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Posts posted by Charon
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2 hours ago, PALU said:
Contrail: Haven't unlocked it yet, but it should be a matter of a day or so until it happens (I checked the research conditions, and it seems I lack the examination of the core of one of the interceptors I shot down). Definitely welcome. I'd like to get an interceptor with countermeasures so it can be used to engage escorting interceptors, but I guess you can't get it all. Ideally I'd want countermeasures to use its own slot, but that would require a reworking of all aircraft.
Its not supposed to work like this, you should have been able to unlock it as soon as your first downed interceptor. Guess the wonkiness of the game screwed you over by withholding those items from you. So the intended gameplay is that you should get it researchable as soon as your first wave.
2 hours ago, PALU said:(although the bomber that can roll might be useful if the rate at which it can roll is higher than the rate at which the enemy craft fires)
Thats the nightowl with 1 normal and 1 heavy slot. I think Phase 3 really is destined to get dominated by mini mines, because its the safest engaging you can get away with and because of the lack of better aircraft to use missiles and torpedos on. But in Phase 4 you get a lot more different challenges, and an evading bomber, so things might equalise.
2 hours ago, PALU said:By the way, I had an interesting exercise with a Praetor in a bomber craft: It stood near the teleport pad into the craft (on the inside), and I surrounded it and whacked at it with whiffle sticks. Nothing arrived to interrupt the effort, and its attacks were very feeble. It took until the 3:rd turn to knock it out (although I'd fired at it with a Pulse Precision rifle by mistake, so it had taken some minor damage). I didn't really expect that to work, but a save scummer can afford to perform odd experiments...
Whats your point ? Are the weapons too weak ? If standing they should be able to do 5 * 3 * 105 damage = 1575 damage. At least thats the better variant. The alternative would be 2 * 120 = 240. So you might have gotten one of those.
There are 3 weapons with the former above calculation, and 3 weapons with the latter one, making it a 50/50 chance. Looking into the aiprops i can see that the equipment is deterministic, eg. If you know which Praetor you have in front of you, you know its weapon. This is also what propably happened to your andron encounter, as he got the latter bogus type of weapon. I guess we need to fix that ? Let me know your best suggestion to fix this.Edit: Development points:
Is the stronger variant too strong ?
Is the weaker variant too weak ?
Should we randomise the units with strong/weak equipment ?
Other solutions ? -
4 hours ago, PALU said:
(most aircraft seem rather useless to me, while the Corsair remains the only real interceptor, and it doesn't cut it in phase 4: I had to use Hunters. There'd be room for a faster, nimbler, and more resilient interceptor craft)
Hm ? What about the contrail ?
I know that mines are quite useful, but i wouldnt know how to nerf them further. They come fairly late in the game, so maybe a change of pace is welcome ?
4 hours ago, PALU said:Finish line: I thought I was at the end of the beginning, as I thought there would be a 100 day period of cool down before the end mission could be launched, and that it may be that further research is blocked during this period, so any tech will have to be in place before that's started?
No, research is never blocked, until you press the endgame button for it.
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3 hours ago, PALU said:
I think the lore message was misunderstood: I deliberately removed the entries as you're not satisfied with my attempts (despite high praise for Mr. Mister's suggestion, which I incorporated), and the original versions aren't up to my standard, so I leave it up to you to come up with a version you like without any interference from me.
HAH. You think i am going to touch it ? Or let somebody else do it ? You are the first and last X-Division lore writer and if you cant put it into the lore it won´t be there. You decide whether thats an honor or a curse
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How did you like the new and revised mothership ? We especially revised before the 1.00 version, and i dont even think we had enough time to throughly test it to the extreme, eg. i couldnt test it. The archelon needs a slight buff in either speed or manouverability, so let me know what you think.
About the odd andron and fighter stuff. Odd. But it shouldnt happen this way. Did you get both the alien interceptor and heavy interceptor ?
Cheers Mate. You look to be close to the finish line.
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2 hours ago, Chris said:
I think a neater solution to this problem is just to do what the original X-Com did, and show the actual alien stats when you capture and research a live one (and also show the weapon stats more clearly). The maths is actually relatively simple, it's just that in X1 the full numbers are never given to the player which was probably a mistake in hindsight.
Thats actually something that we did in X-Division, or rather @PALU. Every alien captured alive gives a small report about their relative armour strenghts and weaknesses.
QuoteVivisection of a Sebillian Guard has provided us with some minor improvements in the understanding of the weaknesses of this species.
The Sebillian Guard's armour, together with its hide, provides a good protection against Kinetic damage. While it protects against other kinds of damage (i.e. Energy, Chemical, and Incendiary), it should be possible to punch through it. These troops have been seen wielding Ballistic and Flamer rifles, as well as Ballistic sniper rifles (which doesn't seem to be a good fit for their close range preference and comparatively poor eye sight, but I still wouldn't try to convince the bullets they're wrong).
On the subject of giving out concrete armour/hp/other values i strongly have to disagree. 1600 of pure testing hours on X-Division have revealed that you should make the foe as mysterious as possible. What is important in a video game is to capture feelings and emotions, not to make it a numbers game, at least not on the surface.
This idea is not about solving a problem. This idea is about expanding the gameplay experience of the player to encourage experimentation and different approaches towards the game and life. Apart from the fact that its cool as hell to make the comparatively hard capture of a queen and then let it run amok in your testing range. Its about gradual teaching of gameplay mechanics, and a safe environment to test them. It touches upon the subject which most more complex games have been lacking: a tutorial and playful discovery and explanations of mechanics and tactics.
Writing numbers into the Xpedia doesnt encourage players to experiment, rather the opposite. It encourages them to find the "correct" solution with numbers.
But thats just my oppinion
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Cheers
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@PALUHow is your campaign going ?
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I think i came across one of the best ideas i have ever met:
3.) This game needs a shooting range where you can test your weapons against known and unarmed enemies
Here is the orginal comment: https://steamcommunity.com/app/223830/discussions/0/1729837292629920778/
The idea would be testing range where you can load dummies, armoured dummies and later advanced robots into, including basic placeable cover. You can also load your real soldiers into the battle, equipted with everything you can currently produce. For you can either make them infinitely available, or, for the micromanagement enthusiast, produceable. Every dummy will have parameters you can set, with the dummies stat being the maximum. For instance you can produce a 2k hp dummy to test equipment on, but you only want to set it to 500 hp, you would be able to do that, but not to 2.5k hp. The dummy would have some equipment slots, mainly for armour, but not necessarily limited to that. Robot dummies would have advanced stats you can set like strenght, accuracy and reflexes. As an ultimate dark dummy you could even put a "living" being into the testing evironment, for testing suppression or psionic abilties.
In X-Division terms you could now use your live captured aliens for live action trailers, you can strip of the armour of live aliens to test them on dummies, with the laboratory sensor giving you more feedback about every statistical traceable data you can get your hands on: Number of bullets missed, number of bullets hit, total damage, armour degradation, current armour (approximitelly or hidden), damage split up into damage types, suppression (on living species), and and and. You would be able to throw a Xenomorph Queen against a target equipted with Praetor/Sentinel/Wolf and see how well she does against it. You could equipt robot dummies with your weapons and perform live tests on living species. Tests could be shut down at any moment, but they would be succeptible to the same rules as real ground combat. If you accidently kill your own soldier in the training chamber he is subject the same mechanics as in a normal Ground Combat mission. No experience can be gained that way though.
Eqipment used in the test chamber will be subject to the same rules as in Ground Combat, eg. if your throw an incendiary grenade you have 1 less in your base. Explosives could be tested this way, rockets can be tested this way. You could even use remnants of androns for testing purposes to discover new battlefield tactics and such.
The whole testing chamber could be your own formable Ground Combat testing field, a mini Ground Combat mission so to speak.Research would be tightly tied into the testing chamber, with research unlocking new and better abilities to test equipment on. Better technology could slowly introduce mechanics to the player if they discover it during the training. This idea can be heavily expanded on and seems highly integrateable.
(Clears throat)
If the target goal for X2 is 20 to 25 mission per game than this feature seems to be big to be worth the realisation, eg. if youfinish the game in 20 to 25 mission ground combat needs to be more or less self explanatory. But a testing range would be perfect if you want to have a more sandbox like game and dont want to compromise on complexity. This and a well made tutorial would open up the game to new people, while advancing what the XCOM genre is standing for in a meaningful way. Not only for X2, but i also think Pheonix Point and other XCOM games could profit from such an idea.

@Chris@Dagar@Svinedrengen@Phoenix1x+52
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32 minutes ago, PALU said:
Lore: The Alenium and Powersource entries have been removed as to not override any entries. I neither know nor care if the X-Division version differs from vanilla and/or X:CE, as I don't have any authority over any of those.
Here you go: xenopedia (1).xml I just added the original entries again.
Edit:
Quoteor you will invite attack by this weapon.
an attack
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@PALU At the time of my request i already reviewed your latest version, and i would still ask you to reinstate the original entry from XCE/vanilla effective immediately, and to send me any further changes beforehand for me to review and work on them. Changing vanilla lore is a hot topic and not something i take lightly. Thank you.
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@PALU As far as i have seen you didnt take the new entries for the powersource and alenium ? Anyway, reinstate the XCE entries and give me any new version for approval beforehand for both entries if you are still working on them.
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2 hours ago, Mr. Mister said:
BTW, I can’t replicate your result of 67.5% to shoot at targeted tile from the first one diagram, pre-bulletblocking. You sure it’s not 51.5%?
I tried to look up how i got to this number, but it should be wrong. The correct calculation is 135 * 0.9 * 0.3 = 36.45.
No, 135 * 0.9 - 70 = 51.5 is not correct, its always a multiplication.
Happy New YEAR.
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48 minutes ago, Dagar said:
Are you sure that's how the tree block example goes? Because, if that is true, then each piece of cover essentially provides its cover bonus twice; first on the "does the bullet fly towards the alien" calculation and second on the "is the cover hit instead" calculation. Which just seems odd.
That is exactly what i am stating.
The bonus gets once applied as "obscuring vision" and it gets additionally calculated for every bullet which passes it. And its not odd at all, a tree standing in your way irl blocks your vision AND can block/manipulate your shot.
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19 minutes ago, Mr. Mister said:
On another note... how screwed am I if the maintenance bill of the firt month put me a bit over one million in debt?
That i dont want you as my accountant.
But 1 million in debt is only 5 successfull corvette missions. Doable.
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41 minutes ago, Mr. Mister said:
Uhm, how do I ALIENALLOYS?
You get it from every mission. If you dont have it than you are either in the wrong base, or something seriously went wrong with the installation.
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3 hours ago, PALU said:
In general I've found them to be fairly good.
They better be, @sfarrelly wrote them personally.
@PALU Can you send me the revised versions ?
2 hours ago, Mr. Mister said:The basic vivisections could use some work; I think they all are "You've managed to capture a live alien! Let's see what we can learn from it".
Over my dead corpse. We worked extensively on them and everything is in the right place for them. The impression they make on the player is exactly the impression we want them to have. You might see that some of them have a XXDescription, because @sfarrellyis gone, and i cant fill them alone.
Newbie questions [X-Division]
I'm an Xcom veteran who just started playing X-Division, skipping X:CE against recommendations. I definitely want a balanced and challenging experience with as few magic bullets as possible. On that note, rocket launchers and grenades do seem like magic bullets so far (as in Xcom) for two reasons: They're very easy to score a hit with, and they don't draw reaction fire. If I open up with rockets and follow up with grenades as needed I find that I can easily avoid damaging corpses and items. As long as I can take my time and don't get rushed by superior numbers (looking forward to seeing this later), this should do nicely.
On to questions, sorry if these have been answered elsewhere. My gaming time is extremely limited these days, so I'm trying to make the most of it.
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How does stun and suppression work? I've been unable to find a comprehensive post on the details of these.
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How do I control which direction to roll in air combat? EDIT: Got it, found the hotkeys. New question: How do missiles work? Do I need to obtain a lock before firing, or do they automatically fire?
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Got a link to a good post explaining experience gain? I've seen Charon post that I basically get rewarded for playing normally (which is great), but I'd really like to know the details.
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What's the best use of smoke grenades? Do you use them mostly to reduce the enemy's accuracy or their line of sight? Do you use them all the time because there might always be enemies lurking, or in specific situations to block specific aliens? It's always felt like a paper armour to me, helping as a last ditch effort when you've been compromised. Please enlighten me on how I should view it instead.
Thanks (to all involved) for what seems to be a great mod and a great game! The interface is very user-friendly, I'm usually the first to criticize and I'm not finding much to be unhappy with here.
Thanks in advance for any assistance!
I definitely want a balanced and challenging experience with as few magic bullets as possible. On that note, rocket launchers and grenades do seem like magic bullets so far (as in Xcom) for two reasons: They're very easy to score a hit with, and they don't draw reaction fire. If I open up with rockets and follow up with grenades as needed I find that I can easily avoid damaging corpses and items. As long as I can take my time and don't get rushed by superior numbers (looking forward to seeing this later), this should do nicely.
The challenge of X-Division lies in capturing enemies. Phase 1 is a tutorial, yet if you want to complete it to 100% you will have to capture at least 28 enemies, and thats only if you get every capture right. Usually you will stun around 40 to 50 aliens for resource purposes and because you couldnt remember if you already captured that color ( keep a list ). Later grenades and rockets will not only kill the aliens, but also destroy the corpse and all the equipment with it, and thats your main income source. Early grenades are a bit more forgiving, because, you know, its a tutorial and everything, but that doesnt detract from the fact that you need to capture stuff in order to progress.
Later on you will wish that you had magic bullets. Rockets/Explosives/Grenades are usually only for 3 situations, A. You already captured everything and have enough resources or B. You cannot make that mission without the assistance of stronger firepower, and the alternative would be to get no loot at all. C. Alternative purpose excluding killing aliens.
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Stun at the beginning of the mission is equal to the enemies health pool. High Health = High stun threshold. 50% of red damage numbers get dealt invisibly as stun damage, blue numbers add ontop of it. Robotic enemies cant be stunned.
I havent looked too deeply into how suppression works, but the observed patterns are that for Xenonauts only the current TU are getting taken into account. The higher the remaining TU during suppression the higher the resistance to suppression ( eg. the suppression threshold is equal to the current remaining tu, once suppression exceeds the threshold the unit is suppressed, but only after a suppressive action ).
For aliens its the same with the difference that moral is actually getting taken into account. Killing civilians/locals/xenonauts/vehicles gives alien moral, and so you will find that a very succesfull alien on the battlefield is way harder to suppress than usual, but the moral can be chipped away with. -
You absolutely need a lock on. You can look at the right top of the right side which UFO is currently locked on by which aircraft. Right click on an empty space to clear any lock on. Left click on a UFO to assign a new lock on. Missiles and Torpedos only fire on locked on targets, and nothing else.
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Easy to understand. You gain progression points for every action indefinitely, saved from every mission to mission. Except Strenght, which is the odd one in the progression chart. You gain str points logarithmically, which means fast str points in one mission, but highly diminishing returns for that one. Getting +5 is the norm, trying to get +7 in a mission requires a loooooong mission. Str is gained by having 80% or more of your carrying capacity used, while running around. So fill your soldiers to the brim, even if they dont need that equipment.
TU is gained by spending TU. Acc is gained by shooting, this stat is the hardest to raise ( because it statistically increases the damage of your squad ) but also has the highest cap. Reflexes are gained by making overwatch shoots, or getting shot by overwatch shots. Bravery gets increased for panic, running away or getting suppressed by alien fire. HP gets increased by leveling up other stats. -
Every time, all the time. If you have an open flank, then throw a smoke grenade in there. Or two. If you have your first turn, you throw a smoke in every direction which you can get attacked at. If you have as much as an area of which you are unsure about, throw a smoke.
I dont know what you are used to by other AIs, but the X-Division AI will take advantage of your openings mercilessly. That doesnt mean that they can teleport across the map ( some aliens can ), but they will send one or two aliens to flank you for sure, if you have a habit of leaving it open. The AI simply understands the battlefield, and tries to make educated decisions in their battleplan.
Phase 1, very forgiving as i said, but the fact that you have to have and use so many smoke grenades means that the tactically, fast playing, fast mission ending players get rewarded, because you will run out of supply if you play it defensively too long. You spawn with your equipment, and you try to complete the mission before you run out of it.
I hope you will find new ways of mastering the game, experiment with it as much as you want.
Cheers

Reddit link: https://www.reddit.com/r/Xenonauts/comments/aauduf/newbie_questions_xdivision/
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1 hour ago, starscream said:
ok got a concern with unofficial patch 1.00.10 i dont seem to have medikits or c4 explosive that tab for other is gone and replaced with a melee tab have i installed new patch wrong or something ?
There are 3 more tabs in the game which should look like this:
Did you try to look down ?
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12 minutes ago, Mr. Mister said:
EDIT: @CharonWhat about
QuoteSitting inside this is a rotating inner casing that is packed with a lattice of yellow crystal, again cylindrical in shape. The exact origin and composition of these crystals has yet to be determined, but we presume them to be Alenium-based and there is no question that they form the heart of the reactor. For now me and my team are in the process of removing the lattice from the casing to allow further study of the material and this particular implementation of it.
This way you completely remove any implication of not knowing things explained in the ALenium entry.
That sounds even better and more coherent than my version. It is exactly what i mean with "Recasting". Want to be our lore writer ?
Just kidding, but thats what i would like you @PALU,to do. Just with the whole entry.
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@PALUI want to preserve as much vanilla text and information as possible, as i am not fond of cutting content short just for "logical progression".
Original entry:
QuoteSitting inside this is a rotating inner casing that is packed with a lattice of unidentified yellow crystal, again cylindrical in shape. The origin and composition of these crystals has yet to be determined, but there is no question that they form the heart of the reactor. For want of a better name, my team have dubbed the material "Alenium" and are in the process of removing the lattice from the casing to allow further study.
Your version:
QuoteSitting inside this is a rotating inner casing that is packed with a lattice of Alenium crystal.
Better merge:
QuoteSitting inside this is a rotating inner casing that is packed with a lattice of yellow crystal, we presume Alenium, again cylindrical in shape. The origin and composition of these crystals has yet to be determined, but there is no question that they form the heart of the reactor. Our early naming suggestions for this have been "Alenium", and are in the process of removing the lattice from the casing to allow further study.
Lore work doesnt mean to just remove things which dont fit, it means to take out the whole thing, and recast it into a new form ( the text above is borderlining on laziness )

Recast it or leave everything as it is, but this version is not acceptable.
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16 minutes ago, Mr. Mister said:
Also it was pretty funny when I finally researched Alien Power Source, only for its xenopedia entry to basically consist of "We don't know what this material we are dubbing "Alenium" is and what the laser array around it is for", when I had already researched Alenium and other alenium-knowledgeable things weeks prior. You sure the "Alenium" research shouldn't require Alien Power Source, even if only for the lore consistency?
For X-Division gameplay and Lore will always be 2 different departments, with orders only flowing into one direction: from the gameplay to the lore one.
Apart from that everything alenium based needs the basic Researches.Alenium. So if you read that entry carefully you will see that it has already been dubbed like that for the necessary researches to be unlocked. The rest is just a minor heavily vanilla research based lore of what-is-it-that-came-before.
The rest is up to @PALU.
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18 minutes ago, PALU said:
Better?
Onehundred percent appreciation for that change. I like the revisions and new content.
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Also @PALU can you restructure the Researches.AlienRebel entry ? Like introduce paragraphs, new lines so that people actually dont get hit with a wall of text on a stick ?<3
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Quote
Reports from the field indicate that Robodogs "hatch" from "boxes", presumably based on some kind of timer we are unlikely to be able to access, and so predict the timing of the release.
The boxes are capable of moving a single tile per turn and do not register as being hostile. While a box can be destroyed, the only thing you get out of it is a premature release of a fully formed Robodog (and loss of ammunition destroying the box).Can you revise that a bit ?
"And so we cant predict the timing of the release." or another revision.
Boxes are no longer able to move one tile, i i think i reduced their TU from 5 to 2 long ago. While they do not register as hostile units they still trigger reaction fire, "I saw that box moving, so i shot". But since they cant move anyway you dont need to add this, just so you understand the "ghost" ability. @PALU
Merry Christmas everyone
and i wish you a good happy new year.
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@PALUWere you able to solve that aircraft in transition bug ?
@Solver I got that aircraft in transition stop bug. Can you look at the save ? Stream X4.sav Edit: It just so happened that i got a save right before the freeze: Stream X2.sav
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36 minutes ago, Morbo513 said:
With 1, I can go through an early-game UFO mission without taking casualties, up to the point it comes to actually taking the UFO. The biggest reason for this I feel is the way the door mechanics work, ie they close themselves at the end of the turn of the side who opened them. The AI like to exploit it the same way I remember doing myself in the vanilla game; Stack as many units as possible right outside the door, open it and take your shots, it closes so the enemy can't easily return fire on their turn - they have to open the door themselves which exposes them to reaction shots. I find it incredibly frustrating to deal with because unless you've managed to preserve what shields you've brought to tank the reaction shots on opening, someone's guaranteed to die from it.
I'm not sure exactly what's viable as a fix, technically speaking. But the ideal for me would be, if there are humans and aliens within X tiles of said doors, it stays open once opened.You simply need to adjust your tactic. If you want a little help you can read the spoiler below, if not, try to come up with your own solutions.
Shooting at the door suppresses the aliens behind it, making the "stay directly behind the door" a double edged sword. Potentially alien units can do maximum amount of damage if left unchecked, but the predictability of that tactic is so how high ( and alien doors so rare ) that suppressing an alien UFO door suppresses the aliens, takes away their retaliation ability by a large margin, makes them immobile, and on your turn the door breaks you will have a lot of alien suppressed sitting ducks and destroyed that tactical advantage for the alien for that mission. From the point on you can all frag them, or lay down heavy fire, or literally do anything you want with them, since you know the result in advantage, and can prepare for it.
36 minutes ago, Morbo513 said:but to me, range is the one factor that shouldn't be messed with.
You can only fix so much in the game, and apart from range limitations necessary to decrease suppression over longer ranges, it is just a part of the game. We fixed a lot of other things, range is abysmally low on the fix list.
36 minutes ago, Morbo513 said:With regards to the shotgun specifically though, I find it's almost completely redundant.
Shotguns have a very specialised niche, making them the broad side of a hammer, instead of the drilling one. With the unoffical patch above we have introduced a new feature called SHOCK, which deduces TU for the affected unit for the next turn.
Again, this is something you should figure out on your own, but if you need a little help you can read the spoiler down below.
Shotguns are secondary weapons, eg. backbag weapons. They deal 75% stun damage and are well used together with a stun + shield setup, since shotguns reliably can deal stun damage faster than a stun batton can ( but still need a little help with the rest of 25% stun threshold ). In addition to that they can suppress, SHOCK, and damage a target. Invaluable againt units with a higher hp threshold.
36 minutes ago, Morbo513 said:I do think it'd be cool if you had to do something extra to secure that incapacitated troop - carry them to the dropship, or stabilise them with a medkit within X turns of their "death", but I'm not sure what's possible within the game's mechanics.
You still have to keep them safe from alien and your own grenades/rockets/explosives/random shit flying around after they went down. Thats as close to reality as you get apart from the medical attention.
36 minutes ago, Morbo513 said:I remember reading that crouching no longer increases accuracy, only reduces the enemy's accuracy against the unit. Is there a simple way to revert that?
Crouched units get a 30% evasion bonus against all shots, and a 30% aim bonus. You can test this your self by manually targeting, then crouching and manually targeting.

[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
in Completed Game Mods
Posted
We are explicitely talking about the Praetor here, and the discrepancy that 1 loadout can do 1575 damage, while the other can do 240.