The Second Wave mod for XCOM adds new options to make it tougher
Posted: 10.11.2012 14:32 by Comments: 2
Players who have beaten the difficult XCOM: Enemy Unknown or who are at least cruising through the game may wish XCOM was even tougher. A new mod, The Second Wave, has been released that adds options to add another level of toughness.

The mod includes the following toggle-able options:

* Damage Roulette: Weapons have a much wider range of damage.
* New Economy: The funding offered by individual council members is randomized.
* Not Created Equally: Rookies will have random starting stats.
* Hidden Potential: As a soldier is promoted, their stats will increase randomly.
* Red Fog: Any wounds taken in combat will degrade a soldier's stats for that mission.
* Absolutely Critical: A flanking shot will guarantee a critical hit.
* The Greater Good: The secret of psionics can only be learned by interrogating a psionic alien.
* Marathon: The game takes considerably longer to complete.
* Results Driven: A country will offer less funding as it's panic level increases.
* High Stakes: The rewards granted for stopping alien abductions are randomized.
* Diminishing Returns: The cost of satellites increases with every one that is built.
* The Blitz: The aliens will target a larger number of cities every time they launch an abduction attack.
* More Than Human: The psionic gift is extremely rare.

Gamers interested in the mod can check it out here. If that weren't enough, there's apparently a real chance Firaxis will make The Second Wave an official mod - stay tuned.
Source: GameSpy
Game advertisements by <a href="" target="_blank">Game Advertising Online</a> require iframes.


By SirRoderick (SI Elite) on Nov 10, 2012
While the idea is appreciated...I absolutely loathe purely random penalties like that.
By nocutius (SI Elite) on Nov 11, 2012
Same here, certain amount of randomness is OK but when it becomes too noticeable it almost starts to feel like the AI is cheating.