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


Charon

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1 hour ago, Charon said:
1 hour ago, drages said:

 

mk1 weapons only need alloys ... this is ok because i want to have a weapon branch mass produceable if you have the raw materials available

 

EDIT: Im early in Phase 2 and im bathing in alloys and alenium. Ill give you the exact numbers later.

Quotes within quotes work a little funky on this site, so forgive me if i messed it up :p

From what you've said, Division MK-1 shotgun is still bugged, it requires 2xItems.Ballisticcore instead of 2xItems.Alienalloys (not a huge deal, but its the only MK-1 weapon to require cores)

And yep, I never had issues with either alloys or alenium, but finding that i needed ballistic cores for a particular phase 2 weapon type really hurt me (i'd just used most of them for MAG mk-3 weapons and assumed this weapon type i wanted would only require electric cores, boy was i wrong :p )

Edited by sfarrelly
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1 hour ago, sfarrelly said:

From what you've said, Division MK-1 shotgun is still bugged, it requires 2xItems.Ballisticcore instead of 2xItems.Alienalloys (not a huge deal, but its the only MK-1 weapon to require cores)

You are right, fixed.

 

the count is 166 alloys and 176 alenium for january the second, 1980 and i started with 6 millions :) ( veteran ironmann ).

Edited by Charon
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I would agree that at the level of difficulty that they ramp up that it is way too many Terror missions too quick. In 55 day I had 3 terror mission  which aside from the first due to retarded Caesan squads feeling the need to flex their muscles up close were very difficult. MK2 weapons and a vehicles are musts.

The Caesan assault force which was comprised of several psions, a officer, and lots of blue shirt along with 2 warrior and 3 drones. There were 2 cyberdisk looking guys but never got a research prompt for them(Bug or intended?). Given that Caesan jumpsuits are crappy against ballistics a player could still have standard rifles and beat them. Sure the morph are especially resistant to them but between HMG, some Armour mitigation weapons, and fire/explosive based weapons one can deal with them.

The Androns force not so much. The Large and Medium drones are so deadly and are so durable that they act as area denial and kept the player far away. Way hard but if one has the best stuff still doable.

I feel however that I might not be getting all of the supposed research unlocks for I got no alenium explosives yet despite being sure I got all the required specialists. Hell I even complete the said research on the stuff. Will report on that later.

 

Still having loads of fun.

Currently re-downloading the mod just encase something got corrupted.

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2 hours ago, lazylegionspark said:

I would agree that at the level of difficulty that they ramp up that it is way too many Terror missions too quick. In 55 day I had 3 terror mission  which aside from the first due to retarded Caesan squads feeling the need to flex their muscles up close were very difficult. MK2 weapons and a vehicles are musts.

The Caesan assault force which was comprised of several psions, a officer, and lots of blue shirt along with 2 warrior and 3 drones. There were 2 cyberdisk looking guys but never got a research prompt for them(Bug or intended?). Given that Caesan jumpsuits are crappy against ballistics a player could still have standard rifles and beat them. Sure the morph are especially resistant to them but between HMG, some Armour mitigation weapons, and fire/explosive based weapons one can deal with them.

The Androns force not so much. The Large and Medium drones are so deadly and are so durable that they act as area denial and kept the player far away. Way hard but if one has the best stuff still doable.

I feel however that I might not be getting all of the supposed research unlocks for I got no alenium explosives yet despite being sure I got all the required specialists. Hell I even complete the said research on the stuff. Will report on that later.

 

Still having loads of fun.

Currently re-downloading the mod just encase something got corrupted.

Alenium explosives only need alenium and alien grenade research as a linked requirement.

 

Check the md5, thats why i provided it.

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Its time for a ramdon necro-reply :D!.
hey i notice some days ago i posted something about sebs names..and then i was sure i answer it again, but for reasons (my own stupidity for sure xD) i dont clicked the REPLY button.  So direct to the point, i was thinking sebs ranks should be named to something more primal-ish savage, lorewise it feels kind of weird refering to one of them as a Captain, or Sergeant instead to something like CHIEFTAIN or WARCHIEF, so you asked me what names could be used , IMO:

Sebbilians are my favorite race of the game, i think about them as primitive beings who get "enlighted" by they master to fullfill the only thing they can do well...KILLING.
Their gobv could be something like a feuldal, clan-like structure, where only the stronger are cappable of commanding the rest, (i think about them like the Krogan,the Orcs and so on)... their hierarchy is structured so the only way to prove their worthy and advance in the stair is by killing and taking the place of the former individual in the chain, this makes their hiearchy really fluid and changing every time one individual worthy appears and duels other(think about Shadow Of mordor Captains system if you like). Being a warrior should be a true honor, and all their life could revolve about this, so menial handwork  aside fighting would be see as punishment, being the engineer in a ship, the navigator guy, this should be reserved only to pariah and useless members of their race (with the exception of individuals with truly advanced skills,like doctors and stuffs like that), so in my opinion ranks could be named*:

 

  • Slave:  this could be used to denote the non combatant crew, the lower caste/ranks of their hierarchy, the scum members of their race,not worthy enough to win the right to use an armor.

 

  • Peon:   this is just a little more specialized member of their crew, think about engineer or something like that, maybe the first red specialist members.

 

  • Grunt:  the more basic member of their army but they make the bulk of their ranks,the meat cannon, strong enough to hold a weapon, but no so intelligent to notice they are expendables.

 

  • Gladiator/Centurion(brute?)**:  the backbone of the sebilian invaders, they are the TRUE warrior caste, sebillians who proved to fullfill this role, they are though and good in their work, that being killing or dying for the hierarchy.

 

  • Chieftain: they live, they die and then live again, once gladiator/centurions lived enough to became veterans of a dozen fight, they achieve the honor to become chieftain and lead a warclan of their own

 

  • Warchief:  they are veterans of a hundred battles at least, only few sebilians show enough initiative , cunning skill and sharp intelligence to become warchief, they lead all the clans(and chieftains) to battle. They are in charge or leading the troops and accomplish the objectives of the campaings...they only answer to the warlord.

 

  • Champion:  true veterans, the elite of the elite,they are hundreds years old and have the same amount of battles, they participed in many succesfull campaings, many worlds invaded by the wraps of their actions, they are the personal bodyguards of the Warlord, and are the only one with the honor to have full battle armors, they are immensely though, taller, smarter that the average sebillian, the true parangon of a warrior race, beyond any of its quality, they possess the more dangerous of them, a fierce almos fanatic loyalty and devotion to their master, who they guard with extreme zealotry until they last breath.

 

  • Warlord:    the only and true leader of the seb-folk ,one only the most though,strogest and intelligent being inside their ranks can achieve this tittle and most important , hold it enough time to get the respect of all the warriors of the chain, once they proved themself with many victories, all the sebilian structures get the same goal, achieve the Warlord desires for plunder and conquest.

 

Another ranks***:  As you can see i only named the guys in vainilla, so every other rank could use a variety of names that i couldnt decide, doctors(and all medicine) members could be called Shaman or Warlock or Druid , there are so many others possible names i imagined but as i said, i didnt decided where put them.

 

Brigand>Raider>Pillager(????)****>Marauder

Slasher>Slayer>Executioner>Arbiter(????)

Brute,Broodguard,Myrmidon(???),Hoplite(????),Darter,Nightscale, Savant (scientist-ish members of the race?) , Reaver,Burner, Gnawer,Harasser,Scourger,Zealot,Evoker,Priest,Wizard(???),Casters(????),Heretic(individuals fallen in disgrace, warriors without honor with missions like assasination, something normal sebbilians found pity), Servant, Devourer,Spitter (some of them could work for their reapers, think about them as their warhounds)

notes:

*: at firs the name where intended to just reflex their equivalent ranks in the vainilla game, but then i let myself go and ended writing all that nonsense chatter in their description, i was trying to explain better their role and instead ended describing how they should/could be in the context of the lore xDDDD(sorry for that :p ).
**: i truly cant decide a name that reflects the nature of this ranks, something honorable, but still expendable without remorse, specially because they are "willing to die". 

***: as i say there are plenty names i figured could be used, but not really decided WHERE, i wished to structure them in a chain (like the two first examples but i decided its better to spit it out all of them and then decide where should fit better).

****: the names marker with a (????) denote that even if the name FIT  their in a role, maybe they DONT FIT  the lore/image of the race or the game at all, thats why i decided to mark them out already.

 

TL;DR VERSION:
 

Quote

Non Combatant>>>>Slave.
Specialist>>>>>>>>Peon (pawn).
Guard>>>>>>>>>>Grunt.

Soldier>>>>>>>>>Gladiator/Centurion/Brute.

Warrior>>>>>>>>>Chieftain.

Officer>>>>>>>>>Warchief.

Elite>>>>>>>>>>>Champion.

Leader>>>>>>>>>Warlord

 

Edited by blackwolf
Added a short version.
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21 minutes ago, blackwolf said:

Slave:  this could be used to denote the non combatant crew, the lower caste/ranks of their hierarchy, the scum members of their race,not worthy enough to win the right to use an armor.

"Thrall" sounds better and means the same.

22 minutes ago, blackwolf said:

Peon:   this is just a little more specialized member of their crew, think about engineer or something like that, maybe the first red specialist members.

2 much warcraft

22 minutes ago, blackwolf said:

Grunt:  the more basic member of their army but they make the bulk of their ranks,the meat cannon, strong enough to hold a weapon, but no so intelligent to notice they are expendables.

where is this going ?

33 minutes ago, blackwolf said:

Gladiator/Centurion(brute?)**:  the backbone of the sebilian invaders, they are the TRUE warrior caste, sebillians who proved to fullfill this role, they are though and good in their work, that being killing or dying for the hierarchy.

"gladiator", like the movie ?

 

I get the feeling all theses names represent a different system, game and lore wise. Sebillians dont have a structure. Neither have caesan, but they are still better off than sebillians.

All those races are "engineered" for their purpose. They dont reproduce. They dont fight for higher positions. In this there can be no shame for a sebillian to be a navigator because he was made for that job.

Higher ranking sebs have higher amount of alenium consumption in their blood. Guess who decides how high the alenium consumption should be ? Not the sebs.

Most races in this game fullfill their function like a tool, not more not less. The only level headed guys are the praetorian, those fight for power and have a kind of structure like you describe.

 

But we can also rewrite the whole game in "The Covenant" style, a mixture of races put together like a task force. Its possible too.

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i googled it, i always played it on spanish so they are called "Brutos" (brutes?), yeah i didnt notticed it was like in warcraft lol xD(now that i think about it, its funny how i managed to withstand the translation of it...footman are called SOLDADOS RASOS (this is basically private), in latin american we have the running gag that spanish(catalunyan) translations are horrible....

Focusing back on the names, yeah, i stated i wasnt sure about the grunt/gladiator one, and well, you already changed the xenonauts into a kind of  mercenaryt terrorist/paramillitaristic/evil-ish organization, the lore of the alliens could be changed too :) ...about lore changes...i hope you can imagine something better that the vainilla ending...i mean, even here in Venezuela we have Soap Operas with overly repetitive plots with still better endings (just watch Maria la del Barrio and her legendary Maldita Lisiada!!! Scene Tho, LoL).

Edit:
Ps, my "problem" was that i took Lore+ articles as fully canon, so i kind of imagined they were more a assimilated race ,founded in an early state (idk, lets imagine iron age just for saying something,for example) , then enlighted by more advanced aliens(praetors) and then reproduced like cattle in (special kernels) and then used in fight instead of a FULLY enginered cloned race like the caesans, specially because they seems to retain some small aspects of their culture, like non combatants being younglings inexperienced foes, warriors using ornate shoulder plates they have, stating the more "advanced" soldiers are veterans instead of just BETTER "dna models" and stuff like that :p.

Ps2:about the orc-ish stuff..yeah i imagined them like orcs but more like the LotR ones, think about like how morgoth twisted them and then sauron , "reproduced and harvest" them, they are intelligent free beings ,but still slaves because they follow orders of their masters, and inside the race there are some individuals who are breeded and specially selected for they prowess (Saruman's Uruk-hais, for example).

so In short terms, i though  the sebs have more like a Master-Slave relationships with the alien rulers, instead of the fully genetic "drone like" the caesans have, you know :).

Edited by blackwolf
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1 hour ago, blackwolf said:

Focusing back on the names, yeah, i stated i wasnt sure about the grunt/gladiator one, and well, you already changed the xenonauts into a kind of  mercenaryt terrorist/paramillitaristic/evil-ish organization, the lore of the alliens could be changed too :) ...about lore changes...i hope you can imagine something better that the vainilla ending...i mean, even here in Venezuela we have Soap Operas with overly repetitive plots with still better endings (just watch Maria la del Barrio and her legendary Maldita Lisiada!!! Scene Tho, LoL).

Yes, ofcourse, we cna rewrite the story as we like at this moment because nothing has been set in stone yet.

I have already big plans for the endgame and its temporarily implemented, so you can play till the end but Drages wants to work on some other things first like, additional buildings.

1 hour ago, blackwolf said:

Edit:
Ps, my "problem" was that i took Lore+ articles as fully canon, so i kind of imagined they were more a assimilated race ,founded in an early state (idk, lets imagine iron age just for saying something,for example) , then enlighted by more advanced aliens(praetors) and then reproduced like cattle in (special kernels) and then used in fight instead of a FULLY enginered cloned race like the caesans, specially because they seems to retain some small aspects of their culture, like non combatants being younglings inexperienced foes, warriors using ornate shoulder plates they have, stating the more "advanced" soldiers are veterans instead of just BETTER "dna models" and stuff like that :p.

Besides the fact that the story in X-Division is still a work in progress the former story was that the races were all independent races and at one point the praetors assimiliated all features of them. The caesan are no clones, rather the praetorian took their psychic ability and made it their own. This also means that there can be a lot of independent forces around the universe but all the races under the praetorians are no more than tools. The more power a praetorian has the bigger his tool collection can get. Remember that sustaining all of those people needs quite the amount of alenium which has to be taken from somewhere. No power = no alenium = no tools = no soldiers.

 

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Just now, Charon said:

What i forgot to mention aboutnavigators: No matter how you link 2 navigators to 11 aircraft weapon and 5 aircraft research, the main problem is that you have a load of junk all at once to explore or nothing at all.

I intended the aircraft/geoscape to be something where you gradually fight for every step forward, almsot every UFO means a new better weapon and important UFOs grant access to new better aircraft blueprints as well. The ones who dont give new equipment have been buffed to grant other things in return for that they dont necessarily unlock better technology, like a higher DSB output, more money when sold or higher count of special units in the GC.

This way not only do you get every new blueprint slowly and have a lot of room in your research tree what you want to choose from, additionally also have more time to play with your new toys, no, this also means that every playthrough is a bit differnt since your capeability to raid which UFO depends on the RNG, your set up, your current status and your current position.
And if you already know which datacore leads to what research than you can decide what UFO to raid in your next playthrough.
The whole game revolves around that a lot and accurate knowledge lets you make more optimal choices where you only saw random patterns before.

Like i see the game its fully intended for additional playthroughs after you fail, letting you tackle the problems with a bit more knowledge and preparation this time. I think this kind of replayability is really how the game should be.

 

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Also, you said you still have problems with the aggresive rushy AI, and you dont have time to implement a really fancy recode or an overwhelming rebalance....so.....how about if you try increasing your soldier count?(of course this could be more problematic per se, but idk maybe it could work, what dou you think about it?)
 

to something like:

  • 10 for chinook.
  • 12-16(?) for shrike.
  • 12-14 for valkyrie (i feel valkyrie always should carry less people to enfatize in the SPEC OPS ONLY  missions you would attend with it,even in vainilla, their numbers should be interchanged with the shrike imo).

Also, another reaaaally silly small nitpick (yeah, thats mostly what i do, talk about insignificant small things xD)...you revamped the GUI and it looks muuuch better now, and you should seize the time and maybe look the Role Icons , in vainilla with xce they are black with a red background, but in your mod they are WHITE with a blue background, and it lacks a bit contrast and most of the time im struggling because its a little harsh to read what the role is, specially if you have a moderate-small monitor (i use 1920x1200 resolution), so im not sure if im the only one with this struggle(and with struggle i mean that i cant quickly identify the role of a specific soldier because i have to EXTRA check the icon, nullyfing the scoop of the fuction of being able to foresee at first glance what their role is).

I feel the lack of contrast is the main reason of this, maybe you could try to black in a blue background, with the XDivision main colors :), because the white doesnt help to much (or maybe its just a issue i have, :D).
 

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34 minutes ago, blackwolf said:

Also, you said you still have problems with the aggresive rushy AI, and you dont have time to implement a really fancy recode or an overwhelming rebalance....so.....how about if you try increasing your soldier count?(of course this could be more problematic per se, but idk maybe it could work, what dou you think about it?)

I, dunno, who said that ? I think the AI is as good as it gets now. The problem i have is that harridans with snipers behave like they have shotguns and then run away after they closed in.

 

34 minutes ago, blackwolf said:

to something like:

  • 10 for chinook.
  • 12-16(?) for shrike.
  • 12-14 for valkyrie (i feel valkyrie always should carry less people to enfatize in the SPEC OPS ONLY  missions you would attend with it,even in vainilla, their numbers should be interchanged with the shrike imo).

Yes, more specialised dropships is on my list for a long time now. Your spec ops idea about faster/stealthier dropships with less capacity has been noted. The problem with more dropsships is that they need a good integration and i havent been told how to do that yet. Heres the thread:

But always remember that increasing soldiers on a dropship also increases the time that you spend on GC considerably. +2 soldiers for every mission means an increased time of at least 10%, even more when it goes up to 14 or 16 soldiers.

As much as i love to have 24 soldiers and 3 vehicles in my dropship (its possible) I dont think its practical but rather straining, it doesnt lead to a more indepth tactical layer. We want to provide challenging GC missions and not some straining micro management where you lose 4 soldiers neverthless and dont really care about them because you have so many anyway (redshirts ).

Now combine that with the number of missions you are going to play in one playthrough and the fact that you are going to start and play this game multiple times it becomes not an enrichment but rather annoying. I would even consider dropping them to 6-8-10, but i think the number we have right now is a good sweetspot and the game has been balanced for it.

34 minutes ago, blackwolf said:

Also, another reaaaally silly small nitpick (yeah, thats mostly what i do, talk about insignificant small things xD)...you revamped the GUI and it looks muuuch better now, and you should seize the time and maybe look the Role Icons , in vainilla with xce they are black with a red background, but in your mod they are WHITE with a blue background, and it lacks a bit contrast and most of the time im struggling because its a little harsh to read what the role is, specially if you have a moderate-small monitor (i use 1920x1200 resolution), so im not sure if im the only one with this struggle(and with struggle i mean that i cant quickly identify the role of a specific soldier because i have to EXTRA check the icon, nullyfing the scoop of the fuction of being able to foresee at first glance what their role is).

I feel the lack of contrast is the main reason of this, maybe you could try to black in a blue background, with the XDivision main colors :), because the white doesnt help to much (or maybe its just a issue i have, :D).

Ill put it on the list.

Drages is happy about every possibility to improve the visuals of this game and im too, so we´ll propably do that when he comes back.

 

Is it just me or does the cursor look so good that i think we should revamp the whole graphical style to a more X-Com-ish look ?

Edited by Charon
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I think the "problem" with the aggressive AI is that if they unlock the hull doors (or otherwise allow the aliens to leave the craft) then they WILL hunt you down.

I don't know if anyone here remembers a very old game called laser squad (turn based tactical combat game). In that game the AI was programmed to always try to reach your position and attack you. Given this, it was quite possible to just array your squad in the starting room so that any alien entering was fried (and they all tried to enter, once you set them up on the initial turn, you could just press end turn and eventually win the game). I'm pretty sure we don't want that in this mod :p

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Just now, sfarrelly said:

I think the "problem" with the aggressive AI is that if they unlock the hull doors (or otherwise allow the aliens to leave the craft) then they WILL hunt you down.

This was the problem we had but we got a handle on it now.

To explain this to you: This kind of AI was my idea, it is the "floodgate AI", once you breach the doors the remaining aliens will try to overwhelm you once more in a desperate move, but the aliens in the control room. This has a lot of drawbacks, like, you are the one who opens the gate and can decide where the only alien exit is. You can perfectly set up for this as well. You can make a death corridor, etc ... . Just like this:

5 minutes ago, sfarrelly said:

I don't know if anyone here remembers a very old game called laser squad (turn based tactical combat game). In that game the AI was programmed to always try to reach your position and attack you. Given this, it was quite possible to just array your squad in the starting room so that any alien entering was fried (and they all tried to enter, once you set them up on the initial turn, you could just press end turn and eventually win the game). I'm pretty sure we don't want that in this mod :p

If it proves to be too easy we are going for another concept.

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12 minutes ago, Charon said:
19 minutes ago, sfarrelly said:

I think the "problem" with the aggressive AI is that if they unlock the hull doors (or otherwise allow the aliens to leave the craft) then they WILL hunt you down.

This was the problem we had but we got a handle on it now.

To explain this to you: This kind of AI was my idea, it is the "floodgate AI", once you breach the doors the remaining aliens will try to overwhelm you once more in a desperate move, but the aliens in the control room. This has a lot of drawbacks, like, you are the one who opens the gate and can decide where the only alien exit is. You can perfectly set up for this as well. You can make a death corridor, etc ...

I actually think it works fine as it is. Especially now that the aliens are capable of moving around the interior of the UFO (locked inner doors really made it too easy). And by locking the hull door you stop them from all running out on the first turn and making it either a walkover or a disaster (depending on luck).

Sure, we can make sure we have a nice array of weaponry pointed right at the breach point, but to be honest, you could (and probably did) do that in the vanilla game anyway. Besides, their last ditch attempt to destroy you makes sense logically anyway, i like it.

Also, while you can take your time setting up against Sebillians and Androns, doing the same against Caesans could be suicide. It only takes berserking 1 heavy weapons troop and half your squad is gone

Edited by sfarrelly
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- I updated the AI at final update to fix some leaving UFO, hugging, harridan lame paterns and wraith grenade spamming. With my tests i think they all gone. The only problem i have is about wraith teleport.. they dont teleport.. maybe i did not see it at tests.. if you see them teleporting, just call me..

- Berserking isgone with charons efforts. There is oly paralyze.

- Roll images.. of course.. after vacation..

- I like the GC main control UI.. if you got a better example, just show me..

- I am totally against increasing soldier number per drop ships. I am totally positive for fast spec ops transports. I don't want to use 20 soldier against poor aliens. As charon says, its a lame time consuming thing and it will make your soldiers just res skirts.. The biggest ships got 35-40 alien, so if you got a 16 soldier, it loses the xcom feeling.. 8 to 12 will be the max numbers.. I try to create the "overwhelmed by numbers" feeling at near later phases.. You all are at only at 2. phase so it's your good days..

- The best door solution is "only alien openable" doors.. if we got that option in future, i will make all UFO main doors and probably all alien base doors. I would love to have a "only ground tile melee weapon" to create welders for doors. But we dont have this and even we create a welder, it should be a ranged one (melee weapons don't break ground tiles, hardcoded) and it could be used on enemies.

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14 minutes ago, drages said:

- Berserking isgone with charons efforts. There is oly paralyze.

I got berserked in 0.99.10 (and the condition where they run around aimlessly, can't remember what it's called). I haven't really had a chance to play 0.99.11 as i've been a little busy writing stuff :p

If it has been removed i'm not entirely sure that i'm happy with that, it gave the caesans an edge. Paralysis hurts, but nowhere near as much as berserk does, but i can see how it can make a mission a dice roll too so i'm not completely against the change.

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Don't know if it's already reported but:
 

  1. With the odd behaviour of medikits, it's also possible to duplicate one-hand weapons.
  2. Alien equipped weapon's image are a bit out of place, seems "smaller" and, of course, are all one-handed, i imagine due to how alien troops works.
  3. There is a bug with the number of bullets displayed in the inventory. It happens for sure with shotguns (for example Mk-2 shotgun showed as 12/10 when fully loaded) and several alien weapons, flamer for sure. In the main ui they're correctly displayed.

 

Regarding the medikits duping, could be potential workaround to make them one-handed but with more weight?

 

Regarding Alien Alloys, i am at phase 2 (it's painful, maybe i understimated them, air fights are the worst for me) but i've done all phase1 without a single death and plenty of everything, still have lots of generic materials, i was just short on Andron corpse for wolf, due to some unlucky assortment of enemies (Sebs, lots of sebs everywhere!), but after a pair med/large crashsites, i am ok.

Edited by YaK
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3 hours ago, sfarrelly said:

Also, while you can take your time setting up against Sebillians and Androns, doing the same against Caesans could be suicide. It only takes berserking 1 heavy weapons troop and half your squad is gone

I disabled berzerk, no ? Uh, wait, i uploaded something which is not needed right now ... im sure i removed all berzerk abilities from all enemies.

3 hours ago, sfarrelly said:

Sure, we can make sure we have a nice array of weaponry pointed right at the breach point, but to be honest, you could (and probably did) do that in the vanilla game anyway. Besides, their last ditch attempt to destroy you makes sense logically anyway, i like it.

I think so, too. Carefully approaching the UFO gate is standart in this situation, but it actually makes no difference if your execution is always flawless. So instead of haveing to put so much time in it with locked gates you can set up without any worry and get a nice fight afterwards, which you still can lose. Saves a lot of time.

3 hours ago, drages said:

- I am totally against increasing soldier number per drop ships. I am totally positive for fast spec ops transports. I don't want to use 20 soldier against poor aliens. As charon says, its a lame time consuming thing and it will make your soldiers just res skirts.. The biggest ships got 35-40 alien, so if you got a 16 soldier, it loses the xcom feeling.. 8 to 12 will be the max numbers.. I try to create the "overwhelmed by numbers" feeling at near later phases.. You all are at only at 2. phase so it's your good days..

Dito

3 hours ago, drages said:

- The best door solution is "only alien openable" doors.. if we got that option in future, i will make all UFO main doors and probably all alien base doors. I would love to have a "only ground tile melee weapon" to create welders for doors. But we dont have this and even we create a welder, it should be a ranged one (melee weapons don't break ground tiles, hardcoded) and it could be used on enemies.

Dito

 

...

Wait a second i think i have a great idea ... yes, yes ... a mass fight ... with 3 vehicles ... and 24 soldiers ... big map ... with an incredible big alien base ... as final mission ... with multiple reaper spawn points ... hm ... make the dropship speed 1 mph so it cant be used for normal missions ... hm, yes thats it.

...

Ill add it to the list.

...

 

2 hours ago, sfarrelly said:
3 hours ago, drages said:

- Berserking isgone with charons efforts. There is oly paralyze.

I got berserked in 0.99.10 (and the condition where they run around aimlessly, can't remember what it's called). I haven't really had a chance to play 0.99.11 as i've been a little busy writing stuff :p

If it has been removed i'm not entirely sure that i'm happy with that, it gave the caesans an edge. Paralysis hurts, but nowhere near as much as berserk does, but i can see how it can make a mission a dice roll too so i'm not completely against the change.

Ok, onto the psi game. As a note, its 0% done and only from vanilla one. Its on my list as well.

So no, i removed the ability berzerking from the game. No unit has this ability anymore. But there is still natural berzerk, which can happen when your moral points drop below a certain value. So its still possible but there will never be any "Soldier is hallucinating" messages anymore.

Natural berzerk also doesnt necessarily target friendlies anymore but rather 1. enemies or 2. random tiles if no enemies are available. This doesnt mean its completely gone, a well placed hmg berzerking can suppress your whole squad and if reapers are near this means a squadwipe for sure.

2 hours ago, YaK said:
  • With the odd behaviour of medikits, it's also possible to duplicate one-hand weapons.
  • Alien equipped weapon's image are a bit out of place, seems "smaller" and, of course, are all one-handed, i imagine due to how alien troops works.

I noticed before that most of the alien weapons are one handed but i dunno anything about that since its entirely Drages part. I would like to know too if that is necessary or can be changed since one handed weapons can be the source of many "glitches".

2 hours ago, YaK said:

Regarding Alien Alloys, i am at phase 2 (it's painful, maybe i understimated them, air fights are the worst for me) but i've done all phase1 without a single death and plenty of everything, still have lots of generic materials, i was just short on Andron corpse for wolf, due to some unlucky assortment of enemies (Sebs, lots of sebs everywhere!), but after a pair med/large crashsites, i am ok.

Yes, the transition of phase 1 to phase 2 is incredible hard. I say that because i havent seen the phase 2 to phase 3 transition yet ><.

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Its still holiday season but i want to write this down

 

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.

  • 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

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Questions & Answers

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

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

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

Economical gameplay elements which are still pending

  • Sell prices for alien loot except UFO Datacores

Things which won´t change are

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

 

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

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22 hours ago, lazylegionspark said:
 
20 hours ago, Charon said:

Alenium explosives only need alenium and alien grenade research as a linked requirement.

 

Check the md5, thats why i provided it.

What is the md5? I see it next to the download but I have no idea what it does.

 

Gonna restart my game right now since I know now that my research is not activating properly for I just a confirmed Sebelian weapons sergeant who was repeatedly hit with electrified stick, went down, had a Xenoaunt check him, and during mission completion it still just sold the animal. Also I took on a Andron corvette. In the old version when you first kill the Androns and yoink their bodies you can research them for good stuff. Not for me. The guard bodies nor the hubs gave research. It is hard right now since corvettes are now running around and I got no Fox or Wolf Armor to help alongside no Alenium explosives. With how it is right now I bet that there will be more errors down the road.

Got surprised to hell by that Sebelian tank that was added. Scared the crap out of me when it came around a corner and blasted my poor dudes.

 

On the matter of large enemies. On the Andron corvette(Shot down) I encountered Large and Medium drones again. Now given the type of mod this is I can see medium drones on basic corvettes but not Large Drones, they can't even fit in the darn thing why is it there? The other matter is that the Cyberdisks and the lone Tank that I fought(I know their names since I went digging through the files when the research did not appear.) are not dropping their item bodies or their bodies are being destroyed in the explosion. I remember the Medium and Large Drones used to a one point have this problem. Also the Tank is using the hover sound when it seems to use tracked wheels. Purpose or necessity?

 

Finally the score for my first game of the massively updated X-Division.

7.5/10 - Good game. Lots of improvements, cool stuff around.

Also personally I liked the locked main doors so far especially now that the inner doors are open. Good old close quarters death for my Xenonaunts are back.

 

P.S. I will keep my save incase you guys want to look at it.

P.S.S. Gonna take a look at those Charon changes, might like them.

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Yes a start should be a good way after patch.

New alien big units added at final days and we did not have time to create a research or manufacture for them. They will be needed for vehicle manufacturing.

I know that they can't fit to corvette but nothing to do about it because its 1 phase. As you have a vehicle, it's a balancing point. 

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1 hour ago, lazylegionspark said:

What is the md5? I see it next to the download but I have no idea what it does.

check google for md5 sum. Its an individual code generator for files. If the downloaded version has the same code its the same thing to the last bit and byte.

1 hour ago, lazylegionspark said:

Also the Tank is using the hover sound when it seems to use tracked wheels. Purpose or necessity?

This was one the table some while ago. Ill check.

1 hour ago, lazylegionspark said:

7.5/10 - Good game. Lots of improvements, cool stuff around.

So it looks like we still have a lot of room to improve.

Edited by Charon
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I got another blank x-pedia pop-up. It all happened following my first seb mission (had already captured/killed a few caesan missions)

Sebillian Autopsy (auto-research)

Alien Biology (auto-research)

blank entry

Stun Weapons (auto-research).

Hope it helps track it down. I don't see any other entries added to x-pedia (which is pretty empty at the start :p )

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