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About thixotrop

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  1. Take your time. Better to have a valid version the community can test and report, than having test reports you can't really use because you have to change things that render those reports obsolete.
  2. @ Chris Yeah now you mentioned those I can remember those discussions in the forum. It is interesting what has been discussed and what is condensing its way into the game. My feeling of "what will be there and wasn't it discussed in another way originally" came from me not being active for some time. So I had some ideas and concepts in my mind that now seemed to be abandomed. But now I seen, maybe not everything discussed earlier will be there (or you haven't mentioned it yet) but they either have changed or are (may) be replaced by some new stuff. I would be interested in the ideas that haven't survived and why, but I am not eager to go back and read all the old posts to check what it was and then go and ask you... Yes, lazy me.
  3. Fullscreen: 1280 x 800, Quality: Fastest The first time I started the game it stopped at 99%. ALT+F4 to kill. In general: - Enemy human soldiers make the death moan of aliens. (unchanged from 15.3) Pictures: Can't remeber if this was before, but the pavement at the fence doesn't show the path tiles. The white target tile is not shown (left side image) and also not the green path and target tile (on the right). Whole stone structures is lighted for blockage, even the part under the ground. A minor thing I guess. Hidden shading also effects the dead. The red colour should be changed for dead targets, otherwise it can be confused with a living one. No clear indication where you can go. The white tile doesn't indicate that. Annoying that you cannot know if a wall is destroyed and possible to walk through. Left image: The wall segment in the yellow frame looks completely destroyed by the grenade launcher, but the soldier moved the blue path and opened the now invisible door. It may be better to show the path the soldier will walk before clicking it. Right image: Also the "not so much destroyed but see-through-wall" is completely intact from the inside. And the hole next to it is not there too. (still exist from 15.3) Also right image: My sniper shot the outer wall with her second rifle.The alien behind was suppressed. Not bad actually, but why didn't it get suppressed by the grenade launcher that (not-so-much) damaged the outer wall? Was it because I haven't seen the alien before and therefore the suppressed text was not shown? And as usual my log-file: recording_5.rec
  4. Thank you Chris for clarifying interception process and the actual combat. What I mean is that you talked about many ideas for X2 in the beginning - and also on the old forum. I admit that my memory might be tinted with the "other game that was discussed in pretty details before". But in the general discussion some have talked about mentioned features getting dropped although the majority thought them valuable. This post is tackling that a bit. To be more specific and from the top of my head: - Air combat: Squadrons of different jets (own or rented of the factions) in real-time mini-game OR choosing pre-selected tactics for the squadron only for the RNG-air combat result. - Perk system of soldiers: Originated from one forum member (can't remember the name) to have a sort of bonus/malus system for soldier experience. - External support during ground combat: With certain conditions achieved, you could call an air strike for suppression or to crack-open the UFO hull. - One base or more bases / radar sites: One base only - as far as I remember - but radar sites were discussed to enlarge the radar coverage. - Influence politics / try to stay hidden from Aliens and Cold War Factions: This or a more open that means Xenonauts are known but not taken seriously in the beginning of the game. - Staff hiring process: As bonus from mission outcome or as result of faction influence. I am sure there were more...
  5. Sounds interesting and I hope the immersion and the VIP missions will throw in some new spice to the game. In many of your posts you talk about your progress, what you have changed, what didn't work, why and what you do to change that. I appreciate that a lot. Nevertheless, I sense a lot of the things that you wanted to do in the beginning of the development of X2 fall back to X1 solutions. I know this has been mentioned by others before. The interception process for instance; it was once discussed as a mini-game, where a squadron of changing number of jets with equipment depending on your research and/or money. And now you say "The actual combat is still only autoresolve at this point, but we've been trying to make the interception process feel more like in X1." Another thing you once said was that X2 will be X1 with improved graphics. No bad thing in general but a bit underwhelming I guess. So I was happy with all the possible changes you talked about. And over the time many of those seem to be pushed out of the development plan. Sorry, I can't remember more specific things like that. I could go through the older posts if necessary. It is just the feeling I get whenever reading "like in X1" in one of your posts. What do you think how much "new stuff" will be in X2 that will not be a replacement of an X1 feature?
  6. That explains a lot of the grenade explosions I have seen in my games. But does that mean that when a grenade hits a 100%-block chance object at a higher level that it just drops down in front of it? No rebounce in some way; inbound angle equals outbound angle plus ballistic curve? On another thought, maybe you should also "discount" the tiles next to the starting tile from the throwing/shooting path too. So the grenade can actually travel to its destination zone and not land between the soldires feet. However, now that I have some time again, I will try out the new public build soon.
  7. @V-Zhan You are right, but it is confusing if you don't change the view accordingly. Maybe a bit more shadow here would help.
  8. Battletech This time it isn't the simulation game like the Mechwarrior series or a MOBA like Mechwarrior online, but a TBS game based on the tabletop game. Here the Battletech homepage and the link to Steam. A preview Video by Metal Canyon was made to see the actual game. In my opinion it has a lot of the looks of the new XCOM. But combat, weapons, damage and mech handling is similar to the other mentioned games and should be of interest to those who enjoyed those.
  9. I think I understand what you mean. Maybe the visons should be not the real psy, just visions not possible to control, not possible to switch on/off when wanted. Just like a watcher of a surveilance camera. If you want to avoid the "real psy" just stop there and say this "brought a first glance into an unknown communication method of the aliens". Only after some research, way after your story this lead to the Xenonauts Psy-program. The protagonist hands over the device after all research that is possible on that level has been done and can go his way, free of dread and visions.
  10. Fullscreen: 1280 x 800, Quality: Fastest In general: - It is possible to stop the soldier with the space bar again. - Enemy human soldiers make the death moan of aliens. - Hidden movement still moves to hidden alien movement, but friendly phase removal solved the long waiting time. - On my remark on 15.1 Hotfix version: "Missing a height level indicator to know where I am...just let me select the unit I hover over." When I am on a higher level and click on a soldier that is on a lower level, this soldier is relected and the level jumps down correctly. This does not work for the soldier on higher levels. You have to go even higher than the soldier is to be able to click-select on the soldier so that he is selcted and the level is lowered correctly. - After the mission ended the loading screen is seen again and stops at 90%. Had to ALT+F4 to close the game. Pictures: These two yellow circled spaces cannot be entered/selected: Enemy units till try to go the optimum position even when this is under fire/death zone for them; five enemies try to get behind the watch tower: Closed slide door in alien area has some visual error: Don't know if this is only for this special setup of a house with the outside look of human barracks and the inside look of an alien facility, but it is some kind of cheating. 1) Wanted to shoot the windows to see inside, does not work poperly as the window is not an inside structure 2) You can see through destroyed wall sections from the outside, but the inside doesn't have damage then and you cannot see outside. Selected soldier (yellow circle at bottom) is moved and I can see an enemy (yellow circle on top), soldier doesn't stop because he doesn't see it. OK, but he has no orange alien head icon. Only after I selected the other soldier (blue circle) who has a red alien head icon as he sees the enemy directly, and select the first soldier again he has an orange alien head icon. And this as usual: recording_4.rec
  11. "Any sufficiently advanced technology is indistinguishable from magic." Arthur C. Clarke, 1961 If you would go back to let's say ancient Rome and pull out a flashlight, what do you think the people would take it for? Technology or magic?
  12. Finally could play a bit. I really missed this. Fullscreen: 1280 x 800, Quality: Fastest Maybe some of the following things were mentioned in the former public release, but I cannot remember if me or someone else did report those. Just take it as a reminder then. In general: - The master volume in the menu of the game does not consider the music. It is loud. - Weren't the keys mentioned in the menu somewhere before? I couldn't find them, took me sometime to use the Medikit. How to stop the soldier from moving down path? It isn't Esc or Space. - Nice: Soldiers can mover over the seats in the Osprey to go out the other side. Also: Osprey! - Also nice: Climbing animation looks great. - During the Hidden Movement, the screen moves to movement place, so you roughly know where something is happening even it is still pitch black. - The hidden movement also takes quite some time to finish. Didn't know with black screen whether something happened or if the game froze. With visible enemy during hidden movement I could see that the game just waited for some time after the enemy/friendly unit moved. - Also while hidden movement seemed to stall, it is possible to pan the map by moving the mouse to the edges. - Missing a height level indicator to know where I am. Couldn't select my sniper on the boulders until I clicked the unit icon and realized the map jumped up a level. Maybe something like the original game had, but only when the unit is hovered over to know this. Or even simpler, just let me select the unit I hover over. - Missing the hide-roof-button. Especially when moving a bit away from the Osprey and the whole upper part becomes visible again, it is hard to see which soldier I have selcted or where he/she stands inside the Osprey. - The hit-stuff-in-front-problem is still an issue: - Grenade Launcher can't shoot straight and hits rocks/sandbags in front. - Thrown grenades are not as problematic but still are way off. - Autogunner only hits the door frame he stands in while shooting an alien at the opposite wall of the room. - Sometimes the weapon selection doesn't work: Rifleman. Clicked grenade to throw but was too far. Clicked on gun again but couldn't change the %-values by right-click. Clicked grenade again, then gun again. Left-click threw grenade. Other soldier worked fine though. Now some pictured things (as usual from me): Dust/smoke of grenades/grenade launcher linger in the air and sometimes jitter around. Grenade Launcher cannot hit properly Targetting through walls Text in second image is a bit misleading: The shotgunner spent the TU correctly on first alien. Targetting second alien just to show that it is possible although he shouldn't be able to see it. And here is this: recording_3.rec
  13. A citizen of some country finding himself in the midst of a ground combat scene between Xenonauts and some aliens. Hiding in fear of the battle taking place between the two unknown groups around him/her. After the battle he/she crawls out of the hide-out and sees the known surroundings changed by heavy destruction. Human and strange-coloured blood can be seen but no bodies (Xenos have taken their fallen and all aliens with them). He/she finds an overlooked alien device, grabs it and flees. In his/her home the tiny device in the pocket is forgotten. He/she dwells in after-shock for some time, having nightmares due to the combat as it seems. But over the next few days he/she sees visions of strange origin, with aliens and humans and some obscure feelings of dread and terror of things to come without knowing what this all means. After some visions have passed he/she is growing the need to tell somebody about the found device and the visions of strange seemingly ill-intended aliens and so tries to find out about the Xenonauts as they seem to be the counterforce to the aliens. He/she is studying the yellow press about strange encounters and occasional battles the regular press and the government seem to ignore or hush-down. After finding out that some famous scientists and well-known technologists have been gone missing for some time (recruited by Xenonauts), he/she can trace their last steps towards some unknown organisaton named Xenonauts. This aroused suspicion of the Xenonauts and he/she is observed for some time and finally captured. Then after some time of custody and intense interrogation he/she is urged to work for the Xenonauts as he/she being the only one to be able to have visions in the vicinity of the found device. Thus becoming the very first psychic human in the team of the Xenonauts research section.... I imagined the overall story as seen from the personal view of the citizen, going through horror after the battles experience and the dreaded visions going near insanity before realizing why the visions are happening. Further then, trying to find out why all this happen (tin-foil around the device are stopping the vision to get a clear head and overcoming the dread) similar to the protagonist in H.G.Wells "War of the Worlds".
  14. You mean the Gameplay Trailer? It looks really good for me. The camera moves a bit odd, I cannot really say why. The game will look amazing in VR I guess...damn that I can't use that with having glasses. I still wonder why they sub-titled the game "Dasein" which means in German "existence" in a kind of poetical way, while the developers are coming from Serbia. Maybe because there main inspiration is coming from the works of H.R.Giger who was from Switzerland?
  15. One game so far, but will do more later. Played with Fantastic Settings at 1200x800 fullscreen. - The tree visibity issue still exists. - Throwing grenades is still bugged as before. - When the snow boulders next to the road are hit by bullet or beam it sounds like rock or Ufo wall. - The new highlight method looks a bit weird with its moving scan-pattern. It is visually not on par with the rest, at least in my opinion. - Sometimes reaction fire of the aliens happens so fast, that you can't identify where it came from or which Alien/Soldier did shoot. - Grenade launcher sounds like a rifle. New highlight mode in action: Top: The front wall is targetted = OK. Middle: Rock at the side = OK. Bottom: The wall next to the rock is targetted from the inside = not OK. This seems to be the cause for the next issue, see below. Here my shotgunner can't target the Sebillian, but it can hit my soldier through the wall again. Maybe the gun of the Sebillian protrudes inside the wall or the wall has gaps or the alien cheats. Either way = FOOO. The aliens gather here for quite some time and don't come out. Later they are fleeing (?). My soldier in orange circle comes around and is killed. Now none of my soldiers is selected and all soldiers are shown as enemies. As soon as I select one soldier no alien is visible and no head icon is on screen anymore. This strange view is not appearing when you deselect with ESC, only when your selected soldier that sees the aliens dies. My log: recording_1.rec In this mission only my sniper survived the battle, and he had to search for the aliens around the UFO to kill them as they were fleeing. Once he opend the door he was shot and bled out the following turn. Damn, thought I could do a Rambo mission.