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Cudo da niko nije otvorio temu za expansion pack ove odlicne igre. Release date je 12. Novembar.
The Meld
Meld is a new resource that is found in containers that need to be captured and it will be present in most mission types: Abductions, Crashed UFO and Landed UFO missions. Two Meld canisters will be randomly located on the map, one in an easy to reach spot (near the deployment zone) and one hard spot.
Meld canisters have a self-destruct timer that will destroy the resource and damage any player units nearby if not reached quickly enough; a Meld canister can be destroyed without exploding but loses its high cover status. The self-destruct timers start at the beginning of the match but are not known to the player until a canister is spotted; each canister seems to have its own individual timer (a few turns for an easy canister and more for a hard canister). Meld is collected similar to deactivating power nodes in Bomb missions (free action once a soldier moves next to it) or by clearing the map of aliens before the timers run out.
Meld is made up of nanotech organisms and can be used modify your soldiers to create either MEC Troopers (a new class) or to genetically alter any class abilities (including Mechs).
A new research project called Meld Recombination will open up two new base facilities: Genetics Labs and Cybernetics Labs. Both will be cheap to build in terms of cash and will apparently count as Workshops for adjacency bonuses.
The addition of Meld won't significantly change the research/tech tree; instead, Meld related tech and upgrades will largely be unlocked as part of existing research like alien autopsies.
Gene Mods
Alien Autopsies will reveal genetic modifications ("Gene Mods" or "G-mods") for your soldiers which can be applied in the Genetics Labs.
Gene Mods can undergo Psi testing and the modifications stack with Psi abilities.
Soldiers with Gene Mods will receive unique versions of the various armor types (featuring sleeveless armor designs and their own armor deco options).
Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost).
Brain: Neural Feedback (damages an alien attempting Mind Control but doesn't reduce its chance) or Neural Damping (soldier immune to panic, becomes unconscious if enemy manages to Mind Control it).
Eyes: Hyper Reactive Pupils (grants a +10 Aim bonus after missing a shot) and a mod that gives additional bonuses for height advantage.
Legs: Boosted Muscle Fiber (a soldier can leap to heights normally requiring a ladder, drain pipe or grapple) or Adaptive Bone Marrow (limited health regeneration for wounded soldiers).
Chest: Adrenal Neurosympathy (grants a combat boost to nearby soldiers when killing an enemy) and a mod that adds a second heart to protect your soldiers from perma-death.
Skin: Bioeletric Skin (hidden enemies, either in the fog of war or cloaked, within a short distance are revealed with a bioelectric outline) or Mimetic Skin (makes your soldiers invisible if they end their turn in high cover and weren't spotted by any enemies during your turn).
MEC Trooper
With the Cybernetics Lab, MEC Troopers can be created from any soldier class, maintaining their rank but losing all abilities they previously had. MEC Troopers will gain an "Inherited Ability" based on their previous class; Rookies cannot become MEC Troopers. MEC Troopers replace their arms and legs with cybernetic implants and even receive a very monotone voice.
MEC Troopers cannot be genetically modified or undergo Psi testing; a Psionic soldier cannot become a MEC Trooper.
MEC Troopers utilize a Mechanized Exoskeleton Cybersuit (aka MEC Suit) which can be damaged and require repairs. MECs don't use cover and can be armed with a Minigun, Railgun and an energy weapon.
MEC Suits can be upgrade through three tiers, each with options for different Tactical Subsystems:
The Warden (Mech I): you choose between a Flamethrower which douses flames (6 Damage) over a short arc ignoring cover or a Kinetic Strike Module which is a rocket-assisted punching fist (12 Damage) that knocks enemies back (or into exploding vehicles)! Both cause some collateral damage to the area around the tile(s) targeted. Robotic units will be immune to the Flamethrower.
The Sentinel (Mech II): you choose between a Grenade Launcher which allows you to launch grenades really far or a Restorative Mist which heals all units within a certain range of the MEC!
The Paladin (Mech III): you choose between Proximity Mines which can be fired across the map and aren't triggered by your units and an Electropulse which is a point blank area of effect electric attack, (which does damage and stuns enemy robots)!
MEC Trooper Abilities include: Shock-Absorbent Armor (starting ability); Collateral Damage (allows weapon to be free-aimed at terrain at the cost of high ammo consumption), Damage Control (which reduces the damage taken for one turn), and One for All (allows them to hunker down and act as cover until they move or shoot).
MEC Suits will have armor deco options that paint different patterns like tiger stripes, flames and spirals.
New Aliens
Two new alien types:
XCOM EW MechtoidThe Mechtoid is a Sectoid in a Mech suit. It is a robotic unit armed with twin Plasma Mini-Cannons and can fire twice in a turn if it doesn't move. Mechtoids don't utilize cover but have a solid block of health (20 HP on normal). Sectoids can Mind Merge with a Mechtoid and give it a damage reducing shield (but it won't die if the merger is killed). Mechtoids start showing up during the mid-game, about the time regular Sectoids started disappearing in Enemy Unknown; as Mechtoids will be accompanied by regular Sectoids this also means Sectoid Corpses are no longer a finite resource.
XCOM EW SeekerThe Seeker is a flying squid-like robotic unit. Capable of cloaking themselves, the Seekers utilize a brand new AI that focuses on hit and run style attacks. When initially spotted, Seekers are more likely to run and hide; only to reappear after your squad has engaged other enemy units. Seekers may be triggered in groups but largely act individually (i.e. can strike during different turns) and have a preference for attacking isolated units (like Squadsight Snipers). Seekers have a plasma attack but prefer to perform a new Strangle attack that actually allows them to latch on and paralyze their prey while the damage mounts each turn; a friendly unit that survives a Strangle attack (whether by dislodging or killing the Seeker) will require a turn to "catch their breath." The Bioeleteric Skin gene mod and the Sniper's Battle Scanner will be able to detect stealthed Seekers. Seekers will start being encountered during early-game, around the month of April.
Class and Weapons Changes
New grenades:
Needle Grenade has a big blast radius but doesn't destroy cover or affect allies/enemies in cover from the grenade's blast origin; unlocked after researching Chryssalid Autopsy
Stealth Grenade splashes allies with a temporary invisibility paint
Gas Grenade uses synthesized Thin Man poison; robotic units are immune.
Flashbang Grenade disorients enemies (severe Aim and movement penalties); robotic units are immune.
Mimic Beacon: An item which tossed similar to a grenade that emits a signal that tricks aliens into thinking it's human, drawing them towards it and away from any nearby player units; the beacon won't fool robotic or psionic aliens.
Respirator Vest: An item that works similar to a Nano-fiber Vest by adding health, but also provides immunity to the Seeker's Strangle attack. (Chitin Plating has also been improved to provide Strangle immunity.)
Reaper Rounds grant ballistic weapons a bonus to Critical Hit chance but with reduced accuracy.
Tactical Rigging: A new Foundry upgrade which grants all classes the two item slots. It will be available early in the game but will be relatively expensive.
Support's Deep Pockets now gives an additional charge to limited use items like Grenades, Arc Throwers, Medikits, etc.
Support's Covering Fire now fires before the enemy uses its weapon.
Assault's Close and Personal perk is now called Up Close and Personal: gives a free shot when within 4 tiles of an enemy.
Heavy's HEAT Ammo damage bonus reduced to +50% against robots.
Sniper's Snap Shot aim penalty reduced from -20 to -10.
Sniper's Squad Sight only gives Critical Damage if Headshot is used.
Gameplay and Interface Changes
The game intro will receive a new quote, replacing the one from Arthur C. Clarke:
“Those who play with the devil’s toys will be brought by degrees to wield his sword.” -Buckminster Fuller
There will be a new tutorial mission introducing Meld that can be played in addition to or in place of the regular tutorial mission or disabled completely.
The expansion will include the Operation Progeny content (originally planned as a DLC release like Slingshot) which has been tweaked to fit with the expansion's new narrative elements, but can still be enabled/disabled separately like Slingshot.
Enemies that don't utilize cover (Mechtoids, Cyberdiscs, Sectopods) may enter Overwatch when spotted.
S.H.I.V.s can receive a Sentinel Mode upgrade that gives them a Close Combat Specialist-like ability and receive additional bonuses from upgrades that also improve MECs.
Panic rebalanced to make it less likely for soldiers to fire on their squad mates; panic will now include an Aim penalty which will also make those rarer incidents of "friendly fire" less likely to hit.
Critical bonus of stealth attacks reduced from 100 to 30.
There will be a button ("Make item available") in the pre-mission UI that strips all soldiers not currently assigned to the Skyranger team of all equipment.
You can now personalize your soldier's voice using the available audio packs for the current language localizations (French, German, Spanish, Italian, Russian, and Polish).
Memorial Wall will now feature "killed by" information with each name.
There's an option to disable Dr. Vahlen's and Dr. Shen's tutorial voice overs.
Normal difficulty may actually be slightly easier to beat due to the new tech but Classic and Impossible difficulties will be getting harder; in addition to the challenge of new enemies, research times and experience required for soldiers to rank up will be slightly increased.
According to a recent Kotaku article, Sectopods may be receiving buffs to increase their toughness when compared to the Mechtoid.
There will be new helmets, new armor decos for all armor types, and even new tint colors for customizing your soldiers.
There will be a number of bug fixes (including the "teleport bug" and a variety of cover related bugs).
New Maps and Missions
There will be 47 new maps. New map types will include a bank, a new truck stop, a roadhouse, an ice cream shop, a coffee shop, a dam, and several new crashed UFO maps (urban, farm, and possibly even snow).
Some of the original Enemy Unknown maps have been "tweaked", some to address exploding cars issues and to add Meld containers; old and new maps will be mixed together but the game is set so that you'll see more of the new maps during a gameplay (for initial playthroughs but evening out over time).
Ananda Gupta in an interview with TotalBiscuit confirmed there will be new mission types (to be revealed later).