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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Murtagks replied to Charon's topic in Completed Game Mods
Thank you Bro! - Yesterday
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
There you go. final kill for power.sav -
[v3.8.0 - Geoscape] Landed UFO and Alien Crew Overlap
Kouki replied to Azzy's topic in Xenonauts-2 Bug Reports
Nice catch! We'll take a look and get it fixed, thanks! -
[v3.8.0 - Ground Combat] UFO Contents Visible at Night
Kouki replied to Azzy's topic in Xenonauts-2 Bug Reports
Thanks for the bug report! We're currently working on fixing this bug and hopefully get it included in the next patch (If Chris decides to push one out before milestone 4) - Last week
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This will never come up in normal gameplay, but if you loop the map of the Earth with an aircraft twice, its marker will disappear. I suspect it's because it went off the map twice. It happens going in both directions, and I was able to do it with both the Pegasus and Gemini. Strangely, reversing your direction can make your marker reappear.
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Azzy joined the community
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[v3.8.0 - Geoscape] Landed UFO and Alien Crew Overlap
Azzy posted a topic in Xenonauts-2 Bug Reports
I'm not entirely sure myself, but it seems like the UI showing how many crew members the UFO has from Quantum Cryptology overlaps with the UI showing the mission information. -
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testgin joined the community
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Murtagks replied to Charon's topic in Completed Game Mods
Can someone please post the save file from the endgame? I want to check the research again, but I dont want to play to the endgame again. -
Murtagks joined the community
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Elenfaro joined the community
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Hello, I always equip my shield with stun guns and therefore had some alive aliens but I found it currently counter-productive in early games as I was lacking 1 corpse for the engineering task and can't use the alive monster to finish it. So will it be possible to kill one or had an option to use alive aliens to finish testing the weapons on them or is it too cruel to think of using them as living bullet tester ? And speaking about capturing alive, will there be a non lethal weapon on MARS or ARES units ? Thanks for the game so far.
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Thanks, yeah that's definitely a bug, we'll get that fixed! We'll take a look into the 'next soldier' button being cut-off as well
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[v3.10.0 ground combat] wooden shrapnel in microgravity
Kouki replied to SoftwareSimian's topic in Xenonauts-2 Bug Reports
Thanks a lot for posting a bug report! We'll take a look into it and get it fixed -
Absolutely, incorporating mental health aspects into games can add depth and realism.
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SoftwareSimian started following [v3.10.0 ground combat] wooden shrapnel in microgravity
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I first noticed when the Cyberdrone crashed through the rear red wall that wooden splinters "exploded" into the air and just got kind of stuck. Then my turn came and I threw a grenade to blow out the wall so I could shoot it, it blew up and made more shrapnel from logs. Then I noticed that all this shrapnel floating in the air was in fact not-quite stuck, it was just acting as if gravity is maybe 1% of real and all the debris was very very gradually falling back to ground (although not really ballistic but more being slowly sucked back to the point of origin). It took at least a minute, but eventually all the floating debris (including the two larger pieces "off-map" to the left) did drift back to ground and disappear. auto_groundcombat_turn_3_start-661.json
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Everyone wants a stuffed alien in their hunting cabin, isnt it ? On top, it is nice trick, you can try catch aliens alive, then sell them for more money than cadavers. So, wealthy earthlinks could buy a luxurious yacht and the alien in a cage. Fabulous lifestyle! Perhaps, we can sell aliens as dog food ? It would be nice create such a system, where aliens eat humans ( which lizards do, a bit) also humans consume aliens. Result is, we are all the same.
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Gijs-Jan started following [v3.10.0] crash on (v3.8.0) ground combat savegame load
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[v3.10.0] crash on (v3.8.0) ground combat savegame load
Gijs-Jan replied to SoftwareSimian's topic in Xenonauts-2 Bug Reports
Thank you for the bug report! We had to remove some assets to finally fully fix the bald-soldier problem, which caused any GC-save to no longer be valid. I'm sorry for the inconvenience it caused but for this one we had no way but to remove the assets and cause this issue. Your save from before the GC should still be valid! -
Once you have completed "<species> Analysis II" engineering project, corpses for that species are no longer useful and should be included in the "Sell Junk" feature. This should also include Cleaner corpses once the Cleaner phase of the campaign is complete (since you'll guaranteed never fight another Cleaner). Also it would be nice to see somewhere what engineering "unique" projects I have completed (corpse analysis, base upgrades, etc).