Rusknight
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[v 18 Ground Combat] Combat armor disappear
Rusknight replied to MrAlex's topic in Xenonauts-2 Bug Reports
default one -
[v 18 Ground Combat] Combat armor disappear
Rusknight replied to MrAlex's topic in Xenonauts-2 Bug Reports
I got the same bug in 18.1 - all my combat armor disappeared. It has smth to do with switching loadouts and assigning soldiers to dropship\reserve -
[v15.3 General] Radar array doesnt work
Rusknight replied to Rusknight's topic in Xenonauts-2 Bug Reports
Then it shouldnt be possible to build more than one standard radar at the base -
No save needed Just start new game and build one more standard radar and you will see that it gives no boost to your tracking distance It was the same in v15/1/2 but nobody reported it and I was too lazy to report it either thinking that such an obvious bug will be noticed and fixed anyway
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I didnt say one tester can find everything in one day but most critical and obvious bugs of v15 like twice money deduction for buildings or AI refusing to move in battle - it can be found in first 30 min of testing indeed. I am game developer myself for more than 15 years already and for me its weird to release any public builds (even beta) without internal testing for the reasons mentioned above. But sure its your business and you can do it the way you want - I just expressed my opinion here and wont argue on it anymore.
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You wrote a lot but there is no answer to my simple question: whats the problem to spend a single day of testing by a single tester internally to release a more solid build not to make everybody test the same content with hotfixes again again? I can speak for myself: I simply skiped v15 and v15.1 cause I knew they will be very buggy and I dont want to lose my time by starting playing and then geting new hotfix in a couple of days and starting playing again. So I waited for v15.2 and now I think I should wait for v15.3 maybe for my playtrough. I think many potential testers are frustrated with all these hotfixes too so devs simply get less testers and less feedback as a result.
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I know its a beta test but still what is the point in releasing public versions without any internal testing? Most bugs of v15 could be found by a single tester in a single day of testing at your side and you could release a much more solid build for public testing then. But you release an untested version and a bunch of hotfixes then making players test the same content again and again what is borring so less players will want to test it and you get less feedback.
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[v15.2 ground combat] MARS turned to a pink soldier
Rusknight replied to squeezechart's topic in Xenonauts-2 Bug Reports
In my case in v15.2 mars simply became invisible As for the pink soldier (mars) I remember I saw this bug in v12 or so - its not new -
[v15.1 Geoscape] aircraft doesn't fly towards UFO
Rusknight replied to squeezechart's topic in Xenonauts-2 Bug Reports
Did you mean v15.2 which is not released yet or are you planing to have two more hotfixes for v15: 15.2 and 15.3? -
Struggling to find a use for the light machine gun?
Rusknight replied to odizzido's topic in Xenonauts-2 General Discussion
Well in v12 or so in the second month I had a battle where 10 adrons attacked my dropship at once (it was a balancing bug obviously) I had to change my squad composition to 10x lmg guys to win that battle I doubt final game will be that tough and except this case my squad composition worked really well for me -
Struggling to find a use for the light machine gun?
Rusknight replied to odizzido's topic in Xenonauts-2 General Discussion
my team setup that I dont change as it works fine for me till the end game: 1x mars with rockets as recon and artillery 1x shield guy with pistol and stun weapon 2x lmg guys 2x snipers 2x infantry -
Struggling to find a use for the light machine gun?
Rusknight replied to odizzido's topic in Xenonauts-2 General Discussion
LMG are very strong at close range (run directly to the enemy to hit it with all 5 shots) and still somewhat usefull at midle range where shotgun doesnt work at all -
[v15.1 Ground combat] game freezes at alien turn
Rusknight replied to geno's topic in Xenonauts-2 Bug Reports
I am not a coder but I think to avoid it you should have something like a timer for AI: 30 sec gone after AI turn start - end AI turn doesnt matter what it was doing. -
[v15.1 Ground combat] game freezes at alien turn
Rusknight replied to geno's topic in Xenonauts-2 Bug Reports
Its an old bug which happens in every version I think (I personally reported it from v12 or so). Loading an earlier save with random seed usually helps in this case. -
[V15.1] Building a facility in the base deduct twice the money
Rusknight replied to Atish's topic in Xenonauts-2 Bug Reports
Yep I have this bug too -
Nope. I meant you should not build comand centers far from your base cause you have to defend them now: "Aerial Terror Missions: the basic form of the "aerial terror site" mission is in place now. The aliens will periodically attack your Geoscape command centers, forcing you to defend them if they are not to be permanently destroyed - but in these missions you'll have a squadron of friendly AI interceptors (their level affected by proliferation) backing you up. Again this mission hasn't properly been balanced so it may be way too easy or way too hard right now, but the important thing right now is that it's there and working. For the next update I might make this mission more organic, too - i.e. maybe normal ground attack UFOs will have a detection radius and will move to attack any command centers that they encounter, which I think would be a powerful disincentive to expand beyond the area you can protect with your aircraft."
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The crash is a bug 6 hours - is a design I guess. You shouldnt set uplinks far from your base or you will fail to defend them
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Balance - Androns no longer explode on death. Why? It was so cool and fun feature! If they come close its a death for you so shoot at them with all guns you have but if you manage to shoot them down while they are inside ufo surounded by other aliens they become a death to all these aliens. I had so many fun situations with their explosions!
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Well, most of the soldiers in the game whom you can hire have bad stats. So if you want to get a really powerfull squad you have to select wisely and hire 2 or 3 from 10 each time so it takes time (around 3 months in game) to create a squad with only best soldiers. Wasting best soldiers is painful cause it will drop perfomance of the squad so yes I do care about my squad as I want to achieve maximum performance
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Well, if Soviet Russia people thought "I think it's less realistic to expect a country to march every last citizen to their death before admitting defeat." then Hitler would won the war at east front in 1941 already but in fact that war continued till 1945 and ended with capture of Berlin instead of Moscow. I demand Soviet Russia fight alliens till the last citizen in game while others surrender. Just a joke. Or not...
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My thoughts on the current build.
Rusknight replied to Vela_Zhezzaia's topic in Xenonauts-2 General Discussion
2. Lack of money - nope, there are a lot of money! I played till july, built 3 bases with 15 advanced interseptors (phantoms and furries), gave everybody in my squad advanced gaus or plasma weapon, mind shield and exo armor. Just dont bomb UFOs! Assault them and sell the loot - 1 captured fussion rifle cost 100k or so and you can get many of them...