro is alone but the mission is still not a complete failure. There are still a few civvies left but the roof is clear and the ground floor is full of Mutons and Bezerkers. Mission control decides to call it, it’s time to cut our losses and 10spro skips the stairs and takes a ladder at the rear of the building down………
……waiting for him is a cyberdisc. Two turns later the entirety of DSP is dead.
Commander Macca takes off his headseat, throws it across the control room and immediately charges down the hallway to Engineering and commissions the development of a Psionics Lab.
PK awakes in ICU and asks the nurse where the rest of his DSP squadmates are. She looks at him, tears welling and shakes her head.
“What happened?! How?!” cries PK.
She replies mournfully; “f***in Rob…”
Re: X-COM: Enemy Unknown
(reads Macca's tale of gruesome demise)
Of course, the commander's true failing was the acceptance of any 'Rob Varak' so taken to active combat deployment as the real McCoy. That was obviously an alien doppleganger bent on betrayal from the start.
The real Varak, of course, is easily recognizable by his pasty complexion awash in the glow of his SHIV control screen, as he sits hundreds of meters deep in engineering, letting the metal do the working...

Of course, the commander's true failing was the acceptance of any 'Rob Varak' so taken to active combat deployment as the real McCoy. That was obviously an alien doppleganger bent on betrayal from the start.
The real Varak, of course, is easily recognizable by his pasty complexion awash in the glow of his SHIV control screen, as he sits hundreds of meters deep in engineering, letting the metal do the working...

Last edited by webdanzer on Wed Oct 24, 2012 9:52 pm, edited 1 time in total.
Re: X-COM: Enemy Unknown
On another note, I would LOVE to run with two assaults, yet through over two-dozen specialized troops, living or dead, I have only ever gotten ONE assault trooper generated. He's a colonel now, and I've had him since the very start, but it'd be nice to give him someone to whom he could pass on his experience!
Seriously, are others seeing this kind of rarity for assault troopers, or am I just 'lucky?'

Seriously, are others seeing this kind of rarity for assault troopers, or am I just 'lucky?'
Re: X-COM: Enemy Unknown
Lavan I was laughing so hard there were tears streaming down my face
Doug

Doug
"Every major sport has come under the influence of organized crime. FIFA actually is organized crime" - Charles Pierce
Re: X-COM: Enemy Unknown
Like all great art, it's good because Truth just resonates from the sentiment.She replies mournfully; “f***in Rob…”
Great story, Macca. Serves you right for not taking a SHIV, btw.

I cleared out my first enemy base tonight. Talk about cautious tactics! Killed 22 baddies and lost no soldiers...but it took 1hr and 45 minutes of real time LOL
My DSP squad is basically all just a bunch of bird dogs for Teal, my sniper. He has about 5x the kills of any of my other soldiers. Just a complete machine out there.
P.S. My PTSD wasn't from fighting aliens. That $hit is a walk in the park compared to watching every damn Liverpool game for the last 8 years or so.
P.P.S. My apologies to young Zeppo. Mistakes were made.
XBL Gamertag: RobVarak
"Ok I'm an elitist, but I have a healthy respect for people who don't measure up." --Aaron Sorkin
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Re: X-COM: Enemy Unknown
Not to interested in the sling shot dlc they are coming out with. I already have the other stuff from pre-ordering.
As I play this game all I can think is I would love a system like this with modern military conflicts or even WW2 based ones.
As I play this game all I can think is I would love a system like this with modern military conflicts or even WW2 based ones.
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Re: X-COM: Enemy Unknown
Doug,dougb wrote:Lavan I was laughing so hard there were tears streaming down my face![]()
Doug
Thanks. It's missions and moments like that one that have made me fall in love with this game. Within the space of 3 minutes I went from being in control to be absolutely slaughtered. I thought the funniest thing (apart from my best soldier on the mission losing his s***) was that 10spro was so serene on the roof rescuing guys while there was anarchy downstairs. I was swearing and laughing at the same time.
LOL So true.RobVarak wrote:P.S. My PTSD wasn't from fighting aliens. That $hit is a walk in the park compared to watching every damn Liverpool game for the last 8 years or so.
I've only had 3 Assaults but they've all been awesome (in Rob's case, at killing both Aliens and Zeppos). My other 2 assaults are both Colonels and just lead the charge in every mission - the Run and Gun ability is just awesome as is the Close Quarters one (reaction fire + crit. damage within 4 squares). I usually have 2 heavies laying waste in the mid-ground, a single support running around healing and then my God-like Sniper in the background.webdanzer wrote:On another note, I would LOVE to run with two assaults, yet through over two-dozen specialized troops, living or dead, I have only ever gotten ONE assault trooper generated. He's a colonel now, and I've had him since the very start, but it'd be nice to give him someone to whom he could pass on his experience!![]()
Seriously, are others seeing this kind of rarity for assault troopers, or am I just 'lucky?'
My Colonel sniper with plasma sniper rifle, double tap, squad-sight - he's a f***in killing machine. Aliens have nightmares about him, they tell their children that if they misbehave 'Warlock' will get them.
Off the battlefield, however, I find I am really struggling with the world/management angle. I'm always scrambling to build and send up satellites to placate panicking nations. I'm also finding my air fleet is woefully underpowered - I've built a few firebirds but they're still not getting the job done.
I'm really looking forward to AC3 and Far Cry 3 but unless either of those two absolutely knock my socks off this has got to be my GOTY.
Re: X-COM: Enemy Unknown
Holy s***, Macca, that was hysterical 

Re: X-COM: Enemy Unknown
Suffered a rough outing during my first alien base assault. Lost my best soldier, Col. Cesar "Nero" Sanchez, a Heavy and veteran from the first alien encounter. Nero had 66 kills and had been on more than 30 missions. I have another Major-level heavy who can step in, but I was genuinely sad to lose him.
I also lost both of my Supports who had the triple-item perk, meaning I'm back down to one med pack for my remaining support team. That really hurts.
I had saved mid-mission and thought about reloading, but I barely managed to complete the assault with my three remaining squad members. I also am at the point where I like playing it out. This has become more than just a game but a great story, and it feels kind of cheap to load and restart it, so I'm pressing forward.
I also lost both of my Supports who had the triple-item perk, meaning I'm back down to one med pack for my remaining support team. That really hurts.
I had saved mid-mission and thought about reloading, but I barely managed to complete the assault with my three remaining squad members. I also am at the point where I like playing it out. This has become more than just a game but a great story, and it feels kind of cheap to load and restart it, so I'm pressing forward.
Re: X-COM: Enemy Unknown
That's a hell of a lot of kills for a heavy. I think my sniper, Teal, has about 75% of my total kills for the game. Well over 100 in around 30 missions. My Col.-level heavy with about the same amount of missions probably only has 40-50 or so.Brando70 wrote:Suffered a rough outing during my first alien base assault. Lost my best soldier, Col. Cesar "Nero" Sanchez, a Heavy and veteran from the first alien encounter. Nero had 66 kills and had been on more than 30 missions. I have another Major-level heavy who can step in, but I was genuinely sad to lose him.
I also lost both of my Supports who had the triple-item perk, meaning I'm back down to one med pack for my remaining support team. That really hurts.
I had saved mid-mission and thought about reloading, but I barely managed to complete the assault with my three remaining squad members. I also am at the point where I like playing it out. This has become more than just a game but a great story, and it feels kind of cheap to load and restart it, so I'm pressing forward.
XBL Gamertag: RobVarak
"Ok I'm an elitist, but I have a healthy respect for people who don't measure up." --Aaron Sorkin
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Re: X-COM: Enemy Unknown
I said it before but I love this game. However all I can think of now is man would I love this game with a Seal team or Special forces real world theme.
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Re: X-COM: Enemy Unknown
Maybe, but how would the tech tree work? If you just want the tactical stuff, you can probably grab Silent Storm from GOG or the like. Same tactical idea but with a bad-ass WWII setting.Danimal wrote:I said it before but I love this game. However all I can think of now is man would I love this game with a Seal team or Special forces real world theme.
XBL Gamertag: RobVarak
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Re: X-COM: Enemy Unknown
I just picked this one up and have been pretty impressed with the first couple of missions. Can't wait to really get into it.
I am a patient boy.
I wait, I wait, I wait, I wait.
My time is water down a drain.
I wait, I wait, I wait, I wait.
My time is water down a drain.
Re: X-COM: Enemy Unknown
Dear Sectopods,
F"*K Off.
Seriously.
Absolutely decimated my team - murdered my best assault (PK), my two top heavies and my best sniper. Prior to that I my team was a well oiled alien-killing machine, then we rolled on a Sectopod....
F"*K Off.
Seriously.
Absolutely decimated my team - murdered my best assault (PK), my two top heavies and my best sniper. Prior to that I my team was a well oiled alien-killing machine, then we rolled on a Sectopod....
Re: X-COM: Enemy Unknown
Xcom patch supposedly live.
http://forums.2kgames.com/showthread.ph ... tch-update
Notes:
XCOM: Enemy Unknown 2nd Patch (Now live)
Thanks for all the feedback you guys have provided here in the XCOM forums. We here at 2k Games and Firaxis have been listening to your comments and are preparing a patch that will be releasing soon on all platforms. Exact date is TBD, but we will let you know as soon as we get word.
UPDATE 11/8/2012
Patch is now live for all systems. Enjoy!
Here are a list of changes that will be included in the patch.
Major Fixes
• Abductor roof visibility problems resolved
• Interception game hang issues resolved
o If two interceptors are sent after UFO
o If Skyranger is returning from combat after an Interceptor was already deployed
• SHIV inaccessible issues resolved
• AI Alien Activity Hang resolution
• Multiplayer connectivity optimization
Other Fixes
• TempleShip optimization: All Soldiers properly spawn when restarting the mission after clearing the second room of TempleShip
• Snapshot penalty should no longer apply when Overwatching without first moving.
• Easy Difficulty is now easier.
Again, thanks for all the feedback and for being super patient as we prepare each patch for release. We are always monitoring the forums for issues and will post as soon as we get official updates.
Updated:
Adding my reply to the defeat screen issue here so its more visible. This is NOT confirmed to be fixed on the upcoming patch.
Defeat screen after beating game
Firaxis is currently aware and researching this issue. We got a couple save files (thanks to you guys) on Oct 22nd that they're looking at. I'll let you guys know as soon as I hear anything about it.
Nice to have the SHIVs addressed, as that screwed me a couple of times. Also good to hear they adjusted some roof visibility issues.
Still playing this one, on classic now, after having won on normal a couple of weeks ago. The normal play-through was somewhat easy, actually, looking back on it now. Really enjoying classic so far, though the terror missions with those bug-dudes reproducing everywhere are really demanding. I'm hoping at least one more patch gets release before I'm done with this run to tackle a few more glitches, and then I'll try some of the Ironman runs. (I basically play Ironman-style now -the game is all about taking and absorbing tough losses at times, IMO- but I have reloaded saves when a glitch screwed me over)
Crazy how much I'm enjoying this.
http://forums.2kgames.com/showthread.ph ... tch-update
Notes:
XCOM: Enemy Unknown 2nd Patch (Now live)
Thanks for all the feedback you guys have provided here in the XCOM forums. We here at 2k Games and Firaxis have been listening to your comments and are preparing a patch that will be releasing soon on all platforms. Exact date is TBD, but we will let you know as soon as we get word.
UPDATE 11/8/2012
Patch is now live for all systems. Enjoy!
Here are a list of changes that will be included in the patch.
Major Fixes
• Abductor roof visibility problems resolved
• Interception game hang issues resolved
o If two interceptors are sent after UFO
o If Skyranger is returning from combat after an Interceptor was already deployed
• SHIV inaccessible issues resolved
• AI Alien Activity Hang resolution
• Multiplayer connectivity optimization
Other Fixes
• TempleShip optimization: All Soldiers properly spawn when restarting the mission after clearing the second room of TempleShip
• Snapshot penalty should no longer apply when Overwatching without first moving.
• Easy Difficulty is now easier.
Again, thanks for all the feedback and for being super patient as we prepare each patch for release. We are always monitoring the forums for issues and will post as soon as we get official updates.
Updated:
Adding my reply to the defeat screen issue here so its more visible. This is NOT confirmed to be fixed on the upcoming patch.
Defeat screen after beating game
Firaxis is currently aware and researching this issue. We got a couple save files (thanks to you guys) on Oct 22nd that they're looking at. I'll let you guys know as soon as I hear anything about it.
Nice to have the SHIVs addressed, as that screwed me a couple of times. Also good to hear they adjusted some roof visibility issues.
Still playing this one, on classic now, after having won on normal a couple of weeks ago. The normal play-through was somewhat easy, actually, looking back on it now. Really enjoying classic so far, though the terror missions with those bug-dudes reproducing everywhere are really demanding. I'm hoping at least one more patch gets release before I'm done with this run to tackle a few more glitches, and then I'll try some of the Ironman runs. (I basically play Ironman-style now -the game is all about taking and absorbing tough losses at times, IMO- but I have reloaded saves when a glitch screwed me over)
Crazy how much I'm enjoying this.
Re: X-COM: Enemy Unknown
Finished the game on Classic. Lost a stupid number of soldiers, something like 40, because I decided fairly early to let most missions play out even though I wasn't in Ironman. I also had a lot of trouble generating Supports, and the ones I did had a tendency to get killed, so I had a fair number of critical cases bleed out.
All in all, it was a blast, especially the first half of so. Loved how challenging it was early on, the way you couldn't possibly do everything you wanted to do or save everyone. I especially liked the terror and bomb defuse missions because you couldn't sit back and overwatch the aliens to death (literally).
The final endgame was a bit weak, although a challenge for me as I had several squad members at 50% health by the time we reached the end. I also realized a bit too late just how important Will is and why you don't want soldiers becoming gravely wounded.
Probably going to keep it and give it a go on Classic Ironman. Impossible is tempting but sounds a bit too All Madden for me.
All in all, it was a blast, especially the first half of so. Loved how challenging it was early on, the way you couldn't possibly do everything you wanted to do or save everyone. I especially liked the terror and bomb defuse missions because you couldn't sit back and overwatch the aliens to death (literally).
The final endgame was a bit weak, although a challenge for me as I had several squad members at 50% health by the time we reached the end. I also realized a bit too late just how important Will is and why you don't want soldiers becoming gravely wounded.
Probably going to keep it and give it a go on Classic Ironman. Impossible is tempting but sounds a bit too All Madden for me.
Re: X-COM: Enemy Unknown
Just because I have 10 other games I don't spend time with, XCom is on the Steam Autumn sale for $33. So, of course, i'm downloading it.
Steam is basically my digital drug dealer, and games are my crack. I need a support group or something.......
Steam is basically my digital drug dealer, and games are my crack. I need a support group or something.......

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Once a Dragon, a Dragon for life!
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Re: X-COM: Enemy Unknown
That's a fact. The fact that you don't have to go anywhere to buy something makes it dangerous. My same issue with amazon. Haha.Gangrel wrote:Just because I have 10 other games I don't spend time with, XCom is on the Steam Autumn sale for $33. So, of course, i'm downloading it.
Steam is basically my digital drug dealer, and games are my crack. I need a support group or something.......
Re: X-COM: Enemy Unknown
I read somewhere that it's a good idea to start a fresh game once you get through the tutorial stuff because the tutorial game limits your options early on in a way that is detrimental to your late game. Something about where your base is located or where you put up the early satellites or something, I can't remember.
Any advice from you guys who have finished it at least once? I think I'm through the tutorial stuff and am wondering whether or not to begin fresh or play it through with what ie got.
I will say I am wary of booting this up. Somehow it's intimidating and also I worry the missions will take longer and longer, but what I've played I've really enjoyed even though I am less than sure what is going on.
I had a total disaster on my first bomb mission. Trying to get back to the pick up zone and bail out when it was clear I was never going to defuse it in time, I had all but my most experienced guy in the zone but foolishly thought I had one more turn to get him and BOOM - lost everyone. Ouch.
Any advice from you guys who have finished it at least once? I think I'm through the tutorial stuff and am wondering whether or not to begin fresh or play it through with what ie got.
I will say I am wary of booting this up. Somehow it's intimidating and also I worry the missions will take longer and longer, but what I've played I've really enjoyed even though I am less than sure what is going on.
I had a total disaster on my first bomb mission. Trying to get back to the pick up zone and bail out when it was clear I was never going to defuse it in time, I had all but my most experienced guy in the zone but foolishly thought I had one more turn to get him and BOOM - lost everyone. Ouch.
Re: X-COM: Enemy Unknown
Sorry, double post.
Last edited by Zeppo on Thu Nov 22, 2012 4:23 pm, edited 1 time in total.
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Re: X-COM: Enemy Unknown
Yes restart the tutorial limits the options of where you can put your based and spoon feeds some of the advancements. I wouldn't say it kills you late game but the game is much better with a fresh start on classic.
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Re: X-COM: Enemy Unknown
I don't think the tutorial hurts you at all, but I do think you'll almost inevitably lose a country or two because you allocate resources to something other than building a couple of satellites early, which can really help keep a country from defecting due to panic.