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  1. 7 points
    This version is outdated, see announcement for 0.35 instead. Version 0.34.3 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.3. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.3 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.3 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.2: This version has some stability improvements and updates to the bundled mods. System The game is now large address aware. This allows better stability / performance with very big mods. Sound effects are now stored uncompressed in memory. This only uses a bit more memory but should significantly improve sound-related stability problems, such as freezes due to ambient sounds and similar issues. Bug fixes Corrected loading of psionic defence values in saved games. Fixed the delete button in the modding tools with relation to the Steam Workshop. Prevented a freeze during ground combat if a map with a bugged door is encountered (door that opens into a wall). Fixed loading of some saved games that get corrupted by having incorrectly "cloned" planes. When retaking Xenonaut bases is enabled, fixed problem of that not applying to undefended bases. Fixed some UFO loot in the Furies mod. Modding In config.xml, a variable has been added (MeleeVehiclePriorityModifier) to tweak the priority with which melee aliens attack vehicles. The default value does not change gameplay. Modded Xenopedia screens can now display more information about combat armour suits. Included Mods Xenonauts Fix Pack by Policenaut has been updated with multiple fixes, with credit to Charon. Tropical and Swamp tileset - updated from version 1.6 to 1.61. This version is significantly more stable.
  2. 6 points
    Greetings all, A little preface here on relative skill level: The issues I want to talk about get more obvious and more of an issue the better a player is, hence this preface. This is sort of an inverse of "Get gud". However, it may appear I am asking to make the game easier in general, that is not the case. I would like the game to be harder if anything, but at the end where it makes sense for it to be hard and not at the beginning where it doesn't. More on that later... A note on my own skill level: I've completed pretty much every decent strategy game on the hardest possible difficulty, that includes games like: XCOM (The originals, terror from the deep excepted as I never got into it), XCOM (The Remakes), Jagged Alliance (even the awful reloaded one), Panzer General, Peoples General, etc. Also, some hard realtime stuff like EUIV (One-tagged the world), Shogun II total war (Impossible Ironmanned it), etc. I also have a youtube where I do hardest possible turn based Ironman campaigns, though that is mostly battletech. If your interested in that or simply want to verify, you can find it at www.youtube.com/TheEdmon and I hope you enjoy it :). My two key issues with XCOM type games are thus: 1) In the early game no-one seems to know there is a war on and it determines everything. 2) Win-More, Lose-More gameplay. The early game: Most of these turns based games are won in the first 6-10 hours and the rest of the game is just a walk to the victory screen, provided you don't make some critical mistake. But if you are winning hard enough, early enough, the odds of a critical mistake drops: 1) You win early missions with no losses and get more stuff. 2) So you have more money to expand, upgrade and research faster, with no losses to replace. 3) You are powering faster than the difficulty curve due to the above and can afford more coverage (when applicible). 4) You win more easily, due to your powering, which leads to less/no future losses and more money. 5) The cycle repeats, with your A-Team carrying you to the victory screen often without any losses at all. Dont you know there is a war on? The early XCOM game has this weird tone, situational as well as gameplay issue. You start off weak, barely any better or the same as a standard military of the time period. Then the game pretends like other militaries don't exist or are unable to mount even the slightest defence. So, where you are and what coverage you can get early is all that matters. This means that (often randomly), the game is determined by how much of the early hostiles appear near you (so you can deal with them) and is a race for you to power up as quickly as possible so you can protect the earth. The game balance revolves around this, making it so that you can get more ahead very quickly because you are 100% of the force being exerted against the aliens. That 100% can be vastly different between a good player and an excellent one, let alone a weaker casual player. You are totally and 100% critical in the early game, so balancing that early game becomes very difficult. I have always thought a good way to solve this problem would be to have the player be more like 10% of the force in the early game. NPC Military, coverage, airforces, etc. So what if we do this instead: 1) NPC's have military bases, airforces, coverage just like you do. 2) There is a lot more alien activity in the early game, but NPC militaries can barely handle it. The scramble interceptors, shoot down hostiles, airstrike, etc. 3) You can place your base to try and protect a country with a weak military, like africa, or place it where activity is high to protect a stronger NPC so they are useful for longer... The early game then consists of a world at war against the aliens and actually holding it's ground. You are there, to shoot down what appears in your general area, steal technology, go on missions, etc as usual. But you are not 100% of the fight, more like 10% of it. Of course, as the game goes on, your technology improves and so does the aliens. But your human allies do not. So in the mid game, they start to lose and some very badly: 1) You can see NPC bases and interceptons getting crushed. 2) Gaps appear in earths defence, relations sour. 3) It becomes clear that you must fill in the gaps, protect your allies, etc. You can afford to make the general alien presence that much more, when there is a lot of NPC defence around to handle it. Taking the pressure off the early game. In the late game: 1) NPC presence is all but gone, now it's all down to you. 2) Difficulty can be much higher 3) You've had time to put coverage in place, but the pressure you are under can also be higher than in a normal XCOM like difficulty curve. In conclusion: The early game matters too much, player skill level cannot effectively be balanced for, due to the snowballing effect that is caused by the player being 100% of the force against the aliens. The tone is also odd, where is everyone else, don't they know there is a war going on? My thought is to try and shift this to the mid game, while also fixing the weird lore and tonal issues. What do you guys think?
  3. 6 points
    So, first thing to say - our Kickstarter will not be launching today (4th May), and is going to be pushed back a couple of weeks so we can finish up the video and the Kickstarter page. Things are progressing well but there's a few key assets that we want finished before the launch, as it'll make everything look a lot more professional - and I will of course keep the forums updated when we settle on a specific launch date. However, if you're interested in hearing about the Kickstarter then please make sure you're signed up for our mailing list. We very rarely use this list, but we'll be sending out a notification about the Kickstarter several days before via the mailing list and then sending another notification when we press the button and set the Kickstarter live! We're going to have an internal team meeting next week to discuss the draft page text / reward tiers, then later that week we'll be revealing more information to the community and asking for your feedback. A couple of major points of interest from the the last month: We've released what is possibly the final version of the free public combat builds (V0.23.0) on GOG Galaxy. We've fixed up a lot of the gameplay and stability issues and assuming nobody encounters any major issues, we'll be using this build for the free Kickstarter demo. It'd be great if people could test this because it would be nice to find any bugs before it goes out to the whole world! We've released a load of information on our planned changes and improvements in Xenonauts-2. These choices may continue to change and evolve during development, but those threads are fairly good guide to how the game will look in the closed beta - and then we'll think about further changes or expansion based on the community feedback from that. Onto general development news - things have continued to progress well, as we're predominantly working on adding content to the game these days. Although it breaks frequently because it's so complicated, the work on the merging of the strategy layer and the ground combat is largely done. Missions are loading the correct maps in the correct biomes with the correct combatants and equipment, and the correct items are being recovered and experience and health of your soldiers is now being tracked back to the strategy layer. What we're doing now is starting to add the various types of alien to the game and giving them their various different weapons and special abilities. Some of this has been rather straightforward, but other equipment / alien abilities requires new code to support the way it interacts with the game mechanics so is going to take longer - we'll probably be working on this in the background for another couple of months. We're also working on making the maps load the crashed / landed variants of UFOs correctly, which is kinda complex because the UFOs now have to support destructibility, but I think we'll have that working in its basic form soon enough. The strategy game also has all of the major mechanics in place now too - the base, the interceptors, the research / engineering projects, the soldier equip screen, etc. What we're concentrating on now is making small changes to existing mechanics to make the game play better - e.g. tweaking the Agent Actions, enhancing the new interception system, etc. The gameplay experience is steadily improving as time passes but it's certainly not ready for public consumption yet! There's a lot of places where the game is still lacking, but the biggest two issues with the gameplay are challenge and content. The combat AI is incredibly basic and doesn't present any real challenge to the player, which makes it somewhat difficult to balance the gameplay. The other issue is the lack of maps and differentiation between the aliens; it's possible to play a single mission and have some fun but we can't support a proper campaign until we have a good variety of maps and all the different variants of alien to fight against. These are two of the big areas that we'll be focusing on in preparation for the post-Kickstarter closed beta. We'll post more details up about the closed beta once our Kickstarter preparations are out of the way. There's lots for me to do so I'm going to get back to work now, but thanks for reading and I hope we'll be seeing you again when the Kickstarter launches!
  4. 5 points
    By the end of this month everyone who backed the Xenonauts-2 Kickstarter will have their Steam / GOG keys and going exclusive with Epic wouldn't involve taking them away, so using that logic I'm assuming you wouldn't actually mind us signing an Epic exclusive deal? Everyone would have got what they paid for and no promises to backers would have been broken ... but in reality I think there'd still be a big backlash if we did so. I personally find the whole Epic Store debate quite interesting. In principle I like the idea of Steam having more competition, because whilst overall they've been a huge boon to independent developers, they represent about 90% of our sales and yet our only contact with them is one guy who probably replies to our emails less than half the time. Having a competitor to keep them on their toes and make them more responsive to what users and devs want from them can only be a good thing - but then having games be exclusive to just one platform is kinda annoying as a consumer (although Battle.net / Origin / UPlay / whatever have been doing that for a long time so it's hardly a new phenomenon). Anyway, I suspect Snapshot were offered more than enough money to make the backlash they are facing worthwhile. I think it's a very dangerous thing to break promises to your backers and I can certainly see why people are angry, but everyone has their price and if there was enough money on the table then I could also see how that would be tempting for the dev team.
  5. 4 points
    Closed Beta Build V6 has now been released on Steam, GOG and Xsolla. Note that this build is only available on our new Experimental branch so you'll need to switch over to get this update (instructions on how to do that here). As usual, please note this closed beta is only open to Kickstarter backers and people who have pre-ordered the game via Xsolla on our website. This is a major update for the game that contains a number of significant new features. We're currently working on getting the remaining "core" systems into the game as fast as possible, so many of these new features are still largely untested. This is why we've set up the Experimental branches - this new build may well be full of game-breaking bugs, but we're extremely busy with feature implementation and so we won't be able to put out a hotfix as quickly as normal. Having V6 on an experimental branch means people can switch back to V5 if they want a more stable experience, so we're not forced to drop what we're doing to patch the game immediately if there are problems. Be aware that you're probably still not going to have any idea what's going on with the new air combat because we've not yet had time to add tooltips into the game (they're coming soon) so there's no way to view the stats of any of the combatants or the weapons. Given the air combat is now based more heavily on percentages like Hit Chance, Evade Chance, Range etc this means it's still largely unplayable unless someone has explained what is happening in advance (although reading the changelog below will help a little). Key Features: Air Combat Update: there's been a substantial update to the air combat. The new mechanics are explained below in more detail. Alien Psionics: certain ranks of Psyon now have access to the Mind War psionic ability, which they automatically use every turn. The mechanics are a bit different from the X1 psionics and are explained in full below. Soldier Assignment System: there's now a central soldier management system that ensures soldiers can only be assigned one task at a time (e.g. if they're on a Strategic Operation, you can't then deploy them in combat). Strategy Upkeep / Funding Screen: your personnel, aircraft and base structures now have upkeep costs. You can now access a preview of the Funding Screen from the Geoscape at any point, which also gives a breakdown of all of your predicted income and upkeep costs. Crash Site Airstrike: the "airstrike" functionality from X1 that allows you to receive a cash bonus in exchange for removing a crash site from the Geoscape has now returned. New Artwork: we've added new art to various screens. This includes everything from strategy screen backgrounds and new UFO artwork to additional alien combatant models and new energy weapon projectiles. More Alien Variants: the crews of alien ships are now more varied, with each alien race now have multiple unit variants like in X1 (i.e. not every alien is a generic soldier, so some of a UFO crew will be lightly-armed non-combatants that fly the UFO etc). There's also Elite aliens with better equipment that start appearing later in the game. Air Combat Update: Air combat now auto-resolves rather than requiring you to issue all commands manually, which makes interceptions much faster and less fiddly Your interceptors have AI that will automatically attempt to close to the appropriate range with the UFOs and fire weapons, but the player can also manually issue orders if they choose Weapons will auto-fire if the interceptor is range, but fire permission can be toggled off by clicking the weapon icon on the new interceptor status panels on the right of the screen. Weapons now have % hit chances, and combatants have a % evade chance. The weapon first rolls to hit, and then if a hit is scored the defender rolls to see if they can evade. Weapons also have an Evade Modifier which controls how easy they are to evade. Torpedoes are powerful but have a 2x Evade modifier, making them ineffective against Fighter UFOs that have 50% base Evade score (giving them a modified 100% Evade vs torpedoes). However, they are much more effective against cumbersome UFOs like Destroyers which have a base 0% Evade score and are unable to dodge even the slowest weapons. Alien Psionics: Alien psionics are now in the game in the form of the Mind War ability, which several types of Psyon and the Praetor-equivalent possess. Each alien with the Mind War ability will cast it against a random Xenonaut each turn. Line of sight is not required but each Xenonaut can only be hit once per turn. All Xenonauts affected by Mind War are flagged at the start of the player's turn. At the end of the player's turn, Mind War is resolved. This is done by comparing the Psionic Strength of the attacker to the Bravery of the defender, along with a random element that is added to each. If the attacker is successful, the Xenonaut is panicked and will drop their weapon and flee. If the attacker beats the defender by more than 30, the attacker scores a critical success and the Xenonaut is instead Mind Controlled. The defender will receive a bonus to their Bravery equal to their Bravery multiplied by their remaining % of TU - so if you don't spend any TU on a soldier, they will receive twice their normal Bravery in the defence roll. Strategy: General - we've added a central soldier management system that ensures soldiers can only be assigned one task at a time (e.g. if they're on a Strategic Operation, you can't then deploy them in combat). General - there are now monthly upkeep costs for your staff, aircraft and base structures. These are deducted from your monthly funding each time it is received. General - there's new strategy / air combat art for four of the early-game UFOs General - UFOs now contain a wider range of possible races, and each race has a larger number of possible variants with different weapons and armour General - we've added support for sorting items in the Research Projects / Engineering Projects / Base Stores list General - added a little more writing for some of the early-game research reports General - prevented saves occurring while the game performing tasks that would break saves (this fixes a bug where users would end up with corrupted saves) Geoscape - a preview of the funding screen can now be accessed at any time, showing your predicted funding per region and also giving you a breakdown of the upkeep costs of your organisation Geoscape - the X1 "Airstrike" functionality has been added to the game, allowing you to pass on doing a crash site mission and receive cash instead (if a Crash Site times out without you completing it, you're automatically granted the airstrike cash) Geoscape - Strategic Operations now take less time to complete if you assign more personnel to them Geoscape - clicking near multiple interactive objects will now give you a pop-up allowing you to specify which object you'd like to select, as it did in X1 Geoscape - landed UFOs now function correctly, although right now there's no difference between a crashed and landed UFO in gameplay terms (there will be in future) Geoscape - there's been some visual changes, with an updated layout more akin to X1 and some new art. Geoscape - Alien Bases now start undetected and can either be detected passively (you have an increasing % chance each day to detect the base), or can be detected by flying an interceptor over the base Geoscape - Infiltrator markers spawned onto the Geoscape by Alien Bases now spawn in same region as the base Geoscape - hovering over a region now displays the region name and the Relations score rather than the "health bar" that we had in previous versions Geoscape - lines in the log are now linked to the events on the Geoscape like it was in X1 (i.e. hovering over a log message should highlight the appropriate object on the Geoscape, etc) Geoscape - improved the performance when there are multiple UFOs flying around at high speed Geoscape - the notification you receive when completing a base structure now correctly displays the building name, not simply "." Geoscape - fixed the Bomber UFO icon being inverted Personnel - Soldiers still appear in your personnel list immediately after being hired, but their status is now set to be In Transit for 3 days. Personnel - Soldiers now have starting stats ranging from 35-65 in each attribute, rather than 45-55 Soldier Equip - soldier medals are now visible. This system needs some additional work before it is finished, but the (placeholder) medals that currently exist are working. Soldier Equip - clicking the soldier portrait now allows you to change the soldier in that slot Dropship Equip - this screen is now capable of supporting additional types of dropship with different troop capacities and so works slightly differently now: The soldier portraits are now shown in a horizontal row beneath the dropship and are numbered by hotkey, and they no longer re-order themselves when you move units around in the dropship. Holding down shift when you move a soldier icon over another soldier icon around will swap the hotkeys of those two soldiers. Hovering the mouse over a soldier portrait will light up their soldier icon, making it a little easier to see which icon belongs to which soldier. The soldier assignment menu now marks the soldiers that are already assigned to the dropship. Ground Combat: Specific ground combat items now recover items on the strategy layer (assuming they survive). The UFO power cores are now the only source of Alenium in the game, so be careful not to blow them up! UFO crash site maps are now roughly 50x50 for all UFOs rather than expanding in size as the game goes on - clearing a bigger UFO is already much more time consuming than a smaller UFO, so also enlarging the map as well made for very long missions. The Overwatch toggles on the new GC UI now work correctly for each weapon (so you can disable the Primary weapon if you want to reaction fire with the Secondary instead, etc) Reloading weapons manually in the ground combat soldier inventory should now have the same effect as the quick reload button in all instances We've redesigned several of the UFOs, updated their interior layouts and added a number of new props Two new armoured elite Psyon variants have been added to the late game Added new projectiles and impact effects for the Plasma and Fusion energy weapons Fixed a number of animation issues for the humans and Psyons (made shooting snappier, fixed some flickering in the run cycle, etc) Laser Weapons now have updated inventory artwork Alien Magnetic Pistol and Alien Fusion Pistol now have 3D models A number of visual updates on the Farm biome Civilians now have more biome-appropriate clothing, although they are still placeholder Some improvements to the roof-hiding system, although there is more to do here Some improvements to the way the camera tracks alien activity during the alien turn, although there is also more to do here Bugfix - Terror missions should no longer freeze at 99% loading Bugfix - fixed a hang where you couldn't complete a mission if one of your soldiers was stunned Bugfix - fixed several mis-set assets, including train cars that units could walk into and some windows that could not be seen through Bugfix - fixed some missing move tiles Bugfix - fixed an issue with C4 giving the player multiple detonation crosshairs with incorrect detonation costs Bugfix - fixed a bug where crouched units would appear to be standing if you loaded a save game
  6. 4 points
    Hello everyone - we've just gone into June and there's not been much news coming out of Goldhawk HQ recently, so I thought I'd write a quick forum update to keep everyone informed about our progress. We released our last update just over two weeks ago, which was a big hotfix for Closed Beta V5 and fixed quite a few of the stability issues we had in V5. Since then we've moved back to adding content and features to the game. We've already finished up a few features that will be in the next update such as the Crash Site airstrike mechanic that was in the original Xenonauts, the recovery of strategic items from specific ground combat tiles (e.g. a UFO Power Core grants you Alenium unless you destroy it), and the soldier management system that means you can no longer assign soldiers to multiple tasks that should be mutually exclusive (being in an airborne dropship, being on a Strategic Operation, being wounded, etc.) However, we're also starting work on some bigger tasks. We're updating the Air Combat to make it deeper but at the same time less fiddly - we're doing this by adding some new mechanics, but automating a lot of the clicking the current air combat requires you to do. Although you can pause the combat and issue your interceptors detailed manual orders if you choose, the new model of the air combat will automatically play itself out in the same way that the air combat in the original Xenonauts did. However, as the combat is now turn-based there's less reliance on split-second timing on your pauses. Anyway, I'll explain all the changes in more detail when the next major update arrives! As you can see from the example above, we're also working on adding new art to the game. In recent months we've brought on some new freelancers to start painting up the final art assets for the game and this is starting to bear fruit. These are some of the final art assets that are working through the pipeline: Strategic UFO Artwork Strategic UI Backgrounds (in full 21:9 glory) Weapon Inventory Art Alien Autopsy & GC Corpse Art Soviet Town terror maps This is being coupled to some new gameplay content as well. We've created some new props for the UFO interiors so they're more interesting to play through, and I've updated the UFO crews so there's a better sense of progression through the game - the alien crews get bigger and better equipped as time goes on, and once the larger UFOs start appearing you could be facing Psyons, Sebillians, Wraiths or Androns each time a combat mission spawns. The balancing isn't final by any means but it's another step closer to being finished. I've also taken some inspiration from what we did in X1 with the UFO crews, and added several new variants of each alien. For instance, there are now unarmoured Sebillian non-combatants (pilots / engineers / etc) that spawn inside UFOs and only have pistols, rather than every Sebillian being a well-equipped soldier. This process is more complete for some races than others (the Androns in particular are short on variation) but once some of the new alien variant models start appearing I think we'll have a more varied set of aliens than we did in the first game. We'll also hopefully have a bit more of the writing done by the time the next major build arrives. The tech tree is starting to solidify and I'll be starting to put more attention into the research reports now we have more idea of how things might slot together in the final game. There's some other cool things in the works but I'm starting to run out of space so I'll save them for the update announcement. Sorry for the lack of communications on the forums recently; unfortunately I've just been working too hard to spare the time!
  7. 4 points
    I don't think we'd be given the chance to have that kind of deal, even if we wanted it - we're not as sexy a game as Phoenix Point, who have already signed a lot of deals with various parties for a lot more money than we have. So I doubt there's any risk of us ever becoming an Epic exclusive!
  8. 4 points
    The development of Xenonauts 2 has reached a major milestone today, as we are releasing our first Closed Beta build to our Kickstarter backers. This is the first time anyone outside the dev team has played a build of the game that contains both the ground combat and the strategy layer linked together (although the first build is intentionally *very* limited in content). This closed beta is only open to Kickstarter backers who have backed the game at the £25+ tiers. If you're one of those backers, Humble will send you either a Steam or GOG key at roughly 11AM PST today (28th November). If you're not a Kickstarter backer, I'm afraid you won't be able to buy the game until our Early Access launch around March 2019 - we're not allowed to sell those private beta keys. Please be aware that the primary purpose of the closed beta is testing. The early beta builds are not going to be fun to play; they have deliberately limited content and will probably have quite a few issues. If you want a fun and playable experience I recommend you wait until the Early Access launch in just over three months! Finally, please don't stream this build - the game is not yet ready to be shown to the public, and even if your viewers were impressed they can't buy the game yet. Once the game has released into Early Access you'll be able to stream it without any restrictions! Features & Feedback: This build contains all of the key strategy systems, but only allows you to play on the Geoscape for one week. We want to find out how well the fundamental mechanics are working, so please try as hard as you can to break the game. We're particularly interested in the following feedback: Does the game work properly on your computer? How is performance on the different graphics settings? Do the graphics / UI display correctly on your monitor? Are you getting any crashes? Do all the strategy game systems work properly? e.g. Do your planes intercept and shoot down UFOs properly? Does building structures and managing staff on the Base screen work properly? Do the dummy research / engineering projects work as you'd expect? Is the ground combat <> strategy link transferring the data correctly? e.g. Are your soldiers bringing the correct equipment to battle? Is the correct ground combat map being loaded, with the correct aliens and UFO and civilians etc? Are the correct items being recovered from combat? Is soldier experience gain / death in combat being correctly brought back to strategy? Does saving and loading work properly? Are any parts of the UI confusing or difficult to use? Is there anything that's particularly annoying and ruins the experience for you? etc We've simply not had time to work on the game balance or spend much time iterating and improving our new mechanics (e.g. the Air Combat and the Base system), so please wait a few more builds before giving us feedback on those topics. We'll be asking your opinions and suggestions on the new stuff once we've had time to develop it a bit further. You should also assume that most of the re-used art you see from the first Xenonauts is placeholder art. We're going to start adding the missing research art during the closed beta and there will be a final UI and art pass on the game during Early Access when the mechanics are more settled and we know the final UI layouts for the various screens. Where to report issues and give feedback: Simple bugs: you can press F11 to send an in-game bug report, or report them here on the forum in this thread Crash bugs: if you've got Error Reports enabled in-game, we'll get some useful info on what went wrong. But it also helps if you can tell us in this thread what you were doing that might have caused the crash. General feedback: posting this up on the forums is best, either in this thread or in a new topic in Xenonauts-2 General Discussion We're not sure exactly when the next build is going to be, as it's somewhat dependent on how broken Beta Build V1 is - if there's major crash bugs in the game we'll probably try and hotfix them within a day or two, whereas anything else is likely to be rolled into a larger build that will be coming in around two weeks from today! EDIT - a few updates since I originally posted this thread: The bug reports we recieved were so useful we released a hotfix the following day that addressed a bunch of crashes, changelog here. We now have a dedicated sub-forum for bug reports, so please post any bugs in there! Please read the bug formatting rules first though - it makes it much easier for everyone to see if a bug has already been reported!
  9. 4 points
    So for roughly the next month (until late August) I'm only going to be logging onto this forum occasionally - and I'll be responding to emails and direct messages much more slowly than normal. Why? I'm getting married next week, and then I'm going to be heading off on my honeymoon for a couple of weeks a few days afterwards. The rest of the team will still be busily working away in my absence, but I won't be around to do the usual community management stuff. If you see people on the forums asking questions for the devs and getting annoyed that they're not getting a response, please point them to this thread! I'm very much looking forward to having a holiday - I'm sure those of you here who are married will know all to well how stressful it is to organise a wedding, and to do all that while also running a Kickstarter campaign and doing all the planning required to keep Goldhawk running for a month has been pretty exhausting! It'll be nice to have a couple of weeks to chill out before I come back and have to start worrying about the upcoming closed beta I don't have time to write a proper dev update unfortunately, but these are a few of the things we're planning to be working on in the next month: Finishing up the realtime Geoscape and interceptor / UFO movement etc Adding the basics of the new air combat prototype into the game Adding the soldier backpack allowing units to switch weapons in combat Making units drop their equipment on death, and allowing soldiers to pick things up from the ground Some upgrades to the ground combat AI Adding few unique weapons (e.g. combat shield) and weapon properties (lasers recharging their clips, etc) Adding explosive terrain objects / units that can explode on death Getting the MARS vehicle working properly in the ground combat (crushing things, exploding when destroyed, not screaming when shot, etc) Rewriting the unit movement logic so you can move multiple soldiers simulatenously A bunch more fixes / updates to the map editor to help us support semi-randomised maps I'm sure I'll be brimming with enthusiasm when I get back, and hopefully most / all of the above will be waiting for me when I do!
  10. 4 points
    I rather enjoy the claustrofobic feeling that restricted vision cones give. It's not just a gameplay topic, but a fundamental thing that changes how the game feels.
  11. 4 points
    I've made a UI mockup with UI elements that I'd like to see: Bigger Everything! Well, except the weapons. See major equipments of all soldiers. See heal-able HP and stun damage. TU, HP, and main weapon above everyone (friends, foes, and 3rd parties). Outline move area, move + shot area (before turning), and vision cone. When selecting move location, show line to all enemies, and who can be shot from that location (after turning), and whether each can see you (red eye icon in the mockup, above the left alien). Default to move + fire instead of ignore move and fire. When hovering over target, see accuracy of all modes. See hovered target's TU and HP but without numbers. Full UI mockup (understandably most clustered): Animated mockup (Not always playing correctly; did my best): X2.mp4 Fine touches: See all inventory on screen (slot based), Selecter soldier's skills, Silhouette for human and alien, Replace shot mode text with icons, Firing hint. TU has a blue overwatch marker to represent snap TU. Tried adding current firing mode marker, but a bit redundant with moving shot boundary and live TU prediction. Floating TU and HP is white to emphasis coloured status icons such as the red eye for sight. If a walk plan renders you unable to fire at a target after turning, it can be conveyed by "not-attackable line" to that target. I think we can also rotate vision cone with mouse move, and update TU prediction (and maybe cone colour) to indicate whether there is enough TU left for overwatch. In hindsight I could have made the alien indicator smaller and add their weapon icons below. And add reaction shot indicator next to sight indicator.
  12. 4 points
    Heh, I've been explaining this concept for almost a decade now and I don't think I've ever managed to express it as succinctly or as effectively as you did there
  13. 4 points
    This has been interesting to read, but I have a question to ask. How many people here have played ALTAR Interactive's AfterX series of X-Com-like games? ALTAR Interactive tried doing many of the things that people have suggested here. In Aftershock, there was a large array of competing weapon types - projectile, laser, plasma, psi, sonic and warp, with each type being introduced later in the game. Each weapon tier was different in terms of damage, range and accuracy. They also introduced ammo types and modifications for each weapon type, and every enemy type had different resistance types to the different weapon tiers. But the takeaway from AfterX was people used projectile weapons throughout most of the game. Accuracy didn't matter. Want an accurate weapon? Make a scope and a gyrostabiliser and stick it on a rifle. Raw damage didn't matter. Put AP or explosive or Acid rounds in a projectile weapon and go for headshots (the only kind of shot) with your snipers. ALTAR did to Aftershock what usually only modders do after a game has been released but it was easy to boil down from the massive list of STUFF which weapons were the most accurate, fired the most shots and did the most damage with the appropriate mods (it was projectile weapons - the first tier that you get - all the way). In Afterlight, they dialed back the weapon types, but projectiles STILL lead the way. The ALTAR experiment over 3 games shows that trying to vary things based on key statistics doesn't work. What happens is that the weapons with the best stats bubble up from the pool and everything else is ignored. You end up with perhaps the sniper rifle from lasers, the assault rifle from projectiles, the shotgun-esque weapon from plasma etc. etc. If weapons from different tiers were intended to be the same but different, then those differences have to be radically different but not keyed to stats, as keying them to stats didn't work in the AfterX series. Furthermore, the differences in later stage tiers have to be sufficiently enticing for people for put work and time into them. Let's take.. plasma weapons, for example. A nice late-tier weapon. If a plasma weapon did as much damage as an earlier stage laser, what would set it apart? Perhaps the plasma weapon sets things on fire. cover, for example. Or people. Perhaps instead it instantly destroys terrain, so you can destroy cover quickly with a plasma weapon Perhaps all plasma bullets have a 1-tile detonation radius. Perhaps it does everything. Take lasers. Why would I put research into lasers when I have guns? Perhaps lasers are a beam rather than a bullet style of weapon, which affect every tile they cross into. Perhaps laser have infinite ammo, and overheat harming the operator. Perhaps lasers can blind enemies. Perhaps all of the above. Who knows! But for different tiers to be the same but different, extra effort would have to be put into having those tiers behave differently on the battlefield.
  14. 4 points
    With the Christmas period only six weeks away, I thought I'd take a moment to tell everyone what exactly we're working on at the moment. The short version of it could be summed up as: we're connecting everything together, and things now work ... but are also clearly broken. What? Things work... but they're also broken? Let's start by talking about exactly what "connecting up" is - essentially it means we're now joining up all the information on the strategy layer and the ground combat layer. On the strategy layer you can hire your unique soldiers and put them to work in the base or send them out on missions, and if you send them out on a mission then we need to create a battlefield map with all the parameters sent from the strategy layer. That includes the type of mission (UFO crash site, VIP rescue, etc), the type of biome and sub-biome (arid wilderness, temperate farm, desert military base etc), the number of Xenonauts involved and their stats and equipment, the number and type of aliens, etc. The good news is that this all now works in the sense that data is correctly passed from the strategy layer to the ground combat, then results are passed back up to the strategy layer again once the mission is complete. However, making the gameplay correctly reflect all this information is an ongoing process that be going on for a long time. We're making a lot of progress fixing up the obvious issues, but whilst the code is indeed working the gameplay just isn't there yet. Anyone who played Xenonauts 1 more than six months before it was released will know very well what we mean when we say that! Can you give a bit more detail on where exactly you are and why this is so hard? The key issue here is the the missions in Xenonauts require a long list of design work, art assets and code in order to play like a game should play, and if any one is missing then the whole thing looks totally broken. I'll take the example of us implementing the VIP rescue mission which we put in the game a few weeks ago, because that both clearly works but is also obviously broken. These are the (simplified) steps required to get it working: Have a functioning Geoscape where missions can spawn Have the ability to hire and equip soldiers on the strategy layer Write the spawn logic on the strategy layer for when the opportunity for a VIP Rescue mission appears on the Geoscape Write the intended alien units that you should be fighting on the mission (these should change and get harder as the game goes on) Write code that defines the victory / loss conditions for this specific type of mission and implements anything new (e.g. you fail if the VIP is killed, you win if the VIP is evacuated even if everyone else dies) Have a level editor that can create a level for the game Implement VIP spawn regions and evac regions in the level editor and ground combat code Have a tileset with enough models that levels can look good Create a level for the mission with the appropriate layout, meta regions and visual attractiveness Create art assets for all the required aliens Create art assets for the VIP Set up combat stats / equipment for all these aliens Set up combat stats / equipment for the VIP Make sure this equipment also has the required stats and art assets Ensure you have the appropriate variety of maps to cater for all the different places this mission can occur Write the code that pulls this together and loads the appropriate map, mission type, aliens, equipment and Xenonauts when you fire up the mission Ensure the aliens have the correct AI behaviors to deal with the mission objectives (e.g. they will aggressively attack you and try and kill the VIP) Pass the results information back to the strategy layer and ensure the strategy layer acts on it (killing your dead soldiers, crediting you with a new unit if you rescued the VIP, etc) Something that sounds relatively simple - "adding VIP rescue missions" - therefore actually requires a huge amount of work across many different areas of the project if you want it to have an acceptable level of gameplay. And even when you've done all this, there's still plenty more to do ... for instance, the VIP currently doesn't get a little quick-selection minitab in the UI when you get control of him, and he doesn't start sharing his vision cone with your team until you select him for the first time. Those are pretty major bugs that clearly need to be fixed. And even when you've got the obvious bugs fixed, all you've done is created a mission that the player can play. Then the long and difficult process of balancing starts. Is the VIP too close to the spawn area, or too far away? Are the enemies too tough for this stage of the game? Is the map too open, making the VIP too hard to protect against alien snipers? Are shotguns too good? Does that alien have too much HP bloat? I'm sure you get the picture. The point of this update is to illustrate that the "fun" part of game development that everyone wants to help out with is the balancing and polishing stage, which happens right at the end of development. That's when you get to look at the game and say "hey, I've got this one great idea that'll make it much better!" and I find myself writing 1000-word forum posts about tiny details like why ballistic rifles need to have slightly higher armour penetration than they already do. I love that part of game development and we're getting steadily closer to it. We've nearly finished the box that sits around the game that we all want to play, and soon we'll be properly working on the game itself. The level editor and level creation process in general has sucked away a lot of this time, but we've now got pretty much all the functionality we had in the X1 level editor and therefore should be able to produce missions with the same complexity as the first game. Then we'll start pushing beyond it. We've got a few more things to fix up before we can put anything out, but what I'm currently planning for is to re-introduce the ground combat builds in the near future with the new ground mission types in them (currently we're working on UFO Crash Site, Alien Base Attack, Capture Supplies, VIP Rescue, VIP Elimination, Xenonaut Base Defence and they're all mostly working). Hopefully that gives a bit more insight into what we're doing right now, and why we've been quiet - although you'll get to see it for yourself soon enough!
  15. 4 points
    Once you stop seeing the entire world as a single unitary block with a collective consciousness I think it becomes a much easier sell. Plus you only have to look at the debates around the scientific claims that smoking was harmful / climate change is being caused by human activity to see that it's easy to muddy the waters of public opinion, irrespective of what "facts" are put forward by each side of the argument. In most cases people find the facts to support what they want to believe, rather than vice versa. Now imagine that the aliens have infiltrated elements of the media and world governments, and are actively trying to discredit the notion that aliens exist. Instead, they're pushing conspiracy theories like the narrative that one of the two superpowers has developed a secret weapon and is regularly using it on their opponents, whilst staging hoax / false flag attacks against their own people so as not to arouse suspicion. The photos of aliens are doctored; the witnesses are just government stooges. Indeed, the aliens might not even need to discredit the theories themselves. If I was living in the UK at the height of the Cold War and one of our aircraft carriers disappeared in mysterious circumstances, and the government explanation was: "Aliens did it, but all we have is few grainy photos to prove it", I'm not sure I'd believe that. If elements of the local media were accusing the government of being soft on Communism and covering up a Soviet attack because they were frightened / secretly supporting a Communist takeover then I might give that some serious thought. It's not likely, but is it more likely than a secret alien invasion? Might well be. Similarly, the Xenonauts can have powerful political support but that only needs be from a few key figures, ideally in a cell structure ... if aliens are infiltrating governments, you don't want a lot of people knowing about the Xenonauts. The aliens might not have enough power to take over the world militarily, but they certainly have enough power to wipe out the Xenonauts if they find them. The whole "men in black" and government conspiracy lore is a rich vein, particularly in the Cold War. I think this type of setting is actually a much better fit than the outright warfare in Xenonauts 1; mechanically it doesn't have to change the game at all.
  16. 4 points
    Version 0.34.2 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.2. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.2 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.2 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.1: This is a version that mostly focuses on modding, bringing numerous new options for mod creators to take advantage of. There are also bug fixes and mapping fixes in this version. Crash fixes Fixed a rare crash when an alien would attempt to mind control multiple enemies. Fixed a rare crash with air superiority missions. Bug fixes AP-damaging weapons should now work even if the weapon does 0 normal damage. Airplanes that have 4 weapons, of which 1 is a cannon, will correctly show all 4 slots in the air combat UI. Vehicles can now take EMP damage. This should not affect the base game, only some mods. Fixed Saviour Medal / Crux Solaris display (from 1.65). Loading a saved game will no longer reset the minimum cooldown of Terror or Base Attack missions. Quantum radars will now properly identify the city targeted by a Terror mission. Fixed the text shown if an alien base is detected by an airplane. Avoided duplication of alien base if detected by several airplanes. Balance Reapers will now attack vehicles as they were intended to (change in the X:CE Balance mod). Modding Melee aliens can now be allowed to attack vehicles, on a race/rank basis. A LockManufactures command has been added, which will remove the ability to manufacture an item. Added ability to add custom categories to the Manufacturing UI. Allowed control over zombification and Reaper spawning. Aliens can now turn enemies into any race/rank type. Such zombies can now also spawn any alien, and with a customizable timer. Allowed a configuration where lost continents can be retaken. If enabled, lost continents will automatically spawn one alien base, and the player has to kill that base (and any others on the continent) to regain it. Descriptions for manufacture projects can now be added. Add a new string with the ID ManTech.X.Description, for instance, ManTech.MiG32.Description. It will be shown in the workshop screen. Custom sort order for the stores screen can be provided in items.xml in the "Sort order" column. More building sizes now supported for base buildings, such as 3x2 and all the way to 6x1. Extra sizes for alien bases that can be used to create custom missions. Allowed creation of new gas types that can do damage multiple times per turn, that is, for each tile passed with that gas. UI In the Stores screen, items are now sorted. Players can sort by a column, by clicking on it. Categories in the Manufacture UI are now sorted. Xenonaut soldiers holding a medkit and a weapon (the usual being medkit + pistol) will now appear with the weapon in their hands instead of empty-handed. Maps Included a fix for many bookshelf tiles across different maps. It was previously impossible to stand next to them. Updated maps in Skitso's Ultimate Megamix pack, fixing issues with stairs in desert scrap yards. Included the Xenonauts Fix Pack mod by Policenaut that fixes many small issues in various maps. Included Tropical and Swamp maps as an optional mod. Included Mods Xenonauts Fix Pack - new mod by Policenaut, on by default, fixes many small mapping issues across the game. Tropical and Swamp tileset - new mod by Policenaut based on work of Khall, TT3, Frankel and others. Adds new tropical and swamp maps to the game.
  17. 4 points
    The first Xenonauts public build will be arriving on Monday 24th October and will be completely free to anyone that wants to try it. The game is still too incomplete for us to consider a paid release, but we want as many people generating ideas / feedback and reporting bugs as possible. We'll therefore be making the first few builds free. However, we will also make optional pre-orders for Xenonauts 2 available at the same time. This is purely for people who know they want to support the project, as they won't initially confer any extra benefit - but they will automatically convert into a Steam or GOG key for the game when we transition into paid Early Access later in development. We're planning to charge $24.99 for the game during development and then $29.99 once the game is finished and released. The first build will be a simple test build - a combat mission between eight Xenonauts with basic armour and the starting weapons from X1 (shotguns, rifles, sniper rifle, LMG) and roughly six Psyons (formerly Caesans). The battle map will be an outdoor forest map with no UFO; it'll just be a straightforward deathmatch between the two sides. There will be strong similarities with Xenonauts 1 in the first build, which is intentional - we want to reassure people that we're not planning to dumb things down for X2 despite moving to 3D, and because assets from X1 make excellent placeholders until we create the new X2 assets to replace them. That said, the sequel is not simply a remake of Xenonauts 1 in 3D ... we just want to make a fun and playable foundation for the game based on the first game before we start changing things up. After all, it's much easier to test a new or altered mechanic if it is embedded in a working game and you are able give it a proper playtest. The build that comes out on the 24th is going to be a "soft" launch for us. We'll be releasing the first Xenonauts 2 build and unveiling a new website for the game, but we're not actively promoting it via Twitter or by contacting journalists or by messaging our mailing list / Kickstarter backers. This is because the initial release of any piece of software almost invariably reveals huge numbers of bugs and issues that the developers were completely unaware of, and we'd like to do a small release to our existing community to identify and fix the biggest issues before we then announce things more widely and try and expand the community. We have the first week after the build releases set aside for bugfixes, so we're planning to release updates until the 31st that are just bugfix patches and then do our wider announcement on the game on that date. If you've found this information organically by reading our forums / from the Xenonauts 1 launcher RSS panel / from friends / whatever then please help us out by being part of the first wave of testers (and if you're a game journalist, please hold your coverage until the 31st). Similarly, if you encounter any issues with the new website when we unveil it then please report it to us. If all goes well, we're planning to release a decent chunk of new content for the project every two weeks - we're intentionally holding some back from the initial builds for this reason. This means that in theory there should be a second build of the game with new content available to play on the 7th November (although we may find a fortnightly release schedule a bit of a struggle over the long term), a week after the large-scale public release. We'll continue this pattern of public iteration until we feel that we have a project developed enough for an Early Access launch, at which point we'll likely do a quick Kickstarter and then launch on Steam as a paid-only project. I'm personally very keen to get the game out into the hands of the community, even if it is still quite rough at this stage. I'll release more on this forum as details firm up, so stay tuned for updates and make sure you come back and visit on the 24th! P.S. - As always, if you want to stay informed about our plans, please sign up to the Goldhawk Mailing List here. We're going to start using it very soon!
  18. 4 points
    The AI in the first build is gonna be relatively primitive ... however the AI in the finished game should be significantly better than that in Xenonauts 1. And to whet your appetite, here's a preview of how the new main menu screen background looks. Still early days but I think 3D has a lot of promise!
  19. 3 points
    X - Division New Dawn V 1.00.10 for 0.35.0+ XCE We are in the sky ... We are on the ground ... We are a paramilitary organisation ... We have the best of the best - with some personal issues here and there. Real characters as you say nowadays ... We do everything, from stealing to protecting transports, smuggleing weapons for those who can pay for it. We destroy organisations if the price is right and provide safe routes from A to B, even through hell if it has to be ... Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ... Our people are unhonorable discharged veterans or geniuses who dont feel quite valued in their former organisation. Some average guys as well who are attracted to the way we do things ... but honestly they have to be a bit crazy to be hanging around those guys ... say us ... ... everybodys a bit crazy here ... We have been hired by some wealthy individuals who think we can save the earth and believe in our methods. This group has put their faith in us ... and most importantly, their money. I guess it is time to do some good guy stuff again ! Whats my spleen ? World Domination ! Everybody ought to have a goal, no ? But if these aliens do as they please there will be nothing left to rule over. What is yours, commander ? Welcome to X-Division ! The Team Drages - Lead Modder and Art Manager Charon - Code Manager Draku - Debugger and Tester Sfarrelly - Writer AI Advisor and XCE Support - Kabill, Solver, Ilunak Dedicated Testers - Phoenix1x+52, Marandor1 Support - Max_Cain, Kabill Special Thanks - Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2, asierus24, Blackwolf, Reactorcore, Alienkiller, CherryCoke, XCOMJunkie, Brandon, Maera, Trueman11 Special Thanks to Content Contributors: Max_Caine, the XNT team, Axiomatic, Pandi, Svinedrengen, Z01, We are thanking Chris for a wonderfully modable game and all the experience we could make because of this What people say about X-Division "Before all of this, the aliens were fighting seriously with jokes, then we gave them actual weapons and now they are fighting seriously, jokeing about you" - Drages "Your blinking dots on the hull look so awesome that its the first time i actually looked at the UFO in over 600 hours of gameplay time" -Charon Table of Content 1. Game Overview 1.1 Game Details 2. Questions & Answers 3. Installation 3.1 Latest Patch 3.2 Troubleshooting 4.Known Bugs 5. Some things before you start 6.Credits 1. Game Overview X-Division is a complete overhauled game experience, featuring an vast amount of different enemies to capture, a new and improved, aggressive AI, 288 new weapons including katanas, 9 vehicles and 3 mechs and 13 sets of armour. New revised Aircraft game , crafted by me which builds and extends on the existing aircraft mechanic and polishes it to the extreme. New mechanic, hit and run tactics, new alien weapons and more .. so totally not what drages planned :). 22 new aircrafts from which 5 are alien interceptor to recruit and 48 aircraft weapons. Enemies feauture different armor resistances, different strenght points and weaknesses. Every alien race is good and bad in and against something and you better find that out quickly before its too late, commander. Terror and base attack missions will happen frequently and will be of importance all the way to and in the end game. Captureing aliens is immensly important in this mod as it will open up all the vital and better tech for you. Unique specialists you can only capture at terror sites, crash sites or base attacks. Special UFOs with a special goals which carry special units into battle. Special Officier Units for every phase of the game to capture to give you that special research boost you need. Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force. " Every phase will have their own weapon branches. Ths branches will be mostly energy or ballistic based. Addidition to this your arsenal will make updated versions we call as MK in the mod. You will get the MK 1 versions as prototype and easy. For MK-2 versions, you will need to capture alien specialist and for MK-3 ultimate versions you will need to get specific things. Vehicle Weapons, Grenades and Explosives will have updated versions too. Special UFOs with a special goals which carry special units into battle ! UFOs with their own puposes and missions. You will see huge ufos for terror and base attacks, nearly impossible to stop at the air. You will see shuttles and special cargo ships along others. You will see any kind of ufo nearly at every phase with their upgraded stats, weapons and crew. Near endgame, you will see the real force of the Alien menace with the all mighty dreadnought and motherships." - Drages An detailed manufacture and disassembling system for alien weapons, grenades, UFOs. A chance based, incredible intrigues, complex research tree featuring around 900 xpedia entries and lively maps with civilians and local forces appropriatelly equippted. All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary, survival. It is in your hands, commander. 1.1 Game Details Weapons and Ground Combat Aircraft and Aircraft Gameplay Manufacture, Research, Xenopedia Maps, Graphics and UI, Miscancellous Picture Gallery 2. Questions & Answers 3. Installation 0. The base vanilla version has to be 1.65+ . 1. To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts. X-Division 1.00.00 is not compatible with earlier versions. 2. Install the latest XCE version. For windows steam users right click on Xenonauts in your library > Porperties > Betas > community - Xenonauts: Community Edition branch For GOG/linux steam users follow the latest installation instructions here: http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/ Linux steam users will need to run X:CE through WINE or a similar program. 3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that. 3.5 Start up the game at least once and exit it properly. 4. Download all 3 parts of X-Division 1.00.00: Download ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2 MD5: c57b4fb563ca419c9e455f0908701fe9 , Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 ) 5. Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation. As soon as the installation finishes you can activate it again. Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer. Winrar or Peazip have been confirmed to work. 6. The advanced installation has some options to choose from, namely: There are some optional mods you can activate/deactivate. Lets go through them one by one: 1. X-Division Easy Airgame/X-Division No Airgame There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game. Recommended state: ON if you want to skip the airgame. 2. COM - Ambient Sounds/COM - Ambience Forest This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable. Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability. 3. COM - [V1.08] Jsleezy's Real Fighter Portrait Pack Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies Recommended State: OFF if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability. Checklist in case you want to change something later on: You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop The modloader needs to be EXACTLY in the priority order the installer sets it. The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and the No Click sound ( removes mouse click ). You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with. 7. Apply the latest available patch - 3.1 Latest Patch section ^^. Every patch contains all prior changes as well. 8. Installation video by Mulligan if you need more help 3.1 Latest Patch ( theres a patch history in the third post - with downloads ) Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .00 to .01 patch is savegame compatible As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.01 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 489d03269506927ae5981dbb0de816be ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off. DAY X Unofficial WiP Version 1.00.11c "New Dawn" Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .10 to .11c patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign. As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.11c Update: https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM ( MD5: e852cdedc43f0c7b6aaa4f4c60300601 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: reinstated the original timeframes of the Phases from 300/300/300/300 to 300/400/400/300 ATP per Phase respectively revised the AV.PIRANHA and the AV.PARTICLEPIRANHA fixed the burstdelay of the Alien Ballistic Rifle. Thanks to Dr.Ethan for bringing this to my attention. Fixed the Am_BaseAttack file spawning landingships and carriers Replaced all terror units in alien bases with their non-terror counterpart, replaced weapon seargents with pilots and the technician only has a 50% to spawn anymore Drastically increased SmokeChance for alien stun grenades, drastically increased dissipationChance to 90% optimised the research tree for more logical and better progression Flamethrower - 2 range all across the board new mod: X-Divison Shorter Range Shorter Turns: Starting in Phase 3 X-Division gives aliens longer sight ranges. This increases the capabilities of the AI, but also increases the time alien turns take. This mod reverses these changes to the standard sight ranges of 20/22/24/25 in order to decrease the time the player cant actually play the game.&#10;&#10;Only TOGGLE this during a Geoscape save. Reinstated terror mission full map reveal after 40 turns a: Decreased Reaper reflexes from 60 - 100 to 0, except for Reaper Bulls and Reaper Rhinos a: Fixed some next Phase alien base attack UFOs to spawn too early a: Increased Nanotech Workshop capacity froom 25 to 30 a: Fixed the Harridan Terror Soldier carrying a shield, and adding the shield hp to the resilience of the harridan a: Increased alienBaseStartingTickerMultiplier from 0.05 to 0.06 a: Fixed Researches.AdvAlienNeutronTechnology requiring Phase 3 tech a: Doubled Roboreaper Alien Alloy gain from DSB a: Removed Robodog ghosts from alien bases a: Reshuffled 5 andron fortress units into proper Phase 4 ones a: Increased archelon acceleration from 100 to 300 a: Fixed The Dreadnaught operator missing from Bombing Run Dreadnaughts a: Fixed some XCE shenanigangs which added additional units to alienbase.large.sebillian.xml a: refunned flashbang grenades a: Reworked cost of grenades, rockets and explosives a: Removed damage and suppression from smoke grenades a: Removed impact damage and overdamage from chemical grenades a: Removed overdamage from chemical rockets a: Removed impact damage of stun grenades a: Fixed Division weapons MK2 having a 33% chance to be stuck behind an andron encounter a: Fixed a completey broken X-Division implementation of Geographic revision 1.1 by @Axiomatic. Tropical and Swamp tilesets should now be able to spawn, and more variety in tilesets should be seen. Unfortunately, without overwriting vanilla content, the game cant deactivate the base tileset masks, and thuse base game tileset masks always have a chance to get picked. b: new manufacture: Alien Alloy 1 : 50k appended to Alien Alloy Fabrication and Hardening ( Phase 2 ) b: new manufacture: Alenium 1 : 150k appended to Alien Fusion Reactor ( Phase 3 ) b: Replaced some light system DSBs for smaller UFOs with heavy systems starting in Phase 3 b: Redesigned human antimatter weapons, but overall its a big nerf b: shortened the final mission b: new mod: X-Division Better Autoresolve: (Former No Airgame) There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . Better Autoresolve halves UFO autoresolve values and decreases the threshold where winning squadrons take damage.&#10;&#10;Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.&#10;&#10;Only TOGGLE this during a Geoscape save when no UFOs are present. b: revised mod: X-Division No Airgame: There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . No Airgame sets the autoresolve values of UFOs to zero.&#10;&#10;Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.&#10;&#10;Only TOGGLE this during a Geoscape save when no UFOs are present. b: Melee weapons should now be bug free. They dont dublicate anymore, and they get properly recognised at the end of the mission, just like any other weapon. Axes are being able to be carried by predator armour, like originally intended. The drawback is that they had to be moved to the MAG category. Fingers crossed that this coding doesnt introduce a differnt kind of jankiness. b: The number of uses for melee weapons is now finite c: Swapped out a major visual bug with a minor visual bug. Cruiser command rooms should now be fully visible with the second roof option. The downside is that the cruiser top highlights green instead of red when manually targeted. c: Fixed the Division weapons Mk2 fix introduced in 1.00.11a. There was a 33% chance the research was locked. Thanks to @Alphaswolf for finding the bug. DAY 978 Unofficial Version 1.00.10 "New Dawn" The .01 to .10 patch is NOT savegame compatible. Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.10 Update: https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU Link ( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: Dunno, i changed a lot. These are the things i can remember: Fixed some bugs around the Roborex Roborex explosion on death no longer causes overdamage Roborex explosion radius decreased from 6 to 4.5 Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker Halfed energy armour for melee roboreapers. Their weak point should now be weaker added mitigation to human stun gas added one loading tip improved the AI of Drones a bit most importantly added X-Divison Palu's Shining Xenopedia to the game 7 new categories for the soldier equipment screen I think i also added the latest Monument IV map by Svinedrengen to the map pool new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats. new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission. new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster. Only TOGGLE this during a Geoscape save. The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values. new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you. appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn. revised Shock and Electron weaponry fixed the installer with the help of @Mr. Mister Increased frag grenade damage from 50 to 70 Increased frag rocket damage from 90 to 110 EMP charges and rockets no longer cause overdamage Shock rockets no longer cause overdamage Soldier Equipment Screen gained a Soldier Sort button decreased Endgame research time in accordance with the latest diminishing returns formula Removed shields from some harridans, increasing hp threshold of mentioned ones, fixed one reflex stat revised the sonic weapons ammo weight added the stun gas mitigation values towards the stun damage, as mitigation never worked for gases increased the acceleration for the archelon from 500 to 1000 increased the range of the shockgun from 2 to 3 decreased TU% for Praetorian attacks from around 30 to 20 TU% fixed even more bugs DAY 710 Version 1.00.01 "New Dawn" Cleaned up some map stuff, added lost terror maps Revised Exoskelett armour. Predator sets the strenght to 150 now, the Ripper to 190, and the Devastator to 230 from the previous 100/150/200 . Soldier Class Armour got +5 accuracy bonus DAY 707 Version 1.00.00 "New Dawn" New AI behaviour set. Yes they are more capable now. Total Revision of Antimatter technology tree and weapons Increased radius for Cannons all around, and added a burst option for most Made the Quantum Cryptology Center available as soon as you raid your first alien base The Quantum Cryptology Center, now known as the Quantum Radar, acts as a radar ontop Decreased weight of some grenades from 2 to 1.5 Harmonised weight of Pulse Magazines Increased proportional stun damage from 40% to 50% again Reevaluated stun properties for shotguns and carbines Quadrupled chemical grenade/rocket production from alien grenades Fixed chinook speed for the no airgame option New valkyrie maps Improved vehicle weapon descriptions in the Xpedia Added weapon loadout information for vehicles in the Xpedia Praetor evolved from the puppy stage and are now doggos. The overmind is a pitbull Improved Katanas Manufacture of EMP rockets doesnt require alenium anymore Removed MeleeVehicles for Facehuggers Decreased time intervall between terror missions from 22 to 18 days Mauser doesnt require alloys to manufacture anymore Decreased Spearcannon manufacture cost from 4 to 2 alloys Archelons now need a mothership core to construct ( didnt i do this before ? ) Mothership loadout yet revised again, hit model made bigger, damage counter moved up higher Archelon revised Increased damage of reapers Fixed broken reflex stats gain from max 180 points to max 100 points Increased hp bonus and decreased reflex malus for Exoskelett armours Revised armour reflex boni all around in accordance to the reflex stat fix Revised some armour values all around the board Higher level Roborexes now regenerate shield points per turn until you overload the shield Downed Roborexes now have the Ghost ability Removed all armour for downed roborexes Revised all Roborexes in general, they are now slicker, faster, shoot further and are looking for a brawl like Mike Tyson revised FOCUS aricombat weaponry Alien Mech units can move freely in 1 tile tight spaces now Fixed: Weapons marked as heavy actually didnt receive the full penalty after moving. Now weapons marked as heavy receive a big penalty if they are getting fired after moving. This is a fundamental gameplay changer Recoil Values revised Moral does not regenerate per turn anymore. It is now an absolute value that only actions/events can influence. Moral event threshold increased from 40 to 50 Moral chance per point missing decreased from 3.5 to 3.0 Quickthtrow grenade slot cost decreased by -4 TU Zombifying Reapers deal pure damage now. Attack cost reduced from 40% to 35%. We are giving the reapers back the fear. Revised Reapers yet again. Set incendiary armour to 0, decreased kinetic armour, increased chemical armour, increased hp and added the abilitiy "Regenerate" to all Reapers. Melee aliens now equally target vehicles as well as soldiers Semi shield roboreapers ( and some full shield ones ) now deal pure damage and maim units they hit with by draining their TU for the next turn minimum accuracy requirement for the AI has been revised Cannons now deal overdamge, except for antimatter ones Endgame content starts to appear 1050 ATP Roborex explosion now deals overdamage ( Thank you @Phoenix1x+52 for pointing this out ) Acidlings revised (They should be beasty little beasts now) Increased the accuracy of the rocketlauncher immensly. The rocketlauncher is now a heavy weapon. TU useage lowered. Decreased range of aircraft weapon MINES from 11 000 to 10 000 Increased damage of Flamethrower weapons by 50% Increased range for flamethrowers by 50% Flamethrowers now get the short range bonus Infiltrator crew updated Added Geographic addition 1.1 and Geographic revision 1.1 by @Axiomatic to the game. All thanks and credits go to @Axiomatic for letting us integrate his content into X-Division Fixed AI layout behaviour for all 10 corvette layouts Increased rotation for Lancers from 30 to 35 degrees per second Decreased TU usage for the Shock Gun from 80% to 65% new final map many, many bug fixes Sidenotes New XCE code used in X-Division: Moddable transfer time - transfer time of items and soldiers has been reduced from 24 to 3 hours 13 new radar ranges - for now 10 new radar ranges have been enabled. This will likely get a more indepth revision later on LockManufacture fixed - One Time Updates manufactures should now disappear after their corresponding research has been done Zombify - Zombify now only zombifies if the damage kills the units, otherwise its damage only Renaming bases - A highly requested feature for XCE and X-Division Moral Cap moddable - The moral cap in X-Division has been removed, finally making you hard earned bravery something worth Escort code fix - Construction missions are now able to spawn alternative escorts Sightrange modifiable per rank - main races get +5 on sightrange in Phase 3 and +10 in Phase 4 Base Evacuation - Should a base get captured by aliens, personel and aircraft will transfer to other bases if available space is free ( this is for X1 and XCE too ) Dialoges - Improved dialoge redirections Infiltrator and Ghost ability - The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now Aircombat - The hotkeys used for geoscape zoom can now be used for aircombat as well. There is a hotkey for afterburner now, "A" as default Aircombat speed - The aircombat speed levels received two revised speed buttons: x0.5 and x0.75 for slower aircombat gameplay. Bugs - The incendiary bonus damage on burst shoots against props and soldiers under certain circumstances got fixed. Now its only against props. You did it. Welcome onboard, Commander ! 3.2 Troubleshooting This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. Sincerely yours, Drages I think i got a bug, can you help me ? If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ). I cant get the 3 multirar files to work, any help ? The first step to troubleshoot this on your own is to make sure your files are the correct ones. Generate your md5 sums of all 3 files and compare them to the official ones provided with every download. If they are the same, you got the correct data files. After that its just making sure all 3 files are in the same spot and open the first one with either WinRar or Peazip. Why does the first start take so long to load ? Thats normal. X-Division is quite a big mod so loading all of its ressources takes time. Help ! I cant click on anything in the geoscape ! Hotkey are working though. Make sure that everything is the way it should be and then: Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed. The top part of this Cruiser does not get transparent. What do i do ? You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO. 4. Known Bugs ( at least until the next patch ) Units can spawn outside map tiles in base attacks - If that happens make sure you did in that mission what you wanted to do, then save and exit. Start the game with the Xenonauts_gc_editor.exe in mods/xce/... and load up your save. Press "V" to kill every non xenonaut unit. Save and exit and continue to play like normal. 5. Some things before you start 6. Credits A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now. I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development. @Solver Who is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what they do best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember" @drages The main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity. @DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work. @sfarrelly The string guy. He wrote most of the research preview entries. If you know what you are going to research than it is totally because of him. @Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you. @Maerafor giving moral support and a lot of enthusiams for new maps. @Marandor1 The second tester in command. He tried his hardest to convince me to make the game more fun than me trying to make it challenging. You can judge for yourself if he succeeded. @SvinedrengenFor making some good maps. and ofcourse ... @community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game into what it is today. Thank you for being there on this journey. I will see you in the game . Thank you for everybody who i didnt mention but was still part of this journey. A big thanks to @Chris for making Xenonauts. Enjoy ! The next three posts were the continuation of the OP, please take a moment to glance over it.
  20. 3 points
    This is honestly the first time I've ever written a topic on this forum so forgive me for any inconvenience I might do. Idea: In the first Xenonauts game your interaction with your squadrons was merely maintenace and logistical services (such as re-arming or exchanging armament, decommissioning aircraft and obviously purchasing and researching new types of aircraft). What if you were able to interact with the pilots of the interceptors themselves, just like a regular soldier, each pilot belonging to the Xenonauts project would have their own feed and info such as names, nationalities, past military services and so on, but pilots could have their own set of skills and capabilities for the commander to take in consideration, some of these could be awareness, vitality (or endurance), survival and cunning. So, would pilots come as more of a challenge or benefit to the player? Well it would be a mix of both, having unique pilots with different pasts and personalities would challenge your capability of management and taking advantage of those same personalities during interceptions, a commander that is capable of selecting the correct individual for the specific task has an advantage over any other aircraft in the air, but it is this same individuality and instability that might pose as an obstacle for less "seasoned" commanders who were used to similar aircraft with exactly the same statistics. What would be the assessments and dangers of having fully interactive, individual pilots? Well to start off, there can be as many skilled pilots as there can be incapable individuals, it is up to the commander to see which skills are more important for his/hers fighting style, pilots would also occupy space in the barracks just as any other regular soldier; there would also be the "unfortunate" instance of brilliant pilots dying due to a streak of bad luck or just a mission that wasn't well planned, but sometimes pilots could survive a crash landing and this could bring a good opportunity for a new type of ground mission, search and rescue. To finish this off, I'd just like to thank all who took their precious time to read my suggestion and I'm sorry if I committed any mistakes regarding the template of the topic or the fact that I might've accidentally mentioned something that someone else already said. Addenum 1: Skills? Awareness: Situational awareness is actually a skill that should be practiced by the player him/herself, but again... Pilots would be required to be extremely perceptive of the environment surronding them and dictate the future of the decisions and options they might take while conducting a mission, pilots with high awareness would be able to dodge and take evasive maneuvers faster than other pilots. Vitality (or endurance): Pilots should take intensive training regularly, individuals unfit to the task wouldn't be able to resist as much shock and G force as trained pilots would. This skill dictates the pilot's chance of survival in case his aircraft is shot down. Survival: Survival training will guarantee the pilot's capability of self management and tending to personal needs in an hostile environment, not to mention that the pilot will most likely be hunted down by search parties conducted by the enemy, thus revealing a catastrophic scenario of capture or even death. A pilot's survival skill would determine the time he would be able to survive alone in an hostile environment until he is rescued. Cunning (optional): At last, a pilot should be an example of ingenuity and wisdom, either from tunning with his own aircraft to meet his needs and extend the efficiency of it's systems to the capability of saving fuel during flight. Addenum 2: Downed pilots? Yes, there would be a chance of survival of your pilot if his/her interceptor was shot down by alien craft, this would be determined by the vitality skill or just a random chance. After the pilot was downed, the player would have the option of risking his men to conduct a rescue operation on the pilot's known crash site, just like a regular mission the player's squad would spawn in a corner of the map and scout the crash site looking for the downed pilot, depending on how fast the player managed to conduct this operation would determine how many enemies are present on the map, the player's objective would be looking for the remainders of the downed aircraft expecting the pilot to be nearby, if the player managed to find the pilot there could be two situations: situation 1, the pilot would be in a good health condition and able to return back to the helicopter by himself or controlled by the player, the pilot would have a pistol for self defense and his/her skills in combat would be randomly generated (so pray for good AP). situation 2, the pilot would be in a critical state requiring the player to carry him/her back to the helicopter.
  21. 3 points
  22. 3 points
    X-Division 1.00.00 Installation: 0. The base vanilla version has to be 1.65+ . 1. To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts. X-Division 1.00.00 is not compatible with earlier versions. 2. Install the latest XCE version. For windows steam users right click on Xenonauts in your library > Porperties > Betas > community - Xenonauts: Community Edition branch For GOG/linux steam users follow the latest installation instructions here: http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/ Linux steam users will need to run X:CE through WINE or a similar program. 3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that. 3.5 Start up the game at least once and exit it properly. 4. Download all 3 parts of X-Division 1.00.00: Download ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2 MD5: c57b4fb563ca419c9e455f0908701fe9 , Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 ) 5. Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation. As soon as the installation finishes you can activate it again. Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer. 6. The advanced installation has some options to choose from, namely: There are some optional mods you can activate/deactivate. Lets go through them one by one: 1. X-Division No Airgame There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game. Recommended state: ON if you want to skip the airgame. 2. COM - Ambient Sounds/COM - Ambience Forest This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable. Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability. 3. COM - [V1.08] Jsleezy's Real Fighter Portrait Pack Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies Recommended State: OFF if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability. Checklist in case you want to change something later on: You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop The modloader needs to be EXACTLY in the priority order the installer sets it. The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and the No Click sound ( removes mouse click ). You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with. 7. Apply the latest available patch - 3.1 Latest Patch section ^^. Every patch contains all prior changes as well. Currently there is no newer Patch. DAY 707 Version 1.00.00 "New Dawn" New AI behaviour set. Yes they are more capable now. Total Revision of Antimatter technology tree and weapons Increased radius for Cannons all around, and added a burst option for most Made the Quantum Cryptology Center available as soon as you raid your first alien base The Quantum Cryptology Center, now known as the Quantum Radar, acts as a radar ontop Decreased weight of some grenades from 2 to 1.5 Harmonised weight of Pulse Magazines Increased proportional stun damage from 40% to 50% again Reevaluated stun properties for shotguns and carbines Quadrupled chemical grenade/rocket production from alien grenades Fixed chinook speed for the no airgame option New valkyrie maps Improved vehicle weapon descriptions in the Xpedia Added weapon loadout information for vehicles in the Xpedia Praetor evolved from the puppy stage and are now doggos. The overmind is a pitbull Improved Katanas Manufacture of EMP rockets doesnt require alenium anymore Removed MeleeVehicles for Facehuggers Decreased time intervall between terror missions from 22 to 18 days Mauser doesnt require alloys to manufacture anymore Decreased Spearcannon manufacture cost from 4 to 2 alloys Archelons now need a mothership core to construct ( didnt i do this before ? ) Mothership loadout yet revised again, hit model made bigger, damage counter moved up higher Archelon revised Increased damage of reapers Fixed broken reflex stats gain from max 180 points to max 100 points Increased hp bonus and decreased reflex malus for Exoskelett armours Revised armour reflex boni all around in accordance to the reflex stat fix Revised some armour values all around the board Higher level Roborexes now regenerate shield points per turn until you overload the shield Downed Roborexes now have the Ghost ability Removed all armour for downed roborexes Revised all Roborexes in general, they are now slicker, faster, shoot further and are looking for a brawl like Mike Tyson revised FOCUS aricombat weaponry Alien Mech units can move freely in 1 tile tight spaces now Fixed: Weapons marked as heavy actually didnt receive the full penalty after moving. Now weapons marked as heavy receive a big penalty if they are getting fired after moving. This is a fundamental gameplay changer Recoil Values revised Moral does not regenerate per turn anymore. It is now an absolute value that only actions/events can influence. Moral event threshold increased from 40 to 50 Moral chance per point missing decreased from 3.5 to 3.0 Quickthtrow grenade slot cost decreased by -4 TU Zombifying Reapers deal pure damage now. Attack cost reduced from 40% to 35%. We are giving the reapers back the fear. Revised Reapers yet again. Set incendiary armour to 0, decreased kinetic armour, increased chemical armour, increased hp and added the abilitiy "Regenerate" to all Reapers. Melee aliens now equally target vehicles as well as soldiers. Semi shield roboreapers ( and some full shield ones ) now deal pure damage and maim units they hit with by draining their TU for the next turn minimum accuracy requirement for the AI has been revised Cannons now deal overdamge, except for antimatter ones Endgame content starts to appear 1050 ATP Roborex explosion now deals overdamage ( Thank you @Phoenix1x+52 for pointing this out ) Acidlings revised (They should be beasty little beasts now) Increased the accuracy of the rocketlauncher immensly. The rocketlauncher is now a heavy weapon. TU useage lowered. Decreased range of aircraft weapon MINES from 11 000 to 10 000 Increased damage of Flamethrower weapons by 50% Increased range for flamethrowers by 50% Flamethrowers now get the short range bonus Infiltrator crew updated Added Geographic addition 1.1 and Geographic revision 1.1 by @Axiomatic to the game. All thanks and credits go to @Axiomatic for letting us integrate his content into X-Division Fixed AI layout behaviour for all 10 corvette layouts Increased rotation for Lancers from 30 to 35 degrees per second Decreased TU usage for the Shock Gun from 80% to 65% new final map many, many bug fixes Sidenotes New XCE code used in X-Division: Moddable transfer time - transfer time of items and soldiers has been reduced from 24 to 3 hours 13 new radar ranges - for now 10 new radar ranges have been enabled. This will likely get a more indepth revision later on LockManufacture fixed - One Time Updates manufactures should now disappear after their corresponding research has been done Zombify - Zombify now only zombifies if the damage kills the units, otherwise its damage only Renaming bases - A highly requested feature for XCE and X-Division Moral Cap moddable - The moral cap in X-Division has been removed, finally making you hard earned bravery something worth Escort code fix - Construction missions are now able to spawn alternative escorts Sightrange modifiable per rank - main races get +5 on sightrange in Phase 3 and +10 in Phase 4 Base Evacuation - Should a base get captured by aliens, personel and aircraft will transfer to other bases if available space is free ( this is for X1 and XCE too ) Dialoges - Improved dialoge redirections Infiltrator and Ghost ability - The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now Aircombat - The hotkeys used for geoscape zoom can now be used for aircombat as well. There is a hotkey for afterburner now, "A" as default Aircombat speed - The aircombat speed levels received two revised speed buttons: x0.5 and x0.75 for slower aircombat gameplay. Bugs - The incendiary bonus damage on burst shoots against props and soldiers under certain circumstances got fixed. Now its only against props. A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now. I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development. @Solver Who is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what they do best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember" @drages The main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity. @DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work. @sfarrelly The string guy. He wrote most of the research preview entries. If you know what you are going to research than it is totally because of him. @Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you. @Maerafor giving moral support and a lot of enthusiams for new maps. @Marandor1 The second tester in command. He tried his hardest to convince me to make the game more fun than me trying to make it challenging. You can judge for yourself if he succeeded. @SvinedrengenFor making some good maps. and ofcourse ... @community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game which it is today. Thank you for being there on this journey. I will see you in the game . Thank you for everybody who i didnt mention but was still part of this journey. A big thanks to @Chris for making Xenonauts. Enjoy !
  23. 3 points
    Goldhawk, I was curious about what you thought about world governments (beyond providing funding) directly providing contract missions for the Xenonauts to potentially execute. Or they may come in the form of optional objectives within the standard missions. For example, supporting or relieving local forces, capturing aliens alive for their own research purposes, turning over captured alien bases entirely to the host government, after you already captured one for your purposes, for a pricey commission. I know the Geoscape effort to help develop a more lively narrative is a highly desirable goal within the community, and I think this may add to the tactical side of the game as well. I ask because I am one of those £500 Kickstarter backers, and I was really intrigued about being apart of the game. You mentioned the option of "Geoscape Situations" which included missing personnel, and that lead me to believe you may be interested in more diverse missions. If such options are possible, I would much more prefer to be represented a member of the local forces (US Army) that make contact with the Xenonauts during a mission; i.e. my unit is combat ineffective before the onset of a terror mission, but if one of the Xenonauts is able to link up with me on the map then I can provide off-map artillery fire support for the remainder of that mission. support like, Immediate Suppression and/or Immediate Smoke fire missions that can be called at the beginning of each turn. Just curious about what you think? P.S. Scott Manley (from Youtube) I believe got many of us into the first Xenonauts, and I think it would be awesome if you included him in some of the artwork for the research/tech tree. LOVE THE GAME!
  24. 3 points
    That is exactly what I thought seeing the posts above. Fallout 4 has both customising and crafting. Your SMG is only ever a few weapon modules away from becoming a sniper. Although to make those modules you may have to deconstruct a few choice items of loot. But just because Fallout 4 has demonstrated a system that is cool, it doesn't mean it will transplant well into X2. Crafting from scavenged materials is core to Fallout - scavenging is part of xcom but not core. I think, as Solver is saying, that the customisation has to be imagined in a way that fits into various ground combat scenarios. Otherwise, you'll just end up sticking with the scope because accuracy is the best stat to boost.
  25. 3 points
    I think it's time for another update on Xenonauts 2. Lots to say but I'm going to try and keep it short, as things are moving quite fast at the moment. Where are we right now? We have a playable ground combat mission We have a playable version of the new strategy layer We have a working level editor which we have used to build the level for the ground combat mission. The strategy layer and ground combat are not linked together, and all three elements still need lots more work before they're a finished game This week we hit our internal milestone to have both parts of the game playable, and we've got both the ground combat and strategy layer working outside Unity as standalone executable builds. This is pretty big news for us, but for the sake of brevity I won't go into exactly why (basically the game logic and properties are not tied directly into Unity, which gives us some advantages but means we needed to do extra work getting the standalone builds working). Playable does not include ALL the mechanics, just the core ones - the ground combat contains basics like walls and prop objects, time units, line of sight, shooting, cover, destructibility, basic AI, overwatch, etc. The strategy layer has working research, alien / UFO generation, item recovery, air combat and ground combat autoresolve, soldier leveling, etc. As an example of a missing feature, soldiers don't currently have inventories - you just pick their current weapon from a list of all those that exist in the game. It's therefore definitely a playable game, but there's still a lot missing. The question we're asking ourselves now is "do we want to show the game off yet?" and so far the answer is "no". This is why we've not announced the game, even though we're putting in place all the pieces that will let us do so as soon as it becomes a "yes" - for example, upgrading these forums etc. The main reason for this is that we've been concentrating on functionality rather than aesthetics recently, and now we have standalone builds functioning I expect us to make significant progress in terms of visuals, game balance and usability in the next few months. Please don't take this to mean that there will be an attractive and mostly finished game appearing in a month or two, but I honestly do think the extra time will dramatically change the reception to the game when we announce / confirm / whatever it. What needs to change before full announcement? The announcement of Phoenix Point by Julian Gollop (the creator of the original X-Com) demonstrated to us that a few nicely-chosen pieces of promotional art can be very effective. Historically we've taken the reverse approach where we get the game functioning first and start implementing the art when we have a better idea of the parameters it has to exist inside, but we've decided that spending a bit of money now should reap rewards. The two specific areas we're waiting on are the 3D character art and the UI art. We've got a production-quality Xenonaut soldier being modeled up at the moment, which we can use for promotional showbox renders and also to replace the more primitive Xenonaut we're currently using in the ground combat. On the UI front I realised it's going to be important to have some screens to show off that will show customers the visual style we're aiming for, even if the actual game doesn't look that way yet. The UI artist currently working on the "look and feel" pieces has recently worked on Destiny, and if he can nail the "military command-centre" vibe then it'll really help the game stand out. I'm also writing a series of long forum posts on a (currently) hidden sub-forum that explain a bunch of new mechanics or discuss design decisions made on Xenonauts 2, and I'll make that visible when we're good to announce. It's quite detailed and involved stuff, but historically the forum has liked that sort of discussion. If I've not been replying to posts on design suggestions or sounding grumpy when I do, it's probably because I'd just spent a couple of hours writing a post on that exact issue but I'm not able to show it to you yet What happens after the full announcement? Other than the fact we'll open the Xenonauts 2 Design sub-forum mentioned above, we'll most likely also make an early version of the strategy part of the game available free. I'm internally referring to this period as the Free Alpha and the purpose of it is to create as large a community around the game as possible prior to the Kickstarter that will follow it (which will be the first time you'll be able to buy the game). I've chosen the strategy for this free release because it's much faster to iterate than the ground combat. It also gives a better representation of the "feel" of the game (more opportunities for lore / worldbuilding text), and you can play through a whole strategic game by autoresolving the ground combat. At the same time, it should still give people plenty to look forward to - it'll obviously be a dramatically different experience once the real ground combat is added in, which will only happen in the paid version of the game post-Kickstarter. I don't know exactly when the announcement will come, but I'm looking forward to sharing the strategy layer with you all. I'm sure the design will improve dramatically when there are hundreds of people contributing ideas to it instead of just a few of us - and I hope the experience of seeing the game change and evolve through player feedback will convince people to support the Kickstarter! (Looks like I failed to keep it short!)
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