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Everything posted by Melee
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Description: The tutorial doesn't progress the first run after game is installed. What Happened: Upgraded from 4.27 to 5.0 via GOG Galaxy. Started a new game with tutorial enabled. When the strategy layer loaded the tutorial dialogs didn't appear and the clock was stopped. Only actions to exit were to skip tutorial or end process. The game speed buttons didn't work. I then uninstalled the game via Galaxy, manually deleted the Xenonauts 2 folder, and then reinstalled it via Galaxy. Started a new campaign with tutorial enabled and same no progress. I then started a new campaign without tutorial enabled which worked. I then started a new campaign with tutorial enabled which now seems to work.
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In all of the campaigns I've played so far I've always felt underfunded and behind the curve on base expansion/tech. To partially compensate, I've captured every alien I could and avoided killing them to maximize the financial gain from captures vs. kills. I find this tedious and it makes the game less fun as upgraded weapons are less desirable as they are more likely to kill. An alternative could be to make kills as financially lucrative as current captures and instead require multiple captures for research or engineering projects. I like capturing but I don't want to be doing it all the time so I can buy jets and armor.
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Description: The mouse-wheel scroll increment looks to be constant with longer lists taking more wheel revolutions to fully scroll. What Happened: The recovered items listbox on alien base mission victory dialog was long enough that I noticed scrolling through it seemed much slower than other listboxes in game. Another that takes lots of wheeling to fully scroll is Game Settings > Controls.
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I understand the current logic, however I think it can be counter to the likely action the player will want to take. Does anyone research a buildable and then not immediately build it when the research finishes? Maybe put a gold widget on or color the engineering tab when there are new projects since last engineering visit. Similar widget or coloring on research tab if research isn't assigned. I often feel like I'm fighting the user interface.
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Bombing into submission is false idea
Melee replied to Bracnadia's topic in Xenonauts-2 General Discussion
And yet, Japan surrendered after Hiroshima and Nagasaki were bombed. A belief in complete annihilation as the likely outcome of continued lack of capitulation must be instilled. I doubt aliens would have difficulty achieving this given their similar technological advantage. -
Description: TU calculation for displayed action of moving and whacking mantid with stun baton appears possible, however action fails as soldier does not have enough TU to take swing. What Happened: Displayed action isn't successful. Further Information: Oddly, after hitting print-screen to take screenshot, display of action changes to show it is not possible. user_tu_calculation_incorrect-62.json
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Milestone 4.15.0 Released! (Experimental)
Melee replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
To go along with the electroshock unlock, I think there needs to be an upgraded melee version of the starting stun baton (stun axe/hammer/maul ? Maybe do damage and stun.), otherwise the new reflex-centric units are encouraged to switch to the firearms for better stun damage but now are at an accuracy disadvantage. -
That makes sense as their cth would be low.
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The AI only seemed to use grenades when two or more Xenonauts could be hit. I liked the mindfulness and wariness it forced when encountering wraiths.
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Milestone 4.8.0 Released! (Experimental)
Melee replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Based on weapon and magazine art, my soldiers use mag-fed shotguns, not loose shells. -
[m4.5.0 - Ground Combat] Laser rifle will not reload.
Melee replied to Melee's topic in Xenonauts-2 Bug Reports
I went back and experimented. Earlier save attached. This is repeatable with Kirsenko starting with a full mag by bursting 3 and then snap shot once, leaving one ammo in laser rifle. End turn, then reload, rifle still has one ammo, but with a new 3 round mag in inventory. Ending turn and trying to reload again yields message. Also, reapers seem to like to camp roofs. I wanted to capture him but there was no safe way to approach without him getting an attack in by dropping down. According to interrogation/autopsy, they shouldn't be that smart. user_day_140_crash_site_manual_save_reaper_ai-214.json