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Everything posted by Chris

  1. So with the release of Closed Beta V12.1 it's time for another update on our progress. It'll probably be a month or so until our next public release, because with V13 we're introducing a number of new features that will hopefully leave the Geoscape feature complete (if still a little unpolished) and we need to address some of the backend stuff that has accumulated over the past few releases. Our Direction: So the first thing to talk about is what we're aiming to achieve with Xenonauts 2. Over the last eighteen months the design of the game has morphed away from being something rather different to the original Xenonauts to something that is intended to build upon the foundations of the first game and further develop the features people most enjoyed. What this means in practice is doubling down on offering strategic and tactical options, and trying to make the setting more immersive by adding more "simulation" systems to the Geoscape that make it more responsive to your actions and help suggest there is a wider war against the aliens occuring on in the background. I won't discuss the new strategic mechanics in too much detail here, as you can read about many of the systems in this thread and this thread. The mechanical changes to the game have led us to update the setting so the covert "shadow war" idea has morphed into a scenario where the war against the aliens occurs in plain sight - the aliens have demanded the surrender of the various world governments, but instead they have chosen to unite behind the Xenonaut global defence program (in exchange for access to the ongoing research efforts of the Xenonauts). The aliens have a wider selection of ways to raise Panic in the funding regions and force them to surrender, but the player also has a wider variety of tools that can stop them. Early Access: I'm hoping that we'll have most of the mechanics we need to support this new vision of the game in place when V13 is released. This would logically point to an Early Access release in the relatively near future, but we're currently choosing between two different options about how to proceed. The first is that we decide to release in the near future; perhaps two months after V13 is released. We'll create a special Early Access build that ends about a third of the way through the game (shortly after Destroyers start spawning regularly) and then frantically polish that build until the launch arrives. The (rougher) full game will still be accessible on the Experimental branch, but fixes and content that doesn't appear in the Early Access build will be ignored until after the launch. That way, players will be able to get a better feel for what the final game might be like at launch and are likely to leave better Steam reviews. The alternative involves signing a deal with a publisher to market our game in exchange for a cut of the profits above a certain level of sales (i.e. the sales we think we'd make without their involvement). If this were to happen then we'd be pushing the Early Access release back to something closer to six months from now to ensure that the game is really polished and the marketing has time to generate the interest we need for a really successful launch. If we went down that route, we'd expect to have almost all the game systems in place and Early Access to involve primarily polishing and adding content. Assuming we can make the financials in the deal work, pairing up with a publisher my preference - I'd much rather be writing research reports than marketing blurb, but the community need more frequent communication and game needs better marketing in the run up to the Early Access launch. Having professionals working on that (and investing their money into it) would be more effective and more efficient than me trying to do it myself. Anyway, hopefully we'll have a decision one way or the other in the next few weeks. New Artwork: With more certainty about what shape the final game will be taking, we've now started working with a few new artists. You can see the painting above which we'll be using as a promo art piece and quite possibly also the updated Main Menu screen for the game. I think it's come out rather well and hopefully the same artist will be doing some additional paintings to help set the mood in the game. We're also having another look at the background art for the various management screens on the strategy layer with a different artist, which is something that should make the game feel much fresher (seeing the art from X1 in the sequel really doesn't help the feeling that the sequel is just a rehash of the first game). The UFO artist from the original Xenonauts is also working with us once again. If all goes well there we'll be switching back to using the old style of UFOs from X1 (introducing some new designs and revising some of the old ones) but also trying to integrate partial destructibility into them in the ground combat. The current "grey box" style of UFOs does offer nicer tactical possibilities but their designs get repetitive very quickly so if we can combine their looks with better destructibility I think we'll have the best of both worlds. Coronavirus & Personal Matters: A few words on Coronavirus - we don't expect this to affect us too much as Goldhawk is made up of youngish people who already work remotely. But there is likely to be some disruption nonetheless, as I'm sure some sick days will be required and closed schools some of our freelancers might end up having to do childcare instead of other work. So I'd expect progress to be slowed a little over the coming few months but it shouldn't be anything too dramatic. Finally, I've got a child arriving shortly so I'll be disappearing for a couple of weeks in the near future. I'll still be doing the management work required to keep the company operating but I'm going to be avoiding the forums and game design / balancing / writing duties during that time. So don't worry too much if I vanish and stop answering your questions for a bit - I will be coming back (quite possibly in the form of a sleep-deprived zombie)!
  2. As an aside, V13 is probably going to see the addition of some alien bombs on Terror / Raid missions that contain Alenium. You're right that Terror missions don't really give you much tangible as a result of fighting them (despite them often being quite difficult) so I figured I'd fix that.
  3. Chris

    Andron art style

    Ironically enough that's exactly the same model as it's always been - if anything the Androns are smaller than they used to be, because that's quite an old screenshot Likely what's different in that screenshot is the sense of scale. In X2 tiles are 3m tall instead of 2.2m like they were in X1, so walls are significantly taller than before and the scale can look off as a result. The walls and props in that screenshot are more like the X1 scale relative to the Andron, so it looks more "normal" height. Unfortunately the Xenonauts themselves look like children because the props are too big. Anyway, it's something we're looking into.
  4. This is the second hotfix for Beta Build V12 that fixed . You'll need to be on the Experimental Branch to access the build. Changelog: The game should no longer crash once your interceptors close to interception range of a UFO if there is an alien UFO on an Air Superiority mission anywhere on the Geoscape. Units (particularly the MARS) should no longer die at the end of a mission if they have +HP gear equipped and end the mission on low HP (they were going negative when this bonus was stripped off in the return to strategy and dropping dead as a result). Please let us know if you encounter any further issues with V12. If you do, we'll consider putting out another hotfix before we push it out onto the default branches. Just as a warning - I'm off on paternity leave now so this build has only had very minor testing!
  5. The Foxtrot was removed because we've set up interceptors to have multiple different configurations; the idea is starting interceptor can now fulfil both the Falcon and the Foxtrot niche from X1 depending on what you equip it with. Why have we done this? Because it sucks to have to build an entirely new interceptor when you need to use a particular type of weapon, and this way the role of a particular interceptor can be changed as it becomes increasingly obselete. Also, I've never quite understood why people fixate so much on there being no Soviet stuff in the game. Sure, in one sense you're correct; there's currently nothing explicitly Soviet in the game. But there's only one plane, one helicopter and six (?) guns in the game from NATO nations; the vast majority of the game content is entirely fictional. Most people also seem to assume all the characters are American, even though they deliberately don't have names or nationalities and could just as easily be Russian. So, yeah, while we probably do need to add some stuff into the game that is explicitly Soviet at some point, I think you guys are overestimating how much NATO content is actually in the game.
  6. Yup, this isn't a bug (although I can see why it might appear that way) - I've set the game up so most secondaries can also be put in the Primary slot if you want.
  7. Thanks, this should be now fixed in the most recent hotfix!
  8. Thanks, this should be fixed in the most recent hotfix.
  9. With the successful test of the Orbital Bombardment and Signal Uplink mechanics (which you can read about here), I've spent some more time thinking about what else is required to "finish" the Geoscape in terms of new mechanics. The two main objectives are: Make the Geoscape something that the player gradually has to take control over (in a way that gives the player more strategic choices to make) Make it feel like there is a proper war going on between the aliens and the humans beyond the battles that the player sees I'm going to outline below the remaining systems I'm planning to implement. Together, they will hopefully create a nice arc to the game where the aliens are decisively winning the war at the start of the game (even if the player wins all their ground and air battles), but as the game progresses the player will be able to stabilise the situation and take full control of the Geoscape. How the player divides their resources between the wider war and their own military struggle against the aliens should provide some additional interesting choices for the player. 1) Panic & Funding Levels: Panic replaces Relations and works exactly the same except it counts up towards 100 (at which point the region is lost) rather than down towards 0. The funding provided by a region is static but is reduced once a region hits certain Panic levels; once the region is over 50 Panic the funding is reduced by 25% and once the region is at 75 Panic the funding is reduced to 50%. This simply generates occasional interesting moments where a few points of Relations are disproportionately valuable. Getting North America down below 50 Panic before the end of the month might gain you an extra $250,000, which might encourage you to tactically use something like an Agent at a time that you otherwise might not. 2) Aerial Terror Sites: Aerial terror sites in X2 now only target Signal Uplinks that the player has constructed (or is in the process of constructing) on the Geoscape. An air combat mission is spawned over the Uplink and if the player is not able to destroy the UFO attacking the Uplink before the timer runs out than that Signal Uplink is permanently destroyed and the region suffers a significant rise in Panic. In these battles you are assisted by a squadron of friendly interceptors from the local region (these friendlies become more advanced as the game goes on due to Proliferation, which is explained below). In general these misions shouldn't be too hard to win, provided that you're not constructing Signal Uplinks in regions that your interceptors cannot reach! 3) Geoscape Agents: Geoscape Agents will be a new strategic resource that can be used to lower Panic in a region. You get one new Agent at fixed intervals (perhaps every 25 days), and can gain additional Agents through other means such as capturing rather than killing the VIP on a VIP Assassination mission. We will add an extra button to the topbar up by the Build New Base button called Deploy Agent, and this will let you target the region in which you want to lower Panic. A simple system, but it gives the player a targeted way to improve the Panic level of a specific region. 4) Research Sharing & Technology Proliferation: The main method of keeping Panic in check is through your research efforts - in the X2 universe, the cornerstone of the Xenonaut planetary defence initiative is that the Xenonauts are continually sharing their research with all the funding regions. The continual stream of new information and technological advancement is what encourages the rest of the world to believe that the war against the aliens can be won (despite the ongoing Orbital Bombardment and War Events). Every research project therefore grants the player a global Panic reduction. Simple projects like autopsies only reduce Panic by a small amount, whereas larger projects or those with a direct military effect (like new weapons or aircraft) would grant a larger Panic reduction. We'll display the Panic reduction value for each project on the Research screen so it can be factored into the player's research choices. Additionally, when the player researches new weapons and armour, this technology is proliferated to the rest of the world and 30 days later the local forces soldiers on terror missions and VIP Assassination missions will be equipped with the new weapons and armour. The same thing happens with new aircraft; 30 days after you research a new interceptor the local forces aircraft fighting alongside you in aerial terror sites will be upgraded to the new type of aircraft. 5) VIP Assassination Missions: At the start of the game, certain Signal Uplinks will be in the "blocked" state because a local VIP is opposing the local region joining the Xenonaut global defence initiative. This VIP must be killed or captured before the Signal Uplink can be built - which means the player must fight and win a ground combat mission against the local forces protecting the VIP. Killing the VIP wins the mission and frees up the Uplink, but capturing the VIP alive frees up the Uplink and also grants you an Agent (as the Xenonauts can then brainwash him). The first complication is that local forces soldiers are hostile on the mission, but each one you kill will cause +1 Panic in the local region. Knocking them out with non-lethal weapons will not raise Panic, which encourages you to wait until you've researched some decent ranged stun weapons (we'll probably put some Electroshock Rifles etc in the game for this purpse). The second complication is that the local forces benefit from proliferation; which means the optimal time to run these missions is after you've researched new technology but it's not yet been proliferated to the local regions. Otherwise you'll find yourself fighting (and trying not to kill) local soldiers carrying all the advanced technology you've just given them! 6) War Events & Strategic Research: As well as launching waves of UFO attacks and ground missions, the aliens are also raising Panic in more sinister ways. Infiltrators are raising tensions between rival powers, UFOs are disguising themselves as human aircraft and attacking other countries, or extraterrestrial forces are just launching lightning raids that nobody can respond to quickly enough to prevent. These events periodically spawn in the funding regions where they increase Panic, and take the form of non-interactive pop-ups telling you about the event. However, as the game progresses research will be unlocked that can reduce or entirely prevent the harm from these events. Perhaps researching a scanner capable of identifying infiltrators would allow local regions to reduce the harm inflicted by infiltration missions, or researching improvements to radar technology will allow local regions to spot UFOs masquerading as human craft. The player therefore gets to choose whether they want to prioritise research that stabilises the steadily rising Panic on the Geoscape, or research that directly improves the capabilities of their soldiers / aircraft etc. Overall Conclusions: I'm still thinking these systems over and therefore they may change in the future, but I'm thinking this will be enough new gameplay systems for us to call the Geoscape part of the strategy layer complete in gameplay terms (in conjuction with the new systems we've already added). There's more choices for the player to make and more of a "world" for you to interact with; I think it'll be cool for the player to slowly take control of the entire map by building bases and claiming Signal Uplinks and I think the chance to read about the nefarious things the aliens are doing "off camera" in the strategic research projects would be cool too. If you've got any thoughts or see any problems with the systems outlined above, feel free to post your thoughts up - you might save us a lot of time and effort if you spot something we've missed!
  10. The limit is just a number, so it's easy to change while balancing the game - but it does go up as the dropship becomes more advanced. It exists because vehicles have to be better than soldiers otherwise it wouldn't be worth researching them and spending the money keeping them upgraded, but if vehicles are better than soldiers then players would be incentivised to replace everyone with a vehicle. I'd consider setting the limit higher, but it might mean nerfing vehicles a bit ... and I'd want to test the campaign properly first anyway, as upgrading your dropship and getting to bring an extra vehicle along would become a much less cool moment if the starting dropship could already hold several of them.
  11. Yeah, the original "secret war" idea has been replaced although some of its spirit lives on. An open warfare setup worked better with the new mechanics we've been testing (the orbital bombardment by the aliens and the Relations gain from sharing tech with the funding regions) so we shifted the setting around to fit the mechanics. That said, one of the things I do want to continue to emphasise in the setting if possible is that the alien invasion hasn't actually caused everyone in the world to band together and sing happy songs while holding hands - the various world powers still do not trust one another and don't particularly trust the Xenonauts either (a mutual feeling), they've just been forced into working together by circumstance. The VIP Elimination missions are an example of this; you're literally assassinating (or capturing and brainwashing) a local VIP who is opposed to the region supporting the Xenonauts. They're not alien infiltrators; from the perspective of the Xenonauts they're simply people with misguided views that are endangering humanity and therefore need to be eliminated. And then probably lying to the locals and claiming that they were actually an infiltrator. So, yeah, I want to retain the feeling of the suspicion and misdirection that was part of the secret war setting even though we're returning to a setting where the warfare is more overt.
  12. Hmm, yeah, this is definitely not intended behaviour. I'll ask the coders to take a look at it and we'll likely be releasing another hotfix for this build as a result. Thanks!
  13. Thanks. The logs suggest this is a problem with the alien air superiority missions; presumably the game crashes as soon as your interceptors spawn onto the Geoscape and the game starts checking to see if the alien fighters can see them. If either of you have a save then that'd be great, but it's not a big issue if not - I'm sure I'll be able to reproduce it myself. If it is what I think it is we might need to do another hotfix!
  14. Thanks. Yeah, this is a side-effect of the new system we brought in to fix the tooltips getting stuck to the cursor. Looks like it has some unexpected side-effects that we'll need to look into!
  15. Hello everyone - quick design question to discuss with our community that revolves around how the game should handle equipping soldiers who are not assigned to dropships. I'd like to know what system people would prefer in their game out of the three options below, given the choice. 1) If a soldier is not assigned to a dropship, they cannot be assigned equipment: This is the current system in Xenonauts 2. If a soldier is not assigned to a dropship, you can view them in the Soldier Equip screen but all their equipment slots are greyed out and they hold no equipment. Unassigning a soldier from a dropship clears their loadout, which means all your equipment is always available when you're equipping the soldiers in a dropship (unless you've got two dropships). Assigning a soldier to a dropship attempts to auto-populate their equipment based on their loadout. 2) If a soldier is not assigned to a dropship, you can equip them as normal: This is the system used in Xenonauts 1. You can freely equip items to soldiers who are unassigned, but this means it can be difficult keeping track of your equipment - e.g. you might have a spare Laser Rifle on one of your unassigned soldiers somewhere without realising it, and you'd have to search through them to check that isn't the case. 3) If a soldier is not assigned to a dropship, you assign them an intended loadout which is only filled when they enter the dropship: This is a sort of experimental mix between the two setups, where you are able to assign items to soldiers who are not in a dropship but this simply represents the items that would try to use if assigned to a dropship. For example, if you have a Laser Rifle in your stores that could be assigned to all of your unassigned soldiers but when you assigned them to the dropship only the first one would actually get the Laser Rifle. This means you never "lose" items by having them not assigned to active duty soldiers ... but might be kinda confusing for the player. Any thoughts / suggestions about those modes? The system in the original Xenonauts was the simplest and easiest to understand, but it did make it a little hard to track how many items you had sometimes (especially when certain troops would get automatically unassigned due to injury, etc). Or was that not something people had issues with? I don't have a particular preference myself here, really, so I'm happy to listen to what the players would prefer!
  16. Chris

    Xenonauts-2 March Update

    Again, I appreciate the concern at the well being of me and the other Goldhawk employees but it's perfectly fine for people to politely raise percieved issues with the game or the development process even at a time like this. I'd probably feel differently if lemondarkcider had been rude in communicating his thoughts, but he wasn't
  17. Chris

    Xenonauts-2 March Update

    Although I appreciate people's concern, as I said in my original post, the publisher deal is just a marketing deal. I don't have time or expertise to market the game properly and it'd be dumb to release an expensive game without trying to market it properly. The publishers aren't giving us any signficant sums of money (if anything at all) and there's nothing in any of the potential publishing deals that means we lose control over the design of the game, have to change the schedule of the game, be forced onto the Epic store, discontinue Community Edition, etc. We're just going to get a marketing partner to make sure everyone knows that Xenonauts 2 exists and what cool features it has rather than have it immediately fade into obscurity when it launches. Please don't extrapolate too much about what that means for Xenonauts 2 based on your own perceptions of what a publisher is / does, as the reality is that publishers can do very different things depending on what point they get involved in a project and how much money they put in. Generally they have a lot of control over a project but if they come in near the end and aren't putting any money in then they're facing much less risk themselves, and need much less control as a result.
  18. Chris

    Geoscape Strategic War

    Yeah, I think that's a potential area of expansion for the system. Not sure how many scenarios I'd be able to think of but as an example you might have the opportunity to frame a different region for an attack on a region, rather than admitting aliens caused the damage - which would cause a larger Panic gain, but you'd get to choose the region where it happened rather than having to suffer the Panic in the region where the attack occurred.
  19. Welcome! To get your soldier in the game you go to the Settings screen and type your soldier name into the custom soldier search box at the bottom. The soldier should then spawn in your starting squad every time you start a new campaign. As for not being able to equip your unassigned soldiers, that's actually by design right now. However I'm not sure if it's the correct decision and it's something I've been meaning to discuss with the community for a while, so here's the discussion thread so you can let us know what system you'd prefer: https://www.goldhawkinteractive.com/forums/index.php?/topic/21015-community-discussion-how-best-to-handle-equipping-soldiers-not-in-dropships/
  20. I guess my question to you was my way of asking you whether you saw these mechanics among a whole bunch of other stolen mechanics, or not. The way you were talking about the game being a "clone" made it seem like you were saying this was the final straw that made this game just XCOM 2 by another name. Honestly I think in practice, given the overall number of mechanics in the game, even directly stealing the satellite mechanics from XCOM in their entirety wouldn't be a problem. But they work differently in practice anyway so it's definitely not an issue. From my point of view it's a dangerous attitude when people start saying we just can't use mechanics that have featured in some way in similar games. For example, XCOM and Phoenix Point both have a power system for their bases. Either we don't use it and we're missing a potentially interesting genre-standard feature or we do use it and by your logic we become a clone. I get the overall thrust behind your logic that you don't want to turn Xenonauts into XCOM (and nobody wants that), but drawing inspiration from competitors and then innovating on it is how a lot of game design is driven forwards. TL;DR EDIT - in retrospect, the question I should have asked is "Are you aware we've dropped most of the major mechanics we planned to borrow from XCOM; most importantly the single-base side-on base setup?" If you were not aware of that, I definitely understand why you'd be wary of us borrowing more things from XCOM. If you do know that we've dropped those things, then I think you're probably worrying too much about what are relatively minor mechanics. The base system was a massive change that made the game a lot like XCOM; but the game design has diverged a lot since then.
  21. You've not played the closed beta, right? I'd actually be interested to know what the major parts of XCOM that you perceive we've replicated in X2. Mind making a quick bullet list for me?
  22. I think there's a rather small chance anyone is going to call us an XCOM 2 clone (unless that person also thought Xenonauts 1 was a clone of XCOM), as the games are different in almost every way except for the genre and subject matter. The VIP elimination missions in XCOM2 and Xenonauts 2 aren't really the same thing either - they have different strategic consequences and considerations, different gameplay purposes, and one involves fighting your own human allies and the other involves fighting aliens (just like every other mission in XCOM2). All the missions you've proposed are fundamenally just "fight the aliens to reduce panic in a region" ideas, which suggests you're focusing more on the flavour rather than the mechanics. But capturing a crashed UFO in Xenonauts isn't the same experience as capturing a crashed UFO in XCOM, so even if the mechanics were the same (which they aren't) it shouldn't actually be a problem. If there's small tweaks that can be made to the presentation of systems to make them look less similar to XCOM, by all means post them up, I'm always happy to consider them. But not including a mission type in the game because XCOM also had that mission type is probably going a bit far.
  23. It doesn't at the moment, no, but we are planning to re-introduce it with the overdamage gib effect before the game ships. As you say, it's an important balance point.
  24. A few forum users have been asking us to improve the way grenades work for a while now, and I think we've finally reached the point where we can devote some time and energy to figuring out how they can be made to feel more realistic. The key issue is that a "miss" grenade will often act in an unpredictable manner that just doesn't make sense within the context of the game. Let's start by discussing the things a realistic grenade model should ideally model: Throw Arc: grenades don't travel in a straight line like bullets do, they travel in an arc. This is really hard to model in our game because objects just have a % block chance and the game doesn't know their shape; a waist high crate might have the same 40% block chance as a window that is visually much taller. Range: a hand-thrown grenade has a much more limited range than a normal weapon. It makes sense that accuracy would decrease with range, but if a soldier is attempting to throw a grenade as far as possible then it also doesn't make sense that a "miss" can scatter further than max range. Scatter Distance: the potential scatter distance from the target from a missed throw should increase with range, and it should be far enough that grenades are not guaranteed to inflict damage even at long range due to their blast radius being bigger than their scatter radius. Intervening Objects: if the scatter represents the path a missed grenade travels down, the grenade still needs to be able to hit intervening objects otherwise it would be possible for the grenade to scatter straight through the walls of a building etc. We therefore need to check for collisions with objects down the new path of the grenade and stop the grenade earlier if necessary. If there's other things that we should discuss, throw them up in the comments below. How the current X2 system works is that it determines a scatter distance from the target based on range (this scatter is quite small actually, only 2 tiles max at long range) and then it traces the shot path and checks every intervening object to see if the grenade impacts it. I believe adjacent cover is disregarded as normal, but if you have a doorway 2 tiles away with a 20% block chance then on a miss there's a 20% chance the grenade just smacks into that and stops. A few thoughts: The throw range of a grenade should be based on the Strength of a soldier; maybe 4 tiles + 1 tile per 10 points of Strength or something to that effect The accuracy of the grenade could be based on the throw range; perhaps any throw at max range has a 10% hit chance and this goes up by 10% each tile closer the target is. High Strength soldiers can therefore throw grenades at short range at perfect accuracy, whereas weak soldiers cannot. The number of tiles the grenade scatters could be determined by how much the hit attempt misses by. This naturally means high-accuracy throws won't miss by much, because you can only miss a 80% Accuracy shot by a maximum of 20%. But throwing a grenade at long range means you can potentially miss by much more, so there's a much higher chance of the grenade going somewhere unexpected as a result of a bad roll. Modelling the arc of the grenade is tough; the arc of a long throw is very different from an underarm toss over a high wall close to you. It's important to allow people to throw over "free walls" like the hedges and concrete walls you see in farm maps. However, its also important not to require the grenade to travel into the level above as then you wouldn't be able to throw them indoors or in underground maps like alien bases. Some kind of path tracing is also required to check for roofs or ground tiles, otherwise it'd be possible to throw a grenade inside a building / UFO from the outside. I think maybe the solution is to check along the projectile path whether it is possible to trace a path to the target through the tiles in the level above, and if so then you can disregard all intervening objects from the hit calculation (and when you are tracing the projectile path on a "miss" shot). If not, then you have to travel through those tiles and potentially hit all the intervening cover with your throw. This would make throwing grenades indoors quite a bit harder than using them outdoors, which I feel makes sense. I guess the standard shooting rules should apply when calculating a shot hit %; adjacent cover is disregarded and only the highest blocking object is used in the calculation. If anyone else has any thoughts or suggestions, let me know. I think I'll mull this over for a bit and then try to figure out a sensible formula that could give us what we want. The HEVY is currently a grenade launcher; I think I might make it a piece of advanced techology that's conceptually more like a lightweight multi-shot rocket launcher - essentially just changing it into a standard direct fire weapon, but keeping all the other stats the same. One of the main reasons we used a rocket launcher in X1 rather than a grenade launcher was that direct fire weapons work much better within the confines of our game.
  25. Yup, this was one of the major problems when people got really good at the original Xenonauts - they could shoot down every UFO before it could carry out its mission. This meant there were never any Terror Sites, Base Attack missions or Alien Bases spawned onto the map. Made the game very boring and also blocked off some of the tech upgrades!