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XCOM: Enemy Unknown Warspace Extension Mod balanciert so gut wie alles neu aus

 

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Aus dem Kontext gerissen klingt Warspace Extension wie der Gegenstand eines frechen Spam-Mails an einen Armeegeneral. Für alle XCOM: Enemy Unknown Kommandanten ist es jedoch der Name einer Mod, die Waffen, Feinde, Rüstungen, Teamperformance und so ziemlich alles andere, was sich in Firaxis’ rundenbasiertem Insektenschlächter zu finden ist, gründlich überarbeitet. Die Operation: Righteous Replay kann beginnen.

Modder BlackAlpha empfiehlt, Warspace auf Schwierigkeitsstufe Classic zu genießen, aber ehe Sie zum dem Laserpulsaufschneider greifen, den Sie gerade entwickeln, sollten Sie wissen, dass die Tweaks der Mod die Schwierigkeiten des Normal Modus beibehält, damit die Kämpfe nicht allzu schwer werden. Die sehr umfangreiche Auflistung aller Änderungen finden Sie in Warspaces Nexus Eintrag. Hier die wichtigsten im Überblick:

Weapons

  • The Arc Thrower now goes in the pistol slot.
  • Pistols (except the Laser Pistol) need to be reloaded.
  • The sniper rifle’s close-range accuracy penalty has been removed, but it still requires two actions to fire.
  • Environmental structures now withstand a few more hits before collapsing. This allows for better cover use and increased tactical play.

Enemies

  • Enemies have been changed in such a way that combat becomes more logical, resulting in more fluid battles.
  • When a Chryssalid kills a civilian offscreen, the civilian will now always turn into a zombie. (NOPENOPENOPE)
  • The AI will now always use more than five NPCs in combat instead of hiding when reaching the NPC limit.

Strategic map

  • Ignored missions no longer increases the overall panic level of a continent but only of specific countries at a larger penalty.
  • Satellites are much more likely to decrease panic levels of their assigned countries at the end of the month.
  • Increased research time of plasma weapons to make it harder to unlock them and make lasers more attractive.
  • Workshops are enabled from the start, allowing the player to begin the strategic game with a different starting move.

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Soldiers

  • Armor plays a large role in how fast soldiers will panic: The higher the HP bonus, the smaller the panic chance becomes.
  • Panicking soldiers no longer shoots their teammates.
  • Injured soldiers require a significantly longer recovery time, especially for gravely injured squaddies.

Armors

  • Armors are now divided into Heavy and Light variants: Carapace, Titan, and Archangel for the former and Skeleton, Ghost, and Psi for the latter.
  • Heavy armors provide two item slots. Light armors provide only one slot.
  • Carapace reduces mobility by one square. Titan and Archangel reduces mobility by two squares. All Light armors increases mobility by three squares.
  • Light armors have special mobility abilities (except Psi armor) that allow them to move around the battlefield with more ease.

General

  • Normal, Classic, and Impossible difficulty levels should be the same now apart from hard-coded differences.
  • Second Wave is enabled. You’ll need a completed Impossible campaign to unlock all the options.
  • Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.

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