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  1. You'll need to be part of our Steam Playtest or on the Experimental Branch to access the build. This update does break saves so if you want to continue your V25.3 playthrough then please switch over to the Experimental Legacy branch (just called "Legacy" branch if you're part of the Playtest). The community has reported a LOT of issues since we started the open beta and this build fixes many but not all of them. We've been concentrating on the critical bugs and the ones that are easiest to fix. Therefore if you reported a non-gamebreaking bug in V25 that isn't fixed, there's no need to report it again if you encounter it in V25.4 (we've likely just not had time to fix it yet). Balance / Gameplay Changes: Strategy: Added new artwork for the Xenonaut Base biome preview image Added new artwork for the Electroshock Grenade, the Tactical Module, Automed Module, Advanced Tactical Module, Sentinel Module, and all four tiers of soldier Armour Plates Smoothed some of the research out between the Observer and the Abductor: The vehicle Advanced Rangefinder and the TU-boosting soldier Servo Module have been removed. The Stealthsuit is now unlocked from the Abductor. The surgical tables on the Abductor now unlock the Advanced Medikit and Automed Module (assuming you've not already unlocked them from the Sebillian Interrogation). Improved Lasers now unlocked from Alien Plasma Weapons rather than Alien Electronics. Re-enabled storage capacity on bases. Your base starts with 150 storage capacity and each item fills 1 storage capacity, except Alloys and Alenium which fill 0.1. Soldier Training Rate now increases when you complete an alien Interrogation research project The game end hard timer has been replaced by a series of orbital bombardments that occur every 20 days, starting on day 320. The first causes 25 Global panic and each subsequent bombardment increases this by +5. Reduced the overhaul time for aircraft that have been shot down from 14 days to 10 days Difficulty settings now control the starting region Panic, which was previously 25 in all regions. It is now: Recruit: 10 Soldier: 25 Veteran: 40 Commander: 50 Medical Center now provides +25% soldier survival rate instead of +30%, and the base survival rate is set by difficulty setting: Recruit: 25 Soldier: 15 Veteran: 10 Commander: 0 Reaper Zombies now take Stun Damage. If stunned, they immediately hatch into a Reaper. Fixed a crash when you tried to start the Vehicle Plasmas engineering project Fixed a crash when trying to transfer items between bases once Laser weapons were unlocked Fixed a crash returning to the Sell Items panel when on the Transfer Items panel Fixed a crash on strategy linked to Iron Man mode. Fixed the Advanced Tactical Module not unlocking properly Fixed various duplicated workshop projects or other projects that should not be unlocking Fixed various workshop projects that shouldn't be repeatable (mostly soldier module projects) Fixed Fusion weapons not firing in combat due to incompatible ammo Electroshock weapons now live under the Equipment tab of the Armory, like stun weapons do Updated sell value on Alien Psi-Amp Fixed incorrect capacity tooltip on the Living Quarters (they only add +10 Personnel Capacity each) Air Combat: Aircraft now display their names in the air combat Abductor cannon now deals greater damage and has a faster fire rate Tactical Combat: We now have support for altering the number of aliens in a mission based on the difficulty level. I've only set this up for the Cleaner missions and alien missions up to about day 60 (e.g. Scouts and Destroyers), but the formula is roughly: Recruit: 20% fewer aliens Soldier: 10% fewer aliens Veteran: unchanged Commander: 20% more aliens Fixed a crash that would occur after enemies threw grenades. Fixed a crash that would occur when you tried to change camera level after some alien attacks. Stealthsuit now has 28 Armour rather than 20 and costs more to build (as it has been moved further up the tech tree). Sebillian regeneration no longer triggers if they are dead or unconscious. Secton Psionic Triangulation no longer stacks in such a way that they gain enormous amounts of Accuracy in some situations. Fixed a bug where weapons carried into battle in the backpack would act as if they were not loaded with ammo. Stun Baton / Stun Gun now have 25 Armour Penetration, rather than 999 Armour Penetration. Alien Grenade reduced from 80 damage to 70 damage, Alien Fusion Grenade reduced from 150 damage to 90 damage. You can no longer deploy in Hangars on base defence missions The animated screen walls inside UFOs now disappear when destroyed Alien Bombs are no longer crushable Fixed the local forces in terror missions looking like Xenonauts Fixed local forces getting invisible armour bonuses as the game progressed, making them extremely tough. Fixed the MARS Laser Cannon leaving behind a weird laser trail on impact Fixed a visual issue with the Guardian torso image if the soldier had a jetpack Reduced volume on Xenonaut base blast doors Visual / Interface Changes: Fixed various issues in the Hit Chance element shown in the bottom right of the tactical screen when planning a shot. Weapon tooltips now display the "Hit Bonus" value, which shows the hit bonus gained for each tile the shooter moves closer to the target. Weapon tooltips now correctly display their shot capacity. Updated building tooltips to be more informative. Fixed a bug where all cities were sometimes visible on the Geoscape after returning from an air combat battle. All distance / speed values for Geoscape units and radars have been unified. Previously the speed of an aircraft displayed three different values when on the Geoscape, on the Aircraft screen, and in the Xenopedia, which were all using a different scale to the radar ranges. The Geoscape pop-up for a tactical mission appearing now automatically slows time to the slowest setting. Pressing Enter on the save game screen will save and close Pressing the quicksave button now pops up a "Quicksaving..." toast Load Game screen no longer incorrectly "remembers" the save game previously selected if you close and re-open the panel Save Game screen save list can now be sorted by the headers, and sorts save games by original creation time rather than creation time of the file (relevant for cloud saves or copied saves) Fixed a crash that would occur if you set the "Controls Information" setting to "3 Missions". Fixed an issue when the Soldier Equip armory would sometimes not refresh when it should. Fixed various typos The Geoscape objectives now stack properly if there's more than one Fixed the research screen scrollbar Electroshock grenade now displays its Stun Damage and EMP Damage, and has a description.
    2 points
  2. I had been waiting to try this game out for a long time, and I was definitely not disappointed when I got to play the first few in-game months of the open beta. I definitely think this is on par with X1 in quality on this build alone. That’s awesome, but I think this game still has a lot of potential to keep growing and become a massive successor to the first game. Thus like many others, I would like to go into extensive detail with all of the critiques and grievances to improve the quality of the game even more. I spent a lot of time riding this, and it is quite wordy and detailed and is definitely not meant for a really fast consumption. The Geoscape I hoped that the game would lean into the modern cold war aesthetic more than it has been on the geoscape. One of the biggest weaknesses of X1 was that the cold war setting had almost zero change on the actual gameplay of the game. The cold war is still going on, and tensions are still very high, but the gameplay does not reflect that fact in X1 or in X2. I feel like there should be a lot more going on in the geoscape to really add to the fact that NATO and Warsaw Pact states still have very different agendas and take very different directions when it comes to thwarting the alien invasion. This could be conveyed by each party having their own unique research that the Xenonauts can sponsor to gain unique technologies and reduce the panic of the affected regions, while also potentially increasing the panic of the opposing side. This is also in a much more modern era than the previous game, so maybe the game can also show and continue the technology race between NATO and Warsaw Pact states with modern technology and with alien technology. There are probably better and easier ways of conveying this in the geoscape, but I definitely want to see a political divide of some kind between both parties so that the gameplay can make the best use of the unique setting present within the game. This is a much smaller issue, but I think the “best” place to place your initial base is still the Southeastern Europe/Northern Africa area because it covers the most funding regions and minimizes the amount of ufos fought over water. While this makes logistical sense, it does feel like there needs to be another mechanic that can potentially encourage the player to experiment with where they place the starting base. This could range from passive modifiers (like with Firaxis xcom), or it can include systems that take advantage of the “modern cold war” setting. You’ve probably heard this before, but I think that new things to research are frontloaded and then drop off as your progress through the game. This isn’t necessarily a bad thing, but it is a little overwhelming to get so many things to research in the first couple of months. I really like the writing of the Xenopedia pages, for the same reason I liked them in the first game. However, while the head scientists dissing the engineers is funny, I think it would be better if other characters got in on the action. Perhaps there can be mentions of the head engineer messing with him back, or central can personally write to the scientist to chill out or something. Also, central does not seem to do much. She is on the title screen and has dialogue right after starting the game (and probably does mission briefings), but we don’t get much insight into her character, which I thought we would get more of seeing that she is a central figure on the title screen. I also feel that the geoscape is in desperate need of random events like was promised in the kickstarter. It would make the geoscape more interesting and will include more short-term decision making that I feel the geoscape is lacking. Air Combat I feel this is the part of the game that needs the most work on for a variety of reasons. Aircraft weapons cost way too much imo, and the cost of getting a new airplane with more than 2 autocannons is ridiculous imo. This would be a massive portion of your funding per month, and it is kinda ridiculous imo. If you do get caught being behind in the airgame, it is really, really hard to build the technologies needed to get back in the game. I would prefer for planes to be more expensive and cost more to maintain if the cost of aircraft weaponry would be reduced. That way, I can upgrade my current planes accordingly if I find myself behind as it does not eat all of my funding money away, while still making the player use substantial resources to upgrade their planes to better models. Semi related to the previous point, but I am not very encouraged to try new kind of aircraft weapons because of the high cost. If one does not really like using missiles once they get them, then that is just $200,000 down the drain. I don’t really understand what the point of the “tail ufo” option is right now. In X1, it was a tool to start behind the ufo so it was always useful, but here, you can place your planes wherever you want, so it doesn't matter imo. It just feels strange to have that option at this point if it doesn’t do anything to benefit the player gameplay wise (unless I’m missing some niche scenario that I didn’t consider). The actual air combat itself still relies on twitch reflexes and/or pause mashing in order to get the most out of it, which is something I know is trying to be avoided. On a similar note, the 2 and 3 speed options serve no purpose imo as 1 speed is best for reflexes and pause mashing and 4 speed is best for getting the fight over with as quickly as possible. I think x-div had a good solution here where 3 speed was actually the default speed and 1 and 2 speed were significantly slower so there was not as much reliance on reflexes and/or pause mashing. Ground Combat I feel this is where X2 shines the most over its predecessor The stun gun does not seem very worth it to me atm because stun batons have a 100% chance to hit, making them always reliable, while stun guns do not have as high of a hit, it’s range is not that much better than a baton, and the infinite ammo on a baton makes it far outshine the stun gun as a reliable stunning weapon. I think that the stun baton tu usage nerf mentioned in another thread and perhaps giving the stun gun the ability to recharge its ammo once per turn would be enough to make them more of the same tier. I feel the “hidden movement” screen is outdated imo. There are a lot of nice idle animations that are more interesting to watch while the aliens go through their hidden movement imo, and the hidden movement screen really needs new art (as we have been seeing its current art for many years at this point). I also said that there needs to be a universal speedup option for ground combat back when the September demo released, I still very much agree with that as I think it will benefit the game massively. Although, would it be possible to be able to skip the enemy turn altogether? If I know the turn is going to be uneventful, then skipping it will make missions much better pacewise imo. I would also like to see more cleaners in ground combat missions. I feel like there is a lot of potential in their inclusion. It would be cool to see cleaners pretending to be civilians in terror missions, or see minor cells of cleaners still trying to sabotage your operations even after their base is destroyed. I would also like to see more missions where the cleaners and aliens work together. I would also like to see a little more verticality in maps. There is nothing wrong with the current flat maps, but I feel adding some more vertical maps will add a decent amount of variety. It is difficult to tell which soldiers are which at a glance. This is not a big issue, but I feel male and female models can be more differentiated in some way and hair can be more apparent on soldiers. Misc Thoughts You cannot change the soldier positions in the dropship when you get to the screen right before sending the dropship. I find that screen not particularly useful because I cannot change their positions. It would be nice if zoom in and out became proper features at some point. It would be nice to zoom out and see the entire tactical map from a distance or zoom in to see the aliens and soldiers in more detail. It is a small thing, but I feel it would be a nice thing to have right before the game fully releases. I also noticed that alien psi-amps are in the game currently. Does that mean the player's psionics will potentially be tested in the future at some point? I might post more thoughts here in the future if I run into anything super significant. If anything needs clarification, then I can expand on it if needed.
    1 point
  3. v25.3 Playtest SitRep #4 [Veteran] Geoscape: 'Explosive Death' tooltip, word 'show' should be 'shown'. Xenopedia entry for 'Skyhawk' lists speed as 7200 KpH which is 4X faster than X-3 listed as 1800 KpH. 'Storeroom' building lists +200 adjacency bonus, yet total items stored/capacity is not shown anywhere. Soldier weapons in transfer show available quantity in 'Armory' but can't be equipped, confusing. 142 days into campaign. Researched 'Heavy Lasers', 'Vehicle Lasers', and 'Improved Lasers' or thereabouts (can't tell for sure because Xenopedia isn't finished/doesn't reflect research). An aircraft laser weapon hasn't unlocked but base defense laser upgrade did. Large UFOs are starting to appear that I cannot do enough damage to. Are there aircraft laser weapons? 'Vehicle Lasers' project 'Laser Cannon' tooltip speaks of 'high caliber projectiles' inconsistent with coherent beams of light. 'Vehicle Lasers' project didn't seem to do anything. 'Armory | Edit Loadout' - Cursor doesn't align with text in input box. Save loading dialog requires voodoo and mystic clicking: The game usually won't recognize and load the most recent save-game, frequently hanging on the loading screen. If I exit the loading screen and open it again it will load the save. Seems to depend on how quickly I click on the first save. I've had the first save selected, the load button enabled, but gray thumbnail and it won't load. Unselecting the save and reselecting it resulted in a disabled load button. Middle section of bottom border of save dialog is missing/not visible. For Sebillian 'Brute' Autopsy, the tooltip for 'Scaled Skin' is missing bottom border of bounding box. Xenopedia entry for 'X-55 Phantom Interceptor' lists speed as '2520 Kph' while 'Aircraft Screen' says top speed is '4800 kph'. Is the difference with afterburner? Similar discrepancy exists for 'X-25'. 'Armory' - 'Actuator Module' added to a 87 strength soldier with 116/117 carry weight results in soldier with 128/130 carry weight but with -11 TU penalty. A TU penalty seems to apply regardless of soldier strength. Why penalty if soldier isn't overweight with module added? 'Base stores' - Infinite laser machineguns. [Previously reported bug by other user] Tactical Combat: Wraiths appear shimmering light blue. Autopsy says they are cloaked. Not very stealthy? Soldiers in alien base control room must move each turn to reveal remaining aliens. Rest of map not revealed. Prefer didn't have to move and all map revealed. Alien base control room floor can be seen and shot through. Is this right? Assaulting this room without getting anyone hurt/killed is...tedious and time consuming. The teleporters are too far from the door to reach upstairs with any TU left to do much. If anyone is left downstairs, the aliens just shoot down through the floor and kill someone. Smoke doesn't help. Even flashbanged, the aliens can still shoot on their turn. Flashbangs destroy items on ground and captured aliens - Prefer they didn't. I get flashes of red text in lower left corner of screen occasionally while playing. Looks like some sort of console interface. Wishlist 'Armory' soldier list was left aligned with soldier portrait/stats (OCD) and did not have to be scrolled with larger capacity dropships. There is available screen space above portrait and below list that could be utilized to extend list. 'Armory' item lists' scroll position wouldn't reset when right-clicking items. Mousewheel scroll on 'Select Loadout' was much faster.
    1 point
  4. I look forward to the next open beta! I keep arriving late to check in It's been a few years, since I played Xenonauts 1, but I certainly enjoyed it. Feel free to tap me when you need more testers!
    1 point
  5. I was also lucky enough to get accepted into the beta and found that the game is AWESOME so far, definitely a fun and exciting experience. As I play the game more I realize that some of my initial criticisms were premature and I'm definitely enjoying it more.
    1 point
  6. Woot! I was lucky to be one of the "new" beta testers and I can assure you that the game is in very good shape. I did not post much because I am not english born and most of my impressions was already posted by others testers. I also think the tutorial must be ready for public access, since teach important stuffs for the new players and without it the game may looks to difficult in the initial phase. I had some crashes that was reported by others testers, like the crash in the transfer page because infinite laser gun. Some long loading pages in the 79% and 93%, but did not get stuck in any game play. Overall, I think the game is very nice. great job and congratulations to all the team. o7
    1 point
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