cwamartin
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I do remember staking up my Colossus troops in X1 (whatever the name was then) with extra ammo and grenades for my other troops; that was handy on terror missions toward the end when the reload magazines were getting low in number! And I also think the automed module should be available for the Colossus - it makes complete sense.
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Hi Many thanks to the devs for a great game. I am one of those people who have been playing this type of game since the original UFO Enemy Unknown came out in the 90s and the way X2 has developed since the initial early release is really great; I enjoy it very much. At first I wasn't sure if it was only going to be X1 with better graphics but the gameplay has developed enough now for it to be different enough from X1 while still retaining the essentials of what I enjoyed about that game, so overall a great job. What I have to say below should be understood in that context! I have played the latest version through a couple of times now and the same thing has happened to me - around day 500 or so there are just no more UFOs (It probably happens earlier but that is when I noticed). I can go through months at a time with no UFOs showing up. This makes sense in-game because with the waveform peak having past the aliens are not able to send through as many UFOs as before and eventually, as the chief scientist points out, they will not be able to send anything bigger than a scout. However, it means there is no in-game motivation for Xenonauts to attack the alien home world - all they have to do is wait it out until the UFOs run out - at that point why would you risk your men for an unnecessary mission? I know, of course, I can choose to do it anyway, but it somehow feels wrong that in-game I don't *need* to. It brings in a wider issue in that the game difficulty peaks with the UOO1 bridge mission. Up until that point world wide panic is continually an issue and it is a race to get my troops well enough equipped to do that mission before I lose two funding regions (1 region really since I almost always have already lost one by that point) That phase of the game is really tense (and enjoyable!) but as soon as the bridge mission is completed then the game becomes really easy. At that point global panic goes down; then Battleships begin to appear but are easily brought down for a cool half million each; the daily ops points allow me to build up my store of alienium and alloys for engineering projects even without raiding a downed battleship; within a few months I have Gemini Interceptors on all my bases, all my troops are fully equipped with the latest armour and weapons, and global panic has been reduced to zero everywhere (and I only have three bases!) The Xenonauts now have complete control of the situation and the aliens have no hope. I have won without doing the operation Endgame mission. (I also noticed that since the last time I played X2 ( a few months back) the UOO1 missions are considerably easier; it used to be I had to scum save my way through but now they seem to take hardly any effort at all. They probably were too hard before but now I think it has gone the other way. ) I wonder if it could be tweaked so that in the Endgame Phase the sole purpose of the Aliens becomes to destroy the Xenonauts either by attacking their bases directly or by Terror Missions to erode their funding and cause two regions to stop supporting the project. Maybe, for example, there could be at least two terror missions per month at this phase - even if all the Battleships are brought down, the Terror Missions should populate anyway, and they should cause more panic than usual. That way the panic will start to ramp up again quickly meaning that the only way to defeat the aliens before funding runs out is to do the Operation Endgame mission. Whatever you come up with there needs to be in-game motivation to do the Engame mission - if the earth can be made safe without it, why would the Xenonauts do it? Finally, I think there need to be more mind control aliens generally. I remember a terror mission some time ago when there were three hiding in one building and every turn they took control of at least one, usually two of my troops - the ones closest to the building; it was a real task to get the other troops in there and kill those aliens and it made for great gameplay. Now I don't even have to carry the mind shield module, most of my troops resist being mesmorised without it, not infrequently they resist being mind-controlled and even if they don't there is rarely more than one mind control alien anyway so it is easy to kill it and release my troops. (This is also part of the reason why the UOO1 bridge mission used to be so hard - having three mind control aliens in there really created havoc - great fun!)
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Actually, 6.27.0 doesn't like me at all! I tried another new campaign (no building adjustments this time, and it crashed the first time I right clicked to remove a piece of equipment from the backpack on the soldier equip screen. I think you (or I!) have a fundamental problem with that update, I can't use it at all! I don't want to keep generating bug reports so I will stop playing for a while! Many thanks bug_report_2025-12-12-14h51_st_6.27.0_unhandled_exception_1.zip
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Hi Guys, I started a new campaign today so I would have a completely fresh 6.27.0 game, and encountered a CTD as soon as I attempted to build a hangar (which is more or less the first thing I do) so I think the demolish thing from my initial bug report is a completely separate thing and nothing to do with anything else in it. I see some others have reported that too so you can ignore that part of my bug report. Many thanks
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Hey guys, Back with X2 after a break - it is coming along really nicely now - well done! On my 2nd playthrough I have come across a weird bug. I am having repeated CTD after completing an alien base mission. This happens either on the geoscape when I increase game speed, or if I am on the base construction screen and choose to demolish a building. Here is the full sequence: - I complete an alien base mission and advance the game speed to quickly get the dropship back to base (- At this point I sometimes spend OPS point to lower panic in the region where the base was, but the CTD happens whether I do this or not) - I sell the junk - I start an engineering project to rebuild my two MARS vehicles - I replace two soldiers who were injured So far everything works fine but this is where it goes wrong; it has happened in two ways: 1) If I come back to the geoscape at this point and advance the speed, the game will crash; further experimentation shows it doesn't crash right away; it will progress up to a certain point (a couple of hours, roughly) and then crash. 2) On one of the occasions when I was trying to recreate the bug having carried out all the actions above (up to and including replacing the two soldiers) I decided to demolish one of my Alienium generators before going back to the geoscape. This caused a CTD rightaway, i.e. I did not get back to the geoscape to advance the game speed. Many thanks. bug_report_2025-12-11-12h44_st_6.27.0_unhandled_exception_2.zip
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Having come back to the game after about a 5-week break, I have noticed that many of the little bugs have now been sorted and overall the game just seems so much more polished so good job! There is one that is still there though, in Terror Missions the full height shelf units within a shop are still not providing any cover. More than once I have gone behind these only to realise that the aliens are treating me as if I am in the open and shooting at me right through the shelves which remain in place when the shots pass through. I am not sure if the shelf had been previously destroyed (before I took cover behind it) and the visuals had not updated properly, or the shelf does not provide cover whether or not it has been destroyed. I am almost 100% certain that one of my soldiers got hit with the first alien shot going through the shelf so I don't think it is that the first shot destroyed the shelf but the visual didn't update and then the subsequent shots went through; the first shot also went through. (If any of that makes sense!) The half-height shelving seems to be fine.
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Field of View (periphreal vision)
cwamartin replied to Keflin's topic in Xenonauts-2 General Discussion
I see this is an older topic that I am only noticing now! FWIW, my thoughts are that it is not so much the angle of peripheral vision but also how an alien unit can pass right in front of your soldier, who remains motionless, until the alien disappears and then shoots from behind. This seems ridiculous to me, and it is especially annoying when it happens to a shield carrying soldier who could protect himself if he turned to follow the alien walking right past him! If the soldier has time units and the alien walks in his line of vision, the soldier should turn to keep the alien in his line of vision. I also think that a soldier should notice if an alien comes to any adjacent tile, except directly behind. Again, it seems crazy that an alien can be right next to a soldier but the soldier doesn't notice! It doesn't create a horror vibe, it creates frustration and an a sense of unrealism. Although, I will grant, that it is really cool to see a soldier crumple and turn into a zombie out of nowhere, which is why I would still allow an alien in the tile directly behind the soldier to not be noticed until it attacks! BTW, I stopped playing for a month or so (as I do every so often) just to see what it would be like when I came back to it. I must say the game is playing really well now; any issues I have noticed are very minor (mostly). -
I have attached my most recent save file; I am not sure if it will have what you want because it is quite a bit of time after the laser battery upgrade engineering project was completed. I was hoping that something might reset if I got to the Gauss battery upgrade so I just continued on until that point. Hopefully you will still find the info you need in it. user_day_254_alien_base_manual_save-5.json
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You go to all the bother of tracking down a bug and fixing it, and then the users register the fixed thing as a bug...who'd be a dev? Or, to put it another way: many thanks! I suppose I should read tooltips but I rarely do and also it seemed to me that it worked in X1 whether the soldier shooting was standing or crouched so I assumed it was the same in X2. But I could also be remembering it wrong; X1 was a long time ago now!
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After I researched heavy laser weaponry and got the Base Upgrade project to upgrade my missile batteries to laser batteries, I completed the project but the missile batteries did not upgrade. Now it won't let me progress the other upgrades (e.g. Gauss battery upgrade) because it thinks I haven't done the laser battery upgrade, but I have. The project is gone from the base upgrade list so I can't re-do it and can't progress to any of the other defence upgrades without it.
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In the air combat game my Phantom was being engaged by three interceptors. I was repeatedly clicking to roll button (because, you know, that is always a good strategy...) when my interceptor was destroyed which resulted in a CTD. I think I must have clicked the button after the interceptor was destroyed, but I am not sure. bug_report_2025-06-01-19h19_ac_5.34.0_unhandled_exception_0.zip
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Milestone 5.32.0 Released! (Experimental)
cwamartin replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
I agree with this wholeheartedly. Going to a base and losing many troops to wipe out all but, say 10 aliens, return to Xenonauts base, pick up new troops and immediately return to the alien base only to discover it is suddenly fully staffed again is a bit disappointing! The number of aliens should stay the same until they are resupplied and then they go up by, say 1/2 of the full number so that if 2 resupply ships get through the base is fully restaffed. You could also have a default whereby whether any resupply ships get through or not the aliens re-staff their base after a full month has passed. FWIW, I also liked the system in X1 where the aliens first established an outpost, then a base, then a fortress. That also could be dependent on resupply ships. Sufficient ships getting through cause the size and number of aliens to increase from outpost to fortress. Conversely, for each month no supply ships get through the dynamic goes backwards from a fortress to a base to an outpost (but doesn't get smaller than that.) Maybe this is Mod territory, but it would be a very cool dynamic if it could be implemented. -
[5.18 Tactical] UFO exterior not showing up
cwamartin replied to cwamartin's topic in Xenonauts-2 Bug Reports
Hi, apologies, I have lost track of the game save - in fact I am not even sure where to get them, but if I come across it again I will post it. It might be a while though; I am currently repeatedly failing at the UOO1 Bridge mission, in spite of all my scum saving - talk about that UFO Enemy Unknown sense of despair - it is quite nostalgic! -
Hi, I am on veteran difficulty but customised it to show health and damage and allow auto-resolution of UFO intercepts. (I know, wimp!) I was doing a mission raiding a cruiser UFO and noticed the Fog of War seemed to not be disappearing as my units got closer to it. Then I realised that the bottom layer of the exterior of the UFO is not showing. Once I got my units around the front and could see into the UFO it helped a bit but the exterior was still not showing properly. (attached screenshot) If I move the view up a level everything is showing normally so it is only the ground level that didn't work. It also seems to only be for the cruiser UFO (although I haven't got far enough in the campaign to encounter any UFO type that comes after that; but all the ones that came before were fine.) Many thanks!
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Hi devs, Just an appeal to do something about the alien base/UFO doors - it now feels like they have been deliberately programmed to make things harder. When you have five units lined up behind a door and have to open the door EVERY time one of the units goes through it, that unit also using up TUs to close the door behind it, it is REALLY frustrating. Further, if you open a door, the MARS will no longer go through it (see second attached screenshot). So unless I want the MARS to be trapped in the opening room I have to make sure it runs through the doors first, and if there is an alien behind that door then, because of the slow reaction time of the MARS, the alien almost always gets a shot in so the MARS units are taking unnecessary damage. It also means that units (soldiers or MARS) cannot go through an open door unless they have enough TUs to close it behind them so going forward one tile through an open door which should take 3 TUs now takes 7 (see first screenshot). Now, I haven't done an alien base mission in a while so maybe it has been fixed for those, but I am getting both of these problems when I try the 2nd UOO1 mission - a mission that is tricky enough without having to try to work around what the doors are going to do. Many thanks! EDIT: realised the screenshots were showing in a different order than I uploaded them so changed the text to reflect that!
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I don't think that is the problem I am encountering. I get the option to do the sabotage mission and I complete it, but after I complete it it is not marked as done and I can't repeat it. I started a fresh campaign for 5.17 anyway. What I am not sure about is whether or not the mission is supposed to be repeatable, or is it intentional that you can only do it once until the option to attack the bridge become available? Many thanks!
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Hi, I am not entirely sure if this is a bug or intentional but I want to report it just in case. In both 5.16 and 5.17 after I have done the UOO1 sabotage mission to delay the next bombardment (i.e. the lower decks mission) the geoscape objective still says that I need to Sabotage UOO1. Also, the box that allows you to launch the mission has disappeared so I can't do it again - this is the bit I am not sure is a bug or not - are we only supposed to do that mission once? I thought it could be repeated so that we could continue to delay bombardments? Many thanks for the ongoing work - I am spending far too much time playing this game...!
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I assume you have raided every type of UFO? There are new research subjects for each type you raid. If you have, I also encountered a bug whereby after you do the research on UOO1 which allows you to do the first mission on it, the option to redo the mission disappears and the option to do the second mission does not come up even after you do the second Uoo1 research project. If that happens there is no way to complete the game. I did complete it once so it can be done - i.e. the gameplay has now all been coded for it - but it seems that there are still bugs that can prevent you getting there. I have started a fresh campaign with the latest release to see if that helps, but I haven't got as far as the initial UOO1 research yet.
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5.16 UOO1 Missions and one or two others
cwamartin replied to cwamartin's topic in Xenonauts-2 Bug Reports
Thanks, I have started a fresh campaign on 5.17 just to avoid any possible problems from continuing a campaign from an earlier version; so far so good but it is early days yet, so far I have not had any terror missions or alien base missions. Everything seems to be working fine so far though! -
I totally get that it is already a huge task keeping up with the different versions of the game! And, at this late stage maybe it is unrealistic to expect the devs to get into this stuff. I just wondered if it would be possible to have an option to change a setting somewhere that mean new UFO types come every two months instead of every month; but then, I know nothing about how that dynamic is coded so...!!!