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Posted

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

Bugfixes:

  • One additional bugfix for 6.30.0 before the weekend - fixed a crash that could occur if you shot down a UFO over international waters (i.e. in the distant parts of the oceans).
Posted (edited)
On 1/17/2026 at 12:01 AM, Chris said:

This update

Hello Chris,

usually I drop an idea, and hope you read it and could use  it. This time it is emergency, so I ping you on this post.

======

Regarding the New Feature Directional shield, my  first evaluation was : controversial. But I was  wrong, it is far worst.  After seeing about 20 hours of vids and playing my 20 hours I have to say, this feature have to go. Yeas, it is feature removal request.

======

From the  steam review Skitso copied,  I am using a quote:

Quote

The aliens have 100% knowledge of how and where to find the angles that avoid your cover, to take the guaranteed shots every turn to kill your guys, even when starting their turn out of sight

not only cover, but AI also recognise shield angles !

(dont get  me wrong,  I dont complain on : " AI look  into cards I am  holding in my hand", that  is usual shortcut to program AI,  I dont blame you. Programming AI which  can handle unknown and foresee possibilities is outside of scope any current game)

The problem  is, AI is  too effective AND rule-set works again player. Which means, the new_maimed_shield_feature which do not cover from sides is abused by AI to  kill player.

That is  soooo toxic combination.

I dont know what was the purpose of maim shield, but it backfired. Result is : player feels like intentionally screwed from behind.

You know, like, game designer  could not come up with some fun gameplay, but has a quota to kill some soldiers.  So he come up with  a flip-a-coin situation,  >>> toss a coin so you die. 

On top of this, another complain : light  armour was useable on shield-carrier, but now never. That is one of the "achievements" of this  feature : maimed  shields.  >>> Light armours are officially noob trap.

FIX : 

1.  revert limited angle shield  cover  -  remove  the feature

2.  Because  of reduced team size, player can no longer afford 2 shields per squad. 2 of 8 would  be 1/4  of team carrying shield >>  25% of the team.  It reduces firepower too  much. ShieldCarrier archetype was build  as mostly passive  member of the team,  which is  good only in close fight scenario.  But in  smaller team,  reduced firepower  of shield  in  open  fight is too  much sacrifice. Therefore, rise firepower of a shield carrier  is needed.  In smaller team, the  Shield  Carrier have to  be more active. Because each member  of a smaller team  has higher value. I  am asking you reduce shield weight, so he  can carry more throw-ables.  Current shield weight is  50  units.  Keep 50 for  the top tier  shield.  Every lower tier shield  cut  weight  by another  6 units lighter. I think there are 4 tiers, which means  4 x 6=24 is max weight reduction. First shield should weight  only 50-24=26 units. Idea is >>  strength is  rising  as soldiers progress, so in every stage of  game Shield carrier  should afford to carry  about the same amount  of throw-ables

 

Thanks for your dedication

George

Edited by gG-Unknown
  • Like 1
Posted (edited)
1 hour ago, gG-Unknown said:

Hello Chris,

usually I drop an idea, and hope you read it and could use  it. This time it is emergency, so I ping you on this post.

======

Regarding the New Feature Directional shield, my  first evaluation was : controversial. But I was  wrong, it is far worst.  After seeing about 20 hours of vids and playing my 20 hours I have to say, this feature have to go. Yeas, it is feature removal request.

======

From the  steam review Skitso copied,  I am using a quote:

not only cover, but AI also recognise shield angles !

(dont get  me wrong,  I dont complain on : " AI look  into cards I am  holding in my hand", that  is usual shortcut to program AI,  I dont blame you. Programming AI which  can handle unknown and foresee possibilities is outside of scope any current game)

The problem  is, AI is  too effective AND rule-set works again player. Which means, the new_maimed_shield_feature which do not cover from sides is abused by AI to  kill player.

That is  soooo toxic combination.

I dont know what was the purpose of maim shield, but it backfired. Result is : player feels like intentionally screwed from behind.

You know, like, game designer  could not come up with some fun gameplay, but has a quota to kill some soldiers.  So he come up with  a flip-a-coin situation,  >>> toss a coin so you die. 

On top of this, another complain : light  armour was useable on shield-carrier, but now never. That is one of the "achievements" of this  feature : maimed  shields.  >>> Light armours are officially noob trap.

FIX : 

1.  revert limited angle shield  cover  -  remove  the feature

2.  Because  of reduced team size, player can no longer afford 2 shields per squad. 2 of 8 would  be 1/4  of team carrying shield >>  25% of the team.  It reduces firepower too  much. ShieldCarrier archetype was build  as mostly passive  member of the team,  which is  good only in close fight scenario.  But in  smaller team,  reduced firepower  of shield  in  open  fight is too  much sacrifice. Therefore, rise firepower of a shield carrier  is needed.  In smaller team, the  Shield  Carrier have to  be more active. Because each member  of a smaller team  has higher value. I  am asking you reduce shield weight, so he  can carry more throw-ables.  Current shield weight is  50  units.  Keep 50 for  the top tier  shield.  Every lower tier shield  cut  weight  by another  6 units lighter. I think there are 4 tiers, which means  4 x 6=24 is max weight reduction. First shield should weight  only 50-24=26 units. Idea is >>  strength is  rising  as soldiers progress, so in every stage of  game Shield carrier  should afford to carry  about the same amount  of throw-ables

 

Thanks for your dedication

George

AI fixes are coming.

Shilelds were too good so they needed a nerf.

Light armour needs some buff to be a viable choice. (accuracy, TU, throw range...) 

This is a wrong thread for a balance debate.

Edited by Skitso
Posted (edited)

maybe the balance feedback about shields could be clearer if discussed in its own general discussion thread,  there doesn't seem to be any changes in v6.30.1 or other recent experimental branch releases related to shield rules / shield balance.

 

The most recent balance change i can see relating to shields is this item described in 6.23.2 stable release from november last year:

Quote

Xenonaut Shields now only offer 100% protection in the frontal 90-degree arc. Their protection linearly drops off from 100% down to a minimum of 20% as the angle approaches the edges of the frontal 180-degree arc.

For what it is worth, during the campaigns i have enjoyed and completed across a variety of difficulty levels (soldier -- commander) in v6.26+,  which all used the shield behaviour introduced in 6.23.2, to me the existing behaviour of how shields work seems fair. They are helpful in some situations but not overpowered and have distinct drawbacks.  Shields are very helpful when the 90 degree vision cone of shield solder is facing toward incoming fire, but incoming fire outside of that 90 degree cone bypasses shield and hits the soldier -- this seems realistic and fair.  You can reduce risk of shield soldier dying by using terrain, hard cover etc to control which direction incoming fire is coming from.  Similarly to how you can cheese the aliens by running just outside their 90 degree vision cones to bypass their overwatch and shotgunning them from point blank range, the aliens can cheese you back by sniping your shield carrier from just outside the 90 degree arc of cover it provides.

Edited by fusion-waffle
Posted
22 minutes ago, fusion-waffle said:

maybe the balance feedback about shields could be clearer if discussed in its own general discussion thread,  there doesn't seem to be any changes in v6.30.1 or other recent experimental branch releases related to shield rules / shield balance.

 

The most recent balance change i can see relating to shields is this item described in 6.23.2 stable release from november last year:

For what it is worth, during the campaigns i have enjoyed and completed across a variety of difficulty levels (soldier -- commander) in v6.26+,  which all used the shield behaviour introduced in 6.23.2, to me the existing behaviour of how shields work seems fair. They are helpful in some situations but not overpowered and have distinct drawbacks.  Shields are very helpful when the 90 degree vision cone of shield solder is facing toward incoming fire, but incoming fire outside of that 90 degree cone bypasses shield and hits the soldier -- this seems realistic and fair.  You can reduce risk of shield soldier dying by using terrain, hard cover etc to control which direction incoming fire is coming from.  Similarly to how you can cheese the aliens by running just outside their 90 degree vision cones to bypass their overwatch and shotgunning them from point blank range, the aliens can cheese you back by sniping your shield carrier from just outside the 90 degree arc of cover it provides.

Yeah, I really can't see the issue there.

Posted (edited)
12 hours ago, Skitso said:

AI fixes are coming.

Shilelds were too good so they needed a nerf. / your statement  is based on pudding.

It is  nice that you didnt deny that problem  AI abusing shield narrow angle exists.

My concern  in balancing is fair play :

  • when  I  see people abusing overloading soldiers = not fair play, becouse AI is not  allowed restock grenades
  • when I  see people abusing teleport to make whack-a-mole gem, I  ask for solution
  • when I see AI gets aim bonus so high that it can shoot thru  smoke, I  ask for solution. (commander diff  has no longer 130% bonus)
  • when I  see AI abusing  narrow shield so it murders players deliberately, I ask for solution

All Those unfair situations prevent player to dive deep into game world. It is all about  emotions. Unfair situations do not help, doesnt matter who benefits.

Now, I apreciate your trust in GoldHawk team, but AI improvement  whiich  could come can not reduce AI abuse  by a soft  way.  Here is why  :

Developing AI which think similar to human, even on  simple game rule-set is nearly impossible. Look at Total War games,  they had AI team of at least 20 people, and  they worked  for 20 years,  but their result  is tragic. Are they stupid, or uneducated ? No. It is  just so hard. Therefore programmers  use shortcuts like usage off data which could not know. AI  sees all the human soldiers, their equip and curent TU, based on this, an algorithm is able to count a move which is not completely stupid. If  you exepct, that GoldHawk develop an AI which will use only the  data he actually could see  as human, that is  not happen. Not in this decade.

Therfore, precise flanking and angle abusing should stay as part of x2 AI because it is just  small advantage, problem is the ruleset which creates a situation, where human feels fraud and unfair  advantage and see death of  soldier all at the same time.

So ?

AI flanking and inhuman precision in finding opportunity stays.

There is only 4 months left, to polish game, so guess (hope) that Goldhawk rather than hopeless effort in developing human-like  AI will focus at  adding features which make  game rich and  fun and have  to be supported by AI. Specially :

  • rise cover bonus when character hug a prop  which gives the cover
  • make Servitor  act as defensive / healer
  • make Ripers act as pack hunters looking primary  for civs
  • implement variable spot range based on target AND weapon soldier holds  (this will level up game a lot in  many categories, for example Simbiont which  are visible from 11 tiles do tiny size offers new situations  AND there can be much more Simbionts on map, becouse you dont need to animate  them when they are  not visible. Variable spot range bring whole new possibilities  for Wright camo, and so on... )
  • implement Psyonic team view and Psionic puppet control rules so Psionics will send civs  in kamikaze style against player. Then player receives SERIOUS DILEMA how to handle them.
  • implement Dread aura - (zombies, rippers, terror bomb on terror missions) superb idea which bring a lot  gameplay, but AI have to know how  to use  it

Compare impact when a AI programmer put  his effort into  doable project above OR chasing  a holy grail of human like AI.

Therfore, I wanted to highlight an issue and  give an advice  to how  to handle it quickly. I hope that Chriss sort things out towards maximum impact, and  cut corners where it is  possible. Narrow shields are abused  by AI, and there is no easy solution. So, it better to remove  narrow  shield and focus elsewhere.

Oh, get  notice, the only AI  programmer is the same guy who is also Technical director so he have to help others and solve their small issues when they stuck, and  also he wants to sleep. As you can  see his time can not  be wasted  willy nilly.

Edited by gG-Unknown
Posted
14 hours ago, gG-Unknown said:

It is  nice that you didnt deny that problem  AI abusing shield narrow angle exists.

My concern  in balancing is fair play :

  • when  I  see people abusing overloading soldiers = not fair play, becouse AI is not  allowed restock grenades
  • when I  see people abusing teleport to make whack-a-mole gem, I  ask for solution
  • when I see AI gets aim bonus so high that it can shoot thru  smoke, I  ask for solution. (commander diff  has no longer 130% bonus)
  • when I  see AI abusing  narrow shield so it murders players deliberately, I ask for solution

All Those unfair situations prevent player to dive deep into game world. It is all about  emotions. Unfair situations do not help, doesnt matter who benefits.

Now, I apreciate your trust in GoldHawk team, but AI improvement  whiich  could come can not reduce AI abuse  by a soft  way.  Here is why  :

Developing AI which think similar to human, even on  simple game rule-set is nearly impossible. Look at Total War games,  they had AI team of at least 20 people, and  they worked  for 20 years,  but their result  is tragic. Are they stupid, or uneducated ? No. It is  just so hard. Therefore programmers  use shortcuts like usage off data which could not know. AI  sees all the human soldiers, their equip and curent TU, based on this, an algorithm is able to count a move which is not completely stupid. If  you exepct, that GoldHawk develop an AI which will use only the  data he actually could see  as human, that is  not happen. Not in this decade.

Therfore, precise flanking and angle abusing should stay as part of x2 AI because it is just  small advantage, problem is the ruleset which creates a situation, where human feels fraud and unfair  advantage and see death of  soldier all at the same time.

So ?

AI flanking and inhuman precision in finding opportunity stays.

There is only 4 months left, to polish game, so guess (hope) that Goldhawk rather than hopeless effort in developing human-like  AI will focus at  adding features which make  game rich and  fun and have  to be supported by AI. Specially :

  • rise cover bonus when character hug a prop  which gives the cover
  • make Servitor  act as defensive / healer
  • make Ripers act as pack hunters looking primary  for civs
  • implement variable spot range based on target AND weapon soldier holds  (this will level up game a lot in  many categories, for example Simbiont which  are visible from 11 tiles do tiny size offers new situations  AND there can be much more Simbionts on map, becouse you dont need to animate  them when they are  not visible. Variable spot range bring whole new possibilities  for Wright camo, and so on... )
  • implement Psyonic team view and Psionic puppet control rules so Psionics will send civs  in kamikaze style against player. Then player receives SERIOUS DILEMA how to handle them.
  • implement Dread aura - (zombies, rippers, terror bomb on terror missions) superb idea which bring a lot  gameplay, but AI have to know how  to use  it

Compare impact when a AI programmer put  his effort into  doable project above OR chasing  a holy grail of human like AI.

Therfore, I wanted to highlight an issue and  give an advice  to how  to handle it quickly. I hope that Chriss sort things out towards maximum impact, and  cut corners where it is  possible. Narrow shields are abused  by AI, and there is no easy solution. So, it better to remove  narrow  shield and focus elsewhere.

Oh, get  notice, the only AI  programmer is the same guy who is also Technical director so he have to help others and solve their small issues when they stuck, and  also he wants to sleep. As you can  see his time can not  be wasted  willy nilly.

The best place for these posts is the balance threads, as others have said.

But I think the critical issue here is that you're assuming the AI factors shield angles into its attack calculation, whereas I'm almost positive that it does not. Just like it doesn't avoid shooting at soldiers with heavy armour because it can cause more damage to soldiers with light armour.

It can and does calculate where it needs to move to in order to shoot around the terrain cover objects you're hiding behind, but that's a different matter  and one I don't think is actually an issue. The bigger problem in your quoted review is the fact the AI doesn't currently differentiate between Xenonauts it has seen and those it should have no knowledge of.

If you want to discuss this further, please post about it in the balance thread.

Posted (edited)
On 1/19/2026 at 11:49 AM, Chris said:

But I think the critical issue here is that you're assuming the AI factors shield angles into its attack calculation, whereas I'm almost positive that it does not.

If you want to discuss this further, please post about it in the balance thread.

Apparently, AI behave  differently than you assume :

https://www.twitch.tv/videos/2677714055?t=00h28m34s

I will make an post in the balance thread. Shield is (was) signature play style of Xenonauts series which makes it different to other similar games. It would be shame if it fades out.

Edited by gG-Unknown
Posted
35 minutes ago, gG-Unknown said:

Apparently, AI behave  differently than you assume :

https://www.twitch.tv/videos/2677714055?t=00h28m34s

I will make an post in the balance thread. Shield is (was) signature play style of Xenonauts series which makes it different to other similar games. It would be shame if it fades out.

As I've said, best to discuss this in the balance thread. Feel free to @ me so I see the continuation of the conversation.

I'll ask the coders to look into it, but to me what the AI is doing there is breaking line of sight from all the Xenonauts that are looking at it before attacking, because that means it won't take loads of reaction fire after it attacks. 

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