Warie_W00kie
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Posts posted by Warie_W00kie
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53 minutes ago, Chris said:
I think MS4 probably felt largely on point for you given your playstyle - most of the balancing feedback comes from the more hardcore players who tend to hang out on the forums and discord, so previously the game was balanced towards fighting lots of crash sites. I don't think it was necessarily as enjoyable for people in the other camp, but we do need to bear them in mind too.
Having pondered it a little, I do think one of the suggestions @Skitso made above might be an improvement - changing the penalty from Panic to Operations Points, so it's effectively another "purchase" with your free strategy points rather than inflicting Panic. Not sure if that'll make you feel any better about it, however, as it's still a form of punishment.
Yeah, this problem has been around for a very long time. It's more pronounced in X2 though because the game is quite a bit longer, and X1 was essentially balanced around the idea of doing 1-2 Crash Sites per UFO anyway - fighting more than that did make the game easier than it should have been.
I appreciate your acknowledgement on my perspective Chris. MS5 is going to be a hell of a ride
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7 hours ago, Chris said:
The reasons were outlined in the patch notes.
I'm not criticizing the reasons, I am criticizing the solution and how it's implemented right now.
7 hours ago, Chris said:Lots of players don't want to fight every single crash site because they find it repetitive and grindy, and really there's no way to balance their experience against that of people who want to fight every crash site. Either I force them to fight every single mission by setting cash and resource prices based on everyone fighting 4+ crash sites of each type, or I make the game incredibly easy for everyone who does get all the extra resources for the fighting all the crash sites. This is the only way I can see to split the difference.
This is especially true given how many people are saying I should add more UFOs to the game, or make it longer - a campaign is already at least 29 missions if you capture each UFO type twice.
This is the same issue in Xenonauts 1 more than 10 years ago.
If I remember correctly, the solution is not perfect but worked out. On the latest MS4 build, I was under the impression that the pacing and the gameplay was pretty on point. This just seem like a complete change of direction from "We're almost to the end game guys!" to "clearing a crash site has the same consequence as ignoring a terror mission". I'm all for making the game less grindy but so far the only thing this mechanic did for me is hit F4 and wait for the next thing I get to do. Maybe I'll see the point of this when more improvements/adjustments come along, but right now I''m not a fan.
I'm really digging the changes to Sebilian and Mantids so far: the LMG / gas grenade and Symbiote launcher compliment their fighting style while creating another dynamic to tactical combat. Looking forward to end game!
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16 minutes ago, Skitso said:
25 panic per crash site is harsh! Maybe make in incremental for subsequent crash sites like 10 > 20 > 30 or make it cost operation points instead of panic?
Are you able to see the panic go up and down during the playthrough? Mine is stuck at 50.
While I really like many of the additions on MS5, I just can't wrap my head around this one. Battlescape is a core mechanic of the game and the challenging combat a big reason why this game is fun, why punish the player for this? It doesn't make sense narrative wise either; the Xenonauts program is funding nations' solution to the alien threat, why would they compete with it this way? Keeping resource away from Xenonauts is what the Cleaners and the aliens want!
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Expense report counted 30 soldiers for upkeep when there are actually 14.
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Soldier 1 throws grenade on armored Cleaner followed by soldier 2 doing the same. CTD after Cleaner went pink mist.
bug_report_2024-12-15-13h06_gc_5.0.0_unhandled_exception.zipauto_groundcombat_turn_4_start-122.json
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54 minutes ago, Skitso said:
Well I did skip the abduction mission as it's not loading properly at the moment.
I thought I was the only one with the adduction mission problem
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16 minutes ago, Chris said:
Weirdly I can't reproduce the crash from that save you've attached - it loads into the mission fine for me if I let the dropship fly over. Is that the case for you? Do I have to do anything else to make it crash?
hmm no I don't think so. I did notice that the "raise funds" SO played a jet sound when I clicked on it but the funds didn't change. Recruiting the supporter at NAM showed the funds increase for the monthly report. I've attached the save right after the ATLAS mission, before I clicked on the SO and recruited the NAM funds supporter.auto_strategy_after_combat-2.json
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CTD when soldier transport land on site. The game will hang at 90% when I attempted to load the "before mission autoload". Reproduced when I utilized "raise funds" strategic operation and recruited the funds supporter in NAM before sending the transport. Not sure which one of these two (or both) triggered the crash. The abduction will load properly if I don't spend the OP points.
bug_report_2024-12-14-12h24_wn_5.0.0_unhandled_exception.zip user_raised_funds_and_nam_funds_up-1.json
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Nice, just in time for the holidays. Can't wait to dig in!
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Ahh so that's what it was. Glad you guys were able to find it!
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bug_report_2024-11-29-16h26_gc_4.27.0_unhandled_exception.zipCTD when soldier 2 attempted to drop HEVY launcher behind soldier 1
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bug_report_2024-11-27-13h46_gc_4.27.0_unhandled_exception.zipCTD when soldier 12 attempted to drop stun grenade next to soldier 10
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In this save, the game crashed when one of the assault guys switched from rifle to shotgun (sorry I couldn't be more specific). This has been happening sporadically throughout the entire play through and it's annoying that I couldn't consistently reproduce it. This also happens often when I repeatedly drop and pick up something, for example during early game when I use multiple soldiers to stun an alien but only has one stun rod. Hope one of your testers run into it during their playthroughs.
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Game crash when items dropped/picked up/swapped. Reproducible but not consistent.
bug_report_2024-11-21-12h29_gc_4.27.0_unhandled_exception.zip
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Not sure if this is a bug or it just wasn't implemented, Completing Harvester research didn't mention Reinforced Shield nor can it be built in Engineering.
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Unable to move weapon from inventory to primary slot nor to the ground. The item will freeze in place when releasing the mouse button and red error text will pop for split second. If I exit the inventory screen and return the item will be lost.
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Happened when I accidentally queued a Fusion Lance at a base with no engineers. The project is blacked out so it could not be removed, leading to the inability to build the Fusion Lance at all in another base. Save file: Fusion Lance stuck
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The predicted path showed the throw toward mantis was possible. Turn 3.
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Not sure if this is a bug or you guys trying something new out; 2 Abduction missions pop up within hours of each other.
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Suicidal Sebillian ran into group of soldiers and stopped in the open.
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Sorry I didn't realize it until I completed the mission... It was day 57 turn 7 (1 Cleaner and 1 Psyon remaining on map).
bug_report_2024-06-04-04h08_st_4.3.0_user_f11.zip auto_groundcombat_turn_7_start-208.json
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Completed interrogation of Secton, training rate remained at 3.
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Sectons on enemy phase didn't attack and just ran around. The only secton that attacked was the one in the blue circle on the roof.
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Milestone 5.1.0 Released! (Experimental)
in Xenonauts-2 Releases & Patch Notes
Posted
I'm with you on this one. Xenonauts 1: CE eventually had commander iron man that hurt pretty good! I have high hopes for Xenonauts 2. This milestone just started, maybe after tweaks/rebalancing the game will allow for more nuance and challenge.