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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    This version is outdated, see announcement for 0.35 instead.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. 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!
  5. 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!
  6. 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!
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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!
  12. 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.
  13. 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.
  14. 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!
  15. 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!
  16. 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 1.00.11b "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 .11b 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 1.00.11b Update: https://mega.nz/file/oYQinSCB#X3fBukAbxk0fW9_0NeWLYyu6lG-41Sr5fZySS4a3BVU ( MD5: 9e6136757884d3f2daa402a0b7a850bb ) 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 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.
  17. 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.
  18. 3 points
    I've been thinking about the injuries system a lot over the past few weeks. Having played X-Com, Xenonauts, XCOM: EW, XCOM 2:WotC after it went on sale and beating them all this month, I've come to a few ideas that might all be beyond scope. Injuries aren't interesting unless you can purposefully inflict them (ie, aiming for the legs to stop someone from running away) which is very Fallout and I kinda have my doubts that any such system would really be used. Save for the times when you'd want to capture an alien, you'd always just be aiming to kill rather than to maim. On the other side, for the players, an injury system is only as good as your ability to interact with it. A simple way to do this is to have individually armored locations such as helmets and leg pads. Each of these would provide some kind of trade off such as reducing aim, vision, or mobility. There is a much more interesting and difficult to do variant that I've thought of though: having injuries be effectively permanent. A soldier who got blasted in their dominant hand with superheated plasma could get nerve damage which lowers the aim of anything that uses that hand for seemingly the rest of the game. Someone could have their off hand melted by a plasma grenade meaning they could only ever use it to hold a shield effectively but take large penalties for two handed weapons. Eyes can be lost and vision can be fried. Cuts and bruises and concussions can be fixed at the beginning. Only later on, when you've stolen some sibilian stem glands that you can repair the simple things like nerve damage. Even better, and this is the real crux of this idea, is that soldiers who are downed are only rarely dead. Someone could lose both their arms because of a stray rocket or need to have one of their legs amputated because the plasma just melted too much of the limb. Not dead, but might as well be dead to you since they're no longer useful as soldiers. Enter Alien Electronics: In Xenonauts 1, there was the officer in charge of the barracks who was missing an arm. With the first range of base upgrades he got a rather basic replacement, with the second he was sporting a functional cybernetic arm. While I wouldn't want X2 to go full MELD, being able to revive 'dead' soldiers the further the along you are in the campaign would feel absolutely stellar. You may have lost your 90 Aim sniper half-way through due to an accident that stole their sight, but they're still with you. Psionics can let someone see through cameras, or better yet, be able to only see aliens while the rest of the non-blind squad gets the scouting information that lets them know where to go. Even if they can't attack robots anymore, they can be used again when the technology is there. It's just expensive is all. ... This can lead to a very silly situation where most of your squad is a ragtag bunch of raggedy anne soldiers with the worst scaring anyone has ever seen. No idea if anyone wants that.
  19. 3 points
    Thanks for the thoughts. I think there's a few areas that need a bit of explanation, though. Firstly, for Paypal - as Max has linked above we're effectively banned from Paypal, otherwise we would indeed have added some kind of Paypal support. You are correct that setting up a store on our website may be a good idea and that's something I do plan to look into, although I don't feel it's inherently likely to generate any PR and it'll only be a stopgap measure for six months until we're available for sale on Steam / GOG in terms of pre-orders. However this does have the advantage that we would be able to continue to sell the "custom soldier" tier where you could pay $20 and put a soldier in the game with a face from the Portrait Editor - I think that's a reward that people who discover the game later in development (e.g. on Steam) may want to pick up. It's even something we could continue to do after release if we upload the new soldiers once a month or something. I think you probably just missed the press coverage that there was: https://www.rockpapershotgun.com/2018/06/20/xenonauts-2-kickstarter-playable-demo/ https://www.pcgamer.com/xenonauts-2-launches-crowdfunding-campaign/ Sure, it's only two articles but they're the only two big sites willing to write about our Kickstarter and they drove about 20% of our non-Kickstarter pledges. There was also a newsletter from GOG that was apparently sent out to the 550,000 people who own the game (which was why we did the free giveaway on GOG about two weeks beforehand). So I don't think it's fair to say we started doing it too late or didn't do enough, I think you're just seeing that it's a tough market out there and a developer doing a Kickstarter isn't really a news item unless the circumstances are in some way exceptional. Finally, you're correct that the videos were better for many other major high profile Kickstarters. But I think you're overestimating the size and PR capacity of our studio; there's only five full-time staff here at Goldhawk and two of those live well outside London and work remotely. The studios you're comparing us to there - Larian and Obsidian - are studios of 30+ employees with much bigger budgets than we have. Same for companies like Harebrained who did Shadowrun and Battletech etc, they're another big studio who do really successful Kickstarters but throw a lot more resources at them than we do. Those guys have full-time PR people and I'd be very surprised if they didn't have artists who work with video professionally on their staff full-time. That's not something we have access to; we don't even have a good location to shoot more video - for the video I had to borrow the meeting room in the office of a friend who works in a flashy tech startup down the road from us. So, yeah - you are right that our video wasn't as professional as some of the others you saw, but those guys are setting a very high bar. Broadly, I'm pleased with the way Kickstarter went. The amount of money a game raises on Kickstarter is generally only a small fraction of the sales that you get on Steam / GOG after release, and it's possible to chase the Kickstarter numbers too much if you're not careful. I was aiming to run a fairly conservative Kickstarter that was as efficient as possible - one that generated as much usable revenue for the game whilst sucking up as little of mine / the company's bandwidth as possible (because the key thing is to make the game). I think we did a pretty good job there; all the rewards are digital and most of them won't cause us that much trouble to fulfil ... which is a very different story to the physical rewards in Xenonauts 1. I think if I was going to do it again I'd probably try and get a website set up on our site that did support Paypal, as there's third-party solutions that would let us do that. I'm not sure it's something that would have made a big difference but it's something we're looking at doing now anyway so in retrospect I probably should have done it in advance.
  20. 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 !
  21. 3 points
  22. 3 points
    Hey Chris, thx for this topic.. as i gave many years to X-Division, i want to share what i wanted to create for my dream X-Com style game.. X-Division's main point was about the "enemy" rather then the player even there is tons of additions to the player side. So i want to explain my thoughts one by one.. Enemies..: 1. Variety.. many and different enemies.. as the game got "phases", the player needs to see different mechanics/types of enemies with every phase.. not just with more stats of the same things.. when the player go to the next phase, he should react to new ones as "wtf is that"... he should reconsider his tactics, game play.. he needs to find new ideas to win.. for example, at second phase, i gave power shields to ceasans, at third phase i gave them big bossy xenomorphs.. i tried to add totally new enemies at every phase to surprise player base, then at next phases i added new abilities to the old ones when they updated.. aliens which moves underground... 2. Harder.. all the Xcom style games got the same difficult problem.. the game starts very hard, you get even at mid, and later its cakewalk.. because you got better weapons and armors to resist enemies even they got more stats.. it should be balanced. I tried to balance this within the phases. As the X-Division is much longer then base game, you have some time in a phase enough to simulate the game itself. At a phase, you start very weak. You try to catch aliens, try to survive rather then winning.. then you got the tech and starts to match with the aliens.. then later if you got enough high level items, you can fight and win against them. BUT when you pass the second phase and you start to react with "WTF", you feel weak again.. because they are an alien invasion army.. they are better then you, they should be.. and you cannot surpass them just in some days.. 3. Horror.. this is an important point too. You need to be horrified when you saw them.. it could be the shape, it could be the weapons, or maybe size.. but you need to feel fear.. I feel that at Terror from the Deep.. at that deep sea missions with dart weapons, i feel very weak when i saw that crapman.. i still hate them.. so i added xenomorphs and some more to the game.. they fit so great.. who would not fear when they see a big xenomorph queen?.. I added side robots to androns.. robodog, roboreaper, roboREX.. i added them a repair abilily which you need to kill it again before it's fully repaired.. we hidden them into the boxes as sleep state to wake up late at mission, when you feel just safe as you think you cleaned the map already.. XCE, solver and charon added hiding mechanics to game which is so great to create this atmosphere!.. Possibilities are so much with just some code tricks.. i hope you consider to add them to next game.. 4. Bosses.. for a tough and fearsome enemy, you need to have bosses.. big ones.. even an ultra mega skilled caesan with a huge weapon, would not enough to consider an ultimate enemy.. so i think at least 2x2 sized enemies are MUST.. look to all Xcom games.. new xcom, old xcom, project phoenix.. people are to be excited to see them.. to fight against them.. 5. Gadgets... game should have some nice inventory items for special things.. an energy shield for 360 defence with own HP.. something for hiding.. something for teleporting.. something for more stats, night vision, heat vision..this is not for only players, it will help to create much bigger variety for aliens.. 6. Dodge mechanic.. for fast aliens or fast melee soldiers.. everything should not relay on more damage to survive.. like a weak caesan with tons of HP to survive at late game (they should have really power shields) or a reaper which is just flesh but can stand against plasma cannons.. Players..: 1. More type of weapons with more abilities.. the game engine should allow every type of weapon combination.. like shotgun, flame thrower, grenade launcher, one shot launchers, mines (which i never use).. more shot options.. auto-shotguns, miniguns, multiple rocket launchers, energy based unique ones (like you got 30 energy rounds at your magazine, you should able to use a special laser shot witch consumes 10 charge from 30.. same weapon could have a autofire option for 1 shot 1 charge and single shot for 1 for 3 charge.. so you can have a heavy laser which can melt armor, or a sniper with autofire ability.. this is my dream for energy weapons but any of the xcom games done this..).. 2. Different type bullets for same weapons.. a weapon should able to use different kind of bullet types with different damage types.. 3. Balanced melee fighting system.. cool melee weapons with some unique abilities.. combined with special armors.. there should be a reason to carry a blade or knife when you can just spam shotgun.. could be combined with stealth mechanic.. 4. Unique weapons per weapon types.. lasers can have gattling minigun, plasma can have a short range cannon with aoe... Plasma based laser magazines.. acid bullets.. blabla.. 5. New weapon versions for every phase.. every phase should have its own grenade, rocket, plane, magazine types.. so player should choose some of them for research in limited time.. 6. Randomized research.. this is great for replay value.. new xcom got this right.. old xcom got it right.. you get something and when you research it you get something new.. with possibilities.. like you got a caesan weapon officer alive, at every research you can learn one type of laser weapon.. some surprise, hard to get, low chance researches.. why not?.. please at this mechanic to modding at least! 7. One time manufactures.. able to erase manufactures at modding.. same to research.. a research or manufacture should able to lock ro release another manufacture or research.. 8. Vehicles.. at least small mechs with human pilots.. could be used as heavy armor with "unique" weapon branch.. they should able to use at least 2 weapons.. Game..: 1. More Phases.. at least 1 more then x-1.. 2. Non-Ufo missions.. random missions which you got different goals without ufo.. ---------------------- Those are main reasons for X-Division and some of them could not be happen because the game did not allow me.. I hope those helps.. thx!
  23. 3 points
    Yeah, we'll have local forces. They may not *always* be friendly but they will be there.
  24. 3 points
    I realised this morning that it's been about three months since I last did a proper project update, so I decided I should write one to accompany our most recent release of the Xenonauts-2 public combat build (V0.9.0). Biweekly Builds: First of all, I'd like to mention how big a success the biweekly builds have been. Most of the reason why I don't feel the need to write so many updates is that people can see most of the progress by playing our builds (or reading the patch notes) every two weeks. As a developer it has also become much easier to release builds when we're not trying to get a certain set of features in for each one; we're just pushing out what we have completed at the time and then moving on with development. I've only got download figures (i.e. people adding the game to their GOG Galaxy account) for up to the end of March 2017, but about 6,500 have played the free builds until then. Roughly a thousand people played in the last quarter of 2016 and then the extra 5,500 came from Jan-March this year. I imagine there's been more downloads in the six weeks since then too, so I think these free builds have done pretty well! Ground Combat: I'm pleased with the way ground combat is progressing at the moment. The addition of the UFOs has made the missions much more exciting and there has been a steady drip of graphical and gameplay improvements in the six builds since our last update. The game is still quite a way from being finished but the rough blocks are shaping up nicely and most of the "core" mechanics related to the ground combat alone are now in place. Sure, the missions don't feel particularly meaningful when they are just one-off missions that have no strategic context, but we've added a lot of equipment to the game and made slow but steady improvements on the key systems like movement / line of sight / line of fire. The changes don't always seem that big week-to-week but they make a huge difference over time! Leaving aside the strategy merge (discussed further down), there's a few big things we'll be working on in the coming months for the ground combat: We're going to start moving the combat into inhabited areas, so you'll start seeing more buildings in the map and then the new AI civilian / local forces units that come with them. The current AI is very primitive and one of our near-term priorities is to spend a couple of weeks getting it set up properly. You can't see nor climb on top of buildings or cliffs at the moment, but that's something else we intend to address in the near future. Aliens don't currently have any special abilities, but this will change soon. Strategy: The strategy layer has had a code refactor in recent weeks in preparation for the ground combat / strategy layer merge, but there's still a few weeks more of work to be done setting up all the data so we can pass it back and forth between the two layers. The good news is that this process has very similar requirements to the save / load system, so once we've got the ground combat and strategy layer merged together we should be pretty close to finishing our save / load system too. We're expecting to properly start on the merge either late this week or early next week, once we've finished some required work on the level editor. Hopefully it'll be implemented and the major kinks all worked out by the end of the month. In terms of playabilty, the strategy layer now has a functional implementation of the Geoscape complete with an escalating alien invasion that spawns UFOs and ground missions (with crews and research items), it supports radar coverage over regions and a simple autoresolve interception system that mimics the effects of the air combat in X1. The research mechanics from X1 are in the game, the base construction grid is functional, you have working base stores, and you can equip and assign soldiers on the armory screen. That said, none of it is particularly polished - we're just concentrating on functionality until the merge is done and then we'll start to improve how it looks and the user experience. Branding & UI: All of which brings me onto branding and UI design. I've been aware for some time that the presentation of the game in terms of things like the UI, the promotional art, the logo and game icon, etc is not keeping up with the pace of the coding and the 3D art and animation. This is actually one of the reasons why we've not yet gone to Kickstarter - successful pitches are generally very heavy on presentation, but light on content ... but at the moment we're the other way around. It's really difficult to find good branding and UI people, because few of them specialize in games and fewer still do the sort of military-style UI / branding that we're interested in. I do sometimes see a really good portfolio and get ready to drop the artist an email about freelance work, but then I usually see that their current role is "Head of UI Design, Blizzard Entertainment" or something. I've done another trawl for someone to fill the role and I've found someone that I have very high hopes for, so hopefully in a month or two you'll start seeing some more professional branding and UI concepts appearing. If not, I'll have to find a replacement in fairly short order as we can only push our Kickstarter back so far. But you'll get to enjoy free builds for at least another couple of months until then!
  25. 3 points
    Yeah, I guess Terror Missions *exactly* as they are in X1 would be hard to recreate in the "shadow war" stage. There's two possible solutions to that which I can see: Slightly reframe the mission so it's similar from a gameplay point of view, but more fitting with the new theme - e.g. the aliens are attacking a civilian power station, and unless the Xenonauts intervene they do a very good job of disintegrating all the witnesses. But if the Xenonauts can intervene and win the mission, they get an increase to the country relations score because there are now X additional survivors who will be telling everyone that the alien invasion is real. That actually gives a good reason why the player should save as many civilians as possible in a terror site (whereas in X1 you had to kill the aliens so the local forces didn't nuke the city; saving individual civilians was unimportant). Bring in the two-stage mechanic I mentioned in another thread, where the Xenonauts have a "threat" counter that increases as they perform hostile actions against the aliens. If it goes above a certain level the aliens launch an attack against the Xenonaut base, so the player has keep a low profile and stay secret in the early game until they are strong enough to repel an alien attack. When they get militarily strong enough they can trigger the base attack and, if victorious, remove the threat counter for good. At that point the aliens could move into outright warfare with terror attacks against civilian targets like in X1. I quite like the first one actually. Let the aliens carry out an attack against the infrastructure in the region on their own terms and there's no witnesses - so it raises the threat in that region, bringing it closer to war with its rivals. Intervene and save the day and the survivors reduce threat in that region by increasing support for the "Aliens are causing these problems!" narrative, pulling them towards peace with their rivals. It better fits the scope of an actual mission in Xenonauts too, where there's only around a dozen civilians at a terror site - which makes for a pretty sparsely-populated city...
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