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Charon

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

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UNOFFICIAL

 

updated X-Division 1.00.10

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 .01 to .10 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 1.00.10 Update:
    https://mega.nz/#!odhgVaiK!7Ry7zcNOQpNmuhy3--IaSmYU8jAWfOeDcMcis2Foi7w
    Link
    ( MD5: b1e6f424099089f6fcaaed6539fe277e )
  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.

@PALU @Svinedrengen @Dagar 

 

https://www.reddit.com/r/Xenonauts/comments/9oss38/xdivision_tries_to_reach_out_to_casuals/

Edited by Charon
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Lore++ investigation: This turned out to be trickier than expected, because it's cut the wrong way, and I'm far from done:

- Research Mission states that the craft land frequently, but I don't think that's the case anymore?

- Laser Mass Production is present in the OP Endgame save, but not in mine (phase 2/3 transition). The laser weapons mentioned have appeared for a fair while in my game, but the ship refitting is gradual. If the text appears at a late stage it's fitting to say refitting of the largest ships is almost complete (which is what it does currently). Ideally the laser weapon stuff should appear earlier, with the refitting stuff appearing late, but I assume this is not an option.

- Bombing Run Mission seems to fail to appear. Present neither in OP Endgame or my save, as far as I can tell. I haven't tried to find out why.

The class analysis entries cause some trouble, because they really reveal too much (or at least too early), at least for the wraiths and harridans. Levels encountered at later phases are described, as well as the non existent "officer", and the terror troops are missing. This is how I've tried to "repair" those:

Wraith Class Analysis:

Commander, please talk to your men. If a test subject manages to breach quarantine the correct response is to subdue and restrain it until our specialists can get to the scene. It is most emphatically not to grab whatever is to hand and reenact the more bloody scenes from the Texas Chainsaw Massacre, even if the subject does manage to teleport into the mess hall during chow time. When your brutes had finished there wasn’t enough left of the Wraith for tissue analysis.

Like Harridans, Wraiths have a truncated class structure. This is probably to do with their elite status in the alien hierarchy – no Wraith need sully its hands with manual labour! While Wraith battle armour is a uniform green, we have noticed a considerable amount of personalisation with no suit exactly the same. This is probably how Wraiths distinguish themselves socially and indicates that Wraiths have a surprising level of independence in the alien hierarchy. We have identified certain strata of rank within the Wraith military, identifiable by the amount of armour it is permitted to wear. It can be noted that Wraiths have only been seen together with Caesans, but that doesn't necessarily rule out their presence in other company.

Soldier: The Wraith solider class wears a segmented, armoured bodysuit with additional plating at the shoulders and typically carries Neutron weaponry. Their ability to teleport into flanking positions and behind vehicles frequently allow them to unexpectedly strike from hiding.

Warrior: The Warrior class has a larger variation in armament, and use Photon weapons. Apart from additional plates on the legs, the primary difference is in the thickness and quality of the subdermal armour implants which considerably improve their resilience.

Elite: Examination of the Elites’ armour suggests considerable “after market” modifications, the most common being a treatment similar to the hardening process we have observed in Landing Craft. We have also noted implants of an unknown type that improve the flexibility, agility and overall resilience of the Elite. Elites wear the most complete suits of armour - a green bodysuit similar in design to Sebillian Elites, as well as a more enclosing set of armour plating. Elite troops carry Thunder weapons.

In addition to these "normal" ranks, there is also a parallel rank of Terror troops, i.e. Terror Soldier, Terror Warrior, and Terror Elite. These troops differ from the normal versions in that they use the same weapons as the other terror troops they operate together with, they have a greying hue to their armour, and their eyes have been modified to be reddish in colour.

Addendum:

The "Officer" class doesn't seem to exist: it appears the head gear observed was actually the result of Wraiths injured in crashes bandaging their wounds, presumably taking care to protect their bruised nodes.

 

Harridan Class Analysis:

Like some of the more obnoxious bean-counters in administration, the Harridan class structure is short, blunt and myopically focused on its role. We have identified several classes of Harridans, their primary distinguishing feature being the quality, coverage and effectiveness of the armour they wear.

Soldier: Often seen accompanying Androns (no doubt to provide technical as well as long-range support) and Sebillians, the blue-and-white Soldier class is the most common opponent you will face. I hope I shouldn’t have to warn you about their skill with rifles or their jump-packs. The soldiers appear to use sniper rifles or cannons using any of the Matergy, Plasma, and Neutron classes, as well as Flamer cannons.

Warrior: The most obvious upgrade the purple Warrior receives is the addition of armoured gloves and boots as well as upgrades to their targeting systems. As can be expected, they still use sniper rifles and cannons, but those weapons use more advanced technologies, while still covering all the bases of regular weapons.

The Elite is physically indistinguishable from other Harridans, however their black and grey suits are of the highest quality and incorporate powered elements that vastly improve their physical and mental capabilities. The Elite is superiour to other Harridans in every way. These troops still use sniper rifles and cannons, but ones using the most advanced technologies available.

In addition to this "normal" hierarchy, there is a parallel one of Terror troops, i.e. Terror Soldiers, Terror Warrior, and Terror Elite troops. These terror troops are deployed in the same missions as other terror troops are, and have better armour than their regular corresponding units, with a grayish tint. The terror troops still use sniper rifles and cannons, but ones based on technologies that seem to be reserved for terror troops.

Unusually, there is no evidence of higher-ranking leaders among the Harridans. Our best hypothesis is the nature of how Harridans behave precludes the mental capacity for grand strategy. They depend upon leaders from other races to provide them with direction… and targets.

Addendum:

It appears there is no Officer rank among Harridans. We have been unable to identify how that notion entered our system, but it's been surprisingly resilient to elimination...

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1 hour ago, PALU said:

- Research Mission states that the craft land frequently, but I don't think that's the case anymore?

In the beginning they land frequently ( up  to 200 ATP ). But in reality they can land throughout the game. The ships that can land ( lightscout, shuttle, scouts, corvettes, landingships ) are usually the ones which are shot down first due to them being easier to get down ( than carriers or battleships for instance ). Due to this the frequency of landing UFOs tends towards 0.

1 hour ago, PALU said:

- Laser Mass Production is present in the OP Endgame save, but not in mine (phase 2/3 transition). The laser weapons mentioned have appeared for a fair while in my game, but the ship refitting is gradual. If the text appears at a late stage it's fitting to say refitting of the largest ships is almost complete (which is what it does currently). Ideally the laser weapon stuff should appear earlier, with the refitting stuff appearing late, but I assume this is not an option.

The Laser Mass Production is something triggered by a Carrier Datacore, or a Battleship Datacore. Both are something around Phase 4. Way too late, i agree.

I will change the trigger requirements to be set to any basic Phase 2 UFO: Researches.AlienMediumScoutDatacore(OR)Researches.AlienStrikeCorvetteDatacore(OR)Researches.AlienLandingDatacore. With this you are basically getting the notice as soon as you raid a Phase 2 UFO, then there is the random delay, then the UFO entry, random delay, and then this entry.

I would like the Laser refitting to become a general weapon refitting. After 50% of the current Phase has passed local forces are getting refitted with MK1 versions of the current tech. This includes all weapon types, ballistic and energy, of the current technology. You can rename the entry from "Laser Mass Production" to something like "Weapon Mass Production"

"Aliens almost finished refitting UFOs" should become "a continues refitting of bigger and better UFOs for athmospheric flight".

1 hour ago, PALU said:

- Bombing Run Mission seems to fail to appear. Present neither in OP Endgame or my save, as far as I can tell. I haven't tried to find out why.

Because the UFO that triggers the entry isnt in X-Division. Ive added the code to an additional file for X-Division: mission_researches.xml
It gets triggered right after the first Bombing Run UFO is sent on its mission, which can happen as soon as 150 ATP.

1 hour ago, PALU said:

The class analysis entries cause some trouble, because they really reveal too much (or at least too early), at least for the wraiths and harridans. Levels encountered at later phases are described, as well as the non existent "officer", and the terror troops are missing. This is how I've tried to "repair" those:

We can trigger them when you like, however you like it. Whether you want to fix the entries an/or change the timing is up to your decision. Just keep in mind we cant change the image, so the image with soldiers should get triggered in phase 2, while the one with elites in phase 4.

The "Officier" class exists, but is actually not researchable for the game. They either drop the normal corpse, or they drop an officier corpse which doesnt hold any research value ( like the harridan one ). Officiers have the same sprites as the normal ones and dont behave any differently other than being used for different purposes by the game. Maybe you can describe them as slightly more disciplined or having slightly more authority without actually being objectively different.

 

Thank you ^^.

Edited by Charon

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Bombing Run Mission: Great!

Changing the trigger point for "Laser Mass Production" would be very useful and would work well with:

Weapon Mass Production:

Perhaps the naked theft of my research has a silver lining after all, Commander. I've been following the progression of our stolen technology through unofficial channels and it looks like the combined brainpower of this planet has finally cracked a fraction of what my team has managed to create. Laser weapons are now mass produced on a global scale and are being hastily issued to as many soldiers as they can crank them out of what industry still exists. You can expect friendly forces to be better armed than they previously were. Our projections suggest the statistical likelihood of a non-Xenonaut soldier dying or being severely maimed in combat has dropped from 95% to 90%.

It isn't all sunshine and rainbows, of course. Now that every nation has their own weapons program (successful or otherwise), they're completely dependent on crashed UFOs for Alenium and Alien Alloys, making our sponsors our biggest competitors for the resources we need to win this war. Furthermore, the xenoastronomy lab reports the alien armada appears to be have completed refitting their small/medium crafts (as we have seen ourselves) for atmospheric flight, are well underway with their medium ones, and have even started on their largest ones. Expect to see gradually larger and more dangerous craft in the sky, Commander! They're definitely coming for us.

However, as a result of this development, we have decided to help the national governments out by providing them with technology so they can at least cushion the blow for us and buy a bit more time for the only actual force in play to do the job. This, of course, means we won't be able to make any profits on sales in the future either, but we have made it this far on sponsor money, so this is probably the better investment.

Judging by what we have seen of the local efforts so far, we would expect local forces to largely be equipped with basic level equipment (i.e. Mk-1) of the latest technology (both Energy and Kinetic) somewhere between 1 and 3 months after we manage to research it. After all, they have to produce the equipment at an industrial scale and then distribute it (and we can't devote resources to develop the industrial production processes for them). The industrial scale also means they can't change the production lines constantly to produce improved equipment. Also, they'll have to stick with the original design, which is the least resource intense version, as it allows them to produce the highest volumes with the resources they do have.

 

The problem with the Harridan and Wraith Lore++ description is that they cover the whole time span in one image. However, given that the (very nice) images are fixed, I think phase 2 is the right place for them, even though it reveals the future appearance of more advanced troop versions not encountered yet (hm, maybe a line about interrogations revealing their existence?). I tried to keep the weapon tech info somewhat obscured, which is probably good enough, even though it reveals a little too much on that point as well. I think the Officers can be taken care of as well, given the input.

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1 hour ago, PALU said:

The problem with the Harridan and Wraith Lore++ description is that they cover the whole time span in one image. However, given that the (very nice) images are fixed, I think phase 2 is the right place for them, even though it reveals the future appearance of more advanced troop versions not encountered yet (hm, maybe a line about interrogations revealing their existence?).

But the images are nicely split into 2 instances. What keeps us from using one for phase 2 and the advanced for phase 4 ?

Edit: And the Wraith and Harridan images can be phase 4 exclusive.

1 hour ago, PALU said:

Changing the trigger point for "Laser Mass Production" would be very useful and would work well with:

Already did.

@PALUI just thought that your Mass Weapon entry nicely explains why we hastily send 8 soldiers on a UFO missions and only the ones we shoot down. Because other governments would claim everything else after a 24 hours, as they are not directly happy about us taking what we can. So we are a bit "covered ops" and "semi-official". People know about us but dont really talk about us.

Edited by Charon

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Are they? I only see harridan_elite.jpg and wraith_warrior.jpg. Androns are split in two, and Caesans and Sebillians are split in 3, so those cases should not be much of a problem. I may well have missed something or failed to look in the right places, though?

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4 hours ago, PALU said:

Our projections suggest the statistical likelihood of a non-Xenonaut soldier dying or being severely maimed in combat has dropped from 95% to 90%.

I nearly spat out my water on that one. Or, as a famous voice of Deus Ex would say "I spilled my drink!"

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@Dagar That's the original Lore++ text, so I can't take any credit for it, but I agree it's a good one!

@Charon I think showing the Harridan and Wraith entries at phase 4 is way too late, as the player should know everything of interest by that time, so it would only be a nice picture at that stage, so phase 2 is still my preference.

Concerning the 24 hours, I'd rather see it as the killer gets the first pick, and it doesn't really mesh with bombing the sites to have the governments pick through the sites otherwise. However, an idea is to say that UFOs occasionally are taken down by local forces, and even crash seemingly on their own for unknown reasons (well, you know what they are...), and in those cases local authorities claim those. Maybe in the crash site entry?

Edited by PALU

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3 hours ago, PALU said:

Concerning the 24 hours, I'd rather see it as the killer gets the first pick, and it doesn't really mesh with bombing the sites to have the governments pick through the sites otherwise. However, an idea is to say that UFOs occasionally are taken down by local forces, and even crash seemingly on their own for unknown reasons (well, you know what they are...), and in those cases local authorities claim those. Maybe in the crash site entry?

Sure my idea on that might not be the strongest one.

3 hours ago, PALU said:

@Charon I think showing the Harridan and Wraith entries at phase 4 is way too late, as the player should know everything of interest by that time, so it would only be a nice picture at that stage, so phase 2 is still my preference.

Well .. ok. But make sure to overly point out that the future units have not been encountered and those drafts are drawn after some documents wraith/harridans had knowledge on.

 
When you you are ready i need you to tell me exactly when you want which entry to get triggered.
Edited by Charon

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Just finished X-Division community edition, and like the new game scenario.

Much different from the old end game, with all the Xenomorphs coming at you, while you are trying to escape the battle site!!

Thank You very much..

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On 10/16/2018 at 10:59 PM, Charon said:

I need some help. It looks like the Xenopedia doesnt take the   <ufoHealthEasy                 value="0.75" /> into account when displaying the hp for UFOs. Can somebody clean his scripts, start a New Game and quickly get a UFOs Xenopedia page. You can quickly do this with the Xenonauts_gc_editor.exe. Press "V" to win the mission.

Do you still need help with this ?

 

Hmm, arent there missing some of the new mods in the latest version and in your description ?

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13 minutes ago, Svinedrengen said:

Do you still need help with this ?

Yes.

14 minutes ago, Svinedrengen said:

Hmm, arent there missing some of the new mods in the latest version and in your description ?

?

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Just now, Svinedrengen said:

Yes. I have savefile.

Ok. Thank you.

3 minutes ago, Svinedrengen said:

Well then where is the "swarm" mod (100% more aliens in GC) and the "overrun" mod (200%) ;)

Well, i was also thinking about things which make the game more difficult. But not in a straight way, but in a more roundabout way.

As a matter of fact during the last AI development stages the facehugger AI got a little bit "nerfed", and as a result is more docile than it actually can be. There was no way to fix it without allowing them to attack vehicles for a large damage portion. Im thinking about adding them into the game again as the "Empower Facehugger Option". This does not fundamentally change the game, but improves on the AI of facehuggers a lot with the side effect that it also can attack vehicles.

I i would be open for suggestions for meaning improvements on the difficulty.

I am still open for meaningfull changes which makes the game more enjoyable for casual players. One slot is still open.

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51 minutes ago, Charon said:

Well, i was also thinking about things which make the game more difficult. But not in a straight way, but in a more roundabout way.

Yeah I was just kidding about that, I dont want 200 % increase I can already imagine how long the alien turn would be in some cases. 

 

51 minutes ago, Charon said:

As a matter of fact during the last AI development stages the facehugger AI got a little bit "nerfed", and as a result is more docile than it actually can be. There was no way to fix it without allowing them to attack vehicles for a large damage portion. Im thinking about adding them into the game again as the "Empower Facehugger Option". This does not fundamentally change the game, but improves on the AI of facehuggers a lot with the side effect that it also can attack vehicles.

How much "nerfed" is a little bit ?

 

51 minutes ago, Charon said:

I i would be open for suggestions for meaning improvements on the difficulty.

I am still open for meaningfull changes which makes the game more enjoyable for casual players. One slot is still open.

With all mods and on NG difficulty it looks like everything is covered. The only thing I can think of rigth now could be higher soldier stats in general, but that also seems covered with "never die" mod. But I remember hearing people think the soldier stats are too low.

Edited by Svinedrengen

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29 minutes ago, Svinedrengen said:

How much "nerfed" is a little bit ?

They dont hide very well, they dont straight attack civilians, they dont use their maximum tu in order to get an attack in if they can, and they mostly only attack when they are already close in proximity to the unit. They mostly look scary like a pop-balloon, but arent.

29 minutes ago, Svinedrengen said:

With all mods and on NG difficulty it looks like everything is covered. The only thing I can think of rigth now could be higher soldier stats in general, but that also seems covered with "never die" mod. But I remember hearing people think the soldier stats are too low.

soldier stats are are about the save game, they are not reversible. I can also not change the recruitment range because they only get refreshed every month. In general i try to stay close to the original game, so that you can easily switch and only moderately get a boost.

Edited by Charon

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1 hour ago, Charon said:

Ok. Thank you.

Well, i was also thinking about things which make the game more difficult. But not in a straight way, but in a more roundabout way.

As a matter of fact during the last AI development stages the facehugger AI got a little bit "nerfed", and as a result is more docile than it actually can be. There was no way to fix it without allowing them to attack vehicles for a large damage portion. Im thinking about adding them into the game again as the "Empower Facehugger Option". This does not fundamentally change the game, but improves on the AI of facehuggers a lot with the side effect that it also can attack vehicles.

I i would be open for suggestions for meaning improvements on the difficulty.

I am still open for meaningfull changes which makes the game more enjoyable for casual players. One slot is still open.

Well, what bothers me late game, there are 2 many aliens, especially in their base. And im not casual player. Somethimes i needed couple of hours just for single mission. I prefer stronger but less enemies. Maybe you made change, i didnt play x div in last 12 months. 

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11 hours ago, Charon said:

They dont hide very well, they dont straight attack civilians, they dont use their maximum tu in order to get an attack in if they can, and they mostly only attack when they are already close in proximity to the unit. They mostly look scary like a pop-balloon, but arent

Yes I have noticed this too, I have even seen them target someone who was several tiles away and not attack, when they could have infected one that was only a few tiles from them. That explains why they behave like they do. I would not mind trying the "Facehugger Power" option, because they should be fast and scary not slow and stupid.

About the vehicle issue, will they target vehicles if they also have opportunity to target hosts? Because that would feel a little wrong if they do, I dont really mind if vehicles is the only thing in its reach. 

11 hours ago, Charon said:

soldier stats are are about the save game, they are not reversible. I can also not change the recruitment range because they only get refreshed every month. In general i try to stay close to the original game, so that you can easily switch and only moderately get a boost.

I did not know that. Maybe then something like "Criple the AI" with even lower enemy stats, or "Ekstra Damage" for the player, I dont know. 

Edited by Svinedrengen

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Hi!

I noticed the sebillian tanks sprites are off by 1 square in both directions.

20181019204635_1.thumb.jpg.34484d03a1ea27baa7df4c17ee5b2c21.jpg

In the screenshot I am aiming at the lower corner of the tank.

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@Charon I think I've covered what's been discussed, although I may have missed some things.

Lore++:
- I don't think the last Lore++ entry appears, i.e. the Andron Vivisection one.
- Weapon Mass Production, as discussed.
- Reaper Class Analysis, as discussed.
- Wraith Class Analysis: Would probably fit best with being triggered by any Wraith Interrogation. Would work with other phase 2 interrogations, though.
- Harridan Class Analysis: Analogous with the Wraith one, but for Harridans, of course.
- Andron Class Analysis: Should probably be triggered by the Soldier or Server disassembly.
- Advanced Andron Class Analysis: Triggered by Elite or Terminal disassembly.
- Sebillian Non-Combatant Analysis: Interrogation of any Sebillian (and since the lower ones are unlocked by the capture of higher ones, I think the lowest tier is sufficient).
- Sebillian Class Analysis: Any phase 2 Sebillian interrogation.
- Advanced Sebillian Class Analysis: Any Phase 4 Sebillian interrogation.
- Caesan Non-Combatant Analysis: Interrogation of any Caesan.
- Caesan Class Analysis: Any phase 2 Caesan interrogation.
- Advanced Caesan Class Analysis: Any Phase 4 Caesan interrogation.

I've tinkered with the Crash Site and Xenomorph Empress Analysis entries to get some lore discussed in.

I think some entries have been scrambled over time. There's one very late entry where you extract an Andron AI ("Skynet") and a much earlier entry where that AI signals being broken by the "torture" of isolation with Tetris. The AI should probably have been extracted from the earliest Andron boss analysis (i.e. usually Hub). If so, the AI itself would probably be the same in all Andron bosses, with the difference being the "bodies" they're hosted in (including their "brains"). I think the late entry doesn't actually do anything currently.

And some sundry changes in scattered places, of course.

xenopedia.xml

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Hi.  I got a problem that is unique to me, I think, I cannot see the facehugger on the screen...my eyes are not so good (lost >20% vision in left eye and right eye cannot see real good anyway and lost vision in left eye makes right eye tired all the time). Is there anything I can do to make things easier to see.

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7 hours ago, PALU said:

- I don't think the last Lore++ entry appears, i.e. the Andron Vivisection one.

That is correct. The item which triggers it no longer drops during the game. Do you want to have that entry ?

 

 

I have started to read the Wraith and Harridan Class Analasys and i dont geti it. How you can you describe in detail what a unit is wearing, which kind of guns it carries into battle and how advanced verions behave without ever having met them. This kind of information is way more suited for the Vivisection entries, where you actually capture a unit and then get the information for it. The same goes for terror units, into the vivisection section with it. The purpose of the Class Analysis is not to analyse individual units, but to point out common features and tactics against them. Like

  • Wraiths are very hard to suppress in general due to the 0.3 multiplier
  • Harridans have longer sight range than standart races
  • Wraiths seem to be susceptible to chemical damage, since they have a lot of exposed flesh ( Terror Elite: <Armour kinetic="126" energy="180" chemical="30" incendiary="90" /> )
  • Wraiths like to teleport a lot, dont expect it to run through stun gas
  • Harridans mostly seem to use longer range weapons
  • etc ...

but not about certain units.

I would ask you to move the content about individual units to the vivisection ones, and rewrite all class analysis from scratch. As a rule of thumb, never use "soldier" "warrior" "elite" or "terror". Just describe common features among the whole race.

I think you will have to look a bit for it in the game files, but we can also ask the @community on general perceived behaviour of all the units.

 

Once that is done i will continue with the work.

Edit: Im also unhappy with a part of the Weapn Mass Production about the refitting of UFOs.

Quote

Furthermore, the xenoastronomy lab reports the alien armada appears to be have completed refitting their small/medium crafts (as we have seen ourselves) for atmospheric flight, are well underway with their medium ones, and have even started on their largest ones. Expect to see gradually larger and more dangerous craft in the sky, Commander! They're definitely coming for us.

Well, first, they havent, and secondly, terror carrier already started to appear. So that doesnt really fit together with X-Division lore. Maybe you can revise those lines a bit ?

Edited by Charon

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