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Found 5 results

  1. hi guys after playing with the v19.4 i find the hidden movement window truly disturbing..it hidden the enemy movement and fire phase and is clearly frustrating..what do you think about?
  2. Prior to 19.4, the furthest I'd gone in the game was the carriers-wave. However, with some time off work, I've managed to plough through a 19.4 playthrough up to the start of the final mission, which I gather is as far as you can go at the moment. As much of the discussion - particularly on the 19.x unstable builds where saves get wiped out quite regularly - has focussed on stuff from earlier in the game, I thought I'd offer a few thoughts on late-game ground-combat balance. I won't talk about Geoscape balance, as I'd been using hacked .xmls to reduce production costs/times to accelerate my pace on this playthrough. - Even with experienced (Major/Commander) soldiers, weapon accuracy still feels too low in general. I'd hoped that I'd be depending less on grenades as I got more experienced soldiers, but in many situations, using a gun when you could use a grenade is just too risky. Close range accuracy with rifles and carbines really needs examining. - The way the aliens are deployed at present doesn't really make use of the larger UFO types. I've only ever once encountered an enemy on the middle floor of a Carrier. Meeting an alien on the middle floors of a battleship is likewise rare. Those floors are actually fairly well designed for ambushes, but at present, they just feel like time-sinks that you have to move your soldiers through. - For the Buzzard and Sentinel battlesuits, it would be nice to have some option to force them to stick to the ground (short of moving them one square at a time) when the situation demands. There are times when I don't want them to pop up to a higher layer and expose themselves to fire, but the UI isn't very accommodating of this at the moment. - Alien TUs really do get excessive in the end-game, with aliens capable of making 5+ single-shots in a turn. I might just be noticing this more because of the line-of-sight issues in 19.4, which mean that many aliens fire their full quota of shots harmlessly into a wall even if they don't have a shot on any Xenonauts - making the alien turn take forever in the early stages of late-game missions.
  3. Hope you like to see me mess op good in this serie, because i do. Feel free to give me good advice also i think i need it Part 1: Playlist: SnowiiFrog out
  4. I am refreshing this thread again because the new experimental build (4) of the game contains my first pass at adding differentiated stats between the alien species, which should hopefully make the various species a bit different to fight. Additionally there are a few balance tweaks and improvements - best of all, you should be able to play the game without it crashing all the time! Here's a quick reminder of the changes: Balance - Caesan Psion troops now show up in UFOs from Corvette onwards - Psions have been reduced in stats to make them fit in with earlier tiers of troops better, they have the "fear" and "hallucination" psionic attacks - Caesan Leaders now have the "fear" and "mind control" powers, while officers have "fear" and "hallucination" - Introduced race specific differences between alien types in ground combat -- Caesans have better reaction shot chances, and earlier Psionics as above -- Sebillians are lightly armoured, have more AP and worse reaction shot chances -- Androns have very high bravery, and are heavily armoured (Androns will eventually be outright immune to suppression) -- Harridans are more accurate in general, and have exceptionally good chances for reaction fire - Due to the above changes, human rifles, precision rifles and the heavy weapons all now have some level of armour penetration power - Gas grenades now cause less stun damage per turn, and less initial stun damage. The gas they produce is also less opaque, so reduces accuracy less than a normal smoke grenade - Stun rockets do slightly less initial damage, and also had their gas damaged reduced along with the stun grenades above - Stun batons had a significant stun damage buff, from 55 to 80 - Carbines and shotgun have had their TU costs for non-burst fire modes reduced by 5 to make them a little more useful in mobile work - C4 now does slightly more damage, has a wider blast radius and a larger suppression radius Let me know how you find it. I'm particularly interested in how badly/well the AI uses the psionic powers the Caesans will now get from an earlier tier.
  5. Firstly, if you do not know how to access the experimental branch on Steam, please read the instructions (and warnings!) in this thread. All saved games from earlier versions (including experimental versions) are incompatible, attempting to load them will cause problems. The main focus of this build, and the reason we put it out ahead of the normal biweekly schedule, is to fix the major crash bugs introduced in the last experimental build. However, we have also included a range of new features, fixes and improvements including some nice UI helpers for the ground combat and the introduction of differentiated stats between the alien races. Here are is the changelog: Fixes - Fixed crash when attacking Alien bases - Fixed crash after winning multi-UFO air combat battles - Player should no longer be able to throw grenades through the roof or floor of building/UFO - Fixed internal issue to do with line of sight logic after save/load - Camera during AI turn should no longer focus the "hidden movement" screen on the location of the "hidden" movement - Camera should also not jump around so erratically when following shots (more camera changes to come, not done yet!) - Removed ability to shoot through certain walls in the Landing Ship - Game will now also remember the single/burst firing mode selected on a per soldier basis - Fixed some research projects being mis-categorised (e.g. Jackal armour under "Equipment") - Reaper attacks no longer use the Psionic attack sound/graphic (new effect is just a placeholder for now) - Fixed Soviet town terror site being missing a Valkyrie spawn location - Fixed damaged Scout UFO hull position Additions - Medical kits now display the current/max health of the target soldier on their crosshair - Grenade trajectories completely reworked so player can now throw them over large obstacles - Aiming grenades/explosives in the GC now displays a radius indicating areas that receive at least 25% of the full damage from the explosion - Rapid-fire/Pulse projects for laser, plasma and MAG weapons have been combined into a single larger project - Reaper Alphas now have a different colour scheme to differentiate them from regular Reapers Balance - Caesan Psion troops now show up in UFOs from Corvette onwards - Psions have been reduced in stats to make them fit in with earlier tiers of troops better, they have the "fear" and "hallucination" psionic attacks - Caesan Leaders now have the "fear" and "mind control" powers, while officers have "fear" and "hallucination" - Introduced race specific differences between alien types in ground combat -- Caesans have better reaction shot chances, and earlier Psionics as above -- Sebillians are lightly armoured, have more AP and worse reaction shot chances -- Androns have very high bravery, and are heavily armoured (Androns will eventually be outright immune to suppression) -- Harridans are more accurate in general, and have exceptionally good chances for reaction fire - Due to the above changes, human rifles, precision rifles and the heavy weapons all now have some level of armour penetration power - Gas grenades now cause less stun damage per turn, and less initial stun damage. The gas they produce is also less opaque, so reduces accuracy less than a normal smoke grenade - Stun rockets do slightly less initial damage, and also had their gas damaged reduced along with the stun grenades above - Stun batons had a significant stun damage buff, from 55 to 80 - Air combat light missiles now turn more slowly, which should prevent them hitting evading UFOs in head/tail on intercepts - Carbines and shotgun have had their TU costs for non-burst fire modes reduced by 5 to make them a little more useful in mobile work - C4 now does slightly more damage, has a wider blast radius and a larger suppression radius Please post your comments on the build here. If you encounter any bugs please post them in the experimental build sub-forum of the bugs forum. I will post new threads in the beta forum shortly for in-depth discussion of the current Geoscape and Ground Combat balance, but feel free to post brief opinions here too.
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