Long War Team Reveal XCOM 2’s Launch Day Mods

XCOM 2 [official site] is pretty flipping great, is Wot Adam Thinks. But should you fancy tinkering with that fine formula, a few mods will be available when the game launches on Friday, thanks to the Long War folks teaming up with Firaxis. Now we’ve heard what these mods are and no, they haven’t made Long War 2. Instead, you can expect things like a new weapon class and squad leader perks. They’re small additions, not massive changes, but I’ll be curious to see how they affect things.

Long War Studios spilled the beans to our chums Eurogamer in a video interview.

One mod adds submachine guns, a bit like Long War’s. Soldiers with SMGs can move further than if they were carrying an assault rifle and are more difficult for aliens to detect, but do less damage – it’s a tradeoff. The team also made a new “miniboss” enemy, the Muton Centurion, who has extra abilities “helps the aliens as a team.” Humanity can get extra help from Leadership perks, a new progression track giving soldiers abilities to boost their whole team – but only one Leader can be on any Squad. I like/dread the sound of anything risking me over-investing in one particular soldier.

Here’s Eurogamer with Lumpkin and Firaxis’s Jake Solomon to chat about mods:

All and sundry will be able to play with mod tools and make their own, of course. From the sound of things, getting the Long War folks in early was helpful for us all, as they pushed for some changes that’d make modding easier.

Will we see a Long War 2? It doesn’t sound like it’s planned, but they’re not ruling out making more for XCOM 2 either. Long War Studios are working on their own game too, mind, a grand strategy game about defending Earth from alien invasion.

Friday, yeah? I’m pretty jazzed.

25 Comments

  1. LexW1 says:

    Shepard.

  2. FuriKuri says:

    Launch day mods? Isn’t this akin to smothering your food in ketchup before you’ve even tasted it?

    • FuriKuri says:

      Chips not withstanding of course…

    • Troubletcat says:

      Maybe if you immediately start using them all without trying the base game first. Having them there as options though is more akin to the waiter bringing you some condiments without you needing to ask for them. They’re there if you want them, and there’s no harm in that.

    • C0llic says:

      Sort of with you on that, but the centurion mod is tempting even for a first playthrough.

    • LexW1 says:

      In this case it’s more like they’re giving away approved, official, TM’d dipping sauces with your pizza, I’d say.

      • TillEulenspiegel says:

        Dipping sauces…with…pizza? Is this some kind of weird British thing?

        • Mrice says:

          Something to dip the crust in can be quite nice. dominos might not b the best pizza in the world but their garlic and herb dip tends to actually be pretty great

          • Horg says:

            Might? If there’s a world out there where Dominos is the best pizza, we need to destroy it for it’s own sake. No one should have to live like that : |

        • Rizlar says:

          Yes and it’s absolute filth. :(

        • Butts says:

          I’m not sure where you’re from, but in the US, well known “pizza” chains like Papa Johns and “Pizza” Hut offer wide selections of “pizza” dipping sauces. In case you want to, you know, dip your pizza in some bright orange Velveeta derivative.

    • Cerulean Shaman says:

      It’s opinion. They’re fairly small mods that will leave the core of the game mostly alone and their partnership lends more to a balanced output. Submachines for example sound like something that should have been in from the get go and I’m always okay with having more ways to be raped by alien probe.

      Arguably the leadership system is what might season your food a tad too much, but I shiver at the delicious thought of having important “leaders” that are a tad more irreplaceable than your regular joes. Being an Army guy though, it’s kind of what I’m used to and I find it far more realistic.

    • anHorse says:

      There’s nothing wrong with liberal application of catsup to anything

    • Xzi says:

      If the mods were complete overhauls or something, perhaps. They just add more variables to the game for both the enemy and the player, however. And Firaxis was working closely with the Long War mod team in development of XCOM 2, anyway, so the mods are clearly going to be in line with what they wanted the final product to be.

    • FLoJ says:

      As one of the many regressing from long war to vanilla xcom until the mods coach up, yay to this.

      • FLoJ says:

        Sigh…

        CATCH up…

      • hjarg says:

        Why don’t you just treat vanilla game as one long tutorial to LW2? I know i will!

        • FLoJ says:

          Ah I will do for sure, I just know I’ll be missing some of the mod changes from the getgo (the extra camera angles as the first because of how much it impacts the ease of lining up flanks)