XCOM: Live and Intensified - Changelog Preview

Hello, XCOM fans! Wait, you’re not an XCOM fan? You’d better keep scrolling then, because I’m about to drop a whole bunch of info you won’t care about at all.

The response to my first attempt at Live XCOM has been great, and I’m intending to keep it coming even after the conclusion of our current and inevitable spiral into defeat, by starting up a new campaign right away with some more winnable prospects (read: not playing chicken with the Second Wave options). I’ve also been working on a balance mod I’m quite interested in using for that next series - so failing an outpouring of hate, moaning and grumbling against the idea, expect to see that in use for our next shot at saving the world.

The balance mod I’ve been chewing away at addresses my main concerns with the game: namely that it gets easier later on, as well as bringing overpowered items into check and buffing underpowered things to make them more viable, and thus add a little more choice to the game. Speaking of choice, I’ve also fiddled with some class restrictions and whatnot to add even more fun decisions and squad loadout goodness.

I think it should put the excitement back into the game while also breathing new life into it - I’m excited to try it out and doubly excited to bring you guys along for the ride. I’ve been keeping a personal changelog to keep track of what modifications I make, so I neatened it up a little and thought I’d give you a peek at what to expect. Without further ado, check out the link below for a rundown.

XCOM Intensified 0.1 Changelog