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  1. April saw the release of Closed Beta V23 and a series of hotfixes on our Experimental Branch. This has been quite a bit of work since we previously hadn't released a new public build since November, but we are continuing to release hotfixes to fix the bugs found by the community and expect to be able to release it to the standard branches in the next week or two. There's been a lot of improvements to the gameplay in V23 but many of them have been covered in previous updates. One nice thing we got in relatively recently was the final 3D art assets in place for the enemy Cleaners and male civilians, with the female civilians and some additional armour variants for the aliens due to arrive this month. Given there's multiple civilian outfits for the eight biomes we have in the game, that's a lot of new models - and I'm glad it's now done, because getting them all set up has been rather painstaking work! I've also gone through the research tree and added a few more research entries and some artwork to research projects that were previously lacking it. We've been stuck for a while with the artwork for our alien autopsies / interrogations, as we lost the artist who painted our existing autopsy art due to personal reasons and we'd been hoping he would be able to come back (because he was great) - and while that did not happen, we thankfully have managed to find someone that looks like they are capable of matching his art style. We'll therefore be adding more new research artwork to the game shortly. Work has also continued on the environments. Recently we started work on the biome that is currently in the worst state, the Xenonaut Base biome. This is seen more frequently now because the Cleaners now attack your base in the opening months, and the Cleaner Headquarters mission also uses the same set of tiles, and it's currently a mish-mash of half-finished assets and different styles we were experimenting with. The new tiles are starting to take shape nicely and hopefully we'll be able to show some of them off in V24. Among the various bugfixes and usability updates, there's also been various small features added to the game. The autoresolve for the air combat is being upgraded to better reflect what is happening in the air combat, so it doesn't throw out weird results (and if it does you can ignore the result and fight the battle manually). Aircraft weapons now also take time to rearm when the aircraft returns to base, etc. The biggest new feature that we have added this month is something I want to test out for potential inclusion in V24, which is an updated power system for your bases. This will allow you to improve the functioning of a building by feeding it more power - e.g. increase the range on the Radar, the research speed on your Laboratory, etc. As you can unlock better power generation buildings as you advance down the tech tree (as well as more advanced buildings that consume more power) this will hopefully create some interesting choices for the player. However, we just won't know how good the system is until we test it, so I can't make any promises about it being in the final game. I think that's enough for now. Not the most exciting update, but there's only so much you can write when most of the month is spent on bugfixes! Thanks for reading anyway, and we'll have another update for you all at the end of May.
    2 points
  2. This hotfix addresses a number of further issues with V23. You'll need to be on the Experimental Branch to access the build. If you want to continue playing your V23.3 campaign (as this update breaks save games) then please switch to the Experimental Legacy Branch instead. Disabled the Arid missions until we have a chance to rework those maps, as that biome is a total mess visually. Fixed various crashes / issues related to having melee weapons in your inventory. Hopefully fixed the issue where loading an end-of-turn save game would play out differently to how it played out originally. If successful, this will make it much easier to reproduce bugs from save games. Fixed a AI hang that could occur when an enemy unit suffered a morale break and fled. Fixed a crash when a Reaper was spawned due to overwatch fire. Fixed an issue where the objective items on the Cleaner Intel mission would flicker purple. Fixed an issue where the shuttered windows on the Polar biome would continue to block shots even after being destroyed. Fixed an issue where certain soldier armour / gender combinations would have the combat shield incorrectly rotated. Fixed an issue with weapon ammo tooltips that could cause flickering red error messages to appear on the Soldier Equip screen. Fixed an issue where the air combat deployment zones were not disappearing in the Release / Stable builds. Hay is no longer invisible on the Farm maps. Fixed a minor issue with the T-shirt civilians where parts of their arms were transparent. Fixed some issues with the civilians wearing overalls (misaligned bodies, oversatured textures, etc). Let us know if you continue to experience further bugs in the game. We're not planning on releasing any further content updates for V23 so we'll only be releasing further hotfixes if there are gameplay bugs or stability issues that need fixing.
    2 points
  3. This hotfix addresses a number of issues with V23, and also adds a fair bit of additional content. You'll need to be on the Experimental Branch to access the build. If you want to continue playing your V23.1 campaign (as this update breaks save games) then please switch to the Experimental Legacy Branch instead. Content - we've added almost all the final male civilian models to the game, along with the various new Cleaner models (which look much better). The updated female models will be coming in the next month or so. Content - I've added research text for the Alien Hyperdrive, Sentry Gun and Aerial Warfare research projects. A number of research projects that were previously missing art have had them added. Content - the first Cleaner mission now has three possible maps, not just one. Fix - fixed an AI hang that could occur in the alien base. Fix - fixed a hang that could occur as part of the alien psionic power process. Fix - fixed a crash that could occur if you extracted some soldiers from the Cleaner Intel Mission before finishing the mission. Fix - fixed manufactured undersuit / special items disappearing after completing the Cleaner Intel Mission. Strategy - the Servosuit and other items that increase Strength now correctly also increase Carrying Capacity. Strategy - the Alenium Grenade project now correctly upgrades your grenades and HEVY ammo. Strategy - the tooltip detection for Hangars is now constrained to the hangar itself. Tactical - combatant HP / Armour values are now visible on 4k screens. Tactical - damage numbers spawned above the heads of units are no longer unusually small on screen resolutions about 1080p. Let us know if you continue to experience further bugs in the game. We're not planning on releasing any further content updates for V23 so we'll only be releasing further hotfixes if there are gameplay bugs or stability issues that need fixing.
    2 points
  4. This hotfix addresses a number of issues that we discovered within V23. You'll need to be on the Experimental Branch to access the build. Strategy - the Panic gain / reduction on various UFOs and ground missions is now more obvious Strategy - the info pop-up for tactical missions on the Geoscape now has a line for the duration of the mission, which tells you how long until it despawns. Strategy - the monthly Panic increase caused by Cleaner activity (until you destroy their base) is now explained via a popup at the start of the month Strategy - added roughly 10 new tooltips, most covering topics related to the Morale system. Strategy - added some new complete / in construction hangar artwork for the most advanced interceptor, the Gemini. Strategy - added preview art for many of the engineering projects. Strategy - added a couple more pieces of research text related to the Cleaner projects. Strategy - the Cleaner base attack mission that appears in the early game no longer states it was carried out by a Destroyer UFO. Strategy - fixed the player being unable to build the Plasma Pistol, Gauss Sniper Rifle or aircraft Fusion Lance. Tactical - the Focus Mind button in the GC UI now no longer looks like a second Crouch button, and it has been repositioned slightly (along with the Morale numbers). This is just placeholder styling before the new Tactical UI arrives in the next major build. Tactical - in order to fix some issues with the Cleaner Intel Office mission, interacting with the target desk items now places a USB stick item in the inventory of that soldier. This needs to be carried to the dropship to be extracted in order to win the mission (if the soldier carrying it is killed, you will need to loot it off their corpse). Tactical - all desks on the Cleaner Intel Office missions are now interactive, so there are 25 possible items to recover instead of 6. You now need to recover a minimum of 10 instead of 3. Each additional item captured is now worth $25k cash instead of $100k cash. Tactical - tixed various parts of the game (e.g. officer leadership bonus, morale system) that were not correctly recognising the Sergeant Major rank. Let us know if you continue to experience further bugs in the game.
    2 points
  5. Thank you for taking the time to explain that. And I'm sorry that I was a bit of a bitch the other day; I didn't mean it in a horrible way but I can see now that I was a bit OTT. I'm just really passionate about the game because this genre is the only type of game I like other that Skyrim-style RPGs. I didn't realise how difficult the coding would be to add the prone mechanic; I know nothing about coding and just assumed it wouldn't be that much of a big deal. I just remembered that X-Com Apocalypse had it and, for me, it made a huge difference to the gameplay. But, again, I'm sorry for my original stroppy-mare post x
    2 points
  6. By the way, I skimmed back through your post history recently while I waited for some code to compile and I'll admit I was a bit unfair in my initial post. 95% of your posts are bug reports which are obviously a very useful contribution to the project, and there is indeed not much criticism there. You made on the v20 builds about 18 months ago where you said you were angry at the direction the game was going because it was just turning into X1, and since I've not seen you post anything about the project since then I guess that's stuck in my head as what your feelings are about the project. But obviously that was a long time ago now so that was an unfair assumption on my part; it's not unreasonable for you to have a grumble every couple of years. As you've been repeatedly asking about prone for a very long time and I've probably never responded to you about it, I'll give you a quick explanation as to why it's not in the game. Note I'm not ignoring you specifically on this topic either, it's just something that has been suggested repeatedly by fans of JA2 ever since Xenonauts 1 was announced and I'm kinda bored of writing out the same response so I tend to just skim over it whenever anyone mentions it. Basically while I enjoy JA2 very much I think there's a trend to assume the mechanics in that game would transplant over into an X-Com game and work equally well, but that's not really the case - while their genesis is the same, JA2 is a more detailed combat simulator than X-Com ever was and the emphasis in X-Com is on larger squads and arguably on the equipment rather than the soldiers themselves (i.e. building a strategic war machine to defeat the aliens despite regular casualties). JA2 is the reverse, where the main attraction is the mercs and the really detailed tactical combat, and the equipment used and the strategic layer while important are secondary to that. Adding prone to the game is just going to slow the tactical combat down imo, and I don't think it'd actually improve the gameplay, because it implies making the tactical combat even more simulationy than it already is - and I think Xenonauts is already quite possibly the most complex turn-based tactical simulation game in the last decade, and is already at the boundaries of what the average strategy gamer can comprehend. It's also an enormous amount of work - far more than you might think. The art requirements alone are enormous, as we need a new set of prone / prone move / transition animations for every unit and weapon combination in the game. The code requirements are also enormous. It obviously has huge implications for the line of sight system (as presumably it'd need to affect sight lines) and the shooting system and the AI etc, but also loads of systems you wouldn't think of. For example, a prone unit won't fit in a single tile so we'd need to implement support for non-square (rectangular) multitile combatants - but also for units changing their footprint dynamically during a mission rather than it being set at the start of combat, which is a whole other can of worms. I'm not exaggerating when I say the changes required are fundamental enough it'd be months of work to implement, and I'd need to be really confident that the feature was going to improve things if we were going to start work on that - and I'm just not convinced prone would actually improve the game.
    2 points
  7. Been quite a while since I played a build of X2. Had some time now to put into a campaign, so here are thoughts on a variety of areas. I'm really enjoying the feel of the game. Even in terms of production value, the game feels well ahead of X1 already, with good tooltips and general maturity. I'm getting a clear feeling that this can be a great sequel to Xenonauts 1, perhaps not radically different but the improvements really add up. Mission variety is already handled a lot better than in X1, and it's very nice to see some inspiration from the Firaxis Xcoms (like Cleaners) yet with a different spin on it. The only thing I don't really enjoy is the air combat - I know I'm about the only one who liked the turn-based air combat of 2 years ago but the current iteration of X2 air combat is just a harder version of X1 air combat at which I already sucked bad enough. Now I need two Angels to kill a Mimic, with both planes taking heavy damage, and it seems like doing better is primarily about twitch reaction to hit pause at the right time and then order rolls or course adjustments. Nothing new, same complaint I had with X1 really. Separate points: QoL: there's no notification when a soldier dies. A dead soldier's selection button should probably have a tooltip reminding you of their name and class. QoL: Infantry and Rifleman default loadouts seem to be the same. There should be a Shield loadout. Text issue: the Hyperdrive research, available early, mentions a Mentarch, possibly before you encounter one. That happened to me at least. QoL: in the aircraft launch dialog, it would be very good to somehow see the plane's loadout. If I have a torpedo Angel and a missile Angel, I'd like to see a tooltip or text reminding me which is which. I'm undecided on having enemy HP clearly indicated. It's probably a good addition to the gameplay but it makes the first meeting with an alien less impactful. I'd suggest enabling HP indicators, per alien race, once you've completed an autopsy. That would make the initial meeting more interesting (you don't know how strong that creature is!), and even make more sense in-universe. For your soldiers (with their combat computers?) to recognize how damaged an alien is, they need a rudimentary understanding of the alien's biology or construction. Missions with alternate rules need to be better explained. I'd go much more explicit with the explanations. For example, the Cleaner intel hub mission where you go capture data sticks. There's two rules - get data sticks from computers, and Cleaners will spawn endlessly. I read the research report but still managed to get it wrong. Many players don't read. I think you can't go wrong with popups (that can be disabled) that very explicitly spell the rules out when the mission starts. Combat balance: I find myself really missing the close-range accuracy bonus of X1. Without it, I get ridiculous stuff like soldiers right next to an alien with a 20% rifle burst hit chance, or a 50% shotgun hit chance. I think the X1 system where accuracy got an extra bonus when super close should return and it was one of the best tweaks to X1 combat - it just makes a lot of sense. Combat balance: not sure if I'm understanding it right but shields seem to always be destroyed in one hit? They were definitely too powerful in X1, but if they really are one-hit only in X2 then I think that's too weak. I don't like that the campaign counts "Day 52" instead of a date. Less obviously clear how long it is until the end of the month and it's just less immersive. I'd understand if the goal were to make an ambiguous timeline but the game's pretty clear about when it begins anyway. QoL: need a notification if a base has unpowered buildings but has enough power capacity to turn them on. QoL: in the navigation bar, it would really make more sense to have Soldiers/Armory adjacent and then have Stores before or after Aircraft. It's not very clear if dismantling alien weapons is good for more than getting alloys or not. An alien magnetic weapon sells for 10k. It dismantles into 2 alloys, which cost 5k each, so there's no benefit economically. If it's only for alloys, it'd be good to somehow make that more clear. QoL: stores screen lets you sell all with Ctrl-click but doesn't have a way to sell 10 at a time. Alien reaction fire can trigger on crouching. Not sure if per design or a bug, but feels a bit weird. Is the "chance to revive" mechanic still there? Doesn't seem so, but I'd like to see it. The gameplay effect was marginal really but it added some very good suspense. I've been a fan of base defence missions ever since Xcom but I still don't feel happy about the forced base attack the game does now. I understand why it's done, we want to avoid players easily shooting down all UFOs before they can attack a base. But it feels jarring and very gamey to me. In a game where everything is tied to Geoscape events, suddenly it throws a base attack at you which just screams "hey we really want this to happen but ran out of better ideas". I'm not sure what a better solution is though. UFOs that go straight for the base so leave little time to respond? Special mention - I love the writing, much as I did in X1. On the one hand it's fairly typical sci-fi stuff, but it strikes a great tone with not taking itself too seriously while also not being silly. It's hilarious at times, I loved the quip about traditional burial of soldiers in their own armour. Will probably continue with some more notes if I manage to play a few more missions!
    1 point
  8. Incidentally we've figured this one out, and it's a much less serious bug than I first thought - and it'll be fixed in the hotfix. The problem is that you've destroyed those walls, but as they don't have any destroyed art setup they just stay fully visible despite no longer existing in game terms. I've set them up to disappear when destroyed now.
    1 point
  9. Ground combat of UFO crash site (not downed by me), took ist slow, covering all angles. Worked well, killed 3 aliens (Psyons) without problems, the reply fire was normal. Then as if a button was clicked, every shot of the aliens one-hitted a soldier, lost 5 Soldiers in one turn by 3 aliens. WTF? Soldiers were always behind cover. After that, nearly no soldier could hit normally anymore. Morale was still unchanged, I checked. Lost two more. Once inside the UFO the last alien suppressed by my heavy the shotgunner walked in and missed two times point blank *sigh*. Sniper at 45° angle with 100% hit chance on alien killed my shotgunner who stood next to the alien, not in front not behind... This problem reminds me heavily on Xenonauts1 where this happend as well. Game breaking for me! From same misson, after the "event" above and after deaths that lowered morale. What hinders shooting/aiming? Clear line of sight, shoot path all green, can`t shoot unless forced by pressing STRG (or ALT, can`t remember). Yeah and misses for sure. *sigh* Edit: Ok, I must admit the last steps of path are red. But forced shooting shot at least hit the target a bit. With heavy and rifle that works mostly, not great but at least they do a bit of damage. Had this with shotgunner, see below, and also with heavy and riflemen. Other mission I can`t shoot because 100 block chance, why can the enemy hit me without moving? See here: Edit due to errors and a bit of insight.
    1 point
  10. Is it possible to have ingame sounds played when adjusting the sound levels in audio settings? This way you can manage to adjust with examples, you can play it faster even. I don't know what is considered to be ambient and what sound effects.. Though I thought having found the right settings for me, once the grenade launcher fired and unintendedly vaporized a wall I almost fell out of my chair due to the loud blast. Even the falling debris sounded louder than gun fire. Maybe the individual sound levels of the sound effects are not equalized enough? Oh and by the way, please do not set the standard game volume to 100% by default. Game is extreme loud before you can even go to settings and throttle it down. This is a common nuisance by many many games. Thanks in advance.
    1 point
  11. The cap is a leftover from the systems where scientists / engineers were gained on the Geoscape. Looks like I set the cap at 50, which probably is a bit small. I'll increase it to 250.
    1 point
  12. Ugh. That's a bug too - the mission isn't meant to end if you kill all the enemies. You need to pick up the items and take them back to the dropship, and enemy reinforcements will keep spawning until you do. We'll have a look at that too.
    1 point
  13. This hotfix addresses a number of further issues with V23. You'll need to be on the Experimental Branch to access the build. If you want to continue playing your V23.4 campaign (as this update breaks save games) then please switch to the Experimental Legacy Branch instead. Added research image for the Cleaner autopsy. Added in-construction artwork for the Skyhawk (chinook) dropship. The game now plays a sound when you move the Sound Effects / Ambient Sound volume sliders in the menu,. Fixed more hangs that could occur if the enemy was fleeing due to a morale break (usually when that fleeing would trigger overwatch). Hopefully fixed a bug where the game would crash when you had the Alien Fusion Weapons research project available and tried to open the research screen. Increased the limit for number of hireable scientists / engineers from 50 to 250. Fixed an issue where enemy reinforcements would have 0 TU, meaning they were unable to move, but could fire their weapons an unlimited number of times during their turn. On the Cleaner Intel mission, the mission will no longer end when you eliminate all enemy units. On the Cleaner Intel mission, when a unit carrying an objective item is killed the objectives now update to reflect the fact you no longer own those items (you'll need to pick them up from the body of the dead unit). Fixed an issue where you could not directly move soldiers from one dropship to another. Fixed the hitboxes on the Xenopedia category headers so you can click anywhere on the box to open the category. Fixed the scrollbar not appearing correctly on the Xenopedia menu. Let us know if you continue to experience further bugs in the game. We're not planning on releasing any further content updates for V23 so we'll only be releasing further hotfixes if there are gameplay bugs or stability issues that need fixing.
    1 point
  14. quick-1.jsonoutput.log Check the quicksave, when the selected soldier (which in the previous turn fled and dropped his weapon) opens the inventory the game crashes. I was trying to recover a weapon from a dead soldier.
    1 point
  15. It's a fixed amount - e.g. increasing the range on a Radar requires +100 Power, and you left-click / right-click on the building to assign extra power levels to it or remove power levels to it. I think it could be a cool mechanic but I don't want to get too excited about it yet. Plenty of ideas seem great on paper but just aren't as good as you might think when we actually put them in the game. It's definitely worth testing though I think.
    1 point
  16. As there was a fairly critical bug in V23.2, we've released V23.3 to fix it. You'll need to be on the Experimental Branch to access the build. As you couldn't play very far into V23.2 and it was only released yesterday, we'll be leaving V23.1 on the Experimental Legacy Branch so people can continue playing their older campaigns if they want. Fixed a crash / corruption that could occur when melee weapons were used. This would also cause various issues like broken inventory screens, etc. Destroying the Cleaner HQ now actually does stop the monthly Panic gain from Cleaner Operations. Fixed the faster version of the final Cleaner research (the one you get for capturing rather than killing the VIP) not actually revealing the Cleaner base. Doing more than 2 of a particular type of UFO crash site no longer causes Panic gain. Let us know if you continue to experience further bugs in the game. We're not planning on releasing any further content updates for V23 so we'll only be releasing further hotfixes if there are gameplay bugs or stability issues that need fixing.
    1 point
  17. Hmmm. The reason for this is so that players don't try and load their old saves in the new game and carry on playing, as the game files have changed and it usually causes crashes. The problem is that people then report these crashes as normal bugs and the dev team end up wasting lots of time trying to fix things that aren't actually bugs, they're just caused by out-of-date save games. I think the answer is for us to create a new Steam branch that contains the previous Experimental build on it. That way you can just change back to the previous Experimental version and keep playing the game if you want. I've done that now - there's a new Steam branch called "experimental_legacy" which you can switch to and continue your playthrough of V23.1.
    1 point
  18. I can also think of many ways to make the monthly performance evaluation more thematic (whether it being orbital bombardment or something else). The thing for me is however how well it is integrated into the rest of the game, and this only partly means how the panic meter can be influenced. Does it align with the alien goal? How does it affect the cleaners? Do the aliens have missions to recon targets so the panic is higher? Do the Xenonauts have way to mitigate the bombardment damage globally and locally? Does it affect the tactical battlefield? Does it affect available missions from these regions? Mechanisms I could think of interacting with the orbital bombardment: Alien scout missions increase the panic for the next bombardment in the region(s) scouted Players can do research to show how hard a region / regions will be hit or decrease uncertainty about that Players can send troops to help build defenses against the bombardment into regions; the longer they are there and the more experienced, the better it works Aliens could have Sabotage / Abduction missions to undermine these efforts Cleaner presence should have something to do with that (e.g. they build transmitters letting the bombs home in on prime targets) Research to mitigate the damage / increase the efficiency of the defense building City / Industrial maps being increasingly devastated from bombardment in relation to how much panic from bombardment the region had to suffer. Damaged houses and roads, less civilians, less street lamps...
    1 point
  19. Hi - I've pushed the update on the playtest branch now.
    1 point
  20. Dr. McCoy: "I am a doctor, not a snobby scientist!"
    1 point
  21. I am a big fan of letting people enjoy the game in the way they enjoy it.
    1 point
  22. Hi, I’m seeking some suggestions here. So, what’s your favorite multiple players game?
    1 point
  23. If you feel like that, it's probably best if you just come back to X2 when the game is done. There's more of a chance you'll like the final incarnation of the game that way. What you're currently posting isn't constructive criticism that will help us improve things - even if you're right with your criticisms of the design choices, your posts are just rants with very little in the way of explanation. Doesn't seem like you're getting anything out of this and I'm certainly not, so it seems like a negative experience for everyone that is best avoided. Thanks for your help with bug reports and the like over the past few years. Yeah, we're likely to change the amount of damage inflicted by the bombardment based on difficulty settings - it's a good way of controlling how hard the strategy layer is. I'm not sure removing it entirely at lower difficulty settings is a good idea though, because then there's very little threat on the Geoscape.
    1 point
  24. I instead love it. We have to look what the direct Competitor, the UFO ET-Row, bring in. Thats the Benchmark, nothing else. And there is much it bring in with the new 10 to 12 Years availible Programming-Technology for Games. Play it, then you see the Difference and what Xenonauts 2 needs to get on an similar Level in that Points and completely differnt in other Points. The Panic- and Stresslevel must be high in both Games, with more difficulty Step by Step. The UFO ET-Row makes it very good to raise the Difficulty Step by Step with the link to R & D-Progress from the Player, UFO-Shootdowns and done Ground-Combat Missions [Crashsites, Terror, Abduction etc.]. Evtl. one more thing I have forgotten. Sadly the UFO ET-Row haven´t many of such cool similar Potential from Xenonauts 2 in the Basegame UFO 2 ET "Battle for Mercury" incl. an big Mod for it atm. Some of the Potential from the upgraded first Game (UFO 1 ET Gold) the Mod integrates after an adjustment for the new 10 to 12 Years aviailible Computer-Games-Technology, others have to integrated with the WIP-DLC "Shadows over Earth". We all know that many Content for Xenonauts 2 is still missing and the Balance for the Game can be done first finalised, after all is integrated. There the cool Alien-Space-Station which get revealed themself will be more balanced then later. I have done an Test-Game with the new Version yet and played the first Month fully. The Game get much cool Refits in Ground Combat, Air Combat as well as R & D and Storyline-Content. The Refit from the Alien-Space-Station I haven´t seen so far (about 40 Ingame-Days of Playing). If the Devs have balanced it it will show up first after 3 Month (90+ Ingame-Days of Playing), which is more then Fair. And fires the Town-Destruction-Laser all 2 Month (about 60 Ingame-Days of Playing) or so. And the orbital Bombardement is not unfair for the more Balance of UFOs, Geoscape-Missions and so on, which is linked to it. In 90 % of Strategy-Games you have that as Opinion (in Hoi 4 for example you can use your big Ships to Bombard the Coasts; in Star Wars the Star Destroyers and similar from the Rebells can Bombard the Planets from Orbit; in Command & Conquer and StarCraft you have an similar Option). That is only small Part of Examples in similar Games, which make them Great. It´s a nice Feature and bring in more pep to the Game, in our Case Xenonauts 2. An similar Pep is the Mothership in the UFO-ET-Row. Both pushes the Player in differnt ways. @Emily_FTo have an stable Interesst in the Games I have I make the following trick. Pause them for a Time [like here some Hotfixes] out and then make an new try with an later Hotfix. Or wait for the next big Version and play something else [like the direct Competitor from Xenonauts 2, Hoi 4 or whatever]. What I do instead is reading the monthly Updates and Release-Informations for an new Hotfix / big Version from Xenonauts 2. With that new Energy an fully Test can be startet again. In that Case I look that all Info-Boxes are Working, the Game is stable, the R & D is correct and so on incl. all doable Ground-Missions, Airfights etc. I suggest you make an Break from Testing, get new Energy for it and come back for V.24 or V.25, when the Game get more Features back in / new Features get in, more Balances and so on.
    1 point
  25. Something I did for a fun challenge on Twitter. Done in a pseudo-Terror from the Deep style. Reference is the official Sebillian Interrogation artwork. Maybe this is how I would personally remake/demake Xenonauts.
    1 point
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