XCOM 2
[OLD] Spectrum: Complete - Yellow Release v4.06
Yzaxtol - Mike  [developer] 6 Jul, 2016 @ 1:50am
Planned Changes for Green Release - 5% Complete
Classes
No Class System - Only Soldiers and Psi Ops (and SPARKS DLC)

7 Perk Paths will be available for all Soldiers for a total of 42 perk options,

Very basic stats progression for soldiers, bonus stats are received from selecting perks. For example gaining bonus AIM by selecting sharpshooter perks.

Secondary Weapons are now all available for the Soldier class.

Equipment
Apart from Starting Weapons and Armor, all equipment will now become finite and manufactured or looted individually.

GREMLIN Drones have now been split into three variants, Medical ANGELS, Utility GREMLINS or Combat HYDRAS. Each provides relevant abilities with more abilities on more advanced drones.

Enemies
Most enemies will now progress using the same rules and equipment as XCom.

Early ADVENT soldiers will begin with equipment and training on the same level as XCom rookies with conventional weapons

The late game ADVENT soldier will be dangerous as a by product of the equipment they carry and the perks and ranks they have achieved.

New Divisions: AEGIS (Tech and Shield Specialists) and NOX (Shadow Operatives)

New Late Game Alien Divisions: Muton Army and more.

Loot
Enemies will now consistently drop gear, supplies, weapon fragments, crafting materials and occasionally even equipment like weapons, armor and grenades that they are currently using along with their corpses.

Fully Compatible with Grimy's Loot Mod

Crafting
Loot that is dropped by enemies can be used to create weapon upgrades, implants, weapons, armor, grenades and even blueprints for sustainable manufacturing.

Technology
More technologies are dependent on first discovering pieces of the alien equipment for analysis.

Missions
The strategy layer will be re-balanced with taking territory as primarily a method of interrupting more facilities instead of gaining resources.

To gain more resources extra missions will need to be planned in the comms room.
Last edited by Yzaxtol - Mike; 8 Jul, 2016 @ 4:32am
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Showing 1-6 of 6 comments
Shard Obsidia 6 Jul, 2016 @ 3:14am 
Since there is no class system in the upcoming Green release, will you be implementing some kind of skill roulette so that each soldier has a different set of skills (s)he can choose from?
Yzaxtol - Mike  [developer] 6 Jul, 2016 @ 3:36am 
Not to begin with, mainly because I would have to research how to accomplish that.
gimrah 6 Jul, 2016 @ 6:10am 
Sounds pretty cool. Looking forward to it.
SOGA-THE-KILLER 11 Jul, 2016 @ 4:20pm 
I'm really looking forward for the full compatibility with Grimy's Loot Mod. It is really annoying when I forget about it and choosing a weapon means wasting a lockbox.

Have you also thought about diversifying other secondary weapons other than gremlins, for example melee weapons: from a tactical/stealthy knife to an absrudly large battleaxe as other modders have already developed. Also you could add a pistol that doesn't deal damage but marks enemies or a rocket launcher so anyone can use heavy weapons while also being slowed by them a lot since they are not using an exoskeleton armor.

Anyway I really like the mod, as for now I think is one of the most complete/interesting overhauls around the workshop.
Last edited by SOGA-THE-KILLER; 11 Jul, 2016 @ 4:31pm
Eduardo 12 Aug, 2016 @ 6:04pm 
Will the aliens get stronger like Advent as the campaign progresses? I'm referring to abilities,health,armor,etc,
Yzaxtol - Mike  [developer] 13 Aug, 2016 @ 7:28am 
I'm planning on the aliens being the last set of tiers you face so they won't have much room for improvement over the campaigns progress but yes, they will also have variations and stronger, higher ranked aliens.
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Showing 1-6 of 6 comments
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