XCOM 2 War of the Chosen: New Details About Bonding, Heroes, Fatigue & More - YouTube

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Hi, this is Tapcat and welcome to the second half of my coverage of the latest information
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dropped by XCOM 2's creative lead, Jake Solomon.
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Yesterday, we covered all of the changes to our enemies and today we'll focus on the changes
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to the heroes of the game plus a few odds and ends that don't fit well in either category.
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Let's start with something quick and simple.
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The SPARK units are getting an upgrade.
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They'll be tougher, get a MUCH needed accuracy boost, and you'll now be able to add weapon
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upgrades to their guns.
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So let's talk about the heroes.
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Just in case you need a reminder, we're looking at the Skirmishers, Templars, and Reapers.
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We'll get access to one early on but opening the door to the others promises be a lot tougher.
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The Reaper is a new type of stealth unit.
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Unlike rangers, he'll have a chance to stay concealed after attacking.
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They also bring a new kind of attack where they'll throw a claymore mine and then shoot
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it at which point it will presumably explode to damage the enemy.
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Let's set aside the fact that real claymore mines can be triggered with a remote control
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in the here and now without XCOM's advanced technology and that needing to shoot it is
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like something out of a bad remake of Tombstone, I'm sure it will LOOK cool and somehow this
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activity is guaranteed to keep you concealed from enemies even though you've attacked
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Even better.
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if you've picked the right ability then doing this can even put you back into concealment
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if you're revealed to begin with.
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That sounds bonkers to me, but hey I'll take it
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Now, you may be saying to yourself, "Self, who cares about Stealth?
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What did it ever do for me?"
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Well listen my child and you shall hear of the midnight ride of the RePEER.
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When the repear is concealed he'll move 50% faster and enemies have a detection radius
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of exactly one tile.
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Go anywhere on the map at warp speed, it's good for scouting, flanking enemies, or getting
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to a pesky mission objective just before the timer runs out. (not that I know anything about that)
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If that's not enough, one of his high level abilities is Banish which will fire every
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bullet still in his gun at any one target.
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That may not be quite as good as it sounds because most of the bullet sponges have enough
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armor to significantly weaken the effect but think of Archons, Berserkers, Andromedons
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in their 2nd phase and tell me that doesn't make you smile just a little.
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Next up is the Skirmisher.
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They have a wrist-mounted grapple that pull enemies to them so you can finally become
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the viper that you've hated all this time.
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Conversely, you can use the grapple to pull yourself toward them and finish them off with
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a melee attack.
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Their high level ability that was revealed is Battle Lord, which turns your skirmisher
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into the equivalent of an alien ruler in some ways.
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Any alien that take an action within his sight will allow you to take an action in turn.
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There's too many specifics about how this will work that we don't know but if we can
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actually move and fire throughout their turn, then this could be VERY interesting.
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The Templars, sadly, are mostly a mystery to us to far.
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They are psionic specialists and I think it's a safe bet that you won't need to build a
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psionics lab to get one or level him up and that's a welcome change.
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Maybe to make up for the fact that we weren't told much overall, two of their high level
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abilities were revealed.
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One, templars can create a clone of themselves although we don't know how long they'll last.
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Two, they can call down lightning on every enemy in the area around them.
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If any of those bolts prove lethal, the templar's focus will be fully restored.
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I haven't seen an official explanation of focus, but it seems to be the Templar's version
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of ammunition or at least mana.
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It worth pointing out that each of the three hero classes also have specialized equipment.
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Custom rifles for the Reapers and Skirmishers, we already talked about the Skirmisher's ripjack
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that acts as a super-grappling hook, and the Templars have Shard gauntlets.
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Not surprisingly, there's no other details on these but it's safe to assume some kind
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of buffs to damage, crit chance, or SOMETHING that puts them a notch above ordinary weapons.
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That's the extent of our intel on the hero classes so far but we haven't talked about
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how to get them.
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It turns out that we'll buy them from a pool of ability points that are earned during combat.
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Each time you perform certain maneuvers like flanking or killing from a higher elevation
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than the target you'll have a chance to earn a point.
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I'm going to say right now that I love this idea because it literally builds in a reward
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structure for players who employ tactics that are generally sound to begin with.
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And IF this is spelled out in the game (and we don't know that yet) it could really help
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newer players learn some fundamental tactics and get traction in the game.
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But these ability points can also be used to purchase abilities for your existing soldiers.
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The Advanced Warfare Center is out and a new Training Center Facility is in.
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Instead of each soldier being randomly assigned one hidden ability, there will now be a pool
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of 4 you can choose from and it will be up to you whether to buy abilities for each soldier,
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you can even buy all 4 on one soldier if you want.
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Just be aware that some abilities are more expensive than others so get out there and
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flank the crap out of those aliens to fill your ability points piggy bank ASAP.
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Final note on this topic, I'm thrilled with the change.
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As a player, I'm far more interested in having to weigh costs versus benefits and make hard
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choices than I am in taking whatever result random chance hands me.
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and that's basically what the AWC was doing
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Now, I mentioned that you have to buy heroes, but let's talk about who you buy them from.
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The resistance factions will be visible in a variety of ways.
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Well visible, and audible.
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When we're on the world map, we'll hear "Resistance Radio" commenting on our actions and putting
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their own spin on it and apparently the ADVENT speaker will also chime in at times.
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But that's basically fluff and the resistance goes deeper than that.
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Cultivating a relationship with the factions sounds like it will be well worth doing.
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We'll be able to acquire perks along the lines of getting instant kills every time you hit
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a Lost, reducing the progress on the avatar project by one bar each month, having Advent
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units defect to your side, and more.
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We'll only get to take so many of these but the ones we know about so far sound good to me
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There will also be missions when Resistance Soldiers will fight on the map and be on your
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side, but they'll have their own turn.
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And going back to the idea of making tough choices, each faction will have different
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perks so you have to figure out where to put the bulk of your time and resources
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and whose favor you want to go after the most because
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you probably won't get far trying to court all three at once.
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The resistance factions will also play a major role in hunting down the Chosen.
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If you want to track down a Chosen to it's citadel, you'll have to spend points with
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its rival resistance faction to do it.
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Wait?
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Rival resistance faction?
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That's right, it's not an accident that there are 3 chosen and 3 resistance factions.
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Each faction will have a grudge match going with a particular Chosen that will be randomly
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assigned at the start of the campaign and they'll be able to show you the location of
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that citadel, but only if you perform Covert Actions for them first.
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We'll talk more about the covert ops later, but if you do enough for them then you can
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finally get the chance to take out that Chosen and my guess is that long before the game
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is over, these guys will be more annoying that a caltrops in your shoe and killing one
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will be sweeter than candy.
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Interestingly, Jake Solomon predicted that it would probably be common for players to
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NOT get around to killing all 3 prior to the final mission.
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If that happens, you'll find the survivors waiting for you at some point before you start
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the end-game missions at the Radio Tower.
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Well, as of today, Mr. Solomon certainly knows a lot more about War of the Chosen than I
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do but I'll tell you what.
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If it's possible to put all of the Chosen 6 feet under before the final assault on the
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alien base then old Tapcat is going to make it my mission to blow each of them away to
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whatever alien hell they crawled out of in the first place and I'll be smiling when I
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do it.
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No brag, Jake, just fact. (laughter)
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And killing Chosen won't just be emotionally satisfying, you'll get their weapons too.
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The Hunter's sniper rifle has a number of upgrade slots and takes just one action to fire
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And, yes, the Assassins swords and the Warlock's rifle are also ours for the taking and will
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probably we well worth claiming.
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I promised to talk more about Covert Actions, so let's do that.
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They were a very cool idea in XCOM Enemy Within but the reality of sending a soldier into
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combat armed with a BB gun and wearing armor roughly as protective as a hospital gown to
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square off against aliens armed with plasma rifles and deadeye marksmanship that would
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make a special forces sniper green with envy was a bit of a miss.
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This time around, you'll send a pair of soldiers with an option to send a third or give up
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the extra firepower for an engineer or scientist.
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There's even options that include equipment or intel to help them get out of a jam if
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something goes wrong but we don't know specifics yet.
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If things DO go wrong and you didn't take the right precautions, you could be looking
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at having your squad captured.
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If you're lucky, though, it could trigger a mission where you control them on a map
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and try to escape from ADVENT and Lost enemies.
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These Covert Actions are how we'll blunt the progress of the Chosen in their attempts to
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mess with the resistance and how we'll interact with the resistance ourselves for the most part
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And it sounds like we'll want to do more of them than we can possibly get to so prioritizing
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will again be key.
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In fact, there's even another new facility called the Resistance Ring that helps run
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the Covert Actions faster.
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And, seriously, another new facility?
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Either the Avenger is getting more slots to build in or we're definitely going to see
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at least one other existing facility retired.
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You heard it here first!
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In the real world, we like some of our co-workers a whole lot more than others and XCOM 2 is
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headed down that same path.
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Every soldier will be randomly assigned a compatibility score with every other soldier
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ranging from low to very high.
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When we send soldiers on either tactical or covert missions together their relationship
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will have the chance to deepen.
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At the end of a mission, there could be a level-up between the two and the camera will
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zoom in on the two having a beer together or something similar and Bradford will declare
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that the two can form a bond.
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At that point, you can level them up with no further effort.
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But after the first level, it will take time in the Training Center to move it forward.
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And what, you may ask will these levels get you?
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Well, at the first level it could involve one soldier giving up one action on a turn
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so that the other can take an extra.
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At the third level, you can do that twice as well as employ a new ability called Dual Strike.
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This is setup so that when one of the soldiers fires at an enemy, the other will too and
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it won't cost them an action.
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It wasn't clear whether this is an activated ability with a cooldown or if that's an always-on
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passive so we'll have to see just how good that really is.
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Another benefit that can come from bonding is that if one runs to the other, it cleanses
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them of all negative mental effects and that should include the Daze effect that the Chosen
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will be using.
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And, finally, Bondmates will complete Covert Actions faster.
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And then we come to Will.
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Up until now, Will has played a small role in XCOM 2 and represented your resistance to
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panic and psionic attempts to manipulate or control you.
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Now, it will be integrated with a new fatigue system.
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From now on, we'll need to rotate soldiers out of combat missions to rest or be punished
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fairly severely.
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For starters, a tired soldier's Will is going to drop and if they're hurt or exposed to
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enough enemies then it will drop even faster.
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Low Will is going to make them vulnerable to stuns, panic, and Mind Control.
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If that's not enough, tired soldiers that go on combat missions can acquire negative
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traits like refusing to go on Overwatch when you tell them to and simply firing instead.
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A second example is that they might become obsessed with keeping their rifle loaded so
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after moving for his 1st action, he might then immediately reload for his 2nd
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So you could literally lose control over your own soldier if you overwork him.
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At least some of the negative traits are simpler to deal with.
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They might be afraid of a particular enemy type and hunker down when they see them
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or maybe go berzerk.
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Traits like this only trigger once a mission and can be cured in the infirmary but I assume
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that means even more downtime in addition to the rest that they already needed.
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If you're still with me then hang in there, because we're in the home stretch!
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Research has been tweaked to include Breakthroughs and Inspirations
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Breakthroughs are random events.
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We'll occasionally be offered a chance at a new technology that offers a random perk
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like bonus damage to a certain weapon type or halving the cost of a particular facility.
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But like an unrepentant car dealer, this will be a one-time offer and no longer available
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once you walk away.
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Inspirations are offered in a similar way but we'll be offered a standard tech at some
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kind of discount so that it will take less time to research.
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My first impression on this is simple, pick your spots for accepting these and stay focused
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when pursuing truly critical research.
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There are techs like magnetic weapons and Plated Armor that you need to get to ASAP
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and if you spend all your time chasing rainbows instead simply because they're on sale, then
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you'll lose more and more soldiers on the battlefield in a version of XCOM 2 that demands
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more able bodies than ever before.
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New equipment is coming in the form of a Lost Lure that can direct the Lost to attack a
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given area.
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And, again, I'm wondering if it will be a viable strategy to purposely use explosives
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to bring the Lost in and then use them against ADVENT.
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Or at least take advantage of their presence when they show up on their own.
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If so, it will inspire the same kind of joy usually reserved for enraging berserkers until
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they attack the ADVENT troops escorting them.
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Another new toy is the Sustaining Sphere.
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This will prevent a soldier from dying and bring them back with one health the following turn
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With everything we've talked about, would it surprise you to know that campaigns will
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now be longer?
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The estimate is that they'll run 10-15 missions more than they currently do so get ready for
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the game to become even more of a marathon, especially on Legend.
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There's also a completely new Challenge Mode.
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Apparently, your forces would be pre-selected and could include both humans and aliens.
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It's completely separate from the campaign and these would be one-off mission that are
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somehow scored competitively and will give us a chance to compete against others to appear
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on a leaderboard.
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I really don't know what to make of this, but we'll see how it looks once we know more.
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All right, if you've made it this far then hopefully you found the video interesting.
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If so, please give it a like to help other people find it.
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I'll continue to cover War of the Chosen up through the release so if you want to see
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more then by all means subscribe to the channel.
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That's all for now.
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Thanks for watching, I hope we see you next time.