Home life is keeping me busy, yeah! But I just recorded the first episode of XCOM Live and Intensified so that should be with you very soon. Rejoice! And thanks for being such cool dudes about the wait!
There’s some really good Arma videos to come, as well as some more Dead Space parts, I just find XCOM the quickest to handle. If you’ve seen Dslyecxi’s Clear Unto Dawn, I have my perspective of that which I want to take a good amount of time to edit into a good video - I’m excited for that in particular.
Moving forward, you’re probably going to see these XCOM Live episodes almost daily, the Dead Space videos heading along towards their inevitable conclusion, and Arma videos when I experience a good mission and make the time to give it the editing it deserves.
I’m not sure if the Titan armor ability works yet - it’s basically stealing the Bull Rush property from Beserkers and giving it to people wearing the armor, which sounds like it works on paper but is untested as to whether it’ll function right. That said, if I can get it to work, I think it’d be an awesome feature - busting through buildings and making your own entrances was a really fun part of the original XCOM, and while I appreciate it might need some balancing to work with the new game, I think it’d be a really fun tool to have in your arsenal.
As for the armor itself - that might need some balancing too, but I think it should be fairly fair. 20 HP sounds like a ton, but keep in mind that’s balanced against late game enemies where we’re talking 10-14 damage shots on average. The armor is slow and heavy, specifically designed for one thing - letting its wearer take at least one solid shot before going down.
As with everything, all needs testing, balancing and iterating. Should be fun!
I was never intending to make it as a public mod, but if people are interested in trying it out I’ll definitely give people the opportunity. I won’t be worried about making it perfect before I let people have it - I’ll probably release whatever rough draft of it I have when I can do at least a little testing of it to make sure there are no glaring bugs, then update it for the public whenever I update it for myself. If you’re looking for a timescale, sometime in the next few days would be a reasonable guess.
As far as I can guess, enivornmental pieces like cover and obstructions have a certain amount of health, and that stat is how much damage the weapon will do to that health if it connects. So if a plasma pistol does 100 eDMG and a wall has 200 eHP, it’ll take two shots to blow up.
That’s a total guess though - I haven’t researched it, it could be a different system. Either way I’m pretty sure that the higher the number, the more likely it is for stuff to blow up.
Thanks! I’m really enjoying creating it and it’s awesome to see people enjoy it.
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
The panning should be fixed now, no idea why it did that. If the audio problems persist, let me know and I’ll try to fix them again - I’m the kind of person who listened to the whole thing without ever hearing a problem, I’m very clueless like that.

