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[1.65/X.CE V0.35.0] X-Division 1.00 Beta

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Thanks! What are the fixed researches that I will miss out on if I attempt to patch from .01 to .10?

 

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15 minutes ago, lolo said:

Thanks! What are the fixed researches that I will miss out on if I attempt to patch from .01 to .10?

 

Antimatter Technology 2 is not unlockable in the current version .01. This doesnt keep you from getting Antimatter Technology 1,3 and 4 though. The armour progression has been stretched so that some armours are faster reachable, while others have a more logical progression. The goal was to better distribute armour research so you get enough time to play around with a new armour before the logically next one gets unlocked. Some roborex dependencies were removed which made 1 armour not unlockable. A data hack had an inappopriate, but still researchable requirement. A few fixes all around the board. Additionally the research was optimised for Palus Shining Xenopedia.

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@Larry BurstynI think you requested something like better visible facehuggers for your eyes:

Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division: aiprops.xml

This removes the ghost ability, which means facehuggers will create an visible icon on the right sight for you.

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On 11/12/2018 at 7:59 AM, Charon said:

@Larry BurstynI think you requested something like better visible facehuggers for your eyes:

Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division: aiprops.xml

This removes the ghost ability, which means facehuggers will create an visible icon on the right sight for you.

Thank you.  And my eyes thank you also.

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There some kind of AI issue, as i think. Non-combatants always pushing to my guys guns and die from reaction fire, in the same time guards and other military ETs guys hidding deep in the ship and never rush.

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On 11/3/2018 at 4:58 PM, Charon said:

@Dagar @PALU @Svinedrengen

Give me some quality of life changes you would like to see in X-Division and which cant be possibly modded in.

Just out of curiosity, did you want that for a possible mod of Xen2nauts? Or for something else?

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The Schockdamage feature is a pretty good addition to the game, it makes the shotguns a little more than just a niche weapon with stundamage, it is still a niche weapon just better now, and it gives the locals with shotguns an actual chance to defend themselves, although it is still a very small chance. 

SMG's are now a viable option instead of pistols, but they still need a little more to make them a truly legit option. I have been thinking about lowering their TU usage from 40% to around 30-33% so when you dont move, you can fire 3 times. It would make them good for breaching and controlling small areas. What do you think? @Charon

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23 minutes ago, Svinedrengen said:

SMG's are now a viable option instead of pistols, but they still need a little more to make them a truly legit option. I have been thinking about lowering their TU usage from 40% to around 30-33% so when you dont move, you can fire 3 times. It would make them good for breaching and controlling small areas. What do you think? @Charon

I looked at the situation and i dont think they need their % use lowered. Lowering the % use is the laymans first thought, but you have to keep the weapons unique. Whats so unique when every problem gets solved with lowering TU% ? Instead i think increasing the amount of bullets to a higher number and adjusting the clip capacity. From 6 to either 8 or 10 bullets and from 30 to either 32 or 40 bullets per clip. Hard to say which one is more appropriate.

But alas that is why we have a development team, you need to throughly test these changes in the short, medium and long run. X-Division was not build upon people trying to think out problems, but with hard statistical data to back up their decisions. X-Divisions work has been layed down, but if you want to improve on the SMGs that is the direction i would be looking at.

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17 minutes ago, Charon said:

I looked at the situation and i dont think they need their % use lowered. Lowering the % use is the laymans first thought, but you have to keep the weapons unique. Whats so unique when every problem gets solved with lowering TU% ? Instead i think increasing the amount of bullets to a higher number and adjusting the clip capacity. From 6 to either 8 or 10 bullets and from 30 to either 32 or 40 bullets per clip. Hard to say which one is more appropriate

Well the uniqueness (dont know if that is a word) would be that if you stayed put, you would get the ekstra shot, which would make SMG's good at very surtain situations. I did also think about more shots and ammocapacity, but in theory it just sounds more like a strait upgrade, and what is unique about that? ;)

Anyway I am definatly going to test both thinks to find out what works best, as I still think they need a little more of something. 

28 minutes ago, Charon said:

But alas that is why we have a development team, you need to throughly test these changes in the short, medium and long run. X-Division was not build upon people trying to think out problems, but with hard statistical data to back up their decisions. X-Divisions work has been layed down, but if you want to improve on the SMGs that is the direction i would be looking at

Ja I know, and that is exactly the reason why I wanted to hear your opinion on the subjekt. 

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Dunno how well the SMG does it right now, but maybe alternatively you could look into it suppressing a bit more. A CQ high reflex one handed suppression weapon would be pretty cool to have. Of course it should not suppress as reliably as the LMGs or miniguns do.

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