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  1. I was defending my base, and I stopped to get in a little extra target practice at the training facility when I noticed something about the firing range...
    9 points
  2. Hello everyone! April is now over and it's time for our monthly Xenonauts 2 progress update. Milestone 4: We've now done the bulk of the work on Milestone 4 and we've started internal testing on the updated campaign. Assuming there's no major issues we'll probably be releasing an early version of the build to the public early next week to get feedback - but initially this will be on our Protoype branches, as the build is currently too rough even for the Experimental branches. After a couple of weeks of polish the build should migrate to the Experimental branches, and hopefully into full public release on the normal Steam / GOG / Epic branches by the end of the month. Aside from the headline features for the build (Androns and the Harvester UFO for the aliens, the Colossus Battlesuit for the humans) we've got a long list of changes that should continue to improve the usability, balance, performance and stability of the game! Sound Design: Last month we brought an experienced sound designer onto the team to work on the game audio, as earlier in development we hadn't had the time and funds to give it the attention it deserved. Audio is sometimes an unappreciated part of game development, as the benefits of good sound effects can be quite subtle but are nonetheless very important. This month we've updated the strategy UI, creating nicer sounds for the standard click / hover / error actions and then adding new clips so give subtly different feedback for different actions a click can cause (like confirming an action, closing a window, opening a tooltip, etc). There's still a bit more work to be done on the UI sounds, but after that we'll be moving onto the tactical combat sounds and trying to give the different alien species a bit more character. As a side-effect of this process, we've also noticed various places the game didn't have sound but needed it. Some of these are already fixed in Milestone 4, e.g. now Medikits and the Automed Unit play a sound when healing a unit, and melee weapons play a sound if they miss the target. Levels & Environment Art: As Milestone 4 contains over thirty new maps, we've also brought on a fulltime freelance environment artist to help us improve the variety and quality of our tactical environments. We worked on an assortment of smaller tasks last month ranging from improving the ATLAS Base command room assets (wall screens and the command table) to fixing up some of the assets for the Alien Base maps, but once those were complete we began to focus on the Farm biome. Our plan is to add some new terrain objects and update some of the ground textures for the Farm to try and make the maps feel a bit more like a real agricultural environment, and then we'll be moving onto the Tropical biome to do the same thing (as there's not really enough tiles to do the inhabited areas of the Tropical maps properly right now). Once that's done, we'll be able to move onto our final biome - the Soviet Town terror maps! Alien Crews: This month we updated the crews for all the various UFOs / alien ground missions to ensure there was a steady escalation of new enemies throughout the campaign. The addition of Androns means we now have enough units to group the alien races together, so each species now has a dedicated secondary support unit and a terror unit. As part of this task we've added "heavy" variants of the Mentarch, Servitor and Cyberdrone that are tougher and have more powerful weapons, which start appearing towards the end of the campaign. We'll be adding new artwork and 3D models for these units in the next month or two. General Improvements: We've also made an assortment of improvements to other parts of the game. The air combat now supports weapons that are capable of shooting down missiles and we've added a new late-game escort UFO that provides an alternative to the alien Interceptor. We've added support for transferring scientists and engineers between bases. We've added a new soldier module that gives soldiers a 180-degree vision arc. We've made further improvements to the loading times, added many small usability features, and added various small new bits of content to the game. So overall it's been a busy month for us, with lots of good progress made. Thanks for reading and we'll hopefully have Milestone 4 in your hands soon!
    8 points
  3. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This is our first test build for Milestone 3, and we're releasing it to test for stability issues that may have occurred as a result of us upgrading the game to use a newer version of Unity. The new content is included but still unpolished at this stage; we'll be finishing that off and starting to test that properly next week (assuming there's no widespread technical issues as a result of the Unity upgrade). KEY CHANGES: New Content: The playable time for the campaign has been extended to 260 days (from 180 days), during which time the Cruiser UFO will begin to spawn. This contains or unlocks several new pieces of content: Cruiser UFO (with two interior layout variants) Alien Fusion Weapons Xenonaut Fusion Weapons The Gemini interceptor The Pegasus dropship The ARES (an improved version of the MARS) At present we only have research text / art for some of these projects; the remainder will be finished by the end of next week. Unity 2022: We've upgraded Xenonauts 2 to run on Unity 2022, which is a much more modern version of Unity than we were previously using. We've tested the game pretty heavily at this end and fixed most of the bugs we encountered, but now we need to see how the game works on a wider selection of hardware. Please give the game a test and let us know if you encounter any issues! Borderless Fullscreen: Borderless Fullscreen mode should now be properly supported in Xenonauts 2. The monitor resolution settings are now handled natively by Unity 2022 rather than through our own code so we'd appreciate it if people can give this feature a test and see if it is working as intended, particularly if you have multiple monitors or some kind of unusual hardware setup. Faster Loading: Load times should now be reduced by about 30% across all sections of the game, and we're hoping to reduce this by another 10%-20% in Milestone 4. However, please remember that this is an Experimental build and it has lots of extra logging that slow load times - for now, this is likely to cancel out any improvements compared to the "normal" build on the default branches! We've also taken the opportunity to move the tactical mission briefing onto the loading screen, rather than showing it at the start of the mission. This gives you something to read while the mission loads, and allows you to get into the action faster once the load is complete! AI Improvements: We've spent a lot of time working on the AI for this update, improving both the general decision-making of the AI and addressing various specific issues that have been affecting gameplay like: Civilians are now much less suicidal. Melee units (especially Reapers) should make better decisions. AI units will no longer just stand in fire / smoke until they die or pass out. The AI will now open doors even if the tile on the other side is blocked by another unit, allowing them to shoot at Xenonauts camping doors. Pre-Mission Soldier Equip / Arrangement: One frequently requested feature was to add a button on the pre-mission Soldier Equip screen that allows the player to easily access the screen where they can set the positions of their soldiers within the dropship. We've now implemented this, allowing you to easily switch back and forth between these screens prior to launching a dropship. "Sell Junk Items" button: We've also added a button on the base stores screen that will set all "junk" items (e.g. items that are not used in research / engineering projects) to sell at maximum quantity. In future we may expand this system to allow autoselling items immediately after the mission, or we may add in a system where the reduced sale prices of items will increase over time (giving players an incentive not to always sell their junk immediately). Bleeding Wound Healing & Bleeding Aliens: Aliens can now suffer Bleeding Wounds when they take damage in the same way that Xenonauts do. However, each Bleeding Wound now have a 25% chance of healing and disappearing after it inflicts damage at the end of the turn. Unconscious units will now also continue to suffer damage from any bleeding wounds they suffered while conscious, and may die as a result. Mission Updates & Balancing: We did a balance pass on the early game as part of our AI testing. A number of tweaks have been made to reflect the fact Convoy Ambush missions felt a little too easy, whereas the second Abduction Site mission, the Cleaner Leader Elimination missions and any early Base Defence missions felt harder than other missions. We've also made a number of changes to specific mission types: Abduction missions: Abduction missions no longer end immediately when the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with a time-limited optional objective). This change was made because many players reported that the abrupt ending of the mission in previous versions could feel quite jarring. You still gain Alien Alloys for each abduction tube you disable, but now you also gain -1 Panic in the local region for each surviving civilian that you released. The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns). There's now a teleport animation when the tubes disappear. Data Raid missions: These are the missions where you have to capture a certain number of Data Sticks from Cleaner computers. These have now been updated so victory is triggered off the number of computers you have interacted with (i.e. sabotaged), rather than how many Data Sticks you have brought back to the dropship. This change is unlikely to affect too many players, and was made because having a retreating soldier killed while carrying Data Sticks could completely ruin a mission. In most cases the mission will play out exactly the same as it did before. We've added a new UI element for this mission that shows how many Data Stick items are being carried by each soldier. The objectives now show how many turns remaining until the enemy reinforcements start appearing. Enemy reinforcements timer reduced by 1 turn, unless the mission is encountered in month 1. Extract VIP missions: At the start of the mission, the camera shows the empty dropship you are trying to reach before panning to the starting positions of your soldiers. This gives the player clarity over which direction they need to travel at the start of the mission. The VIP is now automatically added to your team at the start of the mission (rather than the player having to click on them). The VIP now has 50 TU rather than 40 TU. Enemy reinforcements timer reduced by 1 turn (from 9 to 8) The objectives now show how many turns remaining until enemy reinforcements start appearing. Soldier Rescue missions: Many players did not appear to understand that you were expected to leave 3 free slots in your dropship on this mission, which gave you space to pick up the 3 soldiers that needed to be rescued. We have therefore added them to the dropship as "ghost soldiers" that fill those dropship slots (this means you can also view their stats prior to the mission). We've also updated the logic about which soldiers are recovered if the player does not leave those 3 free slots in their dropship. The game will now always pick living soldiers over dead soldiers (irrespective of their origin), and will prefer your existing soldiers to those you are supposedly trying to rescue. Eliminate VIP mission: On Eliminate VIP missions, the camera will now pan to the VIP and show a message reading "VIP Sighted" when you see the target. It will also show a "VIP Eliminated" or "VIP Stunned" message at the appropriate points. The objectives now show how many turns remaining until enemy reinforcements start appearing. MINOR BALANCE CHANGES: We found that soldiers were becoming too strong too quickly in previous builds and this problem was just getting worse as we extended the length of the campaign. We've therefore taken several steps to slow down soldier progression a little: Starting values for soldier attributes are now capped at 65 (previously 70) Starting soldiers are now Privates rather than Corporals. Reduced the speed at which soldiers gain combat experience to about 60% of the previous level. The training speed of the Training Room has been halved (both the starting value and the gain from completing Interrogation projects). It is no longer possible to see doors opening or closing under the fog of war, as this made the position of alien units very obvious. These doors will now only visually update when one of your units sees them. Sectons now trigger their Psionic Triangulation accuracy bonus from being near Psyons, not by being near other Sectons. However, if the Psyon is killed (and no other Psyon is nearby) the Secton will now immediately panic and lose all remaining TU. Duration of crash sites reduced from 72 hours to 32 hours. Medikit weight increased to 25 (from 15). Construction time of Radar Array reduced from 20 days to 15 days. Using a healing item will no longer trigger enemy reaction fire. Enabled reaction fire on the various alien melee weapons (mantids, sebillians, reapers, mentarch, zombies). Air Combat balancing: Reduced construction cost of missiles / torpedoes by 20% Reduced upkeep for Angel from $100k to $75k per month Reduced upkeep for Phantom from $150k to $120k per month Destroyer UFO increased to 200HP (from 175). Fighter UFO turn rate increased by 50%. Fighter Cannon armour destruction increased to 2-5 (from 0-3). Abductor UFO increased to 275HP (from 250). Abductor Cannon range increased by 10%, armour destruction increased from 1-3 to 3-5, and reload time reduced from 0.75 sec to 0.5 sec. Projectile speed slowed down by 33%. Alien Interceptor Missiles armour destruction increased to 3-7 (from 0-4). MINOR GAMEPLAY / CONTENT CHANGES: Added a number of new maps for Terror Sites / ATLAS Base / Cleaner Data Raid / Convoy Ambush / Rescue VIP missions. Added new 3D models for the Cleaner Accelerated Rifle, Accelerated Shotgun, Accelerated LMG, Alloy Shield, Stun Gun and Stun Baton. Added new 2D inventory tile art for the melee knife and the HEVY Smoke Rounds. Added Fusion weapons to the game. For any Kickstarter backers who saw the old incarnation of these weapons, we've updated the designs of the Shotgun and LMG and also given each weapon a unique ammo battery design. Added proper melee animations for the Mantid and Sebillian units. Units now play an injury sound and injury animation when struck with a stun weapon that does not inflict damage. Soldiers should now hide their carried weapon when performing their ladder climb animation. It is now possible to use any combination of uppercase and lowercase letters in soldier / aircraft / base names. Moved a check that was preventing a player launching an empty dropship from the Launch Aircraft screen to the pre-mission Soldier Equip screen instead (i.e. after you've had a chance to fill the dropship with soldiers). Stopping chance 0% objects are no longer highlighted on the fire path. Added a basic sort order system to the soldier loadout profiles. Units that can crush terrain now do not crush an open double door when they pass through it (most noticable inside UFOs and in Alien Base missions). The MARS now shows a custom "cannot interact" cursor when hovering over a mission objective item (like a computer desk) that soldiers can interact with but vehicles cannot. BUGFIXES: Fixed a crash that could occur if you tried to run a building upgrade project when having a large number of buildings (most commonly occurred with the Gauss Battery Upgrade project). Reloading a weapon in the tactical inventory now correctly plays the reload sound. Fixed a bug where the text on UFO information pop-ups was not being displayed for users playing in Chinese / Japanese / Korean. Fixed a bug where Unassigned soldiers are not showing certain items on their paperdoll image on the Soldier Equip screen (jetpacks, MARS weapons, etc). Fixed soldiers sometimes not being removed from the dropship even when reduced to below 50% HP. Fixed a bug where the Autofill Dropship button on the Soldier Equip screen could bypass the dropship vehicle limit. Fixed a bug where Senty Guns were incorrectly showing on the Soldier Equip screen in secondary bases (they should only appear before Base Defence missions, as that's the only time they can be used). Fixed a bug where the soldier paperdoll could get blurred if a certain combination of items were equipped Fixed a bug where the soldier portrait could disappear on the dropship soldier arrangement screen Fixed the bug where grenades could get stuck displaying a 0% hit chance. Fixed a bug where units could stand in mid-air at the top of a ladder. Fixed a bug where you could place two soldiers into the same destination tile if one of them was using a jetpack. Fixed a bug where unconscious units could not be revived with a medikit, Fixed a bug where the shoot/move preview hit calculations was not accurately updating the value for Wraith Cloaking Field based on the new soldier location being previewed. Fixed a bug where TU values could end up with a decimal point after a Berserk action. Fixed a bug where suppressing an enemy unit with reaction fire would not stop them finishing their planned movement. Fixed a bug where crouching during the pre-battle deployment phase on cerrtain missions cost TU, and did not refund it if you stood up. Fixed a bug where the crouch keyboard shortcut ("C") did not work during the pre-battle deployment phase. Fixed a bug where the combat shield was not disappearing after being destroyed. Fixed a bug where certain weapons could not be picked up from the ground after being dropped. Fixed certain objective items (mostly the computer desks) being incorrectly rotated in some situations. Fixed the Bleeding Wounds counter being displayed vertically if the unit has more than 10 Bleeding Wounds. Fixed the open door mouse cursor remaining active on the menu if you press Esc while hovering over a door. Fixed a visual issue where the green deployment area tiles could sometimes remain after the end of the deployment phase. Fixed throwing a grenade / flare onto the roof of a building causing windows on the floor below to shatter. Fixed some visual issues with the restaurant sign in the Western Town terror maps. Fixed a number of bugs with the Ultimate Power achievement (bring all Colonels to a mission).
    8 points
  4. On my first game, with my first base. And the Cleaner's HQ was only revealed to me after going through the missions to get their data like you're supposed to. I can only assume that they've also been wholly unaware that our HQs were right next door to each other all along.
    7 points
  5. Took the time to start a new playthrough with 3.40 just to feel how the difficulty and balance feels after latest changes. Here's my random thoughts. I played with veteran difficulty with increased starting funds. Start of the game and plot might not make much sense for the players that have disabled or skipped the tutorial. Maybe add a text box or dialog scene at the beginning of the game that summarises events that are otherwise told in the tutorial. Most game tutorials don't have any story content, so people might really miss out here. I had a Cleaner VIP mission very early in the game (first or second cleaner mission, right after the first abduction) and it felt really difficult. I tried to push forward as fast as I could while looting one side building for extra intel and I had no business trying to capture the VIP. There's just too many cleaners and the time limit is too tight. It's way more difficult than any other cleaner missions while they should be about the same IMO. Reduce enemies and add one or two more turns. Also, might be a good idea to force the mission to spawn later and/or be one time persistent mission. It has no business being that tough so early in the game. New jungle (escort) maps are way too clutterd and dense. Makes them difficult and annoying to play. Soldier progression feels spot on now. Cleaner mission repetition annoys me still. Had a second (too tough) VIP mission before even one intel gather. I'd gladly have it the other way around: 2 intel gathers and then a VIP mission. Would make more sense difficulty curve, progression and story wise too. Resources were quite well balanced but even with the increased starting funds I had, I felt the money was a bit tight. Alenium/alloy seemed fine. I hate to build basic air weapons. Why is the logic different than with troop weapons? Air game felt too punishing after day 100. I only had three angels with laser lancers and needed to transfer them around the globe to try to keep panic down. It didn't end well. I would have needed at least 2 more airplanes at that time but had no means funding them and their weapons. Also, as I need to complete a destroyer crash site before I can research Ufo Hull plating and only then I can research Phantom and after that, I still need to build and arm them. This all takes like a month or more and by that time, destroyer waves have raised the panic to 90-100 at least in some regions. AI still leaves a lot to be desired: They waste a lot of TU's moving back and forth for no reason, don't stay put when in optimal positions, don't take multiple shots when close to a clear target, but move into shroud instead and take a quick snapshot from there etc. AI doesn't seem to be aware of where each side's frontlines are, so they often move into unoptimal locations behind my lines. My third abduction at day 87 was brutal. Wraiths and servitors in dock biome and I just had to save scum my way through it. Waaaay too difficult. Huge difficulty spike. After the Cleaner HQ is destroyed, the game starts to repeat itself and becomes somewhat boring. The plot to reveal Cleaner HQ has so cool progression that when it's finally resolved, I feel the game starts to become stale. It might be a good idea to introduce some similar large scale objective for the player to strive towards a month or so after the Cleaner HQ so advancing the plot wouldn't feel so linear and predictable where you just shoot bigger and bigger ufos down. Mid/late game needs cleaner style mission variety too. Make alien base similar mission objective as cleaner HQ with multi-tiered proggression maybe? Civilian turns take too long. Do they all need to move so much and every turn? Do we need to have a civilian turn at the end of the mission when all the enemies are dead and we could just call it a day? End of mission screen should also show changes in panic and the amount of broken/lost gear Shotgun civilians are still super aggressive and raid ufos completely fearlessly. Abduction missions start to annoy me - too much repetition. Maybe after completing a few, unlock an abductor alien base mission where you need to rescue already abducted people or something instead. Other that that, the game felt good. Somewhat buggy, but still great fun.
    6 points
  6. August has been a busy month for us here at Goldhawk. Although it's not been quite as crazy as the two weeks immediately after our Early Access launch, the last four weeks have been very intense in a different way. Expanding the Team: This is mostly because the development team has expanded significantly over the last couple of weeks. When we launched into Early Access the team here at Goldhawk was only three full-time employees (one designer and two programmers) and there's just not enough hours in the day for a team that small to run a project of this size effectively, even if you're all working evenings and weekends. In practice this has resulted in a situation where we've collected a lot of useful gameplay improvements / suggestions and bug reports from our community, but we've only been able to tackle the most urgent of those issues. This is frustrating for both the team and for the players, as the other tasks are still important things we want to fix - they're just not as important as the stuff we actually have been fixing. As the only way to make a serious dent in the task lists was to get more manpower, this month we hired one additional full-time programmer (who is actually an old friend that worked with us on the original Xenonauts) and two more highly-experienced part-time programmers. Many thanks to anyone that applied for a position on the team after reading our last update - we really appreciated seeing so many enthusiastic people reaching out to us! Furthermore, we've also hired an additional full-time level designer / QA assistant, and two part-time designers who will be helping with the level design and game design / balancing respectively. Our goal is to respond to all community bug reports within one working day, to start delivering new maps with each major update, and generally to be able to respond better to player feedback and suggestions. I've been spread WAY too thin over the past few months. Improving the Game: We've continued to improve the game over the past four weeks, adding community-requested features like the option to modify the length of mission timers and the ability to break apart / merge together airborne squadrons, plus successful fixes for the memory leaks in the game and all sorts of other gameplay bugfixes. However, work on the game has been slower than normal due to all the recruitment we've been doing - if you're a small team, it takes a lot of time to be reading through CVs and code samples / portfolios to evaluate applicants, it takes time to interview candidates, and it takes time to get employment contracts signed. And most of all, it takes time to get people set up on the project and get them up to speed on our huge codebase or to teach them how to use a complex tool like our level editor. Time spent on this will quickly pay off, but it does slow things down in the short term. This has affected Milestone 2 most badly. We're now hoping to release this onto the Experimental branches at the end of next week or the beginning of the week after. I'll also mention the loading times briefly here, as I know they are important to many people. We took a look at them earlier this month but it quickly became clear any serious attempts to speed these up would change the structure of the saves and therefore break save game compatibility. As a result, we've pushed this work back to Milestone 2 (as each new Milestone build is likely to break save games anyway, due to the significant balance changes). Community Mod Tools: One thing we did spend a bit of time on this month is the mod loader and Steam Workshop integration, which is now nearly complete. However, we've not yet started work on the official mod creation tools and it may be a few months until we do given our focus is currently on upgrading the core game. If anyone is potentially interested in helping design a GUI that hooks into our code so modders can more easily edit the game files, please take a look at this thread! Conclusion: That's it for this month's announcement. We've made decent progress but most of our time this month has been spent expanding the team so we can make faster progress in future. Thanks for reading, everyone!
    6 points
  7. Hello everyone - this month's update covers both December and January, as I was out of the office over new year. We've all returned refreshed from our Christmas break and we hope you all had a good festive season too! Milestone 3: The biggest piece of news is that Milestone 3 is out on our Experimental branches for testing, with the goal of releasing the final version of Milestone 3 onto the default Steam / GOG / Epic branches on February 19th. There's an extensive changelog for Milestone 3 which you can read here, but this new build ticks off a number of content items on our roadmap: the Cruiser UFO, both alien and human Fusion Weapons, the third interceptor aircraft and third dropship aircraft, plus the ARES (an upgraded hovering version of the MARS). We're currently hotfixing the game on a daily basis to remove crashes and AI hangs encountered by our community, and we'll be focusing on smoothing out the game balance once the worst of the bugs are dealt with. Unity 2022 - Load Times & Borderless Fullscreen: The biggest single task we've completed on over the past couple of months has been upgrading to Unity 2022, which Milestone 3 now runs on. This has been quite disruptive, but worthwhile - the update has enabled us to reduce load times by ~30% across all parts of the game, and we're hoping to further improve that to a ~50% reduction in the coming months. The game now also properly supports Borderless Fullscreen mode, allowing you to freely Alt-Tab without issues (something a LOT of people in the community had been requesting). Players should encounter fewer issues with multi-monitor setups than before too. The upgrade should also help speed up development somewhat. I won't bore you with the technical details, but code compiles much faster in 2022 relative to our older version and there's much more powerful debug tools available, so we'll collectively be spending a lot less time twiddling our thumbs while we wait to test our work. AI Upgrades: The other major task we've been working on is AI improvements. The AI now has access to more information about the battlefield around it, and it's making much more sensible decisions in combat about where to position its units and how to attack. However, we're still keeping a close eye on the AI because further tweaks or bugfixes may be required - even minor issues in the AI settings can cause AI units to do bizarre things in certain situations. But the good news is that these issues should now be easy to fix, and it's just a case of testing the game enough to find them all. Specific AI improvements have been also made to the civilians (who were famously suicidal in older builds) and for melee aliens like Reapers, which had been struggling to attack effectively. New Assets: As well as the new content I already mentioned has been added for Milestone 3, we've been adding lots of new maps to the game and have also added a significant number of new 3D models for various soldier weapons that had previously been using placeholders. The research art for the new research projects is also largely complete and should be finished by the 19th. We're also starting to work on updates that won't appear until Milestone 4. Kickstarter backers will remember pre-Early Access versions of the game contained the Andron alien race, but they were removed due to issues with their models and animations. The updated Androns have now been designed and are in the process of being modelled up so we can reintroduce them in future. This is part of a wider task to create additional variants of existing aliens. The Wraiths in particular don't have enough 3D model variants to represent their different ranks, so we've designed a more heavily armoured Wraith variant that will appear in the later UFOs, and also designed a proper uniform for the basic "civilian" Wraith you encounter acting as a pilot or engineer inside UFOs (currently they just appear naked). Conclusion: Overall, it's been a productive couple of months for the team despite the disruption of the Christmas holidays. The Unity 2022 upgrade and the AI upgrades were both large tasks so it's nice to have them done, and I think Milestone 3 is going to be another significant upgrade for the game - once testing has ironed out all the kinks. Thanks for reading, and please let us know if you encounter any bugs or issues when playing on the Experimental branch!
    5 points
  8. Having higher ground is one of the most basic advantages one can have in combat. As far as I know, it's not simulated in this game at all. As you can see in the (amazing) image below, the unit on the roof has 50% cover just by being higher, while at the same time having a 100% vision to the unit on the ground level. Being higher up should also reduce the amount of cover smaller props like rocks and fences provide on lower levels.
    5 points
  9. This is an update for the default Steam / GOG / Epic branches that contains all the fixes from versions 1.26 to 1.28 which have been tested on the Experimental build. The combined changelogs are shown below: Gameplay: Using shot preview move (Ctrl+Shift) no longer causes significant performance problems. Various smaller performance updates to both strategy and tactical layer (although these are unlikely to be noticable in an Experimental build due to the extra logging reducing overall performance) Added a "mission briefing" button to the Geoscape info panel for a tactical mission, which shows you the mission briefing on the strategy layer. Cleaner SMGs and Cleaner Accelerated Rifles are now recoverable and usable (by popular demand). The intro cinematic and the game mechanic popups are now enabled at the start of each campaign, regardless of whether the tutorial is enabled or not. Xenonaut Sentry Guns can now open doors, but are unable to crush objects. Reduced the spawn rate of Cleaner anomalies at the start of the game. Tooltips have been added for the various stat columns on the Soldier Recruitment panel. Snowmobiles should now explode when destroyed. Stalker Stealth Armour now displays as Gas Immune in Xenopedia. When hovering the cursor over the base icons in the top right, the base name is now displayed instantly rather than after a short delay. When hovering the cursor over a soldier in the vertical list on the dropship soldier arrangement screen, the popup showing their face / equipment is now show instantly rather than after a short delay. Key Fixes: Fixed a bug where the day 180 "Content Complete" popup was not being shown, and the game loss conditions were not triggering if you lost enough regions. Fixed a crash that could occur if you tried to begin a crash site mission when there was a wreckage site also present on the Geoscape. Fixed a bug that could cause multiple popups to spawn when intercepting UFOs or sending a dropship to a tactical mission. In both cases this could cause crashes. Fixed a crash that could sometimes occur during the alien turn if the aliens were using hovering units like Servitors. Fixed two rare crashes that could occur in the Soldier Equip pool due to corrupted Kickstarter backer soldiers. Fixed a rare crash that could occur if you built over 50 planes. General Fixes: It's no longer possible to find undiscovered Cleaner Cells / Bases / etc by clicking on a UFO or mission that has spawned near to where they are hidden. Fixed grenades / aircraft missiles not properly upgrading if you skip the Alenium project and go straight for Fusion. Aircraft will now start to immediately repair Armour after being upgraded. Fixed the tactical soldier inventory incorrectly charging TU for you to pick an item up and then put it back in the same spot. Fixed the tactical soldier inventory incorrectly forgetting to charge TU if you moved the same item multiple times. TU costs for abilities are now rounded up rather than down. This fixed some odd situations where it was occasionally better to have fewer TU. It should no longer be possible to use a jetpack to fly between rooms in the Alien Base, or to jetpack through the roof of the Dragonfly dropship. Fixed an issue where it was not possible to redirect a dropship in flight to a landed UFO site. MARS vehicles now correctly display their names in the tactical combat. Disabled the day 300 Orbital Bombardment research report (which wasn't supposed to be in the game). Psyon VIP on Cleaner Cell missions no longer reports recovering both a Stunned Psyon and a Cleaner VIP if captured alive. Stalker Stealth Armour no longer shows the hair of soldiers floating inside their helmet. Dead Cyberdrones should no longer appear to be alive again after loading a save. Fixed some terrain objects in the Xenonaut base showing a bright pink error texture when destroyed. Fixed the Boreal sawmill building roofs so they correctly disappear if destroyed. Fixed typos in the strategy tutorial, Frag Grenade tooltip, and Ballistic Weapons and Fighter Datacore research text. Fixed the Engineering recruit panel having tooltips referring to scientists instead of engineers. Fixed a text overflow issue in the soldier memorial screen. Cleaner ballistic rifles no longer have an additional 5-round burst. Bomber UFO no longer incorrectly referred to as "medum-size" in Xenopedia. HEVY now displays its damage type as Thermal on tooltips. Tactical Inventory no longer incorrectly refers to the Tactical Vest as the Belt. Rush replace on aircraft now correctly costs the listed amount of money. Fixed an issue where you could drag any type of ammo onto any weapon on the Soldier Equip screen and it would accept it. MARS now correctly displays its name in the tactical combat. Fixed some Xenopedia / tooltip typos.
    5 points
  10. With Xenonauts-2 launching into Early Access, it's time to briefly explain all the new content we are planning to add on our journey towards final release! The list below explains our priorities, but it's not exhaustive as there's also lots of small improvements planned that aren't big enough to get their own bullet point. We'll also be listening to community feedback during the Early Access period, so this list may change or expand accordingly - if you want to see something else added, please feel free to suggest it! Additional Tactical Maps Soviet Town Biome Air Combat Revamp Alien / Civilian AI Revamp Cruiser UFO Harvester UFO Battleship UFO Operation ENDGAME Ending Cinematic Alien - Androns Alien - Reaper Bull Alien - Eternal Alien Psionics Ultimate Interceptor Ultimate Dropship Ultimate Armour Fusion Weapons Hovertank Mod Tools Fullscreen Borderless Community Suggestions If you have questions about any of the items on the roadmap, please post them up for discussion as a new thread on the general forums.
    5 points
  11. Hello everyone - hope you all had a good Easter! It's time for our monthly update on the progress we've made on Xenonauts 2. Milestone 3 Patches: A lot of our time has been spent fixing bugs in Milestone 3 recently, with five patches being released in the last month. Many of these issues were minor problems caused by our Unity 2022 upgrade, but there's also been fixes for various older bugs and some improvements made to the foreign language translations of the game too. These updates should have collectively improved player experience quite a bit. One highlight was finally finding a fix for a long-standing bug that turned the screen black whenever any unit fired a weapon. This bug only affected a small number of users and there was a workaround (disabling the "camera shake" setting), but it made the game basically unplayable for anyone who did not know that - so it's definitely a relief to have it fixed! New Maps & Environments: We've also been hard at work on the content for Milestone 4, and the new maps needed for the largest UFO crash sites are the biggest component of this. These are progressing well - we're aiming to have 3 large maps per biome when Milestone 4 comes out, and we're about 80% of the way there now. In addition to this, the update will also contain numerous new Alien Base maps that were made the previous month. Furthermore, a new environment artist contractor has joined the team to help us improve our existing environments and eventually finish off the Soviet Town biome that we plan to add to the game before final release. We've already updated the command room in the ATLAS Base map so it more closely resembles what we have in our artwork (with a command table and proper wall screens), and now we're working on some underground earth textures for use in the Alien Base maps. I'm planning on using these to address one of the gameplay issues with the Alien Base maps - that all the walls are indestructible (even the ones between rooms). Under this new setup all walls will be destructible, so it'll be possible to destroy both internal walls and the external ones around the edge of rooms. Doing this will reveal the earth tiles behind the walls, and these themselves will also be destructible. This should allow more realistic gameplay where powerful weapons and explosives will be able to gouge holes in the walls, and theoretically it would also allow players to dynamically "mine" through the earth and breach other rooms if they sufficiently powerful weapons. Be aware this idea is still at the testing phase so I can't promise it will definitely work as planned... but all our testing so far looks good! Alien Visual & Audio Improvements: Our updated Androns have now been finished and will be marching into battle against humanity in Milestone 4. We've also retextured the basic Sectons, as these are the first aliens that new players encounter but previously had fairly basic textures. We're currently retexturing the Wraiths so their basic non-combatants have a simple military uniform rather than being completely naked, and this month we'll be creating an additional Wraith variant with heavier armour that will appear towards the end of the game. We're also in the process of hiring a contract audio engineer to improve the game's sound design in general, which will include creating some new sounds for the aliens to try and give them a bit more character (like new injury / death sounds, or unique footsteps etc). Smaller Improvements: We've also completed several small features this month that were requested by the community. Firstly, the dropship screen (where you can position your soldiers within the dropship) now shows the soldier role icons on the green soldier tiles, making the process much more straightforward than it was previously. Secondly, we've finally got "destruction linking" working properly, which allows us to have walkable tiles placed on top of large multi-tile objects like shipping containers and have them remove themselves if the underlying object is destroyed. This means there's now a lot more objects in the game that allow you to land on top of them and walk around (shipping containers, caravans, buses, certain fuel tanks, etc), and fewer cases of aliens mysteriously standing in mid-air on invisible tiles. Work was also done on the end of turn camera, which now better shows regeneration healing and Bleeding Wounds damage on any visible units at end of turn. We also rewitten the item assignment logic that occurs after a completed mission, because players were getting some strange loadout problems when running a second mission with the same dropship (some weapons not starting with a clip loaded, etc), which was just down to the primitive way in which the game assigned items to your soldiers if there wasn't enough to equip the whole squad. Finally, a surprisingly popular request was an upgrade for the basic Combat Knife weapon that is available for your soldiers, so we've designed an upgraded Energy Knife that will unlock off Alien Electronics and should allow the weapon to remain relevant for much longer. Conclusion: That's everything for this month - lots of smaller tasks that together represent good progress on the project. Hopefully we'll have an early version of Milestone 4 out for testing on the Experimental branch later this month!
    4 points
  12. I had a very similar feelings when I played version 3.2.0 recently (got no time yet to try 3.3.0 and 3.4.0) - last time I played the whole 200 days was 2.0.9. Played at veteran. I agree with all of what Skitso wrote. A few remarks below: Cleaners - at the start it is very interesting to have a "human" opponent with some alien missions, but I would like to see the Cleaners interfering with the alien missions, like "cleaning" parties, say after turn 10, cleaner reinforcements would show up and try to destroy the human player to "protect the secret and clean the area" and the destrction of cleaners could be postponed to later in the game. The combined threat of cleaners and aliens at once would be intimidating. The air combat feels different - more demanding now with the homing drones and defensive turrets on some of the UFO┬┤s. Angels are almost no use after day 90 or so, Phantoms are a must, but very expensive. Also to be able to comfortably win every air combat, at least 3 fighters were necessary, in later stages even 3 phantoms with fusion weaponry (2 with missiles and lances, third with torpedoes and missile) What I disliked about the air combat is the new interceptor model - Genesis. The model looks ridiculous (resembling a dragon drawn by a kid... sorry if I am being too honest here, but the model from X1 was really cool with the forward swept wings - now the game uses the same icon during combat, but the model (picture and model in hangar) just looks terrible and small. Pleeeeease, change it.... The previous model resembling su47 was much better. If you added some alien features to the same model it would look just fine... Same goes to the advanced transport Pegasus - a flying box - the model seems too small to the carrying capacity, i kind of feel they should be bigger to fill the space in the hangar a bit more to feel more robust.. It would be perhaps cool if the Pegasus had an upper level - soldiers in the upper level with the tanks on the bottom level. Soldiers with jetpacks could exit the ship from the upper level or there would be the big door on the lower level. Or perhaps a ramp that would descent downwards (similar to skyranger in UFO: EU) Just a thougt.. Economy is also tighter than before - most of the times I had to think what to build and what to skip as the money were very tight - building a solid airforce and good equipped ground force was challenging. 6 bases were a dream never coming true. 2 bases with troops with another one with planes was all I could manage to build until end of the scenario (last UFO appeared around day 380 or so) In general, the game feels solid, there was a lag in the jungle missions, some minor bugs here and there (may be my old PC having hard time only), but the overal feeling was good. The loading times improved a bit as well I believe. The repetition of the missions is a bit annoying. The maps need more levels (high buildings, undeground levels etc). There couls be more mission variety - search and rescue of downed planes (in case UFO downs a military plane or defense of a military base/installation would be nice for example) Well done devs, Looking forward to the next build! P.S. pleeeeease again, better genesis model...
    4 points
  13. Yeah, we can't really add any more vertical space. The only possible space is the right hand side of the soldier role line; I guess with icons we could maybe have an indicator for it. Something like this:
    4 points
  14. Hello everyone - we've reached the end of November, so it's time for our monthly development update. This month has been fairly intense but once again the project has made good progress. Milestone 2: The biggest news this month has been the official release of Milestone 2, our first major update since our Early Access launch. I discussed the many upgrades made in Milestone 2 in our previous update so I won't cover them again, but getting everything ready for this release took up most of the month. Our thanks go out to all the testers who were reporting bugs and giving gameplay feedback on the Experimental branches over the past couple of months, as it has been incredibly valuable! Broadly speaking, all this testing meant Milestone 2 launched in pretty good shape - but we've already patched a few major bugs and put out a fix for the funding situation being overly restrictive on the easier difficulty settings. We're continuing to monitor stability and balance issues, so please do let us know if you're encountering problems and we'll consider further patches! Milestone 3: Although Milestone 2 is barely out the door, we're already hard at work on Milestone 3. This update contains the alien Cruiser UFO, which is crewed by aliens carrying deadly Fusion weapons. If you can successfully capture one of these Cruisers, you can unlock the final interceptor and dropship aircraft, plus another tier of infantry weapons and an upgrade for the MARS that turns it into a hovertank. We'll also be continuing to work on the alien AI and the air combat, and we're hoping to add various minor community-requested features into this update too (e.g. the ability to autosell "junk" items after combat). Finally, we're expecting Milestone 3 will have significantly improved loading times compared to earlier versions of the game! Unity 2022 Upgrade: These faster load times will be happening partly because we're in the process of upgrading from Unity 5.5 to Unity 2022. We've already done the necessary technical work for this, but there's always teething issues with a major engine upgrade, so I expect we'll have to spend a couple more weeks fixing things up before things are fully back to normal. Players should see faster load times and better performance when this work is complete, along with proper support for multiple monitors and borderless windowed mode etc. It will also make development work more efficient, as the codebase compiles much more quickly etc. Finally, it'll also bring us one step closer to mod tools - as some of the work we'll be doing upgrading our internal editor tools could be re-used to create a more effective mod editor. I think I'll wrap things up there. If all goes well, we might have an early prototype of Milestone 3 ready for people to play on the Experimental branch by mid-December (if not, it'll be early January). Thanks for reading!
    4 points
  15. The "access lift" upkeep is actually the representation of the core cost for the base itself. That's why it costs so much. You can think of it as the cost to maintain the lift, ventilation, surface access entrance ways/buildings, surface security etc. Then the cost as a comparison makes more sense.
    4 points
  16. For the record, this is an observation first, complaint second. If the devs decided to make xenonauts 2 easier to cater to the lower skill players, that's fine by me, It's a good decision. You're gonna upset a lot of players by making a game uncompromisingly difficult, and most of the time, to appease the """hardcore""" playerbase you just need to make the game appear difficult. The skilled players are probably just gonna make a overhaul mod that caters to them, it's a compromise FiraXCOM went with, and it's a good compromise. I've recently replayed xenonauts 1 on insane, and it hit like a whiplash. The game is so much harder it's really hard to compare. Seriously, playing X2 on Commander is like playing x1 on normal. There are so, so many important mechanical changes between the titles that I've felt like were overlooked, I'm gonna try to list the most important ones from most impactful to least: 1. LOS distance This is by far the biggest fundamental change. Both games have an average effective weapon range of 20, but while in xenonauts 2 the soldier view range is 26, in xenonauts 1 it's 17. On top of that, in xenonauts 1 most of the alien sight range is 18, higher than xenonauts and well within the rifle range. This is massive, especially since the AI often abuses that fact. In x1, getting accurately shot from line of sight is very common, to the point where you have to paranoically smoke every possible angle the enemy can shoot you through. In xenonauts 2, it's switched. unless the aliens came out of a building, you will see them before they become a threat, and now YOU out-LOS them, because of sniper rifles. That makes overwatching in an open field a really effective strategy, especially since SR's no longer have a reaction fire penalty. The longer LOS is a good change, but it heavily benefits xenonauts. 2. LOS Symmetry In xenonauts 1, there were some corners where a unit could see a different unit, but not the other way around. This could be used by both sides, but heavily benefited the aliens, first because of longer LOS, and second because catching an experienced soldier off-guard is a lot more rewarding than catching an alien off guard. In x2 sight is symmetric, which again, makes the game easier. 3. Alien AI I mentioned earlier that in x1 aliens abused the hell out of their LOS advantages, but in general they were a lot more defensive. Alien AI in x1 makes you sometimes think they're cheating (they're not, but their sight advantages make them look like they do), and in general they camp a lot more, making them a lot more difficult to kill. in x2 they practically run in the open. X1 aliens sometimes were suicidal too, but only if they were sure that they could kill at least 1 of your soldiers. This is already in a roadmap to be changed, but it's still currently a significant factor towards a difficulty decrease 4. Alien damage in xenonauts 1, on insane the first enemy you fight deals 66 average damage. In xenonauts 2, the first enemy you fight deals 25 damage. Granted, armor values in xenonauts 1 are higher, but not that much higher. While in xenonauts 2 a soldier can still be one shot, in xenonauts 1 a soldier is usually one shot. Also, alien rifle does not currently have a burst function, meaning that they rarely suppress your soldiers outside of servitors, and making parking ballistic shields at melee range towards them a viable strategy. But even if they had it, burst in x1 is a lot better than burst in x2, but that's another topic. 5. Air game That's a huge topic on its own, but to avoid making an even bigger wall of text, let's just say that with the newest version x1 air game is significantly harder than x2, despite the foxtrot nonsense. UFOS damage your funding a lot more, they outspeed your basic interceptors much faster, and you have to actually sometimes maybe do some maneuvering. In x2 you can just facetank almost everything now with basic angels. 6. Cover destruction It's a lot easier to destroy cover in x2 than it is in x1. Too easily in my opinion, the aliens just can't hide from you at all. This is also a good place to mention that throwables in this game cost less to throw, and can be thrown further, and more accurately. 7. Training center Xenonauts 1 units were deceptively not that replaceable. If your soldier died, you had to replace it with a private, and privates freaking sucked, sometimes weren't even able to carry the full gear. (until you get predator armor, which is a win condition) In xeno 2, you can easily train your soldiers up so they catch up to your own guys. Too easily too be honest, I think the training is too effective at its job, by mid game you have many 90-100 TU monsters. I think the diminishing returns from the training center should be increased. 8. Shot preview This can appear as just a QOL, but being able to triangulate reliably if a shot from that position has clear LOS or not makes you significantly more lethal against aliens, In xenonauts 1 you had to practically guess, and a lot of times you were wrong, and when you were wrong you paid for it dearly. Sometimes you thought you were safe behind cover when it turned out the alien had a flanked shot, and sometimes you thought that position was a flank, when it actually wasn't. Now you don't have to take a risk like that. 9. Vehicles Xeno 1 vehicles sucked, MARS is amazing, and you can have TWO of them mid game. Enough said. 10. Alien abilities I know that xeno 2 has a lot more alien abilities, but nothing it has compares to xenonauts 1 psionics, not even the new wraiths. To make it fair, there are areas where xeno 2 is harder: 1. Higher enemy count In xeno 1 the first mission contains 3-5 aliens, it's much more in xeno 2, but it doesn't compensate for the difficulty because they are a LOT less threatening individually. 2. Timed missions A common complaint, but once you get used to it, the significantly longer LOS distance allows you to move quicker without being shot to death, so they're still more than manageable. It's also worth noting that just because a game is more difficult, it doesn't mean that it's better. Xenonauts 2 is an overall better title than Xeno 1 despite the major difficulty drop, a lot of difficulty Xeno1 wasn't designed that well, and made the game tedious to play on insane. Xeno 2 is a lot more fun in its gameplay, it's just that a lack of challenge takes away a lot of spice from the game. A lot of the changes that make the game easier make the game better, but if the game is intended to be about as hard as xeno 1, It should have a bunch of balance passes.
    4 points
  17. Milestone 2 is not yet ready for public consumption, but it is available in a rough form for people who want to help us experiment with a few new mechanics. To access the build, enter the branch password xenonautsproto and switch to the Prototype branch. However, please read the whole post before doing so! We're testing out a few new mechanics that we want to get people's opinions about before we commit to updating the UI and getting new artwork done etc. I'll spend a bit more time than normal explaining the logic behind the design decisions here, as that will hopefully allow people to tell us whether they think the changes achieve their intended goals or not. Panic: One of the biggest problems with Milestone 1 is that there's no easy way to reduce Panic in a specific region, which means that on harder difficulty settings you need to build additional bases and aircraft as quickly as possible otherwise you'll quickly reach the point where you start losing regions. Panic will now decrease by 10% in each region at the end of each month. However, the Panic reduction for shooting down UFOs has been halved from -2 to -1. This means that Panic generated from Cleaner activity or Alien Bases or failed tactical missions will dissipate more quickly, while making interceptor coverage *slightly* less beneficial (although it's still pretty strong). Note that due to a bug this is happening before the region loss check (which means you need ~110 Panic to lose a region) but we'll change this if the change is popular. Also, this change only solves half of the problem in Milestone 1, as the player still lacks a targeted way to reduce Panic in a region. However I think it's a useful first step. Funding: Funding is no longer dependent on Panic level. A region will grant you full funding (which increases as you progress down the storyline) unless you lose the region, in which case funding will fall to zero. This change was made to support some other experimental changes I've not put in this build. But it means that building a base in a region doesn't increase income as much. Previously you'd get extra funds from shooting down UFOs and completing the crash sites, but then also gain extra funding from the fact keeping Panic low in the region granted extra funding. This hopefully means it's less essential to rush to cover the whole world with your planes as soon as possible. Mission Order: The game now starts with a Cleaner deathmatch mission, which is then followed by a Secton Abduction site. The plan is to make the opening Cleaner mission a bit more exciting - potentially even a continuation of the base defence mission from the tutorial where you clear the base of the attacking Cleaners, then evacuate to your new base. But the goal is to add an extra Cleaner mission and use that as a way to introduce them better at the start of the game. We've then slightly slowed down the progression over the next three months, and in particular we've moved the Cleaner Intel Hub mission back a couple of weeks so it comes after the first UFO crash site. We're open to ideas about how we can make the Cleaner mission sequence a bit more interesting, as it seems like not everyone likes the Cleaner Network idea where the main way to advance is just to capture more Cleaner Data on missions. Feel free to throw ideas out on this topic. Tech Tree / Item Upgrades: One of the recurring discussion points on the forums is whether Accelerated Weapons are a "trap" or not, and I've attemped to make their purpose a bit more clear through some tech tree changes. Accelerated weapons are now an upgrade for Ballistic weapons - i.e. a one-off project that permanently upgrades all Ballistic weapons to be Accelerated weapons. The same is also now true for the Warden Armour, which is now an upgrade for Defender Armour which increases the protection offered. As such, I've moved Guardian Armour forward in the tech tree so it can be unlocked off Scout UFOs rather than Destroyers. This means the player is given the choice of two relatively quick and cheap upgrades at the start of the game, but are also given the option to research more advanced weapons (lasers) and armour (Guardian) within the first month. But you're also presented the option to pursue the story research, which increases your funding - so hopefully this presents the player some interesting choices in the early game to try different strategies. To stop this being overwhelming, I've moved the Dragonfly and Phantom to be unlocked off Destroyers rather than Scouts. Finally, I've tried to expand the item upgrade options. There's a project that allows you to reduce the weight of Defender Armour, and Laser Weapons now have two upgrades that provide Recharging Ammo and increased Damage respectively. Guardian Armour also has an upgrade that increases the protection it offers which is unlocked from Destroyers. I'd be interested to know whether people like these increased upgrade options. Soldier Module System: I've removed all the existing soldier "modules" which could be placed in the soldier tactical vest and these are now replaced by the following set up: Extra Armour: all armour now weighs less and offers less protection, but there's a Heavy Armour toggle in the bottom right that will increase protection at the cost of extra weight. This is designed to make the armour more flexible rather than "heavy" armour like the Guardian being useless for low-Strength soldiers. The only gameplay consideration is "can the soldier carry the extra weight?" Armour Module: you can now choose a single module from a second dropdown below the existing Armour dropdown. At the start you can either choose from a rebreather that provides smoke protection, a +3 Acc boost or a +5 Bravery boost, however almost all the modules from Milestone 1 reappear as you progress down the tech tree. Obviously the question is simply which one module you choose to use. Jetpack: as previously, the jetpack is another toggled option. I just don't think it's useful enough that anyone would ever use it if we made it part of the Armour Module list. My question here is simple - do you prefer this to the module system in Milestone 1 where your inventory was full of modules? There's scope to add extra artwork and improve the UI if people like the basic idea, but it'd be nice to know people's initial impression of the changes. However, from a design perspective there's some overlap with the Item Upgrade system above. Some of the modules could potentially be folded into upgrades for the armour (particularly the Jetpack) - although then the danger is that you have soldiers that can do everything, and once your armour is upgraded you no longer have to choose between say a +TU boost, or a +ACC boost, or health regeneration, etc. Let me know your thoughts on this setup and where you'd like to see the design go. Incomplete Balance Changes: These are further balance changes I expect to make prior to Milestone 2 reaching our main Steam branches: Panic will be checked for region loss before the -10% monthly decrease occurs. Abduction missions will not end when the timer expires. Instead, the tubes will be present for X turns before teleporting away, and you get rewards for each one you open. However all the aliens must still be eliminated for victory. Starting Cleaner mission will probably happen immediately after beginning the game, before you go to strategy (rather than being a mission you do on day 2 or so).
    4 points
  18. This caught my eye... jetpack would be extremely useful if the maps were just more vertical and being higher grounds provided more buffs. Changing accelerated weapons to being an upgrade to ballistics sounds like a good idea, but I'd like the upgrads to be weapon type specific. Similar upgrade path to armor doesn't sound like an improvement Item upgrades sound sweet. More the better. Regarding the module system, I kinda enjoy the Tetris mini game we have atm, where I need to balance my backpack between modules, weapons, grenades and other items. Changing the abduction missions to be one more "kill all aliens" mission feels a step in a wrong direction. Regarding the cleaner mission chain and progression: Gathering intel for intitial progress is fine and I love the mission (best map so far), but the daily automatic percentage gain after that feels somewhat gamey and boring. You should add more quick and simple cleaner missions where player could earn that progression instead, capture additional intel, capture and interrogate cleaners etc. I also suggested somewhere that cleaners could be added to crash site missions to clean the wreck and alien corpses. This would add a nice new dynamic to those missions where the more player waits before raiding the site, the more there would be cleaners. Avoiding these add-on cleaners could also push people to do these crash site missions at night, before cleaners arrive. Edit: Here's my initial suggestion
    4 points
  19. Hi all, To help me with Modding for Xenonauts 2 I've created a Mod Loader based on a forum post by asdfcyber (https://www.goldhawkinteractive.com/forums/index.php?/topic/28131-first-v25-modding-impressions/#comment-192760) It uses mono.cecil to patch the Assembly-CSharp.dll and inject code that loads mods from a folder of your choosing. Essentially you run the Mod Loader exe and it'll inject the Mod Loader code if needed and then starts Xenonauts 2. It will then call a LoadMods method in the Xenonauts.XenonautsMain constructor. The repo also contains an example mod that shows how to override existing methods using Harmony (https://github.com/pardeike/Harmony) and how to format the mod so that the Mod Loader can detect it. The repo can be found here: https://github.com/38Simulated/XenonautsModding Not sure if there are that many people out there looking into modding the game, but I thought I'd post something just in case it was of any use to anyone.
    4 points
  20. I never found a good use of the grenade launcher in X2, considering that I already had the satchel charges for breaching entry and the MARs to smash past walls as a cheaper alternative. I used it to reveal enemies from buildings and break obstacles, but the inaccuracy fails in that area. As a direct fire weapon it deals considerably worse damage than grenades, and its range is terrible, leaving its utility questionable. I would like to know if anyone else finds the grenadier role effective in their game. Also, its the only weapon that does not scale with the soldier's Turn units(stays at 24/34 TU)? Is that a feature or a bug? I played GOG v1.19 for reference The rocket launcher in Xenonauts 1 served as a long-range can opener, able to deal explosive destruction from afar with the drawbacks of a single shot. I wonder why its replaced by this?
    4 points
  21. It's very frustrating how civilians act in a totally random way, getting themselves constantly shot and running always from safety into danger. It would be great if your troops could "Evac" unarmed civilians by interacting at close range with them, at which point instead of their current wandering they'll run towards the dropship and hide next to it (Instead of into alien machineguns)
    4 points
  22. I love base defense missions - in theory at least. They are tough, tense and offer nice variation between offense oriented missions. However, current X2 base defense missions are somewhat dull and one note assaults where the bulk of the conflict is often resolved in one huge, non tactical firefight in on one or two of the hangars. Here's few thoughts to improve them: Add a command room to defend like in X1 Aliens should have other objectives than to just kill all Xenonaut units like destroy rooms to disable them so the player needs to repair them later, assault command room for direct loss, kill scientists etc. to force player to be active defending them. Aliens should have few free turns at the start to better spread out. AI improvements needed of course. Room design is a bit dull and repetitive. Especially with adjacency bonuses, you often have three or four identical rooms side by side which looks fake and makes gameplay boring. On geoscape, UFO's on the base attack mission should spawn later in the wave to be more of a threat and be possibly companied with air superiority UFO's. (Same with terror and base build missions which spawn too infrequently) Thoughts?
    4 points
  23. Here's an idea, inspired by @Vitruviansquid's medical module suggestion mentioned here. Currently, medkits / advanced medkits are sufficiently small, light, and useful that I give every Xenonaut one. Do you do the same? I wonder if it would be more interesting if medkits were changed to be heavy and big -- perhaps taking up 4x5 of the tactical vest, leaving just one row for some ammo clips and grenades. This would lead to a medic role / loadout, alongside rifleman, assault, etc. There could be a new type of equipment -- bandages -- that are small and light, so more easily carried by all members of a team. Bandages could stop bleeding, but not heal any HPs. Currently I know that if a soldier gets injured, everyone's got a medkit so they could heal themselves, or be healed by a nearby buddy, so it's not really something I think about. My suggested change would lead to more interesting loadout choices and squad tactics for a player. It could also tie into the current, slightly confusing, game mechanic where dead Xenonauts are corpses, but actually have a chance to survive a mission and fully recover after a long time back at HQ. Maybe dead Xenonauts stay dead, unless someone with a medkit gets to them within x turns and uses the medkit to stabalise them, giving them a x% chance of surviving. This could lead to come very cool and heroic stories where a Xenonaut carries their "dead" comrade to the medic to get them stabalised in the nick of time. It would also make the soldier's survival more dependent on a player's actions rather than the roll of a dice (which I think is how it works at the moment?) Advanced medkits could increase the turn limit and / or percentage chance of survival. Hopefully it wouldn't be too difficult a change for the developers to make. It would make the game more difficult, but that could be balanced with a bit of thought. Perhaps these new-style medkits could heal more damage than the current ones.
    4 points
  24. If you are going to push Cleaners to be more significant part of the game, making them come and clean UFO crash sites after certain time period would also be a nice and organic way to make player choose between night and extra cleaners and also give a tangible reason for their existence. First few cleaners could be added to crash site after 5(?) hours and a couple more after 10(?) hours. Crash sites could also be "cleaned away" from geoscape instead of player being to sell it to local forces until Cleaner HQ is finally destroyed. This kind of additional organic layer of gameplay and choise would IMO add a lot to the game.
    4 points
  25. Same here - I also got TFTD first. And to be honest, the original X-Com was a little bit of a letdown afterwards, because TFTD was gloomier, stranger and more oppressive than X-Com and it had atmosphere in spades. I loved the larger levels, "light management" in deep sea or night missions and the overall Lovecraftian horror atmosphere. TFTD is my absolute nr. 1 favorite game of all the time. I even prefer the Dos original over the OpenXcom version (despite all the advantages it has): the reason is the AI. Half of the AI in the original TFTD was fully random - and this is why the creatures moved and behaved so strange, which made them feel even more "alien". In other games, especially modern ones, the "creatures" move and fight like human soldiers or a human squad, total kills the immersion for me. Another detail that the other games lack: starting in the closed sub and having to open the door is such an atmospheric beginning of a mission. One always starts there, does not know what is outside until opening it. Running down the already open aircraft in the X-Com derivatives never reaches the atmosphere and feeling of anticipation of TFTD missions (what comes close to TFTD in this regard is "Teleglitch" mission starts, but it is a totally different genre). Not to speak of the strange alien structures of TFTD, like the colonies which looked like out of a Lynch movie, loved the colors... I wonder why nobody ever recreated this absolute gem. BTW: I still have the original European version with the beautiful cover:
    4 points
  26. So, just completed Build 1 and I liked it a lot! Obviously still has work to do but in great shape. So I'm going to be posting some ideas. All are free to use, I don't want any rights or credits, etc. etc. Anyway, I love research from capturing aliens. It was so fun in XCOM, it was fun in the Firaxis games, it's just fun! It's a little bit of flavor. Obviously there's the advanced medkits and regen module, and the mentarch, but here's some more ideas. Mantid - Compound Eye Module Engineering project, tactical module grants 180 (or 120 or 270) degree vision. Cool, flavorful, fun. Not sure it's great, but hey that's where this should be. Secton - Squadsight Module Allows anyone with a Tactical Module to fire at anyone in LOS of another person with a tactical module without penalty. Could be hard to code, just my idea based off their ability. Alternatively, +3 accuracy if within 5 spaces of another person with a Secton upgraded module. Psion - Mesmer Grenades Small radius, cause non-robotics to stand up, lose all time units, and walk a few squares in a random direction. Reaper - Reaper Claws Absolutely deadly close range weapon. Like really super high damage. Bonus if it uses the idea at the end Servitor (requires EMP to allow capture) - Heal Beam Secondary weapon, lets vehicles carry a 3 range medkit that can heal other vehicles too. Cyberdrone - Cyberdisk Vehicle Floating/hovering version of the Mars rover. Bonus idea - Rather than unlocking everything for manufacturing, manufacturing the upgraded modules requires captured aliens. So more Stalker or Healing modules requires more captured Stalkers/Sebillians, Reaper Claws need Reapers, etc. Gives a good minigame for capturing, and makes capture stuff more enticing to bring. Anyway, great game. Want ot post more thoughts after I have more time to digest.
    4 points
  27. Hello everyone - we've reached the end of July, so it's time for our monthly development update. It's been an exciting month, with Xenonauts 2 finally launching into Early Access on July 18th. The launch has been a huge success, with the game selling over 40,000 copies in the past two weeks, and the whole development team is really grateful to anyone who supported us by buying a copy! Here's what we've been up to this month and what we have planned for the coming month! Critical Bugs & Performance Fixes: Almost all of this month has been spent fixing critical bugs like crashes or anything else that ruins the gameplay experience for players. We actually thought the game was pretty stable going into Early Access, but going from a pool of twenty to thirty regular testers to having tens of thousands of players exposed a LOT of issues we were previously unaware of. The last couple of weeks have therefore been rather intense, as we've had to patch the game numerous times to address these issues. Thankfully the worst of this should now be behind us; we released 1.28b on Friday which improved performance and has fixed the bulk of the critical bugs. Work continued over the weekend and we've now fixed the memory leak players have been encountering and also (finally) managed to find and fix the annoying bug where terrain objects would sometimes get destroyed but not visually update (leading to units being able to shoot or move through what appeared to be a solid object). Our immediate priority is to finish up the last couple of crashes we're aware of, and fix a couple more serious gameplay bugs - e.g. grenades missing when displaying 100% chance to hit. This should leave the foundations of the game in good enough shape to move on to other tasks. Loading Times: Once that is done, we'll be starting work on optimising the load times - hopefully this will happen towards the end of this week. There's not much more to say on this point beyond the fact that we're aware of the issue and we'll be working on it soon. Milestone 2: We're then planning to spend the remainder of the month working on Milestone 2. This will be the first major update for the game and it will involve changes to the campaign, which unfortunately means it will break save games (although you can continue to play your Milestone 1 campaign on the Legacy branches if you want). As the programmers have a lot of bugs and usability improvements to be working on, I'm planning to focus on the air combat balance and the pacing issues in the existing campaign for Milestone 2. This is likely to extend the playable time beyond 180 days but it will not introduce additional UFO types to the game - it's more likely that we'll be expanding the role of the Cleaners at the start of the game instead. The first Milestone 2 build will likely arrive on the Experimental branch in the next two or three weeks, where it will go through a number of iterations based on player feedback before being released onto the standard branches. Expanding the Team: Finally, the income from our Early Access launch means we can now expand the team to speed up development. The first positions we're looking to fill are that of a Level Designer and a Gameplay Programmer. If anyone is interested in applying, I've linked the job posts below: Level Design job post Gameplay Programmer job post Overall, July was a great month for the project and we've really enjoyed seeing people playing the game we've been working on for so long. We look forward to delivering more upgrades in August!
    4 points
  28. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This contains a few additional fixes for 1.27 before it (hopefully) goes out on the main branch. Gameplay Changes: Fixed all types of ammo appearing under the "Equipment" tab of the soldier equip screen. It's no longer possible to find undiscovered Cleaner Cells / Bases / etc by clicking on a UFO or mission that has spawned near to where they are hidden. Added a "mission briefing" button to the Geoscape info panel for a tactical mission, which shows you the mission briefing on the strategy layer. Tooltips have been added for the various stat columns on the Soldier Recruitment panel. Fixed an issue where it was not possible to redirect a dropship in flight to a landed UFO site. Snowmobiles should now correctly explode when destroyed. Cleaner ballistic rifles no longer have an additional 5-round burst. Tactical Inventory no longer incorrectly refers to the Tactical Vest as the Belt. Stalker Stealth Armour now displays as Gas Immune in Xenopedia. Bomber UFO no longer incorrectly referred to as "medum-size" in Xenopedia. HEVY now displays its damage type as Thermal. When hovering the cursor over the base icons in the top right, the base name is now displayed instantly rather than after a short delay. When hovering the cursor over a soldier in the vertical list on the dropship soldier arrangement screen, the popup showing their face / equipment is now show instantly rather than after a short delay. Fixed a text overflow issue in the soldier memorial screen.
    4 points
  29. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Gameplay Changes: The intro cinematic and the game mechanic popups are now enabled at the start of each campaign, regardless of whether the tutorial is enabled or not. Cleaner SMGs and Cleaner Accelerated Rifles are now recoverable and usable (by popular demand). Xenonaut Sentry Guns can now open doors, but are unable to crush objects. TU costs for abilities are now rounded up rather than down. This fixed some odd situations where it was occasionally better to have fewer TU. Reduced the spawn rate of Cleaner anomalies at the start of the game. Key Fixes: Fixed a pathfinding crash that had been introduced in 1.26, which usually crashed during the AI turn but also could affect the player. Fixed a bug that could cause multiple popups to spawn when intercepting UFOs or sending a dropship to a tactical mission. In both cases this could cause crashes. Fixed a crash that could occur on the Soldier Recruitment panel due to a corrupted Kickstarter backer soldier. Fixed a bug where the day 180 "Content Complete" popup was not being shown, and the game loss conditions were not triggering if you lost enough regions. General Fixes: Fixed grenades / aircraft missiles not properly upgrading if you skip the Alenium project and go straight for Fusion. Fixed the tactical soldier inventory incorrectly charging TU for you to pick an item up and then put it back in the same spot. Fixed the tactical soldier inventory incorrectly forgetting to charge TU if you moved the same item multiple times. It should no longer be possible to use a jetpack to fly between rooms in the Alien Base, or to jetpack through the roof of the Dragonfly dropship. MARS vehicles now correctly display their names in the tactical combat. Disabled the day 300 Orbital Bombardment research report (which wasn't supposed to be in the game). Psyon VIP on Cleaner Cell missions no longer reports recovering both a Stunned Psyon and a Cleaner VIP if captured alive. Stalker Stealth Armour no longer shows the hair of soldiers floating inside their helmet. Dead Cyberdrones should no longer appear to be alive again after loading a save. Fixed some terrain objects in the Xenonaut base showing a bright pink error texture when destroyed. Fixed the Boreal sawmill building roofs so they correctly disappear if destroyed. Fixed typos in the strategy tutorial, Frag Grenade tooltip, and Ballistic Weapons and Fighter Datacore research text. Fixed the Engineering recruit panel having tooltips referring to scientists instead of engineers.
    4 points
  30. Ignore that idiot Alienkiller. Soldiers increase by surviving missions and/or getting kills. Here is the official wiki. https://hoodedhorse.com/wiki/Xenonauts_2/Xenonauts_2_Official_Wiki There is also the "Archives" you see on the main menu. Goodluck Commander!
    4 points
  31. I was going to complain that you are ugly and your mother dresses you funny but that wouldn't help the game become more immersive.
    4 points
  32. In a game with aliens with human DNA, plasma weapons, paradox-free faster-than-light travel, and combat where the involved soldiers patiently wait their turn while their enemies run around, THIS is your complaint?
    4 points
  33. Yes the point blank aiming calculation could do with some work, standing next to the target with a shotgun and getting ~80% chance is just BS when in reality you couldn't miss without divine intervention... overall the current 45 degree misses etc. are kinda off putting and could be solved with a bit more refinement on the aiming calculations. And yes I also agree that kneeling down should increase accuracy, I also found it very strange that the only use for it is for cover, or in special case you can shoot over a crouched dude if the shooter is behind him and standing. Regarding that I'd like to add that not being able to shoot past teammates in adjacent squares freely regardless of stance seems kinda dumb. The squares are 1x1m or so at least, the soldiers have training, they should tell the teammate to get down etc. and not shoot before it's clear. No instead in this game they'll fire the whole burst straight at the back of the teammate standing next to them "you were in the line of fire" and not hit anything that was aimed at, after which the shot in the back character gets suppressed and kneels down out of the way.
    4 points
  34. Where the hell did you come from and took a shit out in the open here about who can say what? Some of us liked the 3x3 vehicles back in X1, what's wrong with that?
    4 points
  35. Milestone 1 Experimental has now been released on Steam and GOG. Note that this build is only available on our Experimental branch (unless you're part of our Steam Playtest, in which case you don't have to change branches at all!) so you'll need to switch over to get this update (instructions on how to do that here). If you want to continue your previous playthrough on V27, please switch to the Experimental Legacy branch. As the name implies, this build will eventually become our Early Access launch build. I believe our publishers are announcing our Early Access launch date on Monday next week, so keep your eyes out for that if you don't already own the game! Anyway, this build isn't yet finished and we'll continue to patch in content (notably updated writing, some new research art, and hopefully a few new maps for the Cleaner missions) as we approach Early Access. As usual, we'll also be working hard on fixing any bugs that people find. If you do play the game, we'd also appreciate general gameplay feedback on the difficulty curve in the Milestone 1 Balance Thread. Right now it's hard to know if people aren't talking about the balance much because the difficulty curve is pretty good, or because they're just not posting feedback. There's still time to tweak the numbers to smooth out any issues in the difficulty curve prior to our Early Access launch. Summary: Game Cut-Off: the game now cuts off after 180 days. We've done this to keep the amount of content we need to polish for the Early Access launch to a manageable amount, and the remaining content will be added back in Early Access once it's been polished to a similar standard (if you really want to play it before then, V27 is available on the legacy branches and doesn't have this cap). UFO speeds: UFOs will now change speed at semi-random intervals when flying around on the Geoscape. This means it's no longer binary whether an interceptor can catch a UFO or not; in general I've made the Angel less reliable at catching Observers and later UFOs but it still has a chance of doing so. Targeting Modes: we've added a new targetting mode for grenades and medikits which snaps to tiles, rather than whatever 3D object is under the mouse. This should make it much easier to target the intended object with these weapons. Memory Leak fixes: we've fixed a number of memory leaks in the game, which should improve performance in long play sessions. Xenopedia Updates: the entire tech tree for the playable 180 days will have research text when we launch into Early Access. I've made a decent start on this already but we'll continue to patch it in as we do hotfixes. Translation: we're still waiting for some words to come back from our translators, but next week we should be able to patch in the updated translation files so people can experience the game in German, Spanish, French, Korean, Polish, Portuguese, Russian or Chinese. Control Changes: Strategy - on the Aircraft screen, you can now rotate soldiers while you arrange them in the dropship. RMB click will rotate a soldier 90 degrees, and you can use Q/E to rotate soldiers 90 degrees in a particular direction. Strategy - quantity arrows in various places (stores screen, hiring scientists / engineers, etc) now support RMB / Ctrl+Click to add 10 and max quantity respectively. You can also click the number itself and enter a quantity. Strategy - on the Soldier Equip screen, RMB clicking a soldier in the soldier list will unassign them from the dropship. Ground Combat - RMB clicking now deselects grenade throw mode if you have it active. Changelog - Strategy A few minor tweaks to the tech tree. Stealth Armour is now unlocked a tier earlier, coming off Alien Electronics in the Observer. It now has less Armour as a result. Also, there's now an engineering upgrade project for the Medical Center that is unlocked from the Tissue Regeneration project. By default the game is now muted when it's not selected (which only happens if you're playing in a window). You can disable this in the options if you want. Base structures can no longer be disabled, as this didn't have much functionality and means we can make the Power system less irritating and fussy. Interceptor squadrons now display a unique icon for each aircraft present in the squadron. If a UFO is detected by the Quantum Decoder, the crash site now also displays the species of the UFO. Attribute tooltips on the Soldier Equip screen now provide both a description of the stat, and show any modifiers affecting the current soldier. If you try to launch an empty dropship at a mission site, it now takes you to the Soldier Equip screen and lets you assign more soldiers rather than blocking the launch. The sort order on Soldier screen has been updated, so soldiers who cannot be used because they are wounded or in transit are sorted to the bottom of the list. Fixed some issues where units with lots of kills could get more than the +2 attribute cap after a battle. Fixed issues in Geoscape base placement when you scroll the map left / right and part of the radar preview circles disappear. Fixed a minor issue with AC aircraft labels flickering when in motion Fixed an issue where AC missiles were not making an impact sound. Changelog - Tactical Combat Cleaner Soldiers (the guys with gas masks) no longer spawn in Cleaner Cells, which makes the missions a bit easier. They only appear as reinforcements. Weapons that can take multiple ammo types (e.g. HEVY) now show their loaded ammo type in the tactical UI. Stun damage is now shown as a small yellow line on the HP bar on the soldier minitabs at the top of the screen. Reloading a weapon no longer changes the order of the fire mode tiles in the tactical UI. If the currently selected soldier in tactical combat is killed during the enemy turn, the game now selects a new soldier at the start of the player turn. The gibbed corpse items of gibbed units no longer still recover the corresponding undamaged corpse at the end of battle. Cleaner Data items now only cost 1TU to pick up from the ground, rather than 10TU. Fixed Servitors bringing dead aliens back to life with their healing ray. Fixed force fire mode being "sticky" rather than correctly responding to the key being held. Fixed grenades clipping the edges of buildings / cliffs even when they display a 100% hit chance. Fixed an issue where throwing a grenade at a mutli-tile object could sometimes allow the grenade to pass right through it. Fixed items dropped on the ground not displaying their item model after loading a save. Fixed explosives that inflict no damage (e.g. smoke grenades) destroying items that have been dropped on the ground. Fixed an issue where it was possible to drop below 0TU if you loaded your soldier with absurd amounts of gear on the strategy layer. This prevented the soldier from dropping any of the gear on the tactical layer, causing them to be stuck. Fixed an issue where the TU cost for moving an item in the inventory could get zeroed out if you moved it twice.
    4 points
  36. One of my favorite moments so far playing X2, was when a farmer with a shotgun charged into a downed alien ship (a Destroyer or Cruiser I think) and managed to blow his way through the defenders and reach the command room before getting gunned down. Absolute Mad-Lad and I hope I can still see things like that in the future hahahaha! Never posted on the forum before but much love and support to you and the team for sticking through with the development of this!
    4 points
  37. Hello, I always equip my shield with stun guns and therefore had some alive aliens but I found it currently counter-productive in early games as I was lacking 1 corpse for the engineering task and can't use the alive monster to finish it. So will it be possible to kill one or had an option to use alive aliens to finish testing the weapons on them or is it too cruel to think of using them as living bullet tester ? And speaking about capturing alive, will there be a non lethal weapon on MARS or ARES units ? Thanks for the game so far.
    3 points
  38. This is a thread we can post small issues that don't warrant a bug report and are more of a small nit picks and things that might need some polish. One issue per post No discussion
    3 points
  39. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Unfortunately this update breaks saves from prior to the previous build (3.0.5). We do try to avoid this happening where possible but sadly it is sometimes necessary with Experimental builds! Gameplay Changes: Updated some of the Abduction missions so now they all give +20 Panic if you fail / ignore them, and the Panic reduction is always based purely on how many civilians you rescue. Slightly reduced the Accuracy on the MARS Cannon weapons, with the cheapest fire mode having a greater Accuracy reduction but also a slight reduction in TU fire cost. You now get a small notification when an AI unit dies from bleeding damage (as it wasn't always obvious what happened). Alien melee weapons can no longer gib units through overdamage. There's now a small animation when soldier pawns switch places in the dropship (on the Aircraft screen), which makes it easier to understand what's happening. Bugfixes: Fixed some players suffering extremely long load times. Fixed a crash that could occur performing certain movements with a jetpack. Fixed the tutorial not booting up properly. Fixed cancelling a research project causing it to be temporarily duplicated in the project list. Fixed an issue where wounded soldiers (below 50% HP) would be incorrectly classed as injured (above 50% HP), and allowed to remain in the dropship. Fixed several places where shelf tiles were incorrectly blocking movement in the Data Raid office maps, and one place where a parking bay was blocked by an invisible lorry. Fixed the ATLAS Base mission conversation when you spot The General not being triggered correctly. Fixed the tracks on the MARS continuing to spin after it stopped moving. Fixed the MARS sometimes remaining visible after being destroyed. Fixed the deployment zone green tiles sometimes remaining in place for the whole mission instead of disappearing. Fixed Wraiths flickering when running. Fixed occasional white flashes as the soldier portrait images loaded in on the tactical UI. Fixed the Autofill Drosphip button not appearing immediately if you used RMB to unassign a soldier from a full dropship. Fixed the Custom difficulty button on the New Campaign screen not being highlighted when you used custom campaign parameters. Fixed the base navigation menu not updating correctly when you change base. Fixed a typo in the Electroshock Pistol name. Fixed the objective item indicator on the tactical UI soldier minitabs having the incorrect tooltip, and being unable to display double-digit numbers. Fixed the date of death on the Soldier Memorial Screen using the language detected from your operating system location, not the language set in-game.
    3 points
  40. Please stop tagging me in this thread - there's lots of people making suggestions in lots of different places and I do my best to stay on top of it all, but I've got a lot of different things to manage and work on so my time is limited. It's not fair on other forum posters who are also making suggestions to send me notifications about one particular thread (or it'll just encourage everyone to tag me in every thread, which I definitely don't want either). Anyway, which number 3 are you referring to? Several people have posted lists of suggestions in this thread at this point.
    3 points
  41. Having started a new campaign to celebrate the Milestone 2 drop, one thing I'm really noticing on the introductory cleaner missions in the bases is how painful walls make it to view the map, especially when you're moving through hallways on missions like the "retrieve the supplies from your old base" mission. There's the stripe-y green "unit behind wall" feature through to show you your units behind barriers, but I still find myself constantly rotating the camera to get a better view of what's going on- sometimes even if I'm just trying to see what's going on in a single corridor. The same criticism applies to some of the taller cover, as well. There's a couple of ways to deal with this. One is to render walls that might be obscuring vision of the map with transparency- just look for some X-Com 2 streams on Twitch, for example, and watch what happens when the tactical view is panning over buildings. Another older-school solution is to just have a toggle button on the UI that just chops off the rendering of walls and doors at knee-height so that you can see a barrier but they don't obscure any cover or units behind them, the same way you currently have a button to toggle roofs. (worth considering still rendering the frames of windows when active in this case, so it's obvious where holes that can be shot through are)
    3 points
  42. As an original kickstarter backer, I can wait. I'd rather have a polished and complete game upon launch, than one with glaring bugs. A good proper release would be good for sales and the future of your company. I take your reply to mean "in the vicinity of a year" and will be quite content with that.
    3 points
  43. I suggest to transfer surviving soldiers from the Prologue (training mission) to the main game to get more immersion and player involvement in the game's plot (as done in XCom1 and 2; or Phoenix Point).
    3 points
  44. This is a simple mod that significantly changes how each weapon operates. I didn't create this to fix some glaring balance issue or anything, I just felt like each firefight wasn't very firefight-y, both sides just didn't shoot much. Because everything dealt so much damage with such high accuracy, things were a bit too ammo efficient. This mod primarily makes (almost) every weapon have much better action economy at the cost of damage and long range accuracy. I've also tried nerfing cover destruction because it made encounters a bit too easy. I have no idea how balanced this is, I haven't tried a full campaign with it yet, but I'll be balancing it further based on experience. Installation instructions: 1. Make sure you're on the prototype branch, specifically prototype v2.06 2. Open the game's folder, create a backup of the assets folder (although if something goes wrong or you want to uninstall the mod verifying the game files should be enough) 3. Paste the contents of the mod into the game folder (if you're prompted to replace around 337 files you've done it correctly) 4. Launch the game Download link Patch Notes: Global: - Slightly increased accuracy falloff for all weapons except shotguns which already had a pretty high one - All alien rifles deal significantly reduced damage, and slightly lower suppression damage but they can now burst Pistol: - 15 base damage (from 28) - Magazine capacity to 9 (from 15) - Firing modes have been rebalanced To: Snap shot: 70% acc - 15% Tu Normal shot: 100% acc - 20% Tu - Reload cost to 20 from 18 - Short range bonus to 4% from 2.25% (note - alien pistols are balanced like hand cannons, they have more damage and higher TU costs so you don't see a single alien shooting 5 times) Shotgun - 10 base damage (from 25) 6 pellets (from 3) - range: 10 tiles - Bonus: +6.25 per tile - Firing modes have been rebalanced To: Snap shot : 40% acc: 15% Tu Normal shot: 75% acc 28% tu - Weight to 15 from 20 - Reload cost to 30 from 24 - Clip Size down to 6 from 8 Rifle: - 25 base damage (from 33) - Firing modes have been rebalanced To: Snap shot: 60% acc - 20% tu Normal shot: 100% acc - 30% tu Aimed Shot: 120% acc - 35% tu Burst: 60% acc - 49% tu - Suppression damage: 12 (from 15) - Reload TU cost to 35 from 30 Sniper rifle: - 35 base damage, 10 armor pen - Aimed shot: 70% acc, 49% tu - Scoped shot: 135% acc, 70% tu - Weight to 25 from 20 Machine gun: - 25 damage, 5 armor pen - Firing modes have been rebalanced To: Burst: 5x 40% acc, 55% tu Burst: 10x 50% acc, 75% tu - Reload cost to 45 from 30 - Suppression damage to 15 from 25 - Weight to 30 from 26 HEVY: - 35 damage (from 25) - No longer deals thermal damage - Now uses percentage time units for its shots: Snap shot: 40% acc: 33% Tu Normal shot: 80% acc: 49% Tu Aimed shot: 120% acc: 65% Tu - Reload cost up to 30 TU From 25 - Weight down to 35 from 40 - Short range bonus increased to 2% per tile from 1.25% - Range increased to 20 from 16 - Worth noting that HEVY has base armor destruction of 12, it just doesn't show that in the popup for some reason Explosives: - Throw grenade Cost to 60% TU from 51% - Changed the scaling of all explosives scaling to 1/1.25/1.5x damage. Demolition charge: - Damage nerfed to 20 - Armor strip to -5 from -12 MARS cannon: - Ammo capacity decreased to 10 from 20 MARS rocket: - Damage increased to 45 from 36 but is no longer thermal and firing modes from 120% accuracy to 100% LASERS: - Nerfed base armor strip per hit From -8 to -4. Laser snipers and MG have more strip at the cost of no longer having any pen. - Buffed the accuracy bonus from half til 65 to half till 70 - Laser rifle has now 10 shots instead of 5 Accelerated: Now should consistently weigh 1.25x weight of ballistic weapons GAUSS: - Damage modifier from 1.75x down to 1.5x - by the time you have all these interrogations, your damage gets very high, and gauss already has a gimmick of having both laser AND accelerated weapon upsides - Suppression damage is now around 1.5x of ballistic weapons instead of like 3x (wtf) - Weight is now 1.5x of ballistic weapons from 1x SERVITORS: - Nerfed the gun's suppression value from 70(!) to 25(which is still higher per shot than even the new gauss LMG) Electroshock Rifle: - Stun damage is now 1.3x of ballistics - EMP damage is now 1.75x of ballistics - clip size to 5 - Range extended to 16 from 12 - Weight is 1.25x of ballistics Electroshock Pistol: - Stun damage is now 1.3x of ballistics - EMP damage is now 1.75x of ballistics - clip size to 5 - Range extended to 10 from 8 - Weight is 1.25x of ballistics - Electroshock grenade stun damage to 15 - Armors have been changed to 6/9 for tactical, 10/15 for warden, 12/18 for stealth suit, 16/24 for guardian, and 24/36 for exosuit. - The heavy armor option for mars now increases armor by 50% from arount 66%
    3 points
  45. I think it's really neat that night battles are represented in game and are meaningfully different from day battles, but there are some steps that could be taken to make them easier to prepare for or avoid and to give the player more options for interacting with them. Firstly, it would be nice if, when dispatching a dropship, I could see when it will arrive at its destination and if that time will be during night or day, as it can be difficult to guess that correctly. It would also be nice if a dropship could loiter at a mission site rather than just having to launch the mission immediately upon arrival or else recall back to base, so that dropships arriving just before daylight could wait it out. Lastly, given that the game takes place in 2009, it seems a bit weird that our soldiers don't have night vision goggles and sights available to them and are forced to rely on flares for illumination. It would be nice to have an NVG module that gives a soldier full visibility at night at the cost of some accuracy penalty and no longer being able to throw flares. It might also be worth making it so that maps have some natural illumination at night, as it seems a bit weird that none of the buildings have lights on, and that UFOs have no interior illumination.
    3 points
  46. Let it be an option in the menu to switch it on and off. That would please everyone
    3 points
  47. The HEVY's effective range is barely longer than a 70 strength soldier can throw a grenade. One of the reasons to have a grenade launcher is so you can shoot explosive or smoke grenades at a significantly farther distance than a human could just throw. The main downside should really only be that you can't arc the HEVY's projectile over close by terrain like how you can toss a grenade over a wall you're next to. I'd suggest that a soldier with maxed out strength should probably still not be able to compare with the HEVY in terms of sheer distance. Otherwise, it feels slightly not worthwhile to load a soldier down with that when you can just give them a regular rifle and some hand grenades.
    3 points
  48. Played to the end of the Early Access content, on Veteran difficulty. BUGS: - Boundaries are not set up correctly in many areas, especially ceilings. - The grenade launcher weighs more with smoke rounds loaded, despite explosive rounds weighing more. - The "Assign selected soldier" button in the armory has the "Dismiss selected soldiers" tooltip associated with it. - Chemical tanks don't update their graphic once they explode. - The pillars in the base defense mission look like cover, but aren't. - Picking up a fallen soldier doesn't remove the graphic of their fallen body. When you set the soldier down, the graphic of their fallen body doesn't move to where you placed them: the placed soldier is invisible. You can still revive the fallen soldier by using a medkit on their invisible body. - Shield soldiers don't lose their visually equipped shield when it's placed on the ground, they only lose it when they switch to another weapon. - When you right-click to add items to a soldier's loadout in the armory, right-clicking too fast will only add one item. - The effects of non-destructive grenades go through walls. That might be intended behavior. - Grenade effects go through the floor of the UFO to hit units below. - Moving a jetpacker to a square then moving another person to that square will result in both occupying that square. - Jetpackers discovering enemies doesn't interrupt movement. - The extra TU from exosuits can't be used to throw a second grenade, despite having enough TU available on the UI. - The "next soldier" command doesn't go through soldiers 1-12 in order. I'm happy to see some of the other bugs I found addressed in the patch notes. FEEDBACK: Civilians could use some self-preservation instincts and we should be able to send them off the battlefield once they're rescued. We should be able to push civilians out of the way or swap positions with them for a TU cost. Shield soldiers should be able to run through the floor-to-ceiling windows in office buildings. The Xenopedia could use a search function. Soldier stats and training should be added to the Xenopedia - I couldn't remember where to find info on how Progress Points worked. Soldiers being completely unable to move after getting revived is harsh, especially since all their items are on the ground. Then the warning that the revived character "has not acted this turn" adds insult to injury. Please give them some TUs, like 1/3, and start them crouched instead of fully standing. New research becoming available is less satisfying than in other X-Com style games since swapping to the new shiny invalidates all progress made on the old shiny. Game is a little too reliant on suppression, bring back the androns. The grenade launcher should be renamed to a rocket launcher because it fires rockets that continue forward when the shot misses its target. A grenade launcher should have grenade-like scatter on a miss, especially since thrown grenades have that scatter pattern. WISHLIST: A tooltip stating that personnel and planes incur upkeep the second they're contracted, whereas buildings only incur it once they're completed. Alternatively, nothing should incur upkeep until it's completed. Scroll speed and animation speed toggles in options. Faster animations and better sounds for jetpacks. By default, they feel sluggish. A satisfying soldier landing sound, especially in exosuits, would feel cool. Please let us engage enemies from the air with jetpacks. "Long War" game option to give us a little more time to use the current tech tier's tools before progressing to the next tier. As is, it's perfect for Early Access. More vehicles! Taking a scout car or a tank on a mission was what separated the Xenonauts experience from the X-Com experience. The smaller form factor isn't cutting it, bring back 2x2 or 3x2+ vehicles soldiers can hide behind. More reasons to do night missions. Additional range for C4, even if it's only a few tiles. Having to run up to the wall, place the C4, run out of the blast radius, then press the button is comparable to demo charge TU costs. 15 weight should do more. POSITIVES: Game is well-balanced. Having to triage finances and research keeps you in a position of always wanting more. Art, music, UI add so much. Amazing work. Game gives you the tools you need to succeed. If you can't get a shield guy through a wall, blow it up! So many improvements over X1. Good to see units take turns overwatching instead of everyone overkilling and potentially shooting allies.
    3 points
  49. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Gameplay: Using shot preview move (Ctrl+Shift) no longer causes significant performance problems. Various smaller performance updates to both strategy and tactical layer (although these are unlikely to be noticable in an Experimental build due to the extra logging reducing overall performance) Aircraft will now start to immediately repair Armour after being upgraded. Rush replace on aircraft now correctly costs the listed amount of money. Fixed an issue where you could drag any type of ammo onto any weapon on the Soldier Equip screen and it would accept it. MARS now correctly displays its name in the tactical combat. Fixed some Xenopedia / tooltip typos. Crash Fixes: Fixed a crash that could occur if you tried to begin a crash site mission when there was a wreckage site also present on the Geoscape. Fixed a crash that could sometimes occur during the alien turn if the aliens were using hovering units like Servitors. Fixed a rare crash that could occur in the Soldier Equip pool. Fixed a rare crash that could occur if you built over 50 planes.
    3 points
  50. Sounds like a good idea to me. Maybe make it an option to replenish ammo and other consumables in the drop ship? Perhaps controlled by an option. I would say that it possibly would encourage players to take a lot longer over missions without a timer (constantly going back & forth to replenish) which some may be happy with and others consider abusive. IRL I think the drop ship ought to be able to carry a lot of spares so it feels more realistic to me.
    3 points
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