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Xenonauts V1.07 HF Released!


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In EU1994, you did night missions not because you wanted to, but because you had to. You'd do a terror mission at night because there was no choice. You'd go after a landed ufo at night because shooting one down usually meant destroyed reactors and no Elerium, and you simply couldn't wait for day to break before you attacked a UFO as Elerium was that rare and that important. With Xenonauts, a lot of the time you have the choice, and the choice is generally quite simple - don't go at night.

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They are, because there is no need for strategic deployment of them, since soldiers have unlimited supply. By artificial limit you mean pretending to have limited amount?

No, I mean that you can give the soldiers a very low amount that's completely unrealistic, like 2 flares. In which case, there is value in the individual flares, but it's from a very artificial limit. Or, you give them a higher amount like 5, in which case there are enough flares anyway to comfortably play, so they might as well be unlimited.

It's the same as individual rifle clips costing money in the original, IMO. The idea sounds nice, but the first Plasma Rifle you sold gave you enough money to buy clips for the entire game, so there was never any real value.

Take into consideration situation, when there are multiple Crash Sites and player has only one Dropship. He wants to ground attack them all, but needs to return to base for supplies first. Decreasing time will take away this option. I don't see sense in enforcing night missions. Even if you decrease the time, players who don't like them will Airstrike Crash Sites anyway.

Sounds great to me. I also want there to be benefits from running 2 strike teams, and that would be a clear advantage - be able to hit 2 crash sites very rapidly. Or you can always take some risk and run a mission without returning to base first. Sounds like good options to have.

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In EU1994, you did night missions not because you wanted to, but because you had to. You'd do a terror mission at night because there was no choice. You'd go after a landed ufo at night because shooting one down usually meant destroyed reactors and no Elerium, and you simply couldn't wait for day to break before you attacked a UFO as Elerium was that rare and that important. With Xenonauts, a lot of the time you have the choice, and the choice is generally quite simple - don't go at night.

This is what I've been trying to replicate with M'nauts, with success - crashed UFO's yield virtually zero recoverable goodies. Landed ones have all the good stuff, and need to be raided before they fly off. The choice/luxury of waiting until daybreak and avoiding night missions has been largely removed. If anyone's interested in these kind of mechanics, it might be worth having a go.

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We SHOULD look forward to night missions, we should enjoy night missions and not AVOID night missions. It's a game.

Should Reapers also be changed so that players look forward to them, enjoy them and not avoid them? If you want a walk in the park, you might be playing the wrong game.

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Should Reapers also be changed so that players look forward to them, enjoy them and not avoid them? If you want a walk in the park, you might be playing the wrong game.

Well you know it never occurred to me that I might be playing the wrong game. Maybe you know of a game that would be right for me, preferably one with things that I can dress up and bake cakes for.

I played the same night mission again, but this time all the alien shots-from-the-dark missed, and I was able react, and slay, every last blobby thing to the last tentacle.

How good am I hu?

Edited by Moonie
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have to since when? As i know you can do as much missions as u have fuel in the dropship and all your soldierss are not wounded, casue you have max supy beetwen missions without going back to base. I disagree with that so hope somone will eather fix this or mod.

Correct me if I'm wrong, but clips don't resupply after mission unless you go back to base? Another reason to return before going for second mission could be to replace wounded/dead soldiers with different ones. Or to take a vehicle instead.

No, I mean that you can give the soldiers a very low amount that's completely unrealistic, like 2 flares. In which case, there is value in the individual flares, but it's from a very artificial limit. Or, you give them a higher amount like 5, in which case there are enough flares anyway to comfortably play, so they might as well be unlimited.

Sorry for the misunderstanding. What I wrote before was just an example. Personally I would prefer flares that could be added to soldiers inventory, like rest of equipment before the mission. It just makes more sense and if you don't take enough, it can lead to situation when player needs to improvise. Something I really enjoyed when took place in OG, but miss in Xenonauts.

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Correct me if I'm wrong, but clips don't resupply after mission unless you go back to base? Another reason to return before going for second mission could be to replace wounded/dead soldiers with different ones. Or to take a vehicle instead.

I am corecting you so. You don't have to return to base to resuply only to replace soldiers. Not sure is it a bug or intentional but this is how it is right now.

lol we wrote the post in same minute

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I am now pretty good with night missions, simply really when you know how. As long as you can find a way to avoid the first few accurate alien volley's, the rest is usually a piece of cake.

Now I am over that hurdle I can get back to really enjoying myself.

Anyone know if you can get a GOG key from Desura?

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It's the same as individual rifle clips costing money in the original, IMO. The idea sounds nice, but the first Plasma Rifle you sold gave you enough money to buy clips for the entire game, so there was never any real value.

The original had this covered by limiting storage space - cost of ammunition was only one aspect which indeed go away as soon as one could sell alien stuff but there was also the need to balance out limited storage space and cover the missions with enough ammo clips (calculating the delivery time into storage management) and that gave every single ammo clip value - good ol times :)

Edited by zolobolo
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Hmm, I think i'm using 1.07HF. I could swear i had it and it was fine before 1.07hf and it disappeared with that build. I did have a bit of a hoohar installing it though. I'll try reinstalling and see if it pops up :)

Edited by Alfalfa
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Similarly to grenades, could you change it so that right click also cancels the health pack use?

They act just like force firing a weapon at the moment. You click on the med pack to use it, and click on it again to stop using it (or hit escape). Sometimes the right click works for me to change the level of healing being done, when the mouse wheel does not.

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The Fury now always destroy only one ufo if they are in formation, ie 1xCarrier + 2xEscort Fury always kill 1xEscort.

Since the missile blast shoud be 5km and escort vessel should be closer than 5km to do any proper "escort" duty.. Is this intended?

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Hey guys! Just finished the game and found a bug: in final mission reapers zombify my soldier, and the game did not want to ends (all survivors escapes, but I saw my guy in characters panel when he was zombie). The game ends after I load a turn before, kill that guy with my sniper and escape to teleport. Whatewer I did not like him.

My savagame. Just try to escape all this turn.

[ATTACH]4840[/ATTACH]

2.sav

2.sav

Edited by Glinka
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hi, i would like to talk about some - in my opinion- things with line of fire. When you destroy bushes and soldier is in crouch or stand mode he would still recive 45-50% blocking to fire accuracy. This is when he is 1 tile from destroyed bushes, but when we crouch behind this then it is ok. I think that is unusuall becouse firing from behind obstacles shouldn't give negative bonus to fire accuracy- only bonus to cover just like in real. There is no blocking when we fire in standing or even crouching behind the walls in desert maps and the wells - which is normal situation that gives bonus to cover (i didn't check if this cover bonus really exist becouse no alien ever shoot at me in this situation). Another thing is blocking to line of fire in the close of landing craft or ufos - it is unnormal in my opinion becouse line of fire is blocked by parts of crafts that are obviously at higher level then bullets line. I also have the situations when aliens shoot to me standing behind house wall - and i don't tell about shooting from window - he shot my soldier when i was inside and he shot when he was outside in corner of the house :)

Edited by azzim
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