Xcom 2

Your heart-wipe game is strong.

The game was so embarrassed for you it hid that last kill shot from view. [HeartWipe]

Has anyone had their savegames stop showing up? It was fine for me and now nothing saves - quick, manual or auto all missing from the load list.

I just started playing and got very surprised by something like this - it appears not to sort your saves by timestamp for God knows what reason. Try looking at the bottom of your savegame list?

Oh that’s it - it’s confused by the month change somehow, from 3/31 to 4/1. Thanks :)

The previous game has a bug that was never fixed (to my knowledge) where if you have too many save games, the sorting of them completely breaks.

I haven’t experienced that in this game yet, but loading the save list does get exponentially slower the more saves i have.

Yikes, I’d better start deleting some manual saves. Don’t want that to happen.

It was all “Oh honey, don’t look. Just… don’t look.”

Yeah it just happened to me just the other day, it’s now giving me new save numbers lower than the last I was on before the bug happened, and the order of the saves is all messed up, including autosaves being all over the shop.

Damned annoying - and how the hell can this bug be in this game after it was a known problem in the previous game??? Priorities I supposed, but still.

Didn’t have what I thought was all that many saves either, maybe a dozen or so.

Just got to the final missions in my last game. I had that issue as well. The game just stopped autosaving. I had to do the penultimate mission twice. And then all of the various resarch and training that I was preparing for the end game. Basically go way back in your saves and delete ten or so. Never played a game that had save game cap before.

End Game Spoilers

[spoiler]So I have my core six people, maxed out. I see that if I spend 37 intel I can get an extra guy on the mission. Cool! I can bring that super psi gal that I’ve been training. Uh, no. Instead I have to take a smaller group ‘to stay under the radar.’ Instead of seven guys I get four guys. No fucking warning. SO if I didn’t buy the extra spot I would have had three troops? And the final mission only had six. I ended up with the remote controlled Avatar, everyone else dead. I even used a (I think) rift to kill off three grunts. Unfortunately there were two stun lancers that got miraculous crits on me and game over.

New game started. This time I’m not waiting until the end to build psi troops. They kick ass.[/spoiler]

Jason, I’ve played the previous XCOM games a whole lot. And I’m on game three of XCOM2. Please don’t take this the wrong way. I have never, in the history of the new XCOM games, ever seen a more inept and messed up trooper as the one in your video. All the screen wipes in the world can’t make her better. OTOH you were well rid of her. My condolences.

There’s an app for that - mod purportedly solving the save list problem. Haven’t tried it yet, will report back.

Later report: yep, it works, doesn’t do anything retroactively, but saves are now loading in the proper order (upwards).

BTW, just a thought: does the bizarre relationship between slotting order of soldiers in the loadout screen and TAB selection order in missions not drive anyone else mad?

Like, when I’m in a mission and there’s no particular movements to be done “out of order” - e.g. I’m not in a firefight, just scooting along safely positioning after the “safe” move of the leader - I like to have a particular order to the soldier selection. Ranger first, then tanky/splodey grenadier, then gunner grenadier, then specialist(s), then psi, then sharpie(s).

In order to get that, you’d think that the slots in the loading screen (call them 1-6) would be something obvious and intuitive like L -> R or something. In XCOM there was a “zig-zagging” slot order (3-4-2-5-1-6), which was fine and made sense with 3 being prominent.

But in XCOM 2 it’s all over the place. To get TAB selection in-mission to line up with soldier slot-loading order, you have to start with 2 and go 2-4-5-3 for a 4-man squad, 2-4-5-1-3 for a 5-man squad and 2-4-5-1-6-3 for a 6-man squad. And I had to fiddle about quite a lot to discover that.

It baffles me that people don’t make more noise about how weird this is. What were Firaxis thinking with that order? What’s the logic behind the way they have it set up?

And why does it only seem to bother a few others? I mean, when you’re selecting soldiers in mission, do you just cope with having to TAB through to “find” the soldier you want? Like all that tabbing action isn’t felt as a waste? Or do you just memorize and use the specific keybinds for each soldier?

Just lost humanity again.

I really think this might be the best game ever.

It doesn’t bother me that much, plus there’s a lightweight mod that allows you to click select soldiers. I never bothered to install it because I was okay with tabbing. That said, I agree that it’s odd.

Re: TAB selection order–for some weird reason my specialist is always the first in the queue, instead of a ranger or something. What also drives me a little nuts is that if you move a soldier and purposely leave him/her with an action in reserve, and move on the the next person, then hit tab again, the game goes back to the person with an action in reserve first, instead of to soldiers who haven’t moved/done anything yet in the turn.

Question–do you get any resources back when you remove a structure you’ve built? Don’t know what my thinking was when I did it but at some point I built a second Resistance Comms instead of just upgrading the first one–there aren’t adjacency bonuses, right? I mean, apart from being able to staff structures above, below and to the sides of the workshop with gremlins.

Just as a minor point of interest, my friend who hated XCOM:EU absolutely loves XCOM 2. The strategic resistance scenario is far enough from the original X-Com in his mind, and so well done and nicely interweaving with the tactical missions, that it can be its own thing now, and he really appreciates the board-gamey aspect, whereas the board-gameyness being so different from the more free-form original was one of the main things (apart from the general simplification) that upset him about XCOM:EU. I used to keep telling him that LW is a lot more like the original in some ways, and worth a look, but he never bit. He definitely loves this new game though.

Quick questions: I’m only now getting into Psi powers with one person. Should I skip building the Advanced Psi Amp and go straight to the Alien one if I can afford it? I assume the Alien one does everything the other one does? Also, are Psi Amps full-squad upgrades like other weapons (I didn’t pay attention).

Also, if the Proving Grounds still shows Experimental Ammo/Grenades/etc. to research, does that mean that there are still new varieties to be discovered or that I’ll just have a chance to get more of the ones I’ve already discovered?

One important thing I have noticed. If you just came out of a game… And you had a badass team with all the bells and whistles… Don’t play your new teams of rookies that way. There lies team wipes. Maybe you already know this. You probably do. I didn’t.

@Papageno, no. It just means that they will ‘research’ another of the same one. This happened to me with heavy mods. How many flamethrowers (essentially useless) do you need?

My experience is that the psi folk have advanced psi amps when they level up enough. I might be wrong. But I never researched advanced amps (that I recall) and they seem to have them. I may be wrong so don’t quote me here. To be honest, I may be wrong. I might have done the research. I honestly do not recall.

Still reeling from my last loss. My memories may be skewed by the loss of the entire planet. YMMV.

Yes, squad-wide, like some of the weapons. If you can make the Advanced one now, make it, because it gives a small bump to psi damage (unlike the starter psi amp, which simply enables psi powers); the Alien is twice the bump, but usually comes very late in the game (though still worth upgrading to at that stage).

Psi is ridiculously OP, but Firaxis obviously don’t care, they’re a sort of “reward” after all the struggle in the early stages of the game. Every ability is fun or useful or both - e.g. Dominate gives you control of an enemy unit for the whole mission, Fuse is a fun ability that explodes any grenades on corpses (useful to fire off if you’ve just killed a mob that’s by another mob) - they’re all great.

Also, if the Proving Grounds still shows Experimental Ammo/Grenades/etc. to research, does that mean that there are still new varieties to be discovered or that I’ll just have a chance to get more of the ones I’ve already discovered?

It’s completely random, you might get a duplicate of what you’ve already got, or a new thing, but you’ll always get a thing (the options never grey out). Interesting, because it forces you to adapt tactics slightly (e.g. having two Acid bombs would open up certain kinds of tactical options, one Acid and one EMP would give a lot of flexibility, etc.) There are about 4 or 5 items or so in each category. Make sure to get the Advanced Explosives upgrade, as that upgrades the experimental grenades to “bombs” (including the ones you’ve already got), to bring them up to a level with the Plasma grenades.

The heavy weapons and powered weapons are awesome, btw.