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  1. Yesterday
  2. Two of my Phantoms armor went to zero after flights. They repair over time but the shields never come back. I am playing on the easiest setting and I am on day 182. All Phantoms have 2 Laser Lances and fuel tank equipped. Their base is in Europe. I ran up to day 210 and shields stayed at 0. I didn't see the link? I ran up to day 192 and shields stayed at 0
  3. Hey there, thanks for posting about the bug you've encountered. I hope you don't mind if I ask a few more questions as we need more information to figure out what's causing the bug. What type of aircraft is being affected? Is it the starting aircraft, or one of the more advanced ones? Is it only one aircraft being affected? Or are all aircrafts of the same type not having their armour repaired? It will also help us a lot if you can provide a save file, I'll link a guide below that should help!
  4. Last week
  5. I noticed once your aircraft's armor reaches 0 it never comes back?
  6. I wish there was someone willing just to play the Xenonauts 2 and record the music bits from different parts of the game for all to hear. Especially the air combat music.
  7. And to tell the civilian militia to attack an alien. Sometimes they surprise me a take out an alien I was setting up to kill or hoping wouldn't kill one of my soldiers.
  8. Great Game The option to reveal the entire map. How about a recon pod to mount to on of your aircraft. If you outfit an aircraft and fly over the site it would reveal everything a recon flight would get. Another option is to build a 3rd type of aircraft a drone that you could fly over the area vs the recon pod. Another option is to take a drone operator soldier and small drones on the mission and you could recon a portion of the map as the mission begins and other parts during the mission.
  9. I am really enjoying this game as I never played the other games mentioned here. It would be cool to take have a soldier drone operator with recon drones or even combat drones. Also it would be nice to have night vision googles a soldier can add to his load out. Thanks for a great game
  10. Hello Chris, I bought the game as soon as it was released in early access and I tried it out a bit, but I'm waiting for its full version to play it 100%. Is there an approximate date for when the final version will be ready? Thank you very much.
  11. I also like that option. In fact, I remember some old XCOM or UFO games where when you investigated a live alien, it became a corpse. It was supposed to be too dangerous to keep it alive after investigating it, and then you could perform an autopsy.
  12. I dont normally do this , but due to PC malfunction i lost a campaign on phase 2 took me weeks, i am gutted i have begun a campaign again , added some mods but money will run out soon. Cant find any cheat engine or similar , any way to get more money cheat , thanks
  13. The civillians are still dumb. They should hide in the corner and wait for help or run away from aliens and asking you for help. Military forces, police units should have proper equip and weapons (balistic shields, shotguns, rifles and improved versions later) and use cover to shoot etc.
  14. I'm up to 932 hours of watching lizards and flying brains shoot my poor troops as they try to save the world. My appreciation to the developers & supporters; the game has continually improved, and some of the tactical User Interfaces are the best I've seen. My main wish at this point is for civilians to head for the chopper area as opposed to running back into buildings I know contain aliens, etc. Really breaks suspension of disbelief. I can see an occasional panicked civilian heading towards the known enemy, but it would usually make much more sense for civilians to hide in buildings or try to stay behind troops or head for the chopper for a hoped-for ride.
  15. Thanks. Yeah, I'll note this down. Lots of good suggestions there.
  16. Thanks for the bug report! Yeah, it can feel a bit janky sometimes but, in this case, soldiers being able to look through those types of corners is intended as the wall doesn't extend to end of a tile, and as such doesn't block vision from soldiers unlike other wall corners.
  17. Woops, sorry for the delayed response. Yeah we've been looking into this and we'll get it fixed. Thanks for the bug report!
  18. Yup, we're looking into it. Not sure when we can get a patch out for it but presumably somewhere around milestone 4.
  19. After playing the x-division for X1 i dont think there can be a better xcom game, i wonder if "transplanting x-division to X2" is on the horizon, and if it will be relatively easy.....or it would be another monumental effort..... I think this mod makes a good game, into total classic game, i am holding from buying X2 cos even when finished it cant be the same..... Sweat ....blood , tears and human sacrifices must have gone into making x-division... and i wonder who are DRACUL...CHARON and many otheRs in the logo screen creators. It looks to me like these people are not just incredible programmers , but programmers with time....( 5+ years ago) the mod is actually bigger than the game.... So anyone knows if they will be making a comeback in X2?
  20. Thanks - appreciate your thoughts, I'll go through them today / tomorrow as I work on the balance pass for Milestone 4!
  21. I am veteran of X-com style games and I have played tons of old UFO, X1 and X2. I have played X2 on Commander difficulty (3.0 version) and been enjoying game so far but I think this game has a lot more potential. Gameplay Pretty solid and classic. I like new UI and every small QoL features. I would prefer smaller group of soldiers (maybe 8-10-12). It´s easier to handle them. Having 16 in Pegasus seems a bit too much ... but ok:) Music / Sound I know you are working on those for 4.0 so will comment on it later. Graphics and performance Longer loading times are quite annoying but I see you are working on it. I haven´t seen any major bugs or freezes wich is really good for EA phase. I have to say I loved maps in X1 much more (especially with CE map pack). Specific art style and all little details were lovely. The current maps are rather small (which is not the biggest issue) but little dull and boring. I miss all little details, objects and more detailed textures. Progress / game pacing I would prefer a bit slower pacing and more UFO activities overall (but different mission I see UFO´s are coming in waves and it´s not a bad thing but I would prefer more randomness here. There are many days without any activity and the opposite. I would also love more variety in enemies and their ranks with possibility to interrogate them and gain access to specific tech (their pilot could know how to fight them effectively, their engineer should have access to their main tech, ... ) X-div did great job here. Research could be more tied to interrogating specific aliens (their engineer, medic, leader, ... ) or you could research smth faster etc. You could also get specific parts from their UFO´s (not just alenium and alloy) and use them to build more advanced crafts / gear etc. Economy I have no problem with game being hard on this difficulty but having all the time tight budget without possibility of making just researched things is quite annoying. I would prefer UFO invasion being more intensive but without $ limiting. I can accept lower starting budget but I think that every successful action (shooted down UFO, completed mission,... ) should have positive effect on monthly funding. (bigger threat eliminated = higher fundings - small UFO - 10k, Bomber 50k, ... etc and same would go with panic level). It would also work on terror missions too (XDIV did great job here). You would earn higher funding (from region) for each rescued civil / military unit (let say each rescued one 20k ). Also all changes in funding should be visible on global map (like in X1, x-division etc ) and pls remove funding cap (it´s quite frustrating doing well but getting nothing as reward) Diminishing returns on funding would be better than just capping it. Aircombat I can see some improvements over X1 (customization of aircrafts, UI ) but i would prefer more variety in UFO´s, their weapons and tactics. Also balance seems OFF (in favour of players). You just need to load enough torpedos / missiles and destroy UFO from a far without much problem.ove implementation made in X-division. It´s close to perfect. Real UFO invasion with great variability (you need different tactics, aircrafts there to succeed) In short UFO´s should have higher ranges, more hp, antimeasure systems. It would be cool to fight more advanced versions of crafts you have met before (aliens should improve their ships / tactics too ). I know some players don´t like this aspect of the game but you can make an easier combat for them (in settings). I would also prefer new tech having some drawbacks to force players make a decisions. f.e. Fusion torpedo would have higher damage but less range or ROF etc. Phantom x Gemini - Phantom being faster and more agile but Gemini being stronger with more hp and being able to equip more weapons and things like that. I think this principle should work across different tech. Weapons / Equip I would prefer more variety in weapons and their stats and new tech not just being better version of the older I see you have changed reaction modifiers on weapons (all weapons have 1.0 now?) but I am not fan of this change. It makes machine guns too strong while defending lines (probably too strong anyway, ... could use little accu nerf). The weapons are also too strong to remove cover (especially against UFO´s door, ... ) It shouldn´t be even possible to destroy alien´s hull with conventional weapons. Basic weapons I miss classic rocket launcher (with different rockets) New "multi rocket launcher" would need some love. It should cost lower TU for such low damage. Laser weapons Removes cover / armor too easy Other Mars / Ares is cool and all but I still miss old tank and other vehicles Pls bring more variety (cars, tanks, mechs, .. ) Maybe the best ship could carry them? (instead of 16 troops) I think grenade´s power should be based on distance (closer to impact higher damage) Aliens / Enemies could also use grenades more often (except androns) and different ones (Sebillians explosive, Psyon/sectons stun/chemical based etc. ... ) Aliens could have different resistances to force people to make decisions and adapt their gear. AI improvements AI seems improved but the civilians are still doing strange things. I would imagine most of the civils would crouch in the corner inside the current building and wait for rescue (if they know the truth) or run from aliens. I think civils and military forces and police should use cover more effectively and hide behind obstacles / near corners etc. I also think police and especially special forces (soldiers, ... ) should be well equiped (tactical suit, balistic shields, good guns ) and not be just chicken flying around .... I think the reward for dealing with enemy forces (especially in the Terror missions) could be based on rescued people but it needs better AI. Missions I would add more variety in missions in general. Btw I had three VIP missions in a row and not a single transport. Also more UFO related missions other than just base attack, terror mission / crashed UFO and elimination What kind of missions? - What about infiltrating and stealing data from an alien base / centrum - Searching for specific UFO based on radar transmission (would need upgraded radars) -- > shoot it down or wait for UFO landing and capture their leader / important scientist then who we can interogate for more techs etc. Extract VIP missions: Good small changes but general reward is meh I know it will give information leading to HQ but smth extra would be cool. Maybe some info leading to special tech or smth Eliminate VIP mission: There´s also no extra reward. What about some 200k $ cash or smth There could be also side quest / missions that would lead to special reward (extra $, special tech, ...] Maybe capturing specific alien (higher rank of Sebillian´s pilot, ... ) and interrogate him to discover his secrets (leading to .. ? ) Others I have no problem with soldiers getting XP slower but I don´t think such super secret organisation wouldn´t afford better soldiers. At least give us option to hire more experienced soldiers for higher price (maybe later) I also think that starting soldiers shouldn´t be all novices (maybe 50% of them). Thank you for reading:)
  22. Earlier
  23. Needs new sfx: Units falling under suppression might also need sfx. Berserking needs some yelling I wouldn't mind a few more biome specific ambience sfx
  24. Thanks Kouki. Did you register the other issue too, where at night (first image) the LOS doesn't update correctly under UFO hull? Tiles adjacent to the UFO are always darkened, as if nobody is looking at it. Also, the UFO hull illumination is inconsistent and doesn't follow any logic at night. As you can see, I have multiple units facing the UFO, but the front door area is dark, whereas the top part of the hull is brightly illuminated.
  25. Sorry for the delayed response. Yeah, that is indeed a bug with how the shadows are setup on the UFO, what's happening is the UFO basically has its own drop shadow setup in it plus the shadow generated from the world overlapping with each other. We'll get it fixed
  26. Just noticed that aliens that are just outside of my FoV don't have their black silhouettes visible like in the original XCom. Always thought it was a nice, mood improving detail.
  27. Sounds is, for me, pretty significant. I used to play a fair amount of the original Mirror's Edge as that had really nice sound. The more non-combat areas of the game were pretty peaceful and enjoyable to be in. I look forward to the attention you're giving it. I thought the music in the original Xenonauts was pretty good. The original sound effects were fine but having them be excellent would be cool. I actually modded a lot of the combat sounds, even trying mixing/editing sounds in addition to straight replacing them with other ones I had access to. Thanks for the update
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