A real question: How is managed the “reaction/opportunity fire” in the Xcom EU?
I thought it would be just automatic, leaving a “pip” in a soldier being unused, so the soldier could use it to fire in the enemy turn. But it seems it’s an specific ability?

It is classic over watch - you select it to stay at the ready during the enemies turn.

It’s an ability (like shooting). You use it and your guy will take one shot at the first X-ray who gets in range during the alien’s turn.

I couldn’t find a way to change facing in the demo. That has to be taken into account for overwatch. Can it be done?

I don’t believe facing is a factor. Getting flanked is a big deal, but you get to “turn” for free, probably because of the new two actions/turn system (making you spend an action on turning would suck, and having to manually turn with that in mind would be sort of frustrating).

Hey, this is cool - there are day/night maps. I realize now what they mean by 80 unique maps, but “with variants, over 100” - they must be referring to some maps having a day version and a night version.

Very nice.

The post and comments seem to indicate people believe the lighting is dynamic, but I believe I’m correct - all maps are hand (static) lit and this particular map is one of who knows how many (20 or so, maybe) that was manually lit twice (once day, once night). It would have been amazing for every outdoor map to have dynamic lighting based on time of day (day, night, dusk, dawn, etc.) and random weather (storms, snow in the winter, etc.) but that seems like it would have been a colossal task. /shrug

Facing isn’t a factor as cover itself is directional.

Oh man, that was brutal. F*cking aliens, man.

Well I’ve never played the original, and there has been no mention of such things in any of the marketing material so far.

I think there is no turning/facing controls because is not important for this system. In fact the whole lot Line of Sight issue is… perplexing in the game. It mostly works without an explicit LoS sytem, actually, but sometimes… it’s not really clear how are being revealed the aliens, or if your guys are being seen or not, or like you say, what happens if an alien appear way behind and from the back of your soldiers?

I think the whole “using TU for turning” was a bit excessive in the original. It’s one of the things it could have been streamlined, it’s a minimal movement in reality. Sometimes it happened that you moved leaving just enough TU for a shot, but then a extra turn or two caused to be short of TU do fire the weapon.

There is no facing because LoS doesn’t get decided by facing. It’s obvious from the demo and gameplay videos that your troops are seeing around the corners of the cover they are taking. Basically the game has already incorporated the old mechanic of stepping out of cover in order to get LoS to fire. It’s also obvious that LoS is just as complex as it was in the first game because the graphics don’t always line up with your shooting animations. In the first game this was easy to overlook because of the concrete grid nature of the graphics. In this game you get some glitchiness of appearing to shoot through solid objects. It’s actually the sign of a very good LoS system, not a bad one.

It’s not about winning, it’s about breaking down the systems into concrete gameplay terms, and I think several people showed very reasonably that taking out the TU system did nothing to detract from the strategic choices available to you in the combat layer… they actually end up being more complex with the skill and level system when it comes to combat tactics.

I was talking specifically about the action/movement/fire system, it’s true there are new interactions like climbing a windows or moving to the roof in some cases, which is good.

There is just more granularity and detail in the old system.

My point was always that it added nothing to gameplay except an unnecessary layer of complexity. If anyone wants to consider performing tedious acts of arithmetic as “gameplay,” then I don’t want them designing games that I play. There are games like King’s Bounty they can buy.

It’s irrelevant to have a TU system when actions were based on a percentage of those TUs. I don’t care, in practical gameplay or tactical terms, whether or not I have 5 TU left over at the end of the round. I only need to know what distance I can move and still fire or perform another action, or perhaps use the whole round to just move. X-Com 2 does this beautifully and seamlessly. Can I throw a grenade to my buddy for him to use anymore? No, but I don’t care and neither should you, because that part of the system was always a fiddly afterthought considering how poorly inventory was managed in the original.

edit: it’s pretty funny you jumped on exactly the most positive comment I have done about the new system, instead in all the negative ones.

Dude your chart is a nightmare. Base Management: Total Freedom should be a new Qt3 meme for how absolutely ridiculous that is. There is also more environmental interaction as well as the inclusion of suppression fire.

Also flanking is a new system that in my opinion adds to the tactical layer, if I can add my two cents.

Is it confirmed whether there are same sex romance options in xcom or not yet?

Same Sex Spoilers!

Yeah, but they aren’t random.

Obligatory pre order cancelled!!

Damn it some assholes took this down.

What happened to you youtube, you used to be cool…

Is it possible to marry a goat or a dog? Or marry the goat to the dog?

or maybe a bat and a pig?

Can you modify your character skins to make them naked? If not, pre-order cancelled!

I think I forgot to take my Gleemonex

Spoilers asshole!

Fixed! :)