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#1 |
![]() Join Date: Jul 2011
Posts: 410
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Patch News
http://forums.2kgames.com/showthread...d-Patch-update
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. 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. |
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#2 |
![]() Join Date: Jan 2010
Location: Kansas City, MO
Posts: 205
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Nice to hear that easy will be easier so that all the required playthroughs will go a bit faster.
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#3 |
![]() Join Date: Jun 2010
Posts: 11
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I'm glad they're fixing the SHIV glitch. About 50% of the time, my SHIV shows up in the squad list, but there's no avatar. So it's there, but it's not there. Weird.
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#4 |
![]() Join Date: Jul 2008
Posts: 176
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How can they make easy easier? I can blaze through the game as it is
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#5 |
![]() Join Date: Mar 2008
Posts: 161
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Wait, you can send more then one interceptor at a UFO at a time?
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#6 | |
![]() Join Date: Jul 2011
Posts: 410
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Quote:
Not exactly. If you abort the engagement or if your interceptor gets shot down you can send another interceptor after the UFO. Last edited by widget624; 11-02-2012 at 12:40 AM. |
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#7 |
![]() Join Date: Nov 2009
Posts: 223
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I couldn't even tell the difference between Normal and Classic, other than the enemies obviously having better aim...
__________________
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#8 | |
![]() Join Date: Jul 2011
Posts: 410
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Quote:
Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus. You don't get an extra satellite that you receive on normal, you have one less HP then you do on normal. The AI isn't limited like it is on normal and more then 5 enemies will actually engage you at a time unlike normal/easy. and then there is the fact that the game actually cheats for you on normal and easy. People looking at the RNG in the data files found this On easy AND you are down to 3 or fewer soldiers: Chance to hit is 120% of displayed value Chance to hit is further increased by 15% (absolute) per missing squad member, under 4 (if you only brought 1 soldier, he has +45% chance to hit) For hits that have at least a 50% chance of hitting,you receive another 15% (absolute) chance to hit per consecutive miss (up to 30%) Alien chance to hit is reduced by 10% (absolute) for each consecutive hit. Alien chance to hit is reduced by 25% (absolute) for each squad member missing under 4 On normal with 4 or fewer soldiers, or easy with precisely 4: Chance to hit is 120% of displayed value For hits that have at least a 50% chance of hitting, chance to hit is increased by 15% (absolute) per consecutive miss, with no upper limit Alien chance to hit is reduced by 10% (absolute) for each consecutive hit. On a side note they also discovered chance to hit is actually capped at 95% on all difficulty levels, so even if the game says you have a 100% chance to hit in reality you don't. This effects both you and the enemy. Compared to the jump between easy and normal I'd say that would qualify as a large jump in difficulty between normal and classic. Although I did miss a couple changes between easy and normal beside those that I listed above with the difference in cheating hit ranges, Thin Men are Sectiods are weaker on easy then normal. Last edited by widget624; 11-02-2012 at 03:59 AM. |
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#9 | |
![]() Join Date: Jul 2008
Location: Boston, MA
Posts: 405
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Quote:
I then loaded up the Auto Save and it had reverted my soldier to downed again. I headed over and tried to stabilize again, but the icon said I had already stabilized. The Heal icon stated that I would need to stabilize him before I could heal, so I was forced to leave him there and complete the final mission with 5. |
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#10 |
![]() Join Date: Jul 2011
Posts: 410
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New should be out soon if it isn't already
Second Wave addition
AI teleport bug fix
Defeat screen when beating the game
Note on the second wave options The first four are available right after installing it for the first time: Damage Roulette - Weapons have a much wider range of damage. New Economy - A country will offer less funding as its panic increases. Not Created Equally - A rookie's stats will vary Hidden Potential - Rookies will have random starting stats. The following ones are activated once the game is won on Normal, Classic or Impossible: Red Fog - Any wounds taken in combat will degrade a soldier's stats for that mission. Absolutely Critical - A flanking shot will guarantee a critical hit. The Greater Good - The secret of psionics can only be learned by interrogating a psionic alien. Marathon - The game takes considerably longer to complete. Results Driven - As a soldier is promoted, their stats will increase randomly. High Stakes - The rewards granted for stopping alien abductions are randomized. Diminishing Returns - The cost of satellites increases with every one that is built. More Than Human - The psionic gift is extremely rare. The last four options are only available after winning on Impossible: Total Loss - Lose all gear from soldiers who die in combat. War Wariness - Overall funding levels drop inexorably with every month that passes. E-115 - Elerium stores will degrade over time. Alternate Sources - The power requirements of all facilities are increased. Last edited by widget624; 01-08-2013 at 06:31 AM. |
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#11 |
![]() Join Date: Mar 2008
Posts: 546
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So no updates to the freezing issues?
It's making the game unplayable for me now it's become so bad. |
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