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


Charon

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11 hours ago, OzoneGrif said:

The debriefing screen shown alien corpses sold for $1 (weird), I guess that's because you can't destroy them?

Thats just a development thing. I could remove it and it wont be in the final version.

 

11 hours ago, OzoneGrif said:

Also my Corporals didn't get a promotion even after a few missions, which was surprising since in the vanilla XCE they usually get promoted at their first or second mission.

Yo its not vanilla anymore, welcome.

 

11 hours ago, OzoneGrif said:

Autoresolve is totally off and wrong by the way, you may want to just remove it completely.

Thats some harsh word for someone who worked unlimited hours to perfectly balance the auoresolve values and even wrote an calculator for this

Unless ofcourse you use Easy Airgame. Let me quote:

 

On 10.8.2016 at 7:22 PM, Charon said:

X-Division Easy Airgame increases all autoresolve winning chance calculations by around 70%, totally throwing off my balancing and making you a favour. Additionally the dmg to the winning squad gets reduced from 30% to 20% and the coeff for the winning squad is set from 2.0 to 1.3. 0% winning chance is 0% below 0.875 and 100% is above 1.25, meaning that when the autoresolve calculator shows 100% you have a reasonable chance to emerge withou any harm from the Airfight

 

11 hours ago, OzoneGrif said:

This goes along with the Xenopedia articles which really lack a ton of information. I'm not asking about Lore here, but useful informations would be amazing (it replaces the features documentation, basically).

I think i put all vital and necessary information into the Xpedia as well as most of the features described, what is missing ?

11 hours ago, OzoneGrif said:

Finishing a weapon science seems to enable an identical weapon in your workshop, but it needs an alien core... although my guys have no idea what an alien core is since they never seen any. Maybe there's a science step lacking here.

I think you are talking about mk2 weapons. Didnt you get the the Xpedia entry "Manufacture and Disassemble System (DSB)"

Did you patch your game ?

8 hours ago, YaK said:

I had two really tough battles and it was fun, because it was totally not expected:

  1. Engaged a light shuttle, crashed it and assaulted it with my chopper that was coming back from a really good assault of an anlien outpost. It should have been easy. but it was not. 8 Guys, readily armed (hey, i just had assaulted an alien outpost! I geared them with EVERYTHING it could be useful! There was Xeno Queen, Praetorian and whatever inside there!) and a Tank against a tiny shuttle's surviving crew! What could go wrong?
    REAPERS. LOTS OF THEM. I couldn't also keep the position in my sieged chopper trying to kill them while coming. Too much of them.
    After several failded attempts, i try a tactical approach. Just in front of my chinook, there was a container with stairs (thank's skitso for making them climblable! :D). I take position there, with my Shield man closing the breach on the stairs, hoping i could kill everyone coming before they destroys his shield. It worked. Just one civilian survived, hiding in furthermost corner of the map. It was really fun! :D
  2. I assaulted a medium one, cause after destroying his two heavy fighters escort, it landed. It was a new one, an extreme landing ship, but I had my best men rock and ready, they've done the impossible until now, so i wasn't worried. There was Caesean. Nice. But the Xenomorphs seeems a bit different. BOOM. 2 Guys one-shotted. Xeno warriors and Xeno stalkers. A Nightmare. It seems the plot of the second Alien. I Win just because a Caesan miss his shot and hit the Stalker for 80 dmg that was just in front of my chopper door, with my man without any tu's, ready to slaughter everything inside with the help of the hell that was outside coming. After my lucky resistance i took a break, open a beer and lighted a cigarette, thinking "What should i do? Should i gater the nearest artifacts and go away? All my men are maimed and without lots of ammo, could i breach the UFO'S door? My tank has just two shoots! In the end i tried. I was scared as hell. Two Cyberdisk in my way to the UFO. Damn. I took cover and patiently tear them down. The last one exploded on the UFO's door, opening it to me. Really a lucky break. The first floor was fair enough, just five troops. At this point i was really scared. Until now, EVERY control room was a nightmare. This time only TWO guys stayed inside, a psion and che officer. I was so happy i could have killed them just with my medipacks :D

 

Great work guys, considering it's not polished yet, this is a really cool mod, causing me a lot of fun!

:)

 

6 hours ago, Sectiplave said:

It's been mentioned many times, but Terror missions are also very tough in the early game, with the changes made by Charon so that a lost Terror mission doesn't result in the loss of the continent this helps balance Terror Missions, I agree that like Long War, you should not win all ground combat, there should be missions at the start of each Phase that you may have to consider withdrawing from and taking some artifacts with you.

I´ve been thinking that i maybe should increase all relationship starting values by 200 to make it more acceptible to lose terror sites early on and decrease the starting money.

6 hours ago, Sectiplave said:

It would be great to see the feature like Long War, where you could assault a tough alien base to recover the continent. This would add great depth to the Geo game.

Tell me about it ! XCE site.

6 hours ago, Sectiplave said:

I saw mention of Drages working on new buildings for bases, my one request would be alien containment, specifically Xenomorph containment, I'm sure you guys have seen Alien Resurrection, Even thought the movie is pretty bad LOL! You see what happens when unprepared scientists attempt to hold Xenomorphs in captivity, they are smarter than they look!

Not possible yet, thats the XCE site, but we forwarded Solver a list some time ago where this point was present as well.

6 hours ago, Sectiplave said:

Legacy items should be removed from the game or re-worked to fit somewhere in X-Division, someone mentioned that there was an aircraft that was still in the game with the old build cost of $300,000, as X-Pedia is still a work in progress nothing indicates to the players that this craft is not suitable for X-Division.

fixed

6 hours ago, Sectiplave said:

Vehicles and Aircraft build costs are currently too low in my opinion, you can throw phase 1 vehicles at the enemy without much care of preserving them, maybe this is false security since you start with enough money to setup 4 bases and have a few million spare, this doesn't account for losing bases in the later phases if things become very difficult like you guys have mentioned. I guess I'll only really find out when I hit Phase 3 and feel the real terror.

 

On 10.8.2016 at 7:22 PM, Charon said:

Questions & Answers

Is this version balanced ? What should I look out for ?

Every manufacture and research as well as every economic gameplay element has been implemented. However the requirement quantity has been set to the lowest level for

  • Grenades, Rockets, Melee Weapons
  • Armor, Vehicles and Vehicle Weapons
  • Aircraft and Aircraft Weapons

Economical gameplay elements which are still pending

  • Sell prices for alien loot except UFO Datacores

Things which won´t change are

  • The weapon DSB system
  • The UFO DSB system
  • The xenonaut weapon sell prices ( 1:1 )
  • UFO datacore sell prices

 

Please report on these issues and give us feedback on how  we can balance them.

 

 

Thank you all for your feedback, i appreciate it.

Edited by Charon
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Before I jump to the swimming pool I am checking this place again. Thank you for any word you write here.

For xenomorphss yes I like them but to have them in game its luck. A Russian guy created those for the game as mod years ago. So I used them. I can't lose that opportunity.

Giving a spacial base to them needs , making them as a whole different race rather then a subclass and much map making skill. We need to create bases to them. I can play with colors and add the old xnt eggs to it but map making is our weak very weak point as x division team. We are using other maps and bases for x division. With the lack of map making we could not start for base buildings even which is the most basic map making.

Alien containment was on the xenonauts development but they did not finish it like many nice things they started but passed after that.Xce tried to recover them but they did not touch this part, maybe they did not think its mercenary because live alien capturing is only at x division. For this reason we can make a special building for alive aliens even its half coded in game. Just spam to solver to help our mod improving projects. We gave him a huge list like I think there is already near 20 things we asked him to add xce. 0.35 xce can save the world but we need to wait it.

Please

Please just stop about early terror missions. They are as easy they can get. They don't have special terror units. They are lame guards and big drones only. You can do it..

About air game

Charon air game is totally a new breath to xcom genre. You can like it or hate it. But its well balanced to people who knows or who gets how to play it. I am working on more xcom style one as you can beat it with not so much tricks. It will be a choice too.

We are caring your ideas very much. We talk about anything u say at our chats with team. We got projects and remakes because you give us better ideas. So don't stop. But know that, you will fail sometimes.

And swimming time :p  

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Quote

Thats some harsh word for someone who worked unlimited hours to perfectly balance the auoresolve values and even wrote an calculator for this

Heh sorry 'bout that, I don't use easy modes, I play with the patched XDivision 0.99.11 in normal difficulty.

The autoresolve often gave me 100% win while I barely managed to do 50% damage to the alien ship before being shot down. So either I am utterly bad at it, either something's wrong in the calculator.

These were with one or two F-17 against Scouts or Fighters. Next time I'll take notes when this occurs.

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Quote

DRAGES:

For xenomorphss yes I like them but to have them in game its luck. A Russian guy created those for the game as mod years ago. So I used them. I can't lose that opportunity.

Giving a spacial base to them needs , making them as a whole different race rather then a subclass and much map making skill. We need to create bases to them. I can play with colors and add the old xnt eggs to it but map making is our weak very weak point as x division team. We are using other maps and bases for x division. With the lack of map making we could not start for base buildings even which is the most basic map making.

That is interesting to know, I didn't realize someone had already made Xenomorph assets for the game, I presume they are no longer active around here? Well at least that confirms I wasn't the only person who saw how well the Xenonauts platform could be modded to create a Xenomorph setting :) About the Xenomorph Hive missions, yes I am aware it would be a large workload to add these, I've never made maps before but when I can pull myself away from X-Division I will see if I can build something like a hive using the alien base tiles available.

BUG: I've encountered this issue twice now, after ending my turn in ground combat the game will freeze on the alien turn. You can see animated tiles are still working, but the game is stuck in this state and requires you to force close it, I've had this bug once on 0.99 and once on 0.99.11 both times when I reloaded the mission I was not able to replicate the issue. I saw this bug was mentioned by another player, but this looks like a hard one to replicate and find.

Balance: I made comments about shotguns range being too short prior to 0.99.11 patch, playing with them last night I like the utility they provide for UFO breaching / aggressive play style. Last night I was able to suppress 3 Caesans with a single shot :) 

Idea: One thought I had was the idea of Mk3 weapons requiring a Mk2 weapon to build as a component if this is possible? I'm usually an overly conservative player, so I find myself really resistant to spending cores on Mk2 weapons when I know Mk3 weapons are going to be a struggle to build without the cores available.

I'm actually looking forward to my first terror mission in this new playthrough, I've focused my research and manufacture on the squad composition that I've been running since the start of this playthrough and I feel like I'll be prepared this time.

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bugs in workshop screen

http://steamcommunity.com/profiles/76561198002752676/screenshot/273978479675781312 "name for advanced smoke grenade

http://steamcommunity.com/profiles/76561198002752676/screenshot/273978479675785533 "####" -seeker vehicle

http://steamcommunity.com/profiles/76561198002752676/screenshot/273978479675789814 alien dark weapons in basics. reactor frag in basics. "basic alien control system dsb" in basics (what can i get from it?). 

Edited by morr
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On 8/20/2016 at 5:54 PM, YaK said:

There is a bug with the number of bullets displayed in the inventory. It happens for sure with shotguns (for example Mk-2 shotgun showed as 12/10 when fully loaded) and several alien weapons, flamer for sure. In the main ui they're correctly displayed.

fixed

On 8/22/2016 at 2:44 PM, sfarrelly said:

Possibly one for Draku?

A map with floor textures missing for 1 building (you can still walk on them)

See attached image and save.

fixed, this is a bug from Khall's Tundra Tileset

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13 hours ago, Sectiplave said:

BUG: I've encountered this issue twice now, after ending my turn in ground combat the game will freeze on the alien turn. You can see animated tiles are still working, but the game is stuck in this state and requires you to force close it, I've had this bug once on 0.99 and once on 0.99.11 both times when I reloaded the mission I was not able to replicate the issue. I saw this bug was mentioned by another player, but this looks like a hard one to replicate and find.

No idea. This looks like the XNT egg problem but we dont have eggs. You can neverthless send the save over and i can look at it next time since i know what i have to look for.

13 hours ago, Sectiplave said:

Balance: I made comments about shotguns range being too short prior to 0.99.11 patch, playing with them last night I like the utility they provide for UFO breaching / aggressive play style. Last night I was able to suppress 3 Caesans with a single shot :) 

So ... its cool now ;) ?

13 hours ago, Sectiplave said:

Idea: One thought I had was the idea of Mk3 weapons requiring a Mk2 weapon to build as a component if this is possible? I'm usually an overly conservative player, so I find myself really resistant to spending cores on Mk2 weapons when I know Mk3 weapons are going to be a struggle to build without the cores available.

If it will go after my head this will be in the next patch with some more additional alenium required. So mk3 => mk2 + alenium. Its still hot in the pot.

 

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13 hours ago, morr said:

"basic alien control system dsb" in basics (what can i get from it?).

Its a downgrading system, Items.ExAliencontrolsystem > Items.AdvAliencontrolsystem > Items.BasicAliencontrolsystem > Items.Aliencontrolsystem. The ration is always 1:1 and by th fact that higher Phase tech is generally more valuable to you and the production cost means that you are loosing something in it, but if you need it badly its an option.

Edited by Charon
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On 22/8/2016 at 11:03 PM, YaK said:
On 22/8/2016 at 5:46 PM, Charon said:

What i havent wrote anywhere guys is the fact that there is no funding cap anymore. This means every action above every country gets fully counted forever. Shoudda write this somewhere ... .

 

HA! THAT'S A GOOD NEWS! Such a Tiny thing is a HUGE modification of gameplay!


Anyway i found a couple of tiny bugs that could be listed:
 

  • Seeker tank is improperly named "####" in the manufacture screen. [FIXED]
  • In the mission summary screen, when redundant stunned wraiths are executed. they're also labeled as "####".
  • There are quite a bunch of wrong quotations in Xenopedia, litereally there are "&quote" codes and other similar things in the text, i assume they are wrong/not properly closed closed tags. If you want, il go reading through all my unlocked xenopedia and list them.

I'm quoting this since seems you miss it.

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4 minutes ago, YaK said:
On 22.8.2016 at 11:03 PM, YaK said:
On 22.8.2016 at 5:46 PM, Charon said:

What i havent wrote anywhere guys is the fact that there is no funding cap anymore. This means every action above every country gets fully counted forever. Shoudda write this somewhere ... .

 

HA! THAT'S A GOOD NEWS! Such a Tiny thing is a HUGE modification of gameplay!


Anyway i found a couple of tiny bugs that could be listed:
 

  • Seeker tank is improperly named "####" in the manufacture screen. [FIXED]
  • In the mission summary screen, when redundant stunned wraiths are executed. they're also labeled as "####".
  • There are quite a bunch of wrong quotations in Xenopedia, litereally there are "&quote" codes and other similar things in the text, i assume they are wrong/not properly closed closed tags. If you want, il go reading through all my unlocked xenopedia and list them.

I'm quoting this since seems you miss it.

The strings.xml is now in the hands of Draku and sfarrelly and until they give them back to me they will have full control over it.

I fixed the last one as good as i can. There shouldnt be any instances like that anymore.

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17 minutes ago, Charon said:
26 minutes ago, YaK said:
On 8/23/2016 at 0:03 AM, YaK said:
On 8/22/2016 at 6:46 PM, Charon said:

What i havent wrote anywhere guys is the fact that there is no funding cap anymore. This means every action above every country gets fully counted forever. Shoudda write this somewhere ... .

 

HA! THAT'S A GOOD NEWS! Such a Tiny thing is a HUGE modification of gameplay!


Anyway i found a couple of tiny bugs that could be listed:
 

  • Seeker tank is improperly named "####" in the manufacture screen. [FIXED]
  • In the mission summary screen, when redundant stunned wraiths are executed. they're also labeled as "####".
  • There are quite a bunch of wrong quotations in Xenopedia, litereally there are "&quote" codes and other similar things in the text, i assume they are wrong/not properly closed closed tags. If you want, il go reading through all my unlocked xenopedia and list them.

I'm quoting this since seems you miss it.

The strings.xml is now in the hands of Draku and sfarrelly and until they give them back to me they will have full control over it.

I fixed the last one as good as i can. There shouldnt be any instances like that anymore.

The second one is fixed too

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@Charon; "So ... its cool now ;) ?" 

Yes the shotgun definitely has a place in my squad composition now, it is very useful against any enemy that can be suppressed. If you pair them up with a shield trooper so they can safely get close to the enemy it does a lot of damage for the TU cost per shot, I'm currently only using Mk2 Division shotgun but I'll be pushing for Mk3 as soon as I unlock it, just to see a huge row of damage numbers appear above enemies heads.

Got my first Terror site on October the 19th, was feeling prepared to destroy them all when I find that the main race was Androns! I was using almost completely Ballistic weaponry, and while this is my fault it was a very tough fight having to reduce the enemies resistance before I could kill them. Thankfully Ballistics absolutely destroyed the medium and large drones. Was able to complete the mission with 1 dead soldier and everyone else wounded to some degree, would have gone better if the map was larger, I walked out of the Chinook and had hostiles immediately in three different directions so couldn't take cover from all the gunfire.

I did get a follow up terror mission 10 days later, so I'll be trying to start a new game then load my save and see if the 30 day cooldown works correctly from here.

Edited by Sectiplave
information.
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another silly bug i found, sebillian medic corpse use a caesan white medic corpse instead :), everything seems to work as intended, im moving into phase 2  , (im in october iirc) and about terrors mission, i dont know but i think im a very UNLUCKY (or maybe very lucky??) guy , because i havent see anything until now, my brother who insist to play in insane had two in a row in almost the same wave so i suspect he got a 0 cd which is weird because i havent touch any file (maybe just to fix the division mk1 shotgun requiring b-cores insteand of solely alien alloys)...

Speaking of my brother, he found wraiths...and they refuse to teleport, instead, they just run around tossing 'nades and laughing maniacally shrugging all the shoots he got because he refuses to use his heapon (we couldnt kill him so, we cant search his body to loot his equipment and look if he had a rifle or something).

Also we both found soldiers still are able to berzeker-ing.....half of the time they dont shoot (looking like a normal panicking but the berseker pop up still shows up), and the other half they shoot indeed in the general direction of the closest alien ,most of the time all their wrath focus on a defenseless wall or a "mean looking" piece of furniture (those trash bins seems pretty menacing tho XD)...so i guess there are still some piece of stray code or something :) .

Well thats everything i have for now, nice work guys, im really enjoying my time here.

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Heh we did not try insane because we are still at sane part. 

I still have no idea why they don't use teleport. They got the skill and they don't have any special AI. But after they grenade they can start to shoot.

Another thing is if AI thinks he is safe and cannot be killed so easily, then they can act as you described . They do this when you are start to losing too. So they adapt the position of battle. Even if u got only some soldiers left, they are just coming to u rather then kill you directly..

There is still some odd behaviors which I don't see any reason at coding. Division is pushing every game aspect so hard at modding so probably some things goes out of control because the devs did not count those to happen in game anyway.

But they are not huge problems. Just I want to have teleport back. And to give it to some reapers and xenomorphs. Wouldn't this more fun?

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Bugs 

Alien Heavy Plasma Rifle – Blank research screen pop up upon completition and no dissasemble

Alien Ballistic Minigun - no research or dissasemble

Info

for Charon on Terror attacks and Base defense frequency from fresh start on hard.

08 Oct, 15 Oct, 20 Oct, 07 Nov, 12 Nov, 16 Nov, 30 Nov, 04 Dec, 10 Dec, 14 Dec, 18 Dec - Terror Attacks

03 Dec, 

09 Dec, 13 Dec  - Base Defense 

This is with 3 operational bases from start of game. 

Edited by Lament
correction again
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20 minutes ago, Lament said:

Alien Ballistic Minigun - no research or dissasemble

Ill put it on the list.

21 minutes ago, Lament said:

Info

for Charon on Terror attacks and Base defense frequency from fresh start on hard.

08 Oct, 15 Oct, 20 Oct, 07 Nov, 12 Nov, 16 Nov, 30 Nov, 04 Dec, 10 Dec, 14 Dec, 18 Dec - Terror Attacks

03 Dec, 

09 Dec, 13 Dec  - Base Defense 

This is with 3 operational bases from start of game. 

Thank you.

This was a game with a fresh start and no changes inbetween ? Terror sites shouldnt happen that often. Hm ... .

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1 minute ago, Charon said:
24 minutes ago, Lament said:

Alien Ballistic Minigun - no research or dissasemble

Ill put it on the list.

24 minutes ago, Lament said:

Info

for Charon on Terror attacks and Base defense frequency from fresh start on hard.

08 Oct, 15 Oct, 20 Oct, 07 Nov, 12 Nov, 16 Nov, 30 Nov, 04 Dec, 10 Dec, 14 Dec, 18 Dec - Terror Attacks

03 Dec, 

09 Dec, 13 Dec  - Base Defense 

This is with 3 operational bases from start of game. 

Thank you.

This was a game with a fresh start and no changes inbetween ? Terror sites shouldnt happen that often. Hm ... .

Correct. Fresh start on hard. Fucking rights they shouldn't happen. I ain't get no rest. My resources are stretched. haha

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New unofficial 0.99.2 Patch is out.

DAY 16 unofficial Patch 0.99.2  https://mega.nz/#!8EwjDTxZ!0Euc1c05wRFg7ToKEa2xEdihFlsmSITxga6Q5fpwbQY ( MD5: f8c6c3ae62ffcd52665755c266e3ae0b )

  • a lot of bugfixes, most nateable better shields can now be properly researched
  • terror battleship datacore can now be aquired
  • The research descriptions are in work. Heres a word from sfarrelly: 

    "With this update we've also included research descriptions for 95% of phase 1 & 2 (the other 5% are still under development and those techs have been marked as XXDescriptionXX).

    If you find any stage 1 or 2 tech without a description, please let us know and we will fix it, there are over 1000 techs in this mod, so it's quite possible some were missed.

    Also, if you spot any typos or grammatical errors, let us know and we will fix them."

 

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1 minute ago, blackwolf said:

save compatible, or is recomended to start over again :)?

that really depends on how far you are in a game, but to be honest, we uncovered a lot of minor bugs (and fixed them) while doing descriptions. If you're already past phase 2, then none of the fixes will impact your game (but you shouldn't be :p )

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8 minutes ago, sfarrelly said:

that really depends on how far you are in a game, but to be honest, we uncovered a lot of minor bugs (and fixed them) while doing descriptions. If you're already past phase 2, then none of the fixes will impact your game (but you shouldn't be :p )

I got phase 3 ufos attack on yesterday evening :) 

Edited by morr
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16 minutes ago, sfarrelly said:
19 minutes ago, blackwolf said:

save compatible, or is recomended to start over again :)?

that really depends on how far you are in a game, but to be honest, we uncovered a lot of minor bugs (and fixed them) while doing descriptions. If you're already past phase 2, then none of the fixes will impact your game (but you shouldn't be :p )

Thats not entirely true since i fixed a lot of other stuff i cant remember beyond the second phase as well.

 

19 minutes ago, blackwolf said:

save compatible, or is recomended to start over again :)?

 

Let me talk a bit about compatibility ... hm ... .

I´ve been thinking about makeing every patch 100% compatible with everything, but its something which still has to been, IF i decide to do it.

Normally all patches should be savegame compatible except

  • Things you ahve already build will stay that way, weapons are excluded from that.
  • if you teched past something theres a custom fix but no official one. If you think you missed a tech simply append (AND)Items.Alienalloys to the requirement section and the game will properly check if this research is available the next time you bring back alien alloys.

All this patching should have never been the problem it is, but the zero cd bug is kind of breaking every normal playthrough. A fix for that would be appreciated since im stumbling in the dark right now and we need all the info we can get on this.

Edited by Charon
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