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  1. So maybe we all tend to play these games differently, but for me i've noticed that I tend to have my main guys that I try to keep alive and give the best stuff to.. Then there are the 'others'. The reserve, the cannon fodder, whatever you want to call them. With a bit of luck some of these get a few levels up and can become a replacement candidate for the main team. But leveling these soldiers up can be quite annoying, even more so the time it takes to play through these missions when perhaps you only do it to get some alloys, so you dont want to sell it to the local military(Which I might say is a brilliant feature) Introducing the B-Team! A AI 'controlled' squad that you can choose to send on missions. You as a player can get an estimation of success and perhaps expected number of deaths. But the battle auto-resolves, you dont know who dies or survives. Perhpas you can read a combat report which briefs who killed what, and what items you recovered. as a balancing act you one could also play around with having the B-Team not be available for x amount of days once their mission begins, as a trade off. The B-Team is not suppose to be used nor win vs the big and the bad, but as an alternative to vacuum the small pieces as you progress. So the idea would be to create a strike team in your base view somewhere.. You select the soldiers & and equipment just like with your own troops. You can interchange the troops between missions so if you want to add more experianced soldiers for a higher success rate, or save the soldiers that have managed to level up for your own use. This could also open up for alternative missions where you've to show up and get them out of a pickle. Do you think an addition of such a mechanic would make the overall experience worse, if so why? If you like the concept, why do you think the mechanic could make the experience better?
  2. I have a significant issue with how throwables are functioning at the moment, and I hope this is a bug that can be fixed. Whenever a soldier throws, for example, a grenade over any obstacle, there's a chance to fail. The UI indicates that the object is the reason behind the diminished chance of success. Thus, one would expect the obstacle to be the point of failure, or the point where the throw starts to go wrong—perhaps a bit short, a bit long, not straight, or whatever the case may be. However, what happens is the soldier just drops the grenade at their feet. If you choose a tile right next to where you wanted and the obstacle is no longer in the throwing arch, the chance of success is now 100%. The grenade should NOT just drop at the soldier's feet.
  3. After playing Xenonaut 2 for around 160 in game days, I've encountered 3 base defense missions, all of which unfold in a similar manner. The AI remains passive until I either initiate an attack or decide to retreat from the starting room. This renders the strategic aspect of base building somewhat redundant. I speculate there might be two reasons for this behavior: It could be intended to provide the player with an opportunity to position troops before facing a rush. However, if this is the case, it seems the condition for the AI to initiate an attack needs adjustment. For instance, if there's only one entrance from the hangars to the rest of the base (which is the starting point), the AI requires either a full retreat from all troops or engagement in the hangars after the door is opened. A potential solution could be to allow the AI a grace period of 3 rounds before launching an attack. Alternatively, the AI might be overly cautious and hesitant to attack. Yet, from my observations, it doesn't hesitate to engage if the player leaves the starting point. A suggestion to enhance base defense missions could involve introducing a mechanic where the AI attempts to retreat if they penetrate deep into the base but start losing ground. This would prompt the player to intercept them before they reach the hangars. If the enemy retreats, it still counts as a victory, but it sets the stage for future encounters with a stronger force. Alternatively, the AI could call for reinforcements directly onto the mission if the player hasn't eliminated the remaining intruder within a certain number of rounds. This would discourage players from camping when they have overwhelming odds against the last foe.
  4. Desc: Game crashes when alien takes damage from overwatch. What happened: The game crashes when when aliens inside a ship takes fire, the mentarch's position catch fire and the next hit on the mentarch crashes the game. Happens 9/10 times i reload the quicksave.. I managed to not have it happened, by having the RNG not making these exact events happen, but you should be able to recreate the problem unless it has todo with my machine. I cant not see an output json in my folders. Hope you manage to find something crashclipped.mp4 quick-33.json
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