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The only DLC that isn’t worth getting is the Resistance Warriors Pack because the cosmetics are honestly subpar and most mods do better.
With the start of a dedicated playing XCOM 2 thread and having now put in wayyyyy too much time into this game I think now would be a good time for me to just basically knowledge dump things that do not spoil the game.
There is actually an indicator if an action will end your turn that almost no one knows about
If you see >| that is a turn ending move.
You should be careful about the Avatar Project progress but you shouldn’t be deathly afraid of it. In the event that it does get filled the game has a safety net mechanic that gives you a chance to climb out of the hole.
Smoke grenades apply their effect to both friendlies and enemies but flashbangs only affect enemies.
Do not be afraid to use explosives to destroy cover.
Mutons can counter melee attacks including those of a templar.
As a forward when using mods you should expect the need to start a new campaign in most cases in order for them to take effect. Mods do not disable achievements if that is a concern of yours.
This is IMO a must have mod as it allows you to fully customize your soldier
Longer Names V2
Lets you bump name length to 30 characters (or more if you edit the INI file)
Random Weapon Name Button
Adds a button that you can click to give your weapon a random name.
Propaganda Poster Pack
Adds 14 new backgrounds for your photos
Female Hair Pack
Adds 73 new hair varieties
Ketaros Tattoos Pack
60 new tattoos
Fire Emblem Hair
Ketaros Makeup Package
20 new face paints that apply makeup
Ketaros Scar Package
More Hair Colors
More Armor Colors
More Eye Colors
More Skin Colors
SliWhists Spark Customization Pack
Gundam skins for your Sparks
Dropship Propaganda Variety
Now you can hear even more of the lines
Because it gets chilly out sometimes
Custom Face Paints
Military Camouflage Pattern
Mercenary Plasma Weapons
Quality of Life
Yet Another F1
This is the #1 mod I recommend. What this mod does is let you press F1 when you have ANY unit selected and gives you a breakdown of everything you need to know to not misplay because you did not fully understand what it was they could do.
Cost Based Ability Colors
This makes it a lot easier to tell exactly at a glance how many action points something uses.
Quick Soldier Info
Adds icons on the top right for each unit under your control and displays valuable information such as health, action points, armor, status, etc
New Target Icons
Adds more target icons for regular, WOTC and modded enemies
Adds a confirmation pop up whenever you order a soldier to move somewhere without cover
SHOW GTS Class Counts
Shows you the current soldier count for all your classes inside the GTS as well as how many are actually ready for combat.
Displays possible useage of items on the blackmarket sell screen so you know if you can sell that corpse or not. Can be configured to hide spoilers.
Insider Knowledge Fix
Fixes a bug with stocks and laser sights not benefitting from insider knowledge
Chosen Dark Events Fix
Prevents events being created that are related to the chosen if the chosen no longer exist
Defense Matrix Sabotage Fix
The facility is supposed to lower the chance of the chosen being able to do a sabotage action but the code was never fully completed but the text remains.
Revival Protocol Fixes
Revival Protocols in game text says it can bring a soldier out of a stun, it can’t. This mod fixes that.
Loot Mind Control
Fixes a bug where killing a mind controlled alien doesn’t give you any loot. Also fixes a bug where loot carried by people who were not your dedicated soldiers (e.g. you have an event that gives you a resistance fighter) got deleted on the end of a mission.
SPARK Repair Fix
In game description for the BIT say it gets increased healing with newer models, this is a big fat lie. This mod corrects that big fat lie.
More Effective Blast Padding
Makes explosions from cars and other destructible objects (think gas tanks) be affected by blast padding.
This is a really cool mod that adds a condition where if a soldier becomes gravely wounded there is a chance you have to give them an agumented body part before they can be used again. These aguments can have drastic gameplay changes like being able to use your cyber arms grappling hook.
Adds more negative traits but also adds positive traits. The way you gain positive traits is to have a negative trait then instead of recovering from it in the infirmary you send them on a mission where they do not get injured after the mission they will then get a random positive trait and lose the negative one.
Scientist staff slots
Replaces some engineering staff slots with scientist ones to help balance out the RNG of not getting engineers for the first two months
Restores cut SITREPs including Ambush where ADVENT will launch multiple reinforcements once XCOM completes the mission objective
Metal Over Flesh Redux
An overhaul of SPARKS that gives them more upgrades and a utility slot for things like ammo
Give your units jetpacks so they can dynamically deploy mid mission and do other cool things like rocket punch an alien