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Raffik

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Everything posted by Raffik

  1. Agree. The extra cleaner mission is nicely balanced. The armour - agree 100%. It now also needs 2 projects to upgrade and after upgrade you have to produce the upgraded again. Guardian is upgradable as well, I do not like that too much tbh. I liked the older model better. Perhaps that will be corrected in the future, now it feels a little too elaborate. Headgear - agree - its kinda nice, that it attaches to the head and does not need extra storage space, but then your backpack is a nuclear silo. At least some of the modules should remain to be carried in the backpack (armor plate, automed, actuator f.e.) Laser recharge - I got the same project twice. First immediately with laser weapons, the other after researching plasma. Assuming, that one was for the laser weapons battery to actually recharge and the other one for the advanced laser weapons, but I liked it more before, where both projects were combined (recharge and advanced).
  2. Hello Kouki, here the save, where I first noticed it (shortly after the last patch, that solved the unlimited accelerated weapons appearing for sell in the storeroom if I recall correctly) user_day_41_manual_save-3.json
  3. no, there were 2 defender armors with defensive value of 14, but different weights.
  4. EDIT: Funding: funding unaffected by the regional panic seems to break the need of plot research a bit, as for example on Soldier difficulty, the monthly funding is about 3M and the plot research gives a bonus of 240.000.. then the plot research can "wait" but should be important as well shouldn´t it.. Panic: -10 panic reduction monthly seems to be a bit too much, but on higher difficulty it could be just enough. Armor upgrades: a bit buggy, as there are 2 armor types available, which seem to be the same, but only have a difference in weight. The armor is shown as Defender in armory, but as Warden in storage screen. You have to produce the lighter one extra, on top of the amount spend on the upgrade - if you upgrade the existing ones, why should you produce it again? Moreover, the newly produced armours did disappear after tactical mission and only the heavier were available. I understand there is a patch for this on its way, which will hopefully solve this. Modules: in the armory, it seems that the "helmet" equipment are distributed randomly, some soldiers that never wear the rebreather f.e. suddenly have it equipped (when recovering from injury) Cleaner captured weapons: the captured cleaner weapons cannot be sold. Not sure, if its intentional. Cleaner weapons now provide a nice bonus to the accelerated weapons, that are available in unlimited quantities after barrel accelerators project (they are lighter, which makes them an interesting loot), but should be still available to sell. Laser recharge: comes together with laser weapons immediately after the research. It seems to be a little too early, as you can effectively have laser weapons with unlimited rounds at around day 60.
  5. Hello devs, not sure if this is a bug or intentional, but in the prototype build the captured cleaner weapons cannot be sold. Making the accelerated weapons available in unlimited quantities after research of the barrel accelerators actually give the cleaner acc weapons a nice detail, as they are lighter and so give the player a little bonus when he captures some. But, they should be still available for sell.
  6. agree, if there would be a game like JA including alien invasion. I believe its a question of individual playstyle, as some people would always try to preserve the soldiers or like to play very tactically, wouldn't they true of course, but laying prone would be logical (and would inevitably bring some disadvantages too) and would add little more reality into the tactical combat imo. absolutely agree.
  7. I believe the prone position would be really nice, as not all people prefer the cannon fodder approach. For the gun sounds, the ones currntly in the game are okay-ish, however a richier sound for (not only) accelerated weapons would be nice
  8. I manufactured the lighter version of the defender armor (weight 12) and equipped my squad with it. Sold the heavier ones (weight 16). After tactical mission, my soldiers in the armory were stripped off the lighter armor (the armor itself dissapeared) and the already sold heavier armors were available for equiping the squad... Seems like the system is confused and takes both armour types as the same...
  9. thank you, much apreciated! in the original game and experimental branches the funding went to negative around day 500 or so, when the bases were well developed.
  10. The bug with selling unlimited amounts of items is back in the 2.01 prototype version... Also (and that is valid also in the orig game), if you build 6 bases up to certain point, the funding becomes negative, so the regions are actually taking funds from you. In late stage of the game you do not need any external funding anyway, but its still annoying. Is that intentional or just not yet finished in design? As shown in the screenshot below, the funding turned negative - the high amount of money that early was made via selling the unlimited supply of accelerated weapons.
  11. hmm... interesting. For me it always crashed, when the C4, planted in fron of the UFO door was triggered. Thank you for the save. I downloaded it to the game files and will test it. Any idea when the next patch is coming? EDIT: confirmed, it did crash after the next tactical...looking forward for the next patch then.
  12. I have been grenaded recently as well by a wraith, who's sight has been blocked by smoke screen I threw at the end of my turn to break the LOS. During AI turn, the wraith went straight into the middle of the smoke (the smoke was not broken up yet) and threw a grenade at my soldiers. Idk if he could see my soldiers through the smoke and did not think of it much, but Skitso's case kind of reminded me of the situation - I believe the LOS was broken and that the AI only attacks enemy they actually do see, but the wraith couldn't / shouldn't see through the smoke.. so he was either guestimating my position or knew my guys were there..
  13. Enemy within sounds interesting, like an infiltrator (impostor) into your organization, that would have to be located and eliminated (there could be more of them in the xenonaut ranks) - human collaborators. Another idea in case a region is lost. Military forces of the surrendered region could attack xenonaut base in the region or send interceptors against xenonaut planes.
  14. auto_groundcombat_turn_11_start-52.json here is the save from the ground combat and the logs. I hope it helps output.log.1 output.log.2 output.log.3 output.log.4 output.log.5
  15. update - during the mission, the CTD happens when triggering C4 charge. After the mission, theg ame crashes on the Geoscape after highlighting the mission results.
  16. Hi Chris, after downloading the prototype build and play of 22 days of game time, the game crashed during first tactical mission (scout), so the following impressions and ideas are only relevant to that short time. Intro: Could be longer and go deeper into the plot - not only are the Xenonauts protecting the world from an alien invasion, but also preventing nuclear war, that cleaners are steering the world politics into... Panic / Funding: not able to test yet, as the game crashed way too early. Mission Order - Cleaners: feels intense with the first Cleaner mission so early. Bit harsh, but manageable. The mission itself is challenging, but also just "usual kill´em all" elimination mission. I believe, that the Cleaners are more of a strategic threat to the player and their mission should therefore have more strategic background (VIP assasinations, sabotages, local military base attacks etc). The events triggering on the Geoscape (journalists abducted/arrested/eliminated) could trigger some of those missions, so the player can attempt to save them and prevent panic increase. Perhaps also widening the scope in the tutorial of the game could be interesting - when the player fights in the tutorial, the fight could continue in the first mission of the game (the player defending the base). Loosing would mean end of the game. Hard, but immersive imo. Mission order - Abduction: this feels so different! And very satisfying I must add. Saving all 10 people before the mission timer expires gives a very satisfying feel. Well done, I liked that a lot. I believe,that with time and more resilient enemies than sectons, the abduction missions would be even more intense. Weapon upgrades: Finally the accelerated weapons have clear purpose and the research will not be skipped, good idea! Like that as well. Although bit expensive at the start of the game. Armor modules - Rebreather: good idea, it was annoying to stun own people when running through smoked terrain or UFOs. Armor modules - Ragefinder: no graphics (visualisation) for it yet as it is just a placeholder I assume. Gives less bonus than the original module, but fine. Armor modules - Commlimk: no graphincs as well yet. Not sure what the effect of it could be in later stages of the game, when psionics come into play, at the start of the game a bit useless imo. What I would like to see for example, would be night vision goggles. Armor upgrades - Defender protection: good, increasing the protection with alloys is logical, but it is expensive and takes a long time to develop Armor upgrades - Defender weight reduction: good, also takes lot of time and resources at the beginning of the game, where each penny is needed (to rebuild the base, hire people etc) Armor upgrades - Heavy armour: the basic defender armor weights 16, the heavy armour adds another 12, bit too heavy imo... not sure yet what warden will do with this (the armour value of warden was 20 I believe and the weight was 12, now the def value is 13 with the added protection and it weights 28 - defender with reduction weights 12 + 12 heavy armour, so twice the amount of Warden in original and the protection is less.) The associated research is called Warden armour, however, onl the defender upgrades are there and there is no "real" Warden armour.... There are 2 more projects, that take about 8 days to complete and the costs are 500.000 in total for both upgrades, to have the "complete" Warden armour feel.... researching Warden in original was about the same time and equipping the whole team with Warden took less money. Chris said: "My question here is simple - do you prefer this to the module system in Milestone 1 where your inventory was full of modules? There's scope to add extra artwork and improve the UI if people like the basic idea, but it'd be nice to know people's initial impression of the changes." The downside I would see about the modules not in the inventory is, that there would be "too much" carrying capacity in later stages, when the soldiers get stronger, so the battlefield could turn into grenade parade.. Jetpack: as it was mentioned, I think it could remain as is, as the selectable option through a tick box. Other modules: I believe, that some of the modules (larger ones) should still be carried in the inventory (Automed, Actuator) and the other like googles, heavy armour, rangefinder rebreather etc could be selectable through the drop down. Thats it for now. Overall, I like the ideas and the changes, perhaps the armour upgrades could take less funds or time away.
  17. during the first ufo crash mission (scout) game crashes - the dev console gets highlighted and the game crashes to desktop. Appears after reloading the game as well.
  18. I believe, that the game could accent the cold war more in general. On one hand, the world nations unite to fend off an alien invasion, on the other, the technological leap caused by reverse engineering would rise tensions between the power blocks and could lead to WW3. So the organization would have to navigate between them and keep all sides content in order to keep the bases, funding, manpower etc..
  19. Just have been grenaded for the first time in 3 playthroughs yesterday but it did not seem as the most efficient way for the alien, as he lobbed a grenade when standing in smoke in front of 2 of my soldiers with no cover... injuring just one. The next turn he was turned to paste by my squad... The AI probably seen it in other way...?
  20. multiple Labs make bigger research output, you can research faster. But always only 1 research at a time in my exp. Labs also generate income when all research is completed, but having Labs in multiple bases is impractical, as you need build living quarters, hire scientists etc, which takes respurces you coild have used elsewhere imo.
  21. finally the flashbangs are corrected, good news! I had the same problem with captured plasma grenades and electroshock grenades, hope this fixed them all?
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