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Skitso last won the day on January 29
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Xenonauts 2 January 2026 Monthly Update!
Skitso replied to Chris's topic in Monthly Development Updates
Seeing some fantastic improvements coming! And 5000 word patch notes! Love it! -
Poison grenades lose their threat in mid to late game when everyone is protected by advanced armours and/or rebreathers. Higher level aliens should either pack other type of grenades or gas grenades should have a more potent version for later stages of the game. Regarding gas having armour destruction, I think it makes perfect sense if you think the gas as something that is strongly corrosive. This would make the gas grenade much more of a threat in later stages of the game too.
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A small little detail, but the game doesn't tell me who died. Only if the unit dies by bleeding do we get a notice. Could we get a similar popup every time someone kicks the bucket? As an additional request, could these info popups also show the portrait of the unit in question?
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Yeah, debriefing screen that we get after each tactical mission lacks a ton of really important stuff like broken gear and doomsday/panic changes. Both are super important stuff for obvious reasons and I really think it should be a priority fix for Goldhawk. Overall the game is bafflingly taciturn about changes regarding panic/doomsday values eventhough it's the most important resource in the game. Why is all panic damage hidden from the player? Every anomaly should clearly state the effect it has, all the post mission debriefing screens should state the panic damage, all the resolved air combats should state the panic reduction etc etc. I need to see the numbers: it's pretty important info in a game about preventing panic...
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Milestone 6.30.1 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, I really can't see the issue there. -
Milestone 6.30.1 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
AI fixes are coming. Shilelds were too good so they needed a nerf. Light armour needs some buff to be a viable choice. (accuracy, TU, throw range...) This is a wrong thread for a balance debate. -
I'm not necessarily after more challenge, but more unpredictable, varied, logical and - most importantly - fun gameplay. Improving AI isn't just making things tougher. It's about finding a balance which gives the maximum entertainment. And that is something Xenonauts 2 could still do a lot better.
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I happened to read one negative steam review and it was so on point that I think I need to copy-paste ot here: I can't argue with that. It's 100% true and this does hamper the game quite a bit.
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Looks nicer and blocks my view less
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Not sure if this is intended, but MARS smoke launcher uses different smoke animation than normal smoke grenades. I much prefer the MARS launcher smoke and hope normal smoke grenades could use the same smoke.
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[6.29.0] Alien fires through full cover to take out soldier.
Skitso replied to clr100's topic in Xenonauts-2 Bug Reports
The long standing problem with the cover system is that no matter where the prop is in relation to the unit, it always provides the same amount of cover. i've made numerous posts about the issue over the years (like this: I'm pretty sure it's too late to fix something this fundamental, but adjusting prop cover values to better represent their visuals would still go a long ways. For example that two stack barrel pallet should definitely offer at least 80% cover. A rickety Picket fence should not provide 40%, but more like 20%. Stuff like that. -
There's another bug in the same video, just a minute later. While using the Reduce panic Operation, the value marked in the attached image doesn't match the correct value (which increases over time)
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Check at 4:06 forward