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  1. Today
  2. Hey Faeylayn, thank you for taking the time to report this -- do you have a save of this situation? If so, can you load it, hit "F11" in game to export a bug report zip archive, then drag and drop the the bug report zip into this thread? The bug report zip will contain a lot of info (logs, data about the mission, etc) that will make it easier for the devs to understand what is going on.
  3. Hey unsure if this was present earlier, but I was attacking an enemy on the second floor of a structure and used a demo pack to blast the wall cover. This blew away the wall cover and floor causing the enemy to fall through. I tried to follow up with a smoke grenade on the alien from the same direction, but the path prediction wouldn't allow it since there was a wall between me and the alien on the first floor after it fell through. I then decided to try and throw it into the space where the alien had fallen from. I expected possibly the grenade to explode on the second floor and be kind of useless, but I was hoping that it would also fall into the first floor with the alien as it was effectively throwing it over a wall. However the smoke grenade just disappeared and no explosion from the grenade happened, nor did any smoke tiles get created. Unsure if this has happened in earlier versions, but it seems like with demopacks the way they are this might become more standard in terms of tactics.
  4. Yesterday
  5. 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 shouod state the panic reduction etc etc. I need to see the numbers: it's pretty important info in a game about preventing panic...
  6. You are somehow miss the main advantages. 1. Swap main and optional objectives offer player the best mission reward for the most exciting gameplay 2. rework of after battle report falls into "bigger impact" box. For example, when you save all 10 people from abduction tubes, what is current after mission report say to you ? Where is the satisfaction ? where is reward ? Got it ?
  7. I meant, if it is left as is, almost no players will ever be as attentive as you and pay enough attention to notice ... so it's probably not worth changing, given limited dev resources & other issues that have a much bigger impact on experience for a larger percentage of players.
  8. you are right. Current state is : Main objective - kill all (which means player is expected to do a tedious search over whole map) Optional objective - Capture UFO It gows up organically. I propose switch objective >> make Capture UFO the main objective and most lucrative way to win the map. You are on something. Current after battle report is very unfortunate. Player do not get any information about mission objectives. For example, an abduction mission has very specific goal right ? Unfortuantely, on the current after battle report, you dont get any information about your result. SO ? After battle report have to be reworked anyway. Part of the new mission result would obviously be "Bonus XP reward for UFO capture" line That certainly is noticeable.
  9. But if the player wipes out the alien crew then the UFO is captured offscreen anyways. So I believe the main objective is to capture the UFO and the secondary objective is to kill all the aliens. I think it's better to reward the player for killing aliens, not for ignoring them in favour of the main objective. In XCOM UFO defense you could destroy alien bases by blowing up the computers in the command room and then retreating, but that gave you less loot, points and soldier training than defeating all the aliens and capturing the base.
  10. I reckon 999 out of every 1000 Xenonauts 2 players will never be able to tell the difference and distinguish between (i) the current behaviour already in stable milestone 6, (ii) the behaviour Chris proposes (lizards escape with their guns), or (iii) the behaviour you advocate for (more in the player's favour).
  11. To make the UOO bridge mission harder, here's an anti-strategy tip: avoid opening the door to the big mainframe room that's full of aliens until the turn immediately before the first reinforcement wave arrives. Focus on pushing both flanks. Then, just before the first reinforcement wave arrives, accidentally breach the main room with fusion rounds, ideally from as many sides as possible.
  12. Agreed! Small anecdote: I run linux (distro:Ubuntu 24.04 LTS), I bought Xenonauts 2 through the Steam store, the Xenonauts 2 v6.26 -- v6.29 stable builds ran perfectly for me through Steam's proton compatibility layer, I didn't experience any crashes or instability across 190 hours of enjoyable playing time, running in fullscreen windowed mode. Even weird stuff like recording videos of Xenonauts 2 gameplay using Ubuntu's built in screen capture / video recording thing "just worked". I understand that Linux isn't a platform that is officially supported by Xenonauts 2 -- that makes complete sense given linux users are still a small market share, especially for a small dev team to support. But fortunately, since Xenonauts 2 uses the popular Unity engine, Valve (& Unity I guess) would be motivated to make as many Unity games playable under Linux as possible, so even though it may not be officially supported, we find ourselves in the extremely pleasant situation where it works anyway!
  13. Uuo sabotage mission has too much time before reinforcements or too few aliens.
  14. As I've said, best to discuss this in the balance thread. Feel free to @ me so I see the continuation of the conversation. I'll ask the coders to look into it, but to me what the AI is doing there is breaking line of sight from all the Xenonauts that are looking at it before attacking, because that means it won't take loads of reaction fire after it attacks.
  15. Apparently, AI behave differently than you assume : https://www.twitch.tv/videos/2677714055?t=00h28m34s I will make an post in the balance thread. Shield is (was) signature play style of Xenonauts series which makes it different to other similar games. It would be shame if it fades out.
  16. Last week
  17. Thanks for the response, but it should be other way around. Capturing UFO is the only objective we have. If player focuses at objective, you propose that player should be punished by less skills for soldiers (less shooting and walking) and lower loot ? I say it diplomatically, that is a nonsense. Capturing UFO should be the best reward outcome possible ! e.i. FIX : All the loot, all the corpses and some bonus XP for all survived soldiers as form of refund for less shooting. The bonus XP should be at least 2x higher then kill aliens by weapons, because of we fill up the objective. This way a game designer do not push a player into tedious search for "a last crab in a closet" TM, but rather give player a bonus for doing the fun stuff = breach the UFO ! THIS should be quite high on priority queue because it improves gameplay on root level. Thanks
  18. You're right, yeah. This is a bug - if an alien survives you shouldn't get their weapons either. We'll log it as a bug but it's quite a low priority one.
  19. Great comparison. Purely from a game mechanic / player incentive perspective, it seems fair that if the player does not risk their soldiers to clear the whole map, they do not quite get the full reward. Most of the value (~$750k?) is from recovering the UFO itself. There's usually good money in selling alien junk, particularly the alien weapons, so letting the player recover the weapons that belonged to the aliens they didn't even eliminate is very generous. Also entertaining question of how we'd explain or justify this within the game's universe. Maybe after they realise those pesky xenonauts have captured their UFO and there's no going home, the barn lizards drop their guns and attempt to assimilate into the human community, applying for jobs at the local Smokey Joe's franchise, or starting their own construction company.
  20. Hello. Idk if this is a good topic for suggestions, but I would rly appreciate two things in the following updates: 1) instead of overloading your soldiers make it possible to load the dropship with a certain number of items 2) any variation of sidestepping, cause corner peeking with the shields is rly terrible experience
  21. Win by holding UFO for 3 turns looks like a great idea, until I find it cuts my loot very strange way. Only corpses are missing. Is it correct ? If I capture UFO, 3 Sebilians stay in a barn but I get all their weapons they have. If I found them in a barn, and kill them personally , I get their weapons AND their bodies. Which means, if I win by holding UFO, we make some kind of deal with aliens, they hand over weapons and walk away ? What is your thought ?
  22. Thanks for the feedback, I appreciate you taking the time to write it out!
  23. Thanks for taking the time to post a bug report! Did the game generate a bug report .zip file when it crashes? It usually automatically makes one and this is usually located in Documents/Xenonauts 2/BugReports (same directory you got the output.log file) If there's no bug report file, can you try loading the save again and see if it crashes? If it does, can you relaunch the game and see if it prompts you to create a bug report file? If there's no such prompt, can you press F11 so the game can manually compile a crash report for us to look into? Thanks!
  24. This update contains the next round of stability fixes for Milestone 6. We're now largely focused on our upcoming Milestone 7 update, but we'll continue to investigate and patch any serious issues reported by the community! As always, these hotfixes can sometimes break tactical mission saves. If you experience unexpected crashes playing an existing tactical save immediately after the update please try restarting the mission by loading the pre-mission strategy save. Bugfixes: Fixed an issue where the game would sometimes not show the Game Over screen if too many regions were above 100 Panic at the point where the player lost the campaign. Fixed a crash that could randomly occur during the AI turn during tactical combat due to an error in the AI's tile search algorithm. Fixed a crash that could occur if you shot down a UFO over international waters (i.e. in the distant parts of the oceans). Fixed a crash that could occur on the dropship soldier arrangement screen if the player hovered over a soldier icon in the dropship while dragging a soldier line in the soldier list on the left. Fixed a crash that would be (eventually) caused by players going to the dropship soldier arrangement screen from the unassigned soldier tab of the pre-mission soldier equip screen. Fixed a variety of crashes on the Soldier Equip screen related to assigning / unassigning the placeholder dropship soldiers on the Rescue Soldiers mission, and ensured they don't get stuck in the "Airborne" state if you cancel the dropship flight while it is en-route to the mission site. Fixed an issue with the target soldier generation on the Rescue Soldiers mission.
  25. A few thoughts regarding balance & strategies already available in the milestone 6 stable version: I appreciate the game's resource scarcity, particularly if the player opts in for one of the harder difficulty settings. If there was always plentiful cash and resources to buy everything you wanted, there would be fewer interesting strategic decisions! You can invest your limited resources in anything you like, but not everything at once, you have to pick something to prioritise and other things to delay or sacrifice. There's also the existing option of starting a custom difficulty campaign with the initial and monthly funding sliders set to the maximums! There are quite a few ways to make a little extra cash, beyond the income from monthly funding: clearing UFO crash sites and selling alien junk provides a lot of cash there are all those engineering projects for small damage boosts if you save up and consume lots and lots of alien corpses. But there is also the option of ignoring these projects and instead selling all these corpses for cash when you really need it for a significant upgrade if you have the doomsday / panic situation under control, the fundraising strategic operation to spend 100 OP for $500k right now is often attractive. $500k right now is often a lot more impactful than investing in a funding supporter who adds $150k each month starting at at the end of the month if you go out of your way to capture aliens during tactical missions, they have a better market price than dead aliens Regarding ranking up soldiers the training facility, as well as the regional bonuses for getting 4 / 4 supporters in North America & Western Europe, give big boosts to level up troops and improving their attributes, and this is particularly noticeable for inexperienced troops. By the late game it is relatively cheap (in terms of game resources, player time and attention) to replace veteran soldiers with quite strong rookies, without needing to grind lots of easy missions to level up the rookies. Xenonauts 2 is giving you multiple ways to quickly and easily level up your replacement soldiers, which can be used in combination, but the way you can do it in this game differs from how you would have been forced to do it in the original UFO game. At late game, by the time a new rookie goes on their first mission with the team, I find they're often already a 0 mission 0 kill Sgt Major with formidable attributes. You mentioned the difficulty of getting soldiers at a 2nd base levelled up and with decent enough equipment to be useful, and also the difficulty of affording a training facility early in a campaign. Maybe if you skipped investing in that 2nd base of soldiers, it could be easier to afford that early training facility? I've played a few campaigns and never found a 2nd base of soldiers helps significantly. If I critique my own play, I tend to get a 2nd science lab very early, that was a good move in some of the older UFO games, but Xenonauts 2 is its own game: during phase 1, before the invasion begins, research isn't such a bottleneck, there aren't heaps of UFO crash sites with abundant alien technologies that need to be researched. If instead of spending ~$750k on that early 2nd science lab and hiring 5-7 extra scientists, I'd have enough to afford a training facility very early. Maybe different players have different preferences in how they'd like campaigns to work. Some like yourself would prefer to enjoy a longer, more drawn out campaign, perhaps with a bit more content, considerably more missions, a little more grinding of small UFO crash sites, etc. Other players may prefer shorter campaigns, and avoiding repeated content in each campaign. It seems like Xenonaut 2's design choices (e.g. the UFO delegation mechanic, which can be disabled when starting a new campaign) are intentionally pushing the default settings of the game in the direction of a shorter campaign consisting of more unique missions and not forcing the player to repeatedly play the same kind of mission / UFO crash site.
  26. hi Kaljamaha, welcome to the forum, thank you for taking the time to make an account and report this issue. if you have a moment, could you please also open the xenonauts 2 main menu and press F11 to capture a full bug report zip file, then attach that bug report zip file to this thread ? You should be able to drag and drop it -- the full bug report zip will contain some extra information about your system configuration & your save games that may help the devs understand exactly what is causing this issue. I took a quick glance at the output.log you attached, and at the end it has a "FATAL" error message saying Error happened in Unity lifecycle: Could not allocate memory: System out of memory! so the issue might be that your computer does not have enough free memory to load your latest save. How much RAM do you have installed? If you have many other programs running at the same time, perhaps closing some of them may free up enough memory so that xenonauts 2 can load your save.
  27. Starting from the main menu, cannot continue game, either via the 'Continue' button, or by selecting and loading latest save. The loading screen gets to about 85%, then crash to desktop. Attached log file. output.zip
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