Alienkiller
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Alienkiller last won the day on October 13 2025
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I agree with SoftwareSimian for the Moment. Steve you aseked the right Question, and the correct Answer is: Yes, it was planed and eventually get tested. But it seems it was not good enough and then it get simplified for the Moment. But we will see what the Future brings.
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Milestone 6.10.0 Released! (Experimental)
Alienkiller replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, great big Bugfixversion. Let´s see what can be done with it. First she have to be stable and fully useable. Chris announced already, that more will come from that Maps. Eventually they will used for more, but only time will tell. -
Hmm... that´s realy confuse, esp. if the Comrade shot down 50% from the UFOs. Normaly such an Panic-Raise shoulnd´t happen, esp. if you hadn´t the chance to build up your second and third small Radar- and Fighterbases. There I agree with both Comrades. There seems something not working correctly, because the first 90 Days you have the Doomsday-Mode and not the Panic-Mode. And in 8 Days there can´t be such an so big Panic-Raising. Seems that in the 6.9.1 Hotfix there is something more broken then expected.
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Strange, I hadn´t this high Panic Level in my Testplaythrough in the prevouis Version up to day 250. The only Reasons why the Panic is so high are either that the Comrade lost tactical Missions which increase the Panic or have to break up tactical Missions, which reduce the Panic. An other Reason, why the Panic rises so high are not findable from the prevoius Versions. Maybe the Files bring more Informations, because Milestone 6.9.1 have other big Problems too since it get upgraded from 6.9.0 which worked in the Panic, Tutorial and similar fully fine.
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Summary from my first Test with Milestone 6
Alienkiller replied to Alienkiller's topic in Xenonauts-2 General Discussion
The Accelerated Weapons and Laserweapons get an later big 1 Time-Refit-Upgrade, which is great. And that is what I mean with the Standard-Suit and Standard-Weapons to the first light Armor- and Weapon-Upgrade for your own Starting Soldiers (the 12 or 16 you have at the beginning). That are the Frontline-Test-Subjects against the Cleaners and Aliens, before in Gamephase 2 the Founders fight the UFO-Crash-Sites that you get the Bounty-Money and use your OP-Points. The Angel is your Workhorse for the full Game. I tested the other Fighters too in prevoius Betas and the first as well as Second Milestone. If you prodcue them in Numbers you have to sell some of your Bases or don´t build up 5 more Bases. Instead you can only build up maximum 2 more Bases which are have at Maximum: 1 Lift, 3 Generators, 2 or 3 Defenses, 3 Hangars, 1 Living-Room, 2 Workshops and if nessecary 1 Storage. I tested it too in the 6.8.0-Milestone, with all extra Money you can get from the Supporters as well as the monthley Money-Upgrades. There I build 4 Angels and 2 Phantoms. The 2 Phantoms have monthly Costs like 3 to 4 Angels. You see what I mean. And I build up 2 Extra Bases with the announced Minimum. With that the outcome (all Supporter-Money and the Monthly Money minus the normal monthly Costs [there the Sowjet-Bonus with 25% Reduction is integratet]) was about 2 Millions. If I would have 6 Phantoms Instead the outcome would be about 1,5 Millions. With that said you can now build up 3 more Bases before you get in the monthly Minus. That´s why some more Workshop-Projects need to be be 1 Times and the Angel need more Upgrades from the Advanced Fighters / Transports. The Angel won´t be the overflyer then, but it´s your Workhorse like the Chef-Scientist says. And I played in my live a lot of Games from that Gerne (old X-Com, new XCOM, UFO ET-Row etc.). All of them have a lot of Potential, which never get used. That´s why the older Gamers like me with a lot of Experiance in that Gerne give the Devlopers since the Beta-Phase important Tips to make Xenonatus 2 a lot better then the competitors and the not so good Xenonauts 1. -
Hi I played the new Milestone 6.8-Version the first 170 to 180 Days after make an longer Break (Milestone 3, 4 and 5), about to see fresh what new comes in in Milestone 6. I looked in Milestone 4 and 5 shortly to investage what comes in already and what big comes in Milestone 6. The first Content / Feature what I noticed is, that the Cleaner-Storyline get an big Refit-Upgrade and the enemy Main-Base is not so easy to find as it was in Milestone 1 to 5. As well as a lot of the Xenopedia-Storyentrys get adjusted to the advanced Cleaner-Storyline. The second Content / Feature what I noticed is, that the Game is now separated in Story-Phases, which is very good. So the Newcomers don´t get overstrained and the Player can plan better now to upgrade the Base and build up new Bases. In the first Phase you can make an Buildup for an small 2nd Base and / or upgrade your Xenonaut-Main-Emergency-Base after the orignal Main-Base get lost. The third Content / Feature what I noticed is, that the Helper-Part from your Founders work much better now. That comes in during the Milestone-Beginning in Milestone 2 if I remember me correctly. The cool new System with the Operation-Points to get the Bonusses from the Founders as well as extra Ressources, Money or similar from them and Reduce Panic etc. is a cool new important Content / Feature and make the Game much more attractive then Xenonauts 1 or some other Competitors of that Gerne. Xenonauts 2 plays with that much nicer and feels like an modern XCOM 2. The fourth Content / Featue what I noticed is, that the Workshop can do much more Upgrades and Refits / Reworks from Equipments, Weapons, Armors etc. As well as you can later dismantle older not upgradeable Armors, Equipments etc. again and get the important Ressources back (like the old upgraded Cevlar-West and beginning Suit-Upgrade. I like what I see, but there is going more in Improvements. My Thoughts are: 1. Bring in more Upgradeabilitys for the X-25 Angel-Interceptor, X-55 Phantom as well as the Transports you have (the Engine-Upgrade from the X-55 is an first good Step); so you can use them longer in Duty; maybe an Refit from the X-2 Skyhawk to the X-3 Dragonfly is possible in the Hangar it is already 2. The normal Cevlar-Armor / Standard-Suit for your existing Soldiers should be uniqie upgradeable after you get the first Armor-Upgrade, instead to build a lot of Armours new (the 12 or 16 you Fighting-Soldiers you have at the beginning) until you get somewhere in the 2nd Gamepart the new Personal-Armor. 3. The Standard-Weapons should be to unique upgradeable to the first Magnetic Weapons (for your existing 12 to 16 Fighting-Soldiers). 4. Let the Alien-Autopsys normal like we could test in Verson 6.8.0; so the Player can decide when he / she wants to give the Soldiers more information (like it get done in the UFO ET-Row, old and new XCOM-Row etc.). 5. The MARS-Vehicle is good, but it should be more upgradeable with new Technologys; the 2 Slots are for the beginning OK, but it should be upgradeable to 3 Slots (1. Slot Main-Weapon; 2. Slot Secondary Weapon and 3. Slot Assit-Equpiment like Smoke-Launcher, Electronics etc.) 6. There were nice tested Content / Features in the Betas before the Milestones; eventually some of them can come back (like the Founder-States help your Fighters in heavy Dogfights and similar) Like said, since Milestone 1 to Milestone 6 get a lot done for the Game, which is very nice and cool. Esp. the fresh and new Contents / Features, which get in as well as some overworked Contents / Features from the Basegame-Beta-Tests. That´s what I have seen and mention since we tested the Betas as well as the Milestones.
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The Feature get in that the Player have to decide to get more Materials or get more Helpers with the Founder-Bonuses. So an Option would make this Feature and the new Integrations useless. And belive me, you have enough Ressources and for your normal Main-Base-Squad enough XP, when you come to Day 180 (Gamephase 3). I don´t need more Soldiers than the Starting Squad and the MARS- / ARES-Tanks to finish the Game.
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Hi, I tested the new Version and tried the Tutorial. It loads like it should after the Intro, but you can´t go on anymore. In the prevoius Versions it worked fine, after you clicked on the Go-On-Button in the Textbox. Now the Go-On-Button don´t have an effect anymore, dosen´t matter what you do. There is no CTD or something else, everything else work fine there. You can Skip the Tutorial, you can go in the Options-Part and make your Adjustments etc. Maybe the Hanging have something to do with the fully working Airfight-Part, which get integrated in the Tutorial and create an CTD from the Comrade-Report.
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Nope that´s no Bug, it´s a Game-Feature. After your Pilots have shoot down 2 same UFOs (like Destroyer or the Scout), then your Organisation have so much Informations, that your Founders will at Gamestage 2 will take their Army to secure the Crash-Site. If you decide to make the Crashsite yourself, then you will loose the OP-Points. 75 are for the Scout, 100 for the Destroyer and getting higher with bigger UFOs. The Feature will come as an Infotext first. Therefore you get more money to upgrade your Bases, build up new Bases, get more Personal etc. as well as higher monthly Founding. The Info-Box explain, why you will loose the OP-Points. If you decide to make the mission yourself you have to negotiate with the Founder-Country, which means you will loose OP-Points. If you decide that the Founder-Country can do the Job, then you get a double victory (Headhuntermoney and your OP-Points don´t get reduced).
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Hi, like already in Discord reported, more Xenopedia Problems showed up. Please Check all white Info-Lines in the Xenopedia and the Ballistic Weapons. The CTD-Bug shows up mostly by the Aliens and Autopsys when you go to the white Info-Lines. Have found already a lot from it. As well as there are some missing Translations there in the white Info-Lines. bug_report_2025-09-15-06h34_st_6.8.0_unhandled_exception_0.zip bug_report_2025-09-15-06h34_st_6.8.0_unhandled_exception_1.zip
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[experimental 6.8 - strategy] No weapon info in armory
Alienkiller replied to Skitso's topic in Xenonauts-2 Bug Reports
Yeah, that I have noticed too. The quriki from that Bug / Problem is, that if you try it directly at start, it works normal shortly, then comes the Problem we both have noticed. With the Ammunition-Parts it works fully correctly instead (in the Armorystorage and in the Backback). -
Unknown Persons put trash on these Pages
Alienkiller replied to Ruggerman's topic in Xenonauts-2 General Discussion
Then deactivate allownes to AI tools. Then the People have to use their own brain again. -
Xenonauts 2 March Update & Future Update Plans
Alienkiller replied to Chris's topic in Monthly Development Updates
Exactly gG-Unknown. But it looks very good for DLCs since the Game is in the Early-Access-Sale. A lot of People sold it after the Milestones in the Early Access-Sells started. And the Game get better & better since the Main-Problems from the Betas get solved in Milestone 1, 2 and 3 since Milestone 4 and 5. So for the Comrades which are asking about unlayed eggs: When Milestone 6 with the for Reworks / Refits / Updates shortly closed already integrated Content / Features as well as not fully done Content / Features (like Missing Pictures for R & D, an advanced Air-Fight, Workshop-Upgrades for Fighters, Transports, Armors etc. like the existing Kevlar-Armor) for the later final Version get done we will see what the Devs and Publisher decide. The final Base-Game after Milestone 6 or 7 will show in what Direction the Game goes. Like Stellaris or Hearts of Iron IV shows, if you have an good Base-Game with a lot of Potential, then a lot of DLCs are Possible. And when the Modders can use the Base-Game and DLCs to give it an long Life togehter with the Devs and Publisher, then it´s possible to make an eventually Xenonauts 3. -
Comrades, yeah the Problem with an to short game the Testers have been announced already. But we all can understand the Devs too, that they wanna make an much cooler Game then the Predecessor with Story-Vids, Story-Parts etc. for the Mainstream and Predecessor-Gamers, which isn´t to long and isn´t to short. Let´s see what the Milestone 6 will bring in and what the Modders can do (with all integrated translations). I like longer Games too like UFO 2 ET with 2,5 to 3 Years of Gameplay or the old X-Com-Row / UFO 1 ET with about 2 Years of Gameplay. The important Thing is, that all Missing Parts and Parts with Reworks / Refits etc. which are missing in Milestone 5 get done first. There are to many Stopgaps left. But what get done in Milestone 4 / 5 is an big important Step forward to the first Milestones (1 to 3).