Beltorn
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Well, at the moment, they don't have resistance to smokes, but there are calls to re-instate it. They do have bad-eyesight, which puts a -2 accuracy per tile debuff on their ranged attacks. However, they are very high HP and have decent regen. They frequently survive one more attack than most organic aliens. You also have to adjust your tactics and equipment if Androns are going to be present. Their heavy armor changes attack calculations to using anti-armor explosive charges or stun batons, which are a bit too universally good at the moment.
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Overall, I enjoyed my time with the game right until Harvester UFOs appear. By then, I was able to easily establish air superiority with my first Gemini, 5 Phantoms and 2 Angels at 3 bases in Europe, US and northern Australia. I focused on getting an early training center (built at the start), extra lab and extra living quarters. I really enjoyed the early game of first 3 months, figuring out if Operations system has changed or not and capturing all the starting enemies. My initial squad composition was 2 shields, 3 assaults, 1 Rifleman and 2 snipers (one with Medpack), eventually it rounded out to 2 shields, 4 assaults, 2 rifleman, 2 snipers and Pegasus allowed to add 2 more Rifleman/Heavies. For operation Endgame, I've added 4 ARES with cannons. Cleaners base appearing randomly appearing around day 110 or so without any extra investigation. That was a bit random and felt like a loose end being tied instead of anything Admittedly, months 5 and 6 felt rather empty barring the first Terror Site mission as the only UFOs were Scouts and Destroyers. Observers appeared on ~150 day. felt as if they appeared with a noticeable delay, giving me time to establish said dominance. Phantoms were easy to build as I've devoted most available Alenium to them. Alien base appeared in month 6 around day 160 and was raided on day 168, UOO raid and subsequent destruction were really easy. Surprisingly Reapers never appeared on my missions before Cruisers. Not sure if I lucked out or if they are tuned that way, but I've never even had a zombie unit encountered despite Reapers being present near Civilians across my whole playthrough. Clearing last two Battleship UFOs and last terror sites was a slog as late game enemies didn't provide any interesting challenge. I've already had most of equipment, 6 stealth and 6 vanguard armors, also upgraded Gauss weaponry for everyone. All my xenonauts had most stats, but health in 90-100 range. It was sufficient even if elites and especially praetorians felt like bullet sponges. Final mission wasn't hard on Veteran either, I've specifically delayed it to get everyone to 100 on almost everything, but health which happened around day 390. Curiously, Health and Accuracy refused to train up further for a couple of soldiers via training center and could only be raised via missions. I've waited about 10 days at 9 training rate. Tactical combat: Basic loop was two teams, shields as scouts, assaults as main damage dealers. Snipers and rifleman for grenades, heals, finishers or long-range engagement. My squaddies were chosen from top of the pick, but especially high bravery (57 lowest, preferably 60+ on recruiting), so I've never had issues with mesmerizing and mind control. Occasional soldiers got MCd, but a nearby friendly or two were able to kill of the controller on that turn, as a result I didn't have to build any Mind shields. Psionics overall was unthreatening and didn't affect my strategy. Strength was the easiest stat to train as all soldiers were stocked to maximum and threw plenty of grenades, so I didn't have to use actuators either. Some Sebillians and Wraiths used grenades, but Gas grenades never dealt damage as I've had masks on my Shields and Assaults and they were the ones targeted. If there is one true thing that made the game's tactical combat truly annoying is the damage rolls. I've had frequent cases of rolling 50-70% of damage out of 50 - 150 range several times in a row on 3-4 soldiers. I.e it took 4-6 hits to kill a tougher foe from 3-4 soldiers. And then 1 assault with a shotgun or a heavy with MG would roll a crit in 130%+ range and down that same alien in one shot. In reverse, sometimes a Sebillian with an MG would down my Heavy with 100 hp in upgraded Colossus in one hit. And the only way to safeguard against it is scouting ahead and dropping smokes. I would really like if there was an option to choose a smaller damage range. 75-125% or maybe 80-120%. Assaulting UFOs felt a little too comfortable - there was never any rush. The aliens always politely waited for me to gather up the team before their command rooms. I wouldn't mind if there was a mechanic that would incentivize to hurry up. Air combat: I've only built 1 extra Angel before switching to Phantoms, but then I've built my 2nd base only in April which appears to be rather late in retrospect. Larger UFOs remained completely vulnerable to a single Phantom or Gemini and their armaments unthreatening, but Alien Fighter and especially Interceptors have become noticeably tough foes. They can be taken down with Phantoms, but Phantoms will take heavy damage due to unavoidable missiles. Interceptors only become properly solved with Gemini's blink drives or even later fusion lances. New Alien Defender crafts are more of a speed/equipment check and are rather unimpressive with their low rate of fire. Strategic play: Before Doomsday clock finishes on end of 3rd month, the OP system makes complete sense, forces choices on strategic development and works almost fine by me, but it felt increasingly redundant in month 4 and after. Initially, I've thought it to be static, but watching my friend playing I saw a new infiltrator appear when, I guess, a hidden UFO completed its infiltration mission in a radar-less region. That never happened to me. I wish it did. Turns out it was much more dynamic, just undertuned. I think the problem is costs and incomes. Apart from capturing Cleaners and completing their limited pool of missions, there is no real way to generate OP points except focusing on the Intelligence supporters which does suggest an optimal way of a combination of get Asian Intelligence, remove a few infiltrators, capture cleaners. It also encourages to hoard OP points to deal with emergencies or beneficial supporter rolls. Removing an alien supporter is also mechanically static - we just a click a button. No mission results from that. We don't assault a hidden compound with Psyons or Cleaners that would yield info on their activities in the region that we could use to pinpoint their HQ or other infiltrators. I really really would like this system to be expanded further as it could lead to actual fun extra missions to play. During the playthrough I've never had problems with Regional panic so I didn't need to Reduce Panic in the region via an OP, As a result I've never had a region leave the program. My planes downed each and every UFO, even if there were 6 in a wave or with air superiority missions, which feels a little too good. Not a single new infiltrator got added and I've never lost a supporter, despite never paying any special attention. Alien Bases only spawned some weak panic (2-3 panic per event) events even if I let them stay for a couple of days I didn't need to use the option for extra Alloys as I've usually had plenty from downed UFOs and alien bases. I didn't use the option for extra Alenium as the amount was too low for the cost of 100 OP, even after 250 days.. I allowed a retaliation mission to hit my main base to get more loot as buying a downed UFO was too costly in OP points. On the other hand, I never had to build base defenses on secondary bases as my planes downed any assaulting UFO. All my secondary bases besides the first one, were air defense outposts with 2 hangars and a radar. Eventually I expanded them to 3 hangars and 3 radars for personal sense of completionism. I didn't need more than 2 workshops and 12 engineers as all equipment, even endgame didn't take more 30 hours to build per item. A Gemini was built in 6 days with all the bonuses. So overall, I could easily build up between mission waves. Suggestions/Requests: Expand Operations and Cleaners further, build up story so we would find that Cleaner HQ base by capturing Psyon infiltrators that we seek out via Operations, play with costs and incomes across version. Have Aliens more frequently remove our supporters, especially when an Alien base operates for a decent while (7-14 days, I guess). Don't hint Alien bases early with frequent low panic events, have them be impactful Have frequent Scout flights to keep us on our toes looking for aliens. Please, please, please consider adding Wide-area Radar/EW suite for planes so we could send out planes to scout aliens efficiently. And an upgrade on Alien Electronics. Increase lethality of big UFOs, change inflection points when our interceptors start to dominate against Observers+ as unless escorted with Interceptors, they are too easy. Consider changing missiles and torpedoes as right now they are a nice bonus, instead of a useful tool Consider increasing costs and time to produce all equipment, but especially Phantoms and Gemini, I feel like they could be costlier, especially Gemini in Alloys and Alenium. Alien Fighters should remain a threat till Gemini. Or maybe it's the combination of Fighter + Defender that should be a threat to Phantoms. Interceptors are a decent threat to Phantoms with Gauss/Lasers and Reinforced Plating. Add more and better Psionics - psionic panic attacks to reduce focus/bravery, hologram-like hallucinations to distract the player. If anything it feels like Psyons should be the extra-specialists for all alien groups instead of base group of their own. Make Mind Shield necessary for late-game against Eternal attacks. Please consider updating the final mission with extra teleporters in the second part and definitely add 2-3 Eternals so that their psionic attacks would mess up the easy time we have of clearing out a path. Have more unique abilities for lategame aliens as right now they are just lone stat-sticks Consider adding regenerating armor to Alien units and UFOs, you've already hinted at energy shields with Mentarchs, so why not expand on that ability? Add more unique items- stealth-granting grenades, throw a stealth grenade to get stealth for 2 turns or until hit. Hologram grenades to force Reaction Fire Wide-area Mind Shield for Mars/Ares as top module to protect groups of squaddies. Please give an option for less damage range variance - 80-120 % or 75-125% Please give an option to randomize supporters and regional bonuses. Thank you for a great time I've had and thank you for an amazing game. Hopefully to many more hours of it
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Do I need to restart or is the game this difficult?
Beltorn replied to Troche's topic in Xenonauts-2 General Discussion
Well, overall, sounds like you're quite a bit behind on tech, you should have Guardian or even Stealth armor already unlocked. 10 Scientists is not even the full 12 man complement for two labs. As for panic, usually, it's best managed by Interceptor shooting down UFOs a that reduces panic heavily. What's your loadout and composition for the mission? Do you have Dragonfly dropship for 10 man squad or are you still on Skyranger? Do you use grenades? Specifically, smoke grenades to protect from Cyberdisks and drones. Also, Flashbangs to suppress and approach sebilians (crocs)? -
Am I limited to 1 MARS on the dropship?
Beltorn replied to Sunnybuns's topic in Xenonauts-2 General Discussion
Drophips carry +1 per tier, so Chinook carries only 1, Dragonfly carries 2 and Pegasus can carry 3. I do agree that it is rather silly - MARS and ARES are not that big/heavy if compared to lategame armor like Colossus or Vanguard -
How to deal with interceptors missiles
Beltorn replied to noo's topic in Xenonauts-2 General Discussion
Gemini has the teleporter, so it avoids by immediate translocation. At the moment, only tanking them out is the option, i find. | Maybe Chris will advise, but yeah, Interceptors are a tough threat with their unavoidable missiles and better turning angle to outmaneuver and finish off even Phantoms. -
Robots like Cyberdiscs and Androns frequently destroy their own UFOs, including Alenium generators, computers and so on while patrolling. With Alenium generators, it frequently results in kills of nearby engineer/scientist aliens. t is really silly in game and world-building terms that the aliens own robots are so terribly destructive to them. bug_report_2026-04-12-18h01_gc_7.19.0_user_f11_0.zip
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5.7.0 Thoughts on a Veteran-ish playthrough
Beltorn replied to Beltorn's topic in Xenonauts-2 General Discussion
Great to see all the replies, thank you for sharing! -
5.7.0 Thoughts on a Veteran-ish playthrough
Beltorn replied to Beltorn's topic in Xenonauts-2 General Discussion
What was your squad composition through the game? I didn't find a use for MARS/Ares as they take extra alloys that I only had very late into campaign to properly upgrade. On the tactical map, they are too slow by my count - low movement range in the end-game and shots take too much TUs while being too inaccurate. A combination of parameters so to say Sure, I could use them for AoE attacks, but I don't want to take those into the UFO - destroying bodies and techs for sale - nothing I can't do the same with a soldier with a demo pack usually. For machine guns- sure their volley suppresses well - so does a concussion grenade/demo pack, or a shotgun, or a rifle burst. MG's damage values are same as a rifle, but only one shot per turn. Sniper rifle is overall better, plus the sniper has no move accuracy bonus of +50, which allows to use quick shot at 55% percent TUs at near-100% accuracy if I want to shoot and reposition. Or I can use the high TU shot to get that shot extra far or through obstacles, using high accuracy to compensate for range penalty. MG can't do the same, while its uses against armor are covered by demo packs, sometimes on a better scale. Once demo packs are nerfed in range and blast size, and (I hope) MGs are, they become more interesting/viable. Take a look at stats - the difference between MG and a Rifle in base burst fire is 5 accuracy and for late-game Gauss and Fusion MGs a +5 range is added to the MG, damage stats are the same. A Light MG should have better burst accuracy, have 5-6 bullets per quick burst and maybe allows two quick bursts before Exosuit's bonus. if it's a Medium/General Purpose MG, those have much higher damage on a level of a our sniper rifle (which is actually a DMR) as it uses a bigger bullet. Lastly, Colossus should basically count as a walking weapon mount (which it tries to simulate), completely nullifying set-up time for the LMG/GPMG and allowing extra bonuses to accuracy and maybe even TUs for firing. Btw, Androns should be around the same as Colossus - they should be very scary, but right now, their only shtick is that they require a demo charge and a shot to be killed reliably. Their damage output is not great. That low Reflex for MARS/Ares is on purpose, so that they could draw out reaction shots -
5.7.0 Thoughts on a Veteran-ish playthrough
Beltorn replied to Beltorn's topic in Xenonauts-2 General Discussion
Post-script notes on weird things: There is a notification for the plane getting refueled, but no notification for the plane re-armed. It would be most useful as we really want to know if those missiles have been switched to torpedoes or vice-versa. Cannons and Lances are reloaded one ammo at a time, making them the longest to reload. Additional Armor and Fuel disappear if you remove respective items from their slots and add them again, despite no actual changes to the plane. The window for the UFO crash site doesn't show the UFO's occupant type with quantum radars (or maybe even without them as recon drones exist in this timeline) Air Plating progression - 6 > 12 > 20 > 25, last upgrade costs most and adds least armor. Electroshock Rifle needs 35 alloys - more than a Phantom plane Electroshock Pistol needs 20 alloys - same as Colossus armor Electroshock weapons don't have Armor Piercing which results in a lot of enemies ignoring the damage making them worse than the base Stun Gun. There is no Penetration on Cannons for MARS and ARES vehicles. Fusion Cannon Upgrade is hidden until Gauss Cannon upgrade is done, seems counter-intentional to the current method for all other techs. Laser Auto-rifle and Laser Cannon don't benefit from Laser damage and ammo upgrades. Fusion Cannon, Fusion Auto-rifle, grenades and missiles don't benefit from the Advanced Fusion Weapons upgrade unlocked by Singularity Core Fusion Lance, Torpedoes on planes don't benefit from Advanced Fusion Weapons either. Battleships don't show the singularity core device on board (Xenonauts 1 had amazing UFO designs and it was awesome seeing all the devices we got from them, I hope this will be continued in Xenonauts 2) There is no rangefinder upgrade despite the same upgrade to the Tactical module The stats difference between MARS and ARES are: +10 TU +5 Accuracy -50 Strength ?! +15 reflexes +5 Armor Training center takes 25 energy and medical center takes 30 energy, more than Workshop/Laboratory/Defense Cannon at 20. Training center costs the most among all buildings - 750k . -
5.7.0 Thoughts on a Veteran-ish playthrough
Beltorn posted a topic in Xenonauts-2 General Discussion
Overall, I'd like to preface that I liked the game quite a bit, having finished the campaign on Veteran preset with a few changes to Soldier difficulty (no Increased accuracy on aliens, visible health) It took about 50 hours with save scum, recorded campaign time was 41.4 hours The strategy was to start in Europe at 1,250k cost (Closer to Kyiv on Kyiv - Budapest line to capture more of Africa and Soviet Union in radar coverage), get additional lab, training center, living room and go from there. The highlight of Milestone 5 is the addition of Operation Points and Supporters to regions. The system feels really powerful, providing buttons that immediately resolve player's problems, including problems with resources. As resources are now somewhat limited due to 2 UFOs cleared per Type I found myself somewhat constrained in Alloys and Alenium, but barely constrained in money once the full funding kicked in. Overall, I'd say we have too much money coming in, especially with Supporter bonuses and regional perks. Alenium is less of a problem and alloys are the most constraining To continue on the campaign report, third science lab was at start of month 2 and eventually I managed to get a second base in US (750k+200k Hangar+500k radar + Mig for it) before end of 2nd month, but afterwards, the money flow was easy. On Day 91, i had the fourth lab and once the full funding kicked in, I focused on building up bases and planes for them, including a second training center in Month 4. I found myself alloy constrained to build more Phantoms and Geminis, but once all bases had 2 Gemini, the resource constraint was solved. Second workshop was created around month 6, when Gemini became available. For spending OP, i focused on Europe figuring out that improved training rate is rather important to have better soldiers, then focused on US to finish forming the squad around months 4-5 Gameplay-wise, the Cleaners period is definitely too short. It doesn't detract from hunting the aliens, if anything, I'd be quite happy to see an expansion to this and I'm surprised the aliens don't continue using cleaners after the cleaners HQ has fallen. I imagine, aliens would find ways to using humans in their bases in some way, no? Same with Infiltrator advisors, it appears, if the player is too good and intercepts the UFOs effectively, aliens fail to place more infiltrators. I've had one added only once, which feels just too little. I'd be quite happy to see missions to get that infiltrator captured - like we had with Cleaners VIPs. I have to say that currently, gaining and spending OPs feels too gamey - you only get OP from a counter per day and the system is self-contained and gives the players only bonuses For buying supporters with OP, it raises the question of Xenonauts having separate relations trackers with each region and regions giving out requests for specific items? Provide equipment or tech, dead or alive aliens, our VIP is threatened by alien infiltrators > pls save them. That would give OPs points in a better way then just a number of points each day. Lastly, it feels like there should be a base building that would allow focusing on relations strategy as part of the game instead of just getting numbers going up. Taking out computers from cleaners bases doesn't provide OP points, which is strange, we are directly unlocking their activity which is something that feels like OP-related material. Btw, it feels like there is only one edge case when spending 100 OP to get 20 Alenium or 40 Alloys or 500k money is useful, when we can spend 60/80/100 on a UFO mission and get much more of each resource, plus funds from the loot in one go. Maybe the numbers of resources provided should go up as countries around the world get more (based on the number of UFO sites passed to them or just based on time)? Ground combat: Squad build was 2 shielders, 3 assaults, 3 rifleman, 1 sniper on Chinook > 2 shielders, 4 assaults, 4 rifleman, 2 snipers on Dragonfly > 4 shielders, 4 assaults, 4 rifleman, 4 snipers with Pegasus Form 2 or 4 teams and sweep the surroundings, clearing out aliens. Assaults are the most immediately useful and powerful as shotguns can one-shot everything short of Cyberdisks. Not sure if bug, but Androns only started appearing for me once I made the first UOO incursion mission and without them, Wraiths and Psyons feel heavily lacking in tough enemies. 5.7.0 change to Wraits, admittedly, made them only easier to deal with Armored enemies are too easily solved by demolition packs, demos completely outclass grenades - should weigh more (8 or 10) and have smaller explosion and throw radius. Each soldier was carrying two concussions grenades and two demos, at least one smoke grenade. Frag grenades, I used only twice across the whole campaign, which feels wrong. Most soldiers were always in heavy armor, with the most useful armoring method being upgrading to Warden, then to Stalker, then to Exo. The penalty for Heavy armor seems a bit on the low side as with increasing accuracy for soldiers from training, it lead to just accepting the minor penalty. I didn't find a use for Colossus armor and MG weapon as both are too limiting I didn't find a use for the Grenade Launcher I didn't find a use for Auto-med, as more grenades are more useful I didn't find a use for Psi-shield as Psionics is not working at the moment. I didn't find a use for Mars/Ares as their stats are too weak, especially Ares, though their armor is super-high, but being alloy constrained forced me to choose soldiers first. Please consider allowing, one/two free Mars/Ares slots on Dragonfly or Pegasus respectively so that players would be incentivized to construct/deploy them? The combat feels to have the following phases: Surrounding sweep where half of aliens are, then UFO entrance with a couple of guards to clean up, then clearing the top room and the last one is what makes least sense to me There is no real urgency, nothing prevents setting up perfect breaches, especially on story missions like UOO assault and final mission. Spawn tables feel a bit mixed with alien scientists being out in the open (too eager to get their claws on on the material so to say?), instead of inside their respective UFO rooms and no Psyon or Wraith Engineers on their respective UFOs. UOO assault (the second UOO mission) is really-really easy in the teleporter phase - 3 soldiers on each side were able to clean each wave, but the big one, then I added one more soldier on each side and the side teleporters weren't used, which would force me to spend some TUs on moving between rooms. It is okay to make the mission more challenging by allowing aliens to portal to either of 7 (yes, including the initial one) rooms and forcing the player to spend one/two soldiers out of 16 at that point to block addition teleports via some sort of consoles. I.e the soldier has to stand there and spend 75% of TUs to activate the console to prevent even more from porting in. The Harvester (third floor) and Battleship (fourth floor) both show a dark floor that can't be accessed, I initially thought it to be a bug, but seems this is by design. The Battleship's layouts are strange and admittedly, I really dislike the top floor - unless there are wall-breaking robots, it is super-easy to breach the command room as i've said. Btw, could you please consider updating Androns to have wall-breaking move as an ability, instead of constant. It is really immersion breaking to see them walk and destroy walls when there is a door one tile next to it. I imagine the aliens are like - it's the xenonauts, break out the Androns and deal with structural walls missing later, but frankly, it's just amusing at first and then immersion-breaking for me. Please consider making end-game aliens a bit more unfair than right now, my soldiers died only to the randomness of the damage roll which feels worse then my own poor judgement. Shouldn't they have launchers, explosives and so on? The damage rolls being reduced to 50-150 is nice, but please consider going to 75%-125%, there is still too much swing to my understanding. I'd be really happy to see Psionics to be greatly expanded, making Sectons/Psyons and Rulers more powerful. No cases of mind-controlling soldiers so far, and Mind-war wasn't that strong (only halved movement) Please consider adding stationary turrets to all alien bases and big UFOs, so that they would be a significant defense and roadblock point around which the aliens could rally and have a defense. Mentarchs are described as having energy shielding, so maybe some sort of regenerating armor that is resistant to explosives is okay to add to tougher alien vehicles and/or soldiers? Air combat: The air combat hasn't changed that much as no techs were added to it, but developing air defense on Veteran+ has changed. As we don't have as much money at the start. we have less bases and Migs, and we still get Phantom and Marauders/Gemini techs rather quickly so there is no time to build-up Mig force. This immediately changes the value of the MIG engine upgrade - the upgrade is less effective when you have at most 2/3 Migs compared to when you have 6+. It's still a good investment, but to make it better, I suggest considering spacing out Phantoms and Marauders further and maybe changing Gauss Cannons to be less effective overall, especially against armor. It would also be a nice change if the Engine upgraded increased Mig's Payload by one so that they could carry two lasers Phantoms might be a good idea to appear around Observers/Abductors and giving them techs that put them at current tech level after having downed at least one Fighter Gemini seem like a good tech to appear around Cruiser/Harvesters era, after having downed at least one Interceptor as a pre-requisite. Most likely, Harvesters as those unlock best armor. Gauss cannons reign supreme against anything up to Harvester and it's very easy to get into Cruisers blind spot and down them. Overall, Cruisers don't feel to be a strong air combatant despite their supposed role as such, adding missiles from Interceptors (or equivalents) to them, might make them more challenging and interesting. End-game we still want to have Two Gemini armed with Fusion cannons and best armor plating as end-game pre-set for each squadron. Putting a Gauss cannon + two Fusion torpedoes leads to too much damage taken against single Harvester/Battleship and they can't have one Fusion Lance + Two torpedoes + armor. Without the armor, the plane takes too much damage and usually isn't repaired to 100% before next sortie I'd like to ask for a review of current air superiority missions - it's too easy to snipe the 3 attackers - just position as close as possible to one side and attack from there. Do a barrel roll immediately to evade the initial missile, watch how the alien "superiority" fighters are mowed down by twin cannons on Phantom or Gemini. As a possible solution - positioning the middle UFO to the back would prevent this tactic being as cheap. Please also consider spawning at least double the current Air superiority missions to draw out and exhaust player's air forces, so that having more planes would be of some use. Overall, I'd like very much to have an expanded air war component in the game with pilots being their own characters too, instead of being attached to the plane and would require living space and have their own roster. Right now, air combat is a means to having ground combat, so it's serves its function, but I really wish we had a more developed AC as that's something I'd like to play even more than GC - with AWACS/ECM packages, actual dynamically formed squadrons (Current Air combat window doesn't check if there are allied planes in the vicinity), more powerful UFOs, escorts and missile play, including alien air attacks on our bases. Thank you very much for the game. -
5.7.0 Player's Soldier-caused Suppression is permanent
Beltorn replied to Beltorn's topic in Xenonauts-2 Bug Reports
Hello, I confirm that it is fixed, thank you -
5.6.0 Accuracy calculation for Small targets is not correct
Beltorn replied to Beltorn's topic in Xenonauts-2 Bug Reports
Heya, only saw the reply today Here's a fresh save filbug_report_2025-01-14-19h28_gc_5.6.1_user_f11.zipe from 5.6.1 before shooting at a tiny enemy - secton -
Milestone 5 - Official Feedback / Game Balance Thread
Beltorn replied to Chris's topic in Xenonauts-2 General Discussion
While I agree overall, that the demolition package is the better grenade at the moment. Some changes could be done later on, but I'd be happy to see a balance pass on Democharge. However, throw ranges are not that long at 100 strength - 14 tiles, I think. If anything - weapon ranges are too short -
Accuracy calculation for Small objects is incorrect - had a Sniper shooting at a drone. Sniper's accuracy is 96, quick shot gives 0.8 multiplier, resulting into 76.8 ~77% which is what was shown. However for small targets one more multiplier of 0.9 was shown, which should have resulted into 69,12 -> 69% hit, but at least it's not shown
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bug_report_2025-01-09-18h55_st_5.6.0_user_f11.zipAs described, after the patch can't transfer planes between bases. Throws some errors in the log
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Loading from Geoscape and starting the tactical mission seems to allow me to continue playing
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Game crashed, apparently, at the end of an alien turn bug_report_2024-06-11-13h53_gc_4.7.0_unhandled_exception.zip
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I've finished playing 2.21 experimental on Normal Difficulty yesterday and before that I played on version 1.24 and would like to give some feedback Overall I liked my experience, it felt better compared to the previous 1.24 game I am not sure what to think of the current air combat balance, though so wanted to outline it further: From previous experience n Xenonauts 1 and Xenonauts 2 - 1.24 , Xenonauts are won on the airspace level first and foremost as UFO fly-bys can induce a lot of panic, so I was planning to build up secondary air-defense bases really quickly and expected to need many fighter jets to fight off the UFOs I went into the game without checking balance changes and turns out current planes are really costly - 500k for Angel and 800k for Phantoms. I barely managed to have 4 Angels and Eventually 7 Phantoms by the end. All Angels were eventually retired, while Phantoms were distributed to one for each base except of two for my main base Later I discovered that Phantoms actually have enough fuel to fly around the world and engage the UFO there. Frankly, this feels like an amazing way to counter far away UFOs if only we could spot them. Could you please consider adding a Radar payload and upgraded variant for it for planes so that we could send out long-range Interceptor parties to spot for UFOs in far away regions to compensate for lack of radar coverage there. I know there was an AWACS mod for Xenonauts 1 with same idea. On combat level - One fighter planes easily wins against current UFOs if they are equipped with latest armor and two cannons I'm not too worried about fine balancing, but I'd like to point out that, right now, the feel of the air game is very much reversed - a heroic lone fighter plane shoots down Alien's air superiority squadrons and escorted UFOs easily. Especially if armed with two cannons and some armor. It doesn't show humanity outmatched or on the defensive at all and I hope there will be further changes and considerations to this. I have one request - please consider expanding air groups to more than 3 by 3 participants. A proper fighter squadron is after all two by two planes. I would imagine, Aliens would be sending multiple UFOs groups to attack if we are winning the air combat hard. In connection to this, in XCOM 1994, we could send one fighter, have it tail the UFO without engaging and then engage with another 1+ fighters. Allowing simultaneous combat of up to 4 XCOM fighters against one UFO. I remember managing to bring down a larger UFO with 4 Interceptors armed with heavy missiles. In Xenonauts 2, only the engaging fighter can attack despite the number of tailing Fighter planes. To me. the feel of UFOs in combat is really wooden - they turn slowly, and actually don't show that high speed in tactical combat that they are showing in strategic layer. Alien fighters are relatively easy to bring down, but Alien Interceptors feel actually powerful if one doesn't switch to gauss blasters to win against them, My last is concern is how quickly Angel fighters phase out as they are not able to even catch the Medium sized UFOs. Would you please consider adding an engine upgrade increasing their max speed, range and maybe Payload by 1? I imagine similar upgrade would make sense for Phantoms when Ultimate Fighters (Marauder? Fury? or maybe a new name) will become available. On balancing side, I wanted to suggest a radical idea- in XCOM 1994, upgraded fighters used elerium as fuel. And right now, we are getting more Alenium than alloys, so why not make Alenium a balancing item instead of straight cash for planes? Something like 5 Alenium for 100% fuel for Phantom and maybe 2 for alenium upgraded Angel? and respectively fuel tanks would add 1 alenium fuel, increasing the range by respective amount? If Alenium is in short supply, we already can make some after Nanofabrication research. And the cost is appropriately high - 20k per one unit. One last request, could we please have Pilots be actual people and not tied to their planes? It feels a little wrong to lose a pilot just because we have to replace the plane.
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100 hours in. Heres some rundowns!
Beltorn replied to LynneJJW's topic in Xenonauts-2 General Discussion
Bring back overwatch point usage. Before in Xeno 1 it made the remaining of your TU yellow indicating that those points are reserved for overwatch. This is actually in the game - right click the desired firing mode and it will show the reserved portion in Orange color on the TU bar and give warning that the TU's are reserved when you try moving past the limit Burst fire is just about useless as the % is not per bullet in the burst but the entire attack. Agreed here. MG is unfortunately a useless weapon right now. Too low base accuracy for shots further reduced by Recoil penalty Shields feel to be very underwhelming as I used to basically run shields for cover back in Xeno 1. Disagree - shields save from at least one shot, thus they are highly useful against extreme damage - they are free HP more or less. Pistols are extremely good once your accuracy and TU go up. The damage spread in the game feels too high though, would make sense to reduce a bit