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  1. 4 points
    Closed Beta Build V6 has now been released on Steam, GOG and Xsolla. Note that this build is only available on our new Experimental branch so you'll need to switch over to get this update (instructions on how to do that here). As usual, please note this closed beta is only open to Kickstarter backers and people who have pre-ordered the game via Xsolla on our website. This is a major update for the game that contains a number of significant new features. We're currently working on getting the remaining "core" systems into the game as fast as possible, so many of these new features are still largely untested. This is why we've set up the Experimental branches - this new build may well be full of game-breaking bugs, but we're extremely busy with feature implementation and so we won't be able to put out a hotfix as quickly as normal. Having V6 on an experimental branch means people can switch back to V5 if they want a more stable experience, so we're not forced to drop what we're doing to patch the game immediately if there are problems. Be aware that you're probably still not going to have any idea what's going on with the new air combat because we've not yet had time to add tooltips into the game (they're coming soon) so there's no way to view the stats of any of the combatants or the weapons. Given the air combat is now based more heavily on percentages like Hit Chance, Evade Chance, Range etc this means it's still largely unplayable unless someone has explained what is happening in advance (although reading the changelog below will help a little). Key Features: Air Combat Update: there's been a substantial update to the air combat. The new mechanics are explained below in more detail. Alien Psionics: certain ranks of Psyon now have access to the Mind War psionic ability, which they automatically use every turn. The mechanics are a bit different from the X1 psionics and are explained in full below. Soldier Assignment System: there's now a central soldier management system that ensures soldiers can only be assigned one task at a time (e.g. if they're on a Strategic Operation, you can't then deploy them in combat). Strategy Upkeep / Funding Screen: your personnel, aircraft and base structures now have upkeep costs. You can now access a preview of the Funding Screen from the Geoscape at any point, which also gives a breakdown of all of your predicted income and upkeep costs. Crash Site Airstrike: the "airstrike" functionality from X1 that allows you to receive a cash bonus in exchange for removing a crash site from the Geoscape has now returned. New Artwork: we've added new art to various screens. This includes everything from strategy screen backgrounds and new UFO artwork to additional alien combatant models and new energy weapon projectiles. More Alien Variants: the crews of alien ships are now more varied, with each alien race now have multiple unit variants like in X1 (i.e. not every alien is a generic soldier, so some of a UFO crew will be lightly-armed non-combatants that fly the UFO etc). There's also Elite aliens with better equipment that start appearing later in the game. Air Combat Update: Air combat now auto-resolves rather than requiring you to issue all commands manually, which makes interceptions much faster and less fiddly Your interceptors have AI that will automatically attempt to close to the appropriate range with the UFOs and fire weapons, but the player can also manually issue orders if they choose Weapons will auto-fire if the interceptor is range, but fire permission can be toggled off by clicking the weapon icon on the new interceptor status panels on the right of the screen. Weapons now have % hit chances, and combatants have a % evade chance. The weapon first rolls to hit, and then if a hit is scored the defender rolls to see if they can evade. Weapons also have an Evade Modifier which controls how easy they are to evade. Torpedoes are powerful but have a 2x Evade modifier, making them ineffective against Fighter UFOs that have 50% base Evade score (giving them a modified 100% Evade vs torpedoes). However, they are much more effective against cumbersome UFOs like Destroyers which have a base 0% Evade score and are unable to dodge even the slowest weapons. Alien Psionics: Alien psionics are now in the game in the form of the Mind War ability, which several types of Psyon and the Praetor-equivalent possess. Each alien with the Mind War ability will cast it against a random Xenonaut each turn. Line of sight is not required but each Xenonaut can only be hit once per turn. All Xenonauts affected by Mind War are flagged at the start of the player's turn. At the end of the player's turn, Mind War is resolved. This is done by comparing the Psionic Strength of the attacker to the Bravery of the defender, along with a random element that is added to each. If the attacker is successful, the Xenonaut is panicked and will drop their weapon and flee. If the attacker beats the defender by more than 30, the attacker scores a critical success and the Xenonaut is instead Mind Controlled. The defender will receive a bonus to their Bravery equal to their Bravery multiplied by their remaining % of TU - so if you don't spend any TU on a soldier, they will receive twice their normal Bravery in the defence roll. Strategy: General - we've added a central soldier management system that ensures soldiers can only be assigned one task at a time (e.g. if they're on a Strategic Operation, you can't then deploy them in combat). General - there are now monthly upkeep costs for your staff, aircraft and base structures. These are deducted from your monthly funding each time it is received. General - there's new strategy / air combat art for four of the early-game UFOs General - UFOs now contain a wider range of possible races, and each race has a larger number of possible variants with different weapons and armour General - we've added support for sorting items in the Research Projects / Engineering Projects / Base Stores list General - added a little more writing for some of the early-game research reports General - prevented saves occurring while the game performing tasks that would break saves (this fixes a bug where users would end up with corrupted saves) Geoscape - a preview of the funding screen can now be accessed at any time, showing your predicted funding per region and also giving you a breakdown of the upkeep costs of your organisation Geoscape - the X1 "Airstrike" functionality has been added to the game, allowing you to pass on doing a crash site mission and receive cash instead (if a Crash Site times out without you completing it, you're automatically granted the airstrike cash) Geoscape - Strategic Operations now take less time to complete if you assign more personnel to them Geoscape - clicking near multiple interactive objects will now give you a pop-up allowing you to specify which object you'd like to select, as it did in X1 Geoscape - landed UFOs now function correctly, although right now there's no difference between a crashed and landed UFO in gameplay terms (there will be in future) Geoscape - there's been some visual changes, with an updated layout more akin to X1 and some new art. Geoscape - Alien Bases now start undetected and can either be detected passively (you have an increasing % chance each day to detect the base), or can be detected by flying an interceptor over the base Geoscape - Infiltrator markers spawned onto the Geoscape by Alien Bases now spawn in same region as the base Geoscape - hovering over a region now displays the region name and the Relations score rather than the "health bar" that we had in previous versions Geoscape - lines in the log are now linked to the events on the Geoscape like it was in X1 (i.e. hovering over a log message should highlight the appropriate object on the Geoscape, etc) Geoscape - improved the performance when there are multiple UFOs flying around at high speed Geoscape - the notification you receive when completing a base structure now correctly displays the building name, not simply "." Geoscape - fixed the Bomber UFO icon being inverted Personnel - Soldiers still appear in your personnel list immediately after being hired, but their status is now set to be In Transit for 3 days. Personnel - Soldiers now have starting stats ranging from 35-65 in each attribute, rather than 45-55 Soldier Equip - soldier medals are now visible. This system needs some additional work before it is finished, but the (placeholder) medals that currently exist are working. Soldier Equip - clicking the soldier portrait now allows you to change the soldier in that slot Dropship Equip - this screen is now capable of supporting additional types of dropship with different troop capacities and so works slightly differently now: The soldier portraits are now shown in a horizontal row beneath the dropship and are numbered by hotkey, and they no longer re-order themselves when you move units around in the dropship. Holding down shift when you move a soldier icon over another soldier icon around will swap the hotkeys of those two soldiers. Hovering the mouse over a soldier portrait will light up their soldier icon, making it a little easier to see which icon belongs to which soldier. The soldier assignment menu now marks the soldiers that are already assigned to the dropship. Ground Combat: Specific ground combat items now recover items on the strategy layer (assuming they survive). The UFO power cores are now the only source of Alenium in the game, so be careful not to blow them up! UFO crash site maps are now roughly 50x50 for all UFOs rather than expanding in size as the game goes on - clearing a bigger UFO is already much more time consuming than a smaller UFO, so also enlarging the map as well made for very long missions. The Overwatch toggles on the new GC UI now work correctly for each weapon (so you can disable the Primary weapon if you want to reaction fire with the Secondary instead, etc) Reloading weapons manually in the ground combat soldier inventory should now have the same effect as the quick reload button in all instances We've redesigned several of the UFOs, updated their interior layouts and added a number of new props Two new armoured elite Psyon variants have been added to the late game Added new projectiles and impact effects for the Plasma and Fusion energy weapons Fixed a number of animation issues for the humans and Psyons (made shooting snappier, fixed some flickering in the run cycle, etc) Laser Weapons now have updated inventory artwork Alien Magnetic Pistol and Alien Fusion Pistol now have 3D models A number of visual updates on the Farm biome Civilians now have more biome-appropriate clothing, although they are still placeholder Some improvements to the roof-hiding system, although there is more to do here Some improvements to the way the camera tracks alien activity during the alien turn, although there is also more to do here Bugfix - Terror missions should no longer freeze at 99% loading Bugfix - fixed a hang where you couldn't complete a mission if one of your soldiers was stunned Bugfix - fixed several mis-set assets, including train cars that units could walk into and some windows that could not be seen through Bugfix - fixed some missing move tiles Bugfix - fixed an issue with C4 giving the player multiple detonation crosshairs with incorrect detonation costs Bugfix - fixed a bug where crouched units would appear to be standing if you loaded a save game
  2. 3 points
    After more than two weeks we've decided to close the poll about our X2 Base Mechanics. The results were as follows: The voting pattern for this survey stayed fairly consistent from the very early stages of the voting up to the current level of nearly 2,000 responses: 50% were in favour of the old X1 mechanics, 40% thought the developer should make the decision, and 10% were in favour of the current X2 system. As the stated position of the developers is that switching back to the old X1 system would be better, the results overwhelmingly support the old X1 mechanics over the current X2 ones. As such, we're planning to immediately start work on implementing the old multiple-base system with the goal of getting it functional before we launch into Early Access. The specifics of the system will be as follows: All bases will have a construction grid upon which you can build base structures All bases can house aircraft and radars We will support X1-style base defence missions where you fight in a battle in a replica of your base, barring any unforeseen technical issues that prevent this The X2 system where you can assign scientists / engineers to specific buildings will be retained Dropships will fly around the map like they do in X1, and can carry out multiple missions in sequence (and be shot down) etc Your organisation will be able to build multiple dropships Staff and items will be global resources, so you can assign your staff to structures in any of your bases and your soldiers to any dropship The decision to make staff and items global is not necessarily our final decision on the matter, but we're going to see how the global setup plays before we make any further decisions. Making staff and items specific to each base is going to require a lot of coding time, is going to force the addition of a lot of new UI, and is going to react in an uncertain way with several game mechanics we're still experimenting with (like Strategic Operations). We'll therefore be making a decision on that issue later in development once we have a better feel for how it will affect gameplay. I hope the 10% of people that voted for the X2 mechanics don't feel too let down by this change, and I apologise if anyone bought the game on the premise that it would have the X2 base mechanics only to find they are now getting a game with the X1 base mechanics instead. Really, all I can say is that having tested both models I genuinely feel like the X1 mechanics are the best choice for the game. Thanks for reading!
  3. 3 points
    The original Xenonauts lived up to the original XCOM and surpassed it notably in a superior air combat section and better art direction while preserving the best parts of the ground combat and discarding the chaff. I had hoped that Xenonauts 2 would surpass it even further, especially visually, in one of the biggest selling points was the new 3D game engine. What was already a beautifully realized game, I thought backing it would have resulted in something of a refinement rather than steps backwards and now I regret trusting them to stick to their original vision and instead give into a few noisy individuals. Instead we're treated to generic tetris-looking 'ships' rendered as alien storage units landing on earth. While you may have wanted UFO wall breaching, there's no reason to include it at all. It certainly does not improve the game play, despite what a vocal minority would have us believe. This is coming someone who bought the original game in 2012 when it was still in early access, played about 250+ hours of the original, CE and Xdivision combined. (Which I admit, doesn't make me the most veteran of players, but I think after that period of time I know what I like.) The original was nearly perfect. It was exactly what it needed to be and fit the vision of a spiritual remake of the original game as well as updating it to more modern mechanical and design sensibilities. The way Xenonauts 2 looks is a step backwards from the original, which I find very disappointing. There are things I like about X2, mostly the update to a modern time (I liked the Cold War thing too, but this is a fresh take on it.) and the new engine (Aside from the awful UFOs the rest looks really good. Though, to be a bit nitpicky, I kind of liked the old Ceseans. They weren't Sectoids which was a nice change, though I'm sure more visual distinction won out in the end which I fully appreciate.) Ultimately, I could have probably dealt with the air combat being boring, but what drew me to Xenonauts originally was the aesthetic. Everything worked together so well that even if there were weird LOS bugs or situations where it felt like you got shot through a wall, it wasn't a big deal because the whole experience was so put together. Now it looks like placeholder graphics were left in the game and frankly, it looks jarring and cheap when you see them in any context. Some people perhaps don't think that matters because as long as they get to explode the walls of the alien storage sheds with high explosives, they will be happy. Unfortunately, we went from very impressive looking designs to chasing down and trying to shoot down flying U-haul lots so you can invade them and play a very violent version of Storage Wars with the occupants. Aesthetics are important. That's the reason the Empire from Star Wars is so popular. Can you imagine people thinking the Empire is cool if the ships were just big rubix's cubes or flying tiles? It would probably drag down the appeal of the entire franchise. It would be like playing Doom or something and they replaced the Imps with pixelated Pac Man ghosts. No explanation for it. They're just there and you gotta kill them. Defenders come on and say that their big problem with Doom was the lack of 2D enemies because that's what was in the old game. Frankly, it just looks stupid and I'm finding myself wanting to just go play Phoenix Point or stick with CE and Xdivision. I know at some point a design decision was made to scrap the original UFO designs because you really wanted to accommodate players like stewpidbear who really wanted hull breaching and the simplest way to do that was to make flying plates of alienium brownies. I can tell you though, that there are players like me who thought the way UFOs were done in the original was perfectly fine and frankly think hull breaching is not only an unnecessary mechanic but one that reduces the enjoyment of the experience. What do I mean? When you design a dungeon (which is essentially what a UFO is) you can make decisions about cover layout, entries and exits. Enemy positions. When you allow anyone to just blow any wall down, most of that changes. If you follow a rule in which the layouts make logical sense (I.E. Do not assume your hull wall is worthless because it will be breached) then there will become an optimal entry point to any UFO, which at that point, means that you might as well just make that the assumed door for design and balance. If you chose to gamify it further than you have, then you would make the inside of a UFO equally protective towards any potential entrance, thus invalidating the entire point of breaching the hull. From a design and gameplay perspective, I just don't see any reason to include it if you have to sacrifice style and visual consistency. I want to end this by saying that I know you guys have put a lot of work into this and I do feel a bit bad tearing you down when I know you've spent the last 5 years on this. My reaction is out of love for what Xenonauts is and what Xenonauts 2 could be. I love most of what you've done, but these things, for me are dealbreakers. Who knows, maybe I'm the only one who feels this way, and if so, carry on. Thanks for making the original game and bringing me and many others so much enjoyment.
  4. 2 points
    Also, just so everyone is clear: I was asked earlier in the thread whether the DESIGNS of the UFOs are final. The designs ARE final - i.e. we're going to have angular UFOs this time around. However, the VISUALS of the UFOs in the ground combat are NOT final (both on the inside and the outside). The visuals of a lot of things in the ground combat still need a lot of polish and the UFOs are one of them. Don't take my comments in this thread to mean that the UFO tiles you see in the ground missions are the UFO tiles you'll be seeing in the final game. To illustrate the point I made earlier about how it's not really fair to compare a game in development to a finished one, I found an old screenshot from Xenonauts 1 that was taken less than a year before the game released. It doesn't look much like the game that we ended up shipping less than 12 months later.
  5. 2 points
  6. 2 points
    @indaris I'd be interested to know if you played the first Xenonauts during development, or just came to once it was finished and had been released? I may be mistaken here but I very much get the feeling you're directly comparing the finished and reasonably polished final iteration of Xenonauts to a half-finished version of Xenonauts-2. That comparison is never going to flatter the unfinished product, particularly given that we don't take the normal approach of really polishing a thin vertical slice of the game to serve as a demo. Also, I'd prefer if we didn't rewrite history about there being a "vocal minority" that bullied me into supporting destructible UFOs - not being able to include them is literally listed in the developer diary that shipped with X1 as one of my major regrets for the project. EDIT - Having said all that, I'm still happy to give you your money back. I don't those those are particularly good reasons given the game isn't finished yet, but you were willing to take a leap of faith on us for Xenonauts 2 so I'll return the favour.
  7. 2 points
    Legitimate tactic!
  8. 2 points
    Im sorry but i have to speak up for the truth. It is not only possible to make make any part in the late X1 system destructible, but also easily so. Option 1. Make predefined holes. This is the easiest example and looks kinda like this: Option 2: You can cut unique UFO art into a per-tile basis. This would require a manual, human eye to define where the art overlaps with which tiles. Then you can piece the art together in the submap editor. In the end this means you can make and define each and every tile to have an undamaged, damaged with hole, or completely blasted away state. This is a very work intensive option, but still only a question of manhours. All of that is so easily achievable that i can already do that in the X1 editor. Give me 2 additional men and 50 manhours and i will make all vanilla UFOs with predefined breach points. Give me 3 men and 300 manhours and i will make every single tile of every vanilla UFO breachable. The only issue i see with this is that when you hover over a UFOhull part only single parts are getting transparent and/or highlighted. This would need some hardcoded support to define UFOhull(s) as one part with a IF(UFOhull part gets highlighted,highlight connected UFOhull part, Nothing), otherwise parts highlighted look a bit "blocky". Im not desputing that the UFO art in X2 is final, and i am fond of completely destructible environments. Just pointing out that a hybrid approach is totally feasible, if decided on early enough. I realise its too late in the development to make a hybrid approach, but if the X2 editor is as powerful as the X1 one, and publicly available, modders can just make unique UFOs themself. Keep it up Chris
  9. 2 points
    If you wouldnt have written that statement, i would have ><.
  10. 2 points
    @TrashMan If ground combat only rotated between ten different map+ alien combinations, would you play it? It would become tedious with an optimal solution for all the ten setups. The game would be solved sufficiently in hours. Ground combat has inherent variability to it because the setups are different. In air combat, they are not. In your following point you emphasize detection and range. Those are geoscape-level air combat attributes. Making the actual fight between aircraft more or less automatic as it is in UFO defense does not remove those, in fact it emphasizes them. From my point of view, the geoscape part of air combat is the actually interesting part, the actual combat itself becomes quickly solvable. As to your snobby sentence everyone is referencing: in general, thinking of a game design system is not so hard. Implementing it is not nearly as hard as it seems so long as you're willing to completely cut graphics and other such things required to make it marketable. Making it work well with every other system is damn near impossible and the reason both of us haven't made a game. Unless of course you just copy an old game. So you're not entirely wrong. But mostly.
  11. 2 points
    Heh - yeah, literally all that is required to make a decent and interesting air combat system is a few hours of reading. Why did I never think of doing that?
  12. 2 points
    When it comes to base defense missions, it's a feature I care the least about. You could make a battle outside of the base or a simple attack mechanics (e.g. power of attack/defense and assessing losses). Sometimes a UFO could land nearby and those would be like missions with higher difficulty levels. There are so many more important features that I wouldn't even know which to start with. Thus, I think adding this functionality would be a waste of time.
  13. 2 points
    Hello everyone - we've just gone into June and there's not been much news coming out of Goldhawk HQ recently, so I thought I'd write a quick forum update to keep everyone informed about our progress. We released our last update just over two weeks ago, which was a big hotfix for Closed Beta V5 and fixed quite a few of the stability issues we had in V5. Since then we've moved back to adding content and features to the game. We've already finished up a few features that will be in the next update such as the Crash Site airstrike mechanic that was in the original Xenonauts, the recovery of strategic items from specific ground combat tiles (e.g. a UFO Power Core grants you Alenium unless you destroy it), and the soldier management system that means you can no longer assign soldiers to multiple tasks that should be mutually exclusive (being in an airborne dropship, being on a Strategic Operation, being wounded, etc.) However, we're also starting work on some bigger tasks. We're updating the Air Combat to make it deeper but at the same time less fiddly - we're doing this by adding some new mechanics, but automating a lot of the clicking the current air combat requires you to do. Although you can pause the combat and issue your interceptors detailed manual orders if you choose, the new model of the air combat will automatically play itself out in the same way that the air combat in the original Xenonauts did. However, as the combat is now turn-based there's less reliance on split-second timing on your pauses. Anyway, I'll explain all the changes in more detail when the next major update arrives! As you can see from the example above, we're also working on adding new art to the game. In recent months we've brought on some new freelancers to start painting up the final art assets for the game and this is starting to bear fruit. These are some of the final art assets that are working through the pipeline: Strategic UFO Artwork Strategic UI Backgrounds (in full 21:9 glory) Weapon Inventory Art Alien Autopsy & GC Corpse Art Soviet Town terror maps This is being coupled to some new gameplay content as well. We've created some new props for the UFO interiors so they're more interesting to play through, and I've updated the UFO crews so there's a better sense of progression through the game - the alien crews get bigger and better equipped as time goes on, and once the larger UFOs start appearing you could be facing Psyons, Sebillians, Wraiths or Androns each time a combat mission spawns. The balancing isn't final by any means but it's another step closer to being finished. I've also taken some inspiration from what we did in X1 with the UFO crews, and added several new variants of each alien. For instance, there are now unarmoured Sebillian non-combatants (pilots / engineers / etc) that spawn inside UFOs and only have pistols, rather than every Sebillian being a well-equipped soldier. This process is more complete for some races than others (the Androns in particular are short on variation) but once some of the new alien variant models start appearing I think we'll have a more varied set of aliens than we did in the first game. We'll also hopefully have a bit more of the writing done by the time the next major build arrives. The tech tree is starting to solidify and I'll be starting to put more attention into the research reports now we have more idea of how things might slot together in the final game. There's some other cool things in the works but I'm starting to run out of space so I'll save them for the update announcement. Sorry for the lack of communications on the forums recently; unfortunately I've just been working too hard to spare the time!
  14. 1 point
    So all the UFOs that I've seen so far (with the exception of the harvester) are weird blocky things. Someone please tell me this isn't the final art design and they'll look as good as the ones from the first game.
  15. 1 point
    Yeah, the biggest change between X1 and X2 mechanically is that the TU costs for firing weapons are now flat values rather than % costs. I've switched between them several times in X2 already and I may do so again in future (to the point I'm temped to ask the coders just to leave fields for both in the code so I can mix and match or combine as appropriate). One of the things that was confusing in X1 was that the same weapon could have radically different fire costs depending on which soldiers is carrying it, which makes the maths kinda hard to do. One of the things I was experimenting with for a bit is to standardise fire costs across all weapons for the same fire mode, but vary the accuracy - so an aimed shot is always 40TU, a snap shot is always 20TU, etc. But different weapons have access to different fire modes. This would just make it far easier to control large numbers of soldiers. If your soldier has a rifle you know you need 30TU to fire a shot, no matter who they are. Having to check the cost of the fire modes for every soldier is something I'd like to streamline out if at all possible ... although this fixed TU system might not be the best way to do that. The idea was originally to give all soldiers 100 TU to make it even easier to understand and vary move costs based on strength / equipment load, but I'm unsure if that'll be superior or not.
  16. 1 point
    Great to get confirmation on this. Those Cesean swat raids ended so many vanilla runs for me.
  17. 1 point
    (1) In X1 aliens cant see through walls. They can however "hear" you, up to 8 to 10 tiles. I think this function was too strong in X1, and should be reduced in its effects as well as "walls" dampening the range of it. If you want to put the human on equal footing maybe implement sound based on distance and action type ( similiar to the aliens ). (3) In X1 aliens cant fire at what they cant see. Remember they have squad sight though, just like you. One of the side effects of the more stronger coding in X1 let aliens throw grenades on bunched up soldiers - whether they had vision or not. This could be addressed so that that function needs the visual component first, in order to prevent "blind grenades". (2) All main races had equal sight range in the vanilla game, harridans and wraiths had one more, and reapers had two more tiles of sight range. Not really "the world".
  18. 1 point
  19. 1 point
    So you want small attackable bases and a single main base that is unattackable? How does that make sense? Why would the alien refuse to attack the most important place? Seems to me you just want an easy mode that does look like one. Every base should be attackable by the enemy. And not just by troops, but also air bombardment. This wouldn't destroy the base outright (since most facilites are underground), but would damage it, take it off-line for a while. Either the entire base could be unusable for a while (burried entrance?) or there could be a random dice roll to see which buildings were damaged, depending on how strong the attack was (how many alien craft and of which type were involved). Some buildings like hangars and airstrips would have a higher weight to get damaged, since they are more exposed. To me this seems like a good balance as it's not TOO punishing, especially early on. You could also make it so that a base can be fully destroyed if bombed twice (again, giving the player time and opportunity to stop it with air intercepts)
  20. 1 point
    Quite like the idea here, one base but with the extra floor options like this is very appealing.
  21. 1 point
    Might just be the allergies but man, was it beautiful to see soldiers and civvies hiding in a room with no windows. Whatever gave them the crazy idea to not run out and die, it worked and got their asses saved. Just wanted to share that. Apologies for phone picture. My PC is demolished with neither USB nor internet working, so I decided it was either that or burning a CD. Great many thanks for the years of enjoyment I got from this beauty. Games that work without internet are a bit like Jesus. Dead, unfortunately, but also much revered.
  22. 1 point
    X1 had tactical air combat, but it wasn't particularly deep tactics. If the autoresolve wasn't 100%, take over, fly behind the enemy, and then deliver the entire ordinance into the back of the enemy. Repeat Repeat Repeat There's very little change between air combats, and there's a lot of them.
  23. 1 point

    Version 0.35

    12,112 downloads

    This is the full download for Xenonauts: Community Edition. The archive is available in zip or 7z format - they have the same contents, you only need one. Steam users shouldn't download this - instead, if you use Steam, switch to X:CE from your Steam Library. Right-click Xenonauts, choose Properties, and then in the Betas tab, pick "community" (no access code/password needed). For installation instructions and changelog, see: X:CE 0.35 release announcement
  24. 1 point
    I'm glad you thought of this thread, it was something I was thinking of starting myself, but I've been spamming the forum a bit too much already. One of my favourite Xe1 mods is Tactical Armouries as it did a great job of using asymmetric weapon upgrades to give each tier its own strengths, which is something discussed on this forum that would be good in Xe2, e.g. lasers more accurate and high damage but lacking auto (hence best at long range), ballistic retain flexible fire options, mags have better burst fire and armor penetration (and the mod also gave the aliens advancements in armor as the game progressed), plasma had very high damage but low ammo and less fire options. Kabill also tweaked the way suppression works so armored sollies/aliens can actually be suppressed, and encouraged pistol use by making inventory swaps and grenade use while using two-handed weapons cost more TU, and they only took up 2x1 inventory space rather than the entire belt. All of this, with solly carrying capacity also being reduced, really made you think about what each one is carrying (overall a great middle ground towards some of the potential changes discussed for Xe2 while still using the basic mechanics of Xe1). X:CE - simple things like mousewheel support and sort by column in base, faster alien turns and improved Lore+ was great. Any amount of extra effort put into the story and feel of the game rather than just the engine and game balance help with a more immersive feel, and give you more ability to create something noticeably unique right from the get go. Enhanced Crash Sites - you have already mentioned elsewhere you want to make UFOs destructible (which Fire in the Hole! did for Xe1) so we don't need to talk about that, but I liked it how with this mod there could be a big fire already on the map, which actually affected which route my sollies had to take on approach to the craft, which helped make up for lack of map diversity until I started using some of the other maps, and even gave some smoke cover to one or both sides, making it more replayable. It also made the whole thing more realistic and immersive. I'd love to see using chunks of a UFO that has broken up on impact as cover. Anything that makes assaults on the same UFOs different on each mission is good. 120 degrees view angle , as it was annoying having keep right clicking to look around a corner here and there, and repeat this every few steps, rather than just incorporate a mechanic for sollies' peripheral vision, their constant "heads on swivel" so to speak. They still had to turn to shoot of course. Hold the Line - made ranked officers more important for defense against psionics since it reworked the morale system. Projectile Overhaul - made the game look a lot better, with projectile look and movement that matched the weapon type. Laser bolts were a bit buggy though.
  25. 1 point
    So I made a Discord server for all things Xenonauts! I don't know where I'd post this, so I figured that off-topic would fit. Invite Link
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