silencer
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Yes, because there were like 4-6 events of UFO flying, one in Australia, SE Asia, and one in NA but the panic in NA went up to 90 on day 98. As far as I saw, 1 "event" raised 1-2 panic in region where it wasn't flying. But really getting 40 levels of panic in 8 days it's quite silly. Shooting down 3 UFOs only reduced this by 6 points. So by the time I will get something in NA they will say bye bye.
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So I've begun abduction mission with 0%, Rescued 9 civies, after the battle my DD was 3%, therefore it looks like reward is added first then penalty, it should be the other way around, because in this instance the game penalized me. auto_strategy_before_combat-51.json auto_groundcombat_turn_9_start-291.json
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[experimental 6.9.1] Open door pathing issue
silencer replied to silencer's topic in Xenonauts-2 Bug Reports
Yes. Reastically what happend: 1. Soldier closed door (should cost TU) 2. Moved to a tile 3. Soldier should open door (should cost TU) 4. Move to desired destination. Therefore pathing should caclulate all TU costs and I believe in this instance moving diagonal to not close and open doors should be technically faster? -
[experimental 6.9.1] Air combat no deployment area
silencer replied to silencer's topic in Xenonauts-2 Bug Reports
Yes, can confirm it's barely visibile -
If you have open normal human doors, and a soldier moves past it inside building, the door closes and the soldier passes closed door. Next soldier to move has to open the door again. Maybe pathing should include TU costs for opening/closing doors and navigate correctly? In general closing door is probably used in 2 conditions: actual no valid path or is just quicker, obstruct LOS
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[experimental 6.9.1 - tactical] ATLAS base door frame issue
silencer replied to Skitso's topic in Xenonauts-2 Bug Reports
First -
I definetly feel that the first phase is sort of quite a rush. You do the ATLAS base, you get the information about the DD, then next day suddenly Infiltrators, that can immedietally finish the campaign. Maybe disencoraging for total new players that don't tend to be interested in all the development. Then we have the XEW method with the Exalt mechanic, where you slowly but at steady pace with sadly repeating missions disasemble the oposing organisation. Lastly you have the extreme long war like the X-Files a mod for OpenXcom, where you litterally create the organisation from scratch. There are pros and cons for each of the approaches and I'm not sure which I favour the most. However at this moment I would prefer the middle option with more story oriented missions, with some random missions on the way.
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Rescue 3 sergeants from bad to worse?
silencer replied to silencer's topic in Xenonauts-2 General Discussion
Few things more to say. Second try this milestone I got a map in Boreal biome. This was like 1000% easier to do. Not only the soldiers were super close to the landing craft. They weren't pressured by the cleaner soldiers. On turn 2 only 1 was in close proximity for killing and my team could hunt and kill others with ease. I think the main issue with most of the unconvetional missions is map layout. Some maps are done correctly, some are just bad. -
Just for fun facts. I did restart, snipped the first 3 infiltrators, started abduction with 20% DD, rescued 10 civies. It sort of tells me that the DD mechanic is not so greatly implemented, because if you don't spend your first points right, it's GG. The infiltrators come a day after you get the message about the RP and DD mechanic anyaway, so I might wager that many people may fall victim to it.
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What's with the recent cover shenanigans?
silencer replied to silencer's topic in Xenonauts-2 General Discussion
Ok, then but throwing a grenade in crouched state shouldn't be a blocker because a soldier actually stands up to throw a grenade. And you are actually you know doing arc "shot" -
So previously in that mission we fought against regular cleaners, but now we fight vs Soldiers? With reduced crew number? The soldiers have no equipment except medikit (thanks for that I guess), but still they start surrounded by soldiers (at least in a house) but that is extremely brutal. I just wonder how lucky can you get to rescue all 3. I know I was lucky on my second attempt to get all 3 but that luck was like scoring kills with 20% burst while only getting minroll damage. Couldn't kill/suppress with 2 bursts this soldier on the left and was lucky not to get killed. And this one also was lucky. First not to kill my soldier. I couldn't point blank burst him, but managed 27% burst This mission requires absurd amount of luck now. Maybe give the soldiers some flashbangs or some safe space?
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So previously a 2 soldiers that were near other crouched didn't obstruct each other, but now they are counted as 20% obstruction even for throwing grenades? And MARS is suddenly 50%? Also that angle?
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Abductions reward still incorrect
silencer replied to silencer's topic in Xenonauts-2 General Discussion
So that still stand 0 for victory is not a minimum outcome. Getting penalty for not rescuing is very bad calculation because that's double the malus. Because A) You don't have points for rescuing and B) you get penalized for not rescuing. Therefore TRUE victory reward is -30%-30%. If you rescue 5 you get no deduction which may lead to day 20 game over due to doomsday. For true 0-30% it should be: No bonus for rescuing, but penalty for not rescuing, therefore still rescuing a civilian nets you some reduction. That is if base reduction is 30% not 0%. Again I want to state that rescuing civilians is marked as optional, but in this case it's not, it's quite mandatory. I don't have a save anymore but here are SS. Before mission Last turn: True outcome: DD after mission -
Please remove Aliens omnisense
silencer replied to silencer's topic in Xenonauts-2 General Discussion
Sure thing, i can provide a recent save MS 6.9.1 Case 1: Don't supress the secton near the container, and move the selected soldier on the screen behind the brown box. Also make sure that the soldiers on the right side are behind smoke screen The secton will move away from the the soldiers he directly see only to shoot the soldier behind the brown box. How did he know he was there? Omnisense. Alternative. Move the soldier behind the green container. The secton will still beeline towards him finding an angle. Omnisense. Case 2: Same save. This secton if not suppressed, he knows where Noah is. Case 3 (no save for that) Apart from secton that is on the screen there is another, but not sure which one went for the kill. But anyway that soldier next to red container was attacked. How did he know someone was there? Omnisense. user_omnisense-3.json -
I'm pretty sure the issue was that Abduction mission where I rescued 7 civilians gave me only 9% DD reduction instead of 21%. The other issue is probably first points I've spent were to secure RP income and money income instead of saving to thwart the infiltrators.
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Victory condition still has incorrect values. It says 0-30% reduction which is false, unless you provide me with proper math. Rescuing 5 civilians nets you total 0% of reduction, because the 5 abducted counter that. I've rescued 7 civilians on my first abduction which gave me 9% reduction, that means 4.5% per civilian (counted as 5 = 0% bonus, which I guess is wrong math too). So the math doesn't add up for me (had 32% before mission, 23% after) 10 civilians to rescue. 1 civilian is 4.5% percent - thats 45% total, but if you rescue 5 and the total should be 30% then it should be 3% per civilian. So if it is 3% per civilian then resucing 7 should be 30% - 9% = 21%. So my reduction should be 21% not 9% This also means on victory you still can get doomsday increase if you rescue less than 5 civilians despite the game says rescuing civilians is optional
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I have countless evidence that aliens know where my units are, they are directly beelining towards them which makes flanking moves impossible to accomoplish. This is a very bad implementation of AI. This is more so prominent in early stages, when your soldiers need more TU % to move than in later stages.
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Actions performed. Reload and shoot at the target very fast bug_report_2025-03-28-21h24_gc_5.21.0_unhandled_exception_0.zip
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What's the point of this item if it doesn't protect you from Mind Controll? Soldier with 100 bravery is as easily mind controlled as soldier with 50. Increasing breavery doesn't do anything. Mind controll is totally broken. More so, that it can be done without the need of LOS. Furthermore suppressing MC capable alien doesn't do anything to prevent MC. Aliens can do 2 MC attacks and still able to shoot. This really needs urgent attention and proper modifications. MC wasn't fun in original X-COM. MC was fun in X-COM Apocalypse though.
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UFO: Harvester Door in state open on my turn: And after walking through: Not sure if save will help with the doors, but here you go on the turn I've encoutered it. auto_groundcombat_turn_9_start-1099.json
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Destroy what now? UOO-1 sabotage
silencer replied to silencer's topic in Xenonauts-2 General Discussion
Ah ok so this is it: Ok, now I'm pretty sure on the map I've got only 2 (in the middle of the map) of those were present. And if there are total 20 computers that means 3 of them were destroyed, which means, it's not possible to get max at all, Though I'm pretty sure they weren't. I assume this map is static? The computer desks should be made indestructible at least until the player extracts the data.