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  1. With October over, it's once again time for our monthly update. The big news this month has been the release of Closed Beta V22, which is a fairly significant upgrade on previous builds. This is currently only on our Experimental branch but I think it'll be making its way to the main / default Steam and GOG branches in a week or two when it has had a bit more testing. We've done three hotfixes for this build since it was first released and there is a fourth due out shortly that should iron out the most serious remaining bugs we're aware of. Our priority for V22 has been to improve opening hour or two of the game, which we've done in several ways. The first is to establish the game setting more clearly right from the start of the game, which we've done by adding a short text intro that is played when you start a new campaign. Some of you may remember that we've set Xenonauts 2 a little before the alien invasion properly begins, with the player first having to deal with the Cleaners and transition from being an intelligence agency into being a military organisation, and this is the clearest way we could think of to explain this to the player. Of course, we've also put some further lore and explanation in the first Research project popup that the player gets (which I rewrote for V22). The second thing we've done is to continue to improve the visuals. The new UI visuals for the loading screen and strategy topbar have been added to the game, and all the Xenonauts are now using their final 3D models in the tactical combat. Another cool little detail is that we've added a lot more hairstyles to the 3D models, so now a soldier in the ground combat will change hairstyle and colour to (roughly) match the hair shown in their soldier portrait - something that took a surprisingly long time to implement, but makes your starting squad much more distinctive from one another. The visual updates to the tactical mission environments continue too, with the Polar biome getting some attention this month. I'm pretty pleased with how it's looking now - it's very clean and readable, but I think it also looks pleasant in an unobtrusive way. We'll be moving onto the fourth Biome (likely the Dock) next month. Thirdly, we've added another dozen maps to the game. There's a lot of Raid missions in the early part of the game, but there was previously only one Raid map per biome. There's now three Raid maps per biome which means there's way more variety in the early missions, something that will improve further once I set up the new mission types in the early game in the next major build. Finally, I also did some more writing / rewriting. I worked on about 10 of the early game research projects and either wrote them from scratch or rewrote them from what we already had. Anyway, all that content generation has been quite time consuming to do so I think that represents good progress for this month. I'm taking a couple of weeks off in November (it's a long time since I've had a break) but I'm still expecting a decent amount of progress to be made and hopefully we can get V23 out before we break for Christmas!
    6 points
  2. Apologies for the delays to this update. Some big news this month - we're planning to launch the game into Early Access in February next year, and I've been underwater with preparations for that. We're also going to be putting out another tactical mission demo as part of a Steam event later this month, which is also eating into my time. I'll be writing a much longer post later this month explaining our plans for Early Access in detail, so I'll just focus this post on what work we did last month. Abduction Missions: The biggest feature we've been working on are Abduction Missions, which are a new type of tactical mission intended to provide a bit more variation to the ground combat. In these missions the aliens have captured a number of civilians and imprisoned them within teleporter pods, and you have a certain number of turns to free as many civilians as possible - once the timer runs out, all surviving aliens and any pods that have not been opened teleport away. You win the mission by rescuing at least 50% of the civilians, so these missions are no harder than a "normal" mission where you kill all the aliens. However, you receive a small amount of money resources for each opened pod and killed alien (as they do not teleport away) so the player can potentially obtain more rewards on these missions by playing more aggressively than normal. Personally I think this makes them an interesting change of pace from some of the other mission types. These were way more effort than I was expecting them to be, but they're basically done now (just ironing out a few bugs) and so should be included in V24. Grenades: We've now done the final part of the grenade implementation - setting them to use arcs, so they can be thrown over walls or intervening cover. This is surprisingly tricky from a design perspective (arcs and abstract 3d tile grids don't go together well) and even more of a pain to implement, but we know it's an important feature to a lot of players. We're just fixing up a few bugs and some issues with the visualisation, but this feature is also pretty much done and should be in V24. Achievements & Cloud Saves: Achivements are now complete, including artwork, and set up on Steam and GOG. You'll be able to earn them (well, most of them) starting in V24. I'll also shortly be turning on Steam cloud saves, but because our save games were previously absolutely enormous (up to 20mb for some tactical saves) we've spent some time optimising the files so they are much smaller. They should now only be about 20% of their previous size, so only a few mb each, and won't totally destroy anyone stiill on a metered connection. Terrain Tiles & Maps: Last month I spent a bunch time fixing all the problems with the UFOs in the game, using a new tool to find and fix all the line of sight "holes" which could cause the interior space to be revealed by soldiers who were still outside. I also fixed the non-walkable tiles that occasionally appeared inside the UFOs, and finished setting up the styling on the Harvester and Battleship UFO interior spaces. I've also added a LOT of new terrain tiles to the game. These will be most noticeable in the Xenonaut Base biome, which is now mostly complete and looks much more polished than it did in our last public release (there's just a few more rooms left to complete). This is also reflected in the Cleaner Base plot mission, which has been completely restyled and now looks much better than before. UI Updates: We're continuing to work towards having the strategy UI refresh complete for our Early Access launch in February. I've implemented the new visual style for the Main Base and Stores screens, and we're nearly done with designing the Soldiers screen. Once that is complete we only have the Research, Engineering, Aircraft and Soldier Equip screens to implement. Additionally, we're working on an updated visual style for the Geoscape map itself. This won't be dramatically different but we want a map that looks a bit more distinct from the one in the first Xenonauts, and is just a bit neater and less noisy. We're still at an early stage of this but I'm hoping it'll come out well! Campaign / Tech Tree: In preparation for V24 I'm doing another balancing pass on the campaign. One small thing we implemented here was the ability to randomise the spawn times of missions and UFO waves, which has helped make things less predictable, and in general I've just been working through the game and ensuring everything unlocks correctly so you can actually make it to the final mission. I'm looking to get the tech tree locked down for the Early Access release shortly, as there is still quite a bit of art and writing that needs to be added. However this month I did write all the research entries for the entire alien / Cleaner plot chain from the start of the game right up to Operation Endgame (this was about 15 entries in all). This means the hardest part of the writing is now done, as "normal" research entries are less narratively connected and much faster to write. I think that's everything. We are working on V24 still but I'm not going to give a firm date for when it'll be released as I'm conscious I've got the demo to sort out first. But hopefully in the next couple of weeks!
    5 points
  3. With June complete it is once again time for our monthly update. There’s three main things to talk about: accessibility, the end of the game, and the release of V24. Accessibility: We recently noticed that a lot of players were misunderstanding game mechanics, and given the people currently playing the game are Kickstarter backers who usually know the first game well this set some alarm bells ringing at our end. As a result we've added a lot more information to the game this month, which should help experienced players easily understand how the different mechanics are interacting and should (hopefully) make the game much less intimidating for new players. The first element of this is a "hit calculation" panel in the tactical combat, which explains exactly how the hit chance of a shot is calculated (see above). This is a relatively simple change that makes it much easier to understand the ground combat, as it previously wasn't always obvious what you could do to improve the hit chance of a shot. The second improvement is to the Xenopedia (research) reports, which now show the stats of the corresponding alien / UFO / aircraft / piece of equipment / etc. To make things even clearer, we've also added in a section for "abilities" that allows us to explain any unique properties - e.g. the basic Sebillian aliens have the "Regeneration: 20" and "Scaled Hide: 5" abilities and hovering over either of these displays a tooltip that explains exactly what those abilities do and how they work. The result is a clear summary of what each thing in the game does. Importantly, this does not require the player to read the wall of text that comes with each research report - although lots of players like reading the lore, I suspect there's also a lot who would rather not have to! As a final improvement here, we're also working on making the Xenopedia accessible in the tactical combat via the Esc menu! Next, we’ve added mission briefings at the start of tactical missions that make it clear what the objectives and any special rules / alternate win conditions are. Previously this wasn't required because almost every mission boiled down to "kill all the aliens" but now we've started adding more mission variety via more complex objectives it is definitely needed - we were finding a lot of people were getting confused on the non-standard missions. Lastly, we’ve re-enabled the loading screen tips and added quite a few new tips. These are surprisingly useful to communicate minor gameplay or usability features that even some experienced players are not aware of. What comes next on usability? The two main things we're currently planning out are the tutorial and little pop-up notifications that explain mechanics to players as they play (e.g. you can right-click on a door from an adjacent tile to open it, etc). I'm hopeful the game will be fairly easy to learn and play once those systems are done, given our tooltips are already in a reasonably good state! Operation Endgame: We've been working on the final mission of the game for a while now. Last month I blocked out the maps and we did the fundamental code required to support two missions back-to-back. This month I was doing proper gameplay testing on the mission which has led to a lot of bugs being fixed and quite a few amendments to the levels and the balancing. Anyway, it's now possible to unlock the final mission and win it. However, we want to make the experience of winning a game slightly more rewarding than it was in the first Xenonauts, where the game just flashed up a couple of lines of congratulatory text and then booted you back to the menu screen. We've been implementing a campaign stats panel to show the player (e.g. "Total Aliens Killed", "Total Soldiers Lost", etc) and I'm also planning a more substantial epilogue to the game too. Build V24 / Public Release: We're hoping to release our next closed beta version towards the end of this month, likely some point during the week commencing 18th July. The eagle-eyed among you may have noticed that the things we're working on at the moment are some of the biggest things blocking an open beta / Early Access release (people need to be able to understand the game and win the campaign), and this is not entirely a coincidence. I'm not going to publicly announce any plans yet but we're making a concerted effort to get the game ready for sale soon. Perhaps we'll have some dates to announce next month. Thanks for reading!
    5 points
  4. Hello everyone - apologies for this update being a little late, I had a couple of things I wanted to finish up before I started telling everyone about them. The first thing to discuss is public builds, and the fact we haven't released one recently. We've been working on a couple of big systems that required a significant campaign rebalance once implemented, some systems that required UI updates, and we've also been working on the Cleaner missions that happen right at the start of the game. Anything we put out before that work was finished would have been almost unplayable. Hopefully the next public build will be coming in about two weeks - but with all these changes, I'm expecting it to need several iterations on the Experimental branch before it becomes a better gameplay experience than the most recent V22 build! The first big change we've been working on is the Armour system. For simplicity, we've now unified the armour system in the tactical combat and the air combat so Armour is a flat reduction on incoming damage (e.g. 30 damage hitting a target with 10 Armour does 20 damage). However, there's a wider variety of armour penetration and armour destruction on the various weapons in the tactical combat compared to the first Xenonauts, so the player is now presented with more decisions about the best order to use their attacks. We've added a new grenade that inflicts limited damage on units but is excellent at removing terrain and shredding armour, and we'll be experimenting with armour-piercing ammo for ballistic / Gauss weapons this month too. These armour mechanics have also been applied to the Air Combat, along with quite a few other changes. I've done another balancing pass on the air combat because Xenonauts 2 has added a new type of weapon to the air combat - the energy lance (alongside cannons, missiles and torpedoes). Previously this weapon type lacked any real individual identity and part of the rationale for the armour changes was to give all four types of weapon their own niche: Cannons are short-range, high DPS (damage per second) weapons with 40 ammo. They do low damage per shot so armour reduces their damage significantly, but they also shred armour relatively quickly. Cannons will kill most things but require you to get in close and stay there, which can be very dangerous against UFOs with powerful weapons. Missiles are long range and high damage weapons, but only have 4 ammo. They do excellent burst damage so are great at destroying unarmoured UFOs (e.g. Fighter UFOs) before they can attack you, and can also quickly kill other types of UFO if another weapon is used to strip the armour off them first. Torpedoes are long range weapons with excellent armour destruction, but only have 2 ammo and are slow and easily avoided by agile UFOs. Hitting an armoured UFO with torpedos will quickly strip away its armour and leave it vulnerable to other types of weapon. Energy lances are medium range weapons with medium DPS and good armour destruction, and 15 shots. They act somewhat like torpedoes, but trade a shorter range and a slower rate of fire for more ammunition, more versatility, and the ability to hit agile UFOs. In addition to this, there's been two other major changes to the air combat. Firstly, there is now a "deployment phase" at the start of the air combat where you can set your interceptors up anywhere around the edge of the map, allowing you to group them together or split them and approach the UFO from multiple sides. The type of tactics you want to use are likely to vary based on the type of UFO and the fire arcs of its weapons (and whether it has weapons capable of attacking multiple interceptors at once). You don't get to deploy freely if UFOs on an air superiority mission attack you, however! Secondly, I've reverted the change where interceptors are always built in squadrons of three. We're back to the original system where aircraft are built individually, and our new approach to balancing the air combat is that UFOs gain some additional HP and Armour for each additional interceptor taking part in the battle. It's still advantageous to send more interceptors into battle against a UFO, but this just gives the player more flexibility in their approach - a single well-equipped advanced interceptor can often now be just as effective as a full squadron of three more primitive interceptors (the latter was almost always better in X1). The convenient lore explanation for this is larger squadrons are more easily detected as they approach the UFO, giving it more time to power up its emergency shielding and prepare for combat. I'm aware this doesn't 100% make sense, but I think the gameplay benefits are worth it. The other significant new mechanic has been the introduction of the morale system in the tactical combat. This a similar system to the first Xenonauts but has a few improvements to make it easier to understand and interact with, and hopefully to make the alien psionic abilities feel less random. There's also now a "Focus Mind" button that allows a soldier to spend TU in order to boost their morale, which gives the player a way to defend themselves against potential morale events or psionic attacks if they want. The problem here is that our current tactical UI design has been straining under the weight of all the new mechanics and UI elements we've added since we implemented it 2-3 years ago, and having to add Armour / Morale bars and this new Focus Mind button has been the final straw. We've therefore been working on the final tactical combat UI design that brings the visuals up to final quality and properly integrates all the new stuff. This is a massive job because it's one of the most important and complex UI elements in the game, but I think we've found a layout that works well - it displays more information than the current UI does and uses less space to do it! This post is getting really long now, so I'll just mention a few more things in passing - the Cleaner missions at the start of the game are now a pre-set sequence of four missions with some unique mission objectives to mix things up a bit (as opposed to randomly generated missions that filled a meter that eventually revealed the Cleaner base) a few more screens have had a UI facelift, a few more 3d civilian models and alien armour models have been created and are waiting to be rigged, and we've created some stone ruins to add a bit of variety to our jungle maps - and I'll just leave all the smaller things out entirely. So we've been busy, and we're working on a lot of big things. Apologies for the lack of public builds but when the next one eventually arrives, I think you'll all be impressed by the progress!
    5 points
  5. As November draws to a close it's once again time for our monthly update. This month we've mostly been working on turning the experimental builds of V22 into something ready to be released on our main Steam / GOG branches. This has involved a total of 6 hotfixes, which might be a record for us! Anyway, V22 is now out. This is the first major update on our main branches since March (sorry!) and I think anyone who hasn't been playing on the Experimental branches is in for quite a treat given how much the game has changed since then. The reception to the V22 Experimental builds overall has been very positive, both in terms of comments and the pattern of play that we're seeing from users. Part of the reason that we released so many hotfixes for V22 was that many of our testers have been playing much further through their campaigns than previously, so they're encountering bugs in areas of the game towards the end that haven't yet been tested (or balanced) properly. A couple of the late-game UFOs had broken teleporters that meant you couldn't actually complete those missions, for example. It's very encouraging to see that people are already able to spend 5+ hours playing a campaign, when we as developers know we've still got a lot of improvements left to make. There haven't been too many new features added this month. The coders have been busy fixing bugs and I was off for a couple of weeks on paternity leave, so there's not been too much time. Nonetheless a few pieces of new content have arrived - a couple more research projects have been written up, some new terrain tiles have been added and more destruction states set up on existing tiles, various corpse art for the aliens has been done, and a little bit of new UI art has arrived. We've done quite a bit of work on 3D characters this month too. Now the Xenonaut models are complete, we're working on the final high-quality 3D models for the local civilians in each map. This is quite a big job as there's probably about 30 different clothing items that need to be modelled and combined in different ways to give us all the variants we need to have realistic-looking locals across the many different biomes in our game, but the progress so far is looking good. We're also starting to work on the rank / armour variants for various aliens, which we want to look a little more distinctive than they did in Xenonauts 1. We've now finished the Psyons and will be moving onto the Sebillians next. The one new code feature we spent some time on this month was trying to make controlling multiple soldiers easier in the tactical combat. We've done this by setting up Spacebar to accelerate unit movement - pressing Space while a unit is moving causes them to finish their move pretty much instanteously. Pressing Space when a unit isn't moving causes the game to mark that soldier as having finished their turn and automatically select the next nearest soldier that hasn't finished their turn (of course, you can re-select "finished" soldiers manually if you want). Once all the soldiers have been marked as finished, Space will end the turn. You can now play through a turn relatively quickly if you want, which can often be useful towards the end of a mission. That's pretty much it from me. With December including the Christmas holidays we'll be having another truncated month but with V22 done I'm hoping we can get some cool new features in for you guys to test in January!
    5 points
  6. Hello everyone - time for our development update for March. Apologies for this being a few days late, the intention was to time the update to coincide with the release of V23 but we've found a couple of crashes that need fixing that have pushed release back. For those interested, we'll be releasing V23 on our Experimental branches at some point this week. The main thing I've been working on this month is the campaign balancing, which is always a significant undertaking given a full campaign playthrough is probably 15-20 hours long (i.e. at least two full working days). Each attempted playthough results in a number of balance changes that need to be made, bugs that need to be fixed, usability changes to be made, gameplay mechanics that need to be checked out because they may not be working properly, etc. We therefore don't have many "big" features to talk about in this update but there have been a lot of smaller ones. Strategic Pressure / Orbital Bombardment: The main new change on the strategy layer is an attempt to introduce more strategic pressure. The Orbital Bomardment mechanic has made a return in a somewhat altered form, and it's now effectively a monthly performance target communicated in a slightly more thematic way. I know people have been a bit concerned about it in the past but I don't think there's much to worry about in its new form! At the start of the month Orbital Bombardment increases Panic in all regions by a certain amount (e.g. +25 Panic) that increases as the game progresses. If any region has over 100 Panic at the end of the month is surrenders and is lost to the aliens, so the player must try to generate enough Panic reduction during the month to cancel out the Panic gain. Monthly funding from a region is tied to its Panic, so success means funding goes up and failure means funding goes down. Panic reduction is achieved by defeating the alien invasion - shooting down UFOs and completing ground missions like Terror sites. These generate a local Panic reduction, but also a global reduction. The regions you are protecting best will have the lowest Panic but even undefended regions will have lower Panic if it looks like humanity is winning the war against the aliens. The gameplay effect of this is much like the monthly funding evaluations that appear in every X-Com game, but it serves to reduce the amount of damage that can be caused if UFOs spawn repeatedly in undefended regions due to simple randomness, and it also ensures that the game ends more quickly if the player was underperforming (it was always a bit silly that it took 3-4 months to lose the game in Xenonauts even if you never shoot down a single UFO or win a tactical mission). Base Defence Missions: We've spent quite a bit of time this month fixing gameplay issues to do with the Xenonaut Base Defence missions, as we've introduced a base attack on your main facility by the Cleaners to increase early-game mission variety. While this biome still looks a bit ugly (it hasn't had the visual pass yet) the gameplay is more solid. The first thing was to get the Sentry Guns set up. These are the cheap and durable vehicles are only used in base defence missions, and they had some display issues that have now been corrected and their LMGs should now be upgraded appropriately as the player progresses down the tech tree. The second thing was the spawning / deployment phase of the mission, which had apparently got broken at some point in development. The player can now deploy anywhere in their base at the start of the mission except in the rooms that the aliens have spawned into, and the alien crews are now correctly splitting into assault teams and choosing the correct type of room to spawn in. Most types of aliens spawn into Hangars as normal, but certain other types of alien (e.g. Reapers) are able to spawn in random rooms due to their ability to climb through vents or teleport. Other features: We also spent more time this month on updating various strategic UI elements to our new style, and I've got the updated graphics for the tactical combat UI sitting in front of me too so there's a chance that might make it into V23 too. The Air Combat has also had a few more updates to ensure the new formation / deployment system works properly, and we've also set up the autoresolve up to allow the player to manually fight the air battle if they don't like the result the autoresolve gives them. The protects players from the situation where the autoresolve unexpectedly destroys all your planes (usually due to low fuel). The balance here has changed a bit too. There's now four classes of weapons that have different roles - cannons, missiles, torpedoes and energy lances. These have varying ranges, ammo capacities, and damage profiles vs armour and HP. The ability of an interceptor to perform the evasive roll maneuver is now also tied to the weapons they have equipped, so while energy lances are relatively powerful weapons they also make the interceptor carrying them more vulnerable to certain enemy attacks. Finally, we've been working on the blockouts for the final mission this month too. I won't give too much away but there's a few unique rules on this mission that have required a bit of code work too. Hopefully the final mission will be playable in V24 even if the final art pass on the map probably won't happen until closer to release. This has turned into quite a long post so I'll leave it there as I need to get back to working on V23. Thanks for reading!
    4 points
  7. Heh, I guess this is karma for the sort of posts I used to make back when I was a modder What you say is true to some extent. Development on X2 has been harder and taken way longer than I expected. There’s quite a few things I’d do different if I went back in time - maybe I’d even do something else entirely with my time and money. Nonetheless, your post seems written from the perspective of a modder - someone who comes in when the game is complete. You’re working with mature tools, a mature set of game mechanics and a complete set of game assets provided by the game developer. That’s the sort of work that gets done in the final 5-10% of development, and without wanting to diminish the good work modders do, it’s a lot easier than the stuff that gets done earlier in development. You’re not dealing with any moving parts. It’s not possible to write a list of features that will be in the final game early in development, nor do the same for the final assets. Game dev is an iterative process, and the more complex and interconnected the project the harder it is to identify exactly how well any part works until you can test it. And you can’t *properly* test anything until you’ve implemented the whole game and connected all the different pieces to one another. That’s why so much gameplay iteration is happening now. Minimal code changes are required to change the armour model, and I can play and test the mechanics in a proper campaign in a way I couldn’t a year or two ago, let alone near the start of development when the game was just a few boxes on a grid. We’re doing the final civilian assets now because we know the final technical requirements for them, because we know the final lighting setup we’re using in map, which itself is tied to many things including the final method of how we handle terrain destruction, etc. Doing them earlier risks throwing away 30+ models. I don’t agree there’s been no visual improvement over X1 either. Maybe you disagree, but playing a mission on one of our finished biomes I’m personally struck by how much better it looks than the first game. Anyway, I wish the game was finished as much as anyone. I know it sucks it has taken this long. But there’s no point us coming this far and releasing something bad, and I’m sure most people will forgive us the delays if we release something good.
    4 points
  8. Hello everyone - September is now over and it's time for another update. We released V21 earlier this month with a number of cool updates and are planning to release V22 in the next week or two. Progress this month has been slower than normal, as two important members of the team were on holiday for a couple of weeks and other members of the team ended up getting ill (sadly I was in the latter group rather than the former!), but nevertheless we have made some improvements. As well as doing a number of bugfixes on V21 after its release, we have mostly been working on the strategy balancing / air combat and some of the new art assets for the tactical combat. Improved Tactical Art: Firstly, the new art. We've done a texture pass on the entire Western Town biome now, which is one of of the biomes used in Terror Missions. This had some very inconsistent visuals before but it's now looking much neater and more detailed in general, and we're now working on the final damaged / destroyed states for all of these tiles. Next up is the Boreal biome, which has already seen a lot work done to the sawmill building. Hopefully both biomes will be ready for the release of V22. We're also in the process of hooking up those final Xenonaut 3d models. They're now all rigged and have the various hair models set up, but we need to do a final bit of code work to ensure that soldiers display the correct ethnicity / hairstyle / hair colour in the tactical missions to match the portrait of that soldier. Again, hopefully this will be done in time for V22. Strategy / Air Combat: Next, the strategy balancing. I spent several days doing this, which involves multiple campaign playthroughs of the game where I manually fight all the air combat battles but automatically win all of the tactical battles (because that way a campaign only takes an hour or two, rather than an entire day). During this time I was experimenting with various ways of making the air combat more interesting, and I've settled on a number of changes. The first is that interceptors are now built in squadrons of three, which all share a single 2x2 Hangar (dropships are build individually and also fill a 2x2 Hangar). Once constructed, these interceptors are controlled as normal so it's possible to send a squadron out with fewer than three aircraft, or even send out a squadron with a mix of different interceptor types. If an interceptor is shot down, you can either wait for it to be replaced automatically as normal or you can pay a certain amount of cash (plus alloys / alenium in the case of advanced interceptors) to replace it within a few days. I've made this change because 1v1 air combats are much less interesting than 3v3 battles, and it's easier to balance the air combat if you know the player can always send 3 interceptors to fight a UFO squadron if they want. It also makes it faster when building a new base - in X1, building a base in the early game usually forces the player to build at least three planes and possibly more if you want a mix of capabilities (e.g. you might want 3 Condors and 2 Foxhounds, which is 5 interceptors to build). Under the new system you just build a single squadron, or perhaps two if you want a mix of capabilities. The second major change is to give the aircraft a wider selection of equipment, but also give them a maximum weight capacity. In X1 if you wanted an aircraft with heavy torpedoes, you had to build an entirely aircraft capable of carrying them. In X2, the starting interceptors are actually capable of carrying heavy torpedoes, but they need to unequip their cannons and light missiles to do so. The advantage of this is that it gives the player more options to react to a changing situation - if alien capital ships start appearing, you can rearm your existing aircraft rather than having to build an entirely new set of interceptors. It just makes the strategy layer a bit more flexible than before. The actual air combat has seen a few additions, too. The combat now supports rotating weapons with limited travel, which means we can have side-firing weapons or turrets that track your aircraft. The Afterburner ability from X1 has also been added to all the interceptors. Other Systems: We also added a couple more systems to the strategy layer. The first is a solution to the problem of your engineers or scientists sometimes not having anything to do: now any idle engineers or scientists will automatically generate income for the player at a rate high enough to pay their wages and still generate a small profit (it's assumed they're helping out with maintenance work you would normally have to pay for, etc). This is a lot like the ability to manufacture and sell items for profit in classic X-Com, except it requires less micromanagement and is a bit more intuitive for new players. The effect of this is just to smooth out the difficulty curve on the strategy layer a bit, as having idle staff could previously be financially crippling. There's also been more work done on the tactical combat morale system. We need to do a bit more work to get the actual panic / berserk / etc effects working correctly, but there's now a proper morale system like there was in Xenonauts 1 and the original X-Com. This also ties into the Stress system - when we reactivate this system, soldiers will suffer Stress based on what has happened to them in combat and their Bravery score rather than just suffering a flat Stress penalty for going on a mission like they did previously. This is getting to be quite a long post now so I'll leave it there. The team is back to full strength next week and we'll start planning for the V22 release as soon as that happens!
    4 points
  9. We're in the process of changing our marketing partner to ensure that our Early Access launch gets as much attention as possible (I found a company that really impressed me) so I'm not completely sure what the plans for the open beta are yet. In an ideal world I'd like to run some kind of beta to ensure the game is properly tested before it goes on sale but I'll see what our partners think about it, as if they've got data that suggests it's financial suicide then it'd be best not to. And it's also a bit dependent on the development timetable.
    3 points
  10. Hi there, I was a backer of Xenonauts and have not been gaming for many years. I used to be very active on the forums before the launch of Xenonauts. Life took other turns and i quit gaming for a while. I have just started gaming again a few months back. I recently restarded a Xenonauts campaign on insane mode and have actually kept my backer portrain personality alive for 7(!) missions without savescumming. I anticipate a deadly reaper attack very soon. I have been following the development of Xenonatus 2 only sporadicly. But it seem it is well on its way to become a solid improvement over Xenonauts. Now i have read on some of the improvements coming to AI, that will make the Aliens move around more(roam) around the map. This is good. One thing i find is a weakness of Xenonauts is a fairly predictable AI and alos a quite passive AI. I have recently been playing a game called Ultimate general Civil war. Best way to describe it is realtime combat on a painted 2D map. It's fairly simple but the AI is one of the best i have ever encountred in a tactical game. One of the things that make the AI feel different from time to time is that the behaviour of the AI is semi determined by traits of the Units. If enemy brigades have certain traits that will decide wether they will hunker down, come at you in mass, charge often or try to owerwhelm you with firepower. This way the same battle many times take on entirly differant pace or character, even if enemy units reinforce or start at the same place every time. Becuase thier behaviour is semi randomized. One thing i felt would have made Xenonauts better is if different crews of UFOs had different overall tactic. It could be explained by some alien officers being different as humans are different. Even if you down a corvette with Ceasans (psyons) like you did last time. This officer this time is very aggresive and will take all his soldiers directly to you grabbing you by the belt as soon as you come off the landing ship. Next officer is a sneaky one and has his shooters on the rooftops, with units waiting in abushes on the bottomfloor. And the third one hunkers down with almost the entire crew in anticipation of your breachparty. This way the player can only semi predict what he will face. He maybe( by resarch) will know the race, but not this certain crew personality. And of course a aggressive sebilian will be very much more scary than a Sebillian chosing to snipe at you, since sebillian aren't snipers. This way you could also explit the enemy using 'wrong' tactics. I feel it is an oppurtunity to make the AI change and not always behave the same, and also let the player feel that he really need to determine what he is up to. Nice to be back. I am in anticipation for Xenonatus 2. Very thankful towards Chris and the team for keepin my childhood game favourite Microprose Xcom alive, improved and reskinned in a fantastic reimagination of this gem. Cheers folks
    3 points
  11. May is over and so it's once again time for our monthly update. Today I released V22 onto our standard Steam / GOG branches for everyone to play, as it's in decent shape after the seven (!) hotfixes we have released for it over the last five or six weeks. Obviously all those fixes and releases took up quite a bit of developer time, but there was also a lot of other progress on the project to report. The biggest new feature we've been working on this month is the updated tactical interface, which is a fairly complex beast given the depth of the tactical combat. The UI now looks better, is much less cluttered and (hopefully) easier to use and understand - but more importantly it properly integrates the relevant information for the Morale and Armour systems which were added earlier this year. Additionally, we started working with a couple of new illustrators at the start of the month to start to finish off the remaining research art. Three new autopsy paintings have been added this month and the final dropship has also been done (we also amended the in-mission tiles for this dropship to improve its interior layout and fix some visual issues). Several more enemy units have had their corpse artwork painted too, and that job is now nearly complete. On the 3D front we've now managed to finish and rig all the female civilian models (meaning all the human models are now complete and set up in-game) and several alien armour variants from previous months were also rigged and added. In terms of environment we're still working on the Xenonaut base biome because there's just so many different base rooms that need to be created, but progress is pretty good and the new assets are definitely looking like an improvement! Beyond the tactical UI and bugfixes, the coders also found time to implement a proper re-arming system for interceptor weapons (previously the planes would instantly rearm when returning to base) and then do some work to support the final mission. In classic X-Com style we have decided to make this a two-part mission so we needed to do a bit of work to support this, but it all seems to be working. Both maps need further playtesting and visual improvements but in theory it should now be possible to properly win the campaign when we release the next build. Therefore overall I feel like we've made good progress this month. We'll start to think about putting out the first iterations of V24 towards the end of next month to let you guys play with the final tactical UI and hopefully several more significant improvements too. Take care everyone!
    3 points
  12. Closed Beta Build V23 has now been released on Steam and GOG. Note that this build is only available on our Experimental branch so you'll need to switch over to get this update (instructions on how to do that here). It has been roughly five months since we released our last public build, which is a really long time in development terms (even if that period did include Christmas etc). It's therefore not worth trying to write a comprehensive changelog for this update as there's far too much to cover. Instead, I've just written up a quick list of the key changes - although even then there's probably more stuff I've forgotten about. We will be releasing another update for V23 next week as there are more things we wanted to add to the build, but I just couldn't justify holding up this release any longer. Most of this relates to displaying information on Geoscape relations / panic, as it's currently not always 100% clear what the effects of a particular action might be. We'll address this shortly, along with any critical bugs people encounter in the build. Strategy: Campaign Rebalance: a lot about the game balance has changed on the strategy layer - way too much to list out here! Monthly Panic Generation: Panic is similar to Relations from the first Xenonauts. A Geoscape region grants more funding if it has low Panic, and it is lost entirely if it has over 100 Panic at the end of the month. The game now generates an increasing amount of Panic in all regions at the start of each month through Cleaner Operations or Orbital Bombardment, and this becomes the performance benchmark for the player to aim for - if the player shoots down enough UFOs and wins their tactical missions, they will be able to reduce Panic by more than the increase (resulting in extra funding). The amount of Panic generated each month is something that will change based on difficulty setting in the final game. Cleaner Missions: the Cleaner sub-plot is now a fixed sequence of four missions triggered by three research projects (completing the mission sequence grants extra funding and reduces the global Panic gain that occurs at the start of each month). Two of the missions have unique victory conditions - one is a "capture resources" missions where you have to capture as many resources as possible from an enemy-held building, and the other is an ambush / eliminate VIP mission. Item Disassembly Projects: quite a lot of the Alloys and Alenium you recover is now contained either within alien weapons or sections of the UFO hull. These items can either be sold for additional cash, or can be disassembled in the workshop by your engineers to grant the alloys / alenium (assuming you have enough of them). Alien Base Supply: alien bases now gain the "supplied" status for 10 days when built and after being visited by a Resupply mission. Bases that are resupplied contain more enemies, so if you spot an alien base it may be worth starving it of supplies before you attack it. UI Visual / Usability Updates: we've updated various Geoscape pop-ups to use the new visual style, and made a number of small usability changes to various parts of the strategy UI. There's still plenty to do on this point but things are certainly better than they were in V22. Tactical Combat: Enemy HP / Armour display: because of the changes to Armour listed below, enemies now display their HP / Armour values above their heads - it's important to know how much Armour an enemy has in order to make decisions about armour shred. The downside of this is that it makes the game a bit easier, so we're likely to disable this feature on the higher difficulty settings in future when all the final alien models are in place and it is possible to see which enemies are wearing heavy armour or not. New Armour System: the armour system in the tactical combat and air combat has now been unified. The system works as outlined below, and armoured aliens have been added into the game throughout the campaign. These aren't ridiculously durable, but it's generally more efficient to destroy their armour before attacking unless you are using armour penetrating weapons. Armour reduces weapon damage by a flat amount: 10 damage going into 3 Armour becomes 7 damage. Armour is not automatically destroyed by absorbing damage, but each weapon has an Armour Destruction value which indicates how much damage is removed on hit (usually 1 or 2). Certain Weapons have Penetration values that ignore the equivalent amount of Armour on the target, but certain Armour types also have Hardness values that will negate the equivalent amount of Penetration on a weapon. A few other points relevant to the armour system: A new grenade called the Demolition Grenade has been added. This is excellent at destroying terrain and shredding Armour, but doesn't actually do that much damage to enemies. The standard Frag Grenade is now much less effective at destroying terrain. The HP stat of a soldier is a lot more relevant now, because alien weapons no longer scale quite so high in terms of damage. Combat Shields now provide extra Armour rather than a pool of extra HP, which means they are much less all-or-nothing. Powerful alien weapons will punch straight through a shield but the shield will still reduce the incoming damage by an appreciable amount. Resistances to certain damage types still exist, as these are independent from Armour - e.g. a unit being 100% Resistant to gas damage, or an Andron being 30% Resistant to kinetic damage, etc. Morale System: units on the battlefield now have Morale, and are capable of panicking, berserking and fleeing if this falls low enough. All units start on 100 Morale and may suffer a morale break if they are below 50 Morale (with a 100% chance of doing so at 0 Morale), and they suffer morale loss when negative things affect them on the battlefield. The Bravery of a soldier is used to modify the incoming Morale damage, and there is a further bonus granted based on the rank of the highest ranking living Xenonaut on the mission. There is a new button called Focus Mind in the tactical UI. This refills a significant amount of Morale but costs a large amount of TU to use. Xenonaut Base Defence Updates: visually these missions are still rather lacking, but we've fixed a lot of issues with them recently related to how and where the aliens would spawn. There's also been some further work on the Sentry Guns to ensure they are more functional and more useful than before. Terrain Updates: some of the biomes have had quite a bit of polish added and are now approaching being finished. The Polar biome is a good example of this (the first Cleaner mission illustrates this) and in general I think some of the maps are now looking rather nice! Air Combat: Autoresolve Result Preview: in order to prevent situations where the air combat autoresolve spits out a result that seems unfair, the autoresolve now shows the predicted result and then gives the player the choice to accept the result or to fight the battle manually. Again, this does make the game easier so we'll likely be removing the ability to autoresolve combat at all on the highest difficulty setting. Armour / Weapons Rebalance: to make things easier to understand, the same Armour system is now used for both aircraft and soldiers. We've therefore rebalanced the UFO stats a bit, and we've taken the opportunity to set up four categories of weapons: cannons, missiles, torpedoes, lances. Each of these have different ranges, ammo capacities and damage profiles vs. armour and vs. HP. The ability for an interceptor to Evasive Roll is now tied to the weapons it is carrying, which means certain weapons will inflict more damage but also leave your interceptors more vulnerable to certain types of UFOs. UFO Bonus HP: for balance reasons, UFOs now gain additional HP / Armour for each extra interceptor the player brings into battle (although it's still almost always beneficial to bring the extra fighter along). I think this rule vastly improves the game balance and there will be somewhat of a lore justification for it, but I also know some players are going to hate it despite that so we will be adding an option to turn it off in a future build. Deployment Phase / Formations: you can now choose where you wish to place your interceptors before an air combat battle begins, and there are a number of pre-set formations you can use to save time. When fighting battles that contain multiple UFOs you will now see their starting formation has a degree of randomisation too. Hit Detection: this is a relatively small line of text for what was a big task, but the air combat has now been rewritten so the hit detection cannot fail. Previously it was sometimes possible for missiles or projectiles to pass straight through a unit without hitting them, which could ruin an air combat entirely if it was a powerful attack that failed to register, so we just had to bite the bullet and get this fixed. As always, please let us know if you encounter any bugs by posting them up on the Bug Reporting subforums, as we'll be releasing hotfixes to correct any major issues you encounter.
    3 points
  13. - Incoming Transmission - Hello humans, it is I, Paul. I have been privy to the knowledge that you seem to be scrapping down Imperial weapons to construct variants of your own, I am more than impressed with your efforts thus far, but what if I could offer you a simple yet elegant solution for your surplus advanced technology? Hmm? New schematics, exotic alien tech? No, of course not, I'm talking about simply shooting them with their own weapons. With some alterations I can make in a few Earth minutes, the weapons should be more than capable of being used by our forces when needed. - End Transmission - If it wasn't apparent, this mod allows you to use alien weapons obtained from missions, once they have been researched, of course, you may then equip them to your soldiers in the armory for use in future missions. Alien weapons damage has been increased to put them roughly on par with human Mk.II weapons since their damage in vanilla were rather low, generally, human weapons will outdo them in most regards and there isn't always an alien analog for weapons such as miniguns. Human Armor values have been altered to accommodate this change. Alien Weapons are now two-handed where appropriate. Alien weapons have received statistics screens in the armory like other weapons so you can see their capabilities. This addon requires X-Division 1.00.11c https://www.mediafire.com/file/3jn4kzfqtn0lvu2/X-Division_The_Devil%27s_Toys.rar/file Installation: You must start a new game or else the mod will only work on newly researched items. 1. Download the file (of course). 2. Move the "X-Division The Devil's Toys" folder in the downloaded .zip file to (Xenonauts folder where X-Division is installed)/Assets/Mods. 3. Enable the mod in the XCE mod manager and place it above X-Division in the load order. 4. Play the addon, I hope. Known Issues: The Advanced Alien Explosive Grenades and the Alien Heavy Explosive Grenades do not have an armory statistics menu detailing their capabilities, I have not been able to get the strings for these grenades working despite all of the others working just fine. This will be rectified in the future if I can determine the cause. Alien ammo for some late-game weapons sometimes just does not recover properly from the battlefield, sometimes it recovers just fine. It is unknown to me why this happens (98% of the time it works just fine though). Not really an issue, but to keep the Ceasans able to wield their shields and make their weapons two-handed for humans, an unconventional workaround had to be done. Don't equip a second weapon in your other hand when wielding Ceasan weapons or the weapon will disappear. Author Notes: This mod allows the use of alien weapons upon research and barring some exceptions where a specialist is required to unlock them, this allows the use of certain alien weapons immediately. There is no way to mince words, this does make the mod somewhat easier. (Play on a higher difficulty than you normally would if you think it necessary). I want to establish that I had no part in creating any of the weapons in X-Division, that accolade belongs to the X-Division mod team, I simply made an addon for their spectacular mod that allows the usage of alien weapons since the base game did not for its own reasons.
    3 points
  14. So I have been quietly following along here for the past four months. Riding the center of the fence and waiting for the time I felt driven enough to air my thoughts. Well here goes. I have around 150 hours of playtesting X 2 . So I have given plenty of time to form an opinion on and about this game. From what I was able to play I thoroughly enjoyed the game. Finding ways around the bugs and crashes seemed almost normal. Restarting from scratch with very release and Hotfix all in the name of keeping earth alien free. If it sounds like I'm complaining I'm not. That's what you should expect if one is willing to put time in as a play tester. I have been on board with this from way back in 2016 ( six years ago) when it was a single combat mission. Six years is a long time. Up to four and a half months ago I checked for a new release or hotfix daily ( if not more ). Now I maybe check once a week. There has not been anything ( new version or hotfix ) from the Devs since mid November. I find that very odd . We get an occasional " here's what we have been working on" . But otherwise not much else, unless you read what a certain play tester says the dev's are doing. Must have a hotline to the game studio. What I really want to say is simply my drive for this game is dwindling. I'm sure I am not the only one who is scratching their head wondering what is going on. A little (official) information please, to keep the juices flowing. I don't claim to know every exact thought (as some do ) of what the Devs have in mind. What I do know is that this will be a great game if enough people stay interested.
    3 points
  15. v 0.98 as part of my [B4X2] mod collection works in Community Edition (0.35) and in Vanilla too in mod launcher: DEACTIVATE other mods that alter soldier or armour graphics! ~ 50 MB per file download, was unable to upload to Steam Workshop, because of "file too big Error" although older versions are there and the split into separate smaller files, I gave up on modding Xenonauts after hours of trying to update the file there Important: Download & unpack all 3 files & order in mod launcher needs to be: part 3 above part 2 above part 1 This mod changes: Bigger pool makes soldier spawns much less repetitive, and makes the game a more global effort in defending earth gives soldier portraits a Xenonaut 2 look Goldhawk´s Potrait Editor used as well as adapting open source photos in Photoshop - it took weeks more than double as many new nations to recruit from (was 21 is 57, work on name lists shared with Steelgonad) many more soldier portraits (was 167 is 611) 8 ethnicities (was 4 is 8) adds new cities in Asia tweaked basic (& basic female), jackal, wolf, buzzard armour graphics [B4X2]bigger_pool_I.zip [B4X2]bigger_pool_II.zip [B4X2]bigger_pool_III.zip
    3 points
  16. Support for runtime code-centric mods has been built in from the start. The game has been programmed from a "hook" perspective and I will make sure we release documentation on how this works once we fully release. I've also already looked into Harmony / other runtime patchers in the past to check compatibility and we're explicitly keeping things in C# (as opposed to IL2CPP) to provide mod support for this. My plan is to release a public example project that shows how to use it.
    3 points
  17. Hello everyone - it's time for the February update! With this update being a bit early and the last one being a little late, we've only had three weeks since the last update - but a lot has been done in that time. Releasing a new public build is our main priority right now and so we're actively working on Build V23 at the moment. We've mostly been working on polishing the experience and improving the game balance, and I've spent a lot of time playing the game this month to help facilitate that. We've done a lot of work on the Air Combat this month as we've been adding various new features to it recently (such as the pre-battle deployment phase and the different formations that UFOs can spawn in) and we've also had to make some quite fundamental changes to the code in order to fix a persistent bug where missile hits would not always be detected correctly. Although it's frustrating this sapped away quite a bit of time, having missiles occasionally pass straight through their target without exploding is clearly not acceptable in a game where it can mean the difference between victory and defeat! There's already been a LOT of tweaks to the game balance and I'll continue with these as we work on V23. The early-game Cleaner missions are now a research chain that give you a series of standalone missions that occur alongside the alien invasion (rather than before it), and I've done a pass on all the UFO / tactical mission crews to ensure the right aliens are spawning in roughly the right numbers at the right time. There's been a load of updates to the tech tree, sometimes to fix things not unlocking correctly but mostly to ensure a relatively steady flow of research and upgrade projects throughout the game. The tech tree is more extensive than in X1 and this can be a problem in some cases - if the player is doing too many research projects between ground missions then it can get a bit overwhelming. We've also fixed a lot of bugs / issues we've enountered while playing the game, and updated various game systems that weren't working quite right (e.g. the Sentry Guns). I've updated some more of the strategic UI to use the new visual style, and we've added various new terrain tiles to the game and produced the final destruction states on more terrain objects. Windows have continued to be a pain to get working correctly, but when you play a tactical mission on a finished biome like the Polar biome I personally think the game looks and feels pretty good nowadays. It'll be nice when we have all the biomes up to that standard, but it's taking a while to churn through all the assets. We're recruiting a rigger to get our new civilian 3d models into the game, and if all goes well we'll have those in V23 too. There's not really that much more to say, as it's been one of those months where we've fixed far too many things to mention individually but relatively few of them are big headline features you can write about in updates like this. Once V23 is out we're planning to focus on a few more mechanics that set the game apart from the first Xenonauts, as we're in quite a nice place with development now where the campaign is largely functional and all the remaining work is adding in new assets, polishing what we have, and adding things to make the game more distinct from its predecessor. The biggest thing I want to test is various more significant alien abilities that will hopefully make each alien race feel more distinctive. For instance, we're going to test whether it makes combat more interesting if the regenerating Sebillian aliens enter a "downed" state when killed, and have to be finished off within a couple of turns else they'll get back up again. Or whether Wraiths are more interesting if they can enter a "ghost" state after taking damage and take reduced damage until end of turn (although perhaps only from kinetic damage). Basically what we're looking for is abilities that cause the player to think about how they sequence their actions or encourage them to use a wider selection of equipment than otherwise. That's it for me - we're hoping to put out the first incarnation of V23 at some point during the week after next (w/c 7th March)!
    3 points
  18. There was another crash bug in V22.5 plus several other smaller issues that were relatively easily fixed, so we're releasing another hotfix. You'll need to be on the Experimental Branch to access the build. If you had a playthrough of the previous hotfix underway then you can continue playing V22.5 on the Legacy Branch if you wish. If all goes well this will be the final version of V22 before we make V22 Stable for the standard Steam branches. Strategy - fixed a crash that could occur when you tried to decommission a squadron of your interceptors. Strategy - fixed a bug where aircraft in a squadron could sometimes not be selected together. Strategy - fixed some issues to do with soldier loadout / role equipment profiles potentially getting corrupted. Strategy - fixed an issue where the flight path line for a squadron on the Geoscape could display incorrectly on some resolutions. Tactical combat - aliens firing at your troops from higher terrain levels will be visible when they take their shot. Tactical combat - the Colossus armour now displays its animations correctly. Tactical combat - when heavy units crush walls, this now happens as they pass through the wall rather than when they arrive at the tile beyond. Tactical combat - fixed all units having a slight "shudder" where their idle animations weren't looping perfectly. Let us know if you continue to experience any other bugs!
    3 points
  19. This is what we hope will be the final hotfix for Beta Build V22. Again, you'll need to be on the Experimental Branch to access the build. If you had a playthrough of the previous hotfix underway then you can continue playing V22.4 on the Legacy Branch if you wish. You can now use Spacebar in the tactical combat to speed up the move of the currently selected soldier. Pressing space if a soldier is not moving will mark the current soldier as "done" and select the next closest soldier that is not yet done. If all soldiers are done, it will ask you if you want to end the turn. Press Escape to stop the movement of the current soldier, like spacebar used to! Fixed a crash that could occur when loading a tactical mission if the MARS loadout got corrupted, causing your MARS to be constructed with no armour equipped. Fixed a crash that would occur on any map with Reaper Cocoons (the Icelandic Outpost map being the most common). Fixed a crash on the strategy layer in the late game that could happen when a Harvester with escorts spawned. The Cruiser UFO now has teleporters on its upper level, allowing ground units to reach them. The Harvester UFO no longer has what appear to be invisible walls blocking movement and vision through the upper levels. Fixed various visual issues with the multi-level UFOs, particularly those involving the doors being blacked out even when they should be visible. Interceptors no longer gain a permanent armour boost after every combat they take part in. If a UFO escort is destroyed in battle but the main UFO survives, the escort UFO will not appear as a "ghost" if you attempt a second air combat against that UFO squadron. You no longer receove 3 dropships instead of 1 when you build a dropship. Cover indicators in the tactical combat are now appearing again. Laser Weapon research text has been updated. New corpse / stunned inventory art added for the Cleaners, Mentarch and Eternal enemies. Rush Replace button for a destroyed aircraft now shows the cost, and replaced aircraft have a short delay before they arrive. Stun Gun and Electroshock Pistol / Rifle can now all be reloaded correctly. Visual errors in their tooltips are also fixed. Plasma Rifle engineering project is no longer broken. Fixed a number of engineering projects not deducting their cost from the player properly. Adding an ammo clip to a weapon no longer increases the weight of that weapon, which means the displayed "weight" on a weapon tooltip is now accurate. Doors on the upper levels of multi-floor UFOs should no longer be hidden by the shroud even when they should be visible. Various tree clumps on Boreal / Polar / Tropical maps now have 150HP and will correctly disappear if destroyed. Fixed visual issues with various polar outpost doors. The polar outpost floors now display the damaged / destroyed overlay correctly. Stealthsuit research project now generates a pop-up on completion like other research projects. Soldier role names on the Armory screen soldier assignment list now support longer names, and no longer overflow if too long Fixed an animation issue with one-handed weapons (e.g. pistols) where the second hand wouldn't properly track the aiming of the weapon Let us know if you continue to experience any other bugs. This build will be released onto the standard Stable branches once we're happy with the stability.
    3 points
  20. I have actually toned down the lethality slightly in the past few builds (i.e. since the original post was made); alien weapons do slightly less damage now but more importantly the damage modifier for a shot runs from 50% - 150% now, whereas before it ran from 50% to 200%. That means there's less chance of the aliens scoring a massive critical hit with their weapon that will kill most soldiers in the early / mid game irrespective of their armour and HP. It's a difficult balancing act though. I also don't want the player to know that a soldier will always be safe to take at least one hit if they're wearing good armour, because then some of the tension disappears. So it's just finding the right balance between exposing your troops to fire always being a risk on one hand while not making HP and armour pretty much irrelevant on the other.
    3 points
  21. This demo is a vast improvement over the last one in every respect. I loved the improved visuals, better performance, more options for my soldiers to do on the battlefield, etc. I think this a good step forward for the game. I had a great time with it. Although I did find some trouble with the controls initially and some of the balance feels a little off imo. These are the critiques I have with it: -I remember that in the previous demo, you could click the icon of the weapon and go into free-fire mode that way. I tried doing that while playing this demo, and it didn't work. I was confused for a minute or two, but I eventually figured out that I could go into free-fire mode by pressing ctrl. The bottom left control icons don't actually tell you how to free fire until you actually hold your cursor over an enemy, which is probably why it took me awhile to figure it out. I think it should tell you the moment you select a soldier imo. I think that you should be able to to go into free-fire mode by pressing the weapon icon just like before. It is also a little annoying that free-fire mode turns off immediately after letting go of ctrl; it would feel more natural if this were toggleable instead of requiring to hold ctrl down imo. -It also wasn't entirely clear to me that you have to select a location for a soldier to move before ctrl + shift works. The control labels at the bottom left seemed to imply (at least to me) that you can activate ctrl + shift anytime after entering free-fire mode. Obviously, this isn't the case, and it instead showed (0 tus, 0%) instead. I thought that this was a bug for a minute, until I fiddled around a little more and figured it out eventually. (I have no screenshots for this one as windows won't let me take a screenshot while holding ctrl apparently) -I'm a little confused about the accuracy calculations. When it is just hit chance= (soldier accuracy x shot modifier) + range modifier, the math makes sense to me. As seen below: (60 x .38) +52= 22.8 + 52= 74.8% (approximately 75%). The system makes perfect sense to me when in this format. However, when accounting for stuff like smoke and cover, the math doesn't make much sense to me. See below: 45 x 1.2 x .7 x .6= 22.68%, not 15%. I'm wondering if there is some information that is being withheld here, or if the information presented is inaccurate in some way, or if the equation for calculating the accuracy is different than what the hit chance% formula suggests whenever smoke and/or cover is involved. -I'm also am a little confused about suppression in general. I understand generally how it works (thanks to the awesome toolkits that were implemented), but I don't really know how much suppression a single shot or burst does to an opponent (or a teammate for that matter). Suppression doesn't feel like something I have that much control over or can use strategically because I have no idea how much suppression each individual action does to anything. Perhaps a suppress% chance or an estimated/average suppression damage statistic that is located next to the hit chance% calculations would help to give more information about the relative suppression damage one would do to a target. -Some of the balance seemed a little weird to me The MARS's rocket launcher having a blast radius of 4 tiles seems like a little too powerful. A blast radius of 3 tiles seems like enough for it to be a strong weapon; 4 tiles just makes the blast area a little ridiculous imo. It surprised me to see so few aliens on the map with armor of any kind. With all of the frag grenades, demolition grenades, rockets, and armor piercing weapons, I would have expected a little more aliens to have some sort of armor stat (especially the cleaners that appears to be wearing armor of some kind). I would like to have seen maybe a greater mix of enemies that have a more even mix of no armor, light armor, and heavy armor that might give more importance and emphasis to the new armor mechanics. It feels very weird to have the shield not have a 100% chance of blocking attacks from the front, but still having some % chance of blocking attacks from the sides. I think I would personally prefer to have 100% chance of blocking from the front and a 0% chance of blocking from the sides, making the placement and turning angle of the soldier more important, but that might be just me. If I remember correctly, this is the second dropship of the game. In Xen 1, each of the dropships gives the player different options of how to take cover and enter the battlefield from the dropship. The Charlie allows you to exit form the back and both sides, the Shrike allows you to exit form the front and back, and the Valkyrie allows you to assemble your soldiers in any position you wish. However, with this dropship, it doesn't give you more/different options of taking cover or exiting the dropship than what the Charlie offers. I would like to see some small things that separates this dropship from the other dropships in the battle itself, be it alternative exits, more cover options, etc. These are the nitpicks I have right now; if I encounter some more, I'll make sure to post them here. Overall, solid demo!
    2 points
  22. Make the task sign on the strategic map change its color over time. Green color - the mission (task) is relevant. Yellow - the aliens have carried out part of their plans. Red color - you are late. (The aliens have done what they planned and are evacuating soon). Depending on the color of the tactical task icon, other bonuses and other trophies are awarded for completing a tactical task.
    2 points
  23. I testet it too in all existing big Base-Versions and some Upgrades (Fixes) from them after the Beta-Tests begunn several Years ago. In the Night Missions the big Range from the Sniper-Rifle don´t have an big effect about the reduced sight. There only helps the SHIV and / or other Troops which coordinate the Shoot / Shoots with the Sniper. In Day Missions the big Range from the Sniper-Rifle is much better, but mostly you fight too in Villages, Jungles or similar, where the longer Range can´t be outplayed. In both Cases it dosen´t matter if you set the Sniper on a Roof or the highest Point you can find. If the Aliens know the Sniper Position they go in Cover or sent the big Robots to eliminate your Sniper / Snipers. You have to change often Position with your Sniper (like in Real) to get her / him allive. Short said: It dosen´t make sense to upgrade the Range, but it make sense to give the Sniper different Ammunitions and better night Abilitys (Laserpointer, Infrared or something like that) to make her / him the Specialist an Sniper is.
    2 points
  24. This is the seventh and hopefully final hotfix for V23. You'll need to be on the Experimental Branch to access the build. If you want to continue playing your V23.6 campaign (as this update breaks save games) then please switch to the Experimental Legacy Branch instead. Fixed a crash if a zombie was killed by overwatch fire and spawned a Reaper. Fixed a crash that could occur if you right-clicked on an alien weapon on the ground. Fixed the post-mission debrief screen not showing the soldier roles correctly. Fixed an issue where pressing Escape when assigning a soldier on the Soldier Equip screen would temporarily break the screen. Laser LMGs now have the same fire modes as other LMGs do, and LMGs can no longer use the equivalent rifle ammo. Balance: UFOs on base attack missions now once again spawn some distance from your base, allowing you to shoot them down with aircraft. Balance: Warden now has weight 12 rather than weight 20. Balance: Demolition grenades have a reduced blast radius. Balance: increased the proximity accuracy bonus on Shotguns and LMGs. I'm really hoping that this is the last release we have to do for V23 - but as always if you encounter further crashes then please post them on our bug reporting forums and we'll do our best to fix them!
    2 points
  25. April saw the release of Closed Beta V23 and a series of hotfixes on our Experimental Branch. This has been quite a bit of work since we previously hadn't released a new public build since November, but we are continuing to release hotfixes to fix the bugs found by the community and expect to be able to release it to the standard branches in the next week or two. There's been a lot of improvements to the gameplay in V23 but many of them have been covered in previous updates. One nice thing we got in relatively recently was the final 3D art assets in place for the enemy Cleaners and male civilians, with the female civilians and some additional armour variants for the aliens due to arrive this month. Given there's multiple civilian outfits for the eight biomes we have in the game, that's a lot of new models - and I'm glad it's now done, because getting them all set up has been rather painstaking work! I've also gone through the research tree and added a few more research entries and some artwork to research projects that were previously lacking it. We've been stuck for a while with the artwork for our alien autopsies / interrogations, as we lost the artist who painted our existing autopsy art due to personal reasons and we'd been hoping he would be able to come back (because he was great) - and while that did not happen, we thankfully have managed to find someone that looks like they are capable of matching his art style. We'll therefore be adding more new research artwork to the game shortly. Work has also continued on the environments. Recently we started work on the biome that is currently in the worst state, the Xenonaut Base biome. This is seen more frequently now because the Cleaners now attack your base in the opening months, and the Cleaner Headquarters mission also uses the same set of tiles, and it's currently a mish-mash of half-finished assets and different styles we were experimenting with. The new tiles are starting to take shape nicely and hopefully we'll be able to show some of them off in V24. Among the various bugfixes and usability updates, there's also been various small features added to the game. The autoresolve for the air combat is being upgraded to better reflect what is happening in the air combat, so it doesn't throw out weird results (and if it does you can ignore the result and fight the battle manually). Aircraft weapons now also take time to rearm when the aircraft returns to base, etc. The biggest new feature that we have added this month is something I want to test out for potential inclusion in V24, which is an updated power system for your bases. This will allow you to improve the functioning of a building by feeding it more power - e.g. increase the range on the Radar, the research speed on your Laboratory, etc. As you can unlock better power generation buildings as you advance down the tech tree (as well as more advanced buildings that consume more power) this will hopefully create some interesting choices for the player. However, we just won't know how good the system is until we test it, so I can't make any promises about it being in the final game. I think that's enough for now. Not the most exciting update, but there's only so much you can write when most of the month is spent on bugfixes! Thanks for reading anyway, and we'll have another update for you all at the end of May.
    2 points
  26. This hotfix addresses a number of further issues with V23. You'll need to be on the Experimental Branch to access the build. If you want to continue playing your V23.3 campaign (as this update breaks save games) then please switch to the Experimental Legacy Branch instead. Disabled the Arid missions until we have a chance to rework those maps, as that biome is a total mess visually. Fixed various crashes / issues related to having melee weapons in your inventory. Hopefully fixed the issue where loading an end-of-turn save game would play out differently to how it played out originally. If successful, this will make it much easier to reproduce bugs from save games. Fixed a AI hang that could occur when an enemy unit suffered a morale break and fled. Fixed a crash when a Reaper was spawned due to overwatch fire. Fixed an issue where the objective items on the Cleaner Intel mission would flicker purple. Fixed an issue where the shuttered windows on the Polar biome would continue to block shots even after being destroyed. Fixed an issue where certain soldier armour / gender combinations would have the combat shield incorrectly rotated. Fixed an issue with weapon ammo tooltips that could cause flickering red error messages to appear on the Soldier Equip screen. Fixed an issue where the air combat deployment zones were not disappearing in the Release / Stable builds. Hay is no longer invisible on the Farm maps. Fixed a minor issue with the T-shirt civilians where parts of their arms were transparent. Fixed some issues with the civilians wearing overalls (misaligned bodies, oversatured textures, etc). Let us know if you continue to experience further bugs in the game. We're not planning on releasing any further content updates for V23 so we'll only be releasing further hotfixes if there are gameplay bugs or stability issues that need fixing.
    2 points
  27. This hotfix addresses a number of issues with V23, and also adds a fair bit of additional content. You'll need to be on the Experimental Branch to access the build. If you want to continue playing your V23.1 campaign (as this update breaks save games) then please switch to the Experimental Legacy Branch instead. Content - we've added almost all the final male civilian models to the game, along with the various new Cleaner models (which look much better). The updated female models will be coming in the next month or so. Content - I've added research text for the Alien Hyperdrive, Sentry Gun and Aerial Warfare research projects. A number of research projects that were previously missing art have had them added. Content - the first Cleaner mission now has three possible maps, not just one. Fix - fixed an AI hang that could occur in the alien base. Fix - fixed a hang that could occur as part of the alien psionic power process. Fix - fixed a crash that could occur if you extracted some soldiers from the Cleaner Intel Mission before finishing the mission. Fix - fixed manufactured undersuit / special items disappearing after completing the Cleaner Intel Mission. Strategy - the Servosuit and other items that increase Strength now correctly also increase Carrying Capacity. Strategy - the Alenium Grenade project now correctly upgrades your grenades and HEVY ammo. Strategy - the tooltip detection for Hangars is now constrained to the hangar itself. Tactical - combatant HP / Armour values are now visible on 4k screens. Tactical - damage numbers spawned above the heads of units are no longer unusually small on screen resolutions about 1080p. Let us know if you continue to experience further bugs in the game. We're not planning on releasing any further content updates for V23 so we'll only be releasing further hotfixes if there are gameplay bugs or stability issues that need fixing.
    2 points
  28. This hotfix addresses a number of issues that we discovered within V23. You'll need to be on the Experimental Branch to access the build. Strategy - the Panic gain / reduction on various UFOs and ground missions is now more obvious Strategy - the info pop-up for tactical missions on the Geoscape now has a line for the duration of the mission, which tells you how long until it despawns. Strategy - the monthly Panic increase caused by Cleaner activity (until you destroy their base) is now explained via a popup at the start of the month Strategy - added roughly 10 new tooltips, most covering topics related to the Morale system. Strategy - added some new complete / in construction hangar artwork for the most advanced interceptor, the Gemini. Strategy - added preview art for many of the engineering projects. Strategy - added a couple more pieces of research text related to the Cleaner projects. Strategy - the Cleaner base attack mission that appears in the early game no longer states it was carried out by a Destroyer UFO. Strategy - fixed the player being unable to build the Plasma Pistol, Gauss Sniper Rifle or aircraft Fusion Lance. Tactical - the Focus Mind button in the GC UI now no longer looks like a second Crouch button, and it has been repositioned slightly (along with the Morale numbers). This is just placeholder styling before the new Tactical UI arrives in the next major build. Tactical - in order to fix some issues with the Cleaner Intel Office mission, interacting with the target desk items now places a USB stick item in the inventory of that soldier. This needs to be carried to the dropship to be extracted in order to win the mission (if the soldier carrying it is killed, you will need to loot it off their corpse). Tactical - all desks on the Cleaner Intel Office missions are now interactive, so there are 25 possible items to recover instead of 6. You now need to recover a minimum of 10 instead of 3. Each additional item captured is now worth $25k cash instead of $100k cash. Tactical - tixed various parts of the game (e.g. officer leadership bonus, morale system) that were not correctly recognising the Sergeant Major rank. Let us know if you continue to experience further bugs in the game.
    2 points
  29. Thank you for taking the time to explain that. And I'm sorry that I was a bit of a bitch the other day; I didn't mean it in a horrible way but I can see now that I was a bit OTT. I'm just really passionate about the game because this genre is the only type of game I like other that Skyrim-style RPGs. I didn't realise how difficult the coding would be to add the prone mechanic; I know nothing about coding and just assumed it wouldn't be that much of a big deal. I just remembered that X-Com Apocalypse had it and, for me, it made a huge difference to the gameplay. But, again, I'm sorry for my original stroppy-mare post x
    2 points
  30. By the way, I skimmed back through your post history recently while I waited for some code to compile and I'll admit I was a bit unfair in my initial post. 95% of your posts are bug reports which are obviously a very useful contribution to the project, and there is indeed not much criticism there. You made on the v20 builds about 18 months ago where you said you were angry at the direction the game was going because it was just turning into X1, and since I've not seen you post anything about the project since then I guess that's stuck in my head as what your feelings are about the project. But obviously that was a long time ago now so that was an unfair assumption on my part; it's not unreasonable for you to have a grumble every couple of years. As you've been repeatedly asking about prone for a very long time and I've probably never responded to you about it, I'll give you a quick explanation as to why it's not in the game. Note I'm not ignoring you specifically on this topic either, it's just something that has been suggested repeatedly by fans of JA2 ever since Xenonauts 1 was announced and I'm kinda bored of writing out the same response so I tend to just skim over it whenever anyone mentions it. Basically while I enjoy JA2 very much I think there's a trend to assume the mechanics in that game would transplant over into an X-Com game and work equally well, but that's not really the case - while their genesis is the same, JA2 is a more detailed combat simulator than X-Com ever was and the emphasis in X-Com is on larger squads and arguably on the equipment rather than the soldiers themselves (i.e. building a strategic war machine to defeat the aliens despite regular casualties). JA2 is the reverse, where the main attraction is the mercs and the really detailed tactical combat, and the equipment used and the strategic layer while important are secondary to that. Adding prone to the game is just going to slow the tactical combat down imo, and I don't think it'd actually improve the gameplay, because it implies making the tactical combat even more simulationy than it already is - and I think Xenonauts is already quite possibly the most complex turn-based tactical simulation game in the last decade, and is already at the boundaries of what the average strategy gamer can comprehend. It's also an enormous amount of work - far more than you might think. The art requirements alone are enormous, as we need a new set of prone / prone move / transition animations for every unit and weapon combination in the game. The code requirements are also enormous. It obviously has huge implications for the line of sight system (as presumably it'd need to affect sight lines) and the shooting system and the AI etc, but also loads of systems you wouldn't think of. For example, a prone unit won't fit in a single tile so we'd need to implement support for non-square (rectangular) multitile combatants - but also for units changing their footprint dynamically during a mission rather than it being set at the start of combat, which is a whole other can of worms. I'm not exaggerating when I say the changes required are fundamental enough it'd be months of work to implement, and I'd need to be really confident that the feature was going to improve things if we were going to start work on that - and I'm just not convinced prone would actually improve the game.
    2 points
  31. I am a big fan of letting people enjoy the game in the way they enjoy it.
    2 points
  32. I'm all for the latest version hitting the circuit. I look forward to where the game is heading. I think you missed the whole point of my last post. I simply tried to say that every playtester has a right to their opinion, good or bad about the game. I believe that this forum should be used to reach out to THE DEVELOPEMENT TEAM . As I said food for thought.
    2 points
  33. See, you're treating people with some disrespect. Or right away as idiots, because you brush off very obvious thoughts with just a lot of words, which are repetitive. Everybody here is either a backer or somehow a hardened fan. Thats why everybody invested time and money, and a lots of patience as well. Critical question being asked after 4 years is a very natural thing to do, it is rational and logical. Explaining how wrong all the rational and logical thoughts of some very patient adtult people are neither makes the obvious problems disappear, nor does it help the community or the patience shown by those very people. The critique here is: Why aren't there no information to the very backers of the game, which made it possible and are the (only) fanbase left? Why arn't there any satisfactory explanations for the delay in years? Why does the game feel so very much like Xenonauts 1? I am waiting and testing the game ever since, I am leading a couple of different organizations and a software company. So I do know - as many others here too - how difficult development is, how sticky things can become.Peope are not stupid. They know how things feel. They know if stuff motivates them to dig in or if stuff bores them. They know, if they feel and experience something new; or they have a déjà vu. Round about two years ago I wrote down my impressions. Your only reaction was to tell me, how wrong my feelings and impressions are. Now we have more years of development, and still I don't see or feel the difference to X1. But the feeling of a game is my motivation to play that game. And the feeling of a difference ist the motivation to fare for a successor. And right now I almost don't care any more, as my children have grown over the same time as well as my company rolled out three major products. So you or the devs or whoever is invested should do some motivational work = explanation *and* take the feedback seriously. Otherwise X2 is doomed fade away as most of the other xcom-clones. As long we're critical, we still are invested. Though the clock is ticking, as you can read in the reactions above.
    2 points
  34. Fanboy vs Reality
    2 points
  35. Hello everyone, hope you all had a good Christmas and New Year! Goldhawk are back to work tomorrow so just a quick update from me about what we got up to in December. This is just a brief one because I'm technically still on holiday but I want to get this out of the way now so I can focus on development tomorrow. The main thing we worked on was the soldier Morale system - the system that causes your soldiers to panic when things go horribly wrong on a mission. We actually planned not to include this in Xenonauts 2 for quite a while, but ultimately I felt the game would be weaker without it and not having it gives me fewer tools when it comes to designing the alien abilities (particularly psionic ones). Anyway, this system is mostly implemented but there's still quite a few bugs and edge cases we're working through. We've made a few improvements relative to the first Xenonauts. The first is that Morale always starts at 100 for every soldier, and the Bravery of a soldier (boosted by the squad commander bonus) reduces the amount of Morale damage taken when something bad happens (a soldier with 0 Bravery takes about 3x the morale damage that soldier with 100 Bravery does). There's now a button that allows you to spend TU in order to gain Morale, and the morale system is a bit more sensible in general. Units are generally only vulnerable to panic if Xenonaut soldiers are dying around them (particularly high-ranking ones) or the unit itself has been wounded, or if there are psionic aliens messing with their heads. Balancing is still required but overall it should be a little smoother and easier to understand than it was in Xenonauts 1. Work on the updated UI designs and final art assets also continues. I've done an updated layout for the tactical combat UI because we've added several new features since our current design was done, including the morale system which now needs to be displayed somewhere. Our UI artist is working on styling that at the moment, and in the meantime we've finished styling several more of the strategy panels. Work on the 3d models for the human civilians and alien armour variants also continues, etc. That's it. A number of the team had a lot of holiday left over from the year so it was a relatively short month. Hopefully we can put out another public build towards the end of this month and show off some of the new things!
    2 points
  36. Hello there! Since my last game was back in 2020 I was curious about the ingame progress. So I've installed it yesterday and gave it a go. And man, you guys and gals worked hard. A lot has improved and as far as I've catched up from the monthly dev updates, there is still things beeing changed. I would like to give some feedback. The game seems to be a bit resource demanding and loading times from my HDD for both Missions & Geomap are surprisingly long. While loading one of the first missions, windows asked if I'd like to close the unresponsive game window. I'm sure these kind of performance improvements will be focused on later. Fighting the first few encounters was fun and the atmosphere is already pretty intense. The intro sequence looks good as well. The writing felt a bit generic. Somehow I expected a bit more mistery. Well, but don't listen to me, I couldn't do it better anyway. Thank you for your contribution and regular updates!
    2 points
  37. The game does currently allow you to rebuild destroyed vehicles at half their original construction cost / time, so you can probably do that for destroyed armour too.
    2 points
  38. The "what's the best armour system" is a really hard one and there's no clearly right answer, as I've discovered to my cost. I suspect the final system will use flat reduction but weapons would have an "armour destruction %" value where a percentage of the damage absorbed by the armour is destroyed, which means that certain weapons are much more effective than others at destroying armour. I think we definitely do need to display the current armour HP level, yeah. It's displayed if you open up the soldier inventory screen in GC but we need to find a way to work it into the main UI. As you say, it is important information for the player. No problem. You're aware that a few builds ago we made armour destructible, right? If the soldier wearing the armour is reduced to 0HP in battle then their armour is lost. If so then what you're proposing is an interesting idea, yeah. You're adding an outcome where the soldier can survive but their armour is destroyed, moving the tension away from losing soldiers to having to pay potentially a lot of money to replace their equipment (assuming their armour saves their life). I hadn't considered that idea before and I don't know if I'll end up using it, but I'll think about it.
    2 points
  39. After several months not playing the game I decided to share the "Full Soviet Weapons Extension Pack"-mod which I created long ago but never really finished. It includes all available soviet weapons such as Makarov pistol, AK-47 assault rifle, AK-74assault rifle, PK machine gun and RPG-7 rocket launcher. Description: This mod expands the set of ballistic nato weapons by their soviet counterparts. Simply put, it makes it possible for players to equip their soldiers with soviet and nato weapons during the same campaign. The soviet weapons have the identical ballistic stats to the nato weapons (the only significant difference is the larger magazines used by soviet rifles - these contain 30 instead of 20 rounds). The already existing AK-47 assault rifle has been slightly modified - it has lower accuracy and range but better armour penetration and the ability to fire 5 rounds bursts. (These facts make it an interesting option in close combat especially when facing armoured enemies like the androns) Besides all soviet weapons now use a consistent colouring scheme. Weapons included: - Makarov (weapon.pistol2) - AK-47 (weapon.ak there is also a weapon.ak47 in the game which is not the same) - AK-74 (weapon.rifle2) - SWD (weapon.sniper2) - PK (weapon.machinegun2) - RPG-7 (weapon.rocketlauncher2) Installation notes: To install, you could either: (a) Unpack the file into assets/mods (b) Or install the mod using the mod manager Download: http://http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=141
    2 points
  40. Clicking a unit’s portrait in the bottom center of the screen should center on the unit. Borderless windowed really should be an option instead of just full screen and windowed. Doors should be visible on both sides when you see it on one side. You should not be forced to rotate your camera to find out there is a door there. The picture below is the same spot rotated. As you can see there are three doors, but you can only tell this from one perspective. The doors should be highlighted. Currently you can only tell if you rotate the screen or happen to mouse over where the door is and your cursor changes. In the old version if you saw it on one side you could see it no matter what There should be transparency around the mouse so you don’t have to rotate the camera to see on the other side of crates or objects. In the current version you can see there is a crate here in this shot. But in the other three rotations you cannot see the crate at all. The old version had transparency around the cursor to see things. I really think this should be included in the second game. Its rather annoying to constantly have to rotate the camera around to make sure you don't miss something or to figure out why you can't move because there is a crate you can only see from one angle blocking the path. Aliens need to have a transparency around them or a red outline like the xenonauts have green outlines (when in line of site). Currently you could be standing right next to an alien and not even know it because you can only see them from one angle (like the crate I showed above). The mars weapon platform should not be able to move though a jersey barrier. The green line makes it look like you should be able to move another tile or 2 but in reality you don’t have any movement left. Its inconsistent on what you can shoot around and what you cannot. It seems like when you are shooting to the right it lets you shoot but to the left blocks. The new range limitation is silly. You used to have green yellow then red ranges with a penalty in the yellow ranges. Now it just goes from green to red and the distances seem way to short. The constant popup and down of the hidden movement screen is annoying. Either do all the movement we can see at one time and hide it or just down have it popup. It was better with text saying alien movement or friendly movement. 0% block chance should not show up. When you click the red alien head it should raise your cursor to the level the alien is on. Currently when you click it it stays on whatever level you had it on. This leads to easily clicking the alien and thinking you are firing on it when in fact you are shooting the crate below it. In the original game it would raise your ground height to match the alien level. This also made it must easier to determine the height of flying units in the old game. Below is a picture of what happens when I click the red Alien Icon currently. You can see the selection bot is below the alien. The following picture is what I feel should happen(just like the old game) The reticle is on the same level as the alien and I don't have to change the height to find the correct one. I wish you could turn the grid on I liked the old version of shields that had a 100% chance to block damage from the front with a % for sides. Having only 80% for font significantly lowers the usefulness of shields. I love that aliens stay visible even if the unit that spotted them turns or moves away and loses Line of sight. You guys are doing a great job and I look forward to the new game. I can't wait until its available on early access so I can go more in depth with it and stream it.
    2 points
  41. Figured it out. The accrual of panic points after the death of a civilian was really very high. Corrected by me in "moraleconfig_gc.xml (Much more than in the original game.)
    1 point
  42. It takes a bit of time to implement the code to run two missions back to back without going back to strategy in-between, or at least it did for us because of the assumptions in our code, but it's not a particularly massive feature. To be honest I'm not sure there's anything inherently better in having a two-part mission though. Most "final missions" tend to be a deathmatch with special conditions - the Xenonauts 1 one was fairly short but was essentially a timed mission due to the spawning of the Reapers, the XCOM2 one is a massive battle against three Avatars and continually respawning reinforcements, etc. Splitting it over two parts wouldn't work so well with that sort of mission because the concept is about having a large exciting battle and dragging out out would be exhausting. But this time around I wanted to actually go to an alien world (given the title of the game) so something more akin to the Cydonia mission in classic X-Com seemed a good way to show that off, and make the game feel a bit more distinct from its predecessor. It's just a different feel to the final mission really.
    1 point
  43. The cap is a leftover from the systems where scientists / engineers were gained on the Geoscape. Looks like I set the cap at 50, which probably is a bit small. I'll increase it to 250.
    1 point
  44. Aliens already have quite long viewing range but .../xenonauts/assets/mods/X-Division/aiprops.xml and sightrange
    1 point
  45. This is another quick hotfix for Beta Build V22. Again, you'll need to be on the Experimental Branch to access the build. All Xenonaut armours should now have their final corpse / stunned body inventory item art. The small Psyons now have art for their armoured corpse variant too. Added another Tropical Raid map. Now all biomes except Arid have three Raid maps instead of just one. Fixed a crash on completion of a Terror map, caused by it incorrectly thinking there was an item on the map that needed to be captured. Fixed a crash caused by a door on the Western Town terror maps. Fixed a crash linked to the Smoke Grenade tooltip. Tooltips now have a bit of spacing between them and the thing that spawned them, and added a few more tooltips around the weapons. C4 now has its own tooltip, and the icons for placing / detonating it are a bit more obvious. The detonate C4 button on the UI now correctly displays a label on mouse hover too. Fixed an incorrect number of soldiers being listed as outside the dropship if you try to abort a mission. Terror missions now display a more sensible description, and the biomes display the correct names. Set up the UI icons for the new panels to use high-res icons that look less blurry above 1080p. There's still one major crash in the game that we're looking for bug reports on. This crash will occur at the start or end of a turn, and is caused by an AI unit firing a shot that somehow gets corrupted. If you encounter it, please post up the save and your full logs on the bug report forums!
    1 point
  46. I also have repeating crashes after last cleaner is killed - also the laptop hangs, a blue screen appears and then it restarts auto_groundcombat_turn_8_start-147.json auto_groundcombat_turn_7_end-146.json auto_groundcombat_turn_7_start-145.json auto_groundcombat_turn_6_end-144.json auto_groundcombat_turn_6_start-143.json auto_strategy_before_combat-19.json auto_strategy_after_combat-18.json auto_strategy_before_combat-17.json auto_strategy_after_intercept-16.json auto_strategy_before_intercept-15.json auto_strategy_funding_report-14.json output.log resolve_layers.log recording_9.rec output.log_1.9b5e6e0c77e4bd8e8ce6f0f5bec02bff recording_8.rec output.log_2.f230e807ec9d723b6f39a79831c04bf0 output.log_3.b67421b2fd170f496ff6d278589f9bfd recording_7.rec recording_6.rec output.log_4.9411159ab2ec565724e998eab50bb987 output.log_5.4ef01f98f4b130cbc733b7118b8cd0cb recording_5.rec recording_4.rec recording_3.rec
    1 point
  47. I don't think terrain should be integral to air combat in any game. It's nice to have but rely on it and you just have worse land combat, because air combat after detection is mostly just "get behind the enemy". A map on a strategic level should be integral though. When UFOs just spawn randomly there is little depth. There ought to be alien bases and/or countries that do more than just give money. The core of air/naval games is logistics and detection. " Flying low over water is a death sentence. " Why?
    1 point
  48. Version 1.0.0

    627 downloads

    This mod improves and diversifies Xenonaut vehicles, as well as adding a choice of weapons at each tier (options being rapid-fire or explosive). Link to full thread
    1 point
  49. They should have called the last Firaxis game "UFO: Aftershave".
    1 point
  50. But you could also just flat-out cut training completely and not worry about it. The one you suggested is so hands off, not having it wouldn't have much of an overall effect game-wise. That's why I'm asking about it. Having a clearer idea of whether there is training or not would be very helpful for later discussions.
    1 point
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