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Charon

[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11)

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47 minutes ago, Avenger93 said:

Question: can I just disable that one without re-installing after I'm done

Yes, all optional mods as described in the OP can be activated/switched as long as you have a geoscape save.

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Ok idk why but now it works just fine and the scientists are coming back after doing a research. Not going to question it, just happy it works after several tests. Time to get back to purging xenos. Thanks for the tips and fast reply mate.

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3 minutes ago, Avenger93 said:

Ok idk why but now it works just fine and the scientists are coming back after doing a research. Not going to question it, just happy it works after several tests. Time to get back to purging xenos. Thanks for the tips and fast reply mate.

You are welcome.

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11 minutes ago, Petitpain said:

In the modding tools, we activate "Xenonauts Fix Pack" or not?

Please read the installation instructions and follow them step by step.

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Edit : my bad.

Ty for your work, time to kill aliens :)

 

Edit 2 : Xdivision have discord for share beautiful screen when everybody die?

Edited by Petitpain
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Quick question re: .50 beta. What techs are needed to unlock advanced medikit? Also those personal shields? I had couple researches mentioning both of those items, but never got any upgrades:

aEoilR6.png

Got following alien research done: 

8IhiGb4.png

bafRACj.png

I remember my .45 playthrough not having advanced medikits either.

Edited by DreXav
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4 hours ago, DreXav said:

Quick question re: .50 beta. What techs are needed to unlock advanced medikit?

Same as in the old one, Researches.SebillianphysicianInterrogation.

4 hours ago, DreXav said:

Also those personal shields? I had couple researches mentioning both of those items, but never got any upgrades:

The first one which gets available needs these techs: Researches.AlienAlloyFabrication(AND)Researches.AndronDisassembly(AND)Researches.aliensmallshield(AND)Researches.alienminishield .

 

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12 hours ago, Charon said:

Same as in the old one, Researches.SebillianphysicianInterrogation.

The first one which gets available needs these techs: Researches.AlienAlloyFabrication(AND)Researches.AndronDisassembly(AND)Researches.aliensmallshield(AND)Researches.alienminishield .

Thanks. When about does this Sebilian physician appear? UFO waves just started spawning medium corvettes (is this phase 1 still or phase 2?).

 

Also odd thing I have noticed: my manufactured grenades keep going missing. I am bleeding the stock regulary. Did I miss that they are one-use only?

Or perhaps when my soldiers are downed (stun damage), their gear gets recovered but grenades somehow don't?

Either way, its mighty annoying and I need to find out how to avoid it.

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19 minutes ago, DreXav said:

Also odd thing I have noticed: my manufactured grenades keep going missing. I am bleeding the stock regulary. Did I miss that they are one-use only?

Or perhaps when my soldiers are downed (stun damage), their gear gets recovered but grenades somehow don't?

Either way, its mighty annoying and I need to find out how to avoid it.

Everything with a "grenade" suffix which is not in a soldiers inventory at the end of the mission might not autoamtically get recovered after the mission, including melee weapons ( weapon.grenade.axemk1 ). This includes rockets and other small stuff.

19 minutes ago, DreXav said:

Thanks. When about does this Sebilian physician appear?

Phase 2.

Edited by Charon

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I'm on second terror mission. I discover xenomorph units, theirs sprite are absolutely awesome !

About balancing, for me, the first terror mission are just so long without stuff. Tank are meatbag and you have only C4/Rocket and sniper for kill that.  And Laser Carbine MK1 are so weak for a laser shotgun. Only two shot before reload is not enough.

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Feature request: could it be possible to put items on some kind of locker in craft? Just like original UFO did but this time items are for soldiers AND for craft?

Alternatively, some kind of deployment screen before ground combat just like on base defence missions .

It's somewhat annoying to waste first turn of combat for adjusting equipment that should have been done before landing.

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25 minutes ago, Ruthless Reuban said:

Feature request: could it be possible to put items on some kind of locker in craft? Just like original UFO did but this time items are for soldiers AND for craft?

Alternatively, some kind of deployment screen before ground combat just like on base defence missions .

It's somewhat annoying to waste first turn of combat for adjusting equipment that should have been done before landing.

We think about this in the same way but unfortunately dont have any option to implement a proper solution.

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1 hour ago, Charon said:

We think about this in the same way but unfortunately dont have any option to implement a proper solution.

OK, thanks for confirmation.

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On 5/24/2018 at 4:11 PM, Petitpain said:

About balancing, for me, the first terror mission are just so long without stuff. Tank are meatbag and you have only C4/Rocket and sniper for kill that.  And Laser Carbine MK1 are so weak for a laser shotgun. Only two shot before reload is not enough.

It is actually easy enough to get all the laser mk1 and division mk1 + tank ( defender ) before the first terrormission. It is very possible to get all laser mk1 and tank in less than 3 weeks game time if played right. Keep in mind that all enemy units have resistence to something, some have resistence to several things, but that is for the commander to find out, and remember that it is just the first weapon upgrade, dont expect them to be gamechanging but every little bit helps.

 

@Charon Since it is possible to retake regions, how about make terrormission spawn in first month ? That would be pretty cool and fun, or would that be too brutal ? 

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1 hour ago, Svinedrengen said:

@Charon Since it is possible to retake regions, how about make terrormission spawn in first month ? That would be pretty cool and fun, or would that be too brutal ? 

The first terrormissions spawn around the 10th of October and at the same time marks the third of the first Phase as complete. So i would say the progression is nicely done. Remember that a lot of spawns are up to RNG and you might not get your prefered weapons and/or specialists as soon as you like. In my playthrough i had to skip the first one, and failed the second one on NG+2, so i think the time frame is just right.

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On 5/24/2018 at 5:11 PM, Petitpain said:

I'm on second terror mission. I discover xenomorph units, theirs sprite are absolutely awesome !

About balancing, for me, the first terror mission are just so long without stuff. Tank are meatbag and you have only C4/Rocket and sniper for kill that.  And Laser Carbine MK1 are so weak for a laser shotgun. Only two shot before reload is not enough.

Thank you.. I love that spikes too.. you would love the bigger ones. 

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On 5/26/2018 at 4:27 PM, Charon said:

The first terrormissions spawn around the 10th of October and at the same time marks the third of the first Phase as complete. So i would say the progression is nicely done. Remember that a lot of spawns are up to RNG and you might not get your prefered weapons and/or specialists as soon as you like. In my playthrough i had to skip the first one, and failed the second one on NG+2, so i think the time frame is just right.

Yeah sure you can get unlucky, but the whole first month without a ceasan mission is very unlikely. When I say "played right" I mean capture them dont kill, ceasans are punies, easy to supres and they bring all the stunweapons I could ask for incl. shields. That is what I wantet to point out. 

What I thought about terrormission in first weeks was, that it should not be winnable theoreticly, but maybe be able to get a few things before retriting, and it would put the player under pressure with one of the regions immidiatly.

I agree that the progression is nicely done, it was just a little idea of mine that could be interesting and fun. 

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First terror mission seem to be much harder than second one or I just had bad luck.

For civilian AI. First terror mission. Two aliens inside house, two civilians inside, four civilians outside. I carefully tossed two incendiary grenades for not to harm civilians, those grenades almost killed both aliens. After another turn aliens were dead. All is well? Civilians are safe, just some fire around. Well, one by one those civilians run straight into fire and it seemed I got huge morale penalty because my fire killed them.

Civilians should be clever enough not to make suicides by running into fire :cool:

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On 5/26/2018 at 2:44 PM, Svinedrengen said:

It is actually easy enough to get all the laser mk1 and division mk1 + tank ( defender ) before the first terrormission. It is very possible to get all laser mk1 and tank in less than 3 weeks game time if played right.

Maybe i'm not a good player, but without savescumming, it's hard/impossible for me to have this stuff for the first terror mission.

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2 hours ago, Petitpain said:

Maybe i'm not a good player, but without savescumming, it's hard/impossible for me to have this stuff for the first terror mission.

You just need to know what to research and concentrate on those. I barely missed laser weapons (about 3 days or so) because I wanted incendiary and alenium grenades more.

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21 hours ago, Petitpain said:

Maybe i'm not a good player, but without savescumming, it's hard/impossible for me to have this stuff for the first terror mission.

Just started new game on Veteran. Got Laser technology researched 12. September :cool:

One light scout with Caesans was enough.

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