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  1. PLEASE DO NOT REPORT BUGS IF YOU ARE USING THIS BALANCE PATCH, IT WILL JUST CONFUSE US! Please keep discussion / bug reports limited to this thread! So the changes in Experimental Balance Patch 1 have been received well in general, but some further tweaks have been implemented. - Aliens are now about 10-15% less accurate across the board in terms of stats - Alien accuracy modifier reduced from 1.3x to 1x - Alien sight range reduced to 18, equal with Xenonauts - We've put in a completely new reaction fire system for you to test (details below). They are hopefully less deadly with the reaction fire than before. - Weapon accuracy zoom levels have been revised so snap shots are less accurate and higher levels are more TU-effective in terms of accuracy. - Xenonauts are a bit less prone to panic than before. - Difficulty setting variables have been tweaked so the Normal of the previous game is now Veteran. If you're an experienced X-Com player, please play on Veteran. Aliens have an additional 20% stat reduction if you play on Normal. Download instructions: 1) Get the file here: http://www.xenonauts.com/devfiles/balancepatchV2.zip 2) Navigate to your game directory 3) Unzip the file into /assets/ and overwrite everything, then replace the executable 4) Play the game! New Reaction Fire System: This system is quick test code so it has some issues, for instance units will try to reaction fire at units that are out of their range with their shotguns etc. You're mostly testing the balance principles here, so try to ignore any issues with implementation for now. The system is the same system that was in the original X-Com. There's no "reaction checks", rather each unit has an Initiative score that is their Reflex stat multiplied by the % of their TU they have remaining (so a unit with 20 / 40 TU remaining and 60 Reflexes would have an Initiative score of 30). If two units are in each other's LOS, the one with the higher Initiative gets to act. If it's an enemy, they will fire their weapons until their Initiative drops below the Initiative of the unit that is moving, handing the turn back to the enemy. The main advantage to this system is that units with bad reflexes still get to act, eventually - they don't have to "pass" a reflexes test or anything. It also means that units don't waste reaction fire shooting at a target that is already dead, as Initiative is resolved sequentially. Give it a go and see what you think.
  2. PLEASE DO NOT REPORT BUGS IF YOU ARE USING THIS BALANCE PATCH, IT WILL JUST CONFUSE US! The .exe is not updated so there's no new version number involved. Please keep discussion limited to this thread. This is an experimental balance patch for V20 Stable Hotfix 1. It requires slightly more effort than normal to set up, mostly because we're testing Hotfix 1 on the Experimental branch before rolling it out to the Stable branch. The purpose of this balance patch is to change the feel of the ground combat. It is experimental and not every change in this patch will make it into the official builds...perhaps none of them will. The idea is to get feedback on what works and what doesn't. The intention of this patch is to get the game feeling more like the original game, chiefly by making the combat a bit faster-paced and making the aliens less tough but more deadly. It mostly affects the Light Scout missions, and I suggest you play a couple of those and perhaps one Scout mission (Caesans work better than Sebillians) before you come back to this thread and read the final changelog and post your thoughts. You'll be able to give better feedback if you go in "blind", I think! Download instructions: 1) Get the file here: http://www.xenonauts.com/devfiles/balancepatchV1.zip 2) Navigate to your game directory 3) Unzip the file into /assets/ and overwrite everything 4) Play the game! Changelog: Seriously, give the Light Scout missions a play before you click the button and reveal it!
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