The mod "Stop Wasting My Time" (made by someone who is also active here, btw) would be just what you need. It removes unnecessary waiting times in the game, speeding your turns (and probably even the enemies turns) up significantly. Note however, that not all pauses in the game could be eliminated, as some of them are hardcoded into the game.
I use the mod ...
After doing some more research, it appears that doing the tutorial voids this achievement, so it's mandatory to skip it if you want to try to get "The Untouchables."
From this thread revolving around this very subject:
After some more testing I can now confirm that the 2 scripted deaths during the Tutorial count against the Untouchable Achievement (no ...
There are a few options:
Level up. A Specialist's base Hack stat starts at 50, and increases by 5 with each level, giving you 80 base Hack at the rank of Colonel. Other classes start with much less and gain 5 Hack only at certain promotions.
Upgrade your GREMLIN to Mk. II or Mk. III. These become available as the result of research projects. Once upgraded, ...
Some tricks I've learned so far:
Battle Scanners (can be built after ADVENT Trooper Autopsy) deployed in range of civilians will reveal a Faceless if they are one (and will force them to transform)
Specialist ability 'Scanning Protocol' will allow you to scan an area an reveal enemies and Faceless
Firing grenades at a civilian works as well; if you fire at ...
In addition to Stop Wasting My Time (made by a very mysterious and handsome author) already mentioned, there are a few other time-saving mods I highly recommend:
Instant Avenger Menu: Instantly move between rooms in the Avenger. Also speeds up Avatar Project updates.
Evac all: Adds a button to evac all units at once, rather than having to do it one-by-one
It's random. They have a 50% chance to explode on death (100% when killed with explosive damage)
You can edit this probability for yourself in
Documents\my games\XCOM2 War of the Chosen\XComGame\Config\XComGameData_SoldierSkills.ini
The value name is ADVPURIFIER_DEATH_EXPLOSION_PERCENT_CHANCE. You can also change which types of damage guarantee an ...
Short version: the game is lying to you, sadly. Hacking a turret only gives you control for 3 turns, and it can be interrupted if you get disoriented.
I've experienced this myself, but to see whether it's a bug or not I pieced this together from a few places. The first is the code which sets up the mind control effect triggered when you hack the turret (...
They vary a lot. The below is by no means an exhaustive list; it contains just the highlights of what I've found from perusing the INI files and a bit of the code.
Found in: XComGameCore.ini, AimAssistDifficulties
On every difficulty except Legend, the game applies a number of modifiers to both your attacks and the aliens' attacks. There are ...
Alright, I dug into the code some more and updated my answer.
Here are the number of kills needed for each level, taken from DefaultGameData_XPData.ini:
Rookie Veteran Commander Legend
Squaddie | 1 | 1 | 1 | 1
Corporal | 5 | 6 | 6 | 8
Sergeant | 12 | 12 | 12 | 18
Lieutenant | 24 | ...
You have two options:
Mouse: A mouse with a scroll wheel will allow you to scroll up and down and change the elevation you want.
MWHEELUP(scroll up) - Toggle elevation up
MWHEELDOWN(scroll down) - Toggle elevation down
Keyboard: You can use the keyboard buttons (default control scheme)
F - Toggle elevation up
C - Toggle elevation down
The mission reward for VIP capture missions is both supply and intel.
If you kill the VIP, you get the supply reward, but no intel.
If you capture the VIP by knocking them out and carrying them to the extraction zone, you will get both the intel and the supply reward. You will see them on the mission loot summary screen with their hands tied behind their ...
If the mission involves extraction, and you do not carry their body to the extraction point and then extract while carrying them, you will lose whatever gear they have equipped. It's also possible for people to be knocked unconscious and they likewise need to be carried to extraction.
In the base game without mods, I find that eventually you run out of facilities to take out, which is the only way to reduce the timer. Nothing prevents you from unlocking the final mission and performing it as late as possible. You probably run out of patience and things to do before you are forced to do the final mission.
In XCOM2: War of the Chosen you ...
If the game has to choose between high and low cover, it will choose high. However, in your example the only choice is "low".
Please see this image describing how cover works in the game - the cover system is actually fairly complicated. If the enemy were 2 spaces to the right in your example, the game would have to choose between "high" and "low" and ...
There are several mods that do this or something similar:
The Disable Timers mod on Steam Workshop disables timers altogether.
The Timer Tweaks mod increases the time-limits to make them less stressful.
The True Concealment mod makes timers only start counting down once you've been revealed.
There is a second version of True Concealment which reduces the ...
From what I understand, each PCS has three variants: Normal, Advanced and Superior. Each tier is better than the previous one. Within each tier there can be some small variation. E.g. in the picture below, you'll see three Superior Agility PCS that have different Dodge stats.
This is a list of all the types available in the vanilla game:
Agility: Increases ...
There are 5 types of Experimental Ammo, and 3 types of Experimental grenades.
As a side note, Ammo applies to Sharpshooter pistol shots.
Armor Piercing - Bypasses an enemy's armor. No bonuses against enemies without armor.
Dragon Rounds - Passive bonus damage and a chance to light targets on fire. (Enemies immune to fire can't be lit on fire, but ...
This took a little hunting around to find, but here's a quick breakdown.
Guerrilla Ops, Supply Raids, Landed UFOs, Retaliation Strikes, and Council missions last for a random amount of time, between 18 and 26 hours. This time is determined when the mission is first created and presented to the player. For Guerrilla Ops, where you have 3 missions to choose ...
No, the idea of the Commander is that you, the player, are the Commander. The gender of the Commander is your own (or whatever you want it to be). As you've noticed, the game carefully dances around assigning a gender by only strictly referring to you as "the Commander" and refraining from using gender-specific pronouns.
This is backed up by the wiki page ...
There is now a mod to add this feature: Evac all.
However, note that even without it, you don't have to "watch the animation play each time" - you can hit tab after extracting a unit to immediately move onto the next one.
This tech tree, compiled and created by MenhirMike, shows which reseearch as well as building facilities need to be have completed before getting a certain piece of tech. The latest update fixes a lot of the incorrect research requirements and also adds the different requirements needed across all difficulties.
The color codes are as listed:
The premise of your question is incorrect.
In XCOM: EU, savescumming was possible so long as you didn't move, as the seed was generated upon squad movement, and thus it was possible to reload saves over and over to get the desired outcome.
This is false. The seed is generated at the start of the battle - it has nothing to do with whether or not you've ...
Before you can Skulljack for non-plot reasons you first need to research "Skullmine" in the proving grounds. It only works on the Advent trooper family of enemies, not on pure-breed aliens.
Successfully hitting an enemy in melee with the skulljack gives you a hacking attempt with a small reward of a small supply bonus and a large reward of a lead on an ...
No. Weapon Mods do not affect secondary weapons.
Carried utility items (such as Talon or Blue Screen Rounds) however, do.
The one sort of caveat to this is when both of these are combined -- each time an enemy takes damage from a DoT (e.g., the fire caused by Dragon Rounds), the Execution ability of the Repeater can trigger, regardless of whether the fire ...
According to this image found within the SDK, ADVENT burgers (according to ADVENT) are made up of (translation from the image):
Soft juicy and full of flavor - cheese pickle tomato lettuce and fresh angus beef all wrapped up on a freshly baked sesame bun
The Buffalo Chicken Classic
Soft melted cheddar cheese melted ...
Yes, if you go into your My Documents/my games/XCOM2/XComGame/SaveData folder, you can see your save files. Identify the save you want by the timestamp, then copy it somewhere else. You can do this while the game is running without issue. If you want to roll back an Ironman save, you need to exit to the main menu before you copy the old save over, or it will ...
Under the Hood
So, since I'm a capable programmer with nothing better to do, I took a break from playing XCOM2 to dive into XCOM ModBuddy. All of the following is taken directly from the SDK. Presume all statements to refer only to the base game, unless otherwise qualified.
All potential Hidden Abilities come from soldier classes, which, in the base game, ...