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Thanks for your response! When I clicked on the knapsack icon I was actually thinking that "this is the only way I can look at what's on the ground;" I didn't think of it as clicking on a dead soldier's belongings. Yeah, I'm an idiot even after 1,400 hours in Xeno2. The problem with my using the new bug reporting system is that I can't locate any folders called "Bug Reports" or a "save folder." When I ask Steam where my Xeno2 files are, they showed the first screen shot (edited) I attach. I found a folder in Windows 11 (see second screen shot) under "Users" which has a single folder containing the output files. I looked through every single sub-folder in both Xeno folders. I also didn't get any prompt to generate a crash zip file that I noticed. I assume that all the folders you mentioned should be included in 5.38.1? Any advice on where to look?
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I finished the game and I have some conclusions
Ruggerman replied to Marcin_1976's topic in Xenonauts-2 General Discussion
X-COM was the start of it all for me, back in the early 90's, as it had a way of drawing you into its own realm, that was exciting, even the graphic's of the day, although not up to today’s standard, were great in their day, and I have played a multitude of games over the intervening years, in this genre. I feel that this version of the games is heading in the right direction, but like so may before, it will be hard to top the original. - Last week
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Thanks for the report. Is this reproducible for you? As Koki said, we've now implemented a new bug reporting system which creates zip files with saves and all the logs etc. If you could attach that in future (rather than the older .log method of reporting bugs we used to use) then that'd be really helpful
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BelzeBuba says : You can use live Mentarch for vivisection AND still have live Mentarch after that for sale. That is certainly impossible.-- >> BUG FIX : ADD CONSISTENCY 1. corpse used for research is consumed by the research, e.i. it can not be sold 2. live alien can be used also for corpse research (it works now), so it is turned into corpse first, then continue as defined in point 1.
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[m5.38.1 - General] Map crates appear to be floating.
Kouki replied to Melee's topic in Xenonauts-2 Bug Reports
Thanks as always for the reports! We'll get it fixed -
Thanks for the bug report! That's interesting, normally you shouldn't be able to open a deceased soldier's inventory so I'm not sure how that happened. We'll give the logs a look but it would be very helpful if you can send us the crash report .zip file as well, there should be a prompt to generate this whenever you relaunch the game after the crash. The .zip file should be in a folder called Bug Reports in the same directory as your save folder.
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Thanks for the bug report! I might be wrong but iirc this isn't necessarily a bug but more of a temporary solution to allow captured mentarchs to be used for corpse research as we didn't want to disincentivize people from capturing aliens instead of killing them (as capturing is a bit harder than killing). I will double check it with Chris though as I might be wrong, it's been a while since this change was made!
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I completed my first downed UFO mission, where I managed to capture a mentarch. I interrogated it, which upon completion opened up the mentarch corpse research option. I started researching the corpse, and then went to my base stores. I was able to sell the captured mentarch, alive. Schrodinger's mentarch! Both alive and dead!
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I finished the game and I have some conclusions
arg replied to Marcin_1976's topic in Xenonauts-2 General Discussion
This game looks great and has many improvements over the original X-COM (1994, as the 2012 feels like a shoot 'em up arcade game). Still, it lacks the oppressive ambience of X-COM, in which you literally feared the next turn. X-COM was unnerving even when in the UI menus. It had a dark atmosphere and the visuals were impressive in that sense. The beep sounds were chilly. When in a mission, everything looked so gloom and mysterious. You literally feared the next turn: the sudden cry of a soldier dying in the fog. or simply the screen showing that the aliens were playing. Also, what is missing is a ship that can carry a whole platoon. I remember that attacking a very large ship in X-COM required a really extenuating session. I hope someone takes the time to mod this game to bring it closer to it. -
Milestone 5.39.0 Released! (Experimental)
OTZ replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I am noticing that rewards for additional operational points are not adding to the daily count. I have activated a few missions and I am stuck at 8 OP/day. -
Hola¡ Estoy intentando instalar el mod de la traduccion al español en la V1.65W estable abril 2023. Sigo las instrucciones de instalacion, pero no me aparecen las carpetas SP en el Mod Manager. Tengo activados los siguientes mods: xcesteam Skitso's Ultimate Megamix Map Pack 2000 ¿Alguien prodría echarme una mano?
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Commander campaign feedback
ih8california replied to Gimrah's topic in Xenonauts-2 General Discussion
adv medit reduces both TUs & weight agree on colossus; needs a buff (many suggestions are floating around) I go back and forth on lasers, I still think they are useful, especially after upgrades (damage & reload-only need 1 ammo pack) Stalker armor indeed is a meme; needs a rework, maybe complete invisibility except after firing (maybe recloaks at the start of next human turn) -
Commander, standard settings, minimal re-loading saves. Duration: 48 hrs 32 mins Victory date: Day 319 Soldiers lost: 17 Missions Won: 36 Missions Lost: 0 Aliens Killed: 667 Soldiers Lost: 17 (I save-scummed friendly kills) Economy: Money is the biggest constraint throughout. I was never short of alenium and rarely short of alloys for long. I did use OP for money once but not for alenium or alloys. The other major constraint early on is doomsday and I had to use OP twice to reduce doomsday, despite winning every mission (I think I broke even on abduction missions, which are very tough early on). I gather you’re bringing back mission caps, which would be good for balance at least. I would up the money for UFO bounties but materially reduce alenium rewards across the board. Tactical game: Overall difficulty curve felt good. Early missions are hard but fun, and lost soldiers are not the end of the world. Then a nice cadence of aliens levelling up followed by me levelling up and evening the playing field. Never felt like a cake-walk. I lost soldiers slowly but steadily throughout with no big wipes. The final mission pair was principally challenging through attrition. I used all of the classes – rifles are weakest but that’s a fair price for versatility. I read people don’t like MGs but I found them to be good throughout. Air game: Mostly pretty good and balanced. Quite fun and not so hard that it makes or breaks the game. The interceptor rebuild makes it less punishing that it could be (I didn’t savescum air game but would definitely have done so otherwise as I wasn’t that skilled and got shot down quite a bit.) I would say torpedoes are overpowered, not least because they can be reloaded so quickly: I shot down my first battleship by just spamming repeat sorties of basic planes with torpedoes. Fusion explosive tech was available too early because I got it from a terror mission way before interceptors: that made me dominant in the air for a long period. Tech: Mostly fine in terms of accessibility, with some exceptions. Explosive upgrade came too early, especially fusion which I got from a terror mission I think (a good month before interceptors appeared). I skipped lasers, which meant I had a tougher period but then temporarily dominated when I switched to all gauss. But I like the fact that you can basically choose between lasers and gauss, with a different power curve. Colossus seems to have no role: recommend making it available much earlier giving it 40 hardness and immunity from armour destruction – that would make it competitive but otherwise it’s long obsolete once available because upgraded guardian armour is just better. Stalker likewise: I really wanted to use this but always had another priority and the ‘accident risk’ based on its low damage reduction was offputting. If it had been available but expensive shortly after Warden then I’d have been much more tempted. Advanced stun rifles, pistols and batons seem not worth it. They are very expensive in alloys and you can just use the stun grenades instead, possibly backed up with some basic batons. With the rifle in particular, it needs some combination of better range, better mag capacity, better armour pierce. I tried it but it was bad. The regular ‘damage’ grenades seem underpowered, albeit hard to tell on Commander with no damage readout. The automed module is overpowered, i.e. it is a no-brainer item on everyone once available. I would remove the stun cure and limit it to removing 1 bleeding wound per turn. Meanwhile advanced medkit seems not worth it: would be better if it reduced weight instead of TU. Mind shield and the 360 vision thing seem unnecessary. With mind shield you’d have to put it on everyone to be effective and why bother – mind control isn’t that bad when you can stun. Vehicles: I didn’t use them. They seemed to be expensive and didn’t offer enough unique utility to tempt me. Maybe they’re actually good but I wouldn’t know. Random suggestion: Would be cool if there were specific training awards instead of stats. Like they could cost a set number of training points. Probably have to apply to everyone, or everyone at that base at that time. You could have like Recoil Control, which reduces impact by X%. Muzzle Discipline, which stops a soldier from overwatching if there is more than X% chance of hitting a friendly. Pitching Practice, which increases range and/or accuracy of grenade throwing. Gunslinger, which increases accuracy on snapshots. Quickdraw, which reduces the % TU needed for pistol shots. (Sorry about formatting. Won't let me unbold.)
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Melee started following [m5.38.1 - General] Map crates appear to be floating.
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Milestone 5.39.0 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! Bugfixes: Fixed a rare crash that could occur if a squadron intercepted a UFO at the exact moment it despawned. Fixed significant slowdown occurring when a unit crushed something while moving (most obvious when moving through fields of hay). -
I had a dead soldier on the ground & wanted to check his equipment (to pick up). As an experiment, I tried clicking on the hex with the casualty, and then clicked on the inventory button (knapsack icon). The game immediately crashed back to home screen. I obviously won't do this any more, but I can see at least a few other players trying it. output.log output.log.1
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[5.38 stable - tactical] 2 same crash site maps in a row
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Thanks. -
[5.38 stable - tactical] 2 same crash site maps in a row
Kouki replied to Skitso's topic in Xenonauts-2 Bug Reports
What most likely happened on the second crash site map was that the dockyard maps had an equal amount of times used, which meant the second crash site map got randomized, it was just a bit of bad RNG that it ended up choosing the same map. Map 1 - 34 Map 2 - 34 Map 3 - 33 + 1(from the first crash site) = 34 so now it randomizes for the second crash site and it just so happened it chose map 3 again. We could add a way to make sure that the last chosen map doesn't get picked again, but again two consecutive maps in the same biome shouldn't be happening often, and even then there's only a 1/3 chance of it happening. -
Heavy Servitor looks properly intimidating, good work! Could the cooldown between evasive rolls be a proper stat? Or something that's moddable? It feels like varying the cooldown length would be another good way to differentiate between different airframes.
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Looking forward to Milestone 6...
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Air combat - make sure its ALWAYS optional. Even commander difficulty always optional. Game balance pass - it is about 3 month late and on top you made no mentions about it for 6th milestone release. Game will need another 2 - 3 balance passes before release, but there is not enough time left. One balance pass takes 1-2 months. That is most pressing issue.
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[5.38 stable - tactical] 2 same crash site maps in a row
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
I don't want to sound diificult, but why isn't the game picking the least used map on the second crash site then? I mean if you have such a system implemented, shouldn't the map that was played just 10 minutes ago be diaregarded from the random map pool? Edit: but yeah, as you said, it's a rare thing and if it needs lots of work to fix it, I'm sure you have more pressing issues to work on. -
[5.38 stable - tactical] 2 same crash site maps in a row
Kouki replied to Skitso's topic in Xenonauts-2 Bug Reports
Thanks! Appreciate you going through the trouble to find the saves. I tested it and yeah it's basically just the randomisation of the maps causing the same map to appear twice (the game picking the least used map, then randomizing the next one). We won't make any changes for now as this should be a relatively rare thing, but I'll take note of this just in case this case gets brought up again (which might mean it's happening more frequently that it should) -
Noticed that you've accidentally made a duplicate post, but we've basically made a bunch of fixes that should prevent stuff like this from happening again once the next patch (5.39) comes out.