When you next launch the game, saves and character pools will appear on the Load Game and Character Pool screens respectively. ![]() Locate the save and/or character pools under iCloud Drive → XCOM 2 → saves or characterpools.ĭownload the files to your desktop computer, then place them in the appropriate XCOM 2: War of the Chosen SaveData or CharacterPool folder. To transfer iOS saves and character pools to your desktop computer: Log into on your desktop computer and upload the save and/or character pool files to the appropriate saves or characterpools folders under iCloud Drive → XCOM 2. Locate the saves and/or character pools on your desktop computer. Transferring between platforms To transfer desktop saves and character pools to iOS: Saves and character pools are located under ~/.local/share/feral-interactive/XCOM 2 WotC/VFS/Local/my games/XCOM2 War of the Chosen/XComGame in respective SaveData and CharacterPool folders. Saves and character pools are located under ~/Library/Application Support/Feral Interactive/XCOM 2 WotC/VFS/Local/my games/XCOM2 War of the Chosen/XComGame in respective SaveData and CharacterPool folders. Saves and character pools are located under Documents/my games/XCOM2 War of the Chosen/XComGame in respective SaveData and CharacterPool folders. Saves and character pools are located in the Files app under Locations → iCloud Drive → XCOM 2, in respective saves and characterpools folders. Save and character pool locations for each platform are listed below, followed by instructions on how to transfer between platforms. Backup your active character list by pressing select all and then export selection. I was thinking along this line when I started designing the game (though I was thinking more of Final Fantasy Tactic, but the basic of the combat system seems quite similar to the games you mentioned).You can use iCloud to transfer saves and character pools between the XCOM 2 Collection on iOS and XCOM 2: War of the Chosen on desktop. Open the character pool tab from the main menu 2. Basically, the system is working like those, with one big difference, nearly no action happens instantaneously. This solved a number of issues I had with the traditional system. As I mentioned before, the core idea was that I wanted a system where movement should be important for an agile fighter, and to generally make melee combat more interesting than people going into melee range and then just attack each other. The problems I had for starters is that if actions happen instantaneously, then if the big guy with a two-handed hammer starts to attack, there is no counterplay available for the agility guy (expect to be not in range, which is a tall order for someone who needs to do damage in melee). I wanted a way to interrupt and be able to use movement as a defense. Another issue is which I find a bit illogical, that if I wanted to implement a big slow attack, the attack itself would actually not be slow (as it happens instantly), the recovery time would be slow (which means actually the next skill was slowed). This includes custom-created characters, randomly. In case of interruptions, while it is possible to delay a unit in a game with initiative bar, but you don't really know what is exactly you delay. In XCOM, the character pool is a list of all playable characters the player can choose from in the game. ![]() It is again, just lengthening of the recovery time of a unit, not really an interruption. It is more of a Guild Wars concept, but I kinda like it and wanted to preserve it. With knowing what is the exact skill you interrupt, the interrupting skills can behave very differently (think like the coward's bane skill in the demo, which only interrupts a moving unit, but that unit will be in addition knocked down). ![]() A big design space is important for me as the game will have 100+ skills to work with, and this can make interruption a lot more interesting, than just generic lengthening of the recovery time. If you can instantly move multiple tiles, you actually open a big can of problems. Of course, the traditional turn-based system has quite a few ways they tried to solve these, but they were kinda incompatible with my core idea.
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