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Skitso last won the day on February 28
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Yeah, upgrade path from magnetic to object penetrating railgun might be an attractive option. Even if the damage wasn't improved, being able to penetrate cover, hit unsuspecting enemies through a wall or multiple enemies standing in a row and bypass all armor could make it a really intresting weapon type.
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Snipers do feel a bit too weak, yeah. I would increase the movement penalty even further and allow two snaps a turn. Also, excess accuracy could be traded for additional damage. What I mean with that is, that even if I have a super high acc sniper with a nice, clear shot, the hit chances are still always capped to 100% with no extra benefits. Excess accuracy over 100% could buff the damage dealt in a way that the default random 50-150% damage variation would skew towards the top end of that scale (100-150%), simulating better chance of head shots. I would also argue that sniper penetration is too weak compared to shotguns. Shotguns shouldn't have penetration power or only very low penetration.
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Excellent idea! I would love to have more means to earn OPs instead of the daily passive gain we currently have. It's something I hope Goldhawk will consider while planning the inevitable upcoming DLCs. Less daily passive gain and more active means like capturing aliens and additional misison types to boost the player agency. Additional mission types tied into supporter/infiltrator/OP system would be sweet and also keep the nice mission variety alive after the Cleaner arc is done.
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UFO info text is displayed on top of the UFO in air combat
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Thanks. Just to make it clear, it's almost all UFO types, not just the abductor shown in the image. -
3 small suggestions for the final look of the game
Skitso replied to leha's topic in Xenonauts-2 General Discussion
Yeah, and you might also piss kickstart backers (with their paid custom portraits) off if you add too much portrait customisation options. What I'd really, really wish we could have at some point in the future is that every popup notification (XX is bleeding, unconscious, dead, under mind control etc) would also display said soldier's portrait. That would help me remember and care about my soldiers better. -
Xenonauts 2 Release Date - 1.0 April 2026
Skitso replied to Chris's topic in Monthly Development Updates
Grats! Hope you have a great launch! -
I agree with pretty much everything. Now that I've started playing on commander difficulty, I've started to notice it doesn't make the ground combat that much more difficult compared to the veteran. I think the aliens are already tough enough, but late game UFOs and other missions just need more aliens and especially lower tier ones to mow down with your superior weapons. You are also right about the need of additional roaming eternals too to make things more intresting. Psionic attacks are weak and mind control especially feels underwhelming. I would give it a squad sight and 2 turn duration.
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Milestone 7.5.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
it's gonna be the 1.0 release, so when they have it locked down, I'm sure you'll hear about it. They'll probably release a launch trailer, have press coverage etc. It's a super important milestone, so they will want to make it as perfect as possible. That said, I would guess 2-4 months from now. -
Thanks for the thoughts and yeah, I can see the issues you pointed. I was thinking this mostly from flavor / realism perspective.
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Wouldn't it make sense that the salvage team system that is currently handling all the smaller UFOs that don't generate crash sites would also be used with all the larger UFOs? It's odd that the assault team (often with few dead and/or critically wounded) would stay after the mission to disassemble the UFO, collect all the alien bodies, exotic materials and gear etc. I know this is probably me yelling at clouds, but wouldn't it be much more cohesive, logical, realistic and cool to have the salvage team go and clear the crash site after the assault team leaves? And the bigger the UFO, the longer it would take. Separating salvage operations from combat missions would also make the delegation process more logical. As the salvage operation completes, you'd get a popup whether to take the loot yourself (cost X op) or donate the loot to the local government. This would make the system more clear for the player and make the crash site mission briefing easier to understand. Currently the delegation OP cost is tied to the victory effect of the mission, which is quite funny. The salvage mechanics are there already, so I would assume it's not a HUGE undertaking. (Who am I kidding, everything in game developement is... :D) Chris, any thoughts? Worth implementing?
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Milestone 7.3.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, that's a lot of fixes in just a few days time. It's time to start a proper ms7 playthrough it seems... -
[MS7 experimental] Missing destruction effects
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
@Kouki In general, most of the props that do generate flying bits and pieces when destroyed, do it in a too tame fashion. Even if the prop is quite substantial in size, the fragments seem too few, small and are spawned in a tight bunch without enough force to fly far enough. The end result looks like the destruction effects have just been enabled for the object, but not adjusted at all. The same problem is with many walls. The effect might be there, but the physics, particle spawn etc. are set too conservative and lack the sophistication of some older walls and props to achieve a good looking results. A good reference for perfect destruction effects is the concrete barrier fence with teal tarp in dockyard biome (see attached image for reference), which, when destroyed, creates just the right amount of correct looking bits and pieces that fly around in a very satisfying manner and create a believable illusion of crumbling down concrete and pieces of metal fence. I know it's a lot of work to micro manage everything as the game's scope is vast, but hopefully you have time to polish at least all the different wall types to have proper, satisfying destruction. -
[MS7 experimental] Missing destruction effects
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
BASE BIOME: These interior walls have nothing These interior walls have only dust All thise kind of props: No flying bits and pieces, just dust No flying bits and pieces, just dust These both, no flying bits and pieces, just dust No flying bits and pieces, just dust Odd physics, bits and pieces spawn but just drop straight down through the floor.