Jump to content

Minttunator

Members
  • Posts

    21
  • Joined

  • Last visited

Reputation

10 Good
  1. So I did complete it on build V21 yesterday, though I will have to admit to editing the xml files a bit to: 1) enable MAG weapons (should be fixed in the next build) 2) nerf psionics to reduce Dread spam (still being balanced) So there's still some polishing and balancing to be done, but after my first playthrough I must say I'm really happy with the game overall! We've been waiting for 15+ years for a proper X-COM sequel and this is it - I tip my hat to the guys at Goldhawk for taking on this project, I'm sure it hasn't been easy. Xenonauts feels like the good old X-COM that has been improved on in several areas and it's definitely one of those rare games that gives me that "holy crap is it 3 AM already?!" experience.
  2. This isn't working as of V21 Stable (the door is currently always openable), here's my bug report: http://www.goldhawkinteractive.com/forums/showthread.php/9545-V21-Stable-Ground-Combat-Power-cores-irrelevant-in-final-mission?p=105296 I was expecting the final mission to be a bit longer, to be honest, but it's definitely a tough one regardless. Which is what you guys were going for, I suppose - i.e. not an extended slog through a huge base but rather a concentrated, challenging battle. I do have a suggestion about the text on the Victory screen, though - I feel it's currently a bit anti-climatic. Spoilers:
  3. The mission briefing states that we need to blow up the two power cores in the final mission for the escape pods to activate. However, this isn't currently necessary in V21 - I just completed the final mission yesterday and was able to escape with my guys whether or not I blew up those power cores. In fact, the door behind the Praetor Commander is currently openable even before killing him.
  4. I think reaction fire as a mechanic makes sense, but I feel it could be tweaked a bit. Currently the aliens regularly shoot 3 times at what seems like a low accuracy - maybe limit reaction fire to 1 shot per opponent (at a higher accuracy) or something?
  5. There seems to be an issue with the final mission where it shows the victory screen when quitting or loading a savegame from it. I've made a bug report describing this in detail: http://www.goldhawkinteractive.com/forums/showthread.php/9520-V21-Stable-Ground-Combat-Premature-victory-screen-in-final-mission
  6. It seems the mind control loading crash has been fixed in the V22 build. http://www.goldhawkinteractive.com/forums/showthread.php/9421-V22-Experimental-Build-1-Released!
  7. Yes, there is! Xenopedia spelling/grammar issues are being posted in this thread: http://www.goldhawkinteractive.com/forums/showthread.php/9312-Xenopedia-Issues-V21-Stable
  8. There's definitely some room for optimization - alien turns often take very long even with just a few aliens remaining on the map. It's probably not trivial to prune, though, if the game engine is actually simulating all the alien movement (even that which the player doesn't see/hear). Maybe it would be possible for several aliens to act at the same time, though - like it's possible to move several Xenonauts at once if the player gives the commands quickly enough.
  9. When trying to load a game from the final mission or when selecting "quit game" from the menu during the final mission (while I haven't completed the mission), the game shows a victory screen and quits to the main menu. I have attached a save just in case this is an issue with my particular game, but I'm guessing the trigger for showing the victory screen is just leaving the final mission without taking into account whether the player has actually completed it. IN ADDITION: after having seen the Victory screen, trying to load the final mission game again causes a Visual C++ Runtime Error and the game crashes. If the game is restarted, however, it loads fine. [ATTACH]3174[/ATTACH] Final mission test.sav Final mission test.sav
  10. Yeah, the Reapers I've met thus far have been pretty smart - i.e. they don't approach my guys unless they have enough TUs to attack them. This means that the only ways to kill them before getting zombiefied are to either snipe/rocket them from afar or save TUs and hope that the reaction fire of my soldiers kills the Reaper before he reaches us. I'm not sure whether they'd work better if they were slower but more durable (like Chryssalids) - maybe not, I think this might actually be a good change. I do feel, though, that the zombification shouldn't work 100% every time, ignoring all armour. I don't recall how that worked in the original game, but I think Predator armour at the very least should take a couple of hits to penetrate.
  11. I'd just like to agree with this - I am enjoying the Xenopedia entries immensely! This was one of my favourite parts of the original game and it seems that Xenonauts improves on it by quite a margin. Some of the reports are absolutely hilarious.
  12. This is a very good post and pretty much exactly what I'm thinking! The Dread mechaninc is escpecially annoying as it: 1. punishes the player without the player actually making a mistake 2. is AFAIK impossible to defend against - i.e. there are no steps the player can take to prevent it So in essence it's just a TU penalty that gets applied in missions where there are psi-capable enemies - which I could deal with were it not for the incredibly annoying "Soldier X is overcome with dread" messages for each and every one of my 10+ soldiers every single turn. I wouldn't lose any sleep if this mechanic was removed altogether - but if not, then there's got to be a way to consolidate these notifications. Ideally I'd also like for a way to defend against psionic attacks - either through equipment or training. A LOS requirement seems like a good start, though. The Dread thing could also be scaled down a bit - it would be much less annoying if it hit maybe 2-3 dudes instead of 8-10.
  13. I'd just like to state my agreement. I'm not a fan of the Dread mechanic in general, as it: 1. punishes the player without the player actually making a mistake 2. is AFAIK impossible to defend against - i.e. there are no steps the player can take to prevent it So in essence it's just a TU penalty that gets applied in missions where there are psi-capable enemies - which I could deal with were it not for the incredibly annoying "Soldier X is overcome with dread" messages for each and every one of my 10+ soldiers every single turn. I wouldn't lose any sleep if this mechanic was removed altogether - but if not, then there's got to be a way to consolidate these notifications.
  14. Sometimes when clicking on the soldier equipment button in base management the game crashes to desktop. I am unable to reproduce this consistently, but I've only gotten it if the game has been running for a while (an hour+) so it might be something like a memory leak. I'm sorry I can't be more specific at this time.
×
×
  • Create New...