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  1. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This build breaks save games, so you'll need to start a new campaign. If anyone wants to continue your current campaign, I've switched 2.08d to the Experimental Legacy branch and you can switch over if you want to keep playing that version. Gameplay & Balance Changes: Strategy: Updates to the research tree: Split out the Cleaner Interrogation research into seperate Cleaner Agent and Cleaner Soldier interrogation projects Cleaner Agent Interrogation has new artwork / text Cleaner Soldier Interrogation has new artwork / text Xenobiology has updated artwork / text General Interrogation has updated text Probe UFO has updated text Fighter UFO has updated artwork Fusion Explosives has updated text Minor styling updates to the Aircraft screen on the new UI elements added in Milestone 2 (Weight / Hardpoints) Cash can now go negative on the strategy layer due to upkeep / wage costs Reduced weight of the Stun Gun battery to match that of pistol ammo Added unique artwork for all the different Gauss weapon ammo magazines Advanced LMG weapons now have 2x1 ammo magazines, like the basic LMG does Added the art for the HEVY Alenium Rounds Phantom equipment slots now placed along the bottom of the screen (to match the Angel) Air Combat: The damage inflicted by UFO weapons in air combat (both manual and autoresolve) is now modified by the difficulty setting, ranging from 80% of normal on Recruit up to 120% of normal on Commander. When autoresolving air combat, certain weapons now inflict reduced damage against targets that can do an evasive roll manuever. For players this mostly affects Torpedoes, which have zero autoresolve strength against enemies that can roll. However most alien weapons that can be dodged using evasive roll also now do reduced damage in the autoresolve calculation. Updated the UFO Hunter Killer missiles to have a visually larger projectile Tactical Combat: We've made some AI updates to make civilians less suicidal Secton Psionic Triangulation now triggers off nearby Psyons, not other nearby Sectons. This makes the first mission vs aliens less dangerous. Cleaners have had several stats reduced, as their statlines were a bit too high compared to the early-game aliens. All Cleaners have suffered -5 Accuracy, -10 Time Units, -10 Strength and -10 Reflexes. Added some additional map variants for the Cleaner Data Raid mission, and also added some internal randomision to the building on those maps. Rescue Soldiers mission now draws from the entire pool of Raid maps, not one single Polar map. If you don't have enough space in the dropship to rescue the soldiers in Rescue Soldier missions, the game is now a bit smarter about who it recovers: Firstly, rescued soldiers can now fit into slots in the dropship vacated by KIA soldiers who failed their post-battle survival roll If there's still not enough space to bring back the rescued soldiers, the game will now always prefer living soldiers (so if you want to recover one soldier in particular, you can shoot the others). Fixed some tall props that incorrectly had 30% Stopping Chance, which should have been 50% Updated Abduction Tubes to be worth 2 Alloys (from 0), and updated the briefing accordingly. Camera Rotate buttons are no longer reversed, and now show the correct keyboard shortcut keybinds on the tooltip Fixed the click hitbox on the "Visible Enemy" head icons being too large. Pressing C when a unit is in motion will correctly queue up a crouch icon (as if you clicked the Crouch button) The orange TU reserve overlay is now shown on the soldier minitabs at the top of the screen when TU are being reserved by a soldier. Updated the human Pistol animations, making it more obvious that the unit is armed with a pistol Bugfixes: Fixed a Geoscape crash linked to upgrading items in the workshop Fixed jetpack 3d models not displaying in tactical combat Fixed the Exosuit heavy armour variant looking like Tactical Armour in combat Fixed The General displaying like a civilian in the first mission Fixed hair clipping through helmets for Unassigned soldiers Fixed some UFO walls on certain variants of the Destroyer / Observer / Abductor being indestructible Fixed aliens spawning within UFO walls on some of the new Dockyard crashsite maps Fixed some wall tiles being invisible in the Xenonaut base defence Medical Room Fixed the generators in the Xenonaut base defence Generator Room not allowing units to path through them once destroyed Fixed some missing shelf ends on the dockyard VIP Elimination missions Fixed you getting duplicate soldier hotkey numbers if you already had soldiers assigned to keys 7-9 when you go on the Soldier Rescue mission Fixed the human Combat Shield jetpack animations so the shield doesn't clip through the body at a 90-degree angle when in flight Fixed the combat shield clipping through the ground if dropped on the floor
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  2. If implemented, better keep your best troops near it just in case :-). I had an idea a way back which is relevant to a mixed squad of men/women based on Sirens & He-men. If male troopers see females it halves their action points (and vice versa) as they would hesitate to kill beings of such beauty, but would have no effect on a woman trooper! This way you could hedge your bets by making your squad half/half. Perhaps troops left on a failed mission are used by the aliens to this effect. I like to have a reason for everything! I'd certainly think twice about killing a woman. Incidentally, are there rescue missions for troops left behind on a failed mission? That would vary tactical combat even more (i.e. agents have info. that a captured xenonaut/s are being held at a facility and you have to rescue them). Find them, free them and GET TO THE CHOPPER!
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  3. Yeah. They would be really good in an alien base assault since often must leave corridors unguarded. I just find that trap gameplay really rewarding, so I'm hoping the Xenonauts devs will add something.
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  4. The fact that the visibility range in X2 has increased - I consider this a great achievement for the game and a positive side of the game. Now soldiers do not need to walk in dense crowds (Macedonian phalanxes) to support each other with firepower. Now the player spends less time exploring the entire location (now the game requires the player to spend less time exploring the entire location). To complicate the game: - the viewing range of the aliens should be greater than that of the player's soldiers.
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  5. That´s cool Raffik and the way to the correct direction. That the Founders / Betatesters from Beginn on haven´t reached. I too find that the Game-Time is to short with 1 Gameplay-Year (360 Days). If the Devs make the Game 720 Days (like UFO 1 ET Standard / Gold- and atm. Platinum-Version) which are 2 Gameplay-Years, then more Gamers will buy and play X2. Much better are about 900 Days, which are 2,5 Gameplay-Years to bring more Gamers to X2 (see UFO 2 ET: Battle for Mercury). That means for X2 that the Cleaners can brought more in, you get more improvement on the Globe incl. other Parts of the Game and the Alien-Threat grow slower (like in the direct Rival UFO ET-Series), which menas more Game-Fun comes up for the Causal-Gamers. The Founders / Beta-Testers have had a high Stress-Level already the last Years in the Beta-Phases / Experimental-Phases with the very small limited Gameplay-Year (360 Days), so an double of Days is the Mininum to bring it on an solid Level like the Competitors (old X-COM, new XCOM, UFO ET-Series, Phoenix Point etc.).
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