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  1. November is nearly over so it's once again time for our monthly dev update. We've had a productive month here overall, making numerous improvements to the game and adding in several new features too. Public Releases: We continued patching V24 this month, eventually releasing V24.7b onto the standard Steam / GOG branches. We got a lot of useful feedback on balancing from the community and I'm actively playtesting V25 at the moment with the intention of releasing it either later this week or some time next week. V25 is going to be our first open beta build, although it'll spend a few days with our existing community beforehand so we can find any critical bugs in it before we begin the open beta. The first (small) wave of invites will probably therefore be going out in mid-December. Alien Abilities: The biggest new feature we implemented this month were the remaining alien racial abilities. These are a bit more "active" compared to the alien powers in the first Xenonauts, with the idea being to pose interesting tactical challenges for the player. I'll give a couple of examples to show you what I mean. The first is the Wraith, which in Xenonauts 1 could teleport around the map (not particularly funny when you were trying to find the last alien in an alien base, etc). Now they instead have an ability called Cloaking Field, which reduces Accuracy by -2 for each tile of distance when shooting at a Wraith. However, Cloaking Field is disabled for the remainder of the turn when the Wraith takes damage from any source. The second is the Cyberdrone, which is a late-game alien unit which has heavy frontal armour and rotates in the direction of any sound - gunshots, footsteps, explosions, etc. Using multiple soldiers (or just throwing grenades behind it) allow you to expose the weaker rear armour and can make it easier to kill. Hopefully this illustrates what we're trying to achieve - basically to make the player think more closely about where to position their soldiers and what attacks or equipment to use. While these abilities still require quite a lot more testing and polishing, once we have them working properly the gameplay will hopefully be richer and the aliens more memorable. Soldier Equipment: In V24 soldiers have an equipment slot called the "special" slot (also known as the "undersuit" slot). This is basically an additional item slot where you can carry one item that gives the soldier a particular bonus - e.g. extra armour plates to boost survivability, a tactical visor to boost Accuracy, a mind shield to boost defence against psionics, etc. As this system hasn't added as many interesting choices to the game as I'd have liked, I've spent this month updating the soldier inventory. Soldiers now have a Primary weapon, a Secondary weapon, and a single 5x5 "vest" grid which contains all the additional items they want to carry into battle (ammo, grenades, extra weapons, etc). Importantly, all the items that previously went in the special slot are now 2x2 items that fit into the vest grid like any other item. I've been playtesting this over the past few days and I think it's a really fun change. The backpack wasn't really being used that much before, but now vest space (and the carrying capacity of the soldier) are much more important, even at the start of the game. Is it worth giving up that spare ammo magazine and two grenades for +5 Accuracy? It all depends on how you want to set up your soldiers, and it's a system I'm looking forward to discussing and balancing further during the open beta. General Development Progress: Other than my work on the two systems mentioned above, most of my time this month has been spent discussing the gameplay experience with our community and ironing out various smaller gameplay / usability pain points in the campaign. General feedback on V24 was pretty good but there's clearly quite a few aspects of the game that are interfering with people's enjoyment of it; many of these should be improved in V25. There's been several content updates to the game, too - the Engineering screen has now been re-skinned into our new UI style, the updated Arid biome is now present (with eight entirely new maps), and the dropships have been retextured in the tatical combat. We've also been busy planning out the tutorial and creating the map required for it, and we'll start work implementing that in December. Finally, we've been working on the load times for the game, and have hopefully now fixed the issue where Windows would think the game had frozen and invite you to terminate the process if you had alt+tabbed out while the game was loading. So overall a rather productive month. I'll wrap up this update there, and hopefully we'll be seeing some of you in the open beta during December! If you want to sign up for the open beta, please post in the previous update thread. I'll be DMing people Steam keys via these forums when the open beta starts.
    6 points
  2. Surprisingly, I have to agree with Solver on this one. Nothing is more fun killing than knowing exactly what the map is going to be like, and with that you dont really need to pay attention anymore, and that lessens the fun. During the development process of X-Division we took on what needed work the most, and for maps it was the terror missions. Because we added so much aliens the relatively small terror maps felt more cramped than usual. One of the things the team did was create different leveled versions of the same building. Eg: Additionally we simply alternated the vanilla layout. That was a very easy copy and paste job, as we simply copied one level as textdata and pasted it one level higher. Given that terror missions are quite hard, the added variety felt like a good reward for taking on a difficult mission. Keep in mind though that we also forbid the aliens from starting inside of a building, vanilla does not contain any spawn points on higher levels, and the more aggressive AI meant that the player never really had to search for the aliens (thus we also removed the reveal after 20 turns mechanic, and later added it with 40 turns back in again). However we could do better. All of this is based on illunaks contribution of allowing submaps to load other submaps. This technical aspect alone makes a lot possible. Want to make an asset which contains all other boxes ? We can do that. Want to make another asset that loads said box mix with 20% possibility ? Just put and add 2 of the box mix as a file, and 8 empty ones. I am familiar with all the map packs and how they work (mostly) and its not an understatement to say that without the lovely added chaotic and unpredictable maps X-Division would have never come to be. Before people would add additional unit content if no map variety would have been present the gameplay loop would have quickly burned out. Nothings more fun killing than "Been there, done that, seen everything". Imagine playing 200 hours of X-Division on the vanilla maps only, and you will see how much core the mapping scene is to the modding community. Unfortunately, Illunaks contributions came way too late. By the time the functionality was added, all the other maps had already been written, and no map content which utilises this system has been published today. The mapmakers moved on, and thats just that. It came around that that somebody actually implemented this system, and improved on other aspects of vanilla maps too, focusing on the battleship map. Here is showcase of how that could look like: More images of actual implemented variations can be downloaded here: https://drive.google.com/file/d/1bY-FRNoOYGcEpiQ4ILPaWGlFoagedOtU/view?usp=share_link Here i talk roughly 2 hours about proper game design and explain the ins and outs of the system specifically for maps. And the presented idea visualised in a CAD: This was all done with the functionality that XCE and Illunak provided and is already possible in X1. Now this shouldnt be an argument because it is possible in X1 it should be possible in X2, just showing that the concept removed from the implementation works. Put to the test the procedural generation of battleship maps increased the loading time by 50%. That sounds long, but if you realise you will play at least an hour on such a map its usually worth it. However as Solver once noted, the increased loading time fundamentally shows that something wrong happens in that system, and it should really not take more than 300 ms between a procedurally and non procedurally map generated. Performance is still a factor, and the faster a map loads the happier the players are, as you break immersion less with lower loading times. However, the system will have to be build with procedurally generated content in mind, otherwise you will just end up with scaling issues like in X1. I strongly advise follwoing points: Hire somebody that actually cares about procedurally generated maps. Whether you like it or not, randomised maps are THE factor for the longevity of a game, and a healthy modding scene. Just take a look at Wacraft 3, the public map editor kept the game alive until the game company literally killed its own modding scene, and spawned entirely new genres, like DOTA. Some programmers just really dont like to do procedurally generated maps, others do. If you cant do it yourself, hire somebody who cares for randomised maps. You will have the highest return on gains on this. Make a public map editor available on day 1. Before anything else can happen for a game, there need to be maps. That means before any other modding can happen, you need the possibility to increase the map variety by the community. Just like Illunaks technical achievements were unmatched, as unmatched was the lack of actual modders who used it. By September 2015 the community scene mostly moved on to other things. So that people feel attracted to the vanilla game, and the modding scene, you need a public map editor. The more map variety there is on day 1, and/or the possibility to make their own, the longer you will attract players. The longer you attract players, the higher the chance for them to buy the next game, the higher the chance they really like your content, and the higher the chance they will start to add to the modding community. Because people WILL move on, the question of it is just "when". Providing a bigger variety increases the time window people spend on your creative content, and therefore increase the time window you can paint yourself in a positive light. All of this is a statement about the biggest bang for the buck that the IP can get, not necessarily how possible it is to achieve it. I have not been filled in about the details of the legal issues for a public map editor, or the situation GI is in. But again i have to stress that the least amount of effort is required to implement the system I presented. The modularity of the system is fully accessible, how much effort the map creator spends on any particular asset is a free choice, assets can be reused on other maps ( additional to the "one map, different biomes" idea), and the gain of the system is exponential. By creating only 36 small submaps you can create 5 figure variations of meaningful and good looking maps. Sincerely, Charon PS: I had to chuckle at @Komandos post again, he put it, as other people would say "most expertly", in very few words. PPS: I do love handcrafted maps, but as Solver said, simply turning an asset in all 4 directions can provide immense value, with little to no effort. As a matter of fact most 4x variations i produced are the same asset rotated in 4 directions.
    4 points
  3. This is a personal design choice of course but I really disagree with this one. Map variety (the lack thereof) was one of the biggest issues in X1 as originally released. It's a major issue in X2 now, even though more maps will surely come. But even now in X2 (and I haven't played that much), I know what the entire map is like on turn 1. Oh, terror mission and I walk out in front of a gas station? Okay, that's the one with a restaurant on the next block and the roof of the grocery store that offers great firing lines. Woods map with one car in front and a workshop to the right of the dropship? That's the lumber yard map, trains up in the corner provide good cover and another workshop building on the opposite end is tricky to clear. X1 was the same initially, I knew the farm and industrial maps like the back of my hand. The problem with hand-crafted maps is that they take a lot of time to create and you need many to get the replay value up. Xcom-style games are very replayable but that replayability requires map variety. And it's not easily addressed by adding another two maps per biome, you need an extra dozen maps per biome to make any difference. To me, the possibility of "every building is an office" sounds great! Why couldn't I have one fight in a dense office tower district? I would consider the solution that X:CE adopted. In X:CE, there are the base game maps, the wonderful community-created static maps, but also random (actually procedural) maps. The key being, random maps are only picked when there are no other maps to choose from, there's also a repeat-tracking system (it's actually a bit probabilistic IIRC but that's details). With that, map repetition is not a thing in X:CE, you're very unlikely to encounter any repeats within a single campaign. Procedural forest/desert/arctic maps work wonderfully. Yes, the procedural maps can suffer from illogical placement in urban areas and it's visible with examples like a gas station with no entrance as you mention. But I find that to be a far, far lesser violation of my immersion than heading to the third terror mission in the same city block, where I blow up the same gas station again before turning to aliens in the same diner as last time. By the way, Firaxis learned this as well. Their first Xcom had static maps, which may have had a minimal degree of randomization with how cover was placed. That was consistently pointed out as one of the game's main weaknesses. Their Xcom 2 went for procedural generation, and that was very well received despite the occasional weird placement of stuff.
    4 points
  4. Current maps feel quite flat. I'd like to see more two or even three story buildings for more verticality and sense of exploration. Certain enemies should prefer higher grounds (roofs, upper floor windows and balconies). Higher ground should also provide bonuses for accuracy(does it already?) Needing to carefully clear upper floors from ambushing snipers would definitely give more flair and suspension to the missions. Especially more important missions like cleaner building where Xenonauts need to retrieve intel would feel a lot more intresting if you'd need to infiltrate higher floors for the intel. Urban area terror missions would cerainly also feel more dangerous when multi store buildings could be full of aliens shooting from second and third story windows... etc.
    3 points
  5. The map variation is something we'll be looking at in Early Access, the goal for the Early Access launch is simply to have enough maps that people can do one or two playthroughs of the campaign without encountering many map repeats. I think we're on track for that (at least if we can get the script that handles it working properly). As to what the solution is to support hardcore players who want to be able to play the game over and over again, I'm not sure. There's several avenues we can explore: Continuing to expand the existing selection of maps and add more variation to the existing areas of randomness within those maps. Giving the map editor to community mappers, assuming we're able to overcome the licensing issues we have with various Unity plugins and suitably seperate it out from the rest of the game. Unfortunately at the moment any mapper would need our entire codebase and a bunch of dev knowledge to use the map editor. Implementing some kind of fallback randomised map, while being aware that the final result is going to look worse than a normal map. The map editor is much more flexible in X2 with regards to data; for instance it already has (and uses) the ability Charon outlined where sub-maps can contain other submaps and so on. Ultimately the results are just a factor of how much time people are willing to put into asset creation and how much you're willing to compromise the end product to generate randomness. Sure, XCOM2 has randomly generated maps but there's a reason their maps are all either wilderness maps or unfamiliar sci-fi cities where the player has far less feeling for what looks and feels "right". And while you can rotate maps and so forth to add more variation, all our maps are designed to have clear routes which ensure your sight lines are blocked and means you have to split up your team as you come out of the dropship (e.g. a block of trees or a building placed in front of the dropship ramp, etc). A rotated map wouldn't necessarily have this, so might be less interesting to play if you could just keep all your soldiers bunched or clear large areas of the map just by looking in that direction straight out of the dropship. Anyway, yeah, I suspect we'll end up introducing more randomisation in Early Access - but I do think you'll end up with worse maps as a result, so I'll be wanting to keep them seperated from the normal maps so that only the heavy users end up seeing them.
    3 points
  6. I played V24 to V24.6. Wasn't able to get to the time limit but after day 200 I was definitely playing on the same map, like the lumber yard, for the third time in the campaign. The maps are great. But I'm pretty sure I've seen all of them, at least on some biomes, there are a few maps I am very familiar with by now and I haven't even been able to get to the endgame yet.
    2 points
  7. You can't laugh endlessly at the same joke. A silly, but new joke is more interesting to listeners than a good, but old joke (a joke heard many times). It's the same with maps. In old and repetitive maps, there is nothing new and unexpected for the player (there is no intrigue).
    2 points
  8. Hi Guys, this is an Gameplay-Feedback from an Main-Betatester, which begunn Beta-Testing the Game from the first playable Beta-Version on with many other Main-Betatesters. The Beta-Version 24.7b is actually the first fully playable one, with many cool Features integrated. The Game is running fine so far (it still have some Issues left, but the CTD´s get reduced drastically). There are still some CTD´s left (like throwing Grenades in some Maps [Terror], wrong arming with Equipment [Beginn from equiping Advanced Medikits on Hurt Soldiers in Main-Base]). In the Experimental-Version you have sometimes Laggs in the Geoscape, Airbattles and Missions, but they don´t destroy the Gamefun. Good, let´s get startet: In the first 100 Days [Day 1 to 100] you have to build up your first Secondary Base, Upgrade your Soldiers and Aircraft with upgraded Weapons [Accelerated Weapons and Standard-Rockets] as well as make Basic-Research / Interrogations. In that Time you can build up in 3 Steps an Secondary Base (better called small Outpost) with 1 Access Lift, 3 Hangars, 1 Generator, 1 Radar, 1 Living Space and 2 Labs or 2 Workshops. I decided for the Workshop about the Upgrades for the Planes and Buildup for internal Base-Defenses later. The modernised Standard-Weapons (Accelerate Upgrades), which are an Equivalent from the Alien Magnetic Weapons are the first light Step forward for our Specialists and Interceptors. They will be in the next Gameversion unlimited after 1 of each is produced [hopfully if the UFO-Pedia-Entry is correct]. Some Specialits should have Stun Weapons too (Stun Gun / Stun Baton) to get the first normal Aliens alive for important Interregation. Normaly you don´t need in the first 100 Days modernised Missles / Torpedos. The Standard-Missels (Sidewinder) and Standard-Torpedos (Avalanche) are more then perfect. The modernised Defender-Body-Armour should be refited with an Warden Combat Armour (an Upgrade with Alien Alloys) as an first light Step forward for our Specialists. There the Assaults, Riflemens and Heavys will get this Armour-Upgrade. All others remain unchanged with the normal Suit with light Armour Plate or Aim-Helping-Vest (Snipers, Grenadiers and Shield). The same Modernisation you make with the Ablative-Plating / Steel-Plating for Vehicles and Interceptors (Alloy Plating Upgrade) to Alloy Plating. The new and modern X-3 "Dragonfly"-Transport is a must have too. It has a little better Transport Capacity and is an Hybrid from Human and Alien-Tech. And it have a little Surprise too against it´s Predecessor X-2 "Skyhawk". The next 100 Days (Day 101 to 200) you need an Advancement in the Storyline and Equip your Soldiers (which have the Warden Armour) with an little better Armour (Guradian Armour). The Grenadiers, Shield and Snipers have the normal Suit with an light Armour-Plate / Aim-Helping-Vest (unchanged). That have an Reason, which will be shown later. Only the Riflemens, Shotgunners and Heavys have the best Special-Armors for that Time then. You still make Basic-Research / Interrogations with some advanced Basic-Research-Projects too. One of that Researches will give you the Guradian Armour. In that Time you should have changed from the Accelerated Weapons to Laser Weapons for your Soldiers / MARS-Vehicles. Esp. the Pistols, Shotguns, Rifles and the Mars-Cannon / Rocket-Launcher should have Changed to the new Weaponary. The MARS-Cannon-Variant have a Cannon and Rangefinder, the MARS-Rocket-Variant have an Rocket-Launcher and Automatic-Rifle. After the Upgrade to Laser-Cannons all MARS-Support-Vehicles have the Rangefinder. In that Time you should have upgraded your Grenades to Alenium-Grenades as well as the Medikit to advanced Medikits. If not already done, upgrade the Fighter-Amour from Ablative Plating and the Vehicle-Armour from Steel Plating to Alloy-Plating. In that Time modernise the Standard-Missles / Torpedos to Alenium-Missles / Torpedos (Alenium Upgrade), which are the first big Step forward to Upgrade our Interceptors. As well as the first Explosive Modernisation for our Specialist Hand-Grenades (Alenium Upgrade). In that Time you should Upgrade the first Secondary-Base (where your 3 upgraded X-25 "Angels" should stationed) with 1 Rocket-Defense, which get an Second Rocket Defense later on. Better link it to have an Advantage against bigger attacking Enemys. I made in that Case the Mistake to seperate the Defense-Buildings. As well as Upgrade your Main-Base with 2 linked Rocket-Defenses, 2 Workshops, 2 Labs, 1 Hospital, 1 Training Center, 2 Generators and 2 more Living Quarters too from Day 1 on. You will need them. The Main-Base should now get 2 of new and modern Interceptors X-55 "Phantom" for Testing, which are like the X-3 "Dragonfly"-Transport an Hybrid from Human and Alien-Tech. They are a little bit better then the X-25 "Angels" in Range, Speed, HPs, Armour etc., therefore it costs 150.000 to 200.000 Credits more then the older X-25 "Angel". But it have 1 little Disadvantage, which I won´t tell here. Therefore it´s an Prototype-Fighter which assists the X-25 "Angels" in more Secondary Bases (Outposts). The next 100 Days (Day 201 to 300) you will get Access to new medium Tech. There you will get very nice Secrets, which in the Beta-Tests therefore couldn´t testet or only very litte. That´s an Surprisse for us Testers too. There you get Plasma-Explosives, advanced Stun Weapons, an new Suit for your other Soldiers (Snipers, Grenadiers and Shield) and many more new cool Stuff wich upgrades older Vest-Equipment / Armour-Equipment for your Soldiers, Vehicles and Interceptors and much more. You will get more Storyline-Parts now. In that Time the last Accelerated Weapons have to be changed to Laser Weapons for your Soldiers (Laser-LMG and Sniper Rifles) as well as for your Interceptors (Laser Cannon). Now you should have 2 new X-55 "Phantom" Interceptors in the Main-Base and 3 older upgraded X-25 "Angels" in the first Secondary-Base to make your Airforce more effective. All should have Laser Cannons. 3 Fighters should have Alenium Missles (2 X-55 Phantoms and 1 X-25 Angel) as well as Alenium Torpedos (2 X-25 Angels). The Armour should be Minimum Alloy-Plating, if you have the more advanced Alloy Plating you are on the save Side for the 3 X-25 "Angels". (Alloy Platings are enough for the Phantoms / advanced Alloy Plating for the Angels) Now it´s time to Modernise the Rocket-Defenses to Laser-Defenses. The Laser-Defenses are more powerfull then the Rocket-Defenses, but have a lesser Accuracy, which means they should be linked together to improve the Accuracy. That I have overseen in my Base-Buildup for the first Secondary Base in the Defense-Buildup and see my Mistake, because the Main-Base shoot down all enemy attacking UFOs with the Base-Defenses and the Secondary Base not or with difficulty. In that Time you will get new Suits, which get to the remaining Soldiers (Snipers, Grenadiers, Shield) as well as new Explosives (Plasma), which you realy need as an big Step forward for your Explosive-Soldier-Equipment (Plasma-Grenade-Upgrade) and Airforce-Equipment (Plasma Rocket / Torpedo-Upgrade) and Soldier-Safety for Soldiers without Special Armour (the 3 Armour Types you have are Heavy). Eventually you can construct an another Secondary Base (Outpost) to make your Airforce much more effective. It will have the same Buildup as the first Secondary Base (Outpost) [1 Access Lift, 3 Hangars, 1 Generator, 1 Radar, 1 Living Space and 3 Labs or 3 Workshops as well as 2 Laser Defenses]. That Goal I haven´t reached yet. 2 Bases are at the Moment the Maximum (Main-Base with Advancements and the first Secondary Base (Outpost). I upgrade the second Secondary Base (Outpost) with an 3rd Workshop / Lab to use my Living Quarter and the Base to 100%. Sadly you can´t test out everything in that Gameversion [V.24.7B] about the Limitation to 320 Days. Hope that Limitation get canceld for the following Gameversions [V.25+] to test everything out. Thats all so far Folkes from the first fully playable Beta-Version. I will go deeper hopfully the next time and find some more cool Stuff I haven´t seen so far when the more advanced Beta-Version V.25 will come up.
    2 points
  9. I would actually like the air game to become closer to x-div, It had lots of really good ideas, and we could learn from it (with some restraint of course) For example, it solved the torpedo question by: making their total damage ridiculous gave them super high lock-on time ((IIRC like 10 seconds?), lowered rate of fire while also needing to fire like 8 times total to get the full damage. made foxtrots lot more sluggish, with UFO's being a lot more agile. That effectively turned them into "bombers", weak in a straight up dogfight and needing escorts (via planes with either mausers or anti-projectile shields) due to a very long time required to stay on target and low manouverability, but invaluable against Heavier UFO's. It made it much more interesting than what we have at least. I think there needs to be more fighters in general, currently aliens don't even try for air superiority. Torpedoes being better than cannons for slow UFO's makes sense but if that's all you fight then they're just better overall. I'm not sure how I feel about armor becoming a global upgrade, i kinda liked that you had to consider the defensive aspect of planes as well, and you do get a lot less interceptors now so it's not like it's that much micro-management. As for randomness and variety, how about giving each UFO some random modifiers? Like them randomly getting a back-facing cannon, or a anti-projectile shield, or deployment of anti-air mines, EMP's that make aircraft unable to roll etc. Of course, it's not a short term proposal and something more for the early-access overhaul, but i think it'll be interesting.
    2 points
  10. First of all, the problem is not diversity. The problem is the lack of intrigue in the battles. In the absence of uncertainty. It's like gambling. Gambling can be simple in its essence, but very exciting. Diversity really creates intrigue by the novelty of the situation. Variety really does not allow the player to get tired of monotony. But if the battle does not contain intrigue (randomness, uncertainty, uncertainty, surprise) and if the player can predict the whole process in advance, then such a battle will not attract attention. Some games add a huge variety of random artifacts and bonuses that the player "knocks out" of enemies. In other games, a lot depends on the initial "alignment of the card in the game deck". I would recommend a huge number of random artifacts and weapons for UFOs, as well as more randomness and uncertainty factors in the battles themselves. Well, the variety of the battles themselves, depending on the composition of the UFO group and depending on the meteorological conditions of the battle.
    2 points
  11. This will be my final feedback for now since my playthrough has come to an end. This is all my own opinion of course. What I like, someone else might dislike, and so on. Anyway, here we go. I'm 100% sure I'm going to miss stuff, but let's start with the good stuff: New 3D engine (just wish the terrain wasn't that flat) New animations Awesome new music The combat in general is enjoyable. Much like Xenonauts 1 I like that UFOs are slower on the geoscape. Feels more realistic I like that the planes now track UFOs correctly I love that you have to equip planes now which makes them more individualized More to build with the engineers, which leads to more customization overall Combine different armor parts Armor will protect your men The new vehicle (MARS) is cool. And I like it's cheaper to repair when destroyed, instead of having to build a new one The economics of the game are much more brutal. I love it It seems you have to sell stuff to survive. This I like The aliens look cool, I like the brutes Reaper zombifying looks way cooler UI improvements when recruiting, now you see their face even The grenade arc looks better, and it looks like you are throwing something in a 3D world Xenopedia UI, like the extra info tabs you get in the top right corner when looking at a subject The alien base looks cool. I like the small flanking corridors General writing (Xenopedia stuff) Now to some negative stuff: Reaction fire galore, which slows down the game. Will expand on this below Alien base central command (second floor). It's way too open, and suicidal (frustrating) to attack Baseball grenade (throwing grenades in a straight line) No increased accuracy when crouching (In general, removing complexity is bad) Can't close base (alien) doors. I understand why this was changed from a gameplay/balance viewpoint, but it makes little sense otherwise. The door only got an open button? While the game is 3D, shooting seems to be "hitscan". The animation for the bullet feels fake, it's just there for effect. I have seen bullets pass through objects, units, and other things, that should have blocked the shot if it was a true 3D-rendered object in the world. Think Silent Storm game No date (months, years) on the geoscape. Feels very nondescript just having day XXX The setting. I like it, but I prefer the cool 80s NATO vs. Russia in Xenonauts 1 Why do we have pilots, when the pilot gets deleted with the plane if you decommission it? It seems like a pointless addition if that is that they are going to be Less detail in the environments, especially when looking at the human base tiles Beyond what is said here, and what has been said in this thread earlier, my main issue with the game is that it seems the best way to play is to play defensively/passively on the battlefield. And that seems to apply to the aliens as well. With that I mean - hunker down and wait for the aliens to come, and unleash hell on them with reaction fire. The aliens use these exact tactics as well, except for the suicidal half-blind Sebellians. One of the cool aspects of OG X-com, Terror from the Deep, Apocalypse, and Xenonauts is that there is a lot more movement involved, especially in TFTD. You move around on the map in these games, which leads to cool stuff, like actually having to explore which gets you to see different kinds of buildings/terrain. And it forces you out of your comfort zone. Phoenix Point and Battle Brothers (even if it works differently) have the same problem as Xenonauts 2. Phoenix Point has very small maps, and often more than half the map is already revealed when you load in. Often you spot enemies at the first turn too. There is no exploration, no tension, you go from geoscape to action immediately - and the best decision is just to hunker down and wait for the aliens. Now Battle Brothers are designed around this concept, but on some missions, you have to move around, and I always found these parts very enjoyable. Walking through a forest, looking for bandits, or some other horrible beast. After a while, the passive nature of Battle Brothers gets to me. It feels more like chess at times than an immersive game set in a harsh medieval fantasy world. Anyway, I find exploration and the tension that comes with that is currently missing in Xenonauts 2 (not entirely), much thanks to the incredibly punishing reaction fire (and small maps). This works both ways - the best option is to let the aliens make the mistake of moving, instead of you. That is all. I'm looking forward to future releases!
    2 points
  12. I find accelerated weapons definitively not worth the cost. They were barely worth it when you got an infinite amount of them for a single cost, now it actively feels like a trap. Now that we have to manufacture aircraft equipment individually not only do I have less money and resources to spend on luxuries like accelerated weapons but more importantly I don't have time in my manufacturing schedule for them. I found myself constantly reevaluating my manufacturing priorities based on what new research I built and what new fresh hell I found myself against in either the ground or air combat. I found I could make it to laser weaponry from basic ballistics without too much problem with heavy use of snipers, demo charges, and shotguns for UFO assaults.
    2 points
  13. Meh. I'm no tactical genius, and I don't really blame the game. It's just not fun gameplay. So, how would you tackle the turrets? You can't close the doors. You can't move away from the door after opening them. You can't shoot them, you can't grenade them. Everything triggers reaction fire. It's either smoke, but that cripples your own aim. Shield? I don't get the shield in Xeno 2. It does not absorb damage the same way as in Xeno 1.
    2 points
  14. Thanks, you providing a save along with your comment is very helpful. I certainly see what you mean. There's a few issues at play here: I'm wondering if the difficulty curve of the game might be slightly off here, as you're facing an Eternal and two Wraiths with fusion weapons and you're only equipped with lasers and Guardian / Warden armour. Part of this is that Gauss weapons are missing in v24 so you're limited in your choice of weapon but you should probably be wearing Exosuits / Stealthsuits when fighting this level of enemy, because fusion weapons are extremely powerful against mid-tier armour. Something for me to think about during campaign balancing. Yeah, you're right that the layout is pretty unforgiving when coupled with the enemies having weapons that will one-shot-kill you. I'll update the command room to make it wider and put teleporters at either side of the room so you have more tactical options. I've actually realised we only have three alien base maps in the game, and they are all designed for small bases. I think I need to make some larger maps for the late-game bases, with more expansive command rooms. You shouldn't be encountering an Eternal in a room the size of a phonebox. Yeah, suppression should not be being applied through a solid floor. That's a pretty silly bug that we'll get fixed. Hopefully that'll make these missions a bit more fun from V25 onwards.
    2 points
  15. I find the cleaner base in particular to be a gear check, much like the gargoyles in the original dark souls. If you don't have warden armor and laser weapons/alenium grenades then you are almost guaranteed to lose and it is almost solely down to those damn turrets in those small rooms/hallways. It is essentially impossible to shoot at them without them shooting back and they are much more lethal then you are. I have found success throwing alenium grenades around corners from positions outside of their line of sight but that doesn't feel satisfying or fun. My strategy for breaching the alien base control room is sending in with good armor, high health, and immediately throwing a smoke grenade at your feet. If you are lucky the accuracy modifier from the smoke will help cancel out the insane close range bonus they get when you teleport right into their nose hairs and you have a decent chance of that soldier only being out for 20+ days. If you are really unlucky not only will they die from the reaction fire but your other soldiers outside the room will get suppressed. I really like the idea of reaction fire in the beginning of the game when everyone's aim is shit and weapons aren't as lethal but alien numbers and damage scale pretty quickly but the maps don't scale at all so you often feel like you are playing minesweeper every time you move a soldier. Late game terror missions are a great example of this as the maps are already small so you have to spend the first half a dozen turns at least sitting in the dropship waiting for the seemingly infinite amount of aliens to fall to your own reaction fire to the point where they are reasonably thinned out and you can actually move around the map.
    2 points
  16. This save perfectly encapsulates my issue with alien bases. Not only are there 5 aliens covering roughly 3 sides (so the only direction I won't get fired on is from behind) but even with smoke I am guaranteed to get suppressed and quite likely killed. Shields would only help against a single side and even then they would have to be something that made it through the rest of the combat in the alien base intact. Also my soldiers outside the teleporter room can get suppressed by shots aimed at my soldiers inside the teleporter room which would be hilarious if it wasn't so frustrating to deal with. I am hoping this is a bug as otherwise I will need to keep my soldiers even farther away from the teleporter which leaves me with less TUs tp deal with the aliens. I haven't yet taken down battleships so maybe this will change but this is the only situation where I am expected to kill/incapacitate 5 aliens in a single turn and this is on top of running the gauntlet of their full TUs of reaction fire. Let me throw a grenade through the teleporter or send a scarecrow with armor in to absorb some of their reaction fire. There is definitely a bug with air targeting, using short range weapons like laser cannons makes it easy to spot. Basically one or more ships will refuse to fire on their target within their weapons range even though the weapon has ammo and is set for firing. The ship will still follow the enemy so I know it is still targeting it but there is no firing of the weapon. I can tell it is going to happen as the fighter that the bug affects always moves much faster in air combat then the other fighters in the wing. It doesn't seem to happen consistently but I am trying to get a save that it happens more often then not. auto_groundcombat_turn_30_start-301.json
    2 points
  17. The Vest slot sounds fun with the tradeoffs it brings into the game, as currently soldiers of sufficient strength can fill their backpack and carry way too much. Though I do enjoy the belt/backpack distinction where belt items are quicker to access. What about carrying out wounded soldiers (or captured aliens / items) though? A somewhat uncommon but very cool situation is if you carry a fallen comrade back to the dropship, I've used that in the Cleaner Intelligence Hub to successfully rescue a downed soldier. I hope that system doesn't go away.
    1 point
  18. Oops. Yeah, I linked the wrong thread. Thanks for the heads up - I'll update that and move the posts.
    1 point
  19. Hello everyone - time for our monthly update. This month we've been working hard on the tactical demo we put out for Steam's Tacticon event earlier this month (still available on our Steam page for anyone that wants to play it), and we're now concentrating on finally getting Build V24 out. If all goes to plan that will be arriving towards the end of next week. A lot of this month has been spent on testing, bugfixing and polishing, so most of the progress this month is on improvements that were already underway. Grenades in particular have continued to sap a lot of our time as we keep encountering all sorts of weird edge cases with them where the arcs go wrong or don't make sense (somewhat to be expected when you try and put a curved arc onto an abstract tile grid) but I think we're nearly there now. The main changes are: The Soldiers screen on the strategy layer has now been reskinned in the final UI screen. The Research screen comes next. We've finished the tiles for the Xenonaut Base biome, and these now need to have their destruction effects added. We're finishing up a few loose ends on the Jungle, Farm and Dockyard biomes at the moment and then we'll move onto the last two biomes that need work, the Arid and the Soviet Town. I've written another 10 or so research reports. Lots of small improvements to the ground combat that aren't technically bugfixes - for example, we've updated the fire paths so miss shots fly off up into the sky much less often, which makes grenade launchers and the MARS rocket launcher much more useful. As for our Early Access plans, they're still unchanged. We're planning for a EA release in the first quarter of 2023 with February roughly pencilled in as the date. Our goal is to have the entire basic campaign playable from start to finish by this date, although there is likely to still be a few rough edges (some research projects not having artwork, perhaps difficulty settings not enabled, etc) in the game at this point. Anway, I'm in the process of playtesting V24 now and it seems like we're on track for a release next week. There's not really much more to say beyond that; it's been almost five months since our last public release so hopefully everyone will see a big improvement!
    1 point
  20. Legal issues would be dealing with Unity licenses and commercial plugins I assume? I loved your X1 maps @Skitso and I'd certainly be happy to help with technical issues for 3rd-party mapping after the Early Access builds, if there's something I can do to help that. I realise now I hadn't even mentioned map variety in my V24 feedback - this is because I had assumed (and still assume) that the lack of map variety is a known problem that will be addressed. I'm sure there will be more static maps but my assumption was also that procedural maps would be used to some extent.
    1 point
  21. I have offered my help to Chris and would be willing to map few dozen high quality maps for X2, but it seems there are a few technical and legal hurdles that I think are unsolvable to make it happen unfortunately.
    1 point
  22. I have not fully prepared the text and I need to leave. I'll publish it later.
    1 point
  23. We've now pushed out Closed Beta V24.7b onto our standard Steam / GOG branches. This is a major update for the game that contains all of the content from Build V24 and all fixes and additions from the subsequent hotfixes. Please let us know if you encounter any major issues with it - although hopefully its time on the Experimental branches will have made it relatively stable!
    1 point
  24. I'm back on the newest experimental build, but this likely applies to the other builds I've been on. Shooting at point blank range, with pistols and shotguns particularly, can lead to some devastatingly bad results for your troops, especially when the best hit chance I tend to see with a pistol at point blank range is a few ticks over 50%, and with a shotgun around 70%. Just today I'm on my first mission out with some newbs and we've blasted through all but two pockets of the map, where we figure the last alien(s) are lurking. So my assault troop with the shotgun is the first to discover the last alien ... bonus, it has its back turned to him, and he's got enough AP left to get right behind it and pull the trigger for the better of the two shot options .... well, two out of three of those shots somehow miss, and all he's done is piss off the alien and let it know he's there. No one else is even within grenade distance so I tell him, "well, you dumb bastich, you're dead now, it's not going to miss you, standing there in hand-shaking distance." Sure enough, the alien fires point blank at my stupefied nitwit ... takes two shots, but it's on point with both, and there goes my first casualty of the mission. A full turn goes by before I have the rest lined up ... sniper is next closest ... she misses and earns a ticket for a month eating hospital jello as a result. Rifleman then trots right up alongside the alien and instead of high-fiving it, fires a pistol right at it, which also misses .... About this time, I just say "@#$! it" and have the next closest person lob a grenade in from the other side, which finally seals the deal. If my chances to hit were in the 90% range at point blank and I still missed, I'd at least know to blame RNGeebus for my rotten luck, but at the moment I'm left to puzzle why my chances of hitting were so low .... especially the dummy with the shotgun hitting from behind at point blank range. There shouldn't have been anything left of that alien but enough giblets to fill the gravy boat. Yeah, they're newbs, but still ...
    1 point
  25. Been playing some, and while very enjoyable for the most part, I got to say the reaction fire from aliens is going to give me a heart attack. I got absolutely slaughtered in two instances, and both times it just killed all the fun I was having. First was the base of the Cleaners. Opening a door there meant certain death if you try to do anything. Those turrets just cut through everyone and everything, especially in combination with the Cleaner agents. I have no idea how to tackle that, except by bringing lots of armor, I guess? I had to flee. Then the same thing happened when I attacked an alien base. It was a fun fight until I had to teleport up into a small room filled with aliens, standing in all corners. No cover anywhere. Doing anything triggered a reaction fire that would one-shot my guys. It was extremely frustrating and turned into degenerate gameplay trying to avoid the reaction fire. Lots of save scumming. I'm wondering what the rest of you think, is the reaction fire fun? It seems every unit will take a reaction, which means you can't do anything. Also, a funny incident was when I ran into an alien, and thanks to them being tanky as hell suddenly, my guy couldn't kill it with an upgraded shotgun at point blank. So he promptly died after firing. It got me thinking that it wouldn't matter what I did in that situation. He was dead anyway, since running triggers reaction fire as much as shooting. Another thing that happened was that my base was attacked. I kinda expected to be like in Xenonauts 1, but here it was incredibly easy. Just take notice of where you can't spawn, and set up a killing field around it. Is it really supposed to be like that? I was passive throughout the whole defense. The aliens just threw themselves against my defensive line and got murdered, again through reaction fire, but this time working for me. Then we have the doors. Why can't I close them anymore? Was it considered cheesy or something in Xenonauts 1? It just seems weird not to be able to close doors anymore. And last. Grenades being able to be thrown like a baseball. I'm not sure I like that, it looks weird, and seems a bit OP. One alien threw a grenade in a straight line across a whole room right into the face of one of my men. While it looked funny, it sure felt like a bullshit moment. I know you can do it yourself also, and I don't like it here either. Shouldn't grenades be an arc thing? It is what makes them unique. It also put limits on its uses indoors, which I think is a good penalty. Now anyone strong enough can hurl it like a pro baseball player at any target. That was all from me!
    1 point
  26. Very good point about the exploration and tension! Couldn't agree more.
    1 point
  27. IMO the most difficult parts of the cleaner base is the initial push and the final room. For the initial push I wait a few turns in the initial area to see if the cleaners will push through themselves and get done by reaction fire. Once that is done you have one soldier open the door and the rest far behind. If you find an enemy then have one of the soldiers out of line of sight throw a smoke grenade at your exposed soldier (which won't trigger reaction fire) and then pull that scouting soldier back in hopes they don't get killed. You have to scout very carefully and once you fine a turret use the large blast radius of grenades (I prefer the demo charge over the regular grenade before you hit alenium explosives) as guns below laser don't do much to the armor. For the final room I open both side doors and only shoot at cleaners who are facing the other way. For example if I open the right side door and there is a cleaner facing it I shoot at them with the soldiers from the left side door. Not only does this not trigger reaction fire but the soldier will turn around so I can then shoot at them with the right side soldiers. I try to ignore the turrets in this room initially and hope I can line of sight them but very often I fall back on the strategy of smoke grenade and pray. Chris mentioned that there was a bug that caused too many turrets to spawn which is great news but this will probably be the most difficult mission to do once we go back to 8 starting soldiers.
    1 point
  28. In order to play well, you need to study the mechanics of the game, the physics of the game space, the capabilities of aliens and your soldiers, the properties of weapons and shelters. All this is achieved through numerous trials and errors. Can a newcomer predict how far an alien grenade will fly? How quickly will the aliens react to your movement with a return shot? The way we see this fight on the video is how everyone who has recently started playing this game will fight. Also, the mechanics of Xenonauts 2 differs from the mechanics of Xenonauts 1, so everyone will have problems at first. And if you add a timer to the battles, then even those who wait for hours for a convenient moment for a well-aimed shot will also have to play at about this pace. I can capture an alien base with 1-2 soldiers, but spend a day of real time on it. And I can capture the alien base in 10-15 minutes, but spend 10-12 (or more) soldiers on it. It all depends on how long I agree to wait (prepare) a convenient moment for a shot.
    1 point
  29. That is in general my go to tactics for Xeno. But the problem is that I can't close it when I fail to kill the things on the other side, which happens often enough. When you fail, your whole team is trapped there open for retaliation. I know it happened at times too in Xeno 1. Sometimes the engaged aliens would come through the door and grenade you. But yeah, I admit, It's not the most careful play. I learned a lesson. I have to utilize smoke much more, but it's also a question of carrying more smoke.
    1 point
  30. I was able to see it at a slow speed. However, I can't say anything about this because I have no experience of throwing objects indoors. In this situation, I no longer like the fact that the viewing angle of the soldiers is 90 degrees, although the soldiers can turn their heads in all directions. I would suggest adding such a tactical technique (control button) to the game as an "observation". In one mode, the soldier turns his head and sees at an angle of 180-360 degrees, but not too far. In another mode, the angle of view is 45-60 degrees, but the soldier sees very far. In the middle mode, the soldier sees as it is now in the game. Switching the "surveillance" mode takes time. It seems to me that the problem of grenades in the game is due to the fact that for weapons, the scale of the firing range (in comparison with reality) is reduced by 10-30 times. And for grenades, the scale of the throw range is reduced by 2-3 times. In general, I do not yet know what to say about the range of grenades in the room. Perhaps a real ballistic formula is used, and not reduced proportionally in scale by the throw range. (The height of the arc should be as when throwing at 20-50 meters), and the flight range is 2-3 times less.)
    1 point
  31. Constantly (every turn) there is a fire contact of the player's soldiers with aliens. The fog of war. It is not visible from what distance the alien threw a grenade. It is necessary to check.
    1 point
  32. Thanks. Just watching this (with the sound off, thanks for the warning ) and it's useful stuff, I've made a few small balancing changes / visual fixes as a result of seeing stuff you're having trouble with. For the sentry turrets, you're probably under-equipped for this mission but the turrets are pretty ridiculous. I've discovered the main problem is actually that there's an error in the data file that was incorrectly exporting twice as many turrets as there should be in mission, which means in the next update there will only be 6 turrets to deal with rather than 12. But I'll also make these balancing changes: Increase the armour destruction on the MARS rockets from 5 to 10 Sentry Gun armour reduced from 25 to 20, fixed a bug preventing it going below 10 Armour Sentry Gun accuracy reduced from 60 to 50 Sentry Gun reflexes reduced from 50 to 35 A couple of other things to mention: Crouching doesn't (currently) provide an accuracy bonus. I'm assuming you're crouching your soldiers unneccesarily because of that. You can't currently shoot over the MARS like you can crouched units. This is something I do want to add, but it's a bit complex and we've not yet got round to it. All those shots you're taking over the top of the MARS are actually at -50% accuracy which is making your life much harder.
    1 point
  33. Okay, here it is: https://www.youtube.com/watch?v=h8648230ODU Video starts with the Cleaner base. At 24:47, we have the Xenonauts base defense. Then at 28:14 we have the Alien Base assault. At 49:55 we have the hilarious baseball grenade throw. This is all experienced as "first time". Also, just a warning. The saltiness might get a bit much at times. Curses, swearing and loud complaints will be heard
    1 point
  34. Yeah, I guess the main talking point here is how much does the 5 shot mag downside actually effect combat on the battlefield. If it is only an inconvenience that is easily dealt with, then I think the current system falls on its head and using accelerated weapons is objectively worse than using laser weapons. How many laser mags are we talking here? 4-5? 6-8? Do you use those extra mags that you bring in or are they just a precaution to guarantee that you do not run out of ammo? We also have to take into account that in the majority of missions, most of the extra mags brought in might not be used at all, so those extra mags could potentially be substituted for something else. I’ve also seen that there is an undersuit available at the start of the game that increases strength by a small margin, that might be enough to bring in an extra mag or 2 and vastly counteract the ammo and armor weight issues. You can potentially hire and train extra soldiers with higher strength as well.
    1 point
  35. @alienman thanks for the feedback, I appreciate it. I'm glad you're enjoying the game overall but yeah, I'm sure there's quite a few points where the game is badly balanced. You're doing the right thing by flagging them up on the forums for discussion. Having seen the post about alien bases by @Twigg in the other thread I think it'd be helpful in future versions if you included save games for me to look at, because it's rare that I have time to properly play a campaign for the 10+ missions it takes to get to the Cleaner Base mission. If multiple people are telling me a mission feels unfair then I'm happy to boot up a save and experience it for myself. Specific things that would be helpful (and this goes for everyone, not just the two people mentioned in this post) is a save from the start of the mission, and a save from any parts of the mission that feel particularly unfair. Like a room with those turrets in them. So, replies to some of the specific points raised by you and others: I'll be fixing the alien base command room layout in the next update so it feels less unfair. Does anyone have a save for the Cleaner base so I can experience the turrets for myself? They don't sound like much fun to play against, but I'm happy to tweak their numbers for V25 to make them a bit fairer. However, one of the things about the Cleaner Base is that the mission is meant to be a gear check to some extent, or at least not something you can win if you just make a beeline straight for it in the tech tree. Because if we make it possible to win the mission at the start of the game, if people unlock the mission later then it'll be a walkover (it's kinda expecting players to have at least Warden armour and Accelerated weapons, and ideally better). However, this isn't communicated to the player right now. A few ways we can address that: It's probably possible for me to set the game up so the enemies at the base and grow stronger and more numerous as the game progresses. If you research the mission early then potentially you could win the mission. Perhaps we'd stop the enemies scaling at a certain point so it becomes easy if you leave it until later in the game. We could also just keep the mission as is, but gate the research project behind a research discovery from further down the tech tree. Maybe something on the Destroyer UFO a couple of months in? I suspect everyone is going to prefer option 1 here? I must admit I've not properly playtested the new setup for the Xenonaut Base defence missions within a campaign. However the few times I have encountered them in prior playthroughs they have seemed kinda boring because they do end up being too easy overall. The original logic was that we had to allow the player to deploy anywhere because we'd added sentry guns that were unable to move, but then we gave them wheels to make them less useless so there's no longer any reason for it. I think I agree that we'd be better off if we limited the player spawn to the access lift room. Does anyone else have any strong feelings here? Are you talking about the doors in the Xenonaut Base Defence missions being ones you can't close? Are you able to close them in X1 then? I thought we'd removed that because people kept using it to game the AI, and they're big doors that it makes sense wouldn't be very quick to close. Grenades are arc weapons, yes, but I understand the complaint that throwing them at max range in an extremely low arc is probably a bit silly. I'll have a chat to the coders to see if we can implement some kind of minimum arc for grenade throws that means you'd get reduced range if you try to throw them in an enclosed space where only a flat trajectory is possible. It's quite a complicated issue so no promises here. The reaction fire issue is one I think we'll have to revisit after V25. It sounds like a lot of the problems aren't with the reaction fire mechanic specifically but the layout of the maps or the stats of the aliens.
    1 point
  36. The issue is that reaction fire is extremely unbalanced and unfair as of now. From what these guys are saying, they are dying more often to overwatch fire on the player’s turn than to the aliens on their turn. This results in much slower play because overwatch camping is a much stronger and safer strategy on both sides than actually trying to take out aliens on your turn. There are ways to still make aliens strong and threatening without resorting to excessive overwatch fire from both sides. The game will become much more fun and dynamic if the player is encouraged to use all their resources to take out the aliens on their turn. In order to achieve this, overwatch fire on both sides probably needs to be nerfed somewhat. Perhaps a small nerf to accuracy, damage, or an increase in tus required to overwatch fire is enough to make player turn and alien turn combat more powerful and reliable for either side without killing off overwatch strategies entirely. Base attacks should probably have a small soft pressure as well to encourage the player to move out of the starting area. Perhaps the aliens can have a secondary objective of damaging and destroying base structures, which can stall things like research and engineering projects for a few days if they succeed, so the player can choose to stay and camp at the base’s center at a cost.
    1 point
  37. Hello! I got somewhat confused during my campaign because I thought whenever the accelerated weapons are researched and then each type is manufactured once, they become unlimited to equip on soldiers substituting ballistic weapons. I also was under the impression the tooltip or description also says that. @Kamehamehayes also confirmed it and we believe this is a bug, unless the way it works was changed intentionally. I believe it should be fairly simple to reproduce because I started a fresh run and it happened immediately after researching the accelerated. It is possible to select how many units of these weapons one wants to manufacture and they aren't unlimited in the soldier loadout screen. Video showing it already in the correct time below:
    1 point
  38. Thanks. Yeah, that's an intentional balancing change (or balancing experiment if we're being precise!) You're right there's an outdated tooltip on the research project I'll get fixed up though.
    1 point
  39. I want the aliens to be a threat, what I don't want is for the aliens and the player to be most effective/threatening by essentially ignoring movement and reserving time units for reaction fire.
    1 point
  40. I don't think the writing in X1 was any more engaging but I viewed that game through a different lens. The fact that X1 exists and is as good as it is was impressive and I was happy to have it warts and all. X2 feels like an evolution from that solid framework and I am hoping the atmosphere and narrative improves like the mechanics are from 1 to 2. I want the soldiers, engineers, scientists, and pilots to feel more like characters in my story and less like lines of code if that makes sense. I will say that the music is phenomenal at bringing about that oppressive atmosphere, just loading up the menu gets me pumped to play them game and lose so many soldiers due to poor decisions. I hated them in X1, between the psychic powers and the incredible range of the wraith snipers it really sucked the fun out of the game. I think I beat the campaign only a handful of times in my 200+ hours in the game as once I got to that point I would consider the campaign 'done'. X2 is much better in that regard (though I am not sure if psychic powers do anything yet), I think I am just looking for an incentive not to overwatch creep. Something as simple as a sliding scale of extra research progress based on how few turns it took you to take a larger ship or alien base would be great. I would love a good reason to load everyone up with shotguns and go buck wild running around an alien base. I think it is the rng nature of the portal rooms that bothers me the most. Sometimes there are 3 aliens with only one facing the teleporter, sometimes there are 5 all of which are waiting for you to blink before they unload into you. The close quarters nature means even if you drop a smoke right on top of you you're still likely to get hit with reaction fire. As part of my new campaign I am running shield soldiers and not using missiles/torpedoes so maybe they will help but given the very limited covering arc of shields and the likelihood aliens will be on all sides of a teleporter entrance I don't think it will make it less frustrating.
    1 point
  41. Yeah, I agree. We're looking at this as part of the UI redesign for the Aircraft screen.
    1 point
  42. I've changed the registration question now, hopefully it'll stop the spam flood.
    1 point
  43. The loading hang fix will be on the main branch, and the builds on the main branch load much faster than the ones on Experimental anyway because they have less debug logging in them. However the V24 update will break previous save games so if you're asking about whether it'll improve a V23 campaign, unfortunately it won't.
    1 point
  44. If the game already has restrictions on the total weight of portable items (which depends on the individual strength of the soldier), then why make restrictions on the size of the inventory? After all, this leads to the fact that a physically strong soldier is able to carry exactly as many things as a physically weak soldier is able to carry. It turns out that the physical strength of soldiers, from a certain level, does not give a physically strong soldier any advantages over a physically weak soldier. What is the point of such a role-playing system?
    1 point
  45. One person claims that adding aliens will complicate the game, and the game should be easy. Another person claims that expanding the inventory will simplify the game, and the game should be difficult. I agree with both: 1. The game should not tire and exhaust the player. 2. The game should set difficult and interesting tasks for the player. But I am against the fact that the complexity of the game is achieved by artificially limiting the tactical capabilities of the player's soldiers, and not achieved by increasing the tactical capabilities of the enemy. What prevents aliens from throwing grenades into the smoke screen? Or start firing a cloud of smoke from a machine gun? What prevents aliens from using a cloud of smoke? And if, in order to complicate the game, it is permissible to limit soldiers to the number of smoke grenades, without paying attention to the physical strength of the soldier and the carrying capacity, then why can't the weapon be limited to the number of shots, without paying attention to the actual size of the clip? The player ALWAYS defeats the opponent in a ground tactical battle. And if the player ALWAYS wins, then why not make the battle itself: fun and interesting, and not tedious?
    1 point
  46. If all combat missions are monotonous, then a large number of them can really get boring. If combat missions are diverse and interesting for the player, then what's wrong if players can enjoy them more time?
    1 point
  47. Hard to pick favoirte but here is a few I jump back to time to time. - XCOM: Defence & TFTD - awesome atmosphere and story. - Transport Tycoon Deluxe - Huge debth and options. There were a lot of attempts to make a similar game but it's still the best. Graphics still work nicely even today. - Original Theme Park - So much fun building the rides and it wasn't focused on rollercosters only. It was much bigger. - Master of Orion 2 - Endless possiblities - Dungeon keeper - Loved that for a change your not the hero. Thinking from a diffrent perspective. Great! - Settlers 2 (Anniversary) I didn't like the direction with Settlers 3 onwards - Settlers 2 built on the success of Settlers and it was pleasure to watch for hours how you build, discover and expand. - Final Fantasy 7 - Do we need a reason? It considered one of the best games ever made and always into top of the rankings even 20 years after.
    1 point
  48. I've played all official XCOM releases but Terror From the Deep is my all time fave. Games I always have installed on my PC are TFTD, Sudden Strike2, Half Life, Diablo2 and Simcity 4. Funny how I got into TFTD back in '95. Friend of mine had a gaming club back then and every now and then he would supply me with latest game releases. Unfortunately, none of those were originals, they'd all be bundled up on a single CD. That was the period when I'd play anything I could lay my hands on but after a while you get tired of Doom, MK, TV and similar games so you start looking for something else to play. XCOMTFTD was the last file(s) on the CD and I always wondered what it is. I had absolutely no idea how to play it but I was so amused by the atmosphere and everything else that I pressed hard onto it. I still don't remember how I've managed to take down first Alien Sub but I did it. Then again, it also took me some time to learn how to send aquanauts to the crash site. Capturing live alien and discovering how to use mind control was something I've mastered in my 3rd new game. All in all, the thrill, the creepy atmosphere and freedom of play is what always draws me back to it.
    1 point
  49. X-COM: Terror From the Deep. I've been playing it since it released, and I'm still playing it now. Mostly in OpenXCOM - TFTD though. I can't even count the number of hours I have sunk into that game. It certainly puts my 10 year WoW career to shame though.
    1 point
  50. I was writing together some thoughts what made the game short of perfect in my opinion when I realized that given the current status of the DEV project all feature related points are only have a chance to get eventually addressed if a modder with golden hands takes a turn on them. So hear go some ideas in hope one or two will be taken a fancy on by people better then me in a nifty mod : - Operation endgame button more visible/striking (it is a high priority apocalypse button) Green colors could dominate here and highlight the button background and outlines with different shades of green - Tanks shown in garage when viewing the base layout since we use this view to get an overview on number and type of planes as well (it is also the best designed management view so information should be tied in where possible) - Sorting of soldiers within base/personal menu does not show sorting direction set (asc/desc) - Strip all equipment function for soldiers in the base equipment screen - Geoscape does not contain much information and the range of planes specifically. Would be nice to have each type of planes and their range on the bottom of the map so to have more useful info there and also help planning air coverage. Icons of air combat could be used and a simple distance meter like in maps showing the range with larger numbers displayed to help orientation and increase immersion: 1000km? 2000km...etc... - One of the most important function of geoscape is showing relation and funding levels + changes for continents but the information is only displayed for each continent when cursor is above making for a lot of useless hovering. Information should be shown directly over the continents themselves and even color code them - maybe via buttons so they can be blended out so not to disturb in interception orders. - Statistics from UFO activity are missing that were present in the original - Mag ammo is very thin and without character (noticeable style) - Bring back original rifle as standard rifle (it is such an iconic and function defined form ) - Color coded squads (red and blue team). Painting the sprites seems too much effort, but how about a triangle above sprites, colored gloom or backround colour of quick key button? - All heavy weapon ammo should take up 2 slots just like in case of heavy machine gun. When predator is used the armor can take a crazy amount of ammo with him which may make sense but is not fun - If heavy ammo would take 2 slots the predator could only take 13 magazines which is still more then enough but looks and feels much better - Final mission optional objective is lackluster - Maybe its just me but I do not care about the survival of my virtual troops in the final mission since there is no strategic/tactical payoff nor emotional - no image of dead soldiers or other just same victory image - Final missing is too easy - the map is straight forward and thus much space meaning one can mow down enemies with rockets - 10 soldiers with fusion rockets - no issues that the equipment is destroyed and no small rooms and corridors to limit shooting angle. Elevation is also not utilized which make flying armor under utilized in the final push - this mission still feels much better then that of EU in my eyes due to the unique tile set and plot buildup - Hall of fame in game for won games and their statistics (mission count, lost civilians, soldiers, date and which ending is achieved) - Soldier equipment slots strongly reduced since they are never utilized (except in case below) - Resolve cheat to have all slots filled with ammo, medikit, backup weapons and drop them in the first round of tactical mission. The problem with the workaround is that it is giving a large advantage but is sheer micromanagement. The original had a perfect solution for that: max weight for transport and a slot to fill in unused equipment to (this might not be possible with the engine though) - Difference when using belt or backpack. Currently I don't see any difference and since we have so much space, the belt is simply meaningless with its size limitation
    1 point
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