I've bought Xenonauts a couple of days ago. Let me first say that I've played original UFO, TFTD, and (somewhat related) Jagged Alliance in the 90s, and also I'm a major fan of Firaxis' XCOM. So I had a reasonably high expectations for this game. So far, I wouldn't say I'm disappointed, but I have encountered a fair share of annoyances in it. I'm going to list some of them, in hoping that maybe they can be addressed in some future patches.
1. Fonts. This is a really important one. I have a 1280x1024 monitor, and texts are unreadable, to the point where I just gave up on the Xenopedia entries. What about people with standard 1366x768 laptops? It really looks like the only intended resolution for this game is FullHD 26"+, which is ridiculous. I mean what, not a single one of the developers has any background in either web or mobile programming, where you just can't rely on any fixed screen size?
2. Random sloppiness around the UI. I'm talking about some really basic stuff, like:
- when soldiers arriving to a base, the message says "Items received". That's kind of degrading for your men, isn't it?
- when you click on a crash site, the option to go there says "Intercept". How do I intercept a crash site? I understand that that's a generic option to send an aircraft somewhere, still, looks funny.
- there seems to be no way to delete a custom role.
- when you hire soldiers, there's no way to see them in transfer, or ETA, or any of that. That was even in the original UFO. Also there's this chart with available soldiers. When I pick the good ones, I seem to be stuck with the bad ones until I hire them and make room for more. And more records keep popping up just like that, making an impression of playing some sort of slot machine. Again, I understand it's simplier that way, but it just makes them look like "items".
- ok, not an UI issue, but somewhat bothered me. There's no explanation anywhere on how the hunter vehicle works. Is it remote-controlled, automatic, or is there a driver? Currently, it just looks like "it's a reskinned copy of UFO's HWP, duh". Except in HWP I bought "automatic" without much problems, and in the '79 setting I'm having trouble buying it.
3. Controls in the tactical screen. They seem to be close to what I remember from UFO, but come on, that was back in the day when mouse was considered optional. What's worse, there seems to be no way to customize mouse actions. My issues with it:
- Why do I have to left-click to see TU cost of a movement? Wouldn't it be easier to just show it on hover?
- There seems to be no good way to cancel out of this pathfinding mode, once I clicked somewhere. By analogy, I would expect Esc to end it, like it ends the fire mode, but it doesn't. More so, I don't even like Esc for both of them, I'd really like to do all that with the mouse.
- Both movement and selecting a soldier are done with left-click. That can lead to misclicks. That's the thing I feel XCOM really done right: it does selection on left-click and actions on right-click, so they are not intermixed.
- Seems weird to change soldiers with the wheel. Again, just my preference, but in this day and age it should be customizable.
4. Terrain and cover. Again, compared to UFO, it's about the same I guess. But now that I played XCOM (a lot), I want more.
- In Xenonauts, cover is really unclear. I didn't even get any idea if it existed at all, until I RTFM'ed it. Come on, even Shadowrun is better at expaining cover to the player via UI, and Shadowrun is an RPG, not tactical sim.
- Lots of terrain is kinda hard to size up from the first glance. Like these round UFOs have wide margins which look like empty space, but are really not, so you have to click around them to see which squares are walkable.
- I'm still having trouble telling full-cover (walls) from half-cover (high crates), in some cases there's no telling which element is which, and you just have to remember them all.
- Ok, adjanced-tile objects don't count as a penalty. What if an object is 2 tiles wide? Also, what counts as being behind the cover? Is it "when line from centre of the shooter to centre of the target crosses the cover tile"? Then, does the "tile" really mean "cube" for different elevations of shooter and target, and where is the centre of that cube? This all doesn't seem that important, but it actually is. Having some board game experience, I can tell that this LOS model is the most confusing of all, and at least I'd expect to see it described in the release documentation (NOT somewhere in the internet). XCOM uses a somewhat simplier model, but it also does a good job explaining all the shot modifiers in the UI (there's a detail window).
I hope this feedback is constructive. I do like the game, and wouldn't care to raise the issues if I didn't.