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  1. We've released the first "prototype" build for Milestone 4 on our Experimental branch (instructions on how to access it here). Please be aware this build is rather rough and exists mostly to help us track down bugs while we finish working on the new content we're adding for this Milestone. To make this easier, we've added a new bug reporter tool which you can access by pressing F11 - this automatically creates a zip file containing the game logs and recent saves so you can easily attach it to a forum / discord bug report, ensuring we always have all the information we need! Summary of Changes: This update has added content to the end of the campaign (which we're still working on), and made a number of improvements to usability and game balance based on player feedback from Milestone 3. As you can see from the changelog below, there's been quite a few changes - and I'm in the process of testing and revising the new game balance. Please let us know what you think so far - in general money should be more plentiful, and I think things should feel smoother and better balanced up until when Abductors start spawning. The strategy layer has had more testing than the tactical combat so far so please let us know about any difficulty spikes you encounter. We've created dedicated feedback threads for the game balance, and also for stupid AI behaviour. If you see the AI doing any clearly suboptimal moves, please post a save file and a quick description of the issue in that thread so we can adjust it to behave better. New Gameplay Content: Harvester UFOs now appear at the end of the campaign. These are large and heavily-armoured transport UFOs with two different interior layouts and sizeable crews, but contains significant amounts of Alloys and Alenium. Only the Battleship (due in Milestone 5) is larger and more powerful! Androns have been re-introduced into the game with new models and animations. These formidable robotic alien soldiers have very high armour but relatively low HP, and appear as support units for Wraiths on Terror missions and inside larger UFOs. The Colossus Battlesuit is now available for the player to build. This is unlocked from the Harvester, and provides the highest Armour level in the game as well as a Strength boost and the ability to walk through walls. However, it has several disadvantages - it cannot use modules, is limited to carrying only machineguns, and has shorter sight ranges compared to other armours. It is therefore very powerful in an assault role, but needs to be accompanied by soldiers with different equipment that can make up for its shortcomings. At present this armour is relatively similar to the Predator from the first Xenonauts (except it has shorter sight range, rather than a narrower vision cone), and we'll be considering how we can make it more distinct - community suggestions on this topic are welcome! We've added a large number of new maps, including: ~30 large Crashsite maps across all biomes that will be used the new Harvester UFO 5 new Alien Base maps (2 small, 3 medium) 1 new map for the Cleaner Base mission 1 new map for the Cleaner Data Raid missions We're testing a new escort UFO called the Defender which is similar in strength to the Interceptor UFO, but behaves differently as it is designed to engage at long range. We're currently unsure if we're going to keep it or not, so let us know what you think of it. Added Heavy Mentarch, Heavy Servitor, Heavy Cyberdrone, and Reaper Alpha variants of existing units to the later stages of the campaign. These have improved stats. but only the Reaper Alpha currently has a unique model (we're working on the others). Added a new "Sentinel Module" that soldiers can equip (unlocked from Harvesters), which gives them 180-degree vision cones. Added the Reinforced Shield, which is the final upgrade for the Combat Shield and Assault Shield. Added the Energy Knife weapon, which is an upgraded version of the Combat Knife (unlocked from Alien Electronics). Added new Corpse Analysis engineering projects for the Servitor and Andron enemies. Visual / Audio Updates: The Probe UFO now has unique artwork both in the air combat and on the associated Research projects. The unarmoured Sectons that appear in the first mission (and subsequently inside UFOs) have been retextured. Wraith noncombatants have been retextured, and now have a basic jumpsuit uniform rather than being naked. The command room in the ATLAS Base mission has been visually improved, with a proper command table and wall screens that better resemble those on the main menu artwork. Added new models for the human Fusion Shotgun and Fusion Sniper Rifle weapons. Added art for the Nanofabrication research project. Added new art for the Servitor wreckage item. Added improved weapon silhouettes for ballistic / accelerated weapons (these are used in the little minitabs at the top of the tactical UI). Added a number of new sounds to the game: Complete refresh of the existing strategy UI sounds Added pick up / drop sounds for different item types that are used when you are moving items around in soldier inventories, or switching weapons in the tactical combat Added heal sounds for when various healing items are used (medikit, automed unit, servitor auto-heal ray) Added sounds for a melee weapon miss Abduction tubes now play the teleport animation and teleport sound when they disappear midway through an Abduction mission due to the timer expiring. Balance Changes - Strategy: The invasion has been tweaked so that the player needs to run fewer missions in the first couple of months of the campaign. The appearance of Scout UFOs and Destroyer UFOs has been moved forward slightly, and the Cleaner storyline now takes a bit longer to resolve (over the same number of missions). This means the time spent using each equipment tech tier is more even, rather than having lots of missions fighting with the Warden and Accelerated weapons and then being rushed through the later equipment tiers. Funding has been rebalanced so now 50% of your funding is modified by the Panic score in local regions, and shooting down UFOs now grants a small global Panic reduction in addition to the larger local Panic reduction. This restores the link between managing Panic levels and your funding, but ensures the player is not obliged to immediately rush interceptor coverage across the whole globe on higher difficulty settings. Base structures are now more expensive in general, but the Medical Center and Training Room are now much more expensive. The logic here is that these structures are upgrades that improve your soldiers and make tactical combat somewhat easier; it should be a decision whether a player builds them early or instead puts that money towards new interceptors / radar coverage. Two additional plot objectives added to the campaign: capture an alien officer, and capture an alien leader. These unlock research projects that advance the plot and raise funding when complete. Aircraft now take longer to build and are more expensive, and have reduced fuel range on the Geoscape. However, their equipment is cheaper (see below) and they now have a sell price of 50% of their construction cost when sold. Aircraft equipment is no longer individually constructed in the workshop. Starting equipment and weapons are unlimited quantity, and these can be globally upgraded to higher tiers via engineering projects. You no longer pay upkeep costs on aircraft that are still under construction, or queued in the engineering project list. Air Combat - we've tweaked the stats of several UFOs downwards to account for the fact they appear a little earlier in the game. We've also fixed two bugs that will change the balance of the air combat: The difficulty modifier (set on the Campaign Settings) was previously broken, but will now correctly increase / decrease the damage inflicted by UFO weapons. Autoresolved air combat was previously still using the UFO HP / Armour modifiers based on the number of interceptors used (making UFOs easier if you had 1 plane, and harder if you had 3). Gameplay Changes - Strategy: We've added a new "bug reporter" tool which you can access by pressing F11. This will create a .zip file which contains all recent logs and saves, and can easily be attached to any bug report on the Discord or our forums to ensure we have all the information we need (it'll also prompt you about this after a crash). Several updates to make soldier planned loadouts on the Soldier Equip screen (i.e. the loadouts of soldiers that aren't in the dropship) more intuitive and useful: A pop-up message is now generated if you assign new soldiers to the dropship and the base stores does not have enough items to fill their planned loadout (which leads to soldiers not having some items equipped). Item quantities on the Soldier Equip screen now display as "X / Y" where X is the number currently in the base stores, and Y is the total number you own (including any equipped on your soldiers). You can now drag items into planned loadouts even if the base stores contains 0 of those items. If players attempt a second mission without returning to base, equipment is now re-issued to all surviving soldiers in the squad in a round robin method (using everything recovered from the mission site). Previously the first soldier would take all items set in their loadout, then the second, etc - which would lead to issues where there weren't enough ammo magazines for later soldiers to load their weapons, while the first soldier had several extra in their belt. The generic soldier icons on the dropship soldier arrangement screen have now been replaced by soldier role icons, which should make it much easier to tell your soldiers apart. Injured soldiers and wounded soldiers now use different colours in the Soldier Equip screen, making the two states easier to distinguish between. Added the building tooltip to the Main Base screen building list. After completing a Corpse Analysis engineering project which unlocks further engineering projects, the popup now offers to take you to the Engineering screen rather than the Research screen. Added a black background to the strategy UI that will be revealed if people play on ultra-ultra-widescreen monitors (i.e. anything more than 21:9 aspect ratio). The "Choose Aircraft Name" panel now has a cancel button, and can be closed by pressing Esc. Updated the tooltip on the Select Soldier button shown on empty dropship slots on Soldier Equip screen. Updated the tooltip on button confirming aircraft relocation. Air Combat - the first interceptor is now automatically selected when you begin a battle. Air Combat - the rotation arc for UFO weapons that are capable of rotating is now displayed. Air Combat - hovering over either Evasive Roll button now displays a "ghost" plane that shows where the interceptor will end up. Air Combat - different UFOs / aircraft may now have different cooldowns for evasive roll. Air Combat - the sizes of UFOs in the air combat has been updated to improve their relative scale is correct. Air Combat - this now supports weapons that can shoot down missiles Bugfixes - Strategy: Fixed the air combat maps sometimes containing aircraft deployment regions that don't disappear when the battle begins. Fixed the flicker on the Soldier Equip screen that would occur in the bottom left list before you access the screen for the first time. The Guardian "Heavy Armour" module now correctly remembers whether it was enabled or disabled when changing armour (like the heavy armour modules for other armours do). Fixed the soldier HP bar that is shown on hover on the Dropship soldier arrangement screen showing inconsistent values when you switch between soldiers. Fixed an issue where redirecting an aircraft in flight would not spawn the multi-select box if you clicked a target in close proximity to another possible target. Aircraft icon no longer disappears if aircraft circumnavigates the map more than once in a single direction Fixed wounded soldiers in the dropship visually having no armour while travelling back to base. Fixed the mission information UI incorrectly displaying some dummy information if you have built a Quantum Array. Fixed clicking-and-holding to move map while in Geoscape base construction mode acting placing the base when you release the mouse. Fixed the Geoscape nightshadow not extending all the way to the bottom of the map. Destroyed Xenonaut bases on the Geoscape no longer prevent the player building another base nearby. Fixed there being spots in the Soldier list where the mouse scrollwheel would not allow you to scroll the list. Fixed the inverted keybinds when scrolling through different aircraft on the Aircraft screen. Fixed a bug where the Aircraft screen topbar would be hidden if you built a new base and then went directly to the Aircraft screen. Fixed pressing Esc on the Transfer Items screen not returning to the Geoscape like it does on other strategy UI screens. Fixed the Soldier Equip screen starting the the Equipment tab selected in the Armory, not the Weapons tab. Fixed custom loadout names not having a maximum length (now limited to 20 characters). Fixed a few strings that were not being correctly translated. Fixed incorrect proportions on Canadian flag. Balance Changes - Tactical Combat: Melee weapon hit chances no longer 100% by default, and are now affected by Reflexes. The base accuracy of melee weapons is about 60%, and this is increased or decreased based on the difference between the attacker and defender's Reflexes (the Accuracy stat is not a factor in the calculation). This means attacking inanimate objects always has a 100% hit chance. Most weapons now have an increased hit chance at very short range, as weapons now gain more of their accuracy from proximity rather than soldier Accuracy. Generally the hit chance is about +10% higher at point blank than it was previously, which should make burst fire more effective. Rifle / LMG - increased short range bonus by 0.5% per tile for 20 tiles, decreased Accuracy multiplier by 5% on each fire mode (-3% hit chance at 60% Accuracy) Shotgun - range reduced from 10 tiles to 9 tiles, short range bonus increased from 6.25% per tile to 7.5% per tile (makes it slightly more effective within 5 tiles, slightly less effective beyond 5 tiles - but relatively minor overall) Pistol - short range bonus increased from 2.25% to 3% over 12 tiles, and accuracy multuplier reduced by 5% Sniper - these weapons are unaffected. Stunned Xenonaut soldiers equipped with an Automed Unit will now automatically revive themselves when it triggers at end of turn. MARS and other robotic units no longer suffer Accuracy reduction due to injury. VIPs no longer gain flares in night missions. Various updates made to the alien invasion: The aliens in each UFOs / ground missions have been updated to improve consistency. There are now three main alien races (Psyons, Sebillians, Wraiths) with different supporting units for each species - although in Alien Base missions you can encounter enemies of any type. Abduction misisons now contain Cleaners as well as aliens until the Cleaner HQ is destroyed. The number of aliens is reduced if Cleaners are present, but overall the missions get slightly easier once the Cleaner HQ is destroyed. The aliens in the Cleaner HQ mission no longer have Plasma weapons unless it's past day 120, as this was unlocking the corresponding tech earlier than expected. Various updates made to specific weapons: LMGs no longer lose accuracy after the soldier has moved for the first time each turn Reduced the weight of the knife so it is no longer heavier than the pistol. Reduced the suppression on the Stun Gun from 23 to 15 Various updates made to specific aliens: Wraith "Cloaking Field" ability now reduces the shooter's Accuracy, rather than inflicting a flat penalty on overall Hit Chance, and Hit Chance from close range bonus is not affected. This change means that weapons with a naturally low hit chance (e.g. burst fire weapons) are no longer affected much worse than high-accuracy weapons, and the player can still negate the effect by getting closer to the Wraith. Psyon Officers and Psyon Leaders are now equipped with a Psi-Amp weapon, which acts like a Plasma Pistol Pistol but completely ignores armour (which also means it does not damage armour). We'll likely expand this in Milestone 5 so Bravery or Morale offer some kind of defence against it. Various updates made to specific missions, generally to improve the rewards offered or make time limits a bit less punishing: Alien Base missions are now treated as night missions. All Abduction missions now have a base duration of 7 turns (first mission previously had 6, all others had 8) Eliminate VIP missions now have 2 turns longer before enemy reinforcements arrive, and they now give a $200k rewards for victory. VIP Extraction missions now have 1 turn longer before enemy reinforcements arrive, and have 1 fewer enemy. They also now give a $200k reward for victory. The soldiers you are rescuing in the Rescue Soldier missions are now each also carrying a Briefcase of Money (value: $50,000). Cleaner Base now awards 50 Alloys and 50 Alenium on completion. Gameplay Changes - Tactical Combat: The Toggle Roof button is now functional and the visual behaviour of roofs has changed. Now roofs are shown by default, and will hide automatically when a soldier gains vision over any tile inside the building (previously roofs would always be hidden if you had the camera at level 1). After clicking the Toggle Roof button, the roof visibility will be forced on. Moved the civilian / local forces turn to be before the alien turn, which means it's now possible for the local forces to save your troops from being killed by aliens. Local forces should no longer be interested in going inside UFOs. Cover objects with walkable floor tiles on top (shipping containers, caravans, buses, etc) are now linked in terms of destruction, which means destroying the object will remove the walkable tiles. Units stood on these tiles will fall to the ground. Updated the camera behaviour when enemy reinforcements arrive - it now scrolls through any newly spawned enemy units. Updated the camera behaviour at end of turn when bleeding wounds, regeneration or the Automed Unit is being used - the camera will now scroll through all affected units in turn and show any healing or damage effects. Updated the way mouse targeting works when units are on top of objects that you cannot go inside (e.g. cliffs, shipping containers) so that you don't have to move the camera up to their level to click on them. Soldiers marked as "done" for the turn in the tactical combat now have a green tick below their minitab Added a kill count for each soldier on the post-mission debrief screen (each kill shown as an alien skull) The Valkyrie dropship now has side doors which automatically open as units pass through them (this does not cost TU). As they have windows, they do not block vision - but they do stop alien reaction fire hitting soldiers still inside the dropship! Climbing a ladder now plays footstep sounds. Melee attacks now occur more quickly after the player clicks the attack button. Improved the auto-pathing when using a melee / heal item on a target several tiles away, so it correctly finds the shortest path and doesn't get confused by intervening walls. Retextured all the various roller doors in the game, and removed all the static roller doors in the Western Town and replaced them with roller doors that can be opened. Stopped open Xenonaut Base / ATLAS Base blast doors triggering the shut door icon, which blocks other click commands. Fixed z-fighting issues with some of the ATLAS base corridor tiles and the fog of war shader. Fixed some alignment issues for the wall corner tiles in the Xenonaut Base / ATLAS Base map Sped up Mentarch firing animation. Optimised the cabbage fields in the Farm maps. Bugfixes - Tactical Combat: Fixed the Western Town restaurant interior walls appearing black on some systems. Fixed the alien base doors sometimes appearing open / shut when they are not. Fixed an issue where the you would get vision into the UFO at the start of the turn if the door had started open, even though it then automatically closed itself. Fixed the adjacent cover system not correctly disallowing other adjacent cover of similar stopping value. Fixed unconscious civilians / local forces being treated as dead in the mission debrief. Fixed unconscious soldiers with bleeding wounds not taking bleed damage. Fixed being able to heal alien units (this allowed players to get into a few situations that could allow crashes). Prevented the player from healing an unconscious unit if there is another unit stood on their tile, as that would lead to two units occupying the same tile. Fixed another example of soldiers being able to occupy the same tile and get stuck inside each other. Fixed an AI issue with Reapers preventing them from attacking in some circumstances. Wraith active camo ability is no longer reset to being active when loading a saved game. Secton Psionic Triangulation glowing eyes can no longer be seen in the shroud in some circumstances. Secton Psionic triangulation no longer incorrectly triggers off other Sectons in some circumstances. Fixed Psyon Mesmerize incorrectly triggering if a shot misses, hits an explosive object and kills the Psyon. Fixed some mission types not generating autosaves on the first turn. Fixed an AI hang that could occur when an alien unit capable of crushing walls encounters a unit on the other side of the wall Fixed an issue where zooming in / out using the keyboard keys could be too fast if you held down the keys. Fixed some ladders on some of the new Polar maps not being climbable. Fixed the unpathable cliffs on the Polar extraction / ambush maps. Fixed some misaligned road tiles in one of the Cleaner Data Raid missions. Fixed several issues with the Ambush mission trucks having incorrect loot amounts in certain maps. Fixed the large 4x2 oiltank not being correctly removed when destroyed. Fixed being able to see dead bodies inside the crashed UFO in the shroud before the UFO itself becomes visible. Fixed the abduction tubes on Abduction missions being visible in the shroud. Fixed TU reserve mode being left enabled on a weapon after a panicking soldier drops it Fixed TU reserve mode being visually disabled after enemy overwatch occurs Fixed an issue where a teleporter doesn't trigger due to enemy reaction fire occuring as a unit steps onto a teleporter, but the camera still moved up to the higher level as if it had. Fixed an issue where recovering the body of a dead soldier wouldn't also recover the equipped armour on that body (this only applies on lower difficulty settings where armour is not destroyed on death). Fixed the Cleaner reinforcements coming one turn too early for the linked conversation on the Cleaner Data Raid missions. Fixed an issue where the three "On Mission" soldiers would get permanently stuck in the dropship after returning to base if you flew to a Soldier Extraction mission site, then aborted the mission and returned to base. Fixed the camera panning from the dropship objective to the spawn position of your squad on VIP extraction missions also incorrectly happening after loading a save game. Fixed instances where units suffering TU penalties due to insufficient carrying capacity would also have their weapon TU fire costs reduced. Fixed pressing Esc while hovering over an enemy in tactical combat not opening the game menu. Fixed missions incorrectly ending immediately when spawned enemies still remain alive (e.g. Reapers spawned from Zombies). Fixed some flickering on the Cruiser UFO's hull dropshadow.
    7 points
  2. May has been another month of progress for Xenonauts 2. We released the first experimental version of Milestone 4 a couple of weeks ago, an update which brings a lot of new improvements and features to the game. You can read the initial (very long) changelog here, but our work isn't complete yet - we'll be continuing to add new content and fix bugs until we feel the update is ready for general release on the standard Steam / GOG / Epic branches. As always, we greatly appreciate the feedback from members of our community who have played the new version. This help has been invaluable in finding and fixing bugs, and ironing out problems with the game balance. We've got most of the stability issues under control now, which means it's a good time for anyone interested in playing the Experimental build to dive in - and please let us know any thoughts or issues with the game balance in the dedicated Milestone 4 Balance thread! Campaign Balance & Stability: Over the last month we spent a great deal of time playing the campaign in an attempt to get the game balance into reasonable shape before the Experimental release. This seems to have paid off, with the update getting a positive reaction from the community so far. There's not really space to go into specifics about what we've changed (we've tweaked the numbers in a LOT of different places), but the overall difficulty progression and campaign pacing should feel smoother than in previous versions. We've also spent a lot of time fixing bugs. Most of the crash bugs in Milestone 4 have now been fixed, and we're continuing to work through fixes for the other bugs introduced by the new content. In addition to this, we've been working through our backlog of historical bugs (some of which date back to the original Early Access launch), and we've now fixed quite a few of the more serious historical issues too. New Content: We added new content in a few areas last month. Our new sound designer provided a number of new sounds for various parts of the game, such as the soldier equip screen where moving weapons and equipment in soldier inventories previously played no sound. There's now unique sounds for picking up and putting down all sorts of items (also played when switching weapons in the tactical combat), which makes the screen feel much more satisfying to use. We've also added some new 3D models for certain alien variants, some of the human Fusion weapons, and some new terrain pieces for the Farm and Tropical biomes (although these won't appear in the game until Milestone 5). Our level designer has also continued to create new maps for the game; I think we're getting to a pretty good place in terms of map variety now. As per usual, we've added a number of small usability features too - but there's too many of those to list, and individually they're not that exciting. Hopefully you'll notice one or two when you next play the game though! Finally, there's a new bug reporting tool in Milestone 4 that makes it easier for players to report bugs, which can by accessed by pressing F11 and appears automatically after a crash. This just provides a handy zip file of all the files we need to track down bugs, which should make squashing the remaining bugs in the game more straightforward! Conclusion: Our priority for this month is to finish up Milestone 4 and push it out for general release - although we're exactly sure when this will happen, because a lot depends on what feedback we get from our testers and how many bugs we need to fix. However, we'll let everyone know as soon as we're able to set a launch date!
    4 points
  3. 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! Broken Save Compatibility: This build contains some changes to the tech tree, so save games from 4.7.0 and earlier are not compatible with this update. If you'd like to continue playing 4.7.0 then it is available on our Experimental Legacy branches (or on GOG you can manually switch to an older build). Gameplay Updates: The Exosuit is now called the "Vanguard Battlesuit", and has updated research text that reflects the fact is is now the ultimate armour. The "War Machine" achievement now unlocks from equipping this rather than the Colossus. The Aerial Warfare research project now unlocks an "Aircraft Missiles" engineering project that grants unlimited quantities of the basic missiles and torpedoes, as many players did not realise earlier versions of Milestone 4 gave these items immediately on completion of the research. We've updated the click detection in the tactical combat so UFO hulls no longer block clicks, as it could sometimes be difficult to select soldiers near the UFO in earlier versions of Milestone 4. The cabbage field assets that were causing FPS drops have now been fixed (properly this time). We've also made some performance improvements to the tropical jungle tree clumps. New / improved game assets: Added new research text for the Colossus battlesuit. Added corpse analysis projects for the Cyberdrone. Added new artwork for the Andron and Cyberdrone corpses. Updated the Andron idle animations to look more robotic. Updated the animations for the Colossus battlesuit to make it look more robotic, and made some minor improvements to the model. Added a sound effect when you decomission an aircraft. Balance Changes: Wraith seemed disproportionately strong compared to the other alien races, so their HP values have been reduced by 20% and their Cloaking Field now reduces Accuracy by -1.5 per tile (rather than -2). Colossus now sets the user to 100 Strength, rather than giving them a +25 Str bonus. Mentarch Corpse Analysis II and both Andron Corpse Analysis projects now require fewer corpses to complete. Weapon balancing: HEVY Launcher is now an arc-fire weapon rather than a direct-fire weapon and now has a maximum range of 25 tiles, which makes it significantly stronger (unless you're indoors). The scatter for missed shots has been updated to ensure they don't always catch the target in the blast area, particularly when shooting at long range. Slightly increased the fire costs on the shotgun (28% TU to 30%, and 40% to 43%). Reduced the range of the pistol from 12 to 10, but boosted hit bonus from +3% per tile to +4% per tile. It's therefore more accurate within 10 tiles, but less accurate beyond that. Bugfixes: Fixed several crashes related to Cyberdrones being killed. Fixed another crash related to throwing grenades. Fixed new suits of Colossus armour built after the Colossus Upgrade project still being the old non-upgraded Colossus version. Fixed Andron Praetorians not having visible weapons, having too little armour, and incorrectly looking like the basic Androns. Fixed the game playing some strange "weapon equip" sounds after throwing a grenade. Fixed research projects not showing a duration if the remaining time was between 23 and 24 hours. Fixed the Air Superiority achievement not unlocking correctly if you were using air combat autoresolve. Fixed the Angel incorrectly having an (oversized) F-16 icon in the air combat. Fixed another indestructible wall inside the Abductor UFO. Removed references to the integrated grenade launcher on the Colossus, as it can't actually use grenades,
    3 points
  4. 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! 4.6.0 Reversion & Save Compatibility: We released 4.6.0 on Friday and decided to revert back to 4.5.0 roughly 12 hours later due to stability issues in the save / load system. This update fixes those stability issues and will allow players to continue campaigns from 4.5.0, but unfortunately any saves from 4.6.0 will be broken (which they likely were anyway). Nonetheless, if anyone really wants to continue playing 4.6.0 then they can do so on our Experimental Legacy branches. Due to the reversion, these patch notes also contain the changes that were originally made in 4.6.0. Gameplay Updates: Added research text for the Andron Autopsy research project. Expanded the Funding Report so it shows the base funding level for each region, plus the modifier based on the region Panic. All research projects and missions that increase funding now list these values in terms of base funding (the amount you'll actually get varies based on Panic). UFOs now have a limit on the number of times they can land in a single mission, and fixed some issues to do with the take-off process that should help avoid the situation where a UFO spends days flying around the Geoscape while repeatedly taking off and landing. The minimum hit chance required for units to perform overwatch is now 10% and soldiers will not fire their weapons at targets beyond the maximum range of their weapon (which would inflict reduced damage). Androns and other robotic enemies should now play an appropriately mechanical gib animation if they suffer overdamage. Updated the "construct building" sound on the Base screen. Added a sound effect when launching an aircraft onto the Geoscape. Balance Changes: Colossus Armour now reduces the wearer's Reflexes by 20. Sebillian Time Units increased to 75 (from 60), and Reflexes increased to 50 (from 25). Andron Strength increased to 80 (from 50), Reflexes decreased to 25 (from 50), and TU decreased to 55 (from 60). Stalker Armour cloaking field defensive bonus reduced to -1.5 enemy Accuracy per tile (from -2 per tile). You can no longer complete the Fusion Lance or Shielded Plating aircraft upgrade processes without completing the earlier projects in the sequence (making them consistent with the other aircraft upgrade projects). Bugfixes: Fixed a crash in the load / save system (fix for a bug introduced in 4.6.0). Fixed a crash in the air combat that could occur if you accidentally right-clicked on one of the Evasive Roll buttons. Fixed a crash in the tactical combat that would occur if you pressed Esc while hovering over a grenade tile. Fixed another crash that could occur during the AI turn. Fixed the Abduction mission on day ~55 incorrectly spawning twice. Fixed a visual issue on the soldier equip screen where items in the Primary / Secondary would appear doubled when equipping a new loadout (fix for a bug introduced in 4.6.0). Fixed alien / Cleaner weapons being loaded with duplicated ammo clips, making their weight incorrect if you picked them up in the tactical combat. Fixed the You Sunk My Battleship achievement not unlocking after shooting down a Battleship UFO (which won't arrive until Milestone 5). Fixed some indestructible walls in the Abductor UFO. Fixed an issue with a climbable cliff on a Polar map being too close to a building and causing the pathfinding to think units could walk through the air onto a building roof. Fixed some animation issues with the unarmed Colossus armour.
    3 points
  5. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Gameplay Updates: Added extra logging to help us try and fix the issue where people are unable to place the initial base, as we're still trying to diagnose why this is affecting some people. Right-clicking a soldier in the Unassigned soldier list on the Soldier Equip screen will now automatically assign them to an available slot in the dropship (this is the inverse of the fast right-click unassignment you can do when viewing the list of assigned soldiers). There's now a sound effect when soldiers change armour or equip the jetpack / heavy armour modules on the Soldier Equip screen. Updated inventory pick up / drop sounds for the HEVY, Stun Baton and Combat Knife. Improved the path prediction code to prevent situations where the move path would show soldiers being able to move a shorter distance than they were actually able to. Updated the text on the Crash Report panel shown when you start the game up after a crash (previously it was incorrectly showing text from the Bug Report panel, which is similar but not the same). The Bug Report / Crash Report panels now limit the size of Unity crash logs in the zip files to a sensible size. Balance Changes: Added another wave of UFOs to the second month as there were long periods without any spawns. Fixed aircraft armour not being available in unlimited quantities. Battleships have been stripped out of the game after the campaign times out at day 320. They'll be arriving properly in our next major update! Bugfixes: Fixed the AI overwatch hang linked to Wraiths. Fixed a crash that could occur when arranging soldiers in the dropship prior to the Rescue Soldiers mission. Fixed a crash that could occur when attempting to dismiss soldiers. Fixed the Energy Knife not appearing in the Armory, but appearing in the base stores as a transferrable item (this also fixes a crash on the Stores screen due to transferring an infinite quantity item). Fixed Phantom / Gemini integrated aircraft armour not repairing (unless you also had an additional armour item equipped on the aircraft). Fixed an issue with the landed Abductor hull that allowed you to see through the hull and reveal the interior from certain angles. Fixed some incorrect information being displayed in the bottom right Hit Chance element for melee attacks. Alien Grenades and Alien Advanced Grenades are now marked as Junk item for sale purposes. Updated the Aerial Warfare research project text to reflect missiles / torpedoes are now free, rather than needing to be constructed. Fixed a typo in the Cleaner Agent interrogation text. Fixed a visual issue on one of the Western Town petrol station buildings.
    3 points
  6. I also think it would flow better if certain mission rewards were simply credited to the player rather than showing up as physical sellable objects. Perhaps as part of the after-mission summary it could include a small section on things you gained from the mission that are being auto-credited. Like bags of money or whatever, and also Cleaner Data, just say "you found 10 bits of Cleaner Data so you're 10% closer to finding their HQ, also we gave you $100k". When the data or moneybags or what-have-you appears in stores, it's not necessarily obvious to the player that the game is finished with this and can be sold. The new Sell Junk button does help somewhat in that regard, but simply avoiding getting it in stores in the first place would be better.
    2 points
  7. Thanks. We'll worry about what happens after release once we get there though
    2 points
  8. I know sometimes I may seem all grouch and gripes on this board, but I wouldn't keep coming back to play (and playtest it) if I didn't have a real love for the game and the concept. Time to point out some of the cool things I'm noticing here in the experimental build - they might be in other builds, too - could be I'm just noticing some of them here. 1) 3D rendering of the Mentarch in combat: Those tentacles ... they're really swaying ... and that brain looks a lot ... brainer! Definitely a more sinister look than I remember it having before. 2) Fighting Abductor ships ... Those things take a beating to bring down, even with 2 Phantoms armed with a Laser Cannon Each and 2 sets of alenium missiles each. No complaints, that's cool. Wondering if I switch up to torpedoes if that might help - at the moment I don't have the decoder to be able to identify which ship is which just yet, but it might not hurt to go half missile and half torpedo at any rate for the near future. Also, that slow plodding weapon they fire right out the gate deserves paying attention to ... it's like a dull homing torpedo itself ... gotta be sure to stay clear of that ... finally, that 'tracking cone' that appears withing the ring of capable firing area seeks to act like a slow turret they're having to bring around to fire another weapon. Also something to plot your rolls left and right by. Really interesting adjustments to the air combat. Enemy fighters firing right out the gate with longer range missiles also adds some unexpected new combat thrills! 3) I think I've seen this before, but having some of the citizenry armed with lasers and fighting back in advanced game terror missions is also encouraging to see. I don't mind an NPC getting a kill steal or two from me along the way. Especially if it's a darn Reaper, lol ... 4) Speaking of Reapers, my first 'Alien Base' in this game (after the cleaner HQ, that is) was a nest crawling with Reapers, right in my HQ's backyard. Though I intentionally flew in during the day, the game made it a 'night mission' ... in a way, I can understand that ... a hive would likely be underground and the illumination would likely be scant - there were other aliens in there, so it wasn't purely a Hive, I guess, but there were enough Reapers to really slow my exploration to a fearful crawl, and having that ominous night mission music pervading throughout did a number on the nerves. That's not a complaint, that's a thumbs up. Giving shield carriers a measure of safety vs Reapers (while they still have a working shield) is also something I heartily approve of. If it definitely helped increase my survival rating while down there! I'm sure there's another handful or more of things I've noticed that are new and interesting. These are the ones that first come to mind. I'll add more as I remember or stumble across them. Thanks again for all the great work on X2.
    2 points
  9. 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! Gameplay Updates: The spawn regions on Ambush missions have been reduced by 3 tiles, so you can't spawn quite as close to the Cleaner convoy as you could previously. Increased the size of the aircraft hardpoint equipment menu so you can see more available items at once. Bugfixes: Fixed a crash that could occur during the AI turn when you were fighting Servitors. Fixed a crash that could occur on the Soldier Equip screen when dragging items back onto the base stores panel on the right. Fixed the post-mission debrief screen values for killed aliens / dead Xenonauts / surviving civilians being incorrect after running several missions. Fixed several projects incorrectly unlocking on the Cleaner Base being revealed, rather than when it is destroyed (Cleaner Device research, Nanotech Workshop and Quantum Laboratory engineering projects). Fixed the Fusion Lance not appearing for your aircraft if you complete that project before completing the Laser Lance project. The Laser Lance project can no longer be completed once the Fusion Lance has been finished. Prevented soldiers equipped with jetpacks sometimes being able to move onto the same tile as other soldiers, if both were moving simultaneously. Fixed Cleaner trucks on the Ambush missions incorrectly awarding Cleaner Supplies even if destroyed. Fixed Cleaners still being present on the day 57 Abduction Site if you'd managed to destroy the Cleaner Base before that. Fixed the Captured Wraith Leader item not displaying its name correctly.
    2 points
  10. This is a small patch for the 4.4.0 release from a few hours ago, fixing a balance issue with the aircraft equipment weights and a few other small improvements. Changes: Aircraft lance weapons reduced from 8 payload capacity to 6 payload capacity. Performing melee attacks on hostile targets now grants progress points towards increasing Reflexes. The new "loading complete" sound is now played when you load into tactical combat, whether you press the Begin Mission button or use the auto-start toggle. The Training Rate value on the Base screen is now shows decimals where appropriate, as each Interrogation increases the rate by 0.5. When viewing a dropship on the Aircraft screen, the soldier list now increases in size as the dropship capacity increases (rather than a scrollbar being added). Added a new 3D model for the Fusion Pistol. Reduced the volume on the new Geocsape base construction sound.
    2 points
  11. This is how I think it goes: (might be wrong) With laser: After 1st hit HP: 50 Armor: 22 After 2nd hit HP: 32 Armor: 14 After 3rd hit HP: 6 Armor: 6 With accelerated: After 1st hit HP: 45 Armor: 28 After 2nd hit HP: 28 Armor: 26 After 3rd hit HP: 9 Armor: 24 Not sure about thermal vs kinetic though Every shot inflicts 0.5 - 2.0 x damage which models hit location.
    2 points
  12. I've now started a new playthrough of the MS4 with default veteran difficulty. I'll add my thoughts here little by little as I proceed.
    1 point
  13. The problem with armor is that, once you have it (The Guardian) aliens start using Plasma weapons which automatically negates the hardness of that armor, 24 of armor vs like 60 damage of plasma rifle is nothing. I don't remember if X1/X2 uses old x-com damage table 0-200% or TFTD table 50-150%, but if damage goes above the average then the armor means nothing. The same thing can be said about The Colossus armor. It's not much of an improvement over Guardian and it has several limiting factors. The Difficulty ramp I would blame mostly on constant lack of funds
    1 point
  14. Reclaim Territory you lost should be possible but to balance this, just make it harder as normal missions. To get no chance to do this is a real downer.
    1 point
  15. 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 crash that would occur when you completed the "Alenium Warheads" engineering project. Fixed an AI hang that could occur in the alien base. Fixed the confirmation dialog not closing if you tried to sell an aircraft that was under construction. Fixed visual flickering (z-fighting) issue on certain parts of a desert VIP extraction map. Fixed the Automed Module tooltip displaying an unnecessarily long Effect string instead of "Regeneration (25HP)".
    1 point
  16. I thought that but thx for your time anyway. good luck@
    1 point
  17. Hello everyone - this thread is for anyone playing Milestone 4. Please keep an eye on the AI moves during your playthrough, and if you see the aliens doing anything that looks like a clearly suboptimal move then please post about it here so we can fix it. Examples of suboptimal moves might be the AI just not attacking, or attacking the wrong target, positioning its troops badly, shooting and moving in the wrong order when it would clearly be more beneficial to do things the other way around, or anything else that is clearly a "bad" move. If you're reporting issues in this thread then please attach the save game from the start of the alien turn so we can reproduce it and look into why the AI made that decision. In many cases it would also be very helpful if you could add an annotated screenshot explaining what you'd expect the alien to do instead!
    1 point
  18. I have uninstalled the program, and reinstalled it to (4.7.0) and now I can load the game, with or without the Tutorial, and I can now move the cursor to the edge of the screen, and the camera moves with it. Thank you for your help...!!
    1 point
  19. What Happened: After errant click during ground combat, I went to load a save. The menu came up after ESC, and I think it crashed when I clicked 'Load'. I wasn't fully invested in the moment until noticing nothing was happening and file list hadn't appeared, focused on menu thinking click didn't register, then desktop appeared. Restarted game, loaded save, and finished mission.
    1 point
  20. Yeah, there's a crash on 4.5 with enemy AI using teleporter pads. We've made a patch for it in 4.6, unfortunately that one was way buggier than we thought it'd be, so we've reverted said patch for now while we fix those issues. We're working hard on pushing out 4.7 asap!
    1 point
  21. Is this on 4.6.0 or 4.5.0? We just discovered a bug with the save loading in 4.6.0, using older saves and fixing it now.
    1 point
  22. This is a dedicated thread for discussing the game balance in the experimental versions of Milestone 4. Please let us know what parts of the game feel well-balanced, and which do not, so we can polish up the build before the public stable release of this Milestone. The full patch notes for Milestone 4 Prototype (4.0.0) can be seen here:
    1 point
  23. I feel like stun batons miss too much for how many TUs they use. If nerfing them was intended maybe reduce the damage or increase the TU cost or add an aimed strike that always hits.
    1 point
  24. Chris, are you talking about weapon slots or hardpoint values for each weapon type? My point was to increase the available hardpoints (not physical weapon slots) on geminis or am I misunderstanding how that works? And if no to the increase hardpoints, could we at least get a reduction in evasive roll cooldown for the gemini?
    1 point
  25. yes, i skipped producing alle the plating and was trying just the tier 3.
    1 point
  26. Yeah, I didn't bother setting up the conditionals on that because I figured nobody would take out the Cleaner Base that fast. Guess I was wrong
    1 point
  27. 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.
    1 point
  28. Same issue has more screens. Namely recruit new soldiers, warehouse, ... . For some reason, there is a wierd UI style which think like this : when, ever there is a scrollbar, it means we the game offer so much content it cant even fit the screen, so my goal as UI designer is to add as much scrollbars as possible. Well, true is opposite. More scrollbars means less game. Great example is Darkest Dungeon where designers made main game screen such way that it offers all controls and iinformation withou camera movement, scrolling or other similar NON-gameplay input. I support Warie_Wookie, asking for a revision of UI to remove as much scrolbars as possible. For example in warehouse, make items in two columns, so needing for scrolling is less. Recritment screen - limit number of soldiers available to the size of window, so no scrollbar ever appears. and so on ...
    1 point
  29. Yeah, Alien Psi-Amps should be junk. We do need to mark corpses as Junk once the linked engineering projects are completed, but that requires implementation of a system in code and we've not got round to it yet. But it's on the to-do list. Cyberdrone Wreckage is currently junk, yeah. I should probably add engineering projects for that too.
    1 point
  30. Just an update I could have swore I did fusion research and the grenade upgrade. Still playing same game fusion research came up and I did it then the grenade upgrade and it worked fine. I haven't had this much fun with a strategy game since I discovered the Strategy and Tactics Blue and Grey series when I was stationed in Rota Spain in the mid 70's. Thank you so very much for this game.
    1 point
  31. There's one exception to the rule - the final piece of cover is not discounted if it's adjacent cover for the unit being targeted. Otherwise you end up in some strange situations with long lines of cover. If the Mantid was stood one tile further back then both hay bales would be ignored.
    1 point
  32. Sectons on enemy phase didn't attack and just ran around. The only secton that attacked was the one in the blue circle on the roof. bug_report_2024-06-03-03h05_gc_4.3.0_user_f11.zip
    1 point
  33. First mission on Observer (I think) UFO, the Chief Scientist comes onscreen and tells the player about the UFO having a upper level and look for teleporters. I think this is supposed to trigger when a Xenonaut sees some distance inside the UFO, but in my playthrough that triggered during the alien turn so I can't properly see what the aliens are doing while the Chief Scientist is talking over the turn. I think it would be best if it triggered when a Xenonaut set foot inside the UFO, but if you want to keep it at seeing inside, please delay the Chief Scientist until the start of the player's turn and not in the middle of the alien turn.
    1 point
  34. Thanks. This is a very useful post. I think I'm probably going to stop the Cleaner missions spawning as soon as the Cleaner Base is exposed, and then the player can just take out the base whenever they feel like it - but since destroying it awards both cash and a monthly funding increase, they'll be incentivised to do that immediately. I think that aligns incentives better than the current setup. You're right that the mid-to-late game is still a bit lacking in variety. The plan is to add in some story elements to the end of the game in Milestone 5 that should hopefully tie everything together and give more of a purpose to the late game in the same way as the Cleaner arc gives the early game some purpose.
    1 point
  35. Turn 3 End: Previous turn local soldier got shot dead by alien. This turn he suffered another 5 damage from wounds and died again. Turn 4 End: Previous turn a civilian got vaporized by an alien shot, they're just a pile of blood on the ground. This turn during Friendly turn they suffered another 5 damage from wounds and died again. auto_groundcombat_turn_4_end-432.json auto_groundcombat_turn_3_end-430.json
    1 point
  36. QoL: It'd be nice to have a small exclamation mark or similar notifying top bar, manufacture menus and their submenus that I have new engineering options. Below is a quick mockup of what I had in mind. (Enlarge to see bettter) I've noticed I often miss something I'd wanted to build for a long time just because I didn't notice it's become available.
    1 point
  37. The in-game tooltips do explain all this if you hover over the stats in the tooltips, at least. But in summary: 1) Thermal has a damage bonus against terrain. Aliens take equal damage from each. 2) Destruction is applied after the damage calculation is performed, so it only affects future hits. 3) There’s damage randomisation of between 50-200% damage on it hit, which simulates hitting more or less vulnerable areas of the target. Skitsos maths on the hit damage looks correct at first glance.
    1 point
  38. Hey @Chris or @Gijs-Jan I'm not sure how hard this would be, but could the solder tabs at the top of the screen be split to those inside and outside the transport? It's a pain, particularly on the missions where they have to get back for extraction, to keep going through all the soldiers who have full TP but are in the ship to find the ones outside the ship, if you see what I mean?
    1 point
  39. Random things in order of occurrence: Game still gives alloys pretty generously at the beginning of the game. I've downed 2 probes and 2 scouts and were able to fit full squad of warden and accelerated weapons at day 48 with alloys to spare. Is there a reason why I can't build a radar if I don't have enough power for it? Or is there a way to build "off-line" buildings? Geoscape progression feels quite linear at least for the first few months. There's always just one mission available at a time. Could be an interesting change of pace if the game forced me to think which mission to take? Unit starting stats and stat gain feel very good! Also like that the training facility price makes me think it twice. Air combat difficulty feels a lots better and doesn't need so much micro management than before. A clear improvement for me at least. Small thing, but man it feels good to equip a weapon now with the new SFX. *tcha-tchack* Satisfyiiiing!
    1 point
  40. Scouts can contain just Mantids, or I think just Sectons. From destroyers onwards it’s either Psyons / Sectons, Sebillians / Mantids, or Wraith / Servitors. Plus the appropriate terror unit as the campaign goes on.
    1 point
  41. Thanks as always for the bug reports, we'll get this fixed!
    1 point
  42. Yes, that's true. But unless we get around to implementing SMGs for all tiers of weapons, nerfing the range of pistols is actually going to affect quite a few things like shields, LMGs and sniper rifles because then none of them will have access to a secondary weapon that can be used at medium range. Plus also the shotgun would end up being better than the rifle in most situations if it had a longer range than it does now; everyone would just take a combination of shotguns and sniper rifles. So for gameplay reasons we've given pistols a longer range than is realistic. Yeah, it'll be fixed in the next hotfix.
    1 point
  43. In fact I would reduce range of Shotgun even more (to 6-8). It deals more damage while having higher accu bonus. Game and reality are two different things.
    1 point
  44. I uninstalled the game, and then reinstalled it, and low and be-hall, it how allows me to place the first base. Thank you Chris.
    1 point
  45. output.logHere is the output log from the logs folder.
    1 point
  46. Here is some additional info on the Phantom and Gemini Armor. Each aircraft comes with built in Armor, this armor will not repair. However if you add armor the the aircraft it will repair and shows a combined armor of what the aircraft came with plus the added armor.
    1 point
  47. 3 - 4 - 5 actually would work fine for me ... it'd give you fresh options out the gate for the Angel and still give me useful options on the Gemini . Or another option would be to mix up the hard mount values on some of the weaponry. Make some of the light cannons require just one hard mount. Make some of the heavy torpedoes require 2 hard mounts. Missiles that split up into multiple mini missiles when fired. Cannons with ranges other than just 3 and 6. Variety is the spice of life.
    1 point
  48. 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.
    1 point
  49. Thank you so much for adding such options, Chris! The best approach for the UI would probably be to have separate options to customize the UI as much as possible, for example: - Enemy health numbers = enabled/disabled - Enemy damage and status messages (like "stun", "suppressed", "miss") = enabled/disabled - Flashing red circles below enemies = enabled/disabled (these are very immersion breaking). etc. Not seeing the enemy status at all was one of the best elements of the original X-Com. Not knowing the exact status of the enemy contributes to the "fear of the unknown" (and "horror") aspect that the original X-Com was so good at. One is fighting alien creatures in such a game, they should be frightening and not have health numbers or "suppressed" messages etc. floating above them. It also makes the player more "observant", which leads to more rewarding gameplay (Why all the graphics, like a projectile missing the target and hitting into an object behind, when there will be a "miss" popup anyway? Such UI messages are real immersion/atmosphere killers). Almost all successors of the old X-Com series seem to have forgotten about small details like these that made the original game so immersive and atmospheric: one had to be observant and had to carefully look at the "game world". The reason why it is often named as the best PC game of all time is not just because it was mechanically great, it is also because of what people felt when they played it, the "experience": it was an atmospheric, immersive and scary game. Being able to reduce the UI overlay would make Xenonauts much more immersive. The following expanded campaign option would be great: "Always night" If enabled, every tactical battle takes place at night (independently of the time of day on the operational map). Loved this for the old original X-Com too - it was so much more immersive to play. ---------------- Thank you very much for considering! In every mechanical aspect X2 is already much better than the "best PC game of all time", the original X-Com. The only thing that is still missing is the "atmosphere" (making it more immersive and scary) and this is probably crucial for being successful: it does not seem to matter that much if some single element is perfectly balanced or not (which might take a lot of development time too), it is much more about how the game feels as an "experience". It already feels like a "sober combat sim" exactly like the original X-Com and that is absolutely great - only the "horror"/"atmosphere" aspect is missing. Everyone that I ask about the original X-Com first tells me about that scary "barn and cornfield" night missions, seeing the silhouettes of creatures in the dark, hearing the footsteps in the dark, using the motion scanner (which had its own graphical representation that greatly enhanced the immersion) , etc. IF Xenonauts 2 would have all that it would be my new "best PC game of all time"...
    1 point
  50. Perhaps an idea might be an alien robotic artefact that, if you keep it for too long, comes alive and triggers a (mini) base invasion scenario. That might be another way to get one of these/trigger such a mission early in the game. Perhaps an easy mission, but a good way to trigger such a scenario (in Xen1 I made sure my key bases were well defended against an external alien attack).
    1 point
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