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Showing content with the highest reputation since 01/29/2020 in Posts

  1. 2 points
    Hi everyone - we've not released a build for a while, so it's time for another update to tell you what we've been working on and when you can expect to see a new release arrive. Delays & Disruption: The Christmas holidays are always disruptive to a business, but we've also had to spend a lot of time and effort trying to fix the loading bug that starting appearing in the V10 Experimental builds (basically the game would sometimes lock up when starting or loading a game). This has been a very thorny issue, as it's related to how Unity loads the asset bundles it uses to store game objects, so it's controlled by code deep within Unity rather than being anything we have any real control (or even visibility) over. We thought we'd found and fixed the issue on several occasions, but sadly it seems we've only managed to make it happen less frequently. This is an annoying bug, but it's not game-breaking given you can always just restart Xenonauts-2 and it'll probably load fine the second time around. We're therefore going to leave it for now and see if we can get some help from Unity themselves. Anyway, this bug has been a big reason why we've not been putting out many builds recently. New Features / Content: Despite the delays, we've actually done quite a bit to the game since the last public update. The two main features we've been working on are the mechanical units and the modular armour system, but I've also spent some time balancing the strategy layer and doing some of the plot-related writing. The Kickstarter soldiers are now all set up and working, and we're now starting to make a few visual updates to the ground combat missions and it's a short-term priority to add some more mission and map variation; if all goes well we might see some of the new mission types (item recovery / VIP Assassination) appearing in the game. Strategic Balancing / Writing: I'll talk first about what I've been doing. The strategic balancing involved me playing the campaign fighting the air battles but using developer cheats to auto-win the ground combat missions, so it allows me to check that all the UFOs are spawning correctly and functioning in the air combat, the missions are loading up properly and unlocking the appropriate research items, all the research and workshop projects are joined together correctly, and eventually that the final mission can be unlocked and won. It also means I need to ensure the escalating power of the UFOs can be matched by the player's interceptors and their weapons, because I can't progress through the game if I can't shoot down the UFOs. It was literally impossible to shoot down some of the UFOs in the last public build, so this is a good thing I then locked myself in a room for two or three weeks to write a whole bunch of the key research text - projects like Alien Alloys and Alenium that explain the fundamentals of how alien technology works, and then the 8 or so plot-related research projects starting with the Alien Invasion up until the stuff that unlocks Operation Endgame. This is why I've not been on the forums or posting news for a while; I needed to focus on that and once I got it done I had about three weeks of project management stuff to catch up on instead. Anyway, the first draft of those projects is now complete and will be in the next build (of course about two days after having finished the writing, I had a really good new idea for a new game mechanic that would subtly change the setting and require some more rewrites!) Vehicles: I'm pleased to say that mechanical units are now in the game and functional. No doubt there's a whole host of bugs and weird behaviour with them that we'll need to iron out over the coming months, but you can build a MARS in the workshop and equip it with any kind of infantry weapon, then assign it to a dropship and drive it round ground combat maps blasting aliens. It crushes things like the X1 vehicles did, which is fun but still pretty janky - it'll happily smash through solid brick walls but not little tables, and if it tries to go through a door it stops, opens the door and then smashes down the doorframe. All stuff we can fix though. Modular Armour: The modular armour system will hopefully be done in the next few days, but we've been thinking that for weeks now. It's a cool system, but it's a complex one due to all the different combinations of the modules and the way that they need to control the appearance of the soldier both on the strategy layer and (eventually) in the ground combat. Miscellaneous: All the Kickstarter backer soldiers have now been added, along with a large number of the custom portraits - another surprisingly time-consuming job, but it's another task crossed off the list. UFOs on the Geoscape can now have escort craft like they did in X1. We've updated Strategic Operations so they now add scientists / engineers to a hire pool rather than putting them directly into your base, which means Living Capacity checks now work properly and modders can entirely revert to the X1 hiring mechanics if they prefer (this also means we can more easily support splitting personnel by base like in X1 if we want to). We've done a bunch of other smaller things too, but I've already written a massive wall of text so I'll just stop here. Build V11 Plans and Priorities: So for V11 my priority is to get the modular armour finished, and then I want to start spending some time on the ground combat - both in terms of level design / variation, and game balance. After spending a lot of time improving the strategy layer over the past 6+ months I feel like we can now start looking at the game as a complete experience. That said, I'm also looking at a few new Geoscape systems that I'm hoping will mix things up right from the start of the game. I'll throw some threads up on those so you guys can discuss the ideas and give us your views - although these are still at the early stage of testing, so it's far from certain they'll survive! When can you expect V11? I suspect it'll be out on Tuesday February 4th.
  2. 2 points
    Yeah, you're right - I forgot to mention that in my post above. This is just a little issue with our build server failing to import those images correctly (they work fine in the dev / editor version of the game) and it should be patched and fixed with the first hotfix early next week.
  3. 2 points
    Actually, I take back everything I said above - I had a build up on Steam ready to press the launch button, but for some reason all the art for the modular weapons isn't displaying in the public builds. It works fine in the developer version of the game so I have no idea why that's happening (it's probably something dumb that'll only take half an hour to fix), but I'm going to postpone the build until tomorrow because it's well past my bedtime.
  4. 2 points
    If anyone is wondering why the new build isn't released yet, the answer is that we've been delayed by some more problems with the Modular Armour system. I'm expecting the release to happen tomorrow one way or another; if we can't get the modular armour fixed and working for tomorrow then we'll put the build out without it.
  5. 2 points
    Instructions could be more clear, yes. Here's clear one. 1. Install Xenonauts 2. Download and install X:CE 0.35 https://www.goldhawkinteractive.com/forums/index.php?/files/file/34-xenonauts-community-edition/ 3. Start game 4. Exit game 5. Download and install X-Division 1.00.00 https://www.goldhawkinteractive.com/forums/index.php?/files/file/7-x-division-10000/ Alternative: https://mega.nz/#!RNBxiYYR!bWJ4oWul3r4U1BKIEXk792pfMbGgVpW1aapmOcJucIY https://mega.nz/#!sVIjXYSa!LeYJCOLqpXF4ebwx115wevT92QRmqEnea7tW8vGzMlA https://mega.nz/#!QEx1RTAA!hZzHDpYEEpf0vru6FeOsWNhOgRsZ8LCiJm290Jk9IyQ 6. Install latest update https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU
  6. 2 points
    Thanks for the tip. I was saving myself for marriage, but the next build seems like a more practical goal..
  7. 1 point
    Closed Beta Build V11 has now been released on Steam and GOG. Note that this build is only available on our Experimental branch so you'll need to switch over to get this update (instructions on how to do that here). This is a pretty large update for the game in terms of functionality as you can see from the changelog below. I'm expecting stability to be bit off because we haven't released a build for a while though! Key Changes: Relations / Signal Uplink / Orbital Bombardment: we've added a number of interlinked Geoscape systems that are still being tested and may be confusing if you don't know what's changed. Please take the time to read this quick overview! The Geoscape is now covered in "signal uplink" icons, which can be completed by spending $250k. This grants a Relations bonus in the local region, a permanent +$50k funding increase in the local region, and adds one scientist / engineer to the hiring pool. This system is at a very early stage of testing so the UI is a bit of a mess (they're currently just a hacked together strategic operation). Every 10 days, the aliens destroy a city from orbit and inflict 20 Relations damage on the region with the highest relations. Again, this system is at an early stage so there's no notification for this yet. The Relations just disappear! When you research any of the advanced weapon families, any advanced armour family or any advanced interceptor you will recieve a 10 Relations bonus to all regions. In future this will upgrade their forces to use the appropriate equipment after a time lag. Scientists and Engineers are now hired to your base like they were in X1. However there are only a limited number of scientists / engineers in the hiring pool, and if you want to hire more than are currently present you need to construct Signal Uplinks on the Geoscape. Modular Armour: the first iteration of the modular armour system is now in place. You can see it in action immediately on the Soldier Equip screen, as the basic armour supports the Extra Armour module that offers greater protection at the cost of additional weight and a Rebreather that offers gas immunity at the cost of a small Accuracy penalty. There's a lot more coming for this system, but we only finished it a few hours ago so we'll need a little more time MARS Vehicle: you can now research and build the MARS, which is a small vehicle that is assigned to dropships in the same way as a soldier is and can carry any soldier weapon, and in the ground combat it is capable of crushing many types of terrain. It's pretty cool, but I suspect there's a lot of issues that need to be ironed out - if you find any, then pop them up in the bug report forums! Interceptor Components / Foxtrot Removal: the starting Falcon now has access to two types of armour, the heavier of which grants a large HP boost but also disables the Evasive Roll of the plane. The Foxtrot has been removed; the idea is that we fold the functionality into the Falcon so you can set it up to be a fast and agile or slow and heavy depending on your preference (the advantage here is that you don't have to build an entirely new interceptor to change its role). If all goes well we'll get some modular art drawn up so the interceptors look rather different when equipped with heavy armour. Air Combat Updates: quite a bit of balancing has happened in the air combat, but we've also added a number of new systems. The first is that the UFOs now support spawning with escort craft as they did in X1, allowing 3 vs 3 combat to occur. There's also now an armour system, so it's possible to differentiate between UFOs that are tough because they have a lot of armour and UFOs that are tough because they have a lot of HP. You can also see several new mechanics when fighting the early-game Observer UFO, which will flee from your interceptors rather than turning to fight them and has a rotating turret weapon that allows it to fire backwards while fleeing. It also has a shield generator, which creates a shield bubble around the craft that absorbs incoming damage - but if you fly inside the shield bubble, it becomes useless (i.e. it only stops projectiles passing over the edge of the bubble, not inside it). There's actually a lot more changes than that, but for the sake of brevity I'll stop there. The full changelog can be read below: Strategy: The Geoscape topbar has been shifted around a bit so the date is always visible on every screen, and the base browser is part of the topbar on every screen where it is relevant (in the long term this will be active on every screen). The amount of money, Alloys and Alenium you have available is now visible on every screen. The Geoscape speed buttons have been moved to the top left, and the action buttons (Launch Aircraft, Build New Base, etc) have been moved to the top right of the topbar. There's a new piece of UI in the bottom right of the Geoscape screen that shows the Relations values for all of the regions at once. The Modular Armour system is now active on the Soldier Equip screen. The MARS vehicle can now be researched and constructed. Scientists and Engineers now have to be hired, but are hired from a character pool with a limited number of scientists / engineers. Completing signal uplink missions adds more scientists / engineers to the pool. The Geoscape is now covered in Signal Uplink strategic operations. Completing each one costs $250,000 but will grant +$50k funding in that region, +10 local Relations and add one scientist / engineer to the hiring pool. Every 10 days an Orbital Bombardment occurs, removing -20 Relations from the region with the highest Relations. Currently there is no indication that this has happened! You gain +10 Relations in all regions after researching any of these projects: Laser Weapons, Gauss Weapons, Laser Weapons, Composite Armour, Exosuit Armour, Phantom Interceptor, Fury Interceptor. I've added the first daft of some new research text - e.g. Alien Alloys, Alenium, most of the plot research. Steam / GOG achievements have now been set up, but have been deactivated until Early Access. All Kickstarter soldiers should now be set up in the game. You can add them by going to the Settings screen and searching for the appropriate name in the custom soldier box, and every new campaign will then feature that soldier in the starting squad. Any interceptor item upgrade projects (e.g. upgrading your missiles to be Alenium Missiles) now also affects newly constructed / purchased interceptors. Region lost / region close to loss pop-ups now correctly interrupt time. Air Combat: The powerful "main cannon" attacks of the Destroyer and more advanced UFOs are now treated as missiles, which means the projectiles move more slowly and can be dodged by interceptors with Evasive Roll (in the last build those weapons would just instakill any interceptor that came into range, making the game almost impossible). UFOs can now spawn with up to two escorts, as in the original Xenonauts. UFOs can now be equipped with Shield Generators, which generate a circular shield around the UFO. This absorbs a fixed amount of damage before it is removed, but it only triggers on projectiles passing over the edge of the shield (e.g. if you fly inside the shield bubble it doesn't offer the UFO any protection). UFOs can now be given the "flee" AI script, causing them to turn and attempt to escape from your interceptors rather than flying towards them. Weapons can now be set to automatically rotate towards the closest target. The Observer UFO now has a "turret" weapon that will track the closest interceptor, allowing it to fire backwards as it flees. There is now an Armour system in the air combat. Armour effectively acts as a second HP pool, with incoming damage being applied to Armour before it is applied to normal HP. The penetration value of the weapon is a % and represents how much damage ignores Armour and is applied directly to the HP pool. The size of the air combat battlefield is now set on a per-UFO basis, so it's smaller when fighting small UFOs and bigger against the larger enemies. There has been a number of balance changes made to the interceptors: Foxhound interceptor has been removed from the tech tree. Instead, the remaining interceptors can be equipped with light or heavy armour. Heavy armour makes the aircraft much tougher but removes the ability to perform an Evasive Roll. Neutral local forces interceptors are now set up and functional in the air combat, but we need to implement Aerial Terror Sites on the Geoscape before you'll get to see them in action! Missiles are now orientated towards the targets when fired rather than travelling directly forwards, as they would previously always miss targets on the edge of their fire arcs. The Heavy Fighter UFOs have now made a reappearance in the game. Buttons on the air combat "do you want to retreat" pop-up now say "Retreat" / "Continue Fighting" rather than "Yes" / "No". Ground Combat: The "adjacent cover" system which allows units to shoot over cover immediately adjacent to them without suffering an accuracy penalty has been expanded. It should now also disregard any further cover adjacent to the first cover item, provided it has the same or lower % block chance. Basically you can now shoot over a line of identical crates as long as they are all adjacent to one another. Melee weapons now hit more often, as the accuracy calculation now takes the weapon accuracy and deducts the Melee Defence of the target (which is usually zero). Bugfixes: The loading freeze bug should hopefully now occur far less frequently. If it does happen, just restart the game. Fixed a bug where the Geoscape icons would sometimes draw over the Esc menu. Soldier carrying capacity and TU penalties are now correctly recalculated in GC if you pick up or drop items. As always, please let us know if you encounter any issues with the build by posting in our bug reporting sub-forums and we'll do our best to patch the issues out!
  8. 1 point
    - Human (thrown) grenades: Has anyone checked the percentage of self-damaging throws? I think this issue came up before, but unless a soldier is wounded or impaired in some other way or facing high obstacles, I think the percentage of throws that land close enough to kill or injure the person throwing should be about 5%, max. For soldiers to throw a grenade right down in front of themselves, we're talking either dropping it when it is thrown, or being seriously depressed and wanting to end it all. If they're that depressed, it's probably because they were stuck in the wheel of the drop ship the previous turn... - Alien Alloy Starvation This has also been discussed somewhat, but for the 3rd or 4th time in a row, my game will be ending due to being unable to make more advanced anything because I don't have alien materials and can't make better aircraft or weapons or much of anything else. Perhaps the humans might be able to pick up some working weapons and ammo on the battlefield sometimes?
  9. 1 point
    Yes, this is exactly what I was going to suggest. The MARS spawns an item when it's destroyed (which is why the wreckage offers cover), and we can make that a recoverable item - and then create a workshop project called "MARS Rebuild" that only appears when you have MARS Wreckage in your base stores.
  10. 1 point
    Yeah, but I guess the point I was driving at is why would you start researching this stuff before you've encountered your enemies and have any idea what the sort of war you'll be fighting is? We might have to add some kind of opening mission like in XCOM, maybe.
  11. 1 point
    The AI will get some attention in the medium term, as right now the aliens and the civilians have incredibly crude AI. So it's definitely something we'll fix but it might not be until after the Early Access launch.
  12. 1 point
    You can find the key changes thread here:
  13. 1 point
    You better believe it. I just need to spend the next few hours setting up some modular armour layers so the hair doesn't draw over helmets and stuff
  14. 1 point
    I think the current idle stance animations are too passive. The idle stance from Xenonauts 1 where better because soldiers where at (low ready stance) > Combat ready stance with weapon muzzle pointed down and gunstock at shoulder. That created the atmosphere that a soldier is waiting for an allien to pop up and i think it increased the immersion and tension. I would suggest to create idle animations with low ready stance and when soldier runs out of TU to shoot switch to current idle stance. That way soldiers that have enough TU left for shooting will be at a combat stance so you will know they are ready to fight or shoot on overwatch and those with current idle unable to shoot. Sorry for my bad english
  15. 1 point
    Not yet, no - although once things slot into place and the game is at the standard I'm happy with, I suspect the Early Access launch will happen very shortly afterwards (like 6-8 weeks). The points raised in the posts above explain the source of the delays. The initial idea for the strategic side game was much simpler in some areas, and when we realised that wasn't improving gameplay we made the decision to revert several mechanics back to the state they were in X1. I feel like this was definitely the correct decision for the project and I know a lot of people were very happy about it; after all a lot of people enjoyed Xenonauts specifically because it was the most complex and simulationist of the various X-Com esque games. The problem though is that we can't just remake X1 and expect people to be happy with it. The Early Access build needs to demonstrate several interesting new systems right from the very start of the game so it's immediately clear that other changes to the formula ARE happening - i.e. having strategic operations or the signal uplinks on the Geoscape, having the modular armour system working with your starting soldiers, supporting greater equipment customisation on the aircraft, etc. I think people will be happy to give us the time we need to finish the project if they can see clear evidence that there are going to be interesting changes and new content, but I think we'll get a lot of negative Steam reviews if we don't. So right now the main thing is to get those interesting new systems in the game. Once we've got a few of them working well we can name an Early Access date and then spend a couple of months frantically polishing the game in preparation for launch
  16. 1 point
    Modular armour is literally one of my favourite features in any video game ever, signed in just to express my excitement the game will have it! Any chance for teaser screenshot and/or mod support?
  17. 1 point
    A move one square and shoot action using the equivalent action points as a manual attempt, but performed seemlessly. I am unaware of how the game plays, as I am waiting on the full release to appear down at GOG, but presuming the character has a skill that improves such as agility, this could reduce the ap's of such an action. Ergo when you hover the mouse over an alien, with the move-to-shoot initiated, the best square to take the shot and the odds will highlight on the map, according to the characters skill. Gives a little breathing space for moving somewhere that wasn't quite as your perspective initially.
  18. 1 point
    Maxim 56. Infantry exists to paint targets for people with real guns. I've played many games like Xenonaughts (X-com, UFO:After-whatever, Phoenix Point) and one thing that has always annoyed me is that there is no off-map support. Like, we're fighting off an invasion by a technologically superior enemy, and we are LOSING, and the powers-that-be can't be bothered to give us fire support? We got aircraft, why can't one of them strafe the enemy lines? Or have our transport stop a kilometer from the fight, and drop off two guys with a mortar? Calling out for people to rain hell down on the enemy positions have been a staple of human combat since WW1! Why aren't we doing that now? (salt) Now I know that this would shift the balance in the player's favor, but if the xenos are beating the regular armies of earth, they should be showing it. Give the xenos a CIWS, either deployed or mounted to a robot or something. Have the ufo's weapon systems be operational, and shoot back at the air support. If we want to be able to call in artillery from a nearby base, it would take time for them to get set up, which the xenos could use to fortify their position or destroy valuable artifacts.
  19. 1 point
    That sounds like what a real, present day battle droid would do. Can we keep that behaviour?
  20. 1 point
    As promised, I've put up a few ideas for some of the new systems we're experimenting with here:
  21. 1 point
    I mean, it's not quite the same as a massive ADVENT tank like in that video, but thankfully we do now have our 1-tile vehicles working in the game and they'll be included in the next build. Larger vehicles would require us to implement pathfinding for multi-tile units ... but that's not necessarily too much work. I'm sort of tempted to put some "proper" 2x2 vehicles into the game once we have the core gameplay working properly.
  22. 1 point
    Yeah, the topic of artillery gets brought up quite a lot on these forums and my answer is always the same - I understand that it's logically something any military force would deploy in a major battle against an enemy, but it would completely ruin the gameplay. X-Com and Xenonauts is about small squad combat where risking the lives of your troops is a big part of the thrill of the game; allowing you to shell the aliens with indirect fire would make the battles much less interesting to play.
  23. 1 point
    It's not supposed to be fair. You're not inviting people to a honor duel, you're fighting for survival of your species, being "sporty" is for losers. And as I said, there are ways to balance it. By making it only available sometimes (artillery has to be brought into position, you need friendly assets nearby), depending on conditions, with costs involved. Again, if aliens bunker up in the UFO, how can you use artillery? You'd destroy all the equipment. And unnecessary destruction of civilian buildings would not be looked upon favorably (use of artillery could have a negative impact on mission performacne and country disposition)
  24. 1 point
    You're saying this as if an improved Xenonauts is a bad thing and it has to be something completely different.
  25. 1 point
    Phoenix Point is good example of how introducing new mechanics that deviate from original for sake of change can harm gameplay. Lot of combat problems there came from developer trying to mix things up by introducing XCOM2-based class and abilities, which unfortunately did not turn out to mix well with the design of UFO Defense. The battle is almost entirely skill-dependent at the cost of other tactical elements, and ironically leads to reduced variety in team composition (if you don't go with "correct" build of heavy/sniper or shotgun/sniper, end game becomes near unplayable difficult). Making power difference between rookies and veteran too strong has also led their difference in performance to be too different, making soldiers less disposable and making gamers less inclined to be favourable toward perceived unfairness of aliens. In short, Phoenix Point is suffering because it's been designed as realistic strategy game while new element has shifted the game towards gotta-nuke-everything-in-single-turn puzzle style of XCOM2 battle. While sequel is good opportunity to add additional mechanics that support the original gameplay, I am glad Goldhawk Studio is choosing to build a solid well-proven foundation first, because then the developer can add new elements based on that foundation and also track how it affects game design.