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KickStarter Xenonauts 2

Discussion in 'Tactical Gaming' started by Tzaero, Jul 31, 2015.

  1. CthuluIsSpy Arcane

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    Yeah, reapers are annoying. They can even one shot tanks for some stupid reason. They are more fragile than chrysallids, but chrysallids can't one shot tanks..

    Xenonauts is sorely lacking proximity mines. Those would make some of the more tedious parts of the game (breaching and reapers) a lot less cheap.
     
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  2. Mazisky Augur

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    I want to suggest Goldhawk a feature rarely seen in a game like this: different bonus\malus or even enemies in day\night missions. It would be pretty cool
     
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  3. SenisterDenister Novice

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    So, what, you have to bring mounted flashlights on guns otherwise you have a to-hit penalty on night missions? If you bring the flashlight it restores accuracy but also makes your guys easier to hit?
     
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  4. Elim Savant

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    Bored to death, thinking about starting Xenonauts again. What mods are solid? Is that X-Division mod good?
    I need Xenonauts 2 in my life right now...
     
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  5. Gaius maximus Arbiter

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    i played some versions of x division and i liked it,its more difficult than vanilla with lots of things to research and make.also new types of aliens and alien craft.the air battles were quite difficult to play manually (there is some video in you tube how to do it).also its really huge around 8-10 gigs to download.
    what i dont really like is that for every research you need to capture alive an alien specialist,this is incredibly difficult at the start when you only have stunning batons and you have to take down a sebillian motherfucker,those guys are really tough i had my whole squad equipped with batons taking turns and bashing his head to fall alseep and meanwhile he killed all but 2 of my squad!
    i really liked xenophobia where you got your research from enemy ship data cores,and every ship of that type after the first one gave you money and alien aloys to build stuff.
     
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  6. Eyestabber Arcane Patron

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    Yeah, what is it with x-com modders and live alien captures? Long War, FMP, X-piratez and now what the guy above described, they ALL make live alien capture a requirement for several key techs. The original game made no such restriction. It's almost like modders think your researchers need a quest compass to figure out alien tech and can't do that on their own.
     
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  7. CthuluIsSpy Arcane

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    Not entirely true. Whilst it wasn't a requirement in UFO defense, it was in Terror from the Deep.
    I wasn't a fan. I get they wanted to make the research tree a little more interesting, but it also introduced a lot of bugs and there was some stupid crap. Like, why I do have to research a goo man to find out how to use a drill?
     
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  8. lightbane Arcane

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    In Piratez it makes sense at least, as your guys are literal morons that are rediscovering the wheel. For everything else: "MUH REALISM! YOU CANNOT LEARN ABOUT ALIEN TECH WITHOUT ASKING ALIENS HOW TO SHOOT THEIR GUNS!"

    At least in Nu-XCOM 1 you could interrogate an alien, then dissect the body, something not always possible depending on the game.
     
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  9. geno Educated

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    Playing X1, I just had my first encounter with a reaper. I was exploring indoors (snow biome) and instaraped my assault soldier. While I tried to demolish the build with my tank and trying to kill these fucker with my gunner, the rest of the squad ran away and tried to kill the nearest aliens. So I had a tank and like 3 or 4 injured soldiers left and a ship I never saw before. I tried to enter the ship, hoping the reapers won't leave the build. A pair of soldiers died while trying to enter the ship.
    Good thing I'm not playing on Ironman. Can't wait for X2 beta.
     
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  10. The Brazilian Slaughter Arcane

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    Imagine if a country with 1840-era technology managed to take down a modern nuclear-powered airplane. The occupant(s) have modern dragonskin armor and automatic firearms.

    They could probably understand the occupant's firearms, tho - a modern pistol or rifle is just what they have, but one hundred years or so in the future.
    They would understand what the dragonskin is, but not how to make one. The materials are entirely outside their technological level.

    Understanding the basic principles of how the plane flies should't be too hard (its aerodynamics). The materials are foreign and far superior. The engine itself is different, but it works according to basic principles similar to steam power, but far more advanced (Nuclear Power is oddly similar to steam power).
    Imagine a bunch of victorians trying to mess with the nuclear reactor and nuclear fuel. With things like Fuel Rods and Reactor Cooling. And stuff like Uranium and Plutonium. Then there's them trying to understand radioactivity... without any understanding of its dangers.

    Then there's computers. Maybe Babbage could make some sense of it, but these people have no idea what the fuck is a microchip or a transistor. The concept of the computer already exists in embrionary form, but its components are entirely alien. About all they know is, like Cap America said "It runs on some sort of electricity!".
     
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  11. Beastro Arcane

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    The problem with a nuclear reactor in the hands of Victorians is precisely what they know of steam power that doesn't apply to a reactor: To turn a steam engine off you vent the steam.

    Do that and you're not only going to completely fuck the reactor and cause huge damage to it, but you've now flooded the area with radiation making anyone trying to stick around dead in not too long a time.
     
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  12. The Brazilian Slaughter Arcane

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    Shit, I forgot that. So its, even worse.

    Ironically, one of the easiest things for them to understand would be the plane - their aerodynamics is still far from our level, but the difference between that and radiation, is that airplane aerodynamics are still understandable within their pre-relativity, pre-nuclear model of physics. Its just a few decades forward, and it doesn't stray far from Newtonian physics.
     
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  13. Average Manatee Prestigious Gentleman Arcane

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    Ahh yes, the good old "what if Napoleon had a B-52 at Waterloo" discussion.
     
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  14. Unkillable Cat Prestigious Gentleman LEST WE FORGET Patron

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    Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
    Yes. And compensate for this by making the enemies (at least 'tier 1' enemies) suffer penalties from being exposed to light, like being blinded, or suffer morale penalties.

    Then add in a 'tier 2' enemy that attacks any and all sources of light in a berzerker rage, but delay their introduction while you have a chance to research night vision or something similar.

    Shouldn't be hard to code.

    Opens up tactical options.

    Makes people shit-scared of the dark.

    Win-win for everyone.
     
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  15. Makabb Arcane Shitposter Bethestard

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    gog.com/game/xenonauts_2

    November 1st
     
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  16. Alienman Arcane Patron

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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Shadorwun: Hong Kong Divinity: Original Sin 2
    Surprised it will be released this year. If that is accurate.
     
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  17. SausageInYourFace Codexian Sausage Patron

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    Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
    What I completely failed at in several playthroughs is not the tactical but the strategic layer. Always ran into massive money problems. Never had that issue with OpenXCom.
     
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  18. xmd1997 Educated

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    It isn't...well kinda. During the Kickstarter, in response to a question(Me!), Chris said that the closed beta would begin sometime in November(for backers), I'm guessing that's what that date actually refers too.
     
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  19. Makabb Arcane Shitposter Bethestard

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    So it will be early access
     
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  20. ushas Savant

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    There have been two kickstarter updates since, and looks xmd1997 got it right, the closed backer beta is coming next Wednesday (28th November).


    Xenonauts-2 October Progress Update
    https://www.kickstarter.com/project...gic-planetary-defence-simulator/posts/2320147
    Show Spoiler
    Xenonauts-2 October Progress Update
    We've had a very busy month here at Goldhawk HQ, so this is going to be quite a long post! I'll be giving a general update on our progress but mostly I'll be talking about our plans for the beta.

    In general I want to apologize for being relatively quiet here on Kickstarter and on our forums over the past four or five weeks - the harder we're working, the harder it is for me to find time to answer questions or write updates. And with the closed beta approaching we've been very busy indeed!

    Closed Beta Release Date
    Although I never announced it formally, my target date for the beta was always 7th November - but unfortunately we're not going to hit that date. Thankfully the delay won't be quite as bad as I initially feared, though, and we're now aiming for Wednesday 28th November (the alternative was the 9th January but we managed to avoid that).

    We primarily want to test the game and fix problems during the closed beta, and we'll move into Early Access once the game is fairly stable and fun to play. This means you shouldn't expect the early beta builds to be a particularly enjoyable gameplay experience - that's the end goal of the beta, not the starting point!

    The focus of the very first beta build is just going to be whether all the core systems are present and functioning correctly for everyone. It will contain the full strategy layer - the Geoscape, base building, interceptable UFOs flying around, air combat, fighting crash site missions, Research and Engineering projects, saving / loading, etc. However, we're going to limit the campaign to being about two weeks long (e.g. just the two smallest UFOs will spawn) - as I said, the purpose of this first build is testing!

    The playable period will then be extended with each new beta build we release. The next build will likely bring in the Corvettes and Fighter UFOs, and the build after that might bring in the Terror Sites and Alien Base missions, etc. By the time the third or fourth build rolls out you should be able to properly play a good section of the campaign and we'll start polishing up the game balance.

    This approach should make it easier for us to hit our Nov 28th target and also better align the community feedback we receive with our priorities - e.g. we need to check the foundations of the game are working properly before we start collecting feedback on anything else.

    General Progress Update
    So what have we been working on in the last month? We've added quite a few small features and new weapons (e.g. X-Com style Proximity Grenades have been added) but the two biggest things are the new inventory / item system and creating the first major batch of maps.

    [​IMG]
    An unexported map layout in our Map Editor
    I'll start with the maps. We've always had a few test maps for each type of mission in the game, but I recently say down and did our first large-scale test of the map editor by creating 30 crash site maps for the Probe / Scout UFOs across all six of the biomes that exist on the Geoscape.

    The nicest thing about these maps is that they're built out of semi-randomised "blocks", so they support a much higher level of randomisation than the maps in Xenonauts 1 did. I'll write a longer post on how the map editor works at some point in the future, but for wilderness maps I think we could feasibly export at least 3 variants of each one and a player would have no idea that they shared a common layout.

    [​IMG]
    An exported map, ready to be added to the game!
    In the example above, a "block" is a 16x16 map section that contains something like a set of cliffs or a building or an open area. If I were to export the map again, the editor would randomly pick one of several different possible map sections for each "block" - so the building "block" between the helicopter and the UFO would always contain some kind of building, but it could just as easily be a trailer park or a gas station instead of the house that was used in this export of the map.

    Like everything else in the game, the maps and the map editor will need further work - but the basic systems are actually working pretty well and you guys should have a decent amount of map variety even in the first beta build.

    Next up, the new inventory / item system. This is what allows soldiers to have a grid-based backpack and belt, and it also allows units to move the contents of their inventory around in battle and pick up items from the ground. Because items are extensively passed back and forth from strategy to ground combat and touch on every part of the game from the base stores and the UFO contents to unit inventories and the 3D models displayed in the combat, updating everything to the new system has been a LOT of work.

    [​IMG]
    A rough but functional implementation of the ground combat soldier inventory!
    This system is now largely functional - and it's pretty cool to be able to loot equipment from dead bodies or swap your equipment out on the inventory screen! There's a lot of usability issues, special-case items and UI work we still need to fix up before this system can be considered totally finished, but hopefully we'll be able to deal with some of the more obvious ones before the beta begins.

    Finally, we've spent a lot of time ensuring that the core gameplay loop works as intended - i.e. you can shoot down UFOs or generate ground missions through other means, you fight those ground missions, then the results of that mission are carried back to the strategy layer.

    Anything that blocks this gameplay loop is considered a critical bug and we had to spend more time fixing such issues than we were expecting (quite a few appeared as a result of the changes to the inventory / items system). There's also a whole class of bugs that work perfectly fine in the Unity Editor where we develop the game, but break as soon as you compile a build for general distribution - as you can imagine, those can be rather difficult to track down and fix!

    I'm expecting to have the key features for the first beta build and the critical bugs fixed by the end of the week, which would give us a month to work on polishing the game before beta. Things are still going to be pretty rough by the time beta arrives, but hopefully we can get rid of the most obvious problems before it does.

    That's it from me for this month - apologies for the delay but hopefully you can understand our logic. Expect another Kickstarter Update as Nov 28th approaches with specific details about how and when beta backers will be getting their keys!
    Proximity grenades and higher level of randomization of maps :love:



    Xenonauts-2 Pre-Beta Update

    https://www.kickstarter.com/project...gic-planetary-defence-simulator/posts/2347768
    Show Spoiler
    Xenonauts-2 Pre-Beta Update
    The closed beta for Xenonauts-2 is due on Wednesday 28th November, and I just wanted to put out an update to confirm that we're currently still on track to hit that date and briefly talk about the logistics.

    If you're eligible for a closed beta key (anyone that backed at the £25 tier or above), then you should be receiving a Steam or GOG key via email on the 28th. We'll be sending the key to the email account associated with your Kickstarter account.

    If you backed at the £18 tier then you'll be getting your key when the game releases into Early Access at the end of the closed beta, which we expect to run for three or four months.

    I mentioned this in the previous update, but it's worth repeating a second time - if you're interested in a fun and playable experience, you should probably wait for the Early Access launch. The closed beta is going to have a lot of issues and rough edges, and we're deliberately cutting large amounts of content out of the first few builds so we can focus on testing whether the major game systems actually work properly for everybody.

    If that doesn't bother you, great - in about a week we'll need you to tear our game to pieces, pointing out all the crashes and annoyances and missing features and problems you find. Then we can get to work releasing fixes for it!

    OK, I think that's everything - hopefully the next thing you'll hear from us is an announcement on the 28th about the beta keys being sent out!
     
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  21. Mazisky Augur

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    The map system they are using is the same of Nuxcom 2 but since this is not Firaxis there is no bias, so it will be praised here like it is the holy grail of systems never seen before.
     
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  22. agris Arcane Patron

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    What do you mean, the fact that they're generating large maps with certain sections randomized?
     
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  23. ArchAngel Arcane

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    I don't remember anyone shitting on map system of Xcom 2, only Xcom 1 got some flak (before expansion) because they had not enough maps and campaigns would start reusing same maps and any additional playthrough meant you always played on same maps with almost same enemy placements.
     
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  24. Haba Harbinger of Decline Patron

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    Oh gee, I wonder how the map generation in the original X-Com worked.

    :hmmm:
     
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  25. ushas Savant

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    Yeah, well got impression it sounds like good news. Wasn't this something Xenonauts 1 was criticized for? (at least in comparison to the original x-com) I recall getting fatigued from repeating similar missions few years back. Want to start a new playthrough, think will add the Skitso's map pack right away.
     
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