Jump to content

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


Charon

Recommended Posts

4 hours ago, PALU said:

(most aircraft seem rather useless to me, while the Corsair remains the only real interceptor, and it doesn't cut it in phase 4: I had to use Hunters. There'd be room for a faster, nimbler, and more resilient interceptor craft)

Hm ? What about the contrail ?

 

I know that mines are quite useful, but i wouldnt know how to nerf them further. They come fairly late in the game, so maybe a change of pace is welcome ?

4 hours ago, PALU said:

Finish line: I thought I was at the end of the beginning, as I thought there would be a 100 day period of cool down before the end mission could be launched, and that it may be that further research is blocked during this period, so any tech will have to be in place before that's started?

No, research is never blocked, until you press the endgame button for it.

 

Link to comment
Share on other sites

Contrail: Haven't unlocked it yet, but it should be a matter of a day or so until it happens (I checked the research conditions, and it seems I lack the examination of the core of one of the interceptors I shot down). Definitely welcome. I'd like to get an interceptor with countermeasures so it can be used to engage escorting interceptors, but I guess you can't get it all. Ideally I'd want countermeasures to use its own slot, but that would require a reworking of all aircraft.

Mini-mines arrived in phase 3 and were more or less necessary as there was no way to get at craft with both countermeasures and high powered 360 degree cannon coverage otherwise, and it gets worse in phase 4 with a lot of craft that have coverage of basically the whole air arena, so you can't fly in any direction other than a steep angle (although the bomber that can roll might be useful if the rate at which it can roll is higher than the rate at which the enemy craft fires). I don't think mines are overpowered, as you need quite a few craft to take out anything with those (and I'm not sure I'd be able to take down the largest phase 4 craft with what I've got: I think I need to replace the Drakes with Lotuses (there's a better, but more expensive, craft that doesn't really add anything important for mine dropping purposes, and I expect the Archelon will be even more costly in terms of scarce resources, so it will probably start to replace only the last Drakes). The issue is rather that they work on all the craft too large to be handled by converted alien interceptor craft but you need all bombers equipped with them to be able to deal with everything, while none of the alternatives I know of work on everything or are powerful enough to deal with everything if you'd try to use a mixed loadout, given that it takes quite a bit of time to fly craft across the world, so you can't spread them out either, unless they're very powerful one trick ponies and you just have to accept that you can't wait for craft to head back over land. Thus, I see a bit of a problem, but I don't see any solution to it, at least not one that doesn't involve a massive rework effort.

One way to nerf mines would be to have the air combat AI react to mines by flying away from them when the player craft can't be reached (such as when it has left the battlefield, as it seems craft just continue along the same path when there's no target), but it would likely be tricky to determine when to attack and when to retreat (and it might make some craft, like the mothership, more or less invincible).

By the way, I had an interesting exercise with a Praetor in a bomber craft: It stood near the teleport pad into the craft (on the inside), and I surrounded it and whacked at it with whiffle sticks. Nothing arrived to interrupt the effort, and its attacks were very feeble. It took until the 3:rd turn to knock it out (although I'd fired at it with a Pulse Precision rifle by mistake, so it had taken some minor damage). I didn't really expect that to work, but a save scummer can afford to perform odd experiments...

Link to comment
Share on other sites

2 hours ago, PALU said:

Contrail: Haven't unlocked it yet, but it should be a matter of a day or so until it happens (I checked the research conditions, and it seems I lack the examination of the core of one of the interceptors I shot down). Definitely welcome. I'd like to get an interceptor with countermeasures so it can be used to engage escorting interceptors, but I guess you can't get it all. Ideally I'd want countermeasures to use its own slot, but that would require a reworking of all aircraft.

Its not supposed to work like this, you should have been able to unlock it as soon as your first downed interceptor. Guess the wonkiness of the game screwed you over by withholding those items from you. So the intended gameplay is that you should get it researchable as soon as your first wave.

 

2 hours ago, PALU said:

(although the bomber that can roll might be useful if the rate at which it can roll is higher than the rate at which the enemy craft fires)

Thats the nightowl with 1 normal and 1 heavy slot. I think Phase 3 really is destined to get dominated by mini mines, because its the safest engaging you can get away with and because of the lack of better aircraft to use missiles and torpedos on. But in Phase 4 you get a lot more different challenges, and an evading bomber, so things might equalise.

2 hours ago, PALU said:

By the way, I had an interesting exercise with a Praetor in a bomber craft: It stood near the teleport pad into the craft (on the inside), and I surrounded it and whacked at it with whiffle sticks. Nothing arrived to interrupt the effort, and its attacks were very feeble. It took until the 3:rd turn to knock it out (although I'd fired at it with a Pulse Precision rifle by mistake, so it had taken some minor damage). I didn't really expect that to work, but a save scummer can afford to perform odd experiments...

Whats your point ? Are the weapons too weak ? If standing they should be able to do 5 * 3 * 105 damage = 1575 damage. At least thats the better variant. The alternative would be 2 * 120 = 240. So you might have gotten one of those.
There are 3 weapons with the former above calculation, and 3 weapons with the latter one, making it a 50/50 chance. Looking into the aiprops i can see that the equipment is deterministic, eg. If you know which Praetor you have in front of you, you know its weapon. This is also what propably happened to your andron encounter, as he got the latter bogus type of weapon. I guess we need to fix that ? Let me know your best suggestion to fix this.

 

Edit: Development points:

Is the stronger variant too strong ?
Is the weaker variant too weak ?
Should we randomise the units with strong/weak equipment ?
Other solutions ?

@Phoenix1x+52 @Dagar @Svinedrengen @PALU

Edited by Charon
Link to comment
Share on other sites

I'm definitely not far enough into the game to say anything about that. I'd say it's a good thing that you can tell what the enemy can do by experience and their appearance. May give you an edge if you are a keen observer.

Other solutions: The composition of the UFO crews is somewhat random, but there are certain ratios it follows. Maybe the same can be done for weapons? A few strong ones with loads of normal ones for the soldier type aliens, and weaker ones for NCs?

Link to comment
Share on other sites

Just now, Dagar said:

I'm definitely not far enough into the game to say anything about that. I'd say it's a good thing that you can tell what the enemy can do by experience and their appearance. May give you an edge if you are a keen observer.

Other solutions: The composition of the UFO crews is somewhat random, but there are certain ratios it follows. Maybe the same can be done for weapons? A few strong ones with loads of normal ones for the soldier type aliens, and weaker ones for NCs?

We are explicitely talking about the Praetor here, and the discrepancy that 1 loadout can do 1575 damage, while the other can do 240.

Link to comment
Share on other sites

I thought it took a day or two before downed enemy craft were researched, and I assumed the same goes for interceptors. There weren't any in the first wave, and the ones shot down in the second one weren't registered, so it's not until the third one I actually get something to work with.

I didn't see much of an effect at all with either the Andron or Praetor weapon. The Praetor shot my sniper at a two tile range (or possibly 3), with no injuries at all (while wearing a Direwolf armor), and then fired into a shield with not much of a degradation of the shield the next turn, and the Andron fired into a shield with very little degradation as well: certainly not half a shield. In all cases only a single shot/salvo was fired (at least according to the animations). So yes, my point is that the weapon effects were very much weaker than expected. I suspect they were supposed to fire more than once for starters, and were supposed to ignore armor as the second point (but a shield would still help, but there should be less than half of it left [the Titan shield was rolled out after those missions, and will be used in the ground missions of the 3:rd wave]). Before we have an idea of where things go wrong it's probably too early to figure out how to fix it.

Link to comment
Share on other sites

And as far as I understand the loadout logic already allows for a selection of one weapon out of a set, assuming the functionality is used, which it isn't for the Praetor (intentionally, I presume), as Charon mentioned.

And I don't want my troops to be shot by their own weapons anyway: they're too dangerous (with the exception of the shield bearers, as they've got Electron Pistols). ;)

Link to comment
Share on other sites

23 minutes ago, PALU said:

Before we have an idea of where things go wrong it's probably too early to figure out how to fix it.

Wut ? We know where it went wrong. One weapon can do 1575 damage, and the other 240. Look into the weapons_gc.xml.

So the question now would be, what do we want the Ancient weapons to be ? @PALU@Dagar@Svinedrengen@Phoenix1x+52

Link to comment
Share on other sites

10 minutes ago, Charon said:

Wut ? We know where it went wrong. One weapon can do 1575 damage, and the other 240. Look into the weapons_gc.xml.

So the question now would be, what do we want the Ancient weapons to be ? @PALU@Dagar@Svinedrengen@Phoenix1x+52

Do we? I don't think the weapon did 240 damage, or anywhere near it. If it does do that damage and it ignores armor it will instakill anyone not protected by a shield, which I don't find unbalanced. The more powerful weapon is probably 100% lethal if fired at point blank regardless of shields (such as by a lurker hiding beside a door), but may well be survivable if fired across the room of a craft bridge if a shield provides some initial protection against the shots that hit. Thus, the weaker weapon isn't necessarily under powered if it works correctly (which I believe it didn't) and the wielder does lurk at least sometimes (like my bomber one sort of did). A reaction fire as you teleport in at a 3 tile range with a 1500 damage potential will probably be fatal every time, and there's not a thing you can do about it, apart from hoping your soldier is capable of preventing reaction fire when popping in (and such a menace would obviously be as lethal when popping through a teleporter to attack one of your troops, and it's probably necessary to stand by the teleport pad at the beginning of the turn to prevent reaction fire when stepping through to take a look). Save scummers can back out and try the other teleport pad, of course...

Link to comment
Share on other sites

12 minutes ago, PALU said:

Do we? I don't think the weapon did 240 damage, or anywhere near it.

Yes we do, i suppose. If your andron/praetor did have any of the bogus weapons, and the aiprops says it has a propability for that, than we are talking about this:

        <SingleShot sound="Weapon Laser Precision Single" delay="0.6" suppressionValue="6" suppressionRadius="1">
            <Set1 ap="33" accuracy="50" />
            <Ammo name="ammo.Caeliumtube" type="chemical" damage="120" stunDamage="0" mitigation="15" >

Direwolf armour has

    <Resistance kinetic="75" energy="95" chemical="45" incendiary="45" />

So with a 50% damage roll the weapon can do 60 energy damage, which can be described as pretty minor and even multiple shots like this are blocked by the Direwolf armour.

I think you are missing the point, you have to look at the Ancient Weapons in the weapons_gc file. Otherwise you cant understand the problem. Its ok if you dont want to, just drop me a note.

Link to comment
Share on other sites

https://www.reddit.com/r/Xenonauts/comments/ad3bvs/xdivision_numbers_and_mechanics/

 

Quote

Alien Ticker Speed (I assume this is alien development speed?)

Indeed.
Quote

Is it correct that Normal in gameconfig = NG, Veteran = NG+1, Superhuman/Insane = NG+2 and Easy is not used?

Easy = NG. Normal = NG+1 Veteran=NG+2 Superhuman=-. Superhuman is "officially" not supported.
Quote

Some weapons (burst, sniper, others?) have a suppression radius, while others need to hit to cause suppression (is this true?).

Looked into the weapons_gc.xml and basically all weapons have at least suppressionRadius="1". What is radius="1" ? It is a cross shaped and affects 5 tiles ( center + 4 directions ). Now Xenonauts works with a 3x3 system, where every tile is made out of 3x3x? blocks. If you affect 1 block of a tile, you affect the whole tile. So a a bullet, or the suppression hitbox of a bullet only has to graze 1 block of a tile to affect it.
 
Quote

The manual writes that in Vanilla, suppression threshold = bravery. Can anyone confirm which is correct? Charon sticks with TU being a factor (in addition to morale), this requires testing.

I ran some tests and TU really doesnt seem to be a factor. Other than that it is starting suppression threshold = current moral. Moral can go over 100 in X-Division, so keep that in mind.
 
[4496] Soldier (miko 'hercules' ) hit suppression:
[4496] armour damage reduction (149) = max(0, armour resistance (169) - armour mitigation (20))
[4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
[4496] suppression score (185) - damage (94) = suppression score (91)
[4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
[4496] morale (185) = max(100, min(0, morale (185) + value (0))) (with boost = 193) (soldier: miko 'hercules' )
 
185 was the current moral for ´hercules´ and this seems to get taken for the suppression threshold.
Second turn, then suppression:
 
[4496] Soldier (miko 'hercules' ) hit suppression:
[4496] armour damage reduction (142) = max(0, armour resistance (162) - armour mitigation (20))
[4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
[4496] suppression score (138) - damage (94) = suppression score (44)
[4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
[4496] morale (185) = max(100, min(0, morale (185) + value (0))) (with boost = 193) (soldier: miko 'hercules' )
 
138 ( this turns suppression threshold ) - 91 ( last turns suppression threshold ) = 47 suppression threshold recovery. Which equals to 25,4054054% of the 185 moral threshold. So the manual is correct about the 25% recovery.
Killed own soldier > reduced subjects moral from 185 to 165. Current suppression threshold is 44. Next turn > suppression.
 
[4496] Soldier (miko 'hercules' ) hit suppression:
[4496] armour damage reduction (142) = max(0, armour resistance (162) - armour mitigation (20))
[4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
[4496] suppression score (91) - damage (94) = suppression score (-3) <= 0 => unit is suppressed
[4496] Trying to play animation crouch_ENY
[4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
[4496] morale (165) = max(100, min(0, morale (165) + value (0))) (with boost = 173) (soldier: miko 'hercules' )
 
91 - 44 = 47. So the recovery rate doesnt seem to change even though the moral clearly changed. So the 25% of regeneration of the suppression threshold seems to be a constant set at the beginning of the mission, and doesnt change. The higher your moral your start your mission with is, the higher the suppression regeneration.
Next test: clean state, killing 3 xenonauts to lower moral: starting moral 185, now 125.
 
[4496] Soldier (miko 'hercules' ) hit suppression:
[4496] armour damage reduction (155) = max(0, armour resistance (175) - armour mitigation (20))
[4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
[4496] suppression score (185) - damage (94) = suppression score (91)
[4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
[4496] morale (125) = max(100, min(0, morale (125) + value (0))) (with boost = 133) (soldier: miko 'hercules' )
 
Suppression score = 185. So even when your moral gets lowered lower than your suppression threshold during your mission, it doesnt affect your suppression threshold. And with that propably also not the regeneration of suppression.
 
Quote

Bravery: +1 point gained per panic event

+ Suppression by alien fire + each successfull psionic fear attack ( other psionic abilities are untested )
 
Quote

Strength: Charon writes that a logarithmic scale is used, does that overwrite what's in gameconfig?

The whole strenght gain system is completely bugged, and only hardcoders can take a look at it, and they prefer not to. @Solver :D
 
Answered ?
Quote

Are there other difficulty changes, such as AI behaviour coding? Or does the AI behave exactly the same regardless of difficulty level?

I think you have to realise that the AI is not a robot programmed to repeat behaviour, its a robot programmed to repeat results. They act in the same way than a human when making decisions.
 
When an alien unit gets less TU through the difficulty modifiers it may come to the conclusion that its usual tactics are no longer effective enough for the TU it has. So it may switch them out on the fly, maybe to a more campy playstyle. Where it once though it was save to rush into a command room it may now decide it simply doesnt have the right tools to achieve the proper average results. When the difficulty lowers the damage of alien weapons a unit may simply decide to not take a shot, because giving away its position for less damage is simply - worse.
 
No matter the difficulty, and no matter how hard nerfed the stats are, the AI still has the same task to do. And because they cant change their stats, they will have to change their behaviour. Up to a point where the aliens literally dont have a single useful action anymore.
You can see that when an alien behaves "odd" or just "stands around". Fight, Flight or Freeze Response. Anyone ?
 
 
 
Edited by Charon
Link to comment
Share on other sites

Ancient Weapon discussion:

Well, this explains where I've gone wrong: I assumed weapons that yield anti cores and are prerequisites for antimatter weapons are antimatter weapons themselves (hence the insistence of ignore armor on my part). Checking my game I see the Praetor weapon in the described incident was a Devourer (as I've got the research for it, although it hasn't started), and it's an energy rather than chemical weapon (which is what was posted, but the rest of the logic was based on energy), but it doesn't change anything fundamentally.

As far as I can see we have two issues:
1. The weapon is under powered with the given damage and armor mitigation.
2. The buggers fired only once, when they ought to have fired 3 times.

I'd probably set the energy weapon damage to about 200 rather than 120, which should be fatal to anyone taking 3 shots at full strength without a shield, although I don't know how strong the phase 4 armors are. That should also remove a large or titan shield completely, with some damage to the wielder if the weaker shield is used. It might need to be adjusted upwards a little bit to account for partial damage being dealt, rather than full. I believe a maximum health character with a full HP decent shield and reasonable undamaged armor should survive a maximum hit (i.e. all 3 of them), though (assuming sufficient med kits are available to stop the bleeding...).

I don't know what the chemical damage should be to be balanced, though.

Edited by PALU
Link to comment
Share on other sites

@PALU All Ancient Weapons are literally bogus, some are too strong some way too weak. Their data is literally from the ALpha build, over 3 years ago, and doesnt factor in any of the changes which have been made seen since. They are ancient - code wise.

So we are going to make a completely new and revised Ancient weapon set, up from scratch. The only prerequesite they have is that they should be more powerful than other weapons.

So far its:

  • Range of 50
  • Lower TU% useage than other weapons

So give me some nice ideas what should be so special about them, with the code we have in mind.

Link to comment
Share on other sites

- One obvious alternative is to spread the type of damage: Energy, Kinetic, Chemical, Incendiary, and possibly Lightning (i.e. stunning). EMP seems rather pointless, though. A really weird alternative would be a chromatic one, i.e. one where each shot has a random (or fixed sequence) type of damage, but I don't think that's possible. A variant with two damage types might be another choice if multiple primary types of damage is supported (which it probably isn't). I'd definitely consider at least one that's actually an antimatter one.

- Another one hinted at in the current design is single shot/burst. I'd probably make one into a very rapid fire pistol type, somewhere in the vicinity of 8% of the AP. That would open up for a minigun type at the other end of the scale, possibly with other weapons sitting at different points in that spectrum.

- Point/area damage would be a possibility, but so far my impression is that the wielders are located inside crafts, where area damage needs to be fired with care, which aliens aren't too good at.

A question is whether the two wielding races would have separate, parallel scales or share a common one, although I'd probably prefer a common one.

A very high rate of fire Lightning "pistol" would be a nice one, since it's rather scary to have several party members knocked out by the same enemy in a single turn, while, at the same time, no real harm is done if you manage to sort out the situation. Over powering isn't an issue unless this kind of damage can splat the victim (I've had two incidents indicating it's possible: in the first case I had a trooper knocked out by an enemy stun grenade, and then killed with 500+ damage as another trooper botched a return stun grenade throw and hit the one downed. That happened a fair while ago, though. The second case was a Xeno drone that got splatted by being hit with a whiffle stick. I ran that several times, without getting any other result. It was splatted, i.e. a green pile, not killed normally, as no damage was dealt and no gas released).

Link to comment
Share on other sites

Well, they need something to apply SHOCK, of course (if they don't have yet - I did not see it at least)

Another idea, if it works that way: a rapid fire 0 accuracy weapon that just totally fills the arc corridor with bullets (due to 0 acc?)

Link to comment
Share on other sites

@PALU @Dagar @Svinedrengen

Just confirmed that diminishing returns is a thing for scientists. It loosely works as the formula describes it, that is total efficiency equals 100 - ((applied scientists - 1) / 2). But in reality there seems to be an ever increasing number of inefficiency the more scientist you apply to a project. So in reality it is 100 - ((applied scientists - 1) / 2 + X). With 20 scientists X is 0.4%, while with 70 scientists X is 16%. @Solver said the Nano workshop bonus gets applied ontop of everything after the calculation, but thats untested. So you can loosely formulate it as (100 - ((applied scientists - 1) / 2 + X)) * 1.5.

 

Edited by Charon
Link to comment
Share on other sites

Just a nit pick, but the official formula results in 199% for 2 scientists, not 198%, and so would result in an efficiency of "100 - (applied scientists - 1) / 2" . Not that it explains the increasing X factor (and pulls in the opposite direction)... It's like real life (although much more benign), in that the more people you add to a task, the more of the work gets applied to coordination and less to actual work, and finally you have to add management on top of that, which results in even more of the time the ones actually doing the work has to be spent meeting the report demands of management rather than actually performing productive work.

Edit:

With the workshop I've only compared the estimated times to perform the tasks, but not the actual time it took. The estimates indicate there's no efficiency loss, but are the estimates correct?

Edit 2:

@DagarThe cone minigun idea is interesting, but I don't know if they'll be located in places where they won't cause massive friendly fire damage at times (although they probably wouldn't care).

 

Edited by PALU
Link to comment
Share on other sites

4 hours ago, PALU said:

Just a nit pick, but the official formula results in 199% for 2 scientists, not 198%, and so would result in an efficiency of "100 - (applied scientists - 1) / 2" .

Fixed.

4 hours ago, PALU said:

Not that it explains the increasing X factor (and pulls in the opposite direction)... It's like real life (although much more benign), in that the more people you add to a task, the more of the work gets applied to coordination and less to actual work, and finally you have to add management on top of that, which results in even more of the time the ones actually doing the work has to be spent meeting the report demands of management rather than actually performing productive work.

Sure, but the point is that applying more scientist is worse than what the official formula suggests.

4 hours ago, PALU said:

With the workshop I've only compared the estimated times to perform the tasks, but not the actual time it took. The estimates indicate there's no efficiency loss, but are the estimates correct?

Tested this once with 60 man hours and 60 engineers. It took exactly 24 hours to complete.

Edited by Charon
Link to comment
Share on other sites

" Tested this once with 60 man hours and 60 engineers. It took exactly 24 hours to complete.": I assume it either took 1 hour or the task was 60 man days...  Otherwise the efficiency was abysmal ;) Good to know.

Edit:

What about this revised lab entry?

"Laboratories allow a base to conduct research. Each Laboratory will house up to 20 scientists, who require both living space and laboratory space to be available before they can be recruited. Research is networked across different bases, so multiple scientists working on the same project from different bases are just as effective as if they were housed in the same facility. However, cooperation suffers from diminishing returns, so the second scientist on a project contributes only with 99% efficiency, the third one with 98%, and so on, because the scientists need to spend time to coordinate their efforts. As the research teams grow larger, management duties encroach further onto the effective time. The management overhead is negligible with a team of 20 scientists, but is severe at 70*.

Finally: As laboratories are expensive and have unusually high maintenance costs, consider your finances carefully before constructing one.

*Footnote:
A recent research paper has suggested the management loss to be 0.4% per scientist for a 20 scientist team and 16% for a team of 70 (on top of the ordinary diminishing returns), leading to this formula: Average Efficiency = 100 - ((Applied Scientists - 1) / 2 + X), where X is the management overhead factor, which the research failed to derive an actual formula for.

"

Edited by PALU
  • Like 1
Link to comment
Share on other sites

WiP

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/#!hdpxQY7Z!8Pq8V6WNn4oKmkDJRUn0v3fd9O4A9r61oRXp6lhTJXM
    Link
    ( MD5: 5f1614fddb9153103832d5f971908e30 )
  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
  • fixed some bugs
  • 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
Edited by Charon
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...