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  1. Today
  2. It seems you have Armored Assault mod activated. I loaded save file and battle was a bit mess. No items on inventory or anything. That is probably because of that mod. Anyway, start Xenonauts_gc_editor.exe, load save and press V to end battle immediately. That is cheating but least you should be able to continue your game.
  3. AutosaveIM2024-08-31_12.31.29.rar This save file crashes Xenonauts when I hit end turn. I've tried end turning this 5 times now, and the crash happened each time. I was told to submit this save file here. Thank you for your time.
  4. I would live to see a mission that required a bomber. It would be nice to bomb an Alien base or Cleaner base. You could just add bombs or Air to Ground Missiles. It would also be nice to request an air strike on a building during a mission.
  5. I ve made several proposals how to make kneel less mandatory. How to make kneel disadvantage in melee. Here is another tip, how to make player think "kneel or not to kneel" : When kneeling, throw range is shorter. Minus 40% range.
  6. Yesterday
  7. I'm not sure if it's been updated in Milestone 4, but in Milestone 5 those doors only have a 20% stopping chance. Given you're saying the enemies can shoot through them, it sounds like this might already have been patched in?
  8. We've now released another small stability fix for Milestone 4 to the public branches while we continue to work on Milestone 5. Please do report any further bugs or stability issues as we will continue to release additional hotfixes if necessary. Bugfixes: Fixed a crash that would occur if you selected the MARS / ARES Rangefinder item during a tactical combat mission, then pressed Ctrl. Fixed a crash that could occur if you destroyed a Cyberdrone near an environmental item that would also explode (such a vehicle, or petrol station). Fixed the Sentry Guns in the Cleaner Base not correctly playing their death animation when destroyed (this issue keeps reoccurring, so we've tried a new approach that will hopefully fix it for good). Fixed an issue where units could waste TUs performing an unneccessary rotation if their planned move+shoot action was interrupted by spotting a hostile alien. Fixed an issue where an interrupted grenade throw would prevent the soldier re-equipping their weapon, leaving the grenade selected but without the UI showing it. Fixed it being possible to walk out into the empty tile directly above a ladder, leaving a unit floating in mid-air.
  9. Last week
  10. Hi! I have just played through the content for milestone 4 (got to the "there's no more content" popup) and thought I'd give my thoughts. I played ironman on the default difficulty and overall had a pretty enjoyable experience. There was no failed tactical missions, and only 1 or 2 failed interceptions, so the difficulty was not too much. Never had to do any tactical base defense, as 2 ufo defense structures ended up shooting down anything that tried to attack the base. I can highlight the two things where I struggled the most: 1. The first terror mission. This one was pretty brutal, over half of my squad was wiped out as I met a bunch of androns when I didn't have the highest firepower. Luckily I think half my squad had guardian armor. On the plus side, it made this mission very memorable and I got a special bond with the remaining squad members who got the "I participated in a 50% squad wipe"-medal. 2. There was a period where my radar coverage and amount of interceptors was not enough to shoot down everything. As it is pretty expensive and time-consuming to up your bases, this took a while and I had to do some sketchy manual battles where I barely took down the ufos. Also once or twice I lost a fighter. Very happy that this didn't mean I had to buy another one as my financials would be shattered. I ended up with a base system where I had 3 fighters in Europe, 2 in Asia and 2 in North America and radars in South America, Africa and Australia. In the end with 3+2+2 gemini fighters with fusion lances shooting down ufos was very easy. Things I like: The general feel is very classic xcom-like, so that is big creds. I like that a dropship fits a lot of soldiers, as you can send squads of f.ex. 4 xenonauts to different parts of the map. It doesn't make it as brutal if you lose a couple in a mission as well. While in modern Xcom losing 2 soldiers when you only have 4 you can bring can make a mission spiral out of control. The designs on the Xcom armors and weapons are very cool so that is also kudos. In modern Xcom I think some of the later armors or weapons looked kind of silly, which almost made it a bummer to upgrade. I like how you can choose to have light/heavy versions of every armor. Although, since armor is so important, I ended up using heavy armor always. Maybe 50% less armor for the lighter is a bit much. Or maybe the pros of having light armor is not enough. I like the modules, as well as armor bonuses like the +12 TUs from the vanguard suit. It makes it easier to field fresh recruits later in the game. At the same time, I had a tendency to use the same ones for almost everyone :P (plus strength, plus accuracy) The HEVY was very useful for destroying cover and something I used a lot. Also like how you can suppress with flashbangs and machine gun fire. I like how the colossus-suit can be upgraded so you can continue to use it as a sort of tank. Also fun how it can only be used for heavy weapons, it makes for a bit of change in how you play. The upgraded shield works pretty well. I do wish the pistols had a bit more range, since it's very short right now - on the plus side the fusion pistol does a fair bit of damage. Wishes: I kept wanting to have a way to see how long until next funding. Maybe it's just me, but I couldn't find it anywhere. In geoscape it just says "Day x" and there's no concept of what day of the month it is. Maybe funding happens every 30th day or something? I found it a bit hard to get a complete overview over how many armors and weapons I had available, as the stores won't list the ones that are being used by soldiers. I could go in the armory and see the amount of weapons, but for armors I had to count the ones being used (or unequip all of them). Just getting a count somewhere would help when figuring out how many more I should produce as I know how many soldiers fit in my dropship. Would love to see more versatility in weapons and armor the same way as how you upgrade the colossus for further use, as how it is right now most of the armors are pure upgrades, and the same can be said for weapons (even though lasers and magnetic weapons can kind of be used side by side because of armor penetration differences) I didn't use shotguns a lot since they are so limited in their range and have such a big spread. Was useful sometimes in the early game for clearing ufos though. So wish they were a bit more useful. Maybe you could get a TU boost when using them to promote running up close. The range of weapons in general is a bit annoying in how short they are IMO. I want to shoot at an alien if I manage to get line of sight, but many times it's there's no point unless you have a sniper rifle. And even with the sniper rifle you can be out of range, which makes it pointless to find a high vantage point for my sniper as I'll have to move them closer anyhow. I liked that I wasn't restricted by anything else than line of sight in classic Xcom. Maybe it should be more about damage dropoff and accuracy bonus for different types. Sometimes wish that the "line of sight" was more of a straight line from the soldier to the target, as the current sub-tile line can look and feel kind of wonky sometimes. Especially if my soldier is elevated, it can feel kind of random what you can or can not shoot over. I ended up only using the MARS once, since I felt it was very expensive to repair or when you had to build new ones. So ended up just using xenonauts - but that might just be my playstyle. I wish alien doors were more visible! I spent a lot of time on my first alien base mission since I simply didn't see some of the doors. I ended up hovering over all the walls until I saw the "open doors" icon. Would be fun if there was more to do in the geoscape other than shooting down ufos and going to missions, but not entirely sure what. Maybe if there was some faction / government things you could do. I wish unarmed civilians were a bit less crazy. They run around, barging into houses, running in the direction of the aliens. Instead of just chilling in the house they are, where there are no aliens. They're not very good at hiding/staying put :P The aliens aren't very sneaky. Not sure if this is a good thing or bad thing. But it means, I usually can be pretty sloppy in clearing houses or around UFOs, as if I haven't seen anyone on the approach, or nobody has come out of the house or up to the windows it means it's clear. While in 90's xcom, aliens could be very sneaky and hide in places where they'd ambush you (and sometimes hiding in super annoying places where you almost never found them) Less flat buildings. Some more verticality could be fun. Multiple entrances for ufos? (even in the top for when you have jet packs) Alien variety beyond humanoid with gun (could f.ex. steal the XCOM2 faceless concept and make us distrust the civilians we see running around as they can turn out to be an alien if we get too close) Conclusion: All in all, I'm liking it a lot - and the large harvester UFO does really feel very large!
  11. I can still see but not fire through the glass doors circled, though they can fire at me. This makes this mission super frustrating.
  12. I see it support macOS but it does not support past macOS 10.15 (I am on M1 macOS 14.5 but have an update waiting) on steam it says: `This product is not compatible with macOS 10.15 Catalina or above.` I am wondering if there is an update planned for it to be compatible, my hopes are low because Xenonauts 2 is early access and is being developed. I also saw the community edition, the last update seems to be 2018 so very not likely they added the compatibility to that branch. My current options is to dual boot or buy another computer to play it, wanted to see if an update is planned before I do that If anyone knows a better way def tell me! If any devs read this I am a Software Engineer and am willing to help update the community version to support this (if I can do it haha)! idk if there is anyone left working on it. You can get in direct contact with me via the email I used to post this, or reply here, or neither that is ok too. No matter what I will play.
  13. 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! Bugfixes: Fixed a crash that would occur if you selected the MARS / ARES Rangefinder item during a tactical combat mission, then pressed Ctrl. Fixed a crash that could occur if you destroyed a Cyberdrone near an environmental item that would also explode (such a vehicle, or petrol station). Fixed the Sentry Guns in the Cleaner Base not correctly playing their death animation when destroyed (this issue keeps reoccurring, so we've tried a new approach that will hopefully fix it for good). Fixed an issue where units could waste TUs performing an unneccessary rotation if their planned move+shoot action was interrupted by spotting a hostile alien. Fixed an issue where an interrupted grenade throw would prevent the soldier re-equipping their weapon, leaving the grenade selected but without the UI showing it. Fixed it being possible to walk out into the empty tile directly above a ladder, leaving a unit floating in mid-air.
  14. That's nice artwork there. And having possible changes to the geoscape sounds pretty good. If your ideas work out that would be pretty cool. There is another of these types of games that was always pretty buggy and iffy, but had some fun concepts and that's the UFO:Aftermath/aftershock series. In aftermath there was the alien biomass growing across the planet mid way through you had to push back which was pretty nice....and in aftershock there was the whole resource linking game on the geoscape which could be optimised and provided reasons to go on missions beyond them just being there. I know this is kinda outside your design, but I just wanted to mention the idea of changing how the accuracy works in this game again. I don't recall reading anything saying it has changed since 2021 when I play tested a little so I wish to illustrate my ideal system and I will hope you consider trying it out. I think it would significantly increase my enjoyment of the game. Now enjoy my MS paint skills: edit---------- I just wanted to say I understand why you did things that way you did in the first game....but I was very much hoping that since you're on a 3D engine now you could give it a little bit more of a realistic solution
  15. Indeed, why is a zero size file being downloaded?
  16. Hi All, I haven't tried Xenonauts 2 yet. I'm waiting for full release. I was reading over the news letter this morning and wanted to ask. Is it possible/ will it be possible to breach and enter UFOs with explosives from other directions rather than the main door? Will I be able to make my own door/entry into the UFO? This was a pain point in the first game when it came time to clear the UFO. Thanks!
  17. "Invasion Phase" system: - great. I have described "Chapter system" months ago, which works exactly as You desribed "Invasion Phase" include added art and communication towards player, perhaps the seed get planted. :-) - another art hands definately positive news. You could use AI art as base, then fix it by hand, efficient production. "Funding Report" artwork - it keeps style of mystery. Nice balance of familiar silhouettes and unknown silhouettes. AI can do drawing, but the artist comes with idea. Milestone 5 release date ?
  18. Earlier
  19. Hello everyone - hope you all had a good August. Here's our monthly update on what the team here at Goldhawk have been working on. Programming: This month our technical director spent much of his month on honeymoon, and the rest of it fixing the trickier bugs discovered in Milestone 4 by the community. Our other senior programmer split his time between bugfixes and working on our updated internal game editor (mentioned in last month's update), which meant we only had one programmer available to work on feature implementation. Aside from the weekly stability fixes we've released for Milestone 4 and various small usability changes / AI improvements, we added a few useful gameplay features to our upcoming Milestone 5 update. One was a much-requested update to the item sale price system, allowing sale prices to slowly regain lost value as time passes, and another was expanded options for "difficult terrain" which makes it more costly for soldiers (but not vehicles) to walk through and crush plants like hay. This may allow things such as shallow water that can be waded through on the Jungle maps, making the different biomes a bit more distinct from one another. Invasion Phases: I've spent a lot of time this month on the new "Invasion Phase" system. This divides the alien invasion into five escalating phases, with a narrative event and some artwork and a short conversation with the Operations Director and Chief Scientist at the start of each one. The goal here is to tie the lore together and explain how the invasion is escalating, what the aliens are doing differently and how the world is reacting to it. It also allows us to more clearly explain the shifting role of the Xenonauts thoughout the conflict, starting as an clandestine organisation fighting a secret war against an unknown enemy and ending as an elite military organisation leading the fight against a full-scale alien invasion. This coming month I'll be experimenting with several mechanical changes that we're hoping to tie to the Phase System, making the Geoscape mechanics a bit less static throughout the campaign. I'm quite excited about these, but I also don't want to talk about them yet in case I disappoint someone - they're still at the prototype phase, and could be changed or abandoned entirely based on playtesting. Hopefully I'll have more to say about this next month! Other: Other areas of the game continued to progress over the past month. We partnered up with a couple of new illustrators, one of whom painted the new "Funding Report" artwork at the top of the post, and the other is working on environment concepts for the tactical combat. We've also added lots of small things like some new 3D weapon models, some updated textures for certain alien combatants, and new tactical biome ambient sounds. That's everything for this month - thanks for reading!
  20. We're continuing to release weekly stability patches for Milestone 4 while we work on Milestone 5. This patch makes a couple of minor balance tweaks and fixes a few more gameplay issues reported by the community. Balance Changes: Weight on Automed Unit reduced from 12 to 8. Deviation on missed HEVY shots now occurs within an arc of 50 degrees from the intended target, reduced from 80 degrees. Bugfixes: Fixed a crash that could occur when loading a tactical combat save when fighting inside late-game UFOs (this was caused by smoke tiles being spawned off the top of the map, usually caused by explosions in the upper levels of large UFOs). Fixed certain Harvester maps having unwalkable tiles inside the ground floor of the UFO. Fixed a (rare) missing move path tile.
  21. Come on Milestone 5 My proudest faith Vivid in the eyes of the sweeper Tears were flowing inexplicably I vaguely remember the fusion cannon And the powerful Gemini Interceptor The aliens are all repulsed I don't get tired from staying up all night
  22. Please consider representing the distribution of probable impacts of burst fire as a a lightly tinted cone. This might address issue of who is vulnerable to suppression as well. Thank you.
  23. Thanks for the bug report! Do you have the save file for the cleaner base mission? We might be looking at two separate bugs here, sentry turrets destruction state not being updated is a known bug that was fixed before iirc and it might be a separate bug from the cleaner base not ending.
  24. Thanks for the bug report! Can you recall how that happened, or if you still have it, upload the save file here so I can take a look at what's going on? EDIT: Nvm, was able to reproduce the bug
  25. If they were to add voice acting for things, let it be played in a little popup window that can be closed any time so that we can do other things while listening. This is what I learned from Path of Exile.
  26. For the final Cleaner Base Mission, the mission will not end even after I killed everything in the base. I think the issue may be is even after I destroyed one of the sentry turrets on the map, the model itself did not seem to be destroyed. The turret stopped shooting back, but the model was still the full sentry turret. This is on the latest version of Xenonauts 2
  27. This is still an issue in the Stable branch as of today: https://steamcommunity.com/id/ilpescepalla/screenshot/2371795562547548184/
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