Jump to content

asdfcyber

Members
  • Posts

    176
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by asdfcyber

  1. I have the camera set to 45 degree increments, The selected soldier was in the command center and teleported down to get to the current location. At the same time I rotated the camera. The camera seemingly stopped rotating after using the teleport, because this is what it looks like now:
  2. In the attached save 139 I control the command center in the alien base, and the locations of the remaining aliens were revealed. However, after the turn ends they disappear. They stay hidden until I take my soldier 3 closer to the door, after which they all reappear again. auto_groundcombat_turn_11_start-140.json auto_groundcombat_turn_10_end-139.json
  3. Here, I reserved TUs for an aimed shot. After taking that shot, the TUs for it are still reserved. Shouldn't performing the action use the reserved TUs?
  4. Is +0.10 an error here? Shouldn't it be either +10% or x1.10? The mixed use of percentages (both as % and as multipliers), percentage points and whatever the top item is makes this information panel quite confusing.
  5. I can reproduce that containers can't be stood on (take soldier 6 and try any container). Haven't found the building bug yet. quick-178.json
  6. I think creating a mod that does this (should be doable) is better than adding to the base game, I agree with Chris that it doesn't really fit in
  7. The accuracy modifiers themselves are fine, but the descriptions of large targets and crouched targets seem to be swapped. This guy is definitely crouched: And I believe I've seen crouched as a >1 modifier on a cyberdrone.
  8. The planned path is reset when I hover over the enemy with the stun baton selected, I don't even need to press shift for this to happen. The performance drops from 60-ish fps to 11, the same as in the preview performance bugreport I made earlier. 2023-01-03 21-26-32.mp4 quick-175.json
  9. Nope, there's no way to get notified by edits sadly. I've wetransferred you all the saves
  10. @Chris There's also a missing path section for coming down one level and jumping through a window: Can be reproduced by soldier 4 from this save quick-170.json
  11. That's interesting, because for me it always happens with that save. Perhaps it depends on the tile being fired from, I had a path to this tile:
  12. When visiting more than five linked tooltips, the ones that have been open the longest lose their text. It reappears when the newer ones are closed. This is either a bug or a feature to not clutter screens too much, and I can't tell which.
  13. I noticed the targeting reticle was jumping around a lot when previewing this shot from the move path: 2023-01-03 14-45-34.mp4 I'm not sure how to reproduce this. It might be related to the sentry bug where the reticle ran away? It might also be related to the poor performance with the shift-preview. quick-161.json
  14. If a jetpack is equipped with guardian armour the portrait has no armour: auto_strategy_after_intercept-155.json
  15. If that's the case, what is the 0% doing by that wall? Edit: derp, it's 0% blocked, 0 is not 100
  16. I've been playing this for over 70h now according to steam with over 30h in my v25.3 campaign, so I think it's time to give some feedback instead of just generating bug reports all the time. I've tried to split it up in categories, and I've numbered the points to make it easier to react to one. It's rather lengthy so I figured it would be better in a separate thread than in the main feedback thread. There seem to be two different fonts used in this post. I'm not sure how that happened, but this editor isn't capable enough to change it so you'll have to live with it I'm afraid. AI The civilian AI is pretty dumb at times, jumping out one window and into another or dropping from a roof only to climb back up. They will run towards aliens and ufo's. I've had to subdue a local after he ran into a ufo with no protection to prevent him from doing anything stupid. They don't care about cover. Alien AI also isn't great: they don't seem particularly attracted to cover either, will turn their back on you, fire at a soldier farther away in cover instead of one in plain view. They will run up to you, unable to do anything else because they're out of TU's. Servitors will not try to stay near others. Reaction fire can be a bit excessive. Maybe remove overwatch from units when they take damage (perhaps above a certain threshold)? And/or limit it to once or twice per unit per turn? In particular, reaction fire at the first turn feels fair but can be a bit annoying when they spawn around the dropship. Pathfinding and targeting through/into the shroud allows you to deduce object and possibly also enemy locations. Pathfinding is occasionally unoptimal, it is somewhat annoying when going to a neighbouring tile first can spare you a ton of TU (this has been reported as a bug). Speaking of pathfinding: being able to walk backwards through a door or sideways out of a corner would be absolutely awesome. Units I was sceptical about the smaller tank, but now I really like it. Feels a bit overpowered at times though. MARS destruction feels a bit too easy / indifferent sometimes, "oh there are a couple of walls along the way, guess I'll drive through them instead of around since it takes the same amount of effort and the coin landed heads". It will cut literal corners. Maybe make it cost +1 or +2 TU for it to crush something? I find it hard to distinguish Psyons and Sectons. Are Sectons always crawling and Psyons always standing? They’re both Caesians to me. Some elites have so much armour that it’s easier to stun them than to kill them, feels a bit weird. The Sebillian melee animation feels very underwhelming (I was expecting claws, but instead it looks like they make a polite bow). Servitors could be a bit more dangerous. Androns appear pretty late, I expected them earlier. Not sure if that's good or bad, the current rate of discovering new species is quite nice. If units are very lightly wounded, the after mission report says they will heal for 0 days. Perhaps also show the hours? It is not clear that the Cyberdrone has extra front armour until you get the autopsy report. I did notice the blue HP's above it, but assumed that was an omnidirectional shield or something. Maps The alien base feels much better than the X1/X:CE bases, because of smaller hallways, non-square rooms and cute little attics. Although the rooms are still clearly on a grid. I like the animations and detail in general On one mission I threw a grenade next to a wall and bricks were blown away from a nearby wall. Not sure if that was a baked animation or a simulation, but it looked great! Maps are very flat. It’s easy for the cameras, but I wouldn’t mind some taller buildings or hills. Although I suppose hills could look a bit strange because a tile has to be either on one floor or another? Cliffs then. Cliffs are nice. Crashed aliens seem to be either dead or at full health, perhaps they can also be generated wounded? Weapons / armour / shooting Instead of not showing anything when damage is all absorbed by armour, it would be very nice if it was shown but in grey/white (as opposed to red). And if a shot connects but has no effect at all, perhaps it could say ‘resist’. Mind War could use one of those explainy popups, I had to read old patch notes to discover what it does. Or perhaps add a tooltip to the icon that appears on the affected soldiers' portrait? Alien plasma weapons seem to cause bleeding fairly often, but shouldn't plasma cauterize wounds instead? 80% chance for shields to intercept projectiles coming from the front feels too low, especially when crouched. And if they do get past, surely they can't deal full damage? Currently, only the highest cover value counts. But I think shooting through 3 windows should be bit harder than shooting through 1. How exactly does armour penetration work? And damage? It doesn't seem to be the same as the weapon properties tell me, for instance I just did 75 damage with a gauss rifle that should only be able to do 60. It might be nice to explain this in-game somewhere, the tutorial perhaps. I found some tooltips. Melee combat is surprisingly effective in the early game. A knife upgrade or more melee weapons might be nice for players that prefer an aggressive playstyle. I love the 'ctrl to compare' for weapons. I like the design of the stun gun more than that of the electroshock guns, the latter's texture is a bit more bland. Stun guns are in the equipment tab, but electroshocks are in weapons. Can stun guns be moved to weapons as well? In the gauss xenopedia pages, which I assume is actually the accelerated ballistics page that is currently missing, it is mentioned that upgrades are constructed separately from the weapons. I really like that the older types are not immediately obsolete that way. It would be nice if medpacks had ‘ammo’ and if you could stop bleeding for less than 25 TU. In mid-game I still haven’t unlocked some form of stun gas. Is that not in the game? Because it can’t be that high tech, right? Or is it locked behind one of the interrogations I haven’t had time for? I really really want my soldiers to be able to peek around corners (see a bit further if they're right next to it) Can the shooting line also be a nice solid line like grenades have instead of the small squares? It would be nice if the stun electroshock grenade showed the stun damage it does in its tooltip. The numbers in the 'chance to hit' information panel are inconsistent. Sometimes they're percentages, sometimes percentage points, sometimes multipliers. Camera Being able to rotate the camera is nice. Also really nice that the rotation increments can be changed. Can camera rotation and perhaps movement be allowed during the enemy/friendly turn? I like to look around, and sometimes action is blocked by cover. At the end of the turn the camera centers on the selected soldier, but that is not necessarily the most interesting region. I usually already have the camera near the area I want to observe. Aircraft and air combat Aircraft are weak at the start, their research has to be prioritized. Perhaps they can come with missiles and torpedoes unlocked? Rebuilding an aircraft takes two weeks or so, which is much longer than repairing or buying a new one. And after rebuilding it still starts with no health. Autoresolve is very punishing. I'm bad at air combat, but every time I've tried to do it manually I've been able to do much better. Maybe make it more lenient? Or base the autoresolve performance on a couple of manual fights? Is there no aircraft laser cannon? X-55 Phantom refuelling time is very long but they seem to burn about the same amount as X-25 Angels in combat. And with autoresolve Phantoms often go to 0%. The first three interceptors (not sure if there are any more but I'd assume so) all have two weapon hardpoints. Perhaps the Gemini can have an extra hardpoint? It is currently only marginally better than the Phantom. Aircraft positioning at the start of a battle is a bit janky because leftclick is used both for the position and for the direction and it depends on where you click. Air combat performance is sub-60 fps for me even when paused. In air combat, the circle outside of which you can place aircraft has extremely low contrast with the background. Relocating an aircraft does not make the aircraft fly on the geoscape :/ Research The alien electronics research unlocks a lot of things, perhaps they can be spread out over two research topics? There is both a reaper and reaper alpha interrogation research project, I think they should be merged. There is always a backlog. I have only done two of the interrogations for example. I like that you need to choose what is most important, but there's always something more important than the interrogations to me. It feels as if I can't possibly catch up. It would be nice if there were multiple teams of scientists for parallelized research I like that plot-progressing research is clearly marked as such Engineering It would be really nice there were folding menus in the soldier weapons category (for instance 'laser weapons', click it and it folds out revealing all laser weapons). In the aircraft equipment it would also be nice (armour, cannons, missiles, torpedoes) Tooltips won't show when hovering over the available engineering project topics but do in the engineering queue and on the images if they have one (bit unintuitive). Can they please also be added to the project names in the list itself? There are a lot of upgrades, and the upgrades are all expensive. Just like with the research, it feels like I can't do them all. I like that it can generate money when not in use. I could say the same about research but research is time-constrained while engineering is resource-constrained, meaning research can't ever catch a break while engineering is occasionally forced to. Bases How does storage work? Building another storeroom gives more storage capacity, but is capacity actually limited in the first place? It is not clear which items should be kept. For instance, do I need to keep captured units alive for interrogation? Can I safely sell all corpses? Suggestion: add a 'this item might be needed for future projects' icon next to the item in the storeroom. The decreasing sell value for large amounts is interesting, but if you sell a large volume all at once you can sell them all for the max value which is probably not intended. The value also does not appear to recover over time. Do missile batteries deal randomized damage? Because mine did 150 damage every time it's been used, but the base screen says 100-200 damage. There is not really a need for more than two bases. Not sure if that's good or bad. I think it's because the regions are larger compared to X1 so they’re easier to cover. I think more bases (three or even four) would make for more interesting gameplay, but they are far to expensive to be able to do that with the current economy. UI clarification is needed for transfer time. There is also no notification if transferred items have arrived. It would be nice if aircraft could be rearranged in the base, very much a nice to have though (purely aesthetic). Perhaps a 'sell all' and 'transfer all' button could be added, like a >> next to the >. Balancing What is the difference between gauss blasters and gauss cannons? Gauss blasters are extremely expensive to build, requiring $700k and 60 alloys to make in total. And the project text mentions the blaster unlocks the cannon? The cannon also has the image of a laser weapon. This was reported as a bug, not sure why it stayed in this list. Aircraft weapons in general are really expensive, and I found I do not have the money to upgrade them properly. Perhaps bring them down to around 175k or 150k? It's also a bit strange how they all cost the same. Vehicle gauss weapons require vehicle laser weapons to be built first, but I'm quite sure that one of the update posts mentioned that upgrades could be skipped? If they are not going to be I think the cost should be reduced. Same for base defense. Jetpacks are really light, as heavy as a single grenade. For comparison, the knife weighs 2 grenades and the stun baton 2.4. Bombers are really fast, an X-22 Angel is only slightly faster so if you are still using one of those you won't be able to catch them. The alien interceptor can't damage phantoms with alloy armour with its cannon. MARS get repaired instantly when returning to base, that doesn’t feel quite right. It also means the most powerful unit is always at your disposal. I think shooting down a UFO needs to return a percentage of the amount of panic it has caused. In the gauss xenopedia text: "accelerated ballistics do not require alien materials to construct" but they do all cost alloys. Is the text wrong? Regarding balancing #2 and engineering and research #3, around the funding report of day 180 it suddenly feels as if there's much less pressure. Not many new projects become available in the month or two before, so it feels as if I'm catching up now. Geoscape Geoscape performance drops a lot at the fastest speed whenever there's anything flying around. Seems like something that can be optimized away, but perhaps disable the fastest speed if not? It is currently a bit boring. There are a lot of different options for solving this such as regional forces, weather… The equirectangular map projection is being used incorrectly. Specifically, the shortest path between two points is in most cases not a straight line, but the aircraft do behave that way. Even worse, the same distance on the map gets you increasingly shorter distances as you go away from the equator, but aircraft either get slower by the same factor or just ignore that too. Flying from Alaska to Norway should not take just as long as going from Indonesia to Venezuela. Radar range should not look circular away from the equator. The game also does not allow you to fly over the poles (all of Antarctica is missing, even). I really hope this will be addressed at some point, because it is my biggest problem with how the game works. Story (spoilers) I am afraid I have to be honest here, I think the original Xenonauts has a better story. Although I’ve only read the first half or so of this one. The cleaner substory (if you can call it that) is alright, but not particularly special. I really don’t like the multiverse explanation and ‘they are what we could have been’ in the alien origins page, can we please just have them come from some faraway planets instead? Overall, the story does not feel too integrated with the rest of the game because it’s kind of hidden away in walls of text. Which I like reading, but still. I don't know how this could be fixed though, if it even needs to be. Technical I’m not a game dev and I’m sure you’ve put a lot of effort into it, but are you sure that dumping C# objects and encoding + compressing them is the best way to save? Will the game load mod binaries in the future? As far as I can tell no such system is in place currently. What is your opinion on decompiling for the purpose of modding with Harmony? Accessibility I've heard that light text on a dark background can be hard to read for people with astigmatism. Are there plans to make a 'light mode' version of the UI? During the enemy turn, sounds can give many clues to what is happening. Will there be subtitles for the hard of hearing? Congratulations, you've reached the end! I realize I might sound quite critical in places, but I absolutely love this game. Thanks, devs! Edit forgot-the-count: I think a changelog is in order. Earlier: Added units #8 Added servitors to AI #2 Added weapons #14 Added AI #7 Added a suggestion to bases #2 Added bases #8 Added weapons #15 2023-01-03, 20:15 (UTC+1): Weapons #6 has been answered Added weapons #16 2023-01-03, 21:00: Added units #9 2023-01-03, 23:15: Added balancing #10 2023-01-04, 16:30: Added remark to AI #2 Added weapons #17
  17. Yeah I've got over a gigabyte of zipped saves lying around :) I didn't know it was related to manual air combat, I'll keep an eye out!
  18. I used to only autoresolve, but the past handful of encounter's I've done manually because I get much better results that way. Haven't gotten a crash from that yet
  19. I got a CTD from switching floors after shooting caused by an NRE when fading something (?). To reproduce: shoot the andron at the first floor with the MARS (it'll be destroyed, doesn't matter for this bug), then go back to the ground floor with the camera. Edit: additional information: it seems strongly linked to the Andron being killed. The crash also happens when it is blendered with grenades. Edit 2: It also happens when the MARS is killed by the wraith at the top floor so that implies it's not (or at least not only) caused by the Andron. Edit 3: I was able to win the mission anyway output_cameralevelctd.log auto_groundcombat_turn_7_start-25.json
  20. This unit cant reach the highlighted tile and some other tiles around it: The neighbouring tile can be reached just fine: The unit can reach the first tile by going via the second tile. She's wearing a jetpack, which might be related to the pathfinding problems. quick-154.json
  21. When using the jetpack, paths look like this: And is it right that you can't hover with these? quick-152.json
  22. @Chris I assume this is also the same issue? I figured I should post this one since it's an enemy instead of an item/prop quick-151.json
  23. Hang on, that's a feature?! I don't think I did there, but I have done that recently so I'm not sure. The saves below are from the same mission if I'm correct, one is from the start of the turn, one from the start of combat and one before combat. auto_groundcombat_turn_11_start-265.json auto_strategy_before_combat-63.json auto_groundcombat_turn_1_end-240.json
  24. These destroyed walls, which were destroyed by driving the MARS through it, can not be fired through: quick-149.json
×
×
  • Create New...