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Orcidea

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Posts posted by Orcidea

  1. 2 hours ago, Chris said:

    Hi again - yeah, I'm pretty sure we can give you beta access prior to the Early Access launch given the size of your channel, but our marketing partner Hooded Horse are handling the coordination so I can't make any firm promises on their behalf. Drop me a DM with your email address and I'll put you in touch with them.

    Thank you for your reply Chris. I'll send you an email.

  2. Hello at long last! It's been like 8 years since I've been here the last time around.

    A question @Chris : sadly I was late for the Xenonauts 2 Kickstarter campaign, and I'm rather desperate to get access to the beta of the game. Is there any chance of getting into it at this point?

    That said, I'd be more than interested in promoting the upcoming game on my Youtube channel, if possible. Link to my channel: https://www.youtube.com/c/Orcidea/featured

    I'm really excited for the new game! Can't wait to get playing :D

  3. All saved games from earlier versions (including experimental versions) are incompatible, attempting to load them will cause problems.

    This is no new news, but is there a way I could continue my current playthru with V19 SC1? Spent maybe around 30-40 hours in the last save files, and I'd like to get back to that before updating. Altho, I bought an early access game, and I opted into the experimental version, knowing that this might be the case. So no tears here, just asking :cool:

    - Increased range and field of fire on Xenonaut interceptor cannons to make them more generally viable weapons

    Great! Been grinding the shit out of them so far by manual control, this might make some encounters a bit easier :P

    - Slightly reduced door opening AP from 15 to 12

    Hallelujah for that!

    - Enabled burst fire on alien heavy plasma shotgun (have fun)

    :mad:

    THANKS!

  4. Hey!

    Having some problems with electroshock nades going off as smoke. Happened to me today at least 3 times, and once an alenium nade went off as smoke as well. I was trying to pinpoint the behavior behind this, and it seems that if you switch the nade selection in belt right after you throw something else, it might affect the detonation. So, in a nutshell: Smoke going off in enemy feet after ending the turn, even tho Im 100% certain that I've only thrown electroshock nades there :confused:

    Playing in Ottawa terror mission, using huge amount of smoke and electroshock grenades. I hope this bug is known already, and is being fixed :)

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