st3fan21
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When you craft the engineering project advanced fusion weapons the 15% should also apply to base defence and the aircraft fusion lance Also grenades/HEVY ammo, other explosives are not affected but this is probably a decision you guys made, based on the difference of the technologies involved. The increase in damage is really not needed for the endgame - the fusion lance is very powerfull as is. I am just saying that you could find a reason whty this does not scale to base defences and aircraft for the ingame lore
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started this campaign on 5-6th of april and updated the game works great until this bug cant find the savegame locatione but i will add the save when i do find it I DID manage to find a fix (of sorts) - when the soldiers arrive 1. if i press the view personel button the game crashes 2. if i press close the the game does not crash bug_report_2026-04-11-22h31_st_7.19.1_unhandled_exception_1.zip bug_report_2026-04-11-22h35_st_7.19.1_unhandled_exception_0.zip bug_report_2026-04-11-22h35_st_7.19.1_unhandled_exception_1.zip bug_report_2026-04-11-22h31_st_7.19.1_unhandled_exception_0.zip
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I just saw that the ranges for all aircraft in Xenonauts 2 are wrongly stated. If you just compare them to the radar maximum range with 3 Quantum Arrays then you can see this clearly. The ranges of the aircraft should be much bigger, because they clearly can go much further than radar range and come back so at least double the max radar range (8700 km x 2 = 17400 km) In the first Xenonauts the first dropship had a range of 52800 km and it probably should be the same here but it is just stated wrong in the xenopedia entry. If the phantom really had only 5250 km range it should not be able to reach a base max radar range, but it can go all the way to other continents so...
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I remember in Xenonauts 1 you received notification regarding rearming planes. In Xenonauts 2 i have never seen it but it would be very useful.
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In the aircraft screen - for cannons, they still have in the description - the " EVASIVE ROLL - ENABLED" - no other weapon has this feature. This was an old feature - probably because now in Xenonauts 2 we do not have the initial planes like in Xenonauts 1 (those could not carry torpedoes or something but could do evasive rolls) and the following planes could carry torpedoes but could not do evasive rolls. This was a feature in Xeonanauts 2 have been to limit use of torpedoes. The hooded horse wiki still states that certain weapons prevent evasive rolls but i have never seen this in any version in the past year. https://wiki.hoodedhorse.com/Xenonauts_2/Interception
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A good QOL feature would be to see the city names on the map in the Geoscape even when zoomed out, especially because you can see the red ones are already destroyed by the U00-1
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I have noticed that the OP cost only affects your positive OP balance. So if i have 100 OP and the cost of doing a mission is 150, after the mission i have 0. This can be manipulated so you could use as many OP as you can, then have only a small amount and then do the mission and you lose very little OP. I think the balance for OP should be able to go below 0, only if you do a mission and the cost of said mission is above your current OP. (so you can t use this negative op balance to buy supporters) And if you have a negative OP balance maybe you should not be able to start a new mission that would cost OP. Maybe this is a feature? not a bug?
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A good QOL feature that i think was present in Xenonauts 1 was the visual representation by a circle similar to the radar circle. It could be a different color or maybe only the outline of the circle could be visible and the interior of the circle could be empty and transparent
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I actually love the new mechanic that let s you evacuate civilians from any type of missions if you stand next to them and right click on them. But as an quality of life improvement it would be better for us to have Grey/Green icons for civilians - similar to the red ones for the aliens. XCOM 2 had this and it was very helpful Also, the armed civilians and military personnel that are in ground combat missions do not have a right click action - is this a feature or a bug?
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This could be an excelent way for the stalker to be actually good