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XCOM: Enemy Unknown DLC Released; Two More Packs Planned

2K Games and Firaxis now offer sales of the Elite Soldier Pack for XCOM: Enemy Unknown, a set of customization tools originally offered as a preorder incentive for the strategy remake. This is accompanied by news they are also working on two DLC packs for the game, though they only have details on one of them, and this does not include key points like pricing or a release date. Here is what we know:

The Slingshot Content Pack, the first of two add-on content packs for XCOM: Enemy Unknown, will be available soon. In this new set of linked Council missions, gamers will meet an enigmatic Triad operative, divert an alien ship’s course, and do battle with the aliens in the skies over China. The Slingshot Content Pack includes three new maps tied to the Council missions, a new playable squad character with a unique story and voice and new character customization options. The release date and pricing of the Slingshot Content Pack will be announced soon.

The Elite Soldier Pack, originally free for those who pre-ordered XCOM: Enemy Unknown or purchased the game at launch, is now available for purchase for $4.99 (PlayStation®Network) / 400 Microsoft Points (Xbox LIVE® online entertainment network) / $4.99 (Windows PC). The Elite Soldier Pack provides the ultimate tools for soldier customization in XCOM: Enemy Unknown, including:

  • Classic X-COM soldier: Players will instantly receive a new recruit in their barracks inspired by the original X-COM: UFO Defense. The iconic soldier with the blonde, flattop hairstyle will return fully modernized.
  • Soldier Deco packs: Players can customize their soldier with several aesthetic upgrades to armor suits, including the new Hyperion and Reaper soldier armor kits.
  • Complete color customization: A variety of colors and tints for all armor sets in the game allow players complete control to customize their squad’s look.

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39. Re: XCOM: Enemy Unknown DLC Released; Two More Packs Planned Oct 24, 2012, 19:37 Flatline
Tim Collins wrote on Oct 24, 2012, 12:53:
Creston that is the best damn info EVER....seriously i was in awe reading your strat. I knew they goofed...good call on waiting to do the containment thing.'

JSP thank you also.

I'll elaborate a little more myself. Never build spares of anything if you can help it except for satellites, and then only build what you can launch during that month. Unless a country asks for it, you can't sell anything you build off (one of the big complaints IMHO). Since the only thing you exhaust is alien grenades until you research that in the foundry, you'll only ever need say 2 medkits.

I'll take that to an even further extreme. I'll go to deploy and when I get to the squad selection screen I kit out and then anything I feel I'm missing I'll actually cancel the deployment, rush over to engineering, and buy precisely what I need, since foolishly enough making gear is instantaneous.

The assault soldier's ability to get a reaction attack if an enemy moves within 4 squares is effing GOLD. My two assault specialists have somewhere like 40 kills each, and are alive because of that very ability.

Squadsight for your sniper post-patch is way, WAY better than move & shoot (I've lost maybe a dozen opportunities to kill aliens without move & shoot, but my sniper has like 70+ kills, mostly due to squadsight).

Asia, if you can, is a GREAT place to fill out mid-game if you have the opportunity. Why? 50% cost reduction in the officer school AND 50% cost reduction in the foundry = a LOT of money saved.

Once you can build an Elerium Generator, your power needs are pretty much over.

When you get the ability to make SHIVs, don't bother with the normal shiv- make an alloy shiv. It's way more worth it.
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