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Posts posted by Skitso
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46 minutes ago, Staffie said:
OK double check because you call me an idiot and no for six different times the same bug was fix. with six different update numbers
Are you ok my friend? I mean you sound really stressed up...
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16 minutes ago, gG-Unknown said:
3) Althou it sounds reasonable it would require additional dialogue in the combat UI. Combat is turn-based and slow already, adding such level of control would make it overly complicated. So not recommend. Simple UI is key to success. Check gamee : Trader 40K by Owlcat games. They made so precise and overcomplicated battle UI that is unbearable.
The game already has the needed UI in place. Just use similar mechanic as aiming where you can allocate TU's by right clicking. If you have played the first Xenonauts, it had that kind of system in place and it was nice and intuitive.
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Having higher ground is one of the most basic advantages one can have in combat. As far as I know, it's not simulated in this game at all.
As you can see in the (amazing) image below, the unit on the roof has 50% cover just by being higher, while at the same time having a 100% vision to the unit on the ground level.
Being higher up should also reduce the amount of cover smaller props like rocks and fences provide on lower levels.
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Giving First aid doesn't currently have much gameplay depth and lacks interesting choices to make.
There's two main issues:
-Firstly, first aid kits are too small, weight too little and have infinite capacity, so almost everyone can carry one into a battle and heal as much as needed with it.
-Secondly, TU cost of giving first aid is set too low, so even critically wounded units can be healed quickly while surrounded by enemies.
My suggestions:
-Make first aid kits heavier and larger so carrying one is a clear choice. I'd love to have to make a separate medic role.
-Make stabilizing bleeding more demanding. Like 30TU per bleed wound or similar. (It'd be cool to have like multiple medics trying to stabilize a badly wounded soldier before bleeding to death.)
-Make healing and stabilizing bleeding wounds separate actions.
-Make healing cost more TU's. Like 1HP per 1TU.
-Let me choose how much I want to spend TU's when healing. (If I remember correctly X1 had this already)
-Receiving first aid should cost the same amount of TU's that giving it takes.
-First aid kits shouldn't be infinite. (Another good reason for a medic role that could pack multiple first aid kits. One first aid kit should be enough for healing like 120HP. Removing one bleed wound would cost 30HP. So with one first aid kit one could for example remove 2 bleed wounds and still heal 60HP. Or remove 1 bleed wound and then heal 90HP.
-Maybe add a separate small medkit that can only be used to remove one bleeding wound. (Single use)
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This is probably the same issue I had before:
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8 minutes ago, Chris said:
Yeah, I mean could you please load the save and double check you're still having those issues - and if so maybe write repro steps just so I can be sure I'm not doing something differently to you?
Unfortunately I'm on a two week vacation. So, can't help you until 10th nov
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1 hour ago, Chris said:
This is a bit odd. I see a few of the issues if I load your save (there's no Heavy Armour toggle, and no value displayed for the Armour) but I'm not getting te error beep or the armour selection dropdown not functioning. Can you confirm again that's happening for you on 2.07c?
Yes. The latest experimental build
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2 hours ago, Kouki said:
Hmm, I haven't been able to reproduce this bug on Unity unfortunately(might be a bug that only happens on the actual game). By any chance do you have the save for it?
I think you are talking about different bug where everyone's portraits are randomly displayed as a grey background. The one I'm talking about is a much more simple: just start a new game and go into the soldier recruitment screen. There everyones portaits are just a floating head without the body (armour suit). Same issue is with the casualty screen.
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As I build barracks to my second base and recruited new garrison there, all the inventory items are greyed out/transparent. Accelerated weapons I transferred there form my main base give an error beep if I try to right click them to equip. Drag'n'drop works but items are still greyed out.
Armor selection is bugged too and heavy toggle isn't visible at all.
Just load a save and go to the Latin America base and enter armory.EDIT: ok, it seems it's tied to them not being assigned to any aircraft. But it's an issue nevertheless, as I can't equip my garrison to be ready for base attack.
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I've been now playing Experimental 2.07 for the first 130 days or so and the game feels really good. Progression is a lot better than before and balance seems pretty spot on. Only few small bugs and issues here and there, but the game is SOLID thus far. Great work @Chris and the team.
I reported a bunch of bugs in the bug forums but here's the other stuff I feel like should be addressed:- Soldiers should NOT automatically plot movements through UFO teleporters if the second floor is not yet revealed! The situation was that the route was blocked and soldier took a detour around the second floor and getting killed.
- I'm not sure if the map selection system works as intended. I've yet to see a single desert or jungle mission, but lots of others.
- Same with cleaner missions. I never had an VIP escort mission but had 2 intel gathers and 2 Cleaner Cell raids. The game should spawn at least one of each missions IMO before having repeats.
- Would like to see more landing UFO's if I struggle shooting them down. Maybe make them land at evening and be grounded only during night.
- Soldier inventory is way too big to provide any interesting choices.
- Cleaner HQ could maybe have a bit more difficulty (but not much)
- Observer UFO needs more aliens. Felt a bit too easy. Based on my earlier playthroughs in general, tactical missions become too easy after getting laser weapons and advanced armour.
- Continuing the subject, the first terror site mission at day 130 was super underwhelming: only 8 mantids, 4 reapers and a couple of those flying drones... These kinds of missions become boring as I can just click them through with "autopilot". No threat whatsoever. Should have had at least 12, 8 and 6.
- Reapers need more dense maps to be any threat.
- Sebs are also underwhelming and feel by far the easiest enemy type. They can't hit anything and have too low armor/health to feel like tanks they should be.
- Had my first Mantids at day 130 terror mission. Same as the map selections system, maybe consider ensuring that the enemy variation is also there.
- Vaulting through windows should cost more TU
- Cheesing UFO command room is too easy. Maybe teleports should be single use per turn per unit? (Or add TU cost of teleportation to 20% or something)
- landing zones are a tad too hot. It'd provide more interesting gameplay to fight most enemies around the map and inside the UFO.
- Should the cost of aircrafts "rush replace" be cheaper the more it's already repaired?
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This door has a window but is not see-through. (used at least in Cleaner HQ, as seen here)
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Yes, I encountered this too. Very annoying.
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I wanted to salvage MARS remains on a mission where I needed to evacuate, but there was nothing on the ground to pick up.
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No body in soldier portraits at least in recruit and casuality screens.
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Using shot preview system has broken somehow since the last version I tried (which was the first prototype I think). It's become somehow really finicky and cancels itself really easily if one hovers the cursor in a wrong way.
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Selecting Skyhawk (the green icon) in Geoscape map is frustratingly difficult. Hit box is too small and not centered to the icon itself.
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Happens at least in the beginning of the Convoy mission
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1 hour ago, Chris said:
I actually can't remember a game that did this - the only one that springs to mind is Jagged Alliance 2, but I seem to recall their underground levels (like in the prison) were entirely seperate maps to the level above and you just transitioned from one to the other. The same was true for Fallout 2, I believe.
Sounds about right. Just concentrate expanding the maps upwards.
When I was mapping X1 back in the days, I had an idea where alien bases' player start areas would have been up on level 4 or 5 where it would have had a small outdoor area (region biome matched of course) with an actual alien building with a proper base entrance. Players would have then needed to fight their way down to floor 0 to raid the command room.
It never ended in the game as it would have needed extensive CE code changes, but I'm sure it would have been really cool to play.
Roof rules
in Xenonauts-2 General Discussion
Posted
Fair enough, but could you consider some simple approximation to give higher ground units some cover? Like flat 10% cover per floor difference?