Official mods support
Michael Peele
Mods should be managed centrally, not via Steam, Epic, MS, GoG, or any specific reseller.
Either manage this internally, or via something like Nexus.
m
marlin
There is nothing that is more effective at enhancing community engagement in a videogame than mods. Mods allow players to tweak and extend the game, and come up with a variety of improvements or customizations to share with others.
Mods extend the innovation in the game by letting the most enthusiastic enjoyers - the players - edit the game directly to try new things and test their effects on the game. We would see more rapid implementation of desired features as modders implement them on their own.
Ragnarok700
marlin:
I'd go a step further and say that even if it is very basic modding capabilities at first (like just a series of .TXT, XML or some other data set) that modders can change, that would at the very least allow people to tweak features easily that they disagree with (i.e.: "balance issues") and therefore free the developers of all of those complaints about them.
I'd rather they focus on (game breaking or corrupting) bugs and new features (vehicles!) than tweaking digits because a few people don't like the current results! :P
Stephen Baier
I would expect that a huge amount of this game is already driven by configuration files (e.g. stats for all weapons, skill costs and ranges, etc). Assuming the team has written half way decent code it should be extremely low lift to make these configurable by players.
You think (know) the NJ Assault Rifle needs a little more damage? Done.
You think Dash should cost 2 Will instead of 3? Done.
As many have said, XCOM 2 had the replay-ability purely because of Mods. This should be a top priority for developers to keep this game relevant and keep people PAYING for new developer content.
Ragnarok700
Stephen Baier: I suppose this is where these type of constants used in the game could be (optionally) loaded from an external source (and if that fails/doesn't exist the game uses the default values instead).
That would probably be an ultimate "minimum bar" of modding that would be accessible and not too complicated to implement (seems like a safe assumption). And, as others have mentioned, not be costly in terms of mods causing bugs/issues/etc. since they would simply be changing sets of data, not code.
i
initium
A bump for official mod support from me. I'm pretty sure everyone here knows how Firaxis have kept their games relevent for so long.
Vit Barta
Merged in a post:
Steam Workshop
A
Andrew Jackson
When will the devkit be released for steam workshop. Mods are crucial for longevity of a game.
Alvaro Rodriguez Tajes
the devs commented on probably not happening.
John Templayer
After the game leaves beta, I presume. :P
Obsidian Razor
This should be number 1 priority for the game. If the game has good mod supsupport,port many of the "issues" with the game could be fixed by moddders and very popular changes could be integrated into the game via patches.
Ragnarok700
Obsidian Razor: I agree with you on this! I've seen it happen on other games, too.
Plus, to be fair, probably half of the "balance/bugs/requests/features/ on this page may be re related to personal preferences of different players.
Having at least basic mod support could possibly free the devs from dealing with those (at least directly/most of them) and let people balance things the way they prefer while we instead get more patches/updates on new features & bug fixes that could make the game truly shine!
Ragnarok700
Mods! :P
I like modding my games... and creating mods. That being said, I haven't even bothered at all with PP yet since it looks like a mess in its current state. Please make mods officially supported in at least some basic way!
Vit Barta
Merged in a post:
Steam workshop
E
Eric Nguyen
Hello there! I'm sure and hope that this is in the works since the game is now released on steam that hopefully there will be a steam workshop available making it so everyone can mod the game through steam workshop.
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