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  1. 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! This is our first test build for Milestone 3, and we're releasing it to test for stability issues that may have occurred as a result of us upgrading the game to use a newer version of Unity. The new content is included but still unpolished at this stage; we'll be finishing that off and starting to test that properly next week (assuming there's no widespread technical issues as a result of the Unity upgrade). KEY CHANGES: New Content: The playable time for the campaign has been extended to 260 days (from 180 days), during which time the Cruiser UFO will begin to spawn. This contains or unlocks several new pieces of content: Cruiser UFO (with two interior layout variants) Alien Fusion Weapons Xenonaut Fusion Weapons The Gemini interceptor The Pegasus dropship The ARES (an improved version of the MARS) At present we only have research text / art for some of these projects; the remainder will be finished by the end of next week. Unity 2022: We've upgraded Xenonauts 2 to run on Unity 2022, which is a much more modern version of Unity than we were previously using. We've tested the game pretty heavily at this end and fixed most of the bugs we encountered, but now we need to see how the game works on a wider selection of hardware. Please give the game a test and let us know if you encounter any issues! Borderless Fullscreen: Borderless Fullscreen mode should now be properly supported in Xenonauts 2. The monitor resolution settings are now handled natively by Unity 2022 rather than through our own code so we'd appreciate it if people can give this feature a test and see if it is working as intended, particularly if you have multiple monitors or some kind of unusual hardware setup. Faster Loading: Load times should now be reduced by about 30% across all sections of the game, and we're hoping to reduce this by another 10%-20% in Milestone 4. However, please remember that this is an Experimental build and it has lots of extra logging that slow load times - for now, this is likely to cancel out any improvements compared to the "normal" build on the default branches! We've also taken the opportunity to move the tactical mission briefing onto the loading screen, rather than showing it at the start of the mission. This gives you something to read while the mission loads, and allows you to get into the action faster once the load is complete! AI Improvements: We've spent a lot of time working on the AI for this update, improving both the general decision-making of the AI and addressing various specific issues that have been affecting gameplay like: Civilians are now much less suicidal. Melee units (especially Reapers) should make better decisions. AI units will no longer just stand in fire / smoke until they die or pass out. The AI will now open doors even if the tile on the other side is blocked by another unit, allowing them to shoot at Xenonauts camping doors. Pre-Mission Soldier Equip / Arrangement: One frequently requested feature was to add a button on the pre-mission Soldier Equip screen that allows the player to easily access the screen where they can set the positions of their soldiers within the dropship. We've now implemented this, allowing you to easily switch back and forth between these screens prior to launching a dropship. "Sell Junk Items" button: We've also added a button on the base stores screen that will set all "junk" items (e.g. items that are not used in research / engineering projects) to sell at maximum quantity. In future we may expand this system to allow autoselling items immediately after the mission, or we may add in a system where the reduced sale prices of items will increase over time (giving players an incentive not to always sell their junk immediately). Bleeding Wound Healing & Bleeding Aliens: Aliens can now suffer Bleeding Wounds when they take damage in the same way that Xenonauts do. However, each Bleeding Wound now have a 25% chance of healing and disappearing after it inflicts damage at the end of the turn. Unconscious units will now also continue to suffer damage from any bleeding wounds they suffered while conscious, and may die as a result. Mission Updates & Balancing: We did a balance pass on the early game as part of our AI testing. A number of tweaks have been made to reflect the fact Convoy Ambush missions felt a little too easy, whereas the second Abduction Site mission, the Cleaner Leader Elimination missions and any early Base Defence missions felt harder than other missions. We've also made a number of changes to specific mission types: Abduction missions: Abduction missions no longer end immediately when the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with a time-limited optional objective). This change was made because many players reported that the abrupt ending of the mission in previous versions could feel quite jarring. You still gain Alien Alloys for each abduction tube you disable, but now you also gain -1 Panic in the local region for each surviving civilian that you released. The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns). There's now a teleport animation when the tubes disappear. Data Raid missions: These are the missions where you have to capture a certain number of Data Sticks from Cleaner computers. These have now been updated so victory is triggered off the number of computers you have interacted with (i.e. sabotaged), rather than how many Data Sticks you have brought back to the dropship. This change is unlikely to affect too many players, and was made because having a retreating soldier killed while carrying Data Sticks could completely ruin a mission. In most cases the mission will play out exactly the same as it did before. We've added a new UI element for this mission that shows how many Data Stick items are being carried by each soldier. The objectives now show how many turns remaining until the enemy reinforcements start appearing. Enemy reinforcements timer reduced by 1 turn, unless the mission is encountered in month 1. Extract VIP missions: At the start of the mission, the camera shows the empty dropship you are trying to reach before panning to the starting positions of your soldiers. This gives the player clarity over which direction they need to travel at the start of the mission. The VIP is now automatically added to your team at the start of the mission (rather than the player having to click on them). The VIP now has 50 TU rather than 40 TU. Enemy reinforcements timer reduced by 1 turn (from 9 to 8) The objectives now show how many turns remaining until enemy reinforcements start appearing. Soldier Rescue missions: Many players did not appear to understand that you were expected to leave 3 free slots in your dropship on this mission, which gave you space to pick up the 3 soldiers that needed to be rescued. We have therefore added them to the dropship as "ghost soldiers" that fill those dropship slots (this means you can also view their stats prior to the mission). We've also updated the logic about which soldiers are recovered if the player does not leave those 3 free slots in their dropship. The game will now always pick living soldiers over dead soldiers (irrespective of their origin), and will prefer your existing soldiers to those you are supposedly trying to rescue. Eliminate VIP mission: On Eliminate VIP missions, the camera will now pan to the VIP and show a message reading "VIP Sighted" when you see the target. It will also show a "VIP Eliminated" or "VIP Stunned" message at the appropriate points. The objectives now show how many turns remaining until enemy reinforcements start appearing. MINOR BALANCE CHANGES: We found that soldiers were becoming too strong too quickly in previous builds and this problem was just getting worse as we extended the length of the campaign. We've therefore taken several steps to slow down soldier progression a little: Starting values for soldier attributes are now capped at 65 (previously 70) Starting soldiers are now Privates rather than Corporals. Reduced the speed at which soldiers gain combat experience to about 60% of the previous level. The training speed of the Training Room has been halved (both the starting value and the gain from completing Interrogation projects). It is no longer possible to see doors opening or closing under the fog of war, as this made the position of alien units very obvious. These doors will now only visually update when one of your units sees them. Sectons now trigger their Psionic Triangulation accuracy bonus from being near Psyons, not by being near other Sectons. However, if the Psyon is killed (and no other Psyon is nearby) the Secton will now immediately panic and lose all remaining TU. Duration of crash sites reduced from 72 hours to 32 hours. Medikit weight increased to 25 (from 15). Construction time of Radar Array reduced from 20 days to 15 days. Using a healing item will no longer trigger enemy reaction fire. Enabled reaction fire on the various alien melee weapons (mantids, sebillians, reapers, mentarch, zombies). Air Combat balancing: Reduced construction cost of missiles / torpedoes by 20% Reduced upkeep for Angel from $100k to $75k per month Reduced upkeep for Phantom from $150k to $120k per month Destroyer UFO increased to 200HP (from 175). Fighter UFO turn rate increased by 50%. Fighter Cannon armour destruction increased to 2-5 (from 0-3). Abductor UFO increased to 275HP (from 250). Abductor Cannon range increased by 10%, armour destruction increased from 1-3 to 3-5, and reload time reduced from 0.75 sec to 0.5 sec. Projectile speed slowed down by 33%. Alien Interceptor Missiles armour destruction increased to 3-7 (from 0-4). MINOR GAMEPLAY / CONTENT CHANGES: Added a number of new maps for Terror Sites / ATLAS Base / Cleaner Data Raid / Convoy Ambush / Rescue VIP missions. Added new 3D models for the Cleaner Accelerated Rifle, Accelerated Shotgun, Accelerated LMG, Alloy Shield, Stun Gun and Stun Baton. Added new 2D inventory tile art for the melee knife and the HEVY Smoke Rounds. Added Fusion weapons to the game. For any Kickstarter backers who saw the old incarnation of these weapons, we've updated the designs of the Shotgun and LMG and also given each weapon a unique ammo battery design. Added proper melee animations for the Mantid and Sebillian units. Units now play an injury sound and injury animation when struck with a stun weapon that does not inflict damage. Soldiers should now hide their carried weapon when performing their ladder climb animation. It is now possible to use any combination of uppercase and lowercase letters in soldier / aircraft / base names. Moved a check that was preventing a player launching an empty dropship from the Launch Aircraft screen to the pre-mission Soldier Equip screen instead (i.e. after you've had a chance to fill the dropship with soldiers). Stopping chance 0% objects are no longer highlighted on the fire path. Added a basic sort order system to the soldier loadout profiles. Units that can crush terrain now do not crush an open double door when they pass through it (most noticable inside UFOs and in Alien Base missions). The MARS now shows a custom "cannot interact" cursor when hovering over a mission objective item (like a computer desk) that soldiers can interact with but vehicles cannot. BUGFIXES: Fixed a crash that could occur if you tried to run a building upgrade project when having a large number of buildings (most commonly occurred with the Gauss Battery Upgrade project). Reloading a weapon in the tactical inventory now correctly plays the reload sound. Fixed a bug where the text on UFO information pop-ups was not being displayed for users playing in Chinese / Japanese / Korean. Fixed a bug where Unassigned soldiers are not showing certain items on their paperdoll image on the Soldier Equip screen (jetpacks, MARS weapons, etc). Fixed soldiers sometimes not being removed from the dropship even when reduced to below 50% HP. Fixed a bug where the Autofill Dropship button on the Soldier Equip screen could bypass the dropship vehicle limit. Fixed a bug where Senty Guns were incorrectly showing on the Soldier Equip screen in secondary bases (they should only appear before Base Defence missions, as that's the only time they can be used). Fixed a bug where the soldier paperdoll could get blurred if a certain combination of items were equipped Fixed a bug where the soldier portrait could disappear on the dropship soldier arrangement screen Fixed the bug where grenades could get stuck displaying a 0% hit chance. Fixed a bug where units could stand in mid-air at the top of a ladder. Fixed a bug where you could place two soldiers into the same destination tile if one of them was using a jetpack. Fixed a bug where unconscious units could not be revived with a medikit, Fixed a bug where the shoot/move preview hit calculations was not accurately updating the value for Wraith Cloaking Field based on the new soldier location being previewed. Fixed a bug where TU values could end up with a decimal point after a Berserk action. Fixed a bug where suppressing an enemy unit with reaction fire would not stop them finishing their planned movement. Fixed a bug where crouching during the pre-battle deployment phase on cerrtain missions cost TU, and did not refund it if you stood up. Fixed a bug where the crouch keyboard shortcut ("C") did not work during the pre-battle deployment phase. Fixed a bug where the combat shield was not disappearing after being destroyed. Fixed a bug where certain weapons could not be picked up from the ground after being dropped. Fixed certain objective items (mostly the computer desks) being incorrectly rotated in some situations. Fixed the Bleeding Wounds counter being displayed vertically if the unit has more than 10 Bleeding Wounds. Fixed the open door mouse cursor remaining active on the menu if you press Esc while hovering over a door. Fixed a visual issue where the green deployment area tiles could sometimes remain after the end of the deployment phase. Fixed throwing a grenade / flare onto the roof of a building causing windows on the floor below to shatter. Fixed some visual issues with the restaurant sign in the Western Town terror maps. Fixed a number of bugs with the Ultimate Power achievement (bring all Colonels to a mission).
    8 points
  2. Hello everyone - this month's update covers both December and January, as I was out of the office over new year. We've all returned refreshed from our Christmas break and we hope you all had a good festive season too! Milestone 3: The biggest piece of news is that Milestone 3 is out on our Experimental branches for testing, with the goal of releasing the final version of Milestone 3 onto the default Steam / GOG / Epic branches on February 19th. There's an extensive changelog for Milestone 3 which you can read here, but this new build ticks off a number of content items on our roadmap: the Cruiser UFO, both alien and human Fusion Weapons, the third interceptor aircraft and third dropship aircraft, plus the ARES (an upgraded hovering version of the MARS). We're currently hotfixing the game on a daily basis to remove crashes and AI hangs encountered by our community, and we'll be focusing on smoothing out the game balance once the worst of the bugs are dealt with. Unity 2022 - Load Times & Borderless Fullscreen: The biggest single task we've completed on over the past couple of months has been upgrading to Unity 2022, which Milestone 3 now runs on. This has been quite disruptive, but worthwhile - the update has enabled us to reduce load times by ~30% across all parts of the game, and we're hoping to further improve that to a ~50% reduction in the coming months. The game now also properly supports Borderless Fullscreen mode, allowing you to freely Alt-Tab without issues (something a LOT of people in the community had been requesting). Players should encounter fewer issues with multi-monitor setups than before too. The upgrade should also help speed up development somewhat. I won't bore you with the technical details, but code compiles much faster in 2022 relative to our older version and there's much more powerful debug tools available, so we'll collectively be spending a lot less time twiddling our thumbs while we wait to test our work. AI Upgrades: The other major task we've been working on is AI improvements. The AI now has access to more information about the battlefield around it, and it's making much more sensible decisions in combat about where to position its units and how to attack. However, we're still keeping a close eye on the AI because further tweaks or bugfixes may be required - even minor issues in the AI settings can cause AI units to do bizarre things in certain situations. But the good news is that these issues should now be easy to fix, and it's just a case of testing the game enough to find them all. Specific AI improvements have been also made to the civilians (who were famously suicidal in older builds) and for melee aliens like Reapers, which had been struggling to attack effectively. New Assets: As well as the new content I already mentioned has been added for Milestone 3, we've been adding lots of new maps to the game and have also added a significant number of new 3D models for various soldier weapons that had previously been using placeholders. The research art for the new research projects is also largely complete and should be finished by the 19th. We're also starting to work on updates that won't appear until Milestone 4. Kickstarter backers will remember pre-Early Access versions of the game contained the Andron alien race, but they were removed due to issues with their models and animations. The updated Androns have now been designed and are in the process of being modelled up so we can reintroduce them in future. This is part of a wider task to create additional variants of existing aliens. The Wraiths in particular don't have enough 3D model variants to represent their different ranks, so we've designed a more heavily armoured Wraith variant that will appear in the later UFOs, and also designed a proper uniform for the basic "civilian" Wraith you encounter acting as a pilot or engineer inside UFOs (currently they just appear naked). Conclusion: Overall, it's been a productive couple of months for the team despite the disruption of the Christmas holidays. The Unity 2022 upgrade and the AI upgrades were both large tasks so it's nice to have them done, and I think Milestone 3 is going to be another significant upgrade for the game - once testing has ironed out all the kinks. Thanks for reading, and please let us know if you encounter any bugs or issues when playing on the Experimental branch!
    4 points
  3. I'd like to have few improvements to the end of mission stats screen. Alloys and alenium should be in their own paragraph under Recovered materials above the Recovered items we have now. Changes in panic levels should also be on display. The effects of your actions are often left a bit vague. Unit specific kill numbers.
    3 points
  4. Our Milestone 3 update to Xenonauts 2 has now officially been released! This update will break existing saved games, but if you want to keep playing your existing campaigns please switch to our Legacy branches where Milestone 2 is still available (instructions on how to do so here). This initial version of Milestone 3 is an "developer" build with additional logging that causes slower performance and occasional flashes of red debug text while you play. We'll switch back to a normal "release" build without this extra logging by the end of the week. We've decided to do this because we want to ensure anyone suffering issues from our upgrade to Unity 2022 can easily provide us the information to fix them - we'll be watching the forums / discord / Steam forums carefully for feedback and bug reports, so please let us know if you encounter any bugs or other problems! As we've made a LOT of changes to the game in this update, I'll start by highlighting the most important improvements here with a little developer commentary. New Content: Additional content is always nice, and Milestone 3 contains the new Cruiser UFO which unlocks a lot of new technology for the player to play with! Although is still not possible to complete the campaign (that will be Milestone 5 as there's two more UFOs yet to come), the playable time for the campaign has been extended significantly. The playable time for the campaign has been extended to 260 days (up from 180 days in Milestone 2), during which time the Cruiser UFO will begin to spawn. This contains or unlocks several new pieces of content: Cruiser UFO (with two interior layout variants) Alien Fusion Weapons Xenonaut Fusion Weapons The Gemini interceptor The Pegasus dropship The ARES (an improved version of the MARS) Unity 2022: Players have been requesting two major improvements that were struggling to deliver on our outdated version of Unity - faster load times, and proper support for borderless windowed mode. We therefore upgraded to Unity 2022 so we could give you those things in Milestone 3! Borderless Fullscreen mode should now be properly supported in the settings menu. The monitor resolution settings are now handled natively by Unity rather than through our own code so please report any strange behaviour as a bug so we can look into it (particularly if you have multiple monitors or some kind of unusual hardware setup). Load times should now be reduced by about 30% across all sections of the game, we're hoping to reduce this by another 10%-20% in Milestone 4 (NOTE: this won't be apparent for the next few days, as all the extra debug logging from a "developer" build cancels out the improved loading speed). The tactical mission briefing is now also shown on the loading screen, rather than at the start of the mission, which gets you into the action faster once the load is complete! AI Improvements: Many players found the primitive AI in earlier versions of the game a bit immersion-breaking or easy to exploit. We've made significant AI upgrades in Milestone 3 that mean enemies should be more intelligent and civilians should be less suicidal. We're continuing to work on this, but personally I think a major improvement is already visible. We've upgraded the general decision-making of the AI, and also addressing various specific issues including: Civilians are now much less suicidal. Melee units (especially Reapers) should make better decisions. AI units will no longer just stand in fire / smoke until they die or pass out. The AI will now open doors even if the tile on the other side is blocked by another unit, allowing them to shoot at Xenonauts camping doors. Cleaner reinforcements will now act more aggressively on most maps, and move quickly towards your dropship / extraction area. Bleeding Wound Healing & Bleeding Aliens: Community feedback suggested it was unfair that aliens did not suffer bleeding wounds like Xenonauts did - so now they do (although Sebillians heal them immediately). We've also added a heal chance to all Bleeding Wounds, so they're no longer a guaranteed death sentence if there's no Medikit nearby. Aliens now suffer Bleeding Wounds when they take damage in the same way that Xenonauts do. However, each Bleeding Wound now has a 25% chance of healing and disappearing after it inflicts damage at the end of the turn. Unconscious units will now also continue to suffer damage from any bleeding wounds they suffered while conscious, and may die as a result. Usability Improvements: Although Milestone 3 was focused on adding new content, we also added a couple of usability features that were frequently requested by the community to make soldier management and item management easier. Pre-Mission Soldier Equip / Arrangement - we've added a button on the pre-mission Soldier Equip screen that allows easy access to the screen where you can set the positions of your soldiers within the dropship, allowing you to easily switch back and forth between these screens prior to launching a dropship. "Sell Junk Items" button - we've also added a button on the base stores screen that will set all "junk" items (e.g. items that are not used in research / engineering projects) to sell at maximum quantity. We're likely to expand this system in future. Abduction missions: Abduction missions have been updated to address player concerns. They are now explained better, and no longer end immediately when the timer expires - but the Panic gain or reduction of the mission is now tied to the number of freed civilians, so the result should feel less arbitrary (now the civilian AI is improved, you're also expected to protect the civilians and you will get reduced rewards if they die). Abduction missions no longer end immediately when the timer expires and the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with an additional time-limited objective). The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns). There's now a teleport animation when the tubes disappear. You still gain Alien Alloys for each abduction tube you disable, but the Panic increase or reduction from the mission depends on how many of the 10 civilians you rescue: If you don't attempt the mission at all, you get +20 local panic +2 panic for each civilian remaining in an abduction tube when the timer runs out and the tubes teleport away -2 panic for each civilian freed from an abduction tube that survives the mission +0 panic for a civilian freed from the tube who is killed before the end of the mission Data Raid missions: These are the missions where you have to capture Data Sticks from the Cleaner office. Relatively minor changes here, just some UI improvements and a tweak to the objectives that means if a soldier carrying Data Sticks is killed you don't necessarily have to send another soldier to recover the Data Sticks from their body if you don't want to (this was mostly done for reasons of lore consistency). Victory is triggered off the number of computers you have interacted with (i.e. sabotaged), rather than how many Data Sticks you have brought back to the dropship. We've added a new UI element for this mission that shows how many Data Stick items are being carried by each soldier. The objectives now show how many turns remaining until the enemy reinforcements start appearing. Enemy reinforcements timer reduced by 1 turn, unless the mission is encountered in month 1. Extract VIP missions: The changes made to the Extract VIP mission have all been around player convenience; making it more obvious where you need to go and when the enemy reinforcements will be arriving, etc. At the start of the mission, the camera shows the empty dropship you are trying to reach before panning to the starting positions of your soldiers. The VIP is now automatically added to your team at the start of the mission (rather than the player having to click on them). The VIP now has 50 TU rather than 40 TU. Enemy reinforcements timer reduced by 1 turn (from 9 to 8) The objectives now show how many turns remaining until enemy reinforcements start appearing. Soldier Rescue missions: Not all players understood that you were expected to leave 3 free slots in your dropship on this mission so you had space to pick up the 3 soldiers that needed to be rescued. To make this more obvious, we've added placeholder soldiers in the dropship that fill these slots (this also means you can view their stats prior to the mission). Added "ghost" soldiers to the dropship when launching towards the Soldier Rescue mission. Updated the logic about which soldiers are recovered if the player does not leave those 3 free slots in their dropship. The game will now always pick living soldiers over dead soldiers (irrespective of their origin), and will prefer your existing soldiers to those you are supposedly trying to rescue. Eliminate VIP mission: On Eliminate VIP missions, the camera will now pan to the VIP and show a message reading "VIP Sighted" when you see the target. It will also show a "VIP Eliminated" or "VIP Stunned" message at the appropriate points. The objectives now show how many turns remaining until enemy reinforcements start appearing. MINOR BALANCE CHANGES: Soldier Progression: We found that soldiers were becoming too strong too quickly in previous builds and this problem was just getting worse as we extended the length of the campaign. We've therefore taken several steps to slow down soldier progression a little: Starting values for soldier attributes are now capped at 65 (previously 70) Starting soldiers are now Privates rather than Corporals. Reduced the speed at which soldiers gain combat experience to about 60% of the previous level. The training speed of the Training Room has been halved (both the starting value and the gain from completing Interrogation projects). However, the soldiers you can rescue on the Soldier Rescue missions now have +3 to all their base stats, in addition to the +3 to all stats they get for being a Sergeant rather than a Private. Strategic Layer Balancing: Duration of crash sites reduced from 72 hours to 32 hours. Reduced the completion time of the initial research project, so you can now begin work on the new research immediately after winning the ATLAS Base mission. Delayed the first possible alien retaliation mission, as it would frequently spawn in the same wave as the first Destroyer (meaning the player had often just fought a battle when it happened and had a damaged squad). Reduced the number of Cleaners in the Cleaner Base to make it a bit more manageable if you manage to unlock it early. Wraith Destroyers now contain 1 fewer enemy. Increased Alloys gained from Observers, Abductors and Cruiser UFOs by 50%. Increased Alenium / Alloys gained from Alien Base missions by roughly 100%. Warden Armour now requires 6 Alloys to build (up from 4). Accelerated Weapons now require more Alloys to build, with the most expensive weapons requiring 6 (up from 4). Laser weapons now require more Alloys and Alenium to build, with the most expensive requiring 6 of each (up from 4). Swapped the Alloys and Alenium cost of advanced building upgrades; these generally now require twice as much Alenium as they do Alloys. Construction time of Radar Array reduced from 20 days to 15 days. Training Center building increased in cost from $250k to $350k. Doubled the duration of Corpse Analysis II engineering projects. Tactical Combat balancing: It is no longer possible to see doors opening or closing under the fog of war, as this made the position of alien units very obvious. These doors will now only visually update when one of your units sees them. Sectons now trigger their Psionic Triangulation accuracy bonus from being near Psyons, not by being near other Sectons. However, if the Psyon is killed (and no other Psyon is nearby) the Secton will now immediately panic and lose all remaining TU. Using a healing item will no longer trigger enemy reaction fire. Medikit weight increased to 25 (from 15). Reaper Zombies now have 70HP (up from 40HP). Mentarch can no longer crouch or be suppressed. Slight Accuracy reduction on MARS Cannon weapons. Alien melee weapons can no longer gib units through overdamage. Enabled reaction fire on the various alien melee weapons (mantids, sebillians, reapers, mentarch, zombies). Air Combat balancing: Alien missiles in the air combat now have a 0.35x damage against units that can do evasive roll; this means alien Fighters and alien Interceptors are now a bit weaker when autoresolving air combat battles. Reduced construction cost of missiles / torpedoes by 20% Reduced upkeep for Angel from $100k to $75k per month Reduced upkeep for Phantom from $150k to $120k per month Bomber UFO weapons updated. The main cannon now fires faster and destroys armour more quickly, and the secondary weapon now has a much smaller fire arc but can rotate to cover the rear and sides (but not the front) of the UFO. Unescorted Bombers are therefore now weaker against agile planes like the Phantom, but keeping away from the rotating turret can be more challenging if there are escort UFOs present. Destroyer UFO increased to 200HP (from 175). Fighter UFO turn rate increased by 50%. Fighter Cannon armour destruction increased to 2-5 (from 0-3). Abductor UFO increased to 275HP (from 250). Abductor Cannon range increased by 10%, armour destruction increased from 1-3 to 3-5, and reload time reduced from 0.75 sec to 0.5 sec. Projectile speed slowed down by 33%. Alien Interceptor Missiles armour destruction increased to 3-7 (from 0-4). MINOR GAMEPLAY / CONTENT CHANGES: Added a number of new maps for Terror Sites / ATLAS Base / Cleaner Data Raid / Convoy Ambush / Rescue VIP missions. Added new 3D models for the Cleaner Accelerated Rifle, Accelerated Shotgun, Accelerated LMG, Alloy Shield, Stun Gun and Stun Baton. Added new 2D inventory tile art for the melee knife and the HEVY Smoke Rounds. Added Fusion weapons to the game. For any Kickstarter backers who saw the old incarnation of these weapons, we've updated the designs of the Shotgun and LMG and also given each weapon a unique ammo battery design. Added proper melee animations for the Mantid and Sebillian units. Units now play an injury sound and injury animation when struck with a stun weapon that does not inflict damage. Soldiers should now hide their carried weapon when performing their ladder climb animation. It is now possible to use any combination of uppercase and lowercase letters in soldier / aircraft / base names. Moved a check that was preventing a player launching an empty dropship from the Launch Aircraft screen to the pre-mission Soldier Equip screen instead (i.e. after you've had a chance to fill the dropship with soldiers). Stopping chance 0% objects are no longer highlighted on the fire path. Added a basic sort order system to the soldier loadout profiles. Units that can crush terrain now do not crush an open double door when they pass through it (most noticable inside UFOs and in Alien Base missions). The MARS now shows a custom "cannot interact" cursor when hovering over a mission objective item (like a computer desk) that soldiers can interact with but vehicles cannot. Double clicking an empty slot on the Soldier Equip screen will bring up the soldier assignment menu directly, so you don't need to select the slot and click the button any more. Clicking a weapon in the soldier inventory on the Soldier Equip screen will select it in the Armory, allowing you to add more ammo quickly (let us know if this ends up being annoying). Set the large rock mesas in the Polar and Desert maps to be significantly tougher, and added proper destruction states to the Polar one. Updated the Soldier Equip screen so items in the inventory and in the base armory panel now both have a slight highlight on mouse hover. There's now a small animation when soldier pawns switch places in the dropship (on the Aircraft screen), which makes it easier to understand what's happening. Added tooltip description text to the Stalker Armour and Exosuit Armour. Improved the performance for the Farm cabbage fields, as some players were experiencing FPS drops there. Updated the sort order on several items in the soldier armory and in the base stores so things are grouped more sensibly. Abduction tubes and the various Stealth unit shaders (Wraiths / Stealthsuit) no longer draw under the shroud. Security guards in the dockyards now have little hats so they don't look quite so much like Cleaners. BUGFIXES: Fixed a crash that could occur if you tried to run a building upgrade project when having a large number of buildings (most commonly occurred with the Gauss Battery Upgrade project). Fixed a bug where the text on UFO information pop-ups was not being displayed for users playing in Chinese / Japanese / Korean. Fixed a bug where Unassigned soldiers are not showing certain items on their paperdoll image on the Soldier Equip screen (jetpacks, MARS weapons, etc). Fixed soldiers sometimes not being removed from the dropship even when reduced to below 50% HP Fixed a bug where the Autofill Dropship button on the Soldier Equip screen could bypass the dropship vehicle limit. Fixed reloading a weapon in the tactical inventory not playing the reload sound. Fixed the tactical camera getting stuck at a weird angle if you were halfway through rotating it and something else tried to take control of the camera (sighting an enemy, etc). Fixed a bug where Senty Guns were incorrectly showing on the Soldier Equip screen in secondary bases (they should only appear before Base Defence missions, as that's the only time they can be used). Fixed a bug where the soldier paperdoll could get blurred if a certain combination of items were equipped. Fixed a bug where the soldier portrait could disappear on the dropship soldier arrangement screen. Fixed the Autofill Drosphip button not appearing immediately if you used RMB to unassign a soldier from a full dropship. Fixed the bug where grenades could get stuck displaying a 0% hit chance. Fixed a bug where units could stand in mid-air at the top of a ladder. Fixed a bug where you could place two soldiers into the same destination tile if one of them was using a jetpack. Fixed a bug where unconscious units could not be revived with a medikit, Fixed a bug where the shoot/move preview hit calculations was not accurately updating the value for Wraith Cloaking Field based on the new soldier location being previewed. Fixed a bug where TU values could end up with a decimal point after a Berserk action. Fixed a bug where suppressing an enemy unit with reaction fire would not stop them finishing their planned movement. Fixed a bug where crouching during the pre-battle deployment phase on cerrtain missions cost TU, and did not refund it if you stood up. Fixed a bug where the crouch keyboard shortcut ("C") did not work during the pre-battle deployment phase. Fixed a bug where the combat shield was not disappearing after being destroyed. Fixed a bug where certain weapons could not be picked up from the ground after being dropped. Fixed certain objective items (mostly the computer desks) being incorrectly rotated in some situations. Fixed the Bleeding Wounds counter being displayed vertically if the unit has more than 10 Bleeding Wounds. Fixed the open door mouse cursor remaining active on the menu if you press Esc while hovering over a door. Fixed a visual issue where the green deployment area tiles could sometimes remain after the end of the deployment phase. Fixed throwing a grenade / flare onto the roof of a building causing windows on the floor below to shatter. Fixed some visual issues with the restaurant sign in the Western Town terror maps. Fixed a number of bugs with the Ultimate Power achievement (bring all Colonels to a mission). Fixed a few types of aliens not correctly showing the red obstruction shading when they are hidden behind an object. Fixed a minor issue with fire paths where shooting round corners was more permissive if you were shooting through an adjacent unit. Fixed a typo in the Electroshock Pistol name. Removed some incorrect tooltips from the Mod Manager panel.
    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! Unfortunately this update breaks saves from prior to the previous build (3.0.5). We do try to avoid this happening where possible but sadly it is sometimes necessary with Experimental builds! Gameplay Changes: Updated some of the Abduction missions so now they all give +20 Panic if you fail / ignore them, and the Panic reduction is always based purely on how many civilians you rescue. Slightly reduced the Accuracy on the MARS Cannon weapons, with the cheapest fire mode having a greater Accuracy reduction but also a slight reduction in TU fire cost. You now get a small notification when an AI unit dies from bleeding damage (as it wasn't always obvious what happened). Alien melee weapons can no longer gib units through overdamage. There's now a small animation when soldier pawns switch places in the dropship (on the Aircraft screen), which makes it easier to understand what's happening. Bugfixes: Fixed some players suffering extremely long load times. Fixed a crash that could occur performing certain movements with a jetpack. Fixed the tutorial not booting up properly. Fixed cancelling a research project causing it to be temporarily duplicated in the project list. Fixed an issue where wounded soldiers (below 50% HP) would be incorrectly classed as injured (above 50% HP), and allowed to remain in the dropship. Fixed several places where shelf tiles were incorrectly blocking movement in the Data Raid office maps, and one place where a parking bay was blocked by an invisible lorry. Fixed the ATLAS Base mission conversation when you spot The General not being triggered correctly. Fixed the tracks on the MARS continuing to spin after it stopped moving. Fixed the MARS sometimes remaining visible after being destroyed. Fixed the deployment zone green tiles sometimes remaining in place for the whole mission instead of disappearing. Fixed Wraiths flickering when running. Fixed occasional white flashes as the soldier portrait images loaded in on the tactical UI. Fixed the Autofill Drosphip button not appearing immediately if you used RMB to unassign a soldier from a full dropship. Fixed the Custom difficulty button on the New Campaign screen not being highlighted when you used custom campaign parameters. Fixed the base navigation menu not updating correctly when you change base. Fixed a typo in the Electroshock Pistol name. Fixed the objective item indicator on the tactical UI soldier minitabs having the incorrect tooltip, and being unable to display double-digit numbers. Fixed the date of death on the Soldier Memorial Screen using the language detected from your operating system location, not the language set in-game.
    3 points
  6. Lower diffilculties shotgun feedback look like this: 34 23 MISS! Higher difficulty removes the red hp counts so it looks like this : MISS! Two shots which hit, has no feeddbaack. It means, only negative feedback is passed to player >> the miss word. That is not pretty nor creates positive feeling. I believe that game should give player the positive information. In some form. Like this : Hit Hit Miss! As you can see, player gets nice positive feedback he made two hits. Information value is the same as in current system, but two red words Hit! are the positive feedback. On top, when player shoot a Machine-gun batch to the flock of opponents, the red word Hit above various opponents gives a clue who is hit, or not. Which is not available in the current system. Omiting possive feedback game loosing motivation for player and feel confusing. Satisfaction moment is missing ! On top of this, I would recommend to ad Holywood type of Hit (it is just a scratch) Graze. Graze is hit for (0 to 3hp) then it start nicely communicate with player when armour comes into the game. Look at this feedback of machine-gun long batch. Miss! Graze Miss! Graze Graze Miss! Miss! Miss! Hit Hit The player clearly see that 3 first hits made some scratches, probably bounce of armour, then last two bullets actually made some damage. Which is very good for emphasise powerfull enemies. In current system it might look like player shoot but nothing happens, no feedback, player is lost. My advice is, add possitive feedback of Hit and Grace to improve general motivation of the player. All this by three colored words. :-]
    3 points
  7. Yeah, we can't really add any more vertical space. The only possible space is the right hand side of the soldier role line; I guess with icons we could maybe have an indicator for it. Something like this:
    2 points
  8. Ah, yeah, I can see how that's confusing. I'll add those areas to the extraction area for the next hotfix.
    2 points
  9. @Chris, I experienced the same bug again. This time I have the final turn save. Hope this helps! After completing the mission, Elias Saarinen is in the Skyhawk with 37% health. auto_groundcombat_turn_11_start-373.json auto_strategy_after_combat-94.json
    2 points
  10. 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! This build is not available on GOG - they appear to be having some server issues, and we can't get it uploaded at the moment. Hopefully 3.06 will arrive early next week and we'll be able to upload that as normal! Gameplay Changes: Added research text for the Gemini Interceptor and Heavy Fusion Weapons research projects, meaning all research projects should now have research text. Slightly updated the Abduction missions so they work as follows: If you don't attempt the mission at all, you get +20 local panic For each of the 10 civilians trapped in the abduction tubes, you get: +2 panic for each civilian remaining in an abduction tube when the timer runs out and the tubes teleport away -2 panic for each civilian freed from an abduction tube that survives the mission +0 panic for a civilian freed from the tube who is killed before the end of the mission Soldier Equip screen - double clicking an empty slot will bring up the soldier assignment menu directly, so you don't need to select the slot and click the button any more. Soldier Equip screen - clicking a weapon in the soldier inventory will select it in the Armory, allowing you to add more ammo quickly (let us know if this ends up being annoying). Reduced the completion time of the initial research project, so you can now begin work on the new research immediately after winning the ATLAS Base mission. Fusion lance cost reduced to $300k and 25 alloys / alenium (down from $1m and 40 alloys / alenium). Wraith Destroyers now contain 1 less Wraith and 1 less Servitor, as they previously were a bit too difficult. Set the large rock mesas in the Polar and Desert maps to be significantly tougher, and added proper destruction states to the Polar one. Bugfixes: Fixed the bug where the screen resolution doesn't change when in borderless fullscreen / exclusive fullscreen mode. Fixed the bug where certain soldier hairs were not displaying correctly on their 3D models, leading to you having a team of bald people. Fixed the occasional post-move delay that would sometimes affect soldiers, briefly blocking further movement / rotation / crouching input. Fixed the soldiers initially not being visible in the dropship if you went to the Arrange Soldiers screen on the pre-launch soldier equipment screen. Fixed not being able to heal unconscious units on the ground. Fixed the Geoscape base icon being smaller in construction mode than it is when actually placed on the Geoscape. Updated the Soldier Equip screen so items in the inventory and in the base armory panel now both have a slight highlight on mouse hover. Pressing Esc when a soldier is moving now correctly interrupts moving, rather than opening the menu. Soldiers no longer show their selection circle when moving. Fixed some buildings not having interiors on one of the Polar ambush maps.
    2 points
  11. 1. A map with lots of people and lots of reapers. I though about a terror miission type. Reapers attack train station. Lots of people arriving by each train, continuously adding people to the map, to the different part of map, trains come at different train platforms. Player task is kill reapers (who multiplay), while preserve as much civilians as possible. Problem is, civilian turn could be long, which lead into boring gameplay. I dont know how to solve this issue. Anyway, the Idea is tempting.
    2 points
  12. Haven't had chance to try this yet, but most additions sound good. Here's few additional thoughts embedded in the quote:
    2 points
  13. I'm super impressed with milestone 2 and just wanted to start by saying thank you for the Devs for listening to the community in regards to the cleaners! One of my favourite things about X2 and milestone 2 is how the initial invasion doesn't start immediately and I feel that milestone 2 is definitely more drawn out from what it was in the past update which in my opinion was needed to expand upon the cleaners as an enemy. The first mission was great and I like how if you capture the commander you get a pop up with some info, such a small thing but provides a nice bit of lore for us fans. It would be nice to see something similar in conjunction with the aliens. Maybe like capturing an alien commander/officer from some sort of command UFO or alien base could provide intel of when to expect the next terror mission or something or how far the invasion has progressed so we have an idea of what research to prioritise next over something else. The rescue soldiers mission was a nice unique twist that I didn't expect, and I'd like to say I think it would be a nice feature to have down the line in regard for the aliens too. Perhaps you have to assault a base and rescue soldiers or civilians, kind of like the abduction missions but we're instead assaulting a facility where we're tasked with rescuing human captives/soldiers for a bonus in funding or a reduction in panic on the continent the base is located. The convey missions were incredibly fun, although they're very easy compared to the standard missions we're given, they're incredibly fun to do and remind me in a way of the total war franchise take that they do on ambush scenarios. I think the only thing I could really suggest on this one is perhaps certain conveys have certain contents such as accelerated weapons, alien alloys, or alenium. I experienced my first VIP mission last night which I gotta say was quite challenging but was also incredibly fun and unique, I'm unsure if they were in milestone 1, but I got to say I'm so impressed with the thought that's being put into the missions with the cleaners. Again, I'd also like to say that I think it would be nice to perhaps have that fleshed out later down the line and implemented into the alien invasion side of things, perhaps being tasked with rescuing a high value target like a politician or a country leader, perhaps with the failure conditions being catastrophic to the player, maybe a major decrease in funding for a month or two or even as far as losing them as a contributor to our funding depending on the continent/countries they represent, kind of similar to the first mission failure conditions of if you lose, you lose the game, but perhaps not that extreme of course. Overall I got to say I'm thoroughly impressed with milestone 2. I love the new mission types and new lore that's been added and I hope it'll go as far as being similar to X1 and X1:CE in-terms of said lore. I'm very excited for the cruiser type being added in milestone 3 whenever that may be and even more so excited for alien bases and the battleship class in whatever milestone that'll be in (I know it'll be some time but I'm incredibly hyped for the full release of this game in the far future). I'm hoping we'll one day get something similar to the vehicles we had in X1, and perhaps the upping of difficulty in terror missions as I remember veteran difficulty X1 terror missions feeling like you're truly fighting a losing battle in the early to mid game stages of the game. I love the small things, one example is like I said before about capturing the officer in the first mission, I'd love to see more of that, I guess similar to X1:CE with pop-ups about the invasion and what to expect along with progression, the pop-ups to do with enemy types and then perhaps something similar to the firaxis xcom in regards to a simple mission briefing similar to what we get in the early stages of X2. Another thought I had was when you get the new transport aircraft, the loading screen art changing to that said aircraft before dropping into a mission, it's a very small thing but I'd love it nevertheless. Thank you Goldhawk interactive for all the hard work and painstaking hours you're putting in to make this game truly stand out whilst continuing to make such an entertaining and thoroughly enjoyable experience for us fans. I'm looking forward to what you have in store for us all in the future and will eagerly wait for milestone 3 after finishing my second run of X2 with anticipation. In the meantime, back Xenonauts 1!
    2 points
  14. This is a small update with a couple of important changes that has been released straight onto the default versions for Steam / GOG / Epic. A larger bugfix update will also be released onto our Experimental branch for testing later today. Changelog: As there do not appear to be significant new bugs or stability issues arising from our Unity 2022 upgrade, we've compiled this update as a normal "release" build rather than a "development" build with extra debug logging. This should substantially increase load speeds and will remove the red text that sometimes flashes up in the bottom left of the screen. Fixed a bug that could cause crashes during certain ground missions that was linked to broken translation strings (e.g. playing in Spanish and trying to recover a Data Stick on the Cleaner Data Raid mission).
    1 point
  15. I guess most people here fall in love with the UFO game, back in... Well, it was a long time ago :) So, let's face it, we are far from young ! And yes, our eyes are not good as they were. Wear glasses is not always possible depending how far your are from the screen and so on. So yes, I think it's REALLY important to be able to increase the font size for all text on screen. As it is now (Milestone 3), It's really too small for my taste and make the game hard to play French translation is also a bit strange, and some texte are missing (replaced by error messages like "missing thing xxx"), But as a whole, It seem it will be a great game at the end... I'm happy to have fund it. But please, just increase the font size :)
    1 point
  16. Enemies you encounter are somewhat randomized so it's very possible you don't meet Facehuggers for long time on terror missions. IIRC terror mission enemies are determined by enemies that terror UFO has. It's also possible that Facehugger died if you shot UFO before it landed.
    1 point
  17. The door in the centre of this image is not animating properly when walking thru it. Also, as an aside, I haven't had any data collection missions this run through - have they been taken out? auto_groundcombat_turn_3_start-214.json
    1 point
  18. That's a strange one. This is on a fully zoomed out Geoscape screen right? Normally, it shouldn't be possible to see more than one circle on a zoomed out screen, what resolution are you playing on?
    1 point
  19. Description: Armor Bug on starting Shield and Assault Planned Loadouts (new campaign/Tactical Armor) What Happened: I started a new campaign (commander difficulty) and was configuring my guys loadouts as I noticed that something is wrong. My Shield guys couldn't carry the stuff I would usually load them up with. I quickly glanced at there appearences and noticed that they seem to be equiped with Heavy Armor,... so I tried to untoggle it, then that happend: By further inspection I came to realize that my first assessment was wrong, they weren't pre toggled with heavy armor, but they are equipped with it anyways. So, toggling Heavy Armor seem to glitch something, adding even more Armor (and Weight). The Assault Loadout is also affected. Conclusion: Something is messed up and not just visually, but also Armor HP wise. If you ask me, that's pretty much game breaking. (Edit: It does only affect "Planned Loadouts" in a wierd way (see post below), so I also changed the Title and the Description accordingly.) Further information: - the other Loadouts aren't effected. - new campaign on cleanly installed V3.0.7 (Steam Version) user_day_0_307th_commander_4rec_plus2-1.json output.log
    1 point
  20. Firstly, I really really love this game and think there's some brilliant improvements that really made me enjoy the game more thoroughly than ever before. However, here are some small areas of feedback - It gets samey - real samey. After a while you just want to skip combat missions because there's no variation. The grounded UFO is usually in one of a few places, and you get to 'know' how many aliens are going to be in and out of the ship - and how they react. I'd love to see some variance in level design and alien tactics - maybe they all swarm on one mission, maybe they sit back with snipers and you've got to use cover to rush them... maybe underwater levels, maybe levels atop a skyscraper where you've got to go up and down levels to clear out the block... Maybe there's a bomb or experiment on humans that gives a time imperative... these could be really cool things to add, and with the exception of underwater - would change the type of soldiers and weapons you need on the mission. - The alien base doors - truly annoying. They're super hard to see as they're the same colour as the walls, and the isometric view means that they (and others things) can be entirely obfuscated by the foreground items. I've wasted so much time just trying to walk around alien bases and find the doors/remaining aliens. Simple suggestion, can we have glowing edges or a flashing light on the doors? - Right/wrong tactics - I feel that there's a right and wrong way to play this game. I personally always use snipers and destroy them all from distance. It's kinda easy then. I never lose soldiers and the aliens accuracy means I rarely get hit. What about some flying creatures? Or mortar style attacks? I personally never seem to use the hi-ex or assault folks (never seems a need). Just snipers and rifles. - Changing difficulties. I've played through early release twice (more on that later) and I've got to about 20% of the way through, and i'm flying. I win every battle with ease - but I can't then change up the difficulty level and need to start again. Ouch - that's like 30-60 hours wasted... - To me, it's REALLY not clear that the game just 'stops' at 30% completion before I start playing. I know it's early access, but come on guys, stick that s*** on the homescreen in big letters. It's a real d move to expect people to go onto forums and store pages and find this stuff out. We all have busy lives and it wouldn't take long just to have that on the main screen and then people know. Also, I previously completed 30% on a former release, and then on update my save game didn't work anymore, so then I went through again, hoping for more than 30% of the game to be there on the new release, but it wasn't. It was in fact, the same again. Argh (yes yes I know I could have done some research, but surely it's easier to just make that super clear on the homescreen?) All in all though, one of my favourite ever games. The above (apart from difficulty and messaging the current level of completion of the game) would just elevate it greatly.
    1 point
  21. I notice since Milestone 3 that successful long shots barely make any damage. This makes snipers quite useless, and gives huge advantage to the aliens. I have not seen any discussion about this in the release information, including the patches. Am I dreaming? If so, please be at least upfront about it in the documentation.
    1 point
  22. Yeah we'll change it so it doesn't cause gibbing on melee attacks, thanks!
    1 point
  23. It should be out on Epic on 19th Feb!
    1 point
  24. Started a new playthrough with 3.05 and I'm having a great time! Bugs aside, Here's the new thoughts in random order: Cleaner story arc suffers from mission repetition Cleaners seem to need a small damage buff Sebillian feel underwhelming after Cleaners Needs more health/armor to compensate poor aim. I have constantly too much alloys at least until the lasers Cleaner reinforcements should not spawn close to my units. Move reinforcements into an alternative spawn point if there's Xenonaut units within 15 tiles or something. The issue is that the reinforcements are too easy to kill when they spawn next to you with 0TU. Destroyers are too easy to drop with two angels (auto resolve) It's too easy to cheese AI with flashbangs. something needs to be done so I can't carry so many grenades. something needs to be done to nerf flashbangs Soldiers still improve their stats a tad too fast. Bravery checks are too lenient. I very rarely have any mental issues - even when I've Iost multiple units. Maybe starting BRV stat needs to be lower? Maybe bravery needs to have a bigger effect on morale? Maybe morale recovery needs to be slower? Focus mind feels completely unnecessary at least for now.
    1 point
  25. We currently have 5 different Cleaner missions: Soldier rescue VIP escort Intel gather Cleaner VIP Cleaner ambush As far as I know, these 5 mission types are currently split into 2 groups where missions are randomized in a way you can't have two of the same missions back to back. Despite this system being in place, I'm currently experiencing too much mission repetition. On my latest playthrough, I got 3 Cleaner VIP missions and 2 ambushes while getting 0 intel gathers. Getting enough intel to reveal the Cleaner HQ takes quite a bit of time, so completing these same mission types for 75 days just isn't good enough. The old milestone 1 system had a linear path where the intitial intel gather mission led to a pair of VIP assassinations which in turn led to the Cleaner HQ. It had a nice pacing, it made sense in story progression wise and had zero repetition. I understand random missions also have their pros, like added variation, surprise element and every playthrough being unique. That said, no one can deny, that the current Cleaner arc overstays it's welcome by weeks or even a month. So what I propose as a fix? Either add a system that ensures that every mission type is used and decrease the amount of intel required to reveal the HQ, or add a combination of systems which has the best of both worlds: some scripted missions for important story beats and few random missions in between like this: Random mission > Intel gather > random mission > random mission > Cleaner VIP > random mission > random mission > Cleaner HQ Intel gather mission spawn at 20 collected intel, Cleaner VIP mission spawn at 60 collected intel, and the HQ spawns at 100. Best of both worlds. What you guys think? A. What we have now is perfect. B. What we have now but with a system that ensures every different mission type is used at least once. C. Old linear path of missions we had in milestone 1. D. Combination of linear and random missions described above. E. Something else, what?
    1 point
  26. My advice is to bring loads and loads of flashbangs. Don't let any alien not be flashbanged. Personally I like it, but that's probably just me. It forces you to choose. I noticed this too, that a soldier gets wounded, bleeds for 4 x 5 dmg and I was 'smart' enough to have the soldiers with medpacks to far away ... but that's part of the learning curve. I like those choices. If everyone has a medpack, then what's the point of medpacks anymore, right?
    1 point
  27. You made good improvement masking combat mission loading screen by briefing. Good. Can you do the same for after battle Victory table (promotion and so) ? I mean, instead of staring at static loading screen, give me the after battle report table, so I can spend time by digesting a report, meanwile globe is loading.
    1 point
  28. Excellent idea! Hope this gets implemented. Would also like an option to remove even the MISS! feedback for those who wish to have perfectly clean hud.
    1 point
  29. 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! Changes: Added new research artwork for the Gemini interceptor. Added new research text for the Antigrav Emitter research. Fixed an AI hang that could occur during the alien turn if an AI unit was unable to move (often in the Cleaner Base mission). Fixed an issue in the Abduction mission where the abduction tubes were not disappearing once the timer ran out, and you could continue to free additional civilians. Fixed some small visual issues with the abduction tube teleport away animation. Removed some incorrect tooltips from the Mod Manager panel.
    1 point
  30. I tested the integration of a mod into Xenonauts 2. In fact, I created a manifest.json that I associated in the game with the MOD section. My mod is recognized by the game at startup and is listed in the mods.json file. Then, I can select and activate it. However, at that point, the game crashes and exits to the desktop. I wonder if it's not an error in the content of my manifest file. Do you have documentation on creating a manifest file for a mod? Here is the content of my manifest: { "version": "0.1.0", "asset": { "Name": "LogRaam's Better Warden Proportions", "UID": "6936a366-b01e-4cd7-9dd9-5a1f6ac4cafd", "Description": "An adjustment to warden proportions.", "Author": "LogRaam", "Website": "https://www.nexusmods.com/skyrim/users/308756", "Version": "1.0.0" } } And here is the content of the mods.json file when I activate my mod into the game: { "Mods": [ { "Manifest": { "descriptor": { "path": "P:/OneDrive/Documents/My Games/Xenonauts 2/Mods/LogRaam/manifest.json", "_type": "Common.Content.DataStructures.ContentPackManifest", "$type": "Common.Content.Descriptors.FileDescriptor" } }, "State": "Enabled" } ] } In the directory where my manifest is located, I haven't added anything else for now. This scenario causes the game to crash. Ultimately, I would like to include a modified .png texture file corresponding to something like this: { "version": "0.1.0", "asset": { "_assetBundleMap": { "generated_texture_strategy": [ "assets/assets/xenonauts/texture/strategy/ui/paperdoll/armour/warden^default^collar.png", ], }, "$type": "Common.Content.DataStructures.AssetBundleBuildManifest" }, "$type": "Common.Content.DataStructures.VersionedAsset" } I will place the .png file in the correct file structure within the directory of my mod. This second scenario have been tested and still cause a crash of the game. Do you have any advice to better guide me in creating the manifest for a mod that I want to select in the game's MOD section?
    1 point
  31. @Pietje666 I had the same reaction when I saw the project on GitHub.
    1 point
  32. Yeah I see what you mean, the lowered maximum stat has made it easier to roll soldiers with terrible stats. I'll bring this up with Chris and see what he thinks, thanks!
    1 point
  33. Ok, I have the log. Attached to this message. Step to reproduce the crash: 1. Start game 2. Go to MODS section 3. Choose any mod to activate, save and close mod section 4. Start a new game. At this point, game crashes to Desktop. I used the 2 mods from your Github. I tested with my own mod too. I tested with only a manifest with name and newly generated UID. All 3 ucases crash the game. output.log
    1 point
  34. We're in the process of adding in support but we had to refocus on the Unity 2022 migration and 3.0 milestone sadly :(. At the moment the game only really supports swapping out values in the Templates - texture swaps (runtime loading of textures) needs to be implemented still unless you use Unity's asset bundle loading. Could you post the mod as a zip, that way I can delve a bit into it and I'll try to help debug it! I do need the logs of the game of the crash to better help see what's going on. We're going to consolidate all info needed for modding here once we continue work on it: https://github.com/GoldhawkInteractive/X2-Modding?tab=readme-ov-file#getting-started However, this is under construction and aside from the example mods doesn't contain anything yet.
    1 point
  35. @Chris I've still got the MARS issue - I moved it and now I can't use it any more in this save. user_day_17_soldier_extraction_manual_save-1.json
    1 point
  36. Yeah we've been getting multiple reports regarding this bug, it looks like it's correlated to the MARS bug that's causing the game to freeze up during enemy turn. We'll get it fixed!
    1 point
  37. Closing all the doors at the end of the round seems strange to me, especially with doors where I have soldiers standing or in my own base. Is this a necessary mechanic, or is it planned to be fixed in the final release?
    1 point
  38. I'm going to lock this thread because it's from 11 years ago, and talking about Xenonauts 1
    1 point
  39. I'm not developer, but I think it is intended behavior. Otherwise it would be too easy to deal with e.g UFOs by opening the big door and waiting the aliens to come out from the inner doors... Annoying yes, but understandable.
    1 point
  40. I really like the idea of adding Cleaners to the game. I have some ideas: Collectors reinforcements in UFO crash sites - In some UFO crashes, a cleaer unit (3-10 cleaners) would arrive at the scene after some time,which would come to rescue the surviving aliens. (Similar to what is shown here https://www.goldhawkinteractive.com/forums/index.php?/topic/35769-ufo-crash-sites/) The presence of Collectors in alen base - supported units at entry. Adding another type of high-ranking cleaner that would have an elongated skull (https://en.wikipedia.org/wiki/Artificial_cranial_deformation#Americas) - it could be a contact dignitary, or a cleaner with psionic abilities.
    1 point
  41. If the game is based on logic, then the player should have time and opportunity (pause) to think about it. If reflexes and reaction speed are required from the player, then the game cannot be called logical.
    1 point
  42. Increased tactical depth is fine, but I feel that the game is already mostly about ground combat and doesn't need to also have a super-involved air combat. Strategic depth, which is where the air combat links to the other parts of the game, is what I think the system is sorely lacking but if a rework also improved the tactical depth of the air combat, I don't think anybody would complain.
    1 point
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