Centurions look great and they're just enough of a twist on the existing Mutons to add the kind of overlapping skillsets that XCOM 2 has turned into an artform.
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I am incredibly happy that people will be able to mod new aliens into the game - it'll make that whole Enemy Unknown factor relevant for a long time, if the mods be kind - and this is a lovely start. Come back to me with tales of your ace Gunslinger before you decide to spend precious time training leaders.Īh, the Muton Centurion. Even though there are only two branches for each, mixing and matching skillsets is rewarding, and this might muddy the waters a little. The only reason I'm slightly hesitant to recommend this mod relates to the rich nature of the existing classes. Get Some costs an action point to activate. In this case it's a +20 critical hit chance to all allies within Command Range for one turn. It's what I expect from a Leader class, providing a buff to squadmates. If you're as unconvinced/confused about Collectors as I am, "Get Some" seems like a shoo-in. It doesn't seem like much of an advantage if it only works on missions that the leader is actually.leading. I'm taking that to mean the leader doesn't need to be in the field to use that bonus, although I'm not sure. There's a proviso - "as long as the leader is healthy". The latter confers a 50% chance of gaining a single Intel point whenever a non-human enemy is killed. The first two abilities you can choose from are "Get Some" and "Collector". Plus, the trainee will be out of action during the training period (8 days in my current save). "Except in dire emergencies" only one leader can be sent on a mission at any time, y'see. Give them flunkies and they're delighted put them in a squad of equals and they'll sulk until Sandra gets demoted back to the rank and file where she belongs. Be sure not to send all of your best recruits for leadership training as soon as they qualify though - they're like the middle management of the XCOM universe and don't like to work together. Leadership opens up two new skill trees, as with the core classes, and any soldier of sergeant rank or higher can be sent to the Guerrilla Tactics School to become a leader. The reason it comes in third is nothing to do with my lack of experience though nor should its ranking be taken as an insult. I'm ranking it third out of three and I haven't even seen half of what it offers yet because I'd need to level up a soldier with the new leadership ability. My judgement of the Leader Pack, which adds a sort of sub-class to the game, is painfully unfair. I'm going to tackle these in order of how excited they make me so let's start with the "Leader Pack".
They are neat additions but, more than that, they're signposts toward an exciting future.Īll of the mods can be installed through Steam Workshop, using either the launch menu link or the actual Steam page. To kick things off, Firaxis commissioned the clever folks who made the Long War mod for Enemy Unknown to produce three day-one mods for XCOM 2.
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It also means we can expect anything from an increase in moustache variety to a revamped campaign or series of total conversions. Theoretically, that means someone will iron out the things that annoy you and build on the things you love. XCOM 2 isn't just a big pile of tactical brilliance, it's also a big mod-friendly pile of tactical brilliance.