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Posts posted by Skitso
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Uh oh, tried again and it broke correctly. Loading the save also fixes the visual state.
Seems like the infamous bug where broken tiles do not show their visual states correctly is back once again. -
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Issuing multiple simultaneous movement orders has worked before. Now soldiers will wait until previous unit has stopped before starting to move.
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Topic
EDIT: more specifically in the Psionic triangulation tool tip
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...and what exactly is the 'situation analysis' research? I don't even have one available.
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When in 'launch aircraft' screen, auto-fill dropship button doesn't work. Going back to armory and it works normally.
I also have all the soldier portraits invisible in the save.
Save attached. Just click the mission, go to launch aircraft screen and try to click auto-fill button.
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Doors that are not in my FoV can be seen opening and closing on AI's turn, revealing enemies movements. I noticed this in the Atlas base mission, but this issue stands probably in any such situation.
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There's still tactical armor and Defender armor listed in the Xenopedia, which doesn't reflect the new light/heavy system.
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1. Camera rotation tutorial pop up text doesn't instruct player to rotate camera to proceed. Every other step does this. (ie. raise camera level in order to proceed etc.)
2. When the tutorial instructs player to change to pistol, there's no arrow showing where to click, unlike with for example with flashbang here:
edit: also same issue with the "end turn" phase.
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No, the red-orange-yellow-green is good and pretty much standard system. Just stretch the colours properly and it's fine.
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@Chris, I couldn't find the exact morale rules posted anywhere. Could you post a quick summary of how it works here?
Also, thinking this a bit more got me thinking if the low morale effects should be less binary and units started losing stats before having total breakdowns?
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I love to see my units panic, drop their weapons, run away or go berserk. Morale system seem quite bare bones at the moment and I've never even used the new morale boost action. What I've experienced is that my units tend to have panic reactions only when half of the team is dead or they receive critical wounds.
What could be improved:
- New recruits bravery stat should be lower (battle hardened guys should always stand out!)
- Training center should not improve bravery (not sure if it does?)
- Dfficulty level could change morale rules. (Harder difficulty, higher morale damage)
- Surviving critical wounds (crimson heart) could add permanent morale damage.
- There should be a lot more things affecting morale like:
- "Did I see something in the shadows?" (Night missions should have constant morale penalty)
- "This place is scary..." (Alien bases and ufo interiors should have constant moral penalty)
- "Those things will kill us!!" (Add reaper a special ability of morale area damage around it)
- "This is too much for me!" (suppression, missed shots and nearby explosions should cause morale damage)
- "What's that?!" (Seeing new alien types for the first time could cause a morale damage)
- "There's too many of them!!" (Seeing there's a lot more alien units nearby than own units should cause morale damage)
- "Why is everybody screaming?!" (Seeing others panic should cause morale damage - chain reactions are always funny!)
Also, It'd be great to have soldiers screaming and crying when having a panic attack.
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23 hours ago, Chris said:
Yeah. I don't actually think it's very realistic, because shooting up / down at people mostly makes the intervening objects more or less of a problem rather making the actual target easier or harder to hit - but ultimately you're not the only person who thinks the game doesn't model height levels in the shooting calculation, so the current system probably isn't the best choice.
Gave this some more thought... An easy solution would be to give all roof edge tiles a cover value.
On 11/1/2023 at 8:45 AM, Chris said:Shooting from a higher level already reduces the cover offered by cover on the lower floor. I believe it's reduced by 20% for each height level.
Also, does this work both ways? Does shooting from a lower level increase cover on the higher floor?
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@Kouki, regarding the issue @Lathanda brings up above, where an experienced player can easily guesstimate the number of aliens remaiming on a map by how long the AI turn takes...
It might be a good idea to set a minimum time for enemy turn to add more uncertainty to the latter parts of a mission.
Might be a toggle in options too.
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4 hours ago, Chris said:
Yeah. I don't actually think it's very realistic, because shooting up / down at people mostly makes the intervening objects more or less of a problem rather making the actual target easier or harder to hit
Yeah, my thinking (and what I tried to draw in that image) was that the edge of the roof is the "intervening object" you mention. Anyways, hope you find a way to make higher ground units be a bit more safe than they are now.
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1 minute ago, Chris said:
As in a 10% per height level penalty to hit chance when shooting upward at units on higher levels?
Yes. Or some other value you see fitting.
My random thoughts on the first 40 or so days
in Xenonauts-2 General Discussion
Posted · Edited by Skitso
It's great to have a good variation of mission types, but I would suggest forcing at least one of each Cleaner mission types before having any duplicates. I started a new playthrough with 2.11 today and before raiding the Cleaner HQ, I had three Cleaner VIP assassination missions, but not a single inter gather missions and no convoy missions. @Kouki
BTW, check my other impressions above too, if you haven't already.