Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 03/25/2024 in Posts

  1. Hello everyone - hope you all had a good Easter! It's time for our monthly update on the progress we've made on Xenonauts 2. Milestone 3 Patches: A lot of our time has been spent fixing bugs in Milestone 3 recently, with five patches being released in the last month. Many of these issues were minor problems caused by our Unity 2022 upgrade, but there's also been fixes for various older bugs and some improvements made to the foreign language translations of the game too. These updates should have collectively improved player experience quite a bit. One highlight was finally finding a fix for a long-standing bug that turned the screen black whenever any unit fired a weapon. This bug only affected a small number of users and there was a workaround (disabling the "camera shake" setting), but it made the game basically unplayable for anyone who did not know that - so it's definitely a relief to have it fixed! New Maps & Environments: We've also been hard at work on the content for Milestone 4, and the new maps needed for the largest UFO crash sites are the biggest component of this. These are progressing well - we're aiming to have 3 large maps per biome when Milestone 4 comes out, and we're about 80% of the way there now. In addition to this, the update will also contain numerous new Alien Base maps that were made the previous month. Furthermore, a new environment artist contractor has joined the team to help us improve our existing environments and eventually finish off the Soviet Town biome that we plan to add to the game before final release. We've already updated the command room in the ATLAS Base map so it more closely resembles what we have in our artwork (with a command table and proper wall screens), and now we're working on some underground earth textures for use in the Alien Base maps. I'm planning on using these to address one of the gameplay issues with the Alien Base maps - that all the walls are indestructible (even the ones between rooms). Under this new setup all walls will be destructible, so it'll be possible to destroy both internal walls and the external ones around the edge of rooms. Doing this will reveal the earth tiles behind the walls, and these themselves will also be destructible. This should allow more realistic gameplay where powerful weapons and explosives will be able to gouge holes in the walls, and theoretically it would also allow players to dynamically "mine" through the earth and breach other rooms if they sufficiently powerful weapons. Be aware this idea is still at the testing phase so I can't promise it will definitely work as planned... but all our testing so far looks good! Alien Visual & Audio Improvements: Our updated Androns have now been finished and will be marching into battle against humanity in Milestone 4. We've also retextured the basic Sectons, as these are the first aliens that new players encounter but previously had fairly basic textures. We're currently retexturing the Wraiths so their basic non-combatants have a simple military uniform rather than being completely naked, and this month we'll be creating an additional Wraith variant with heavier armour that will appear towards the end of the game. We're also in the process of hiring a contract audio engineer to improve the game's sound design in general, which will include creating some new sounds for the aliens to try and give them a bit more character (like new injury / death sounds, or unique footsteps etc). Smaller Improvements: We've also completed several small features this month that were requested by the community. Firstly, the dropship screen (where you can position your soldiers within the dropship) now shows the soldier role icons on the green soldier tiles, making the process much more straightforward than it was previously. Secondly, we've finally got "destruction linking" working properly, which allows us to have walkable tiles placed on top of large multi-tile objects like shipping containers and have them remove themselves if the underlying object is destroyed. This means there's now a lot more objects in the game that allow you to land on top of them and walk around (shipping containers, caravans, buses, certain fuel tanks, etc), and fewer cases of aliens mysteriously standing in mid-air on invisible tiles. Work was also done on the end of turn camera, which now better shows regeneration healing and Bleeding Wounds damage on any visible units at end of turn. We also rewitten the item assignment logic that occurs after a completed mission, because players were getting some strange loadout problems when running a second mission with the same dropship (some weapons not starting with a clip loaded, etc), which was just down to the primitive way in which the game assigned items to your soldiers if there wasn't enough to equip the whole squad. Finally, a surprisingly popular request was an upgrade for the basic Combat Knife weapon that is available for your soldiers, so we've designed an upgraded Energy Knife that will unlock off Alien Electronics and should allow the weapon to remain relevant for much longer. Conclusion: That's everything for this month - lots of smaller tasks that together represent good progress on the project. Hopefully we'll have an early version of Milestone 4 out for testing on the Experimental branch later this month!
    4 points
  2. Hello, I always equip my shield with stun guns and therefore had some alive aliens but I found it currently counter-productive in early games as I was lacking 1 corpse for the engineering task and can't use the alive monster to finish it. So will it be possible to kill one or had an option to use alive aliens to finish testing the weapons on them or is it too cruel to think of using them as living bullet tester ? And speaking about capturing alive, will there be a non lethal weapon on MARS or ARES units ? Thanks for the game so far.
    3 points
  3. I'm starting to enjoy the game quite a bit but I can't help but feel a bit concerned regarding how rudimentary and poor the game's logic still is when it comes to what it considers as cover. See the image below, my soldier is aiming over some waist high objects at a Cleaner. The box is next to him so the game goes "Ok, you're good there, no way that's blocking the shot oh but what's this? There is a waist high wall adjacent to that box and you are NOT next to it therefore, it might block your shot". It's just a bit frustrating that even with the game's upgrade to 3D from X1, though obviously an immense improvement, there is still stuff like this that just doesn't make any sense and pulls me out of the experience. If the Cleaner in the image was crouching then maybe I'd see why there'd be a chance for the shot to get blocked but he's standing up 2 feet away from my soldier and he's completely exposed from the torso up, the box nor the wall should count as cover. Are there any improvements or fixes being worked on for things like this? Or is it just going to be something I have to put up with as long as I play this game? I think a basic fix would be to somehow take into account distance and whether or not the target is crouched behind partial cover objects. It might already work like this, I don't know, but I think waist high objects should only provide half their cover bonus if the target is standing, just to alleviate the issue a bit (So that in the situation depicted in the image below for example, there would at least only be a 20% chance of the shot getting blocked rather than a whopping 40%). When it comes to the distance, I think waist high objects' cover bonus should vary highly depending on the distance between the shooter and the target. Obviously if I'm standing next to their cover, it should work as it does now, no way the shot is getting blocked. But I don't think it needs to immediately be considered a full low cover block the instant there is an extra tile in the way. It should be like a 5% chance for the shot to get blocked, then increment that slowly the larger the distance. I think overall that would make low cover way more interesting and also only reserve shots blocked by low cover in those types of situations as utter catastrophes rather than common occurrences. (With the stuff I've mentioned here, the situation below would make the waist high wall a 2.5% chance that my shot gets blocked, 5% divided by 2 due to the target standing). I hope this feedback makes some sense and I hope I didn't come off as too presumptuous, I'm not a game dev of course so maybe you guys have some good reasons for why things work the way they do but I personally feel like the changes I've mentioned above would make the game way more satisfying and "logical". Thanks for taking the time to read!
    3 points
  4. Took the time to start a new playthrough with 3.40 just to feel how the difficulty and balance feels after latest changes. Here's my random thoughts. I played with veteran difficulty with increased starting funds. Start of the game and plot might not make much sense for the players that have disabled or skipped the tutorial. Maybe add a text box or dialog scene at the beginning of the game that summarises events that are otherwise told in the tutorial. Most game tutorials don't have any story content, so people might really miss out here. I had a Cleaner VIP mission very early in the game (first or second cleaner mission, right after the first abduction) and it felt really difficult. I tried to push forward as fast as I could while looting one side building for extra intel and I had no business trying to capture the VIP. There's just too many cleaners and the time limit is too tight. It's way more difficult than any other cleaner missions while they should be about the same IMO. Reduce enemies and add one or two more turns. Also, might be a good idea to force the mission to spawn later and/or be one time persistent mission. It has no business being that tough so early in the game. New jungle (escort) maps are way too clutterd and dense. Makes them difficult and annoying to play. Soldier progression feels spot on now. Cleaner mission repetition annoys me still. Had a second (too tough) VIP mission before even one intel gather. I'd gladly have it the other way around: 2 intel gathers and then a VIP mission. Would make more sense difficulty curve, progression and story wise too. Resources were quite well balanced but even with the increased starting funds I had, I felt the money was a bit tight. Alenium/alloy seemed fine. I hate to build basic air weapons. Why is the logic different than with troop weapons? Air game felt too punishing after day 100. I only had three angels with laser lancers and needed to transfer them around the globe to try to keep panic down. It didn't end well. I would have needed at least 2 more airplanes at that time but had no means funding them and their weapons. Also, as I need to complete a destroyer crash site before I can research Ufo Hull plating and only then I can research Phantom and after that, I still need to build and arm them. This all takes like a month or more and by that time, destroyer waves have raised the panic to 90-100 at least in some regions. AI still leaves a lot to be desired: They waste a lot of TU's moving back and forth for no reason, don't stay put when in optimal positions, don't take multiple shots when close to a clear target, but move into shroud instead and take a quick snapshot from there etc. AI doesn't seem to be aware of where each side's frontlines are, so they often move into unoptimal locations behind my lines. My third abduction at day 87 was brutal. Wraiths and servitors in dock biome and I just had to save scum my way through it. Waaaay too difficult. Huge difficulty spike. After the Cleaner HQ is destroyed, the game starts to repeat itself and becomes somewhat boring. The plot to reveal Cleaner HQ has so cool progression that when it's finally resolved, I feel the game starts to become stale. It might be a good idea to introduce some similar large scale objective for the player to strive towards a month or so after the Cleaner HQ so advancing the plot wouldn't feel so linear and predictable where you just shoot bigger and bigger ufos down. Mid/late game needs cleaner style mission variety too. Make alien base similar mission objective as cleaner HQ with multi-tiered proggression maybe? Civilian turns take too long. Do they all need to move so much and every turn? Do we need to have a civilian turn at the end of the mission when all the enemies are dead and we could just call it a day? End of mission screen should also show changes in panic and the amount of broken/lost gear Shotgun civilians are still super aggressive and raid ufos completely fearlessly. Abduction missions start to annoy me - too much repetition. Maybe after completing a few, unlock an abductor alien base mission where you need to rescue already abducted people or something instead. Other that that, the game felt good. Somewhat buggy, but still great fun.
    2 points
  5. So I was watching a couple youtubers play through the game, and oddly enough they both said the same thing. "I wish I could tell civilians to move out of the way" or "I wish I could tell them to go to the dropship" So what if there was a right click interaction your soldiers could do with civilians that'd make them flee on their turn? You could display a message about the civilian being told to retreat, and internally you could force them to do the flee version of panic, assuming fleeing forces them to path away from any aliens/cleaners. As it stands the civilians feel more like bait or human shields rather than actual people you're meant to protect, so adding this interaction would go a long way to give them a bit more life.
    2 points
  6. I played this new update!. Before I speak my suggestions. I come to congratulate the developers for increasing the campaign time, as it was possible to enjoy the game more and test almost everything in the game. Second, if there are any concordance errors in my text. Since I'm using google translate, I don't speak or write in English. Well, let's go!. I'm going to put it in the order that I'm remembering. !. Basic skill trees. Seriously interesting to have a skill tree. Where it interferes with the development of the base or several bases. For example, place up to three levels for each skill. For example: Base maintenance cost reduction lvl 1 - 10, lvl - 20%, lvl 3 - 30% Reduction of the salary of the personnel of scientists, soldiers and engineers Lvl 1 - 5%, Lvl 2 - 10%, Lvl 3 - 15% Aircraft repair speed Lvl 1 +10%, Lvl 2 + 20%, Lvl 3 + 30% (Many times my planes were badly damaged and I couldn't attack the alies and they roamed all over the map. Without me being able to interfere.) Aircraft maintenance cost reduction Lvl 1 - 10%, Lvl 2- 20% Lvl 3 - 30% Soldiers' rest speed Lvl 1 +10%, Lvl 2 + 20%, Lvl 3 + 30%(. , I believe I have to put a system where soldiers get tired during missions and this affects performance such as accuracy and time units) And alien bases should appear sporadically on the map. It should be in infinite mode like the ships That would be interesting in the middle to the end of the game. It has missions where you can find stock of aliens with money and some material from them. Well, I had a hard time at that point. There comes a time when the payment of the continents or the lack of alien material hinders the development of the game. Missions at night, soldiers are affected, at night. But aliens don't have the same problem. A lot of times they see me, I don't. Especially that reptilian alien. He sees poorly from afar, and this should affect him more Alien that hypnotizes. I was on a mission and put 5 soldiers on surveillance. The 5 soldiers missed the shots and he hypnotized all of them and then they killed each other, one shooting the other. Seriously interesting to limit this to, at most, hypnotizing two soldiers per alien Mission to search for specific alies. Seriously interesting, in the polls. For example, the Mantoid, he only showed up on one mission and didn't show up again and I couldn't research the ballistic test on his body. Then you could limit this type of search to once a month in the game. And you can choose which alien you can look for Alien champions. It would be nice to have heroes of all races except Hunter. Ai has a special mission to hunt them down. It would be nice to have three heroes per race. And that would have consequences, for example. By defeating the alien champion, the aliens decrease the amount of attacks or make them furious. So you could have a lottery system, 50% of them reduce attacks and 50% of them attack more for a week If alien planes pass near the bases, it would be nice to have the option to activate the anti-aircraft batteries and shoot them down. As a result, it takes two to four days to recharge the batteries, leaving the base vulnerable to intrusions When you destroy an alien base. It can have consequences, decrease the alien attacks or increase them for seven days Armor!. You've greatly lowered their resistance. I, with the best armor available, am taking deathmatch hits. Better take a look at that. Increases at least 3 points of armor in each When any continent is in the midst of 100 days of panic, the missions of kidnapping and terror. It no longer appears. You have to review that. Because sometimes planes are being repaired and we can't prevent them from losing a continent due to lack of mission Kill counter. I like to play with as many aliens on the map as possible. But sometimes I lose count of how many I've killed on my mission. It would be nice to add in the bottom corner, the amount of enemies killed during the mission. To have a better control of how many enemies you have. When the aliens attack the base and the defense battery, it destroys all the alien ships. I should leave materials. Even if it was a small amount I believe that's all I remember. If you have any other suggestions, I'll come back here.
    2 points
  7. This idea would solve the ridiculous situation when most of your soldiers are generals. It looks like an army of banana republic. 10 generals, 3 colonels and one soldier. Re-thinking a system of promoting into a classic pyramid (one officer has at least three subordinants )would solve a lot of issues.
    2 points
  8. I were suggesting the same thing few months ago. There is a game mechanic, soldier interacts with a PC to retrieve a data stick. Use the same game mechanic to open a simple dialog with civilian. Dialog offers: 1. stop movement 2. go to chopper 3. fallow me 4. do as you like ( reset to default behaviour ) This way, player gets a feeling he can interact with enviroment to a point where result of the mission "number of saved civilians" is not pure random coin toss, but rather result of his own effort.
    1 point
  9. 1 point
  10. I've seen this issue being fixed in patch notes, thanks! The arm is fine with the G9, but you need to buy the Heavy Duty one that is built specifically for G9 due to it's curvature and thus different center of mass. It looks a bit unreal that it can hold that weight and nothing happens to the monitor, but moving it is a bit harder than I thought. Maybe I could play around with some screws to adjust it but I don't really care, since I bought the arm to free desk space, rather than to have maneuverability. Still some cable management left to do, but I finally have a proper gaming / work station
    1 point
  11. I found the difference in these patches). the author removed from the stun grenade absolutely all active damage, and left only passive damage, that is, the stun works only if the enemy is in the smoke of this grenade). Since not only one I did not understand this innovation, I added to the description of the principle of action, because players do not understand how it works completely ignored these grenades. and used rockets stun, because there is clearly visible that there is an effect from the application). thank you for your attention!
    1 point
  12. We've now released our Milestone 3.8.0 patch onto our standard Steam / GOG / Epic branches, which fixes several more stability and gameplay issues. Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter. Gameplay Changes: Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them. Secton eyes now glow when Psionic Triangulation is active. Fixed large amounts of text not appearing correctly in Chinese languages. Fixed a large number of text lines being vertically misaligned in non-English languages. Bugfixes: Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them. Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa). Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items. Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier. Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting. Fixed some display issues users could experience if using multiple monitors while mirroring one of them to different screen. Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
    1 point
  13. One of our junior coders investigated it a few weeks back and it's not a straightforward fix, so it'll require our tech director to sit down for at least a couple of hours and figure out what the issue is - and his time is usually spent on the highest priority issues we have on any given day. This bug is only classed as medium priority; how long ago you reported the bug doesn't really factor into that. It's likely to be addressed once all the game content is in place.
    1 point
  14. 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 update just contains a few more minor fixes, and we'll likely be releasing this onto the main branch on Monday if it proves stable (or releasing 3.8.0 if not). Bugfixes: Fixed being able to heal alien units (this allowed players to get into a few situations that could allow crashes). Prevented the player from healing an unconscious unit if there is another unit stood on their tile, as that would lead to two units occupying the same tile. Fixed the Western Town restaurant interior walls appearing black on some systems. Fixed the soldier HP bar that is shown on hover on the Dropship soldier arrangement screen showing inconsistent values when you switch between soldiers. Fixed some ladders on some of the new Polar maps not being climbable.
    1 point
  15. BTW. I would assume this bug should affect all scrollable screens, but I believe that any dev who will end up doing this task will first and go check that out, but just wanted to mention anyway
    1 point
  16. Getting back to the game after several months I honestly anticipated to see those stats after first mission completed, but sadly no change there Bumping this thread because of this
    1 point
  17. That's cool Kouki, I understand. I'm eagerly anticipating seeing Androns in the near future!
    1 point
  18. 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! Bugfixes: Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them. Secton eyes now glow when Psionic Triangulation is active. Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them. Fixed some display issues users could experience if using multiple monitors while mirroring one or them to different screen. Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
    1 point
  19. Somebody should post a complete tech tree.
    1 point
  20. We've now released our Milestone 3.6.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.3.0. Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter. Balance Changes & Gameplay Updates: Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2. Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI). Wraith autopsy research project no longer incorrectly awards $100k on completion. Fixed soldiers being unable to crouch if another soldier was already moving. Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions. Bugfixes: Fixed the entire screen permanently going black when a unit fires a weapon in the tactical combat for some players. This bug was linked to the "camera shake" setting, and some users had disabled that setting as a workaround - if so, you should now be able to re-enable it. Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen. Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination). Fixed an AI hang that could occur during the enemy turn in the tactical combat. Fixed the exterior walls of the office on the Cleaner Data Raid missions displaying black on some systems. Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base. Fixed the heal animation not displaying properly. Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing. Fixed the aircraft transfer duration repeating a second time after completion, taking twice as long as intended. Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead. Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour. Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial aircraft deployment phase. Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon). Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves. Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker. Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers). Fixed a Boreal log pile that had a graphical glitch with one of the logs.
    1 point
  21. Most of the game you are in battles, like 80-90% of the time, I think we really should get some quality of life and role-playing features for soldiers: Traits that you can gain in battles (including PTSD from battles that you can heal) Training ground for soldiers to train their skills Randomly generated background stories for soldiers Bar/Canteen for soldiers where you can view fallen soldiers (same as in Xcom2) More customization for soldiers Unique characters that you can save or recruit New soldiers types - pilots for aircraft Etc. I mean, you can get Xenonauts for 5 eur right now, there is no point of doing the exact same copy with very minor improvements and variations. You wont achieve Xbox2 wotc success, but its a good chance to achieve a solid second place instead of a solid 6/10.
    1 point
  22. Pilots are missing, right. 1. Pilot should sit in his cabin and control MARS robot platform or machine gun of the chopper. This way he could do one or the other. Every landing copper has some machingun, so it can cover landing troops. I thing this moment is somewhat missing yet. Also it explains, why you cant use a more MARS platform on a mission than one. Simply becouse you need a skill of pilot to controll it. 2. Make sure pilot has no optical glasses ! I have seen a pilot with glasses even for fighter jets, that is nonsense. Also make sure, that pilots in fighter jets are young. It is proven that reaction time goes down with age. Fighter pilots has short career same as ballerinas.
    1 point
  23. Hmmm - that's a bug, then. Basically the calculation should be that the grenade scatters a certain distance in a random direction and then tries to travel down the new path, checking whether it hits any objects along the way. Potentially what's happening is that it's scattering far enough to the left that the soldier is hitting the doorway / wall immediately in front of them (which has a 100% block chance and will look like the soldier dropped the grenade at their feet), but that certainly shouldn't always happen. And yes, you're probably right that the "misses" should be divided into a miss caused by a fundamental mis-throw by the soldier, and a miss that would have otherwise hit were it not for an intervening object. In the latter case then the grenade should impact on the intervening object. In the case above the hit chance without the intervening missiles would be about 95% so yeah, it would make sense for the vast majority of misses to hit the missiles instead. I'm happy to look at some save games if you have them where the throws aren't behaving sensibly. Just create a bug report and attach them.
    1 point
  24. "We", "My" --> Are you part of the team? If not, then with all due respect, I am not suggesting any additions to you, but to developers who are free to ignore or cherry-pick anything from a paying customer's feedback. Since you have 2.4k posts here, its clear you care about the game and get very defensive if anyone "offends it", but lets not be childish here, carry on.
    1 point
  25. I had a very similar feelings when I played version 3.2.0 recently (got no time yet to try 3.3.0 and 3.4.0) - last time I played the whole 200 days was 2.0.9. Played at veteran. I agree with all of what Skitso wrote. A few remarks below: Cleaners - at the start it is very interesting to have a "human" opponent with some alien missions, but I would like to see the Cleaners interfering with the alien missions, like "cleaning" parties, say after turn 10, cleaner reinforcements would show up and try to destroy the human player to "protect the secret and clean the area" and the destrction of cleaners could be postponed to later in the game. The combined threat of cleaners and aliens at once would be intimidating. The air combat feels different - more demanding now with the homing drones and defensive turrets on some of the UFO´s. Angels are almost no use after day 90 or so, Phantoms are a must, but very expensive. Also to be able to comfortably win every air combat, at least 3 fighters were necessary, in later stages even 3 phantoms with fusion weaponry (2 with missiles and lances, third with torpedoes and missile) What I disliked about the air combat is the new interceptor model - Genesis. The model looks ridiculous (resembling a dragon drawn by a kid... sorry if I am being too honest here, but the model from X1 was really cool with the forward swept wings - now the game uses the same icon during combat, but the model (picture and model in hangar) just looks terrible and small. Pleeeeease, change it.... The previous model resembling su47 was much better. If you added some alien features to the same model it would look just fine... Same goes to the advanced transport Pegasus - a flying box - the model seems too small to the carrying capacity, i kind of feel they should be bigger to fill the space in the hangar a bit more to feel more robust.. It would be perhaps cool if the Pegasus had an upper level - soldiers in the upper level with the tanks on the bottom level. Soldiers with jetpacks could exit the ship from the upper level or there would be the big door on the lower level. Or perhaps a ramp that would descent downwards (similar to skyranger in UFO: EU) Just a thougt.. Economy is also tighter than before - most of the times I had to think what to build and what to skip as the money were very tight - building a solid airforce and good equipped ground force was challenging. 6 bases were a dream never coming true. 2 bases with troops with another one with planes was all I could manage to build until end of the scenario (last UFO appeared around day 380 or so) In general, the game feels solid, there was a lag in the jungle missions, some minor bugs here and there (may be my old PC having hard time only), but the overal feeling was good. The loading times improved a bit as well I believe. The repetition of the missions is a bit annoying. The maps need more levels (high buildings, undeground levels etc). There couls be more mission variety - search and rescue of downed planes (in case UFO downs a military plane or defense of a military base/installation would be nice for example) Well done devs, Looking forward to the next build! P.S. pleeeeease again, better genesis model...
    1 point
  26. Primarily close range bonuses? I was hoping this game would be more of a return to classic style xcom style gameplay which it mostly is except for how accuracy works. Especially now that we're in a post Phoenix Point world, a game which has a lot of its own issues of course but one which made its shooting a hell of a lot better, I just don't really see why this game thinks it's alright to be right in front of an enemy with a shotgun and only have an 86% or so chance to hit? At least in the Firaxis games you could get the high ground on enemies, holo-target them, and utilize certain perks as well to grant flat chance increases to your hitchance. This game doesn't have any of those things (nor should it) but I feel like once my soldier is close enough to put the barrel down the alien's throat then they should have a 100% to hit.
    1 point
  27. Yeah, it's a feature. It started annoying me you couldn't have the scientists and the building ready at the same time.
    1 point
  28. UFO, it's ok there. It bothers me cheaply on my own base.
    1 point
  29. Are there any plans to add the ability to edit character? We can edit their names, but editing their sex, portrait, and nationality would be a god-send.
    1 point
  30. I think that being able to re-name your aircraft, and bases, would be nice, and also your favorite playing characters!
    1 point
  31. Consider to have the units be able to take sidesteps and walking backwards. This means that players can turn before going around a corner by taking a a side step (shield soldiers could then use the shield for protection instead of getting hit on the side for a reaction fire). Shield soldiers could also approach an alien, shoot and then take steps back and potentially the shield takes the reaction hit instead of the players back. This enhances the tactical way of playing. Sidestep could take 5 TU and walking backwards could take 6 TU for example.
    0 points
×
×
  • Create New...