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Tópico: XCom 2 [PC]

  1. #31
    Tech Membro Avatar de Nirvana91
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    Este jogo, mesmo no nível de dificuldade mais baixo, é fodidissímo.

  2. #32
    Tech Membro Avatar de Encrenca
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    Citação Post Original de Nirvana91 Ver Post
    Este jogo, mesmo no nível de dificuldade mais baixo, é fodidissímo.
    Que abusado.... Tou a gostar!
    5820K@ 4.4Ghz @ ALF 240 | Asus X99 A | Asus ROG Strix 1080 | 16Gb DDR4 @2400Mhz Gskill | Raid 0 OCZ Trion ; WD Blue 1TB | XFX Pro 650w | all in Corsair Air 540 Black
    Dell U2515H | CM Quickfire TK | CM Alcor

  3. #33
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    XCOM 2 Review



    XCOM 2 Review

    Price: £34.99
    Developer: Firaxis
    Publisher: 2K
    Platform: PC

    It was upon seeing the first Sectoid that I realised XCOM 2 was not going to be the same old rodeo. In Firaxis' 2012 XCOM: Enemy Unknown, the starting aliens were pint-sized creatures with stereotypical black eyes and oversized craniums. They could almost be described as "cute" if it wasn't for the death-dealing plasma guns they wielded.



    There's absolutely nothing cute about the Sectoids in XCOM 2. Through extensive genetic tinkering, they've been transformed into spindly, snarling, razor-toothed horrors that specialise in brain-manipulation. The very first one I encountered immediately seized control of my Grenadier's mind, who then proceeded to mow down my entire squad within two turns. This happened in the first mission that wasn't a tutorial, on XCOM 2's equivalent of "Normal" difficulty.

    Whatever tactics you developed while playing Enemy Unknown, erase them from your memory. Burn the rulebook. Tear up the map. Unlearn what you have learned. To stand any chance of survival in the brilliant, ferociously challenging XCOM 2, you need to forget all about your successes in Enemy Unknown. Not least because Firaxis have done exactly the same thing.



    Remember all that effort you put into defeating the Alien menace the first time around? Well, you failed. Tough luck. Sorry. XCOM 2 takes place twenty years after the events of Enemy Unknown. The aliens have taken control of Earth, transforming it into a dystopia where most of the population have been brainwashed into believing the invaders are in fact liberators, a beneficial force for mankind. The streets are patrolled by the soldiers of ADVENT, the aliens' militarised police force vaguely reminiscent of Half Life 2's Combine. XCOM's valiant efforts to defend Earth have been almost entirely forgotten.

    Almost. There are a few brave souls who have formed scattered pockets of resistance across the globe. One of these cells has put together enough resources to rekindle the XCOM program, and it's up to you, as the freshly enlisted Commander of this new XCOM, to unite the global resistance, rebuild XCOM's forces, and attempt to reclaim Earth from the aliens.
    The key word in that last sentence is "attempt". If you thought you were on the back foot in Enemy Unknown, it's worth remembering you had the entire world supporting your efforts back then. Now, most of the world against you, and this has dramatic consequences for your efforts both at your base and on the ground.



    When you deploy a squad in XCOM 2, it's always deep into enemy territory, and more often than not you'll need to get in and out as quick as you can. Many missions have a strict turn-limit, usually between 8 and 12. If you can't complete the mission within that time-slot, you've failed. Even if the mission doesn't have a time limit, there's a strong chance that the aliens will call in reinforcements, continually attacking you until either the missions is complete or everyone is dead.
    Toda a review:
    http://www.bit-tech.net/gaming/2016/...com-2-review/1
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #34
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Having performance issues in XCOM 2? This mod stops wasting your time

    It's a problem with all turn-based strategy games that have this much data being processed per turn. It's not related to the graphics (though we do wish they were slightly better here), but it's common and it's annoying. The delay that happens deep into a very tough and demanding mission when you relinquish your turn to the evil alien overlords. It's slow, incredibly so, but there's a way to speed things up with a new community made mod called "Stop Wasting my Time."


    This mod can't quite speed up those calculations, but it can remove some unnecessary pauses that occur at some points throughout the game, which ends up shaving off a significant amount of time, time that could otherwise be spent looking at the overview with a sad look on your face as you're confronted with nearly impossible odds, a small tear escaping down your cheek.

    There are some pauses that can't be removed by modding, but everything else that can be, has been. In the latest iteration even removes some voiceovers that pause the game, telling you things you likely already know anyway. They also speed up unit movement by 20%, which is enough to keep things immersive and just short of Sonic the Hedgehog speeds. The full changes and what the mod does are listed in pretty bullet form below.


    Combat changes: Removed 1-3 sec pause after shooting, throwing grenades, abilities, etc.
    Removed 1 sec pause after getting a kill
    Removed 2.75 sec pause after going into cover
    New! Reduced pauses from reanimating corpses and unburrowing chryssalids by 80%
    New! Removed unskippable Bradford voiceovers:
    1, 3, and 6 turns remaining warnings
    Civilians dying warning Increased unit movement speed by ~10% (Lowered by popular demand - can be reduced back to normal under Options --> Gameplay --> Unit Movement Speed)
    Removed slowdown of non-attacked enemies during overwatch slow-mo

    Non-combat changes:
    Increased the speed of the Avenger on the global map
    Reduced the fade-in time of the horrendously slow color picker



    Noticia:
    http://www.tweaktown.com/news/50396/...ime/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  5. #35
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    XCOM 2 New Mod Removes Pauses Between Combat Actions, Increases Unit Movement Speed

    XCOM 2, the strategy game developed by Fireaxis now available in all regions on PC, is an involving and challenging game which comes with a few issues that might make playing it more annoying than it should. Thankfully, one of these issues has now been fixed by a new mod that’s been released recently.

    The new XCOM 2 mod, called Stop Wasting My Time, is a very good mod which many of the pauses and wait times that players have to go through when playing the game.

    • Removed 1-3 sec pause after shooting, throwing grenades, abilities, etc.
    • Removed 1 sec pause after getting a kill
    • Removed 2.75 sec pause after going into cover
    • Reduced pauses from reanimating corpses and unburrowing chryssalids by 80%
    • Removed unskippable Bradford voiceovers: 1, 3, and 6 turns remaining warnings Civilians dying warning
    • Increased unit movement speed by ~10% (Lowered by popular demand – can be reduced back to normal under Options –> Gameplay –> Unit Movement Speed)
    • Removed slowdown of non-attacked enemies during overwatch slow-mo
    Some of the pauses, however, cannot be removed due to technical reasons.
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    • 3 sec pause after unit becomes panicked
    • 1 sec pause at the end of every turn
    • Hologlobe dissolve in/out animation
    • Updated Avatar progress
    The Stop Wasting My Time mod will surely make playing XCOM 2 a much better experience. You can learn more about the mod by checking out the Steam Workshop.
    Before release, it was confirmed by Fireaxis Games and 2K that XCOM 2 was going to receive launch mods developed by Long War Studios, the team behind the popular XCOM mod, Long War. Among the launch mod the game has received are extra sub-machine guns, an additional set of leadership perks and the Muton Centurion enemy.
    XCOM 2 is now available in all regions on PC. Mods for the game developed by Fireaxis are constantly coming in, so keep checking us back to learn more about the most interesting ones.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  6. #36
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    XCOM 2 New Hotfix Now Available, Includes Adjustments To Texture Streaming And More

    XCOM 2, the strategy game developed by Fireaxis now available on PC in all regions, has received a few hours ago a new hotfix introducing plenty of tweaks and adjustment which should make the experience smoother than before.

    The new XCOM 2 hotfix, which will automatically install when starting the Steam client, fixes issues causing crashes and introduces a variety of performance improvements. Saves affected by some of the crashes can also be recovered after installing the new update.
    Here are the patch notes for today’s hotfix.
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    • Player is unable to progress to scan in the Geoscape after completing the Resistance Communications research via Tutorial – This will fix previously affected saves.
    • Unable to load saves with a Chryssalid Cocoon – This will fix the issue, and for previously affected saves.
      Adjustments were made to Texture Streaming to assist with periodic frame spikes.
    • Using the preview voice button for a modded voice pack will no longer crash the game when in the armory.
    • Removed 8x MSAA from default Max settings.

    A couple of days back, we have reported that a very nice XCOM 2 mod has been made available online. This mod, called Stop Wasting My Time, shortens many of the pauses found in the game, increases movement speed for units and more, making the whole experience much more enjoyable. Some of the pauses, however, haven’t been removed due to technical limitations.
    The Stop Wasting My Time mod isn’t the only mod that’s been released for the game since its release. Right after release, the first set of official XCOM 2 mods has been released, mods developed by Long War Studios.
    XCOM 2 is now available on PC in all regions. We’ll let you know more about any other future update or hotfix as soon as possible so stay tuned for all the latest news on the nice strategy game developed by Fireaxis.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #37
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Firaxis Working on XCOM 2 Fixes


    People can’t wait for their new favourite game, with trailers and advertisements teasing and tempting you into saving every world from a threat or every road for a quick race. One of the former games is the eagerly anticipated XCOM 2, a game which has had some issues with their initial release version.
    According to lead designer, Jake Solomon, the game’s technical problems are “the first thing we talk about when we come in in the morning”. With such a high-profile release, when the game runs badly for people they get upset quite vocally, as is the case with XCOM 2. While they are working on fixes for a range of things, with small hotfixes being released commonly, large fixes for things such as the framerate issues are “coming soon”.
    In fairness, the game seems to only have problems at rare and random intervals, with most players being able to enjoy the game with no issues (or at least, minor ones). Some of the things that bugged players was the camera pauses for a second after kills or certain events in-game, something which Solomon claims responsibility for saying “that stuff’s on me… if things can be sped up they certainly will”.
    It’s nice to see people making games that feel so passionate about their creation, even after the initial paychecks. With releases such as Aliens: Colonial marines damaging companies reputations beyond repair for a lot of fans and gamers, having a good aftercare package is essential these days.
    Noticia:
    http://www.eteknix.com/firaxis-working-xcom-2-fixes/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #38
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    XCOM 2 reviewed: hit the ground running and never stop

    Turning the pace up to eleven and then some

    XCOM. I'd wager that sequence of letters rings quite a few bells for a good portion of our audience. For fans of the series, it's about hundreds of hours sitting on the edge of their seats, measuring movement options on tiles, then having their soldiers turn that corner only to run into a Chrysalid. Or maybe it's about taking alien corpses and weighing which autopsy project to undertake. Or perhaps they might even be considering the finer points of fast squad members versus big hitters.
    The XCOM series hails from a pedigree that started back in 1994, when MicroProse meant "awesome game" in every language known to man. X-COM: UFO Defense pretty much defined its genre: a near-perfect blend of a management simulation and turn-based tactical combat missions. The game had little in the way of actual story beyond "aliens are invading—defend the Earth." You, the faceless Commander, had to manage an anti-xenomorph organization's resources, research, and engineering to deal with the aliens in tense, one-wrong-move-and-you're-dead combat missions.
    The series died off in the late 1990s, but kept a cult following (of which I'm a member). That fan base yearned for a modern remake or reimagining of the series. A few third-party developers tried to bring the concept back, though in my opinion only UFO: Afterlight and 2014's Xenonauts succeeded. (Xenonauts in particular is an excellent recreation of the original game.) Firaxis eventually bought the rights to the franchise and rebooted the series. XCOM: Enemy Unknown was well-received, and I think it's one of the few remakes actually worthy of that name (I'm looking at you, Syndicate).
    Now XCOM 2 is here, and it faces the specter of second album syndrome. The 2012 remake had the previous games to draw ideas from, but how can Firaxis improve and evolve the series without losing sight of what made it great in the first place? Its answer: turn up the radio, slam the throttle, and set nitro output to 11.
    Lights out. Guerrila radio. Turn that **** up!
    In XCOM 2, the usual "aliens are slowly but surely invading Earth" theme gets turned on its ear. In this game, the curtain opens 20 years past a successful extraterrestrial invasion. The aliens have taken over, and people live in a dystopic, alien-controlled Orwellian society. You're a part of a ragtag team of rebels that's pretty sure the aliens aren't benevolent overlords.
    You, the Commander, are rescued from the aliens' facilities, and must lead the resistance and overthrow the xenomorph leaders. No pressure there or anything. Just the future of mankind at stake.
    XCOM 2's biggest departure from the original "feel" of the series is one of pacing. The previous games in the series are all slow burners. Get your bearings, do a mission on a small crashed alien ship, start gathering resources and working out your strategic plan, that sort of thing. In XCOM 2, though, you hit the ground running, and you have to sprint from the get-go.
    You'll soon learn to hate this guy. He's constantly in your ear saying "GO FASTER!"
    The base management has been simplified (again) from the earlier game. You're now in charge of a flying ship and a group of wanted criminals, so the strategy portion of the game now involves travelling from mission to mission, drumming up support for la Résistance, and collecting resources.
    In previous XCOM titles, the monthly resource pack that supporting nations sent you was your main source of income. Now, that income needs to be supplemented by successful resource scans (accomplished by keeping the mothership in a certain spot while gathering resources). You'll also need to run missions to gather supplies or perhaps recruit a new staff member.
    XCOM 2 doesn't give players a whole lot to do in the way of actual strategic management, though. Base layout has been simplified to the point that players can just build newly researched rooms without much thought to their placement. Staff management doesn't involve ordering a dozen more engineers or researchers and considering their wages in your monthly balance sheet. In practice, all you have to do is buy or rescue as many engineers and scientists as you can, especially because they will be few and far between.
    The most management you'll be doing involves your squad of chickens elite soldiers. Since missions happen frequently in XCOM 2 and your soldiers often take a long time to heal from injuries, you'll need to maintain two to three squads' worth of capable soldiers at any time. New recruits arrive without any specialization, and after their first missions or specialist training, they become one of four classes—Ranger, Grenadier, Specialist, and Sharpshooter. A Psi Operative class is available later in the game, too.
    The Commander gets a large selection of weapons and add-ons to outfit these soldiers with, though players are no longer required to manage manufacturing of individual weapons or armor sets (apart from exotic models). Once a gun or armor is unlocked, it's available for every soldier, a move that feels more like oversimplifying than streamlining to me.
    That yellow spot is where I'd put my Psi Lab... if I had one!
    You do have to make some hard choices about missions, though, especially in the early stages. It'll be impossible to catch 'em all at first, and your resources will be spread thin as Mylar. Ship travelling time, area scanning duration, and the proposed mission's difficulty must all be measured against your organization's capabilities. Being a band of ragtags on the run in a flying fortress is glamorous, but it presents real challenges when your group has to put out several fires at once. Supply constraints and time considerations require the player to be a lot more proactive than in previous games.
    For about the first half of the game, you'll be racing hard against the clock. The aliens have a sort of doomsday-device thing called the Avatar Project going, and every new tech base that they build adds a mark to a counter that tracks the aliens' progress. Should all of squares be marked, it's game over, man.
    Dealing with this pressure is a big problem early on in the game. You only get a handful of soldiers, barely any engineers or scientists, and little in the way of supplies and intel (the game's two currencies). Despite those slim pickings, you need to run missions to gather supplies, intel and staff, deal with alien reprisal attacks, and do your darned best to wipe out new Avatar bases being built.
    Those constraints mean that for about the first third of the game, you won't have a lot of freedom to pursue missions. Instead, your squad will be doing only what it can, as you'll constantly be cash- and staff-strapped. Only when you start to collect a variety of alien corpses and technology for research can you start actually thinking of a direction to take with your game style. As a result, the early game feels very much play-by-numbers.
    Noticia:
    http://techreport.com/review/29771/x...and-never-stop
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #39
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    XCOM 2 PC Review

    To say that the return of XCOM earlier this century was a mess is a bit of an understatement. In the end, we got the fantastic XCOM: Enemy Unknown. Before that, we had to endure 2K announcing a third person shooter that it seemed no one wanted or was interested before they finally realized the true way to bring XCOM back to the gaming world was via a tactical strategy game - much like the game made so famous by Microprose. The fact it ended up shipping before the third person game just adds to the hilarious nature of it all, but there is no doubt that both Enemy Within and its expansion Enemy Unknown remain some of the finest tactical gaming around. So it was a no-brainer that 2K was going to do a sequel, what likely caught most by surprise is that (for now) it is a PC exclusive.

    The fact it ended up shipping before the third person game just adds to the hilarious nature of it all, but there is no doubt that both Enemy Within and its expansion Enemy Unknown remain some of the finest tactical gaming around. So it was a no-brainer that 2K was going to do a sequel, what likely caught most by surprise is that (for now) it is a PC exclusive. XCOM 2 picks up twenty years after the events of Enemy Within with the canon story now being that the aliens arrived and are in control of the world after several nation states surrendered. As with all hostile takeovers, resistance has built up against the alien rulers and of course, the XCOM team are still around and very keen to kick some alien backsides. You pick up the role of Commander once again and must build your army and base to try and finally defeat the aliens once and for all. To reveal why the human race all of a sudden appears to turn on the aliens after twenty years would be revealing a massive spoiler, but it's also one you are unlikely to see coming.



    If you were to look at XCOM Enemy Within and XCOM 2 side by side, without knowing much about the games, you would think they are the same. It is not until you delve a lot deeper that you find the intricacies added to the XCOM world which not only make this a compelling game, but one that is sure to have you putting money in the swear jar every so often. This is a brutally difficult game, even on the lowest difficulties, that will have you either feeling miserable every so often as one of your top soldiers succumbs to the enemy, or for those who are so inclined have you reaching for the 'load game' button to reverse a mistake.



    Toda a review:
    http://www.tweaktown.com/gaming/7575...iew/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #40
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    XCOM 2's first expansion has some details and a release date


    XCOM 2 hasn't even been out for six months yet and we're already getting word that the first expansion will come flying in on March 17th.


    It's called Anarchy's Children is more of a customizer's dream than anything else, with more than 100 different, new and colorful different options to personalize your soldiers. That means there will be more hairstyles, armor, decals, helmets, masks and even different styles of face paint to make your crew look great while fending off the Alien overlords.

    The pack is $5 if purchased by itself, or it's included in the XCOM 2 Reinforcement Pack that's $20 total, but includes additional stuff as well. This will be the first of many different DLC packs that'll be coming to the game, giving you official customization options if you don't want to chance those fan-made mods.

    Noticia:
    http://www.tweaktown.com/news/50961/...ate/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #41
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    XCOM 2 First Major Patch Now Live, Adds Speeds Increasing Zip Mode And More

    XCOM 2, the strategy game developed by FireAxis Games now available on PC in all regions, has received its first major patch today.

    The new XCOM 2 patch comes with plenty of new features, fixes and tweaks that should make the experience more enjoyable. Among the most welcome additions is the new Zip Mode option, which creates a faster paced experience speeding up animations and more.
    Here are the full patch notes for the new XCOM 2 update.
    Performance

    • Added Zip Mode gameplay option. While Zip Mode is enabled animation (like step outs & gremlin movements) speeds are significantly increased. Normal movement animations are moderately increased
    • Fixed an issue where shadow rendering during glam cam shot transitions was slowing down performance
    • Support for nVidia SLI and AMD Crossfire
    • Removed MSAA options from default presets and adjusted autodetect to target 40FPS instead of 30FPS
    • Reworked Light Clipping Manager
    • Particle Vertex Buffer Reallocation
    • Optimization to shadows in the Avenger
    • Enable triple buffering to fix VSync performance
    • Shadowed light fade out within Avenger; Disabled Post & Pre Mission cinematic lights not being used
    • Disabled shadow casting from character lights w/in Avenger
    • Reduced High Shadow Resolution – Reduce shadow resolution when set to HIGH to 1536, instead of 2048
    • Reduces the impact count of the Avatar Rifle
    • Removed a hitch that occurs when the camera enables/disables building visualizer
    • Deferred profile saves to next tick. This prevents multiple calls within the same frame from creating multiple requests to save the profile
    • After changing graphics settings, based on the selected preset, extra crew will be capped
    • Character head mesh optimized


    Balance
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    • Mimic beacon rebalance: Price increased to 75
    • Mimic beacons can no longer take cover, and are guaranteed to be hit by enemy shots
    • Wet Work is no longer retroactive
    • Graze is no longer a chance for 100% shots. Targets being shot by a concealed attacker cannot dodge

    Gameplay

    • Added a new recommended Steam Controller configuration with support for additional actions
    • Fixed an issue where VIP units would take damage when their origin location was damaged
    • Fixed an issue where Promotion Earned text appeared before action is seen on screen
    • Fixed an issue where civilians pathed to the base of ladders and blocked XCOM units
    • Fixed an issue where Character Pool choices like Class, Attitude, and props did not save
    • Fixed an issue where weapons did not keep names and customizations upon tier bump
    • Fixed an issue causing some scan timers to go into negative time
    • Engineering items that are full squad upgrades are now designated in the UI
    • Fixed an issue where strategy project timers reset if players started building a radio relay immediately after making contact with a region
    • Fixed an issue with POIs not spawning when first visiting the Geoscape if Beginner VO is turned off
    • Removed start-of-turn hang during certain missions where enemy units had fallen out of the world. Auto-saves (and ironman saves) made in these situations should now be playable
    • Minimized action camera obstructions
    • Minimized camera look-at hopping during AI abilities
    • Fixed an issue where Psi abilities did not trigger death cams
    • Kill Zone now respects concealment status
    • Fixed an issue where the Ever Vigilant AWC perk did not work for Sharpshooters
    • Buildings don’t cut down when tabbing through units
    • Fixed an exploit that skips the AI turn by spamming the END/BACKSPACE button while the Player’s last action is being visualized
    • Rapid Fire and Chain Shot visualization optimized to get the second shot to fire faster
    • Fixed an issue where shot HUD wings would fail to re-open after taking an action that required the wings to close
    • Fixed an issue where crit chance would be negatively affected by shots with a success chance greater than 100
    • Optimized Return Fire hits causing long delays
    • Optimized AI reveals causing long hangs
    • Optimized Wait actions causing long timeouts
    • Optimized falling unit visualization to timeout faster
    • Updated the Geoscape save description to use the localized HQ time, instead of previously used GMT game time
    • Fixed an issue with an invalid spawn point on a specific Retaliation mission plot
    • Destroyed cover does not take reduce % to-hit on enemies

    Systems

    • New option to only use Character Pool creations until the pool is exhausted
    • Bulletproofing bad saves from causing main menu crashes
    • Fixed an issue causing hitches in strategy
    • Fixed an issue where armor customizations did not save


    Graphics

    • Unit Highlighting Flash when targeting units

    Multiplayer

    • MULTIPLAYER: Fixes slow communications with internet players resulting in delays between actions, turns, and end-of-game screen.
    • Added camera rotation to MP
    XCOM 2 is now available in all regions on PC.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #42
    Moderador Avatar de Winjer
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    Tenho andado a jogar este jogo nos últimos dias e apesar de ter momentos muito divertidos, também tem momentos muito maus.

    Quando o jogo funciona bem, é uma experiência táctica, divertida e muito viciante. Mas apenas quando funciona bem. Infelizmente o jogo está carregado de bugs.
    Um dos bugs mais irritantes é o jogo estar constantemente a parar 3 ou 4 segundos a cada animação do inimigo. Das primeiras vezes até pensei que o jogo tinha crashado.
    Não pensem que isto acontece porque o jogo está a carregar alguma coisa, ou a calcular a IA. É mesmo bug. Felizmente há um mod que tenta corrigir isto, mas não faz milagres.
    Mesmo quando mato um inimigo é frequente o jogo parar um segundo e só depois é que começa a animação de morte. O resultado é mesmo estúpido, pois vemos o inimigo a levar um tiro e só passado um segundo é que cai ao chão.

    Isto é irritante, mas não estraga a jogabilidade. Para isso existem noutros bugs bem piores. Tiros a passarem por paredes solidas e a atingir tanto a nossa squad como inimigos, apesar destes estarem bem protegidos atrás da parede.
    Já tive uma situação onde tinha a minha squad num telhado, no andar de baixo estava um inimigo. Exactamente por cima desse inimigo estava um dos meus snipers. Mas esse sniper também estava em cima da minha área de extração da squad.
    Curiosamente, aparece a dizer que o meu sniper pode disparar contra esse inimigo. Mando disparar, ele fura o chão, mata o inimigo e destrói a área de evacuação. O resultado foi perder a squad toda, porque estava numa missão com limite de tempo e estava no último turno. Lá tive de carregar o save anterior e repetir a missão, sem por o meu sniper a disparar pelo chão.
    Noutra situação, tinha a minha squad toda em cima de um telhado de um edifício de 3 andares. Faço uma emboscada com overwatch a uma squad inimiga. Mas um inimigo (Andromedon) safa-se com algum dano e corre até ao prédio onde estou e fica encostado á parede exterior. Ele manda um tiro com acido corrosivo que cobre uma área grande. Aquilo atravessa a parede do prédio, o chão de 2 andares e cobre o chão onde está parte da minha squad.

    Estes são apenas alguns dos exemplos de muitos bugs que o jogo tem, alguns que já vêm do Xcom EU.
    O jogo é mesmo muito bom, mas quando tem destes bugs graves que afectam directamente a jogabilidade e lixam uma missão inteira, é difícil manter o animo para continuar a jogar.
    Infelizmente o jogo já tem um ano e a Firafix parece não estar interessada em corrigir os muitos bugs e problemas graves do jogo.

    Felizmente, nos últimos dias não tive nenhum crash, ao contrário de muito boa gente que comprou o jogo.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  13. #43
    Tech Membro Avatar de Nirvana91
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    Fui mais viciado no primeiro.

    Acho que este aumentou brutalmente o nível de dificuldade.

  14. #44
    Moderador Avatar de Winjer
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    Sim, a dificuldade também aumentou um com bocado.
    Mas o problema são mesmo os bugs que conseguem matar uma missão inteira num instante.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  15. #45
    Master Business & GPU Man Avatar de Enzo
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    Já tinha reparado nisso, mas pensei que tinha pouco firepower no PC, em especial ram...pelos vistos é defeito:/
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

 

 
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