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Flo

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  1. Do Snipers get a penalty on reaction fire atm? I feel they should get one, otherwise too strong for holding ground, especially with the no-move bonus on ACC.
  2. Might be part of the known issues with dead aliens showing as live models, but I only saw that issue before with kind of T-posing of the dead models. Here, the killed alien still makes the animations of idle living aliens. Save and reload fixes it. To reproduce in the savegame you may revive the stunned alien on the ground and then kill it. output_log.txt quick-29.json
  3. When waking up a stunned soldier with another soldier standing on same tile, they both get to stay on this single tile. Maybe it should not be allowed to target the downed soldier with a med-kit as long as another one stands on same tile - but you can, when hovering with the mousepointer slightly to the side (on first picture the healing target is the soldier on the floor not the one standing). attached savegame is before healing. user_2_guys_on_one_tile-35.json output_log 1.txt
  4. I was wondering - does the wheelbarrow hidden in the fog of war only influence chance to hit as soon as it is revealed or already before, but not reflected by shown numbers? I guess it makes sense that you cannot detect hidden obstacles by aiming through the fog of war, but does it still inflict the shot? - see images:
  5. During Aliens turn Brute gets "suppressed" due to reaction fire of several soldiers, but he does not stop moving or duck. Should be reproducable by ending the turn in the attached savegame. suppression no effect save.json output_log.txt
  6. My issue regarding penalties during combat is that it gives even more power to the party that already has the upper hand and might force an even more defensive playstyle than you would with wounded soldiers already because of the reduced HP and therefore the danger of them getting killed. I agree it might add a nice feel to the combat beeing more intense and of course more need to avoiding injuries. But I believe for me the anger about seeing it on the own troups would overweigh the benefit of seeing it on the enemy. Of course I might be wrong and would be happy to give it a try. It certainly would add more depth to combat without shifting balance too much if the penalties are kept rather small.
  7. I like that you can take soldiers to the field now (V27) even though still injured. I think it would be a nice effect if they get slight debuffs on some of their skills as an adjustment. i.e. decreased Reflexes / Accuracy, or maybe decrease on all skills but bravery. - in some way proportional to the missing health, say 20% missing health -> 10% decreased Acc. This way you would need to weigh the benefits of the experienced but injured veteran against the less experienced but healthy substitute. -> the missing health alone often does not justify the substitute because a veteran at say 70% may still have more health left than a rookie at 100%. (I would not want this effect on the fly for soldiers as they get injured during combat, that would be a hazard - only when bringing them into a new battle.)
  8. Just to add: If you abort the mission via menu with the stunned VIP onboard, the debrief actually does confirm the captured VIP ... but you still get a defeat. (27.1)
  9. Cleaner Cell Mission with a half destroyed fence tile on the map (already spawned this way, not broken by me). Area behind is not revealed by soldiers sight (pic 1) but she can jump over it (pic 2). output_log.txt user_bad_eyesight-25.json
  10. I took a break for a couple of months, so sorry if i overlooked something. Found no according thread so far. Changes in the game settings (audio, video, gameplay) are not saved anymore when I exit the game - they reset to default with every new launch of the game. Did a clean re-install (deleted both game folder in steam and the "my games / xenonauts 2" folder to verify.
  11. The speed of passing time in Geoscape feels only marginal different between 2nd and 3rd setting, but there is a huge jump from 3 to 4. Actually 4 is good for passing whole days until the next interruption, 1 is like pause, 2 and 3 for watching your aircraft go places (2 is obsolete in my eyes). I miss another fast setting that is maybe about 1/4 of the actual fastest, that let's you pass time quickly but still keep the feeling of having control. Cheers
  12. Just wanted to express my consent on that. Although I don't think I suffer from astigmatism, I too have no easy time reading white on black as it makes me a bit fuzzy. Black on white looks and feels a lot better to me. There was an info on that in some update notes: the aircraft laser cannon was taken out of the game when the gauss technology was brought back, if I remember correctly. The ingame text on the heavy laser technology has yet to be updated accordingly, as it still mentiones laser cannon for aircraft.
  13. After being shot down by a reaction fire laser sniper this sebillian immediately patches itself up again to 20HP with its self-healing perk. Should have been dead considering the damage taken, I guess. You can watch for yourself when you load up the savegame and end the round. user_sebillian_revives-66.json output_log.txt
  14. Such a crash while saving happened to me too, once. I opened the game menu, pressed "save game", and then while the harddrive was audibly busy listing the existing savegames I directly pressed "save game" quite quickly - then it froze. The savegame also was not broken. It seemed to me that it might be related to the large number of savegames and my aged PC (Savegame Folder is on a HDD). I clear the auto-save folder from time to time since. // i5-2500k - Radeon Fury Nitro 4GB - 16GB RAM - Win10 //
  15. The range modifier for the Laser Shotgun is +20% and +40% for the last 2 tiles of its range - where it should be +5% and +1% (if in line with the normal shotgun). Seems not to be specific to mission or setup. user_generous_range_modifier-50.json
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