XCOM: Long War Team Making XCOM 2 Mods

Alec hasn’t been the same since he returned from the Long War. The celebrated XCOM mod turns the base game’s wee scrap into a gruelling war, chewing through your forces and your resolve with relentless difficulty. Some days we find him simply sitting in a chair by the window, staring out to sea, his bottom lip quivering.

The folks who made Long War are working on their own strategy game now but, also, have teamed up with Firaxis to make a few mods for XCOM 2 [official site].

Long War Studios are “currently hard at work on multiple mods for XCOM 2”, according to today’s announcement from Firaxis. These mods are due to be available from the start when XCOM 2 launches on February 5th, though what exactly they are is a mystery for now.

Surely they’ll be brewing something to make XCOM 2 more difficult? (Though Adam might tell you it’s already quite difficult.) Maybe Long War Studios want to avoid being typecast, and plan to add paintball guns. Nude skins. Colourful hats. Not base-building, but base-decorating to help your troops unwind in pleasant surroundings. Punching trees to get wood to craft wood axes to dig for stone to craft stone axes to…

If you want to check Long War out for yourself, download it over here. If you haven’t played XCOM at all, hey, it’s dead cheap in the latest Humble Bundle.

Apparently we’ll hear more about the mod tools and Long War Studios’ own XCOM 2 mods at PAX South. The panel on January 30th will be livestreamed for us who’ll be at home, brewing Alec’s Bovril and wrapping blankets around his shoulders.

20 Comments

  1. Utsunomiya says:

    Muton jiggle physics? The possibilities!

    • int says:

      The female muton is proper gorge!

    • Hebrind says:

      I read this as “Mutton” and wondered what the bloody hell you were wittering on about. Now I feel silly.

  2. Rizlar says:

    How about a Short War mod based around the conflict erupting from someone always leaving teabags in the sink and never buying more milk? With your volatile crew of ex-cons and hardened killers at each other’s throats you must upgrade the single base section before things escalate to fisticuffs.

    • cpt_freakout says:

      How about an Incredulously Long War in which aliens attempt to invade Earth back in prehistory but dinosaurs kick their asses (campaign 1), then they try again in 2000 BC but Egypt (WHO REALLY BUILT THE PYRAMIDS???) completely wipes them out with some well-placed heavy chariots (campaign 2), then they try during the Roman Empire (they were warned, of course) and you can play the legendary Lost Legion X, who accidentally crossed a wormhole in Stonehenge and invaded the alien homeland (campaign 3), then…

    • Rhodokasaurus says:

      I know you’re joking but I would really enjoy a “Short War” mod that lets you play a 5-10 hour campaign with a focused goal instead of pouring 30 hours into a playthrough I know I’ll never finish. That sounds alright.

  3. Horg says:

    How about a mod that lets you play from the aliens point of view, retaining the turn based squad tactics of XCOM 2 while adding the base and unit management of Dungeon Keeper? Actually, that might be too much work for a mod, I think I just described the perfect game. Ah well, one can dream (seriously someone get on that).

    • Ugubriat says:

      Fabulous idea.

    • Silent_Thunder says:

      There was a two player campaign mod for xcom UFO Defense awhile back, but it either got C&D’d or the guy stopped it out of preemptive fear of a C&D. Not sure if you can still find it.

    • Askis says:

      Hmm, in XCOM 2’s setting, the squad based tactics from an alien perspective might work.
      Humans are attacking somewhere, you’ve got a few units at the location to try and defeat the human scum or delay them long enough to call for reinforcements.
      Without the base-building, it might even be possible to mod, depending on how powerful the tools are.

      Or you could go for a pre-invasion setting, where you’ve got a small alien force under your command and your objective is to infiltrate and sabotage to lay the groundwork for the full invasion, ideally without being detected.
      Instead of going all out with your plasma weapons, you’d want to grab some of that pitifully weak human gear, as plasma burns don’t look like bullet holes.

  4. Merlin the tuna says:

    Despite the Long War’s team admirable technical talent and ability to deliver, I feel like this is a pretty great reminder of why I want nothing to do with their resultant product. “Hey we don’t actually know how this thing works, but don’t worry we’re already working to make it longer and more tedious.”

    I remain open to recanting this statement if they do ultimately deliver a mod containing a swath of high quality hats instead.

    • Bull0 says:

      There’s a certain irony to your comment, don’t you think?

    • Bremze says:

      Ironically, it’s trivial to make Long War as short and straightforward as you want it to be.

  5. geisler says:

    Awesome. But is there a mod that makes combat exciting yet (ie UFO Defense)?

    • Bremze says:

      I’m sure there’s a mod that makes rookies cost pennies and randomly kills them from outside the FoW.

  6. Voqar says:

    If you haven’t played XCOM at all and are an XCOM fan or turn based/squad based fan, you’ve done yourself a heinous disservice.

    Long War isn’t for everyone and I enjoy XCOM with or without it – each has its merits (sometimes you may not want the punch in the nads Long War provides, I’m playing thru vanilla again now as kind of a goodbye before XCOM 2 arrives, since it’ll be unistalled forever at that point).

    Long War is a pretty amazing mod. I’m generally not that huge a fan of modding since the vast majority of modding is garbage and/or text file editing (that any monkey can do) by wannabe hacks, but things like Long War show what true modding can do.

    • FLoJ says:

      Just started a final Long War playthrough today, I’m going to be cutting it very fine to complete it before Xcom2 arrives (Playing on standard Dynamic War setting, so approximately as long as Marathon mode in vanilla).

      Although I loved playing vanilla Xcom the first time through it felt far too simplistic to offer much replay value, it’s very interesting to see some of the ideas that Firaxis have already absorbed from Long War into Xcom2 and it’ll be more interesting still to see what the mod team comes up with when using the more in-depth modding tools on offer.

  7. Raoul Duke says:

    I’m hoping that the supposedly greater moddability means that these guys can make a mod for much greater faithfulness to the original games… For example, time units instead of move / action, free aim, generic soldiers instead of classes, etc.

  8. IonTichy says:

    All great and all…but how is it that people obsess with mods nowadays before the basegame has even come out?

  9. Ufofighter says:

    First features announced: gagballs and whips