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Posts posted by Emily_F
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1 hour ago, Chris said:
Hmm, to me those two words are pretty much interchangeable. Does anyone else feel like this change would make a difference to how they see the missions?
The words are equivalent in my mind, but I guess it is subjective. In either case, I wouldn't expect it to necessarily affect the difficulty of the game any more than any research item. That might just be the way I interpret it though. You could add a statement that it won't affect the difficulty, but that seems superfluous to me because I expect the game to get harder over time and you don't know when that is going to happen anyway.
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I am definitely keen on proximity grenades. And a nice touch would be directional (Claymore) ones.
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I don't know if it was deliberate as part of the balancing but there was a flurry of tough missions around 90-120 days, then it fell off a cliff. I had a few UFO waves but no terror missions if I recall correctly (not that I'm complaining lol!). I will make more of a note of what missions happen when next time I have a playthrough
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I have one guy with a laser shotgun with a clip in his bergen. However, he doesn't have the option to reload his weapon.
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17 hours ago, Chris said:
Yeah, that might be fun. There's a few other ideas for grenades I have (like a healing grenade) but those are features we'd start to consider once we've got the game out into Early Access I think!
I think a "healing grenade" is too far fetched and sounds a bit naff lol
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On 6/21/2023 at 6:57 PM, Kamehamehayes said:
What do you mean by "good chance to hit"? If you referring to hit chances around 60-70%, then it should still be very common for those shots to miss. In a game where the main way of killing enemies is by relying on a percent chance to actually hit your shots, unlikely scenarios will end up happening all the time due to how often you attempt to shoot aliens. I think the problem is people are relying on these "decent" hit rates to get the job done, but they fail much more often then people think (and it gets magnified if it takes more than one shot to kill an alien).
I'm talking higher like 70-90%. I have had 4 or five troops take a shit load of shots (like 10 in total) with >60% chance of hitting, from well within range (even standing a few squares away) and they have all missed. In this situation I get super pissed off and just Ctrl+Shift+K the bastard in a pique of rage.
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11 hours ago, Chris said:
Is this in reference to the Cleaner Cells specifically, or the game as a whole?
Now I have played a bit more of this playthrough, I'm gonna say the early missions are FAR too hard. I just did one of the cleaner dockyard missions and it was HARD, even with cheating and on "Soldier" difficultly!! The MIB dudes were well overpowered and there was loads of the blighters. And that was before the cleaners turned up.
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I agree with Skitso; that early in the game when your troops are useless, it's a bit tough especially for newbies. Not sure if it's a bug but I swear even when there is a good chance to hit they miss nearly all the time. I know it's probabilistic but something seems off
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CTD from geoscape without warning. There isn't a save immediately beforehand so maybe the issue is in the logs (I was building a gauss pistol I think, or maybe a shotgun, and was researching a live mentarch). There is a save from a few days before the crash which may or may not be useful. After this save and the gauss being unlocked, I started making a load of gauss weapons and started researching the mentarch.
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I just close them immediately and turn them off. Something kinda weird did happen this playthrough though; I can't remember exactly what, but two opened at around the same time and I couldn't close the first one for a while.
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@Chris given that over a certain number of troops, the training rate goes down, could we turn off those troops who won't benefit any more so that the junior ones can be brought on quicker?
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So I have attached a save where I have two phantoms and an angel with alloy plating in Africa and N America. I have tried every possible combo of laser lance/accelerated cannon and alenium missles/torpedos, and yet two fighters and a destroyer (which shouldn't be too hard) swat them away like flies. Like, totalled... every time. I always use auto-mode because I hate the minigame (personal preference, so no shade being thrown). I mean, maybe losing one and heavily damaging the others might be acceptable, but either the phantom needs upgrading, they need to pack more of a punch, or the UFOs at that level are too overpowered.
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I haven't been able to develop any sort of stun weapon yet (you can usually develop them really early on). Has the tech tree changed??
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After arriving, the loading screen stops at 90%. I am able to reload the save immediately before the mission (that says "How should we proceed?") which does stop for a while at 90 % but does eventually continue. Therefore the save may not be any use, but the logs may have something in there.
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I didn't get a CTD, but did get a load of red text. I have attached the last save of the combat mission.
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I've noticed this a few times in the latest iteration of the game and assumed it was a feature of the game (albeit an annoying one lol).
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12 hours ago, Chris said:
This is fixed in the hotfix I released earlier today; it was a crash tied to the Heavy Fusion Weapons project.
The numbers on the stores are working fine (Alloys and Alenium take up 0.1 capacity, everything else takes up 1 capacity) but you're right that there's a whole bunch of storage capacity that's blocked by something invisible. I'll take a look at that tomorrow.
There doesn't seem to be an update on Steam? It's still V27.5
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CTD from geoscape, repeatable. Just keep going forward at full speed and it will always crash a few days from this save. Also, can you take a look at the stores? I have too much stuff but when I sell things (alloys and alenium) even selling 10 of them only sheds 1 unit of stores. The numbers don't make sense.
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I don't have recent ones I'm afraid. I've attached a few for you to play with
user_day_211_manual_save-22.json user_day_168_manual_save-16.json user_day_125_manual_save-11.json auto_strategy_before_intercept-141.json auto_strategy_before_intercept-136.json
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I think the air battle balance is WAY off at the moment. I can send up three Phantoms armed with fusion torpedos and missiles (with maybe a gauss cannon thrown in) up against a single medium UFO and they usually lose miserably. I have never won against the three UFO Interceptors or wherever there is a main UFO with an escort. This happens whether I auto-resolve (my preference as I don't like the minigame) or try the minigame where I come off even worse.
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So, the healing rate of the phantom really needs looking at again. It is, what, 5% a day? It's quicker to build a new one!!
[v1.05 ground combat] grenades throwing sideways
in Xenonauts-2 Bug Reports
Posted
@Chris as a related find - I have had several instances where I throw a grenade over a wall like in those screenshots, labelled as a 100% chance to hit, and it just lands at the soldier's feet. It seems to affect base missions only as far as I can recall.