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


Charon

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X - Division

 

New Dawn

V 1.00.10 for 0.35.0+ XCE

 

We are in the sky

...

 

 

x-banner.png

 

 

 

We are on the ground

...

 

 

 

X-Division Team2.png

 

 

We are a paramilitary organisation ...

We have the best of the best - with some personal issues here and there. Real characters as you say nowadays ...

We do everything, from stealing to protecting transports, smuggleing weapons for those who can pay for it. We destroy organisations if the price is right and provide safe routes from A to B, even through hell if it has to be ...

Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ...

Our people are unhonorable discharged veterans or geniuses who dont feel quite valued in their former organisation. Some average guys as well who are attracted to the way we do things ... but honestly they have to be a bit crazy to be hanging around those guys ... say us ... ... everybodys a bit crazy here ...

We have been hired by some wealthy individuals who think we can save the earth and believe in our methods. This group has put their faith in us ... and most importantly, their money.

I guess it is time to do some good guy stuff again !

Whats my spleen ? World Domination ! Everybody ought to have a goal, no ? But if these aliens do as they please there will be nothing left to rule over.

What is yours, commander ?

charon-3.png

 

 

Welcome to X-Division !

 

The Team

Drages - Lead Modder and  Art Manager

Charon - Code Manager

Draku - Debugger and Tester

Sfarrelly - Writer

 

AI Advisor and XCE SupportKabill, Solver, Ilunak

Dedicated Testers - Phoenix1x+52, Marandor1

Support Max_Cain, Kabill

Special Thanks Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2, asierus24, Blackwolf, Reactorcore, Alienkiller, CherryCoke, XCOMJunkie, Brandon, Maera, Trueman11

Special Thanks to Content Contributors: Max_Caine, the XNT team, Axiomatic, Pandi, Svinedrengen, Z01, 

We are thanking Chris for a wonderfully modable game and all the experience we could make because of this

 

 

What people say about X-Division

"Before all of this, the aliens were fighting seriously with jokes, then we gave them actual weapons and now they are fighting seriously, jokeing about you" - Drages

"Your blinking dots on the hull look so awesome that its the first time i actually looked at the UFO in over 600 hours of gameplay time" -Charon

 

Table of Content

 

1. Game Overview
1.1 Game Details

2. Questions & Answers

3. Installation
3.1 Latest Patch

3.2 Troubleshooting
3.3 Linux Installation Advice

4.Known Bugs

5. Some things before you start

6.Credits

 

 

 

1. Game Overview

X-Division is a complete overhauled game experience, featuring an vast amount of different enemies to capture, a new and improved, aggressive AI, 288 new weapons including katanas, 9 vehicles and 3 mechs and 13 sets of armour.

New revised Aircraft game , crafted by me which builds and extends on the existing aircraft mechanic and polishes it to the extreme. New mechanic, hit and run tactics,  new alien weapons and more .. so totally not what drages planned :). 22 new aircrafts from which 5 are alien interceptor to recruit and 48 aircraft weapons.

Enemies feauture different armor resistances, different strenght points and weaknesses. Every alien race is good and bad in and against something and you better find that out quickly before its too late, commander. Terror and base attack missions will happen frequently and will be of importance all the way to and in the end game.

Captureing aliens is immensly important in this mod as it will open up all the vital and better tech for you. Unique specialists you can only capture at terror sites, crash sites or base attacks. Special UFOs with a special goals which carry special units into battle. Special Officier Units for every phase of the game to capture to give you that special research boost you need.

Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force.

" Every phase will have their own weapon branches. Ths branches will be mostly energy or ballistic based. Addidition to this your arsenal will make updated versions we call as MK in the mod. You will get the MK 1 versions as prototype and easy. For MK-2 versions, you will need to capture alien specialist and for MK-3 ultimate versions you will need to get specific things. Vehicle Weapons, Grenades and Explosives will have updated versions too.

Special UFOs with a special goals which carry special units into battle ! UFOs with their own  puposes and missions. You will see huge ufos for terror and base attacks, nearly impossible to stop at the air. You will see shuttles and special cargo ships along others. You will see any kind of ufo nearly at every phase with their upgraded stats, weapons and crew. Near endgame, you will see the real force of the Alien menace with the all mighty dreadnought and motherships." - Drages

An detailed manufacture and disassembling system for alien weapons, grenades, UFOs. A chance based, incredible intrigues, complex research tree featuring around 900 xpedia entries and lively maps with civilians and local forces appropriatelly equippted.

All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary, survival.

It is in your hands, commander.

 

 

1.1 Game Details

 

Weapons and Ground Combat

 

new and improved aggressive AI which will make you cry a lot, did i mention it is aggressive ?

186 xenonaut weapon
102 Alien weapon
22 xenonaut grenades
10 melee weapons (2 katanas)
18 rockets
10 explosives
many different alien grenades, rockets, shields
New sounds
new projectiles
5 shields

Ground Combat revised, now it feels like you are joining the fight instead of feeling like you are the only organisation around

Revised starting stats for recruits

9 Vehicles
3 Mechs
29 vehicle weapons
9 mech weapons

13 armors

231 different alien units with new sounds and sprites

Aircraft and Aircraft Gameplay

 

New revised Aircraft game which will make you cry, a lot

22 new Aircraft, 5 alien interceptor to recruit
Featureing disassembling of UFOs to get the aircraft parts
24 aircaft weapons
16 missiles
8 torpedos

Appropriate Alien UFOs and crew for all phases of the game

39 UFOs for all over 4 Phases of the game
A mothership
88 different UFO weapons, most of them are unique

 
Manufacture, Research, Xenopedia
 

around 680 manufactures


a weapon disassemble system
a UFO disassemble system

990 researches
chance based researches throughout the game
the research tree is pretty complex

716 new xenopdia images
1094 Xpedia entries

Maps, Graphics and UI, Miscancellous

 

Increased Civilian and Local Forces count from +50% to +300%

There is no funding cap on any country anymore
Civilian and Locals have appropriate weapon throughout the game
Terror Maps dynamic totally revised, now it really feels like a city full of people, fighting and dieing
Props have been revised to be mostly destructable by vehicles

Revamped visuals all over the game
X-Division everywhere
Bigger Research and Workshop UI and buttons

Armor degredation set to 15%
50% of the dmg is dealt as stun dmg

 

 

Picture Gallery

20160809192455_1.jpgSHORTCIRCUIT.pngsonicthruster.pngPARTICLEPULSE.pngAdvAlienBloodTechnology.pngAdvRailTechnology.pngaleniumthrower.pngAlienAncientDevourer.pngAlienPhaserPistol.pngalienrebel.jpgAncientAntiMatterTechnology.pngarmourdevastator.pngarmourwarder.pngcontrail.pnglotus.pngdatahack.pnghumaninterceptor.pngkatanamk1.pngReaperdna.pngscimitaradv.jpgsingularcharge.pngSTEALTHMINES.pngUFOcorvettetorpedo.jpgUFOcruiserlight.jpgUFOdreadnought.jpgUFOlandingshipsupply.jpgwalkerult.pngXempress.pngXpraetorian.jpgDark Technology Research Map 2.png20160715155047_1.jpg20160805211851_1.jpgTerrorCity1.pngTerrorCity2.png

 

 

 

 

2. Questions & Answers

 

 

Whats the recommended difficulty ?

Read the difficulty descriptions when you start a new game.

 

Is there a techtree available ?

Yes there is. Keep in mind though its not official and thuse may contain errors.

 

Is the airgame necessary ? I kind of am not good at it.

Take a look at this: https://youtu.be/9eF3ssd22qM?t=3m39s
If you still dont want to try it out there is an option available in the installation which lets you play the airgame with minimal efforts. I would encourage you to try using the manual airgame nevertheless.

 

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
  • Vehicle Weapons

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.

Otherwise its pretty balanced.

Help ! I mean HELP ! Any guidance on how i should play this game ?

Here you go:

For people knowing how the game works, feel free to help others or submit things you think are important or a guidance.

 

I want to help, how do i apply ?

Has been closed, as we are in the final stages of development.

 

 

 

 

 

 

3. Installation

0. The base vanilla version has to be 1.65+ .

1. To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts.
    X-Division 1.00.00 is not compatible with earlier versions.

2. Install the latest XCE version.

3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that.

3.5 Start up the game at least once and exit it properly.

4. Download all 3 parts of X-Division 1.00.00: Download ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2  MD5: c57b4fb563ca419c9e455f0908701fe9 ,
                                                                                Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 )

 

1747389757_1.00main1.png.ac9baaebb1edc2b2aee8a0d0fae0c0bc.png2031250638_1.00main2.png.a1cf9ce20735332201b28cbdf95388dc.png
1528971197_1.00main3.png.94be85238b4ef523048c83d210301de3.png

 

5. Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation.  As soon as the installation finishes you can activate it again.

Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer.

Winrar or Peazip have been confirmed to work.

 

6. The advanced installation has some options to choose from, namely:

There are some optional mods you can activate/deactivate. Lets go through them one by one:

1. X-Division Easy Airgame/X-Division No Airgame

  • There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.

Recommended state: ON if you want to skip the airgame.

 

2. COM - Ambient Sounds/COM - Ambience Forest

  • This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable.

Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability.

 

3.  COM -   [V1.08] Jsleezy's Real Fighter Portrait Pack

  • Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies

Recommended State: OFF if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability.

 

Checklist in case you want to change something later on:

  • You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop
  • The modloader needs to be EXACTLY in the priority order the installer sets it.
  • The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and  the No Click sound ( removes mouse click ).
  • You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with.


7. Apply the latest available patch - 3.1 Latest Patch section ^^. Every patch contains all prior changes as well.

This is a picture.png

 

8. Installation video by Mulligan/LeEdgyMemeKing if you need more help

https://youtu.be/Jwwn9bU6y10 - Mulligan

https://youtu.be/l439koiq0_8 - LeEdgyMemeKing

 

 

3.1 Latest Patch
( theres a patch history in the third post - with downloads )

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .00 to .01 patch is savegame compatible
  • As a basic rule, never patch during Ground Combat

 

Installation:

  1. The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 .
  2. Download the X-Division 1.00.01 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 489d03269506927ae5981dbb0de816be )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off.

561278392_modloader1_00.11c(1).thumb.png.ecbb1e027c024823d4dd4f4a1ca06983.png

 

DAY X Unofficial WiP Version 1.00.11c "New Dawn"

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .10 to .11c patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign.
  • As a basic rule, never patch during Ground Combat

Installation:

  1. The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 .
  2. Download the X-Division 1.00.11c Update:
    https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM
    ( MD5: e852cdedc43f0c7b6aaa4f4c60300601 )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

Changelog:

 
  • reinstated the original timeframes of the Phases from 300/300/300/300 to 300/400/400/300 ATP per Phase respectively
  • revised the AV.PIRANHA and the AV.PARTICLEPIRANHA
  • fixed the burstdelay of the Alien Ballistic Rifle. Thanks to Dr.Ethan for bringing this to my attention.
  • Fixed the Am_BaseAttack file spawning landingships and carriers
  • Replaced all terror units in alien bases with their non-terror counterpart, replaced weapon seargents with pilots and the technician only has a 50% to spawn anymore
  • Drastically increased SmokeChance for alien stun grenades, drastically increased dissipationChance to 90%
  • optimised the research tree for more logical and better progression
  • Flamethrower - 2 range all across the board
  • new mod: X-Divison Shorter Range Shorter Turns: Starting in Phase 3 X-Division gives aliens longer sight ranges. This increases the capabilities of the AI, but also increases the time alien turns take. This mod reverses these changes to the standard sight ranges of 20/22/24/25 in order to decrease the time the player cant actually play the game.

Only TOGGLE this during a Geoscape save.
  • Reinstated terror mission full map reveal after 40 turns
     
  • a: Decreased Reaper reflexes from 60 - 100 to 0, except for Reaper Bulls and Reaper Rhinos
  • a: Fixed some next Phase alien base attack UFOs to spawn too early
  • a: Increased Nanotech Workshop capacity froom 25 to 30
  • a: Fixed the Harridan Terror Soldier carrying a shield, and adding the shield hp to the resilience of the harridan
  • a: Increased alienBaseStartingTickerMultiplier from 0.05 to 0.06
  • a: Fixed Researches.AdvAlienNeutronTechnology requiring Phase 3 tech
  • a: Doubled Roboreaper Alien Alloy gain from DSB
  • a: Removed Robodog ghosts from alien bases
  • a: Reshuffled 5 andron fortress units into proper Phase 4 ones
  • a: Increased archelon acceleration from 100 to 300
  • a: Fixed The Dreadnaught operator missing from Bombing Run Dreadnaughts
  • a: Fixed some XCE shenanigangs which added additional units to alienbase.large.sebillian.xml
  • a: refunned flashbang grenades
  • a: Reworked cost of grenades, rockets and explosives
  • a: Removed damage and suppression from smoke grenades
  • a: Removed impact damage and overdamage from chemical grenades
  • a: Removed overdamage from chemical rockets
  • a: Removed impact damage of stun grenades
  • a: Fixed Division weapons MK2 having a 33% chance to be stuck behind an andron encounter
  • a: Fixed a completey broken X-Division implementation of Geographic revision 1.1 by @Axiomatic. Tropical and Swamp tilesets should now be able to spawn, and more variety in tilesets should be seen. Unfortunately, without overwriting vanilla content, the game cant deactivate the base tileset masks, and thuse base game tileset masks always have a chance to get picked.
     
  • b: new manufacture: Alien Alloy 1 : 50k appended to Alien Alloy Fabrication and Hardening ( Phase 2 )
  • b: new manufacture: Alenium 1 : 150k appended to Alien Fusion Reactor ( Phase 3 )
  • b: Replaced some light system DSBs for smaller UFOs with heavy systems starting in Phase 3
  • b: Redesigned human antimatter weapons, but overall its a big nerf
  • b: shortened the final mission
  • b: new mod: X-Division Better Autoresolve: (Former No Airgame) There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . Better Autoresolve halves UFO autoresolve values and decreases the threshold where winning squadrons take damage.

Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.

Only TOGGLE this during a Geoscape save when no UFOs are present.
  • b: revised mod: X-Division No Airgame: There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . No Airgame sets the autoresolve values of UFOs to zero.

Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.

Only TOGGLE this during a Geoscape save when no UFOs are present.
  • b: Melee weapons should now be bug free. They dont dublicate anymore, and they get properly recognised at the end of the mission, just like any other weapon. Axes are being able to be carried by predator armour, like originally intended. The drawback is that they had to be moved to the MAG category. Fingers crossed that this coding doesnt introduce a differnt kind of jankiness.
  • b: The number of uses for melee weapons is now finite
     
  • c: Swapped out a major visual bug with a minor visual bug. Cruiser command rooms should now be fully visible with the second roof option. The downside is that the cruiser top highlights green instead of red when manually targeted.
  • c: Fixed the Division weapons Mk2 fix introduced in 1.00.11a. There was a 33% chance the research was locked. Thanks to @Alphaswolf for finding the bug.

 

 

DAY 978 Unofficial Version 1.00.10 "New Dawn"

  • The .01 to .10 patch is NOT savegame compatible.

Installation:

  1. The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 .
  2. Download the X-Division 1.00.10 Update:
    https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU
    Link
    ( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

Changelog:

 

Dunno, i changed a lot. These are the things i can remember:

  • Fixed some bugs around the Roborex
  • Roborex explosion on death no longer causes overdamage
  • Roborex explosion radius decreased from 6 to 4.5
  • Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
  • Halfed energy armour for melee roboreapers. Their weak point should now be weaker
  • added mitigation to human stun gas
  • added one loading tip
  • improved the AI of Drones a bit
  • most importantly added X-Divison Palu's Shining Xenopedia to the game
  • 7 new categories for the soldier equipment screen
  • I think i also added the latest Monument IV map by Svinedrengen to the map pool
  • new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
  • new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.
  • new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.
    Only TOGGLE this during a Geoscape save.
    The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.
  • new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower
  • new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
  • appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
  • new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
  • revised Shock and Electron weaponry
  • fixed the installer with the help of @Mr. Mister
  • Increased frag grenade damage from 50 to 70
  • Increased frag rocket damage from 90 to 110
  • EMP charges and rockets no longer cause overdamage
  • Shock rockets no longer cause overdamage
  • Soldier Equipment Screen gained a Soldier Sort button
  • decreased Endgame research time in accordance with the latest diminishing returns formula
  • Removed shields from some harridans, increasing hp threshold of mentioned ones, fixed one reflex stat
  • revised the sonic weapons ammo weight
  • added the stun gas mitigation values towards the stun damage, as mitigation never worked for gases
  • increased the acceleration for the archelon from 500 to 1000
  • increased the range of the shockgun from 2 to 3
  • decreased TU% for Praetorian attacks from around 30 to 20 TU%
  • fixed even more bugs

 

DAY 710 Version 1.00.01 "New Dawn"

  • Cleaned up some map stuff, added lost terror maps
  • Revised Exoskelett armour. Predator sets the strenght to 150 now, the Ripper to 190, and the Devastator to 230 from the previous 100/150/200 .
  • Soldier Class Armour got +5 accuracy bonus

 

DAY 707 Version 1.00.00 "New Dawn"

  • New AI behaviour set. Yes they are more capable now.
  • Total Revision of Antimatter technology tree and weapons
  • Increased radius for Cannons all around, and added a burst option for most
  • Made the Quantum Cryptology Center available as soon as you raid your first alien base
  • The Quantum Cryptology Center, now known as the Quantum Radar, acts as a radar ontop
  • Decreased weight of some grenades from 2 to 1.5
  • Harmonised weight of Pulse Magazines
  • Increased proportional stun damage from 40% to 50% again
  • Reevaluated stun properties for shotguns and carbines
  • Quadrupled chemical grenade/rocket production from alien grenades
  • Fixed chinook speed for the no airgame option
  • New valkyrie maps
  • Improved vehicle weapon descriptions in the Xpedia
  • Added weapon loadout information for vehicles in the Xpedia
  • Praetor evolved from the puppy stage and are now doggos. The overmind is a pitbull
  • Improved Katanas
  • Manufacture of EMP rockets doesnt require alenium anymore
  • Removed MeleeVehicles for Facehuggers
  • Decreased time intervall between terror missions from 22 to 18 days
  • Mauser doesnt require alloys to manufacture anymore
  • Decreased Spearcannon manufacture cost from 4 to 2 alloys
  • Archelons now need a mothership core to construct ( didnt i do this before ? )
  • Mothership loadout yet revised again, hit model made bigger, damage counter moved up higher
  • Archelon revised
  • Increased damage of reapers
  • Fixed broken reflex stats gain from max 180 points to max 100 points
  • Increased hp bonus and decreased reflex malus for Exoskelett armours
  • Revised armour reflex boni all around in accordance to the reflex stat fix
  • Revised some armour values all around the board
  • Higher level Roborexes now regenerate shield points per turn until you overload the shield
  • Downed Roborexes now have the Ghost ability
  • Removed all armour for downed roborexes
  • Revised all Roborexes in general, they are now slicker, faster, shoot further and are looking for a brawl like Mike Tyson
  • revised FOCUS aricombat weaponry
  • Alien Mech units can move freely in 1 tile tight spaces now
  • Fixed: Weapons marked as heavy actually didnt receive the full penalty after moving. Now weapons marked as heavy receive a big penalty if they are getting fired after moving. This is a fundamental gameplay changer
  • Recoil Values revised
  • Moral does not regenerate per turn anymore. It is now an absolute value that only actions/events can influence.
  • Moral event threshold increased from 40 to 50
  • Moral chance per point missing decreased from 3.5 to 3.0
  • Quickthtrow grenade slot cost decreased by -4 TU
  • Zombifying Reapers deal pure damage now. Attack cost reduced from 40% to 35%. We are giving the reapers back the fear.
  • Revised Reapers yet again. Set incendiary armour to 0, decreased kinetic armour, increased chemical armour, increased hp and added the abilitiy "Regenerate" to all Reapers.
  • Melee aliens now equally target vehicles as well as soldiers
  • Semi shield roboreapers ( and some full shield ones ) now deal pure damage and maim units they hit with by draining their TU for the next turn
  • minimum accuracy requirement for the AI has been revised
  • Cannons now deal overdamge, except for antimatter ones
  • Endgame content starts to appear 1050 ATP
  • Roborex explosion now deals overdamage ( Thank you @Phoenix1x+52 for pointing this out )
  • Acidlings revised (They should be beasty little beasts now)
  • Increased the accuracy of the rocketlauncher immensly. The rocketlauncher is now a heavy weapon. TU useage lowered.
  • Decreased range of aircraft weapon MINES from 11 000 to 10 000
  • Increased damage of Flamethrower weapons by 50%
  • Increased range for flamethrowers by 50%
  • Flamethrowers now get the short range bonus
  • Infiltrator crew updated
  • Added Geographic addition 1.1 and Geographic revision 1.1 by @Axiomatic to the game. All thanks and credits go to @Axiomatic for letting us integrate his content into X-Division
  • Fixed AI layout behaviour for all 10 corvette layouts
  • Increased rotation for Lancers from 30 to 35 degrees per second
  • Decreased TU usage for the Shock Gun from 80% to 65%
  • new final map
  • many, many bug fixes

Sidenotes

 

[fixed antimatter mk4 sniper weight from 14 to 10]
[some shotgun/carbine stun values fixed again]
[civilian weapons adjusted to the phase 2 and 3 time decrease]
[MeleeVehicles removed from xdrone and xrogue]
[Infiltrator and Ghost ability animation stutter fix]
[removed all shields from androns, added shield hp to shield units hp]
[weapon.alienhugeshield is now able to spawn, which leads into force shield research]
[check all attributes of all armour]
[you can no longer close the valkyrie fortress, so choose your exit wisely]
[Pheonix pointed out that the heavy attribute of weapons were not working as intended. I took a look at it and saw that a line of code was actually taking the inverse of what it should. Where i intended a 90% penalty the game took 10%. Ofcourse this should not be the case and invalidates any and all experience we have build up through the last year. Nevertheless it is the intended mechanic for heavy weapons to be heavily penaltised after moving. I corrected things and heavy weapons now get a 65% aim penatly after moving ( turning doesnt count ). This ofcourse excludes Exoskelett armour which can fire a heavy weapon at their leisure without any aim penalty at any time. This is how it should have been done 2 years ago. I apologise for the inconvenience caused and i hope my testers will continue to play the game. - Cheers Charon. This change affects snipers, precision, machineguns, miniguns and cannon weaponry. This affects xenonauts weaponry as much as it does alien ones.]
[Additionally i reworked the Recoil values. I increased the Recoil for machineguns to 70, for cannons to 80 and for miniguns to 90. Energy Weapons have a special treat and dont get any recoil except for miniguns if present. This makes them great rookie weapons and should make them more attractive under certain circumstances. The Rest of the changes make the Recoil system more meaningful because most requirements were too low to even matter under any circumstances.]
[Quickthtrow grenade slot cost decreased by -4 TU]
[aim penalty for heavy weapons after moving increased from 60% to 70%]
[aim penalty for heavy weapons after moving decreased from 70% to 65%]
[Decreased some TU bonus points for the scout class]
[Fixed max stats gain to the intended round values]
[A lot of content cleaned up]
[Infiltrator weapon loadout refined]
[Reapers got their reflexes back, while i also fixed the melee reaction fire freezing after a GC load by disabled reaction fire for them. Reaction fire has been disabled for Xenomorphs as well, which should remove the melee freezing bug from the game]
[Fixed the crashed heavy shuttle hull being invisible]
[quenched infinite strings errors]
[Fixed the lightshuttle having a 33% chance to not drop the datacore]

 

New XCE code used in X-Division:

  • Moddable transfer time - transfer time of items and soldiers has been reduced from 24 to 3 hours
  • 13 new radar ranges - for now 10 new radar ranges have been enabled. This will likely get a more indepth revision later on
  • LockManufacture fixed - One Time Updates manufactures should now disappear after their corresponding research has been done
  • Zombify - Zombify now only zombifies if the damage kills the units, otherwise its damage only
  • Renaming bases - A highly requested feature for XCE and X-Division
  • Moral Cap moddable - The moral cap in X-Division has been removed, finally making you hard earned bravery something worth
  • Escort code fix - Construction missions are now able to spawn alternative escorts
  • Sightrange modifiable per rank - main races get +5 on sightrange in Phase 3 and +10 in Phase 4
  • Base Evacuation - Should a base get captured by aliens, personel and aircraft will transfer to other bases if available space is free ( this is for X1 and XCE too )
  • Dialoges - Improved dialoge redirections
  • Infiltrator and Ghost ability - The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now
  • Aircombat - The hotkeys used for geoscape zoom can now be used for aircombat as well. There is a hotkey for afterburner now, "A" as default
  • Aircombat speed - The aircombat speed levels received two revised speed buttons: x0.5 and x0.75 for slower aircombat gameplay.
  • Bugs - The incendiary bonus damage on burst shoots against props and soldiers under certain circumstances got fixed. Now its only against props.

 

You did it. Welcome onboard, Commander ! :)

 

 

 

3.2 Troubleshooting

This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. 

Sincerely yours, Drages

 

I think i got a bug, can you help me ?

If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ).

 

I cant get the 3 multirar files to work, any help ?

The first step to troubleshoot this on your own is to make sure your files are the correct ones. Generate your md5 sums of all 3 files and compare them to the official ones provided with every download. If they are the same, you got the correct data files. After that its just making sure all 3 files are in the same spot and open the first one with either WinRar or Peazip.

 

Why does the first start take so long to load ?

Thats normal. X-Division is quite a big mod so loading all of its ressources takes time.

 

Help ! I cant click on anything in the geoscape ! Hotkey are working though.

Make sure that everything is the way it should be and then:

Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed.

 

The top part of this Cruiser does not get transparent. What do i do ?

You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO.

CruiserTransparent.png

 

 

 

3.3 Linux Installation Advice

We know that linux users love to tinker endlessly in order to get their software working, and we dont want to take that joy (and countless hours ) away from you. But if you are struggling and want to get some advice into the right direction, here it is.

  • You will have to start XCE through a windows compatability layer, WINE or Proton for instance
  • The installer might not work for you, because it expects Windows variables you dont have. The assets.7z contains all the X-Division data you need, and you can copy and overwrite your vanilla assets folder with it.
  • You will need to manually rearrange the mod loading order. Section 3.1 should have some pictures how that should look like.
  • Find the linux equivalent of %APPDATA%/Goldhawk Interactive/Xenonauts/internal/scripts and delete the scripts folder once after step 3.5. You propably know better what i am talking about than i do, because i dont keep track of 10 different distros and how they handle stuff.

People have reported that that should lead to a working version, mostly depending on how well the windows compatability layer handles the sys calls.
You can now celebrate that you have a working game on linux :).

 

 

 

4. Known Bugs ( at least until the next patch )

Units can spawn outside map tiles in base attacks - If that happens make sure you did in that mission what you wanted to do, then save and exit. Start the game with the Xenonauts_gc_editor.exe in mods/xce/... and load up your save. Press "V" to kill every non xenonaut unit. Save and exit and continue to play like normal.

 

 

 

 

 

5. Some things before you start

 

 

I just produced Alien Flamer Rifle 4:1B but the weapon doesnt show up.

Thats not a production but a dissasemble. You disassemble X alien weapons for X ballistic/energy/antimatter/chemical cores. You need the cores later for better weapon production. This is the disassemble system. You can sell the weapons either for good money or produce cores for better weapon production. Your choice :).

 

I just produced an Alien Scout DSB but i cant find it ?

DSB means disassemble. You are disassembling the UFO and get its part. The Xpedia has detailed information what parts it EXACTLY produces so check that out. Those are needed for aircrafts and aircraft weapons. Most aircraft need the engine, the controlsystem and alien computers. The weapon systems are mostly for aircraft weapons. This is the UFO disassemble and aircraft production system.

 

What does your "fixed" mean ?

The problem you are stating has 1. been noted 2. completely been fixed. This means you will get the fix with the next patch. In urgent situations ill put up a direct link where you will be able to download the patch for exactly the stated problem but usually you will get all fixes with the next patch available. You can check the Known Bugs part in the OP before you report one to check if it doesnt already has been noticed. This is also where we put emergency links directly beside the stated bug.

 

Next questions

 

Quote

  On 12.8.2016 at 9:40 PM, TideofKhatanga said:

From the few bits I've seen, the air game is incredibly punishing. The two starting condors can barely keep their shit together against a Light Scout. For the rest, well, I've lost four condors in two weeks. One pair against a Fighter (I should have won but I massively screwed up the manual engagement), and one pair against a Scout (no error here, they stood no chance from the very start). This isn't a problem because the Scouts seem to love landing (keeping my cash flowing) but the Foxtrot can't come soon enough. Corvettes are going to be major FUN at this rate.

Quote

Charon:

Yes, the Airgame is painted in my needs. Gone are the times where you said "The first UFO, ah, one condor should be able to take care of that". Condors are BAD, very BAD. You are practically fighting with sticks and stones right now. My advice: get as many condors as you can get. My first base has 9 hangars, my second base has 8, and my third base has 10 hangars. Build them all on your first day. ... the bases i mean.

With some more experience you will be able to handle the airfights pretty easily. I mean, they are scouts and lightscouts after all ... . But you can only make experience if you have enough condors. Soon you will know EXACTLY what to do and how to behave in the airfight. At this point corvettes will crush your dreams. Just ... at ... the ... right ... time. When you thought you started to be able to handle the fight for air supremecy. What will follow are a lot of smokeing airplanes and your need to think a way out of this mess.

 

 

Heres how you L2P:

 

  • Knowledge:

 This is the first step. Collect information. The most important information is the HP. You will only get this information AFTER you brought that specific UFO down and SUCCESSFULLY raided it.

The next step is to count your total dmg. Do i have enough dmg to bring this UFO down ? Other questions are:
How fast is this UFO ?
Can i outturn it ? Can it outturn me ?
What weapons does it use ?
After some time you will get a handle on the information and put it together what this UFO is so special about. Let me stress this again: You can only learn through EXPERIENCE. Nobody has yet learned how to handle a situation without having a minimum of experience. This means destroyed aircraft.

Learn to handle that you are up against the unknown.

 

  • Get the right aircraft/weapon lodout:

This means that you learn what weapon is good in what situation and equipt it on the appropriate aircraft. An example is the fighter UFO in the first Phase. Get Asierus and 2 short range mauser cannons and you will destroy a fighter 1 on 1 with only sustaining 15 % dmg. Learn what aircraft is good against what UFO. Learn how a weapon behaves. 

 

  • ADAPT your aircraft/weapon lodout to YOUR PLAYSTYLE.

DECISIONS: This is the utmost perfection of the airgame. After you learned how your enemy behaves and learned to deploy simple and advanced tactics like baiting, holding down, piercing, rolling into the enemy, choseing the right angle, fishing, throttleing and learned how to have the appropriate aircraft and weapon lodout, tailored to YOUR playstyle you will know what is possible. Than you will have different options in your head to choose from. Do i make it simply but lose one foxtrot ? Do i have enough fuel to bait it out ? Do i do 50% dmg and draw back and reengage again ? Is it worth it to sustain 40% dmg on this aircraft. These are ALL your options.
Choseing from ALL of this options is a GEOSCAPE decision which will determine your future options and possbilities, thus setting your path to victory or defeat.

 

Why is it so hard ?

Its not, it has specific goals:

1. Throw you into a situation where you are CLEARLY inferior. Activate your brain and think your way out of it. Its just an AI after all, not a human.
2. The gradual mastering of the situation is an immense factor of satisfaction, provided you can do it. Try again or start on lower difficulties.
3. Baffling you RIGHT at the time you think you are starting to get a grip on it, throwing you in another crisis. Saying "Start to learn to fight your way out of disadvantageous positions."

  • This is the most important point: Decisions. Even if a moderate skilled person with the right aircraft/weapon lodout cannot switch on the autowin button, but has to make a decision on how he wants to play his cards/aircrafts. If he screws up he screws up. If he hesitates in the wrong moment, he may pay the price for it. Theres no clear right or wrong. Its an individual experience which shows you and your way with dealing with challenging uncertainties, most importantly it shows YOUR way. There will never be a "OMG, its that UFO again. This is so boring"

or you activate Easy Airgame and autoresolve

 

 

 

 

 

6. Credits

A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now.

I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development.

@Solver Who is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what they do best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember"

@drages The main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity.

@DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work.

@sfarrelly The string guy. He wrote most of the research preview entries. If you know what you are going to research than it is totally because of him.

@Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you.

@Maerafor giving moral support and a lot of enthusiams for new maps.

@Marandor1 The second tester in command. He tried his hardest to convince me to make the game more fun than me trying to make it challenging. You can judge for yourself if he succeeded.

@SvinedrengenFor making some good maps.

and ofcourse ...

@community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game into what it is today. Thank you for being there on this journey. I will see you in the game :).

 

 

Thank you for everybody who i didnt mention but was still part of this journey.

A big thanks to @Chris for making Xenonauts.

 

Enjoy !

 

 

 

 

 

 

The next three posts were the continuation of the OP, please take a moment to glance over it.

 

modloader 1.00.11c (1).png

Edited by Charon
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X - Division

All for One

V0.99.10 for 1.5+ and 0.34.1 XCE

 

Hi People who likes Xenonauts, played any X-Division Mod and new starters!

After one year, finally we managed to finish X-Division 0.99. Finish would be a wrong term here to be honest. It's just at playable state with %90 of the content we want to be in. So you will see many bug fixes, balancing patches and new content/alternate gaming DLC's!... 

X-Division 0.99 is HUGE.. yeah huge, maybe more then enough. It's nearly remake of the whole game with 10x more content. We worked on every code available for editing/modding. We used every thing possible to give you different/enchanted experience.

I say "we" now because the mod resurrected by "Charon". I want to thank him specially here. And "Draku" who never post any comment here, was with me for any kind of crazy bug fixing/testing. Without him, this mod will be a bug feast :). These 2 great people make this mod continue. As a 2D/3D art editor, i could find to work on all the images i want when the coding was at safe hands.

This mod got an endless coding. Countless aliens, weapons, armors, vehicles, planes, UFOs, researches, manufactures, items and more done for this mod. As i lead the mod as idea and plan, i made ground combat calculations, all visual materials creating and editing, AI modding and main logic at mod progress. Charon created research, manufacture and xpedia lines, his own totally different air game and full control of file structures of the mod which is a huge work for a mod with that size. His ideas and point of view to things in game, enchanted the mod and saved it at many points. Draku worked like a digital bug fixer, really even the game coders itself probably would not able to see bugs better then him. I still think he is an AI living in this forum :). He is still decoding the mod. 

X-Division 0.99 is totally different then 0.98. Even there is only maybe less then 0.01 version difference, because it's my style of naming. X-Division 1.0 won't be different but will have much more content, balance and bug free. As our modding team got control over every bit of mod coding of this game, we don't fear any bug, so even now there nearly non-game breaking bug only some visuals and some little typo problems. For that reason we can fix anything about the mod. Our first concern is balance. Charon is a hardcore player which likes it hard and i am a bit sadist and on side of enemy. So as the player you are against us. Our mission is to give you an invasion, a real one, an aggressive one. But we don't want it unplayable, so we need a balanced game at least normal difficult. 

This mods main point is to make everything useful against aliens. You can't miss any aspect of the game. You can't play it without vehicles, because you don't like them for example. There is tons of things for you to use and every thing is a counter for a different situation. Aliens got everything and they will use anything against you.

AI... this game got maybe one of the best AI coding i saw at my entire life. The AI coding is very hard and needs hours of testing and understanding. I don't remember how many hours i looked for that file. We became friends even. Then he talked to me. The vanilla AI even the famous XNT mod AI was so tactical which aliens act like yourself. This AI made the aliens very self defending if you ask me. They wanted to live and for this reason they mostly run from you when you attack them full squad. This was maybe logical for a real living thing but not at a game. I gave them much more killing will. Now they will charge you, hear you, get together and ambush you. New melee creatures will rush you and the ranged ones will get positions when you try to survive at melee range. Some special rank enemies will take time to ambush you when you were fighting with the ones which in front of you. The enemy tanks and drones will give make you feel like you are a little infantry. Your vehicles will be your shield as much as they survive. As short, at a mission, you won't be the one who comes to hunt the aliens down. You will be the one who hunted. NEVER rush.. never.. 

You need to have right weapon. This is the key for this mod. Aliens got very different resistances and weakness. If you try to use ballistic against a hard skinned creature, you won't able to kill it even your entire squad nuke it. At that point, a little energy rifle or a rocket launcher can save the day. 

Air game is another story. X-Division's standard air game style is not here yet. Because i could not find a time for it, Charon created the air game with his own style with my visual support. It's crazy. It uses totally different tactics. Totally different weapons at our side and UFO's. Rather then just going and kill at one run, now you need to organize your air wings for difficult and bigger targets. Sometimes you need to attack and run, sometimes you need to sacrifice your wings. It's ultra fun if you like a hardcore air game but if you don't like this games air part, we got easy autosolve airgame mod for you. I am working on a 0.98 style air game too. So you will have many choices.

Mechs.. you got mechs, aliens got mechs.. mechs are cool.. no need more info here :)

Ufo's.. Battlecruisers, armored scouts, special shuttles with unique crew, special terror ships, battlecarriers with drones, dreadnoughts and motherships with their own art!... They got an armada out there. You will have nearly every UFO at every phase of the game with the crew of that timeline. X-Division got 39 UFO's with their own missions, stats, colors and crews. The most variety you can ever see in this game. 

One thousand "1000" researches and manufactures as much as this. This is probably a record not only for mods, for gaming history. Choice wisely which to research, what you need as first. Get a weapon from ballistic, energy and explosive/incinerate damage types as soon as possible, then you can update whatever you want. Go to missions with every damage types because you can never know which enemies you will fight. Even you know the crew of ufo, they will have a mix of aliens with different resistances. If you go only ballistic, there will be some aliens at least with heavy kinetic resistances.

Xenopedia, named as X-Pedia with this mod, got nearly 1000 entry with unique pictures for everything even for default items and researches. But we need writers guys so badly.. please join our team for description, X-Pedia and story writing.

Visuals, my specialty.. I created numberless new projectiles, explosions, weapons, units, enemies... everything. You will have different color and shaped projectiles for weapons and different colored explosives and gasses. As a 3D animator, i created mechs and vehicles. The game now got more then 100 sound effects too. Draku checked and still checking every weapon as visual and sound effect. We got totally new UI for every scene you visit too. UI credits goes to Draku again. If a red short caesan alien sounds like an alien and throw you cannons, uhm my bad :)... 

Terror and Base assault mission will be done by alien terror ships which probably you won't shot down. This missions will have special alien commandos. The vanilla game could not give you enough tension for those missions.. Now you got it. Fear it.. 

Don't forget that, first 2-3 month, until corvettes are your tutorial time. You need to get the game aspects and main weapon updates. After first phase, the game will hit you hard. The invasion will start after that moment.

Please don't compare this mod with first missions. This is the only big mod who got serious mid and late game progress. All other mods out there mostly concentrated for early game, early weapons and early everything.. only some mods got the whole game covered and mostly over one aspect. This mod is the only total conversion mod left at development still and it will continue. 

Beware of Alien Invasion commander, they don't have jokes anymore..

 

 

Edited by drages
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X - Division

 

All for One

V0.99.11 for 1.5+ and 0.34.1 XCE

 

 

Charons X-Division next steps

 

  • Implement a proper endgame

Dont worry, the endgame is properly implemented but only 10% of the content is done yet. This requires that we set some cornerstones for the story, which havent been set yet. I also need to test to what extend i can set up the final mission as.

  • Rebalance all terror maps and agree on a standartise map size

Most terror sites are incredibly hard and unfair because most of the maps are not made for that many alien troops. You simply get pinned down before you can either take advantage of the terrain or set up a proper position. I want to make all maps bigger and standartise them so players wont have a disadvantage because they drew a bad map. With this we can also increase the civilian and local forces count by 8 for each, so 16 in total, or another appropriate number.

I have zero map makeing experience so I would welcome every good map maker who wants to work with us.

  • Actually implement the best psi game ANYBODY has ever seen

I think the psi game has a lot of potential, but it hasnt been unlocked yet. Im heavily going to take notes from kabills changed psi game and add my ideas and philosophy to it, or the other way around.

  • Implement additional dropships rangeing from 1 appropriate ship for every phase to special ops dropships ( still have to think about that one )

Same like with the maps, i have zero experience with this so i might need some guidance in time or find it out for myself. The soldier number wont change though it will just have smoother steps from 8-10-12 to 8-9-10-11-12 and spec op dropships will have special attributes. Especially the chinook speed is too low in the beginning.

 

This, at least, are the most important next steps for X-Division to take in my oppinion.

 

Keep your support up and hopefully we´ll see the day these changes see a proper daylight.

 

Cheers Charon

 

 

Patch History

 

DAY 7 Patch 0.99.11 https://mega.nz/#!pYhGQKqQ!pyInIV6IeT23BkxXyhT6i_DS2RSAMa7chTKYJINqRZE ( MD5: 15821e1f2baa29ee760219bbc12c4e5f )

  • new Shotguns/carbines
  • revised flamethrowers are now heavy weapons like the hmg
  • new UFO images
  • revamped GC UI ( its incredible, seriously the best part of all of this )
  • fixed shuttle datacores being impossible to get
  • 99% of all reported bugs are fixed
  • more bug fixes
  • and much more

 

DAY 16 unofficial Patch 0.99.2    https://mega.nz/#!IJAiCDAK!FcYkZB4r9m9Fw32pulYlBgELbB-zpTTmZxV7VtShAVI ( MD5: 43b9951df58c9ef83279eac99693ee5d )

  • a lot of bugfixes, most nateable better shields can now be properly researched
  • terror battleship datacore can now be aquired
  • khalls tundra garage fix ;)
  • Wraiths should now be able to teleport
  • 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."

 

DAY 27 Patch 0.99.3  https://mega.nz/#!ZIJECBAa!qhgk4nkSeHydM6MJ2hyeB_gkriik22RpPlyzt4sBGm0 ( MD5: e23f6aba3b50ddaad12b726e60ad85c5 )

Big changes: As of 0.99.3 X-Division no longer needs the Part 2 mod because the research file is now a merged one. So please deactivate X-Division 0.99 Beta Part 2 mod in the modlauncher if you are playing X-Division 0.99.3 or higher. This will cause the no click issue to your save game. To fix this, start up the game, go straight to new game, start a new game, load your save, save your current playthrough. Exit and reenter. This should now be fixed.

  • Fixed some pics, maps and props on a xenonaut base attack are fully destructable now
  • scrollbutton fixed
  • Researches.AlienPlasmaTechnology should be researchable again
  • A lot more research descriptions have been done
  • A lot of bug fixes
  • A lot more i cant remember

 

DAY 72 Patch 0.99.31   https://mega.nz/#!VAYg0IaY!IfbUecCO3J6-wMTd0jZrnZ0HAiT7r_veIwi2lgV0Mks ( MD5: 7a9143ee856db4302cc2d56b3d079e4a )

Notes:

  • X-Division 99.3 and higher will need the X-Division 0.99 Beta Part 2 mod to be deactivated, as it is no longer needed
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .30 to .31 patch may need a restart of the campaign.

 

Installation:

  1. Delete Charons Changes mod if you have it in your mods/ directory. An updated version is included in this patch.
  2. Extract the "assets" folder into the main game "Xenonauts" folder. Merge and overwrite.
  3. After applying patches follow step 5. and 7. from the main installation process again.

 

  • Revised some vehicles and vehicle weapons so that cannons now fit better into the development, made kinetic and mechmac weapon infinitely avaialble on research. Needs feedback.
  • mothership, exsupplyship and mediumshuttle fixed
  • small sebillian alien base old unit removed
  • more and accurate loading tips in the best english we could provide
  • some aircraft changes
  • more research descriptions
  • new manufacture system with around 140 new/revised researches, 126 new manufactures, new items, new armor/vehicle requirements resulting in 499 more strings to be written
  • some revised weapon stats
  • infinite research changes and adaptation
  • aircraft game revised, UFOs now have 130% hp and missiles and torpedos deal 150% damage putting more emphasis on missiles/torpedos, the autoresolve values have been adjusted and the spearcannon tree capacity has been reduced to 75%
  • Decreased the Chieftain/Officer/Leader/Praetor chance to unlock all 24 data hacks from 50% to 25% and increased the other bins appropriately
  • Implemented the Phase 4 Specialist Drops
  • Increased total storage space
  • Turrets should now get upgraded as expected, except for the phase 4 turret
  • All aircraft should now have the correct construction name, and a good approximation to the image, except for the human heavy interceptor
  • Outer UFO doors have been unlocked for now ( needs feedback )
  • maximum amount of alien bases increased from 5 to 8

XCE 34.2 content, thank Solver for pressing the issue that some things should be in this patch.

  • The 0 cd Terror bug should be fixed now
  • Melee creatures should now be able to attack vehicles, and they make great use of that
  • countries are now available to retake. For now a Fortress will spawn in the lost country and all bases in that country before it can be retaken with around 50 relationship points. This will change in the future as the retaken country missions will get its own map pools and its own increase per ticker values. Making the hardest to retake mission impossible, but still playable.
  • New Storage UI where Solver and Draku made a sorting per category possible, in addition to the column sorting Solver already implemented with XCE 34.2
  • The storage view can now be sorted by its column by clicking on the headers.

 

Notes:

  • X-Division 99.3 and higher will need the X-Division 0.99 Beta Part 2 mod to be deactivated, as it is no longer needed
  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .31 to .32 patch shouldnt need a new campaign

DAY 88 Patch 0.99.32 " UI Candy "   https://mega.nz/#!NcIHVJ4I!RVGDjLTQfZUbyRLWi0r1VIiMIHg0Gu5ZUkw5EMWQkj4  ( MD5: bae7efd71fff25b63132ff58618d2007 )

  • Undiscovered alien bases now have a 15% discovery rate every 4 days. Additionally theres an 50% chance for an approximite discovery - so watch your log
  • New manufacture UI
  • New storage UI - dont forget to delete the scripts again as in step 5 of the installation process
  • Alien doors cant be closed anymore by xenonauts
  • new main menu, new diff images, new rank images, new scripts,
  • even more descriptions
  • fixed battleship door
  • Terror ships hp have been buffed by 20%

Notes:

  • X-Division 99.3 and higher will need the X-Division 0.99 Beta Part 2 mod to be deactivated, as it is no longer needed
  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .32 to .33 patch shouldnt need a new campaign

 

Installation:

  1. Extract the "assets" folder into the main game "Xenonauts" folder. Merge and overwrite.
  2. After applying patches follow step 5. and 7. from the main installation process again.

 

DAY 103 Patch 0.99.33 "Radio Chitt Chatter v0.2" & "The Hive v0.3"  
https://mega.nz/#!BEYS1AAA!jWNw2W_sl-3BrUTf6lQECUD7SzI7fq2ZKZBBMdEYUtA  ( MD5: e67c6cc6975a4f03fa84bbd52e34da54 )

  • Increased Terror Carrier Drones Speed
  • Increased interceptor speed by +10%
  • Increased interceptor turn rate by +20%
  • Increased alien Shield capacity by +33%
  • Increased interceptor autoresolve values by 10%
  • New models for xenomorophs
  • Totally new projectiles and particles. All props to @Z01
  • the first 164 new aircomabt radio chit chatter sounds - please give feedback on that
  • the first step of the suppression revising has been made

 

DAY 256 Version 0.99.4 "Enemies inbound"
https://mega.nz/#!tR5HiDzC!zYEY4CFu_uiptRIJCQkhVcoT-xroNOz-zdC_ByymqL8
https://mega.nz/#!oM5xFDwI!5_Qq2i5rg17HNGbpdQ1qWgc4BeOiUpOb-BbTnzzbaWE

https://mega.nz/#!cI4UBCqa!wY4ozZOm50mit3OrBufQVFPlTUoAofpRyVk_SFepSwA

  • Increased damage and stun damage for shotguns/carbines by 15%
  • Terror Battleship: Increased Turn Rate, Added Drones
  • Lotus: Change weapon outload from 2 heavy and 1 normal to 1 heavy and 2 normal weapon slots
  • Increased the speed of all drones
  • Increased recovery threshold of soldiers to the intended level, soldiers have a chance to be recovered to up to 49 damage points below 0 hp
  • Moved the shields to the new One Time Updating system
  • Buffed First Aid Kit
  • Aircombat Radio Sounds 2.1 V1.0 integrated
  • Revised medipacks and first aid. Medipacks now have 4 stages and the feedback from the community has been integrated. First Aid is now good at what it actually should be: quickly patching up wounds while having less healpower per weight than a regular medipack
  • Revised the bleeding system, increased bleeding chance, decreased damage per wound
  • Anti missiles are now infinitely available
  • increased alien surival chance on UFO crash = more aliens, lower chance that valuable operators gt killed during the crash
  • Race research bonus increased,tweaked and normalised to around +20% per race, catching the maximum amount of different units yields the maximum bonus, medics have a seperate +8% bonus
  • The Hive updated to 0.9, new models, new units, completely revised stats and AI, new gas animations, new abilities .. and more ..
  • New and revised andron race into andronx, new units, new AI, .. you get the drill ... :)
  • New, flat suppression system
  • Increased bravery gain per medal from 1 to 3, making medals more than a armour decoration
  • Decreased weight for all flamethtowers and their ammo to be below a hmg, and increased its damage by 100%
  • It is now possible to retake xenonaut bases within 48 hours if you at least put up a fight to save it. The retaken xenonaut base will lose all of its scientist/trolls/aircraft
  • Increased Game losing condition from mostly 4 lost countries to:  9/9/8/8
  • It is now possible to retake lost countries. Once a country gets lost an alien base spawns in its parimeter. To retake a country all alien bases have to be eliminated - including the spawned one.
  • Psi Game v0.5:
    Decreased chance of berzerk happening from 10% to 1%
    Decreased stabilisitation from 40 to 20 points
    decreased Moral regeneration per turn from 10 to 2
    Basically doubled the bonus for the highest officier on the mission from maximum 20 points to 40
    Increased Vehicle loss malus
    increased chance for an moral event happening for every point below 40 from 1.75 to 3.5
    The most important change is that suppression fire no longer reduces moral, but by 1 - 2 points. Wounds also only do half of teh damage in moral points
    increased bonus for aliens when killing civilian/xenonauts/locals. If you encounter an alien on a rampage it might be very hard to suppress him
    Decreased fear damage from -80% to -50%
    decreased message duration overall. This can be further decreased
  • Brand new code: Safety in Numbers:
    At the start of the turn, the game looks for the highest 2 (!!!!!!!!!) ranked soldiers in range of every soldier and adds a bonus threshold of both values together. If the highest ranked soldiers in range are a captain and a major the bonus pool will be 5 + 6 = 11.
    This bonus will NOT (!!!!!!) get taken into considerations when calculating % reductions like fear. If a soldier has 50 moral points and gets a bonus of 11, then a reduction of 60% means -30 points and the total moral points will be 31.
    The bonus pool cant get reduced. This means if you have a bonus of 11, then you will never be able to have less than 11 moral points, no matter the circumstances.
    The Safety in Numbers code line is not so much as a bonus pool, but rather as a failsafe net, which lifts you higher up and prevents you from falling below a certain value. It is a quite THE prevention for your soldiers to fall below a certain value and panic. So ... dont go alone, take some comrades with you !
    The bonus pool will get cleared and refilled at the start of every turn again. This happens BEFORE the chance of an moral event is calculated. This means you could lose moral points if you went away from your squad, and it could mean that you will gain moral points when the soldier gets into the range of higher ranked officiers again.
  • revised antimatter weapons
  • Implemented human stun variant with 1/2 of the damage
  • All stun gases now have multiple per tile properties - this makes the alien stun gas an powerful position denier tool
  • changed manufacture requirements for all upgraded grenades/ockets to need its predecessor
  • increased TU cost for alphareaperclaws from 30 to 40 %TU, same for omega and zeta reapers
  • Improved tooltips design in the soldier equipment screen
  • a lot more


Charons Changes mod:

  • Increased AI aircombat thinking chance on veteran from 0.5 to 0.7
  • Fixed Phase 1 Division and Laser MK3 being in the wrong category
  • Added different requirements for Phase 2 MK3 weapons
  • New visuals for aircombat
  • Increased crouching consumption from 3 TU to 10 TU, and turning while crouched from 1 to 2 TU, increased the bonus while kneeling from +20% to +30% accuracy and +20% to +30% cover. This change is to demonstrate that you cant simply make a sprint then throwing yourself into a crouch and still expect to have better aim. It also makes a real decision, because crouching and uncrouching now takes away 20 TUs, which is substantial. This makes the alien way more dangerous when suppressed - so take care, commander ;)
  • Revised character panel drag costs: Into hand: from 12 to 4, Into Backbag: from 4 to 10, Into Belt: from 4 to 2, on the ground: from 0 to 0, quickthrow: from 8 to 8
  • Increased recover time for destroyed airplane to 144 hours

 

Installation:

  1. The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4
  2. Download the X-Division 0.99.41 Update:  https://mega.nz/#!oJI2AR4T!HZUWMEIMkZXRYrZvAlsv0RHfKs7XDB_SA2FHf5gcqcQ  ( MD5: a9e16d6951dff9f0ce49d6807659bb66 )
  3. Follow the instruction of the installer
  4. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating Easy Airgame or change the soldier models. Enjoy :).

 

DAY 256 Version 0.99.41 "Make Thy Enemies Stronger"

  • The AI made an 180
  • alien weapons got totally revised for accuracy and aim sets
  • The UFO crew has been revised - created stage 2 and 3 for UFO GroundCombat, the fight for the UFO and the command room
  • New armour class system: Scout Class, Soldier Class, Tank Class, Scout-Chemical Class. Different armours provide different bonuses to contemplate the role the unit takes on in the battlefield
  • halfed the selling price for alien interceptors
  • Grenade throwing mechanisms have been revised - more accurate but lower range
  • Psionic units capabilities have been capped for phase 3 and 4 units ( lowered )
  • finished the human heavy interceptor design, the aircraft should now work as expected ( untested )
  • added view range and night bonus to the armour in the xenopedia
  • changed how androns spawn dogs
  • appended drops from andron terror units to the appropriate robodog units
  • added robodog death sound
  • revised defensive AI, thats the AI responisble for defending the UFO or alien bases
  • hyperions ground images got fixed
  • increased alien numbers in alien bases
  • decreased all human and alien interecptor anti missile coodlown to 0.3 seconds, they should be a fun and fast weapon only limited by the maximum ammo now
  • decreased and changed all long range aircraft weapons and engagement ranges for UFO encounters, this mainly concerns long range torpedos and mines
  • Increased fear damage from 50% to 60%
  • Increased fear strenght from 1.4 to 2.0
  • Decreased paralysis range from 6 to 1
  • Decreased mind control range from 6 to 1
  • Decreased xenomorph sound effects from 1.0 to 0.7
  • increased shield hitpoints
  • Added Phase 3 and 4 alternative mk3 weapon requirements
  • Weapon manufacture revised, mk3 weapons now need additional cores to get constructed

Installation:

  1. The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4
  2. Download the X-Division 0.99.42 Update:  https://mega.nz/#!YJg0GKLJ!C1uJe_FbmwurW1LnfJhsZd5ZtaoLZeIlZHZOmFaFXj8  ( MD5: 68c413101f06689fea41006df005c081 )
  3. Follow the instruction of the installer
  4. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

 

DAY 443 Version 0.99.42 "Terror from the Sky"

  • Revised and readjusted the ufocontents for Terror Battleship, Dreadnaught and Mothership UFOs. Their Terror Crashsite, Terror Site and Base Assault was missing the level 1 GC element of making your way to the UFO. Now all 3 type of assaults, Crashsite, Terror Site and Base attacks, now have a unique design:

    1. Terror Crashsites have the highest number of aliens on them and should prove to be the most difficult ones, but still see passive AI on the map.
    2. Terror Sites get defensive AI removed and slightly less alien. The defensive numbers are put into the aggressive ones. Still passive AI behaviour present.
    3. Base Assault removes passive and defensive AI behaviour and puts all numbers into aggressive behaviour. They have the same number of aliens as Terror Sites, but no vehicles.
     
  • alien and human interceptors were made far more agile and are harder to hit now and need to get closer to, to effectively combat them
  • Increased multi-torpedo launchers torpedos turn rate from to 2 to 20 degree per second, they should now lock on much better
  • Decreased the time Phase 2 and 3 lasts by 25% each
  • @trueman11 found some aim options errors in the weapons_gc. Fixed
  • Increase range for short range aircombat weapons by around +50%
  • Cyclone can now evade
  • Revised the manufacture requirements for aircraft and aircraftweapons
  • Increased Caesan and Sebillity main armour by around +15 to +20 and side armour from +7 to +13
  • Decreased Lock on time for the FOCUSLENSE, FOCUSBLAST and SHORTCURCUIT aircraft cannons to 1 second, while increasing the firing arc from 30 to up to 210 degree
  • Greatly increased numbers for all alien bases, including small and medium ones
  • Replaced Easy Airgame with No Airgame, updated description
  • 23 new droppod submaps for the valkyrie
  • Increased empress damage from 75 to 120
  • Reduced sight range for aliens from 60 to 40
  • Reduced aircraft MAGSTORM ammo capacity from 960 to 768 total damage
  • Increased aircraft BATTLECRUISERSPEARCANNON total damage output from 800 to 990
  • Decreased aircraft RAILCANNON damage from 115 to 90, total damage from 1725 to 1350
  • Revised the aquired alien aircraft beams to have more total damage than their human autocannon counterpart in their respective phase
  • Upped the weapon loadout for the mothership. You may find it more interesting now

 

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .44 to .45 version is savegame compatible
  • As a basic rule, never patch during Ground Combat

 

Installation:

  1. The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4
  2. Download the X-Division 0.99.45 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 2a55bb0869c605d9a492be3f427e7913 )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file.Follow the instruction of the installer
  5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

DAY 521 Version 0.99.45 "Go easy, take this 3"

  • The .45 is a small update over the .44 version
  • Increased recovery after an moral even from 20 to 40
  • Swapped out Xenomorph and Reaper behaviour for a different set
  • Removed passive AI from Terror maps
  • Doubled Chinook speed
  • Decreased proportional stun from actual damage from 50% to 40%
  • Fixed: removed caesan shields from some androns, mostly Phase 4
  • Revised Terror Dreadnaught aircombat weapon loadout

DAY 502 Version 0.99.44 "Go easy, take this 2" https://mega.nz/#!ZEY0yTZT!tBn2EsGc55OKFYFWC5UOQXGqQrqe62WXu3uTFhk9sWU  MD5: e3d8ac00f45b738757b038349fffa273 )

  • 44. is a small update to the .43 version
  • quadrupled interior UFO walls hp
  • Increased front door hp for every UFO appropriately
  • Decreased manufacture requirements for the Phase 1 interceptor Asierus
  • Greatly deacreased terror site numbers for terror UFOs, except Phase 1
  • Halfed TU costs for axes
  • Put the reaction modifier for melee weapons into their tooltips, so people can see what niche they occupy
  • recoded the bomber corvette layout

 

DAY 494 Version 0.99.43 "Go easy, take this" ( https://mega.nz/#!dJxWia4T!OTJcxr6C0f1YlecjAxOsV7Q2YI4mWtVEBdmoVcYnleo  MD5: 09a208ae80b01317044fcad757603abf )

  • sightrange diversified:

Caesan: 22
Wraith: 30
Xenomorph: 40 ( good nose )

Sebillian: 20
Harridan: 30
Reaper: 40 ( good nose )

Androns: 24
Drones: 30
Robodog/Roborex/Roboreaper: 40 ( good mechanical nose )

  • @Pandi fixed the Stinkys wooden farmhouse. Many thx for finding the missing spectre
  • Fixed aircraft weapon position offset again. Thanks to @Pandi for pointing this out and helping to solve it
  • Increased Aircombat Alien Anti Fighter Missile cooldown from 0.3 to 1.5 and Heavy Fighter one from 0.3 to 0.7
  • Increased carbine/shotgun damage by 10%, except for the Rail Carbine
  • Normalised carbine magazine capacity to a multiplier of burst options
  • Increased Magazine capacity +2 for every shotgun
  • Decreased material requirements for the MAUSER from 4 alloys to 2
  • Revised Reaper and Zombie mechanisms: More Powerful Reaper will now spawn more powerful zombies which will spawn the appropriate reapers. The more powerful the reaper the faster the zombie spawns another reaper. Zombies can now be killed before they spawn a Reaper, taking them out for good. Zombie armour revised. They have good energy armour now but are very weak vs kinetic and fire damage
  • Increased moral penalty for killing civilian by +300% to further discourage friendly fire
  • Increased recruitments range of stat points by +20. The sum of average stats are still the same par the next change. Increased strenght stats of recruits by +10.
  • Phase 3 and 4 Xenomorph melee units got a boost in +10 TU and lower weapon tu useage
  • recoded the corvette layout, aliens should stay inside the UFO now
  • Experimental: Decreased Melee AI Vehicle Priority by 99%
  • Inner UFO Walls are now destructible. We need feedback on the feeling of the destructability
  • updated armour descriptions
  • funny bug: some damage of grenades actually depended on the range thrown XD. Fixed
  • a thousand bug fixes and changes and updates here and there
Edited by Charon
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X - Division

 

All for One

V0.99.11 for 1.5+ and 0.34.1 XCE

 

What people say about X-Division in more than 1 sentence

 

On 23.8.2016 at 4:10 AM, 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!

 

fef49e7fa7e1997310d705b2a6158ff8dc1cdfeb.jpg
EasyPeasyLemonYeezy Vor 5 Stunden 
Recently picked Xenonauts up after playing the XPiratez mod for openxcom and absolutely falling in love with the original xcom (I'm a long war veteran)

My first impressions of this mod (got to division weapons on easy before restarting on veteran) is absolutely amazing. 

That feeling of terror when i heard an unknown screaming sound, chalked up to some ambient sound, then the next turn the first xenomorph warrior i've seen comes running at my squad out of fog of war... 

THIS MOD IS AMAZING

 

Edited by Charon
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UGH, Now to wait 5 HOURS for the Beta to download....impatient much...YES.  Sometimes I really don't like living in the middle of nowhere...have to download using over the air server limited speed but at least it's broadband.  But the air is clean and the nightskys are DARK--can see the milky way from horizon to horizon--which I would have loved using my 10 inch scope if my vision had gone to he??.

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This is a steam discussion which is currently ongoing. I find it very informative:

Quote

 

Ursprünglich geschrieben von Drages:

Hey! Thank you for giving a chance. We need a good writer for sure. There is no former english speaker at mod team.

 


I can indeed write an essay and the whole story, but im the coder. So i will do the creative work when theres nothing to code left ... never.

Let me rephrase what Drages said with my and some borrowed words.


 

Quote

 

Ursprünglich geschrieben von OzoneGrif:

I tested it yesterday for a short time. It looks promising, quite an astounding work, yet I was slightly confused by a few things.

Many texts are placeholders or very badly written, with tons of typoes. I see this is a beta, but the missing descriptions can be confusing in game, especially when you want to craft something and have no idea what it is.

 


Xpedia entries have all the pictures and none of the words. However i provided all teh necesssary and vital information for every xpedia entry. If you feel theres missing something please report it.
 

Quote

 

Ursprünglich geschrieben von OzoneGrif:

What are the itemA / B / C / ... given right at the start ?

 


We´ll remove them asap. They are developer items and are not meant to be build.
 

Quote

 

Ursprünglich geschrieben von OzoneGrif:

The science unlocks many projects and items for the workshop simultaneously. It would be less overwhelming and more gratifying to spread your gains along the path of the game.

 


Let me say this straight: this is not the vanilla game :). For better or for worse. Theres no "streamlined" experience anymore which takes you at the hand and shows you all the things one by one and leads you to a comfortable victory. This is harder. It is more complex. Nobody will tell you what to do. Not much hints will be given. You will have to crave for every little experience and knowledge. You have to take it slow and look closely. Heres the quote from the starting xpedia:
"Spend our funds wisely and always look for opprtunities to learn. Its our only effective weapon we have, commander."

Now that we have cleared this let me elaborate on the idea of this.

It`s decisions.

You will have a lot of researches, because you can choose which way you want to go, Only one thing is for sure: You cant research all at once.

Not only that, its decisions in everything. Economy. Manufacture. Research. Earth Coverage. Aircraft Superiority. Detection Range. Weapon Equipment.
The path is yours to take. The only thing which is sure is that you cant have it all. Take your path and makle it work. If you dont, well, thats the untimely end for earth.

 

Quote

 

Ursprünglich geschrieben von OzoneGrif:

Alien ships tends to land very often right at the beginning of the game. I don't think scouts are supposed to land in the first months. I love the original game's progression, it would be amazing to preserve it.

On the second mission, I was attacked by a f'ing reaper. What the...? :D

The base shotgun is incredibly underpowered, making it almost useless compared to rifle. I also don't understand why its range was lowered so much.

The first men given have very high stats, yet they are unable to throw a grenade right. Untrained soldiers stats should be around 50.

You can't open the alien doors, which kinda make sense, but can be a game breaker : If you're out of ammo or bombs, you can't finish the mission anymore. Also are aliens able to open the door themselves? I've never seen them peek outside. They do it often in the vanilla game.

Overrall, this is way harder harder than vanilla. On my three first missions, I lost 7 men. Usually I lose none. This is mostly due to the fact that I can't do precise shoots anymore, and the useless shotgun.

 


Let me quote from Long War:
 

Quote

 

Q: I'm fairly new to XCom. What difficulty should I start with?
A: Normal.

Q: I'm an XCOM veteran. What difficulty should I start with?
A: Normal.

Q: But I'm really awesome at -- 
A: Sorry to interrupt, but just start with Normal. We don't have easy difficulties in this mod that hold your hand while you learn the ropes and we've removed every bit of code we can find that cheats for the player on the lower difficulties. It's going to be hard. The other difficulties are just harder versions of Normal; feel free to move up when you get a handle on all the new mechanics.

AND

Q: Say what? Ten HP Outsiders with regeneration in the first downed UFO mission? I love all the new XCOM options but don't like the difficulty. Why did you make a mod that is so hard?

A: This mod was made by people who loved the vanilla game and saw lots of opportunities within the engine for much deeper strategic and tactical play and a greater variety of problems to throw at the player. When someone tells us it is too hard, there might be any of three things going on:
 

The player hasn't adapted to the changes in the mod and expects their suboptimal strategies to succeed (we believe this is the case with outsiders). ( X-Division: Some tutorials will come but they are not upo yet, so you have to rely on your instincts)
 

The player's definition of fun is different from ours; they expect the game to provide them easier situations, make solutions more readily available or be geared to provide the illusion of challenge but actually make it pretty easy to win. In this case the player should play an easier difficulty setting and/or use the Cinematic Mode Second Wave option, which gives accuracy bonuses to both XCOM troops and aircraft. They player can also mod Long War to their personal preferences or play another mod. Long War isn't for everyone.
 

The mod really is unreasonably hard (or bugged in a way that makes it too hard) and should be changed. Specific feedback about the situation and how you attempted to address helps us; general complaints about difficulty really won't induce us to make any changes.

 


This is my oppinion as well. Some help will be up soon, if we can make it, but dont expect anything yet. Its hard and X-Division is even harder.

I had the same problem with XCOM, then beaglerush introduced me to new concepts. We hope we can do something similar.

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Found a typo in the xenopedia: Alien Lightning Rifle 4 for 1 ballistic core should be energy core.

Looks fine on the mfg screen.

I'm not sure if it is intentional, but grenades cannot blast a door, while hunter's division machinegun can.

 

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8 minutes ago, kubi said:

Found a typo in the xenopedia: Alien Lightning Rifle 4 for 1 ballistic core should be energy core.

fixed

8 minutes ago, kubi said:

I'm not sure if it is intentional, but grenades cannot blast a door, while hunter's division machinegun can.

jup, kinetic grenades are not really meant for props dmg.

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Thanks, I'll try smoke grenade too :)

Some Division MK-I and MK-II weapons have the same specs:

weapon.division.heavymk1 - weapon.division.heavymk2

weapon.division.cannonmk1 - weapon.division.cannonmk2

Edit: some MK-III too

Edited by kubi
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Looking into manufactures.xml:

It seems that disassembling alien weapons give strange number of energy cores. For example

5AWP -> 4EC while 3xAWHP -> 2EC, so
1EC=1.25AWP
1EC=1.5AWHP
----------------------
Means AWP > AWHP

 

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30 minutes ago, kubi said:

Thanks, I'll try smoke grenade too :)

Smoke grenades are so good now if you use them right.

 

31 minutes ago, kubi said:

Some Division MK-I and MK-II weapons have the same specs:

weapon.division.heavymk1 - weapon.division.heavymk2

weapon.division.cannonmk1 - weapon.division.cannonmk2

Edit: some MK-III too

specs ? stats or tooltips ?

19 minutes ago, kubi said:

Looking into manufactures.xml:

It seems that disassembling alien weapons give strange number of energy cores. For example

5AWP -> 4EC while 3xAWHP -> 2EC, so
1EC=1.25AWP
1EC=1.5AWHP
----------------------
Means AWP > AWHP

 

thats correct

8 minutes ago, kubi said:

Advanced medipack seems too heavy compared to the normal one.

I consider that a feature. Dedicated medics are now a thing.

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I do not have an XDivision_099_4 in my mods list; i followed the installation instructions to the T.

Is this a compatibility issue with Steam version of Xenonauts, or was i linked to the wrong download via the instructions?

Also, on another note, left click doesn't work and hence the game is unplayable

 

(Sorry about the double picture post, its the same thing)

 

mods list xenos.png

Edited by Edren
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21 minutes ago, Edren said:

I do not have an XDivision_099_4 in my mods list; i followed the installation instructions to the T.

Is this a compatibility issue with Steam version of Xenonauts, or was i linked to the wrong download via the instructions?

(Sorry about the double picture post, its the same thing)mods list xenos.png

 

mods list xenos.png

 

On 10.8.2016 at 7:22 PM, Charon said:

6. The modloader should look like this MINUS the things you dont have or dont want.

XDivision_099_4 is X-Division 0.99 Beta and XDivision 0.99_3 Part 2 is X-Division 0.99 Beta Part 2:

Check your mod order and your activated ones once again.

Edit: Also deactivate the steam version for now. The wrong name has been given to teh steam version.

Now that i think about it, delete it and dont install it again but put it a but higher in the modloader priority so that XCE doesnt freek out.

We´ll fix this soon.

Edited by Charon
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On 8/10/2016 at 0:22 PM, Charon said:

Check your mod order and your activated ones once again.

 

 

I have, repeatedly.

That, however, does not change the let click problem, nor the fact that your instructions declare that there should be an XDivision_099_4 file and there isn't one to be found. So, once again, is that an incorrect download link error, or are the instructions wrong?

 

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Ok, looks like we have to make this clearer :).

You did nothing wrong and everything is almost perfect.

1. The modlaoder picture is wrong. 

XDivision_099_4 is X-Division 0.99 Beta and XDivision 0.99_3 Part 2 is X-Division 0.99 Beta Part 2 ( we dont have a good modloader picture because it keeps remembering the old names, thats not our side though)

2. I guess you installed the steam mod after the download

This is why you have 2 x-division mods in your list

 

In order to fix this

  • unsubscribe from the steam workshop mod and delete X-Division 99 Beta ( NOT THE 5 GB VERSION) if its there
  • get the order right

Highest Priority is 1.

  1. Easy Airgame
  2. X-Division Beta 2 Part 2
  3. X-Division Beta
  4. Follow down teh list of mods from the modloader picture from point 19. on
  • Every mod needs to be active, so "Yes"
  • DONT have ANY other mod active than is shown or in another order
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