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  1. So the doors stays open on the aliens ship if you open it up on your turn, and closes on the enemies turn. But if the aliens open the door, its closes on their turn. Should it not then close at the end of my turn, as it does for me? Feels a little unfair, and un-intuitive that the doors don't follow the same rule for me (the player) and the enemy (aliens). In the old x-coms for example, doors closes at the end of your turn, both for you and for the AI. I can see that this can be abused by the players if the AI dont know how to handle that situation. But at the moment it feels a little cheap when you are breaching the enemies ship. This is just a minor thing of course, but thought it warranted a comment.
  2. So as someone who only reads official development update news and patchnotes i have a few thoughts to share about v19. Geoscape: Im holding off most of the thoughts about it until the new UI, but the change i hope to see the most is a proper interface for ordering your air units around (in geoscape, not in dogfights), proper waypointing (like shift+clicking), maybe even creating patrol routes and saving them for later use. --- Ground combat: AI: It still feels weird... while i notice that aliens tend to go into safe spots where most of their angles are covered from the optimal ammount of xenonauts i still see them going out of cover for no reason (especially inside light scouts: they shoot some and when walk out from behind the cover). I also witnessed a bizarre behavior in my first terror mission that i played in this build (im not sure if this behavior was present in previous builds). In this mission aliens (androns and light drones) completely ignored my scout car, to the extend where i was effectively able to cover my soldiers with it and exploit the scout car as a "sliding door": I would move it away at the start of the turn, fire some shots with my soldiers, and cover them again with my scout car at the end of the turn. Aliens never shot at the car, and acted confused, over running around aimlessly or just going after npcs instead of trying to flank my soldiers or attack my scoutcar. I also find it hard to make use of secondary floors, its like they are not in game at all, i rarely find aliens in buildings (and never in upper floors) and wish it was a more common occurrence. It also feels like their pathfinding could use some work, sometimes they make a lot of aimless movements and end up in the same position from which they left or out in the open. It feels like they have trouble managing their TU's... Also every alien seems to act like an individual ignoring his comrades... I'd like to see some group tactics involved. An example would be aliens that are sitting inside of ufo storm out to help their buddies when there is a firefight going outside, attempting flanks and so on... Too often its just picking off one alien at the time... pushing a bit forward and finding another one hunched behind cover a bit further back, why didn't he come and help his buddy 3 turns ago? Also the placement of aliens around the map (in ufo crashsites) is odd, they seem scattered and disorientated with no clear goal. Shouldn't they try to set up a defensive perimeter around their ufo wreck? Try to ambush you (in greater numbers than 1) as you approach it and so on? --- Visuals: I thought i'd be used to it by now, but the particles that fly out of all the weapons look horrible and out of place, they are slow, sluggish and look like a cheap placeholder art. I would much more prefer to see just muzzle flashes and impact sounds, or some nicely animated tracer round lines. In fact the whole combat gameplay feels off, soldier dont allign properly with the direction they are firing, sometimes skipping the "raise weapon" animation completely and just shooting from idle pose. But the worst part is bullets hitting things... it just looks so impact-less? I mean shooting stuff felt more satisfying in fallout 2, and im not talking about critical gore-fest kills. (which would be amazing to see in this game, but i know that the its very hard to do thanks to overly-complicated animation processes used in this game). Ground combat part 2 Shooting from the cover sometimes shows that theres a 50% chance to hit the cover im shooting from. This just isn't right... and there is a bunch of other oddities when trying to aim through/from complicated cover. I once saw like 3 50% indicators pop out by simply aiming at the target behind a low train platform...vagon... thing. Morale system isn't working properly i think. Im still not seeing the randomness in maps, and there's too few of them so it gets repetitive fast. I had few other things i wanted to mention but i forgot. I should keep a list or something. Anyway hope this helps.
  3. First of all, let me say how much I love the game. You've done an amazing job of modernizing the classic, and keeping a similar feel to the game... something many have tried before, and not come close. My comments below are not complaints, just things I noticed that either seemed odd, or didn't work as intended. I mention them only in the hopes of improving the final product. In no particular order: Lights - Night missions are notoriosly more difficult than day time missions, but without any form of lights to throw around, the aliens have a much greater advantage, as they seem to be unhindered in the dark. In fact, from my experiences so far, they seem to be MORE accurate in the darkness... but this could just be bad luck for the soldiers under my command. Ship Lights - The drop ship should have low level lights. After my troops leave the craft, it is very unnerving to forget where your ship is located, in case things go horribly wrong and you need to run. Having low level lights would give you an anchor for exploring in the darkness. Explored Areas - Again in darkness, it would be great if you could get a grey silloutte outline of areas you have explored, that you can no longer view. It makes sense that you cannot see it so see the aliens, but the buildings and bushes are not going to move when out of sight. If this doesn't make sense, ask me and I'll try to explain better. Menu Selection - The selection of anything on a menu is very tight, and I find myself constantly fighting with the interface to select what I want. Automatic Research - It's very odd to automatically perform autopsies when all of my scientists are busy researching something else. Manufacturing Expenses - I found myself strapped for cash, and thought to churn out some armor to sell... since I am making the product, there should be profit in selling the finished item... but in fact, I can only sell for half of the production cost right now. I think they need to negotiate a better deal. As it stands, it makes no sense that it is cheaper for my engineers to sit around doing nothing, paid, rather than produce extra items for sale if they have free time. Moving Behind Objects - When initially moving behind buildings, or objects, you currently have to click blindly. Once your trooper is behind the object, the object fades so you can see what you are doing. It would be helpful if the object faded while planning a route there, so you can see what you are doing. Staircases & Elevation Change - Elevation changes seems a little confusing, mainly inside a UFO. It isn't clear where there are walls, or open space... aliens shoot at you from outside the ship when you are inside... etc. With stair cases in buildings, troopers climb up without a problem by changing elevation level. But when they come down, it's possible to walk through the stairs rather than around them. Medi-Kits - This is very confusing. The cost in TU is not accurate, and the TUs actually spent match the HP healed. There is no information on how many bleed icons are present on a trooper, nor is there feedback to say you healed one of them. I was using a first aid kit on a seriously wounded soldier and the first three times I used it, I cleared a wound and did not heal at all. The only information I was presented with was that I was spending TUs and the trooper was not getting healed. That's it for now. Keep up the amazing work guys. I'm completely addicted, and thank you for that -Arabin
  4. Just wanted to post my encouragement for all of you as far as making this game goes. I pre-ordered near the beginning of the year but never made a forum account. I've been monitoring the progress of the game though, and it all looks really great. Thanks for being true to your fans and the basic concepts of the genre, and thanks for making this awesome game.
  5. Overall -- I have to say, again, that I love this game so much. The graphics, background artwork, music and all the little touches like the news feed at the bottom of the geoscape screen, it all comes together to create one of the most immersive games I've ever played. Immersion seems to be a bit of a "lost art" these days, and I love it when I get to play a game that actually scares me or creeps me out, or makes me feel emotionally invested in what's going on. I find myself jumping every single time I hear a shot fired during Hidden Movement, and I get this "grim" feeling when playing the game, no matter if I'm watching the geoscape, managing my base or forces, or fighting in the air or on the ground. Tactical combat 1. I feel very strongly there should be some way of interacting with civilians to get them out of harm's way, if only simply receiving direct control of them when you are within x tiles. Just makes very little sense to me that operatives would just leave innocents to run around and get shot when they could perfectly well just have brought them into the cover of a building and secured them with handcuffs, per standard police procedure. A compromise of sorts would be the game giving you control of a civilian when a soldier or vehicle has visual contact and is within x tiles. The only thing you could do with the civilian, however, would be to move him. You would not be able to make him pick up weapons, and you would not see what he saw. If you ordered him to move into an area outside your visual range, you would lose control of him and he would disappear from view. In addition to this, any soldier next to a civilian could cuff him (you would do this by simply selecting the soldier, then right-clicking the civilian -- no cuff item or anything needed), making him crouch and stay in place until told to move by the player (or perhaps unless he came under direct fire). Civilians would also be subject to "low morale panic mode" when under player control, making them run off or refuse to comply, like your soldiers in X-Com UFO Defense when their morale dropped too low. 2. I like the idea of having the game automatically switch to showing walls and ceilings, and the interiors of buildings, depending on your visibility. Took a little to get used to, but I love it now. Only... I wish there was an option to override it and see the interiors of buildings (and your dropship and whatnot) for "battle planning" purposes. 3. Could you experiment with not "lighting up" tiles near the troops, but just keep all tiles the same bright/dark (depending on time of day/light level) lighting? I find that when I play games that do this, such as Ground Control and World in Conflict, I don't really miss the "fog of war" because it's really a matter of common sense what you can and can't see anyhow. What Ground Control did back in the day was letting you press the "R" button while hovering your mouse over a unit to see two circles denoting that unit's line of sight/weapon ranges. Xenonauts could do the same thing, where you could, for example, hold a button to "light up" the tiles your troops could see, whenever you were uncertain if certain tiles were covered by your men. Dogfights Really like the "twist" of having an actual tactical system for dogfights, rather than just the old X-Com style system where winning or losing was pretty much just a matter of who had the biggest gun. They're not realistic in any way, of course, because in reality fighters are engaged from beyond-visual-range, not in close-quarter dogfights, WWII style, but I find that doesn't bother me, the system works so well I'm very, very glad it's in. Couple thoughts, though: 1. I'm not really sure what I feel about the red-green colour scheme, to be honest. I know it's meant to look like a radar display, but I feel it looks a bit "simple" and clashes with the rest of the game. Maybe you could try shades of grey for the grid and UI instead, and leave the aircraft and whatnot green? 2. As it is, each aircraft has its own set of buttons, so that the "roll" buttons are a distance apart. Could the UI be rearranged somehow so that the various command buttons are right next to one another, if you know what I mean?
  6. edit: I have meanwhile been convinced by Gauddlike's arguments that my original proposal is lacking. Below is a revised version. A big thank you to everyone who provided feedback! Hi there, First of I'd like to say that as a huge fan of XCOM I greatly appreciate how close you stick to the concepts of the series. But in one way you are imo a bit to close to the classics: reserving time units in ground combat. I have only played Xenonauts for a short time up to now, but I already encountered a number of situations where I thought to myself "well, that could be done in a less click-intensive manner". I'll give you an example: Usually I reserve time units for a reaction shot. But if I then encounter an alien while using the rest of my TUs for movement, I want to shoot him. It happens rather often that the game won't let me do that, cause I don't have enough TUs left for two shots (the one I want to take and the reaction shot). This requires me to deselect the 'reserve TUs option', clicking on the alien a second time and reselecting the reserve option at the start of the next turn. That's a lot of clicking. I'd suggest to implement one of the following solutions to this: - Allow the usage of reserved TUs for aggressive actions like shooting or throwing a grenade, with one additional safety-click on the target and displaying a 'click again to use reserved TUs' overlay. - Allow the usage of reserved TUs for aggressive actions like shooting or throwing a grenade as long as a modifier key is held (© by Gazz ^^). If one of this options is used make the text of the reserve-options greyed out, so the player has visual feedback that this unit won't react during the enemies turn any more, but leave the previously selected option selected. Additional visual feedback would also be nice. By which I mean this: introduce a 4th color for the path highlighting. Green tiles = tiles that can be reached that leave enough TUs for auto reaction fire. Blue = enough TUs left for snap shot reaction. Yellow = no reaction fire possible. Red = Unreachable in this turn. Hopefully this is helpful to you! Keep up the good work! Alex
  7. In no particular order, here's what I think (1) Tanks should have a bit more HP. One of the good things about them in the X-com games was that they could take a few hits before dying. Right now they die in 2 hits. I think it should be 3-4 hits instead. (2) Right now the MG tank is vastly more powerful than the rocket tank. I've never had it fail to kill an alien in one hit, and that's after taking it on several missions. It can also take 3 shots per turn, or more realistically 1-2 after moving, whereas the rocket tank frequently doesn't have enough AP. (3) You should be able to scroll down by putting your mouse anywhere along the bottom edge of the screen. It's annoying to have to move your mouse into the corners before you can do this. (4) Moving things around into or out of your inventory is too easy I think. X-com punished you for rummaging around in your backpack during a firefight, but this game lets you swap weapons, ammo, etc, quite easily. (5) Were pistols intended to have autofire? (6) I would like my guys to be able to move a few more squares per turn with snap fire reserve on. Otherwise battles slow to a crawl, since you can't really advance at all with snap fire reserve on. (7) If I turn snapfire reserve on for a unit, it should remain on in subsequent turns, I should not have to turn it back on every turn. (8) If I give a shoot order while snap fire reserve is on, this should override the reserve. I'm okay with the reserve telling me I can't move any farther, but it's clear that if I'm telling my unit to shoot this turn, this takes precedence over shooting next turn.
  8. I'm ancient enough to fondly remember UFO Enemy Unknown and am always excited when someone tries to recreate that game. So I just played Xenonauts for a while (8.5) and it left me with high hopes for the final realease. More so than any other attempts so far - and yes, I played them all. I noted down my thoughts and after eliminating the things already mentioned in the sticky post I'm left with the following so far: - Tactical Maps. I'm sure someone must have mentioned this before. It needs more and different types. - Tactical Combat. Scrolling is painfully slow, I'm not getting any younger here while trying to go to another part of the map. How about a Mini-Map with click-centering functionality (and color coded dots for units)? - Equipping. Right-Click for automatic equipping and un-equipping. - Beginning Research. Nothing more frustrating than having a Research Lab and Researchers but discovering that you cannot research anything. And the first thing I got to research was Plasma right away. I much preferred a Human invention first like the Laser. An improved Rifle with special Ammo would do the trick just as nicely until you start with the Alien Tech. - There need to be items you manufacture that can be sold at a profit. Not having this takes the whole economic playstyle out of the game. I'm looking forward to future builds - keep up the great work!
  9. It's been my first opportunity to jump onto a ground combat build of Xenonauts and I'm pretty blown away by the progress to date as well as the polish already demonstrated in the V8.1 existing assets. I messed about in a ground combat mission and for the most part the gameplay was smooth, looked great and most importantly reminded me of the gameplay I so enjoyed as a kid. The best part is that it already has a few great little tweaks and items I've always had in my XCOM wish list. Animations in particular were very polished and smooth to watch. Everything from bringing the shotgun to bear to vaulting over small obstacles was fantastic. The smoke and fire effects are very nice too - the explosions also have a nice animation. So far I'm really impressed by the devs. Keep up the good work!
  10. 1) I just pre-ordered the game last night. I spent a couple minutes on it so far and this is... sorta a review. 2) Excellent graphics and music from start screen to geoscape and base building and such. 3) xenopedia, I can't scroll through it using arrow keys or mouse scroller. 4) when I double-click one of my soldiers names in the personnel area, the game crashes 5) the cursor can be very difficult to see at times 6) I don't know how much my base is going to cost to build 7) Craft autocannon.... why is it 399 rpm? Why not just make it 400? lol. 8) Also, 5kg is very heavy for an assault rifle (I'm imagining like AR15 or M16, etc). I know a game like this is difficult to build around reality, but 4kg would be more accurate. 9) I clicked on a building in the base, then I right-clicked on it (the hanger on the top-right) and it said I couldn't demolish it. I exited to geoscape, then went back to the base and when I right-click, it doesn't say anything. it'll only allow me to demolish the two radars, and the medical center 10) when the "do you want to demolish this building" box comes up, ESC should cancel, not bring to geoscape. 11) I booted the game up and immediately went to load my save file. I loaded and many of the tabs wouldn't work. I couldn't go to Bases or Research (the only two I tried). I built a new base, then I could go to Bases. I reloaded the file and then I had access to everything again. -- It happened a second time after the game crashed. I assume the soldiers area isn't complete to a playable degree. It ALWYAS crashes. Anyways, I booted up and loaded my game, and none of the options on the top (Bases, Research, Workshop, or Xenopedia) were click-able. I had to click Build New Base, then Right-click to cancel it. 11) Is there going to be a more efficient method to transfering resources and such between bases? I remember it was frustrating as hell to transfer hundreds of Elerium for instance to another base. 12) UFO detection read 110M and it was actually a little difficult to read. Is it possible to rework the font or something so that there is at minimum a small gap (doesn't have to be the size of _space_) so that M can be distinguished from a number more easily. Also, the 1's don't help. I can imagine getting like 3x 1's next to each other.... lol. It looks very sleek though, but there has got to be a way to make it more functional without taking away from the look and design. 13) How would I modify a squadron? I sent all my aircraft all together at a target... the Chinook slowed them all way down. lol. I didn't realize it until it was too late to turn back. 14) Is there a way to view the local funding? For instance, where can I see how much funding I'm going to get from the local governments of a particular area, aside from the "monthly report" screen? 15) Need an instruction manual on the flying combat. I haven't put much time into it, but they always dodge my attacks. Lol.
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