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Everything posted by Skitso
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[experimental 6.21 - tactical] Wall hack
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Hmmm, ok I believe you. Sucks though. -
[experimental 6.21 - tactical] Wall hack
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Shot path goes around the corner like in X1. Maximum that should be ok is directly down from the corner, but that shot path goes right from the corner. If the shot path logic was consistent, the cleaner could have made the shot if he standed one tile to the left. -
[experimental 6.21 - tactical] Wall hack
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
This isn't a visual thing: Even if there wasn't a wall at all where the window is, you shouldn't be able to make the shot as the angle is smaller than 45 degrees. -
Milestone 6.17.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Nah, calm down. The game is a WIP so let them cook. Ultimately, it's Chris' game and he can do whatever he wants with it. I just provide help and ideas he can use if he sees fit. -
Milestone 6.17.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Ok, regarding the Cleaner HQ mission being too easy now that I played the 6.21: Played on veteran. I've had 14 casualities during the campaign unitl this point, so my units weren't experienced super soldiers. I waited for 11 days after the HQ spawned so I got pretty much the optimal team and gear I had available. 8 units consisting: MARS with laser cannon and heavy armor 3 laser rifle men with warden 1 laser shotty with warden 1 guy with advanced shield and laser pistol with warden 2 ballistic MG with warden I basicly ran through the mission with 0 damage received and I didn't even think how I played, just clicked it away. Didn't need to even use any smoke or stun grenades and didn't cheese the AI in any way. I cleared the command room in one turn. I'd say, compared to the difficulty level of the missions preceeding it, it would need at least 3-5 enemies more plus 2-3 enemies more in the command room to feel like being in line with those. -
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After alien turn, the UFO door doesn't get drawn correctly. 2 saves, one from the end of my turn and the second on my turn. EDIT: Unfortunately loading the save doesn't quite replicate the issue. (the door is missing but you can't see what led to that) auto_groundcombat_turn_5_end-187.json user_door_bug-5.json
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Not sure if this is intended, but capturing a cleaner agent doesn't generate research topic and the interrogation is conducted automatically and put in the xenopedia. However, opening the autopsy report first in xenopedia and then returning to the geoscape, the interrogation report is displayed automatically again. EDIT: The captured cleaner agent item is also left in the storeroom and is not flagged as a junk that is sold with the sell junk action.
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The game already has pretty decent difficulty options with plenty of sliders to further customize the experience to your liking. But of course, we want more for further playthroughs and added variety for years to come. So let's list some ideas for additional difficulty / campaign options here: First, I'd like the existing setting to have wider scale, exceeding the limits used in the official difficulty presets to give more flexibility. UFO Delegation: off, 1, 2, 3 UUO damage multiplier: off, 0.5, 1, 1.5, 2, 3 Crash site timer: 4h, 6h, 8h, 12h, 16h, persistent Peristent missions while en route: on/off Bleeding while stunned: on/off TU's when recovering from MC: 0%, 25%, 50%, 75%, 100%, uncoscious Alien base panic damage multiplier: 0, 0.5, 1, 1.5, 2, 3 Alien materials gain multiplier: 0.25, 0.5, 0.75, 1, 1.5, 2
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Is there any rush to launch Operation Endgame?
Skitso replied to chacineiro's topic in Xenonauts-2 General Discussion
Agree. The game lacks a proper ramp up towards the grande finale. There should be one or two tough story missions leading to the Endgame while aliens really put all in in their invasion. -
Milestone 6.19.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Well, it depends if you are willing to give it another pass still... Couple of "easy" things to add more player agency in the counter mind control play. Make focus mind an active way to block mind control. (Currently nobody uses it, it's good for absolutely nothing) Change mindshied to a first aid kit -styled item that can be actively be used to break the mind control link. -
Please give Eternals a passive "demoralization aura"
Skitso replied to berk's topic in Xenonauts-2 General Discussion
Exactly -
Milestone 6.19.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
You are a on role today! All suggestions are something I can agree with! -
Please give Eternals a passive "demoralization aura"
Skitso replied to berk's topic in Xenonauts-2 General Discussion
Very good. I really hope this gets added. I remember suggesting similar dread aura to terror site bombs which have currently 0 gameplay purpose. Focus mind has currently also pretty much 0 gameplay purpose.