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Trasherke

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  1. After winning the ambush mission, after the preview with the medals the game crashes to desktop. Log & last autosave are attached. output.log auto_groundcombat_turn_5_start-103.json
  2. If I try to remove equipment it briefly shows the debug screen for a second, the weapon will be gone. You can't put in different equipment and the old equipment is not in stores. Tried at diffferent points in my save. output.log user_day_43_manual_save-20.json
  3. Finished the third mission, which was an extraction. My new living quarters just finished as my skyranger got back. If it was not ready, will I lose the soldiers or will it just go over cap? Fourth mission was a VIP mission. I received no rewards, materials or corpses after the mission.
  4. Played the first two missions so far on commander. The airplane changes are nice. Have to test further but no complaints. The first mission with the cleaners is also a very good stat. The 2nd abduction mission felt overtuned in pace. I play with unlimited turns so it didn't affect me. But I don't think there was any way to get 5 tubes in 5 turns. Since there are 10 tubes I do feel that if you play optimally and get lucky you can get all 10. The civilians in the tubes were replaced with xenonauts skins with purple heads. Not sure if that's a bug or a placeholder. I lost one soldier during that mission, it showed as killed in action on the end screen. But he was back at my base with 2% hp. Not sure if the end screen was wrong and he survived or it was bugged and recovered my soldier even though he should of died.
  5. I have intentionally not looked at other feedback regarding milestone 2, to not have my opinions skewed, so forgive me if I'm repeating already brought up issues. As feedback should be important, allow me to give feedback as far as I'm able. The first thing I want to bring up is the different versions. The stable version I understand which is baseline for anyone who wants to just play the game which they paid for in the most stable and tested enviroment. The experimental I understand is valuable to help test issues which is always the latest version with new features and off course bugs. The "milestone" branch I don't understand at all. It's targetting the same audience as experimental, with the downside that if you don't see this thread or the one announcement it is linked, you don't even know it is excisted. Dividing your playerbase between three versions. Nothing is mentioned in patch notes and it has been brought down for further developement after very few feedback in my opinion. Obviously I don't know the metrics, so I can't say what percentage of people gave feedback on this thread compared to the players that played the milestone 2 build. So now to the actual game. I think I was around day 90 yesterday, with now the build not available anymore which is rather annoying, but it's a risk playing something that is still under heavy development. So anything late game I can not comment on. I only play on commander (not ironman). Panic I did 3 playthroughs before milestone 2 and did not perceive it as an issue. Slight tweaking seemed more in order. I might have a different style which I will explain so it might affect me different. In short I build as many workshops as possible and don't make or research anything that I'm not going to use. The tanks are a huge money sink not worth it. So the workshops are my main source of income after a few months and it snowballs. So early game it's a little harder trying to save anything, but if you have 2 extra bases with full workshops money isn't an issue. So getting 6 bases later in the game (after what was playable) and cover the entire globe is pretty easy. With the new system it's pretty easy to just skip mission you don't feel like, which I do not agree with. There should be a penalty and not just be mitigated at the end of the month, not even slightly. Funding As you stated it has to do with features not in the game yet, so I can't comment on it. But getting again no penalty for panic makes the whole panic system pointless in my opinion. So not a fan of this change as a concept. Mission order I liked the cleaner deathmatch mission. In general I would like the whole cleaner storyline to take longer. You can be done with the whole system in month two. It's a nice change of pace then the normal alien missions. Unless you are bringing in other storylines after the cleaners are done. As an idea I would not have the progress bar tick by with time. Capturing cleaner data is good but slow it way down. Have different types/ranks of cleaners and advance it faster (if you want) with interrogation of live cleaners. So you some risk/reward and you also get opportunity for lore with every interrogation. Tech Tree/Item Upgrades Accelerated weapons were definitly a trap, but mainly because you go down the tree too fast in my opinion. There are better research options available and go straight into laser. It's min/maxing, and has both upsides and downsides. Having choices is nice, but having content which you develop and then can just skip is maybe also not the goal. Slowing down the evolution of aliens and technology makes it more worth it. Warden Armour, before it was a research for around 8 days I think, and then 10 or 20k per armour, which was around 100k for your squad. Not sure on the numbers but I think it's close. Now the research is gone I think (not sure). But the cost is way higher. If you read my playstyle above, in my opinion now not worth it anymore. For the same reason I don't invest in laser and guardian armor early. Increased funding is number one priority for me. You can win every mission without them in the first two months and most difficulty can be mitigated by money. I was just about to go for lasers and armor so cannot comment further on it. Soldier module system Extra armour was not possible on the first armour (tactical something). Before I def gave them the upgrade. Overall the change is fine, but you check the box once and never look at it again. Why have the module at all then, but it's a small detail. Armour module. You just pick accuracy and never look at it again. The other modules are not worth it. This might change later down the line and can be balanced and expanded. Normally you will always take a benifit that always counts over a benifit that is situational. Unless the benifit a certain role more then the other (increased hp, dodge change, increased TU/strength, ...) Jetpack, didn't get there. But in concept it would be more usefull if you can go up roofs, containers, ... that you can not by walking. That way it gives more options then just a TU saver that it is now. All in all I prefered the previous system. But I can live with either. The backpack was a natural limit to the amount of modules, but if you add a lot more modules you can have nice combo's for different playstyles. The automed project was only 20k, I think this was a mistake and should of been 200k. Just wanted to report that in case nobody else did.
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