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Description: Un-assigning soldier Lt. Theodore Baros causes a null reference exception. What Happened: 1. Loaded geoscape quicksave. 2. Selected 'Armory Screen'. 3. Selected Baros via mouseclick and then opened 'Assignment' dropdown and clicked on 'Unassigned' list item. Additional Info: Specific soldier that is unassigned doesn't seem to matter. bug_report_2025-04-25-22h21_st_5.28.0_unhandled_exception_0.zip quick-34.json
- Yesterday
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Milestone 5.29.1 Released! (Experimental)
Zwane replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
5.28 -
Milestone 5.29.1 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This is a quick hotfix for 5.29.0 that fixes a single bug: Fixed a crash that could occur when opening the armory / soldier equip screen, including when launching a dropship. -
Milestone 5 STABLE Balance & Feedback
Rakiii replied to Chris's topic in Xenonauts-2 General Discussion
Just kill aliens inside UFO and capture it for 3 turns (you dont need to kill all aliens on map). -
[5.27.0 - Ground Combat] Hit Chance Irregularities
gG-Unknown replied to Melee's topic in Xenonauts-2 Bug Reports
Great, can I have a QoL request connected to this ? When you re-wireing the table of bonuses, make standard order for first 3 lines in bright white colour: st line: soldier accuracy (already done ) nd line: weapon mode accuracy rd line: weapon range-hit bonus It would make it more readable, easy understandable. These three lines are always there. Well, in case of melee weapons 3rd line do not exist. Thanks ! -
[5.27.0 - Ground Combat] Hit Chance Irregularities
Kouki replied to Melee's topic in Xenonauts-2 Bug Reports
Thanks as always for the bug reports, as GG-unknown has kindly stated above, this is a known issue, and it should be fixed on the recently released 5.28 patch -
jeanbb joined the community
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Milestone 5.26.0 STABLE Released!
Kouki replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Hello there, can you send us a copy of your campaign's save? I can take a look at it and see what's going on -
Milestone 5.28.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Gameplay Changes: End of turn autosaves are now enabled by default, and we've cleared all existing user settings to ensure this feeds through. We're going to keep this enabled for a few weeks because we're getting a lot of end-of-turn bugs reported that we can't track down because we don't have an appropriate save. If you find these extra saves annoying, you can manually disable them in the game settings. The camera is no longer forcibly locked to moving soldiers - the camera will now only move / change height level if the moving soldier is selected and the player is not manually moving the camera. This should hopefully remove the annoying camera lock while still allowing the camera to track soldiers in situations where the player would want it to happen (going through teleporters / climbing up onto roofs / etc). Please let us know if there's still situations where the camera is behaving awkwardly! Combat shields no longer take damage when the soldier carrying them walks through poison gas. Added new artwork for the Alien Singularity Core research project. Sped up loading times when loading a mid-mission tactical save. Bugfixes: Fixed the previous Experimental version being unable to load tactical saves from 5.26.0. Fixed a crash that could occur when loading a tactical mission. Fixed shot modifiers (heavy armour penalty, injury accuracy reduction) sometimes being double applied. Fixed the Sebillian heal animation playing on aliens that aren't visible. Fixed transferred soldiers not being able to change armour if the type of armour item in their planned loadout is not present at the new base. Fixed the soldier HP bar for wounded soldiers on the Soldier Equip screen incorrectly rounding up, so showing some soldiers at full HP when they were still slightly injured. Fixed some of the objective text for the UOO Sabotage and UOO Bridge Assault missions not correctly disappearing after completion of those missions. Fixed the MARS showing age as -1 years. -
Kongyawen joined the community
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[5.27.0 - Ground Combat] Hit Chance Irregularities
gG-Unknown replied to Melee's topic in Xenonauts-2 Bug Reports
I reorted this few days ago on 5.25.2 The bug exists for a while. -
Description: Hit chance calculation displays irregularities. What Happened: 1. Soldier accuracy doesn't match, 2. tactical module is listed twice, 3. Heavy armor malus is listed twice. Wraith is target. user_day_197_hit_chance-335.json
- Last week
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Milestone 5 STABLE Balance & Feedback
paulgoodenough replied to Chris's topic in Xenonauts-2 General Discussion
Oh crikey... yeah, I'm not sure I'm down for that action... -
Milestone 5 STABLE Balance & Feedback
gG-Unknown replied to Chris's topic in Xenonauts-2 General Discussion
I know. Wait for 16 soldier in squad, then move them on harvester mission across map, you need to take holiday for the job done. -
Milestone 5 STABLE Balance & Feedback
paulgoodenough replied to Chris's topic in Xenonauts-2 General Discussion
Yep, I sure do - because (to me) that's the only way of beating a level pretty much flawlessly every time. -
It looks like a process mistake, soldier gets transformed into zombie, zombie gets transformed into reaper, reaper is killed. It is still the same body, you have created one spare body from thin air. That is the bug. Well there also can be some other bugs : zombie gets hit by baton, play sound as hit but no result, it has a spell of immunity to melee hits ? when human gets infected, it takes time to develop reaper, but then when zombie gets killed it transforms into reaper immediately without any development. It is not logical. It should be possible to kill zombie before infection process make transformation into reaper.
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Milestone 5 STABLE Balance & Feedback
kyu bey replied to Chris's topic in Xenonauts-2 General Discussion
My worst offender is just that 1 (sometimes 2 / 3) alien that refuse to appear because it's chillin in a corner / near corner of the map. That troll alien pads a lot of time to clear the time because i have no idea where & what it's. I need to move slowly and blasting walls. I will argue the ufo (literally any to be honest) crash mission taking hours (means: min 2 hours) is absolutely on you. You're definitely walking just enough to reach cover & overwatch every turn. I never even reach 2 hours in any mission. -
So, I played through the milestone 5 on the unstable branch. Which in hindsight was probably unwise, as I lost my save just before I was about to do Operation Endgame. Needless to say, I'll probably be taking a break from Xenonauts for a while. But I wanted to leave some feedback, so here goes. The UFO delegation system: While the goal of letting people who don't want to clear as many downed UFOs is all right, punishing players who take too many UFOs probably wasn't the right way to go about it. I came up with two possible solutions. 1. Simply increase the rewards for delegating UFOs, possibly giving a choice for what rewards are given. Like, say, a choice between a cash award (default), part of the salvage (alloys, etc.), or operational favors (operations points). 2. Each UFO taken reduces the expiration timer of subsequent UFOs of that type (as the cumulative collected data lets local forces plan and mount their assault sooner; first come, first served) This could force players into the risk/reward choice of taking night missions and eventually just make it so a dropship wouldn't make it in time. This could make it so those who wanted to fight every UFO would need to invest resources into multiple bases with dropships and equipped ground teams. The stealth guys: While being able to distinguish between higher/lower tier units is important, I feel like them only entering stealth on taking damage made them too easy and less distinct. It also doesn't make much sense why they only enter stealth when injured, but not when in obvious danger like getting shot at. I feel like a good way to go about telling units apart would be make their stealth fields differently colored, perhaps with some more effective, and maybe with a different shaped glitch effect for the colorblind. The Sebelians: These guys have always felt under-armored. Yes, they have their scales, but they are also wearing armor. Also, it's weird how their health regens but their scales don't. Maybe make it so they have armor on top of their scales, but only their scales regenerate. Blood Splash on Gibbing: When a unit is gibed, have blood splash messily over several tiles, and maybe the walls too. Alien Blood: Since the "aliens" are from alternate evolutionary history Earths, if they're descended from that fish that first crawled from the ocean, they would probably have red blood. The Mantids, Symbionts, and Reapers could have yellowish insect blood or Horseshoe Crab Blue blood. Sell Living Aliens for Ops Points: While living aliens are worth much than corpses it's still not really worth it and more ways to get ops points would be nice. Map of the Multiverse: Assuming that that you appear in the same location and that timeline splits occur evenly throughout time (Though it could be that there are more branches in more recent "times" because there are more universes to split off from the same way there are more branches at the top of a tree than the base, on the other hand the multiverse could expand the same way the regular universe does, pushing universes out of reach as fast as they appear and balancing things out.) about one third would appear in intergalactic space (As they split before the Milky Way formed.), one third would appear in interstellar space (As they split before the solar system formed.), and about 5% would have multicellular life (As they split before multicellularity evolved.) Terror Missions: The lore of the terror missions doesn't make sense. Why would the aliens plant a bomb with ground teams? If they wanted to explode a bunch of people, they could just send in a bomber. Instead, maybe have the aliens install psychic broadcast devices to terrorize the locals. These would need babysitting from ground forces, and might also affect Xenonaut forces. And maybe make it so terror sites inflict panic for every hour their left active, potentially forcing players to consider a night terror mission. The MARS/ARES: For that price couldn't you add more cameras to them and give them 360-degree vision, and maybe night vision too. This would lean into their intended role as a scout and also maybe let them fire in 360-degrees (i.e. turn just their turret to shoot instead of their whole chassis) as well. Also, I feel like the Gauss Cannon is a downgrade from the Laser Cannon, as I can just shoot open the front door of a UFO in just one shot from a Laser Cannon, but a Gauss Cannon needs more shots. So maybe leave it so you can choose between a Laser Cannon or Gauss Cannon after they're unlocked. I'd also like to be able to weld a shield onto a MARS as a primary, to make them better at soaking up reaction fire and breaching. Or add a Servitors healing beam as a secondary. And maybe give them Cyberdrone style directional armor. A single shot missile pod in the secondary slot for people who like Canons would be nice. Also, do the Advanced Laser/Fusion weapon upgrades effect vehicle weapons? They should. The Impact of Alienium: I feel like just how revolutionary alien technology, and in particular Alienium, would be is underplayed a bit. Like, I remember reading back in like 2007 about how we had working exoskeletons back then, but they were held back by not having a suitable power source. On that same vein, the chief scientist could reason that the aliens have a power source for their weapons. And so could have designed the Accelerated Weapons ahead of time, ready to slot that power source into when discovered. So, both exoskeleton frames and accelerated weapons could both unlock the instant you discover Alienium, which would feel pretty impactful. If you feel that's too early for exoskeletons, maybe have the "first-generation" units have a downside like reduced reflexes or time units, with a later upgrade that removes that downside. Also, can Alienium be recharged? That could explain why the Alienium generators don't consume Alienium, just send the depleted Alienium offsite to be recharged and then brought back. What would happen if you overcharged Alienium? Would it explode? That could explain Alienium explosives, just overcharge a bit of Alienium until it explodes. Accelerated Weapons: I feel like these are underwhelming, and I know I'm not alone. Granted with five weapon tiers it's probably a choice of which tier you skip, but, skipping Accelerated seems to be the obvious best choice. The problem for me is they cost as much alloys as a suit of armor, so you're effectively choosing between a big boost in armor or a small boost in damage. I feel like making them cost a small amount of Alienium and no alloys would make them more attractive, and maybe give them an alloy barrel upgrade that improves damage. Lore wise, the alien magnetic/accelerated weapons seem to be coilguns that shoot regular bullets. This doesn't make much sense as regular bullets aren't magnetic, however, you CAN shoot copper cased bullets out of a railgun. So, the Accelerated Weapons could be hybrid railguns, and the alien magnetic weapons pure railguns. Yes, railguns have that barrel erosion issue, but, reducing projectile speed, or getting harder barrels, reduces the erosion. So, Accelerated Weapons could be tuned to "only" need to have their barrels replaced after every mission. Since the alien magnetic weapons are designed for stealth, a neat detail to add would be that they fire silently and can switch between subsonic or high velocity firing modes at the press of a button. Also, why is there no Accelerated Autorifle/Cannon? Laser Weapons: They're fine, maybe have their accuracy bonus be a simple flat value. Or improves at distance, because no target leading or bullet drop. Maybe. The current accuracy bonus feels a bit Jank. And I would like to point out that even looking at an area that is hit by a laser can damage your vision. Gauss Weapons: The only problem I can think of is that the ammo has an iron core. Because of something called "Magnetic Flux Saturation" or something, a material can only accelerate at a maximum rate in a magnetic field, regardless of how strong that field is, and Iron's MFS is pretty low. I remember playing a game called "Children of a Dead Earth," a game which lets you design realistic coilguns. In that the ammo of choice was something called "Magnetic Metal Glass," which sounds way cooler than iron anyway (and I'm pretty sure is a real material). Plasma Weapons: The plasma weapon lore is just dumb. Plasma stabilized by gravitons, really? Additionally, I've seen enough hard sci-fi buffs scoff at the idea of plasma weapons that there feels like a missed opportunity for the chief scientist to be insufferable ("Those morons must be misreporting lasers or something. The alien energy weapons couldn't possibly be shooting plasma.") A better explanation for plasma weapons would be that they shoot plasma in the form of plasmoids (i.e. lightning balls). These plasmoids would still just kind of scorch the surface of a target and be deflected by magnetic fields. So, on contact with a surface or magnetic field the plasmoid could collapse in such a way that they project a tightly focused beam of plasma, much like a HEAT warhead, capable of punching through matter and magnetic field alike. If you take nothing else from me, please, make the plasma weapon lore less stupid. Fusion Weapons: The player skipping plasma straight to fusion feels like skipping a step. Yes, the game already has enough weapon tiers, but still. Perhaps the Advanced Stun Weapons could be fluffed as first generation plasma weapons while they work on something with more stopping power, or at least have the chief scientist go "Thanks to my genius, we can skip a step!" For the lore, Fusion Weapons seem to have the fusion reaction happen inside them. This is bad, as fusion reactions emit a lot of X-rays and potentially neutrons, problems Alienium is supposed to avoid. Which is why, from a weapons standpoint, you want the fusion reaction to happen as far away from you and, ideally, as close to the enemy as possible. You could do this by firing a plasmoid loaded with a charge of fusion fuel which ignites a fusion reaction when it collapses. As to which fusion fuel, well, Deuterium-Deuterium and Deuterium-Tritium both emit large amounts of neutrons, which can cause neutron activation and radioactive fallout. So, Deuterium-Helium3 is probably the best, the alien fusion weapons could conveniently also use that, solving the supply issue. Colossus Battlesuit: It feels a bit too single purpose, like, is it too clumsy to hold a shield? Or a(n energy) knife? And I kinda wanna punch things with it. I guess I'm just upset seeing the secondary weapon slot empty, and the inability to add a mindshield or tactical module is a big downside too. Maybe let them mount MARS secondaries like the smoke launcher, Autorifle, or that single shot missile pod on their forearm Warmachine style. Bionic Implants for Soldiers: Equipment being as easily swapped between soldiers as it is, I feel that having equipment that is literally attached to the soldiers could offer an interesting choice for the player. Recruitment Loadouts: I would recruit a bunch of soldiers, have them arrive three days later, and have already forgotten what class I wanted them to be. Please let me set what class the soldier will be when I recruit them. Commanding Officer Indicator: All too often the commanding officer of a mission would turn out to be that Assault or Shield that just got wasted for taking a risky move, and now everyone's panicking. So, an obvious indicator would be nice. Roof Explosives: I once threw a Hail Mary demo charge on the roof over an enemy's head, the roof didn't collapse. I was upset. Night Missions: I noticed that all the lights were out during a cleaner VIP mission at the dockyard at night, even in buildings with people in them, this doesn't make much sense. And while yes having the lights out with aliens around makes some sense and is creepy, maybe have some lights stay on during night missions. Seeing a Secton suddenly run under that lone working street could also be very creepy. Maybe add an option to spend operations points to have local forces launch an artillery flare, providing outdoor, but not indoor, illumination for a time. Radar: The UFOs stealth could be explained with an alloy-based Radar absorbing coating and their electric thrusters having a low thermal signature. This coating could be copied by the Xenonauts, which would enable them to fly through even restricted airspace at will, important for the first phase. The aliens' electric thrusters could emit a low radio noise and leave an ionized exhaust with a distinct if fuzzy Radar signature that terrestrial, and especially military, Radars are suspiciously unable to detect at a hardware level. The necessary hardware retrofits could take years. And the Xenonauts could just use carefully tuned and extra sensitive Radiation Seeking Missiles (these seek radio waves, like Radar), possibly with alloy components. As for the Quantum Array, it just feels too strong for how early it is, just one upgrade and you know everything about every UFO from there on out. Like, have the first upgrade be "Higher Resolution Radar" that just tells which class the UFO is, with later upgrades revealing more. Maybe early on, the player could choose to spend some operations points to scout the area of a mission and see what's there. Additionally, the Quantum Array is supposed to intercept alien communications, but wouldn't it be trivial for them to change encryption keys on a whim? Speaking of... Encryption: The Xenonauts, being an organization expecting to face an enemy with unknown, possibly infinite, computational ability, would use Single Pad Encryption. With single use keys generated by random physical processes, such as a wall full of lava lamps, it would be mathematically unbreakable, by virtue of there being no math involved. The catch is that the keys would need to be delivered physically on hard drives without being compromised, with more delivered as they're used up, but that's the Operations Director's problem. Indeed, the aliens could be using Quantum Computers to read all of humanity's most heavily encrypted secrets like an open book. Good ending: The Xenonauts find whatever quantum proof encryption the aliens use, and everyone switches to that. Bad ending: The aliens also use Single Pad Encryption, implying that they believe, or have proven, that there is no quantum proof encryption, and so the era of Public Key Encryption is over, another casualty of the invasion. The Cleaners: The Cleaners just never feel threatening past the very early game. Like, once you get lasers, they're a joke. Maybe give them upgraded armor and weapons one or two months into the game, and not just at their base, to keep them competitive. On top of that, maybe make it so the cleaners have to be found and taken out to stop Doomsday. To help with that, Intelligence Supporters could give progress on finding the Cleaners' base, giving a choice between Security Supporters to keep Doomsday away and Intelligence Supporters to find the Cleaners before it's too late. To Keep the pressure on, they could get better at stoking tensions as time goes on, like, Doomsday goes up 1% every day the first month, 2% the second, 4% the third, and so on. Perhaps make it so the player can't build new bases until the cleaners are gone, and the Cleaners are hunting for the Xenonauts' base. If they find it, game over. Free Supporter at Beginning: Since the Xenonauts are borderline fugitives at the beginning of the game, having a (non-elite) supporter in the region their first base is set up in could explain how they're able to operate at all. Plus, it could add more nuance to the decision of where to set up the first base, and give a nice early game boost. The General: When I first read in the blog that the General was an adversary, I thought that ATLAS was set up by the Cleaners themselves as a controlled opposition to refine opsec or something, and so was set up to fail from the very beginning. The Chief Scientist, Operations Director, And Tactical Commander (Which could be the Commander's full title.) all have flaws that could easily justify their firing. So, naturally, when they actually succeed with that first UFO takedown, they needed to be disposed of. Thus, the Xenonauts rise from the ashes of ATLAS. ExDef: These people seem less "mediocre" and more "outright stupid and reckless." Grey goo, alien diseases, antimatter, there is SO MUCH damage even a few grams could do, they should have no go-ed it at the first sign the gateway could receive ANY mass. So perhaps it can easily be tuned between "accept mass" and "only information," with ExDef naively not knowing "information" includes "psychic influence." The Eternals: I was... disappointed by the Eternals, but I'm not sure if it's because I set myself up for disappointment. They just feel... boring. You see, I had what I thought was a cool fan-theory about the identity of the eternals would be. Thats why I played the experimental branch, to see how my theory held up as soon as possible. I originally wanted this send this whole post including that theory as an email instead of a forum to avoid spoiling it on the off chance the devs actually took it, but I had trouble finding an address. Well, even if the devs liked it, it's probably too late to change the story anyway. Ugh, I've been working on this post for days, it's getting late, I need to go to bed for work. Hopefully it posts alright.
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Milestone 5 STABLE Balance & Feedback
skaianDestiny replied to Chris's topic in Xenonauts-2 General Discussion
Colossus should be able to do it too since it has the same Crushing trait as the MARS/ARES? -
Milestone 5 STABLE Balance & Feedback
gG-Unknown replied to Chris's topic in Xenonauts-2 General Discussion
I didnt know that tracked MARS can do that, I do not use tanks. I didnt use tanks in EnemyUnknow so why would I change an old habit. Anyway, request was aimed mostly at Colossus usability and stumping power. ( see motivational video) I posted an cool idea of Colosuss ninja turtle , but still thinking what else to add on Colossus which dont brake balance. Tracked MARS was included for consistency reasons. -
Milestone 5 STABLE Balance & Feedback
Skitso replied to Chris's topic in Xenonauts-2 General Discussion
MARS. I'm not playing more than 150 days until v1.0 -
Milestone 5 STABLE Balance & Feedback
gG-Unknown replied to Chris's topic in Xenonauts-2 General Discussion
By Colossus ? -
Milestone 5 STABLE Balance & Feedback
paulgoodenough replied to Chris's topic in Xenonauts-2 General Discussion
Hey guys I've logged over 220 hours on this, and I LOVE this game. Please know that everything below is because I want to see if there's ways of making this better. Here's my feedback... Gets boring As the game goes on, missions have too many bad guys, and too many troops. This means you've already been through a tonne of these levels and seen it all before, and they get more frustrating and repetitive as you get further into the game - and take a LOT LOT longer. This is even more of an issue if you have to blood in new soldiers as they can barely move, so you have to be more cautious and big levels takes hours... uh. This is further exacerbated with the Harvester missions as you kinda have to crawl around the ship slowly... so they can take hours (which is super annoying if you've already done four or five of them.) Yes, I know you can choose to take the money instead, but then your troop development suffers... it's kinda a lose lose situation and the progress towards the end of the game becomes glacial. I just wanna see the new stuff Base levels Can we get a light or something around the doors? They're hard to see and discern from the other wall plates. I've had multiple times where I've just walked past doors and then spent ages wandering around bases like a loon. Also, why are bases dark at night time? They've got lights... Research trees I found I researched to the point I was offered (but couldn't produce) the glowing blue plating (can't remember what it's called now, sorry) but then I couldn't engineer it because I needed reflective plating unlocked - but the info panel doesn't inform you which research tree that sits within (or that it was in fact research at all). This confused me for quite a while. And when I worked it out, I basically have to go backwards and research things I'd already surpassed to get it. Not a big deal, but confusing. New Weapons/vehicles/monsters etc Yep, all good. No real negative comments on any of it. I think for me the only thing I'd say is that they don't add much to the overall gameplay. Operation points Love this. Maybe you could add some sort of randomiser thing in there too. This is great though. Good work. Doomsday went away too quickly. More of that please Check out what they've done in Pandemic Legacy (board game) for some good inspiration on how to spend points. Overall The Operation Points and the base sabotage was great. More of that. And Yes seeing different bad guys and getting different weapons is cool, but it feels like the same meal we've had all along, but with some garnish added. It didn't really 'add' much for me. (sorry!!!) For me, what I want to see is more originality in the missions - as is the core of the game and why I play it, and it's the one thing that doesn't seem to change that much. I do recognise we've got more maps, but they're mostly variants on the same theme. I've got past the orbiting platform sabotage and I'm just desperately hoping not to have to go through any more missions while I'm researching the base attack (I've already had three) as I can get through about 2 missions in an evening. As before, the winning tactic I've found is go slow, let them attack you, wear down their numbers with snipers and then slowly gang up on what's left with snipers from a distance. Seems to work in every situation, every time. Which is great for me, but again, it does add to it being a bit boring towards the end of the game. Things that I'd love in terms of strategy and tactics Missions that require careful thought about who goes on them and what they take More tactical variance in missions - e.g. having troops hide and jump out, using sewers, leaving mines and traps Strategic choices in terms of regions (there's some great inspiration in Pandemic Legacy again, when you have to decide which counties to sacrifice and which to save) I mentioned before I'd love to see something to keep me guessing, like maybe: Missions that require different tactics (e.g. Race to the high ground, get to the auto turret before the aliens do and turn it on them before they turn it on you) an elevator mission, where you're in a lift and you have to clear out a skyscraper floor by floor Or a mission where you've got to position your troops around your base perimeter, so they can pick off a hoard of incoming aliens Capture the flag style levels where the winner between you and the aliens gets a bonus weapon/event that upsets the balance Boss levels with a single massively tough alien. Missions with side quests (do you try and complete the mission as ordered, or do you raid the secret bunker and risk running out of time). Rescue the troop missions (where you can gain troops). Rescue the VIP from the mansion mission to gain more area funding. Suicide missions Secret agent missions where you send in one troop who has got to avoid detection to steal plans and get out. Moral/ethical choices - do you operate on your troops to get better results? Do you nuke their base knowing it will kill the surrounding innocents and raise panic? Maybe you can carpet bomb locations before you land, which increases the panic and reduces the things you recover as a result, but means less aliens? I totally realise there's no way you'd do all of these. Of course not, but I wanted to spend a fair amount of time giving specific feedback in the hopes it directly helps you. For me, tweaking the difficulty, the damage, the load out etc doesn't challenge the main issue which is that the later missions become a slog and samey. And if you really wanted to blow people's mind, a player vs player one game or map would make all my christmasses come true. Thank you so much, all of you, for developing such an incredibly good game. It's absolutely brilliant. -
Milestone 5 STABLE Balance & Feedback
Skitso replied to Chris's topic in Xenonauts-2 General Discussion
Yeah, I can confirm this. Crushing symbiots has been a thing as long as they've been in the game.