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Skitso last won the day on November 1
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Please give Eternals a passive "demoralization aura"
Skitso replied to berk's topic in Xenonauts-2 General Discussion
Exactly -
Milestone 6.19.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
You are a on role today! All suggestions are something I can agree with! -
Please give Eternals a passive "demoralization aura"
Skitso replied to berk's topic in Xenonauts-2 General Discussion
Very good. I really hope this gets added. I remember suggesting similar dread aura to terror site bombs which have currently 0 gameplay purpose. Focus mind has currently also pretty much 0 gameplay purpose. -
Milestone 6.19.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Agree. AI should have more psionic tools and know how to better use them. I just saw eternal moving a mind controlled shotgunner unit next to him. I was like, thanks. -
Milestone 6.19.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Great changes overall and good to see the launch of MS6 closing up finally. About the quoted items above: Laser cost: FINALLY! Thanks. I've been asking for this like 2 years Return from mind control nerf: Not a fan. Mind control is quite rare and breaking out of it having no negatives seem odd. On the contrary, unit should be suppressed, stunned or even panic recovering from such an intrusive attack. Alien base crew: Same as my thoughts on Cleaner HQ, these permanent missions, where player can choose when to tackle them and usually use their optimal crew with best equipment while running the mission in a slow, careful and methodical way as there is also no turn restrictions, often feel too easy. Map design where threat is often approaching from one or two fronts make them even easier. As before, I need to play MS6 stable to get a better feel of this, but at least all previous versions had this problem. -
Why does this whole conversation feel like a dialog between two AI bots? XD
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While you are at it, you might wanna scale this secton sized chair/table set down a bit too. EDIT: same prop is used in western terror tileset too I think.
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Milestone 6.17.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
You certainly didn't have Dragonfly at that point in MS5 at least. But yeah, I'll start a new playthrough as soon as you release the stable version (plus a patch or two) -
Milestone 6.17.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Really? Didn't it get pushed back from the end of phase 1 to the beginning of phase 2? Edit: yeah, I checked, it was day 79 in MS5. -
Milestone 6.17.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Agree on these. Shield bearers should also provide more cover. -
Milestone 6.17.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I've obviously not played 6.17 yet, so I might be completely wrong, but at least in earlier versions the Cleaner HQ mission felt anticlimatic in how easy it was compared to many missions preceding it. Making the mission tougher has been on my wish list for ages. Even my friend who played the game for the first time ever commented how easy the HQ mission was (MS5). I see the Cleaner HQ mission as the first "boss mission" where the game should really test the players skills and show that is is not Firaxis walk in the park kids game. Make the easier difficulties as easy as they need to be, but please don't make veteran/commander too easy. (And I need to empahisise again, I might be completely wrong here as I haven't played few of the latest experimental versions!) -
Xenonauts 2 September 2025 Development Update!
Skitso replied to Chris's topic in Monthly Development Updates
What are you talking about? There's never been a functioning auto-roof system in Xenonauts 2. There was a perfect implementation of it in the X1 Community Edition though. Roofs were automatically removed when: Visible enemies inside Own troops inside Mouse cursor on the roof Otherwise the roofs were always on. And of course there was a toggle button you could always use to remove all roofs if needed. Same with UFO hulls. This is a quite established mechanic to remove roofs and other FOV blocking elements in other isometric/top down games like Diablo, Fallout, Baldur's Gate etc. -
Xenonauts 2 September 2025 Development Update!
Skitso replied to Chris's topic in Monthly Development Updates
The new biome looks absolutely beautiful! I wonder if the automatic roof-toggle logic (and functioning manual roof toggle button) will ever see the light of day... Being able to see the tactical map like that would really elevate the game's looks. -
Milestone 6.10.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Excessive alien numbers are already a bit ridiculous. How can they all even fit in the UFO?