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Milestone 5 STABLE Balance & Feedback
Doshniel replied to Chris's topic in Xenonauts-2 General Discussion
Hi! If anyone remembers me, this isn't going to surprise anyone. I like a lot of soldiers and I want a lot of soldiers. If I wanted to play a game with less soldiers there are many such games. Massive Chalice is one such game. I don't want to play that. I want to play a game with lot's of soldiers. -
Remapping Weapon Move/Shoot Preview does not work.
Howitzer replied to Howitzer's topic in Xenonauts-2 Bug Reports
I thought I tried MMB, but not other keyboard keys as that defeats the point of trying to play with the least amount of keyboard interaction as possible, so I'd love to see support for other mouse buttons... That shoot preview is super valuable! Thank you. -
Milestone 5 STABLE Balance & Feedback
Skitso replied to Chris's topic in Xenonauts-2 General Discussion
Regarding the balance between different alien races: Sebillian What it should be: tough, well armored, fearless, self healing, poor aim, with powerful melee What it needs to achieve that: more health, more armor, more bravery. less accuracy, more aggressive AI that always prefer melee Other notes: Sebillian gas grenade is worthless and too easy to counter, suppressed sebillian doesn't act at all, easiest alien race to fight against Mantid What it should be: Small, fast, accurate, low health What it needs to achieve that: Nothing. Pretty much spot on. Other notes: symbiote launcher could be a grenade instead? Reaper What it should be: fast, fearless, terrifying, deadly What it needs to achieve that: better AI, more TU, more damage. Needs to one-hit reliably. Should never end turn in players LOS unless can kill. Other notes: not terrifying enough Psyon What it should be: intelligent, psionic What it needs to achieve that: Better AI (move better to support triangulation, preserve life (retreat) actively and move in tight packs with sectons) Other notes: why psyon don't have their own grenade where sebillian and wraith do? Mesmerize nerf was not needed. Secton What it should be: Small, intelligent and fast pack hunters with excellent vision What it needs to achieve that: Better AI (Make them stay indoors, camp/ambush more, preserve life (retreat) actively and move in tight packs with sectons and psyons) Other notes: currently a bit generic and needs something more to feel distinct. Cyberdrone What it should be: Tank like, very tough, deadly What it needs to achieve that: Nothing. This is spot on. Other notes: Shouldn't turn to face grenades if the unit throwing it is is cyberdrone's LOS (too easy to cheese) Wraith What it should be: Accurate sniper, hard to hit. What it needs to achieve that: Camo should be better. AI could prefer higher ground more and should maintain distance better. Always move to a new spot after getting hit. Other notes: Camo on when hit. Next turn completely invisible and moves to a new safer sniping spot or next to a servitor to be healed. Servitor What it should be: Suppressing, healing robotic support unit What it needs to achieve that: This is in good spot. Other notes: wounded wraiths should actively move (when cloaked/invisible) close to servitor to be healed Andron What it should be: Tough Terminator styled robotic unit. What it needs to achieve that: If other aliens were able to crouch and preserve their lives better, androns would feel more robotic and menacing Other notes: could use bigger guns, maybe rocket launcher? Mentarch What it should be: well shielded one shotter What it needs to achieve that: I like it the way it is. Maybe could be a tad tougher. Could the model be made larger? Other notes: UFO crews could have more than one mentarch. More random numbers. Cleaner Agent What it should be: Normal human agent What it needs to achieve that: Shouldn't be so aggressive, should try to preserve own life better. Other notes: is longer night vision fixed already? Cleaner Soldier What it should be: Brain washed human agent What it needs to achieve that: Spot on Other notes: some could have frag grenades? -
Milestone 5 STABLE Balance & Feedback
gG-Unknown replied to Chris's topic in Xenonauts-2 General Discussion
This article is about explosives - grenades and grenade luncher. - explosives should be easy to use and devastating, caveat is overkill mechanic linked to sale income. Income should shift more into sell aliens equipment and bodies, with focus on live aliens costs even more. There is a wasted opportunity, rise sell price for high ranking alien. Player then could have a reason to make a decision, keen eye for those walking treasure chest. This money shift change creates a self regulating system. It helps smoothing out occasional difficulty spikes. Player could handle even very difficult situations by exploding everything, but he would not want to use explosive in general, because of money income. Passive Income from Supporters-Nations should be lowered AND income from sales junk-aliens-llive aliens should be cranked up. Throwables ====================== There is too much smoke one the battlefield. TOP PROBLEM Cut Smoke blast radius by 1 Make smoke less thick visually. It is sad when player do not see the game. Smoke should be rather "visual information" than "simulation of real smokescreen". Better visibility for flying grenades. Add "smoke trace" similar to bullets. Rise throw range of grenade (frag,flash,smoke) by 1 <<< HighLighted Flashbang: add 1 OR upto 3 stun dmg (difference between base-flash and upgraded electro-flash is too much. On top it better communicates that base flash has some stun, then upgrade has more stun) Demolition pack weight 6 >> 7 C4 package: (current C4 is tragic, probably it was meant as door breach mechanic, but it do not fly. Althou, Item to blow everything up on a trigger sounds like a fun mechanic.) weight 15 >> 8 blast radius 2 >> 4 damage type change to Thermal so it blows up environment add C4 package augmented by Alenium (more dmg) add C4 package with fusion fuse (even more dmg) The changes above for C4 package could be done quickly just by changing numbers, art for upgraded versions can be added later. In our previous discussion, Chris said that he neds to think about control flow for adding a throw range for the : add throw range for C4 package 3-5 tiles based on Strength AND keep trigger mechanic As result explosive throwable is; weight - 6 grenades (frag, smoke,bang) - size 1 square weight - 7 Demo pack - size 4 squares weight - 8 C4 package - size 6 squares Grenade luncher ====================== - is weaker after dmg FallOff improvement. Therefore no very useful. There are other/better dmg dealers in the armoury. Rather than dull rise dmg, Here are ideas how to turn gr. luncher into interesting utility weapon. . Gr. Luncher sales points should be : versatile, reliable, utility, long range area dmg/denial weapon Change loading style: Loading one by one ( one ammo clip equals one shell ) Yes, it means that soldier will get a backpack filled by ammo. Firing/loading in FIFO style - Example: load smoke grenade, then load explosive grenade. Press fire 1st time, it fires the explosive grenade, then press fire 2nd time, it fires smoke grenade. It means, it is possible carry different grenade types inside the weapon.It is possible that one weapon contains all 3 different ammo types grenades. add incendiary ammo : thermal damage type (same dmg volume as explosive), in the blast radius 1/2 tiles are on fire AND 1/4 is smoke (great for night missions OR area denial tool) add another 2 ammo type load buttons on a tactic panel (3 load buttons in total, each for different ammo type) make better current ammo type queue preview on weapon panel (current ammo preview is for whole clip only, make it so, it shows each grenade type by different colour) Player can see on the weapon panel, what grenade types are loaded. Thanks to FIFO, it is easy to decide which goes out first. Also versatility is created, it is now possible to shoot explosive, then next turn load a smoke and fire in it one turn. Next turn shoot explosive again. So this weapon helps to solve problematic situations. Reduce angle of miss chance by another degree, so it is 9 instead of 10. - due to dmg fall off, weapon is not very good at delivering dmg, but it should be reliable >> lower chance to kill team mates. ---------------------------------------------- I will comment other topics later. -
no idea,would have to ask a developer
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soyob55422 joined the community
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Remapping Weapon Move/Shoot Preview does not work.
Kouki replied to Howitzer's topic in Xenonauts-2 Bug Reports
Thanks for the bug report! Tested this a bit on my end and was able to verify that the rebind doesn't work for mouse3, etc., but other keys worked fine. What specific keybind did you try that didn't work so I can check? Thanks -
Thanks for taking the time to post a bug report! This is a bug we've fixed in 5.17, however it does not fix campaigns that are in a bugged state so the only way to continue playing is to either load a save and make sure the uoo analysis research (after doing the uoo sabotage mission) is finished prior to day 283, or we can fix the save for you. I've attached a save with the research enabled, so you can keep playing your campaign. user_day_742_manual_save-1.json
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Milestone 5 STABLE Balance & Feedback
pwd replied to Chris's topic in Xenonauts-2 General Discussion
I really enjoyed my playthrough of 5.5/5.6. I haven't liked the sound of any of the alien nerfs since then. I'd vote for reverting most of them back to how they were in that release. Probably the only exception is that I like the idea of wraiths going invisible/invisible at range after being hit, which has been suggested by a couple of people. I certainly hope the cloaking field will be changed from its current on/off implementation, one way or another. I don't even remember the eternals having a cloaking field. I don't see why that should be a big issue anyway unless your problem is that you one-shot everything too easily. My usual strategy of hitting anything with a cloak with splash damage would have stopped it being a significant problem anyway. Terror missions are appropriately challenging and I liked the way you got swarmed at the start. They usually seemed to be on the same map was the only thing. Hopefully that was fixed, if it was a bug, or more maps and greater chances of having different maps are there now otherwise. Maybe the game difficulty options would be the appropriate place to change things about alien difficulty. Don't remember how granular the options were. A separate setting for the campaign and for the battles might work well, if it isn't already there. Didn't use colossus armour enough to remember much about it or have an opinion really. Wrt squad size and mission length: I was happy to spend quite a long time on missions, while generally skipping UFOs unless I had a specific reason to do them. I guess that is where a lot of the tedium manifests for people who prefer to do them. Perhaps smaller squads specifically for investigating UFOs would work well, so those missions are shorter. I'd probably do more of them then. Mind control barely featured in my games. In the old x-com games I remember it being a major factor early on and it added a sense of dread that is not present in xenonauts 2. [I wondered if my age just meant I don't feel dread while playing games any more, but then I remembered deciding not to play silent hill 2 any more last year for the sake of my heart, so that is not it.] This is more of an observation than a suggestion though as I quite enjoyed the game as a relaxing experience focused on tactical gameplay with units that felt more like pieces in a board game than characters in a story. -
Xenonauts 2 March Update & Future Update Plans
gG-Unknown replied to Chris's topic in Monthly Development Updates
Sounds good. I was a bit worried you rush the final polishing stage, it is a real plague in these days. Hopefully you make a grand release as in old days of retail stores. BTW : Steam is missing this monthly update. -
Milestone 5 STABLE Balance & Feedback
Herr Kodax replied to Chris's topic in Xenonauts-2 General Discussion
Colossus could maybe use more hardness, better handling for MGs and ability to carry items for others to use (like a pack mule). Narrow vision should stay as is (if not narrower or maybe a little shorter). Modules would make it too powerful in my opinion, with the exception (maybe) of an integrated medi module, but unable to be healed by the medkit. Sebillians need to be more durable and maybe harder to suppress. Also, as soon as they are suppressed, they are essentially locked into position, making dealing with them even easier. Air war seems a little too easy. Wraith cloak. Whatever you do, lore wise I am sure it can be explained. My experience is this: Before the update on how the cloak works, Wraiths would terrify me. It also forced me to carry at least a few grenades in order to effectively deal with them. After the update, I find fighting them quite easier. Scary, still, but easier. While harder, I preferred the old way. Fighting each race felt different, while now dealing with Wraiths is somewhat the same as dealing with Sectons/Psyons. As for the camo and not being able to tell ranks apart, it was also part of the charm. Also, you either have hp/armour visibility on and you know what you are dealing with, or off, so you shoot to kill and the first hit reveals what you are up against. Cyberdrones are just fine. Tanky and scary, but not an artillery nightmare anymore. No prob with them being able to shoot from farther away, we can do the same with our MARS platforms or snipers. Gas masks should at least get a vision penalty for all the good they offer. Mind shield item breaking the mind control (but keeping the 0 TUs state for the released soldier) is an idea that I would very much welcome. One thing I would really like added is more info on different ranks of aliens added in xenopedia. Maybe requiring extra captures too, so you have to work for it. -
transdim started following Final mission does not appear
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I did play experimental verison until it was not hung in one battle. Then switched to 5.22.2 stable and problem battle solved. But now I have stuck on progressing toward final mission. As of now there is nothing to research and UFO's are not coming any longer. Just OOO1 shouting me every 2 weeks and it is day ~1000. I saw there should be final mission available in that release and some another big ship as well but nothing happen in fact. Attached F11 bug report. bug_report_2025-04-02-21h40_st_5.22.2_user_f11_0.zip
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transdim joined the community
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Remapping Weapon Move/Shoot Preview does not work.
Howitzer replied to Howitzer's topic in Xenonauts-2 Bug Reports
I'm sorry, just saw the format request for bug reporting, will follow in the future. This is for 5.23.0 beta. -
Howitzer joined the community
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Lasers are very underwhelming.
ih8california replied to laagamer's topic in Xenonauts-2 General Discussion
Yeah if you don't get the damage upgrade, they become quickly obsolete, however, since I usually skip accelerated I find it worth it to do both upgrades so I don't have to rush or heavily invest in gauss as a bridge to fusion. -
SoftwareSimian started following Lasers are very underwhelming.
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Lasers are very underwhelming.
SoftwareSimian replied to laagamer's topic in Xenonauts-2 General Discussion
Laser is much better at reducing armor. If you're early against lightly-armored targets maybe the difference is less noticeable. The two later laser upgrade engineering projects are a nice buff; the self-recharging ammo upgrade is unique among weapon types. -
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Milestone 5.23.0 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! This hotfix contains the first batch of fixes for Milestone 5, and we're hoping to release it onto the standard branches before the weekend. It fixes two serious bugs - the first being that alien Mind Control effectively never fails, and the second being a crash linked to mind-controlled civilians. Changes: The ARES now moves as though it is equipped with a jetpack, and it no longer suffers fall damage. Alien Mind Control should now not attack the same soldier more than once per turn. Bugfixes: Fixed a crash after ordering a mind-controlled civilian to evacuate. Fixed a bug where a failed alien Mind Control attempt would cause a successful Mind Control attack on the same target immediately afterwards. Fixed vehicles suffering instant death from fall damage if the roof they were standing on was destroyed. Fixed hovering vehicles (ARES, Servitor, Cyberdrone) incorrectly suffering fall damage. Fixed the MARS / ARES not properly playing their destruction animation if destroyed by fall damage. The shot information panel (in the bottom right of the tactical UI) no longer incorrectly displays some lines in light grey rather than the normal dark grey, and the +10% Crouching hit chance bonus is now displayed in a consistent manner with the other multipliers. -
Herb joined the community
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Milestone 5 STABLE Balance & Feedback
gG-Unknown replied to Chris's topic in Xenonauts-2 General Discussion
I agree to both reasons a) b) mentioned. Cloaking Field should start Disabled. Player should see opponent first. Also I like a Predator-like moment. Cloaking Switches states on hit is no-go. It has no lore, it is pure artificial solution. I think Xenonuts should build up lore of the franchise consistent, to grow to a big series, like Total war games which is now 30 years on the market. Starts disabled, becomes active for rest of turn on damage - is the winner. With some spice on top. 1) Spot range limit when clocking field activates it transform a model to the transparent form first, then comes a second phase. Cloaking field reduces spot range. Wright reducing spot range by 6 tiles, Ethernals reduce spot range by 12 tiles. Even the game is turn-based, the two cloaking phases happens in real-time. Example : Wraight/Etheral is spotted, shot then hit. Cloaking device activates transparent model, transparent model is visible for 2-4 seconds (needs test how it feels) then transparent model could go void, disappear because of spot range limit. 2) EMP overload Lore: Cloaking field is delicate device, it needs a lot of energy to work and regular maintenance in well equipped workshop to properly calibrate all the sensors. Massive EMP reliably confuse the sensors, so the new re-calibration is required. EMP-Stun grenade is not enough, impulse is too short It have to be at least 20kV delivered for at least half a second, it is possible by a gun. Game rule : When Cloaking field device is hit by a Stun gun OR Electro-guns weaponry it is broken for this fight. It doesn’t matter if it is activated or not, at the moment of hit, EMP brakes the Cloaking device immeediately AND it will not activate until end of fight. Stun gun and Electro guns (Stun-range wepons) have limited usage now. After advent of new melee rules, baton is far efficient AND fun to use than Stun range weapons. I believe that each weapon should have general usage (rifle) OR Advantage in situational usage (pistol+shield). As long as Stun-range weapons have no longer general usage, it is wise to add an specific advantage for situational usage. Stun gun Also, the Stun gun should get improved EMP dmg from 22 to 32. In early game stage when Cloaked opponents are not available, it can be used as a situational solution against explosive robots. Sorry to taint the post about Cloaking by Stun Gun, balance but good game rule-set is made as a spider web - everything is connected to everything. 3) random lenght of activity after the Cloacking field is activated, it is active until End o turn OR one turn more OR two turns more. It is pure random 0 - 3 turns. It is easy to program (code man-hours are expensive) and it simulates some sophisticated methods regarding AI programming or device energy consumption and so on. Purpose is obvious - unpredictable tactic. It is much more difficult to deal with an opponent, if player do not know if or when it re-appears. ---------------------------------------------- I will comment other topics later. -
Shielded Plating and character facing direction
Kouki replied to Dragorxt's topic in Xenonauts-2 Bug Reports
Thanks a lot for providing a save. Yeah, looks like there's something wrong with it, we'll get it fixed -
Milestone 5 STABLE Balance & Feedback
Pietje666 replied to Chris's topic in Xenonauts-2 General Discussion
Colossus should be allowed to use modules & jetpack. I see it as integrated parts in the armour after certain techs are researched. Wraith should be in stealth mode when you encounter them. An hit should disable the stealth mode. If you didn't kill them after a certain turn they are back to stealth. Army size is perfect, yet i so wonder why Chinook has room for 18 soldiers, while the tier 2 version has fewer visible places. -
Xenonauts 3. Coming to a PC near you in 2035(!)
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I like long games too! The original XCOM: EU got it right. 35 missions to completion is far too short. 100 is much better. I don't want this game to be short (we have waited long enough for it!).
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XCOM ennemy unknown, the UFO was sometimes...
ooey replied to Excelcisbeo's topic in Xenonauts-2 General Discussion
Yes! Variation is good. Also means the more you pound it with high-yield weapons the less equipment/aliens survive when it crashes (adds more to the strategy of making it crash, and keeps low yield aircraft weapons relevant throughout the game). Trying to shoot a UFO down with basic cannons is risky for interceptors but would provide more of a reward on crashing). This would be a great mechanic, but I thought it was in there already. I'm surprised it's not. I am waiting for xen 2 to be finished (aren't we all lol) and so haven't really played it that much. -
Philipjak joined the community
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Lasers are very underwhelming.
gG-Unknown replied to laagamer's topic in Xenonauts-2 General Discussion
There is a bonus you probably missed. Laser weapons are great for rookie soldiers. Solid acc bonus in case soldier has low accuracy stat. Check UFO-paedia again. Laser machine-gun is rather overwhelming beast. Due to thermal dmg type AND reduced recoil AND accuracy bonus. -
This is a minor hotfix to Milestone 5 that we are releasing straight onto the normal public branches while we work on a larger batch of fixes! Changes: Fixed a crash that could occur when loading particular maps (could happen loading any mission after ATLAS Base). Fixed the Display Screen textbox being empty on the game settings panel.