Jump to content

Search the Community

Showing results for tags ' build v18.51'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 2 results

  1. We have now released V18.51, which is intended to mostly be a collection of stability fixes / AI improvements, but invariably a few new features have found there way in there too. I'm really hoping this build is stable, as I want to have a stable build we can use for balancing while I crack on with getting the improved UI and the like implemented. At present, the status is: Desura standalone version: available for download Desura client version: available for download Right, onto the changes: NEW FEATURES: Sounds: we now have snow and sand footstep noises (lots of tiles without footsteps have been fixed), and we have redone the weapon fire sounds for laser, plasma (alien and human) and MAG weapons too. They sound a lot better. AI functional: There's still a bug in the AI, but as far as I'm aware it's a relatively minor one. The aliens should now be able to see your troops and shoot them, but not also see them through solid objects. Xenopedia: A few more updates to this. I'm down to the last ten projects now, nearly there. BUGFIXES: Launcher video disabled to prevent launcher crashes. Dreadnoughts have properly been removed from the game, solving the crashes associated with them. Valkyrie-related crashes fixed. If final alien is killed by reaction fire, the game no longer crashes. Combat shield crashes fixed. Geoscape mouse cursor should no longer flicker. Alien Sniper Plasma no longer has a duplicate that unlocks Alien Plasma Cannon research. Various tile sprite fixes (including Xenonaut Base walls no longer being destructible) As mentioned above, if the game is relatively stable then we'll stick with this build and use it for balancing (Aaron has a big balance patch ready) while I get to work on the new UI and so.
  2. So, I been playing constantly for the last two days. There are still a few bugs, however, the game is playable and a lot of fun and a big time hog (that's a good thing!) I've made a few notes about the balance and some concerns I have. Here they are: 1. Small arms and armor takes way too many man hours to manufacture. It takes nearly as long to build a suit of armor as it does to build/modify a jet?? That needs to be adjusted. The prices are OK. 2. Losing jets is way too costly strategically. If you have one bad battle you're pretty much done or at a minimum it will take months to recover. I'm not sure how to fix exactly. One way would be to lower the cost of jets. We can probably theorize the Xenonauts get them from the major powers and only have to pay for mods and maintenance. I basically have to reload if I lose more than one jet. 3. The vehicle weapons take too long to build compared to the time it takes to build the vehicle itself. The pulse laser especially isn't really much of a weapon considering the time and expense to build it. 4. Level 1 and 2 assault rifles/carbines and shotguns are useless 90% of time. I think the reason is that most of the fighting is done well beyond their effective ranges. Part of the problem could also be that the aliens generally don't stay in their ships, so there isn't much opportunity for close range combat (see AI note below.) I don't have a problem with shotgun being close ranged because they are deadly indoors, but there is little need for them right now. My suggestion to "fix" the assault rifle is to increase the number of rounds fired in burst fire and maybe increase single fire rate too (reduce TUs for single shots.) Right now, I don't see much reason for the Xenonauts to carry anything other than a ton of grenades, sniper rifles, LMGs, and rocket launchers. The laser version of these weapons are somewhat better, but still not really useful compared to the rocket launcher and scatter laser. 5. I'm not even going to mention pistols because I don't even use them they're so bad. Bascially, they are useless 100% of the time, IMO. My suggestion on pistols is to give them all burst fire capability for low TUs. Machine pistols are/were commonly used since the 1960's. 6. Grenades are WAY too good. There is little reason to use any of the medium to short range weapons because grenades are much better. My suggestion is to fix the throw over objects bug AND shorten the grenade range drastically. They shouldn't have more range than pistol. 7. I see little or no reason to build new bases. In the original game building bases was essential to keeping your funding. You really need about three bases to win. In Xenonauts building new bases and equipping them with jets and personnel is simply too expensive. 8. Base construction is still really funky because you can't turn the tiles to "fit" things where you want them (or I don't know how.) This needs to be fixed OR just make everything a square so it doesn't matter. IGNORE THIS ONE. There is a way to do this. Scroll wheel. 9. Smoke should be improved to reduce sight range and accuracy a little more. Not too much, maybe 10%. 10. Since the aliens generally have better sight range than the humans something needs to be done to even things up a little IF the aliens are going to become "invisible" once the spotter moves away or is killed (a proposed change by Chris.) My suggestion is to reveal the alien location briefly whenever they fire. This is fairly realistic and will solve some of the gamey spotting techniques you are forced to use right now. Another suggestion is some type of arrow that points toward the aliens that have been spotted so you can return fire in the correct direction even if you can't see them (also, realistic.) 11. The AI is very good, but needs a bit of work in four areas: a. The aliens are too predictable during set up on each map. I pretty much know where to expect them if I've seen a map before. This shouldn't be a problem as there are plenty of good defensive locations on nearly every map. b. The aliens need to defend INSIDE the ship a bit more maybe 25% of the crew should stay inside. Right now, only the landing ships and occasionally the corvette have interior defenders. c. The aliens seem to be able to see through walls. I have had tons of fire directed at my guys inside buildings from aliens outside that seem to have "x-ray vision" (do they?) d. The aliens never seem to go inside buildings as cover. They are nearly always in the open. Don't like that. They used to go into buildings all the time. Also, they never use/used upper floors. Maybe they don't know how to climb stairs, afraid of heights? :-) 12. The Hunter is too vulnerable for what it costs and the time required to build it. I suggest either increasing it's spotting range to make more useful or giving it more hit points/armor. Basically, it is completely hopeless if the enemy has plasma rifles. I haven't had one make through ground combat since the aliens got rifles and I've been very careful with it.
×
×
  • Create New...