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Completed Xenonauts

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
So have you lightened your team's loads after maxing their strength or just piled more consumables on?
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,529
Location
Copenhagen, Denmark
Codex 2012
I've lightened them. No need to be weighed down extra once strength hits the max.
The thing I do stock everyone with is plenty of stun grenades. Once I get electroshock grenades researched, those will also be preferred.
The reason is that these types do not smash the enemy equipment. And we want that equipment, as it equals cash.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,196
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Harridans are really shit iirc, even at long range they have no suppression resistance so you don't even need to countersnipe them with accuracy.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
Their only real strength is every once in a while they fly up something tall like the bigger alien ships and no matter what angle you approach from you just can't spot them until they take a shot at your guys.
 

Azira

Arcane
Patron
Joined
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Messages
8,529
Location
Copenhagen, Denmark
Codex 2012
I'm going to manufacture carbines for our snipers, for breaching UFOs and alien bases. It'll be a good secondary weapon. And train their reflexes.

I've got a good chunk of screenshots to sort through and upload. Might update again within a couple of hours.
 

Azira

Arcane
Patron
Joined
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Messages
8,529
Location
Copenhagen, Denmark
Codex 2012
Ask ye not, and still ye shall receive.

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I like breaching these UFOs. You can really line up a firing squad just outside the main door. Fire whatever shots you want, then close the door again.

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The tried and tested tactic of blocking the teleporters remains true.

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I'll probably need to be more careful in the even larger UFOs. But I seem to have this type nailed pretty well.

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I do keep taking wounds that keep people out of the rotation. I should be more careful.

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Anyhow, our SA base is now fitted with interceptors. We just need the radar online and we're golden.

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All interceptor cannons are upgraded to plasma blasters. This is NICE.

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Also, I haven't been using our scout. Must make a note to do so soon. Here we can see that other options are now available when it comes to its weapons.

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The defense score of our bases is now 90. Whatever that means. Up from 60 when it was laser batteries.

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Anyhow, I decide to build us some plasma MGs. Our heavies are desparately in need of this upgrade.

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Mhmm. Just in time.

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We're starting to see heavy fighters as escorts now.

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Current payload can handle them fine enough.

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I've been so focused on getting other stuff researched that the captured aliens were being studied in one-man groups. The guy assigned to the Sebillian apparently had enough and submitted his report.

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Oh joy! A terror site.. Can't ignore these.

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China WILL grow larger!

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Luka-boy was whining about a medal, right? Looks like he's gunning for it this mission. Also, the sebillian research completion led to a graphic overhaul of the medkits.

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Congrats Luka-boy! Time in the medbay for you! Slacker..

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Anyhow, with a succesful terror site behind us, Indochina boosts their contribution with about 50k a month. That's nice.

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The stats on the heavy fighter. It turns a lot slower than the regular fighter, but does way more damage. And is faster. If you manually dogfight, you want to get behind these and let rip with cannons.

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Strange Fellow and Luka-boy are chilling in the medbay, while the rest of the crew stand ready.

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The stats for the different MGs for comparison. The plasma caster is so much better it's ridiculous.

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This is a key tech. It lets me research this:
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Mhmm... Better boom-boom.

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UFO spawns are getting a bit crazy. I should plop down a final base in Russia too at some point.

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In general, it's going quite well. Everyone is pleased. We came really close to losing South America though.

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Shooting down the medium size UFOs is easy with Foxtrots. Tail them, then engage.

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Once the four torpedoes are away, break off in either direction.

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And done. No damage to your interceptors. Just need to rearm.

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In this one, ValeVelKal actually went down, I think it was a grenade. But we managed to win the very next round, and she actually pulled through!
You get a small chance of your Xenonauts surviving when going down, and the chance is lower the more damage they suffer.

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Another new enemy. The Wraith. These funky creatures can teleport, but it takes all their TUs to do so.

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One is in the bag. The rest we'll shoot on sight. I like the stun rods. They're always fun.

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No wounded soldiers this time. And new stuff to research..

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I'll end up assigning a single researcher to this one as well.

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Cannot really call missions "milk runs" when I keep taking damage, can I?

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Anyways, South America base gets the same layout as the other secondaries.

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Here's the autopsy on the Wraith. It's true that it seems to be able to handle damage rather well. It's not a one-shot, one-kill type of enemy.

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Damnit. Another base. At this point I had two people in the medbay, so I opted to wait a little.

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And in the mean time, our research into plasma explosives finished. Better missiles and torpedoes now complement the better cannons.

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Our ground troops also get better toys. Explosive grenades are upgraded, our C4 is upgraded, and the rockets for our rocket launchers is upgraded as well.
I decide to give both of our heavies a plasma MG, and a rocket launcher with a plasma rocket pre-loaded. Plus a spare, just in case.

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That's good ju-ju. Then again, this was one of the smaller UFOs, a corvette. Maybe that's why I didn't take more wounds..

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Just as our Shrike is approaching the alien base, we see a landed medium size UFO near the base. I opt to take the UFO first.

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In case the loot is better, this is an undamaged landing ship UFO.

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The only apparent difference is the amount of alenium and alloys. That's not too bad either. I am a bit miffed that one of our veteran snipers caught a plasma shot and will now not be joining the base assault, but what can you do? Play more smart? Not I.

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Alien bases sometimes have these vents. They cannot be opened.

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But you can blast your way through.
Not with a laser sniper though. Used the plasma MG. So I had to pull back the sniper, thought he could peek through the vent to the other side. No dice.

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Anyhow, not much time is saved. Could just follow the ordinary corridors. Vents are also dangerous as you can fit through single-file.

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Turns out it was an Andron base.

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Another shot down landing ship. Much needed cash for our expansion efforts.

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This is also a key tech. Why?

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Better interceptor, better armour, better shield.

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I'll throw everything and the kitchen sink at that interceptor. That's a direct upgrade to all I've got so far.
The Foxtrot can only fit missiles.
The Corsair can only fit canons.
The Marauder can fit both. And is likely to be faster and better armoured.
Also, seeing as all interceptors seem to cost the same in upkeep, you'll really want to have as many Marauders as possible. So once the research is complete, I'll be churning them out whenever I got engineers and cash to spare.

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South America base looks secure now.

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*sigh* Strange Fellow taking another holiday in the medbay. Those new shields also look promising. Oh, the armour too..

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And finally, I wised up and decide to splurge on carbines for our snipers.
Sniper rifles have 50% lower chance of reaction fire. Pistols and carbines have 50% higher chance. So I'm figuring, putting carbines on our snipers once we're in close quarters is a Wise Move. Should've probably done that from the start, but at least with their strength at 100 now, they should have no problems carrying a secondary firearm.
Again, no roster at the end. Was rudely interrupted by wife and kids who wanted dinner. Live with it. I know I have to.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,144
Location
Djibouti
VkP2jbk.jpg


I don't remember allied tankus in terror missions. Are those props only or do they actually shoop?

Also one thing I always liked about the explosives research is how you never get a new rocket launcher, only new warheads. It's just the same ol' faithful bazooka all the time, but with increasingly dangerous torpedoes loaded inside.
 

ValeVelKal

Arcane
Joined
Aug 24, 2011
Messages
1,606
On the other hand, the Soviet AK rifles of those soldiers are slightly better than "normal" Xenonaut rifles for close combat.
I can't remember if the "domestic soldiers" ever upgrade.
 

ValeVelKal

Arcane
Joined
Aug 24, 2011
Messages
1,606
"In this one, ValeVelKal actually went down, I think it was a grenade. But we managed to win the very next round, and she actually pulled through!
You get a small chance of your Xenonauts surviving when going down, and the chance is lower the more damage they suffer."


Told you. One-chance-in-a-million. Survived. I am just made different. The power of save-scumming embues me.
Also, why is everyone Colonel? What's the point of being Colonel if we have to share 2 Captains and 1 Lieutenant between the 10 of us?
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,144
Location
Djibouti
I can't remember if the "domestic soldiers" ever upgrade.

I'm pretty sure they get lazers eventually.

Also, why is everyone Colonel? What's the point of being Colonel if we have to share 2 Captains and 1 Lieutenant between the 10 of us?

Average codex xeno team briefing:

 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,529
Location
Copenhagen, Denmark
Codex 2012
Sometimes, a new discovery turns out to be obsolete.

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I really do hate reapers. Such a simple unit. Such an effect. This was a terror site by the way. Hence the three reapers. Once used to be a civilian.

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It's a good public relations boost though. Even if their news channels show civvies being turned into creatures of mass destruction.

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Some minor research completes. This is not a direct upgrade, more of a lateral one.

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The electroshock grenade fills a new niche. The flash bang still offers the most suppression, the stun grenade the most stun (over time)
And the electroshock falls somewhat in the middle. Respectable suppression, nice stun, and proper EM damage against robotics. Everyone gets these new toys.
I'm a lot more excited about the next research project though..

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Now we're talking! One of these can solo most UFOs. If you build a squadron of three? You'll fuck anything and everything up.

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They're pricey though. 400k cash, 20 alenium and 20 alloys for each of these interceptors.
Don't stinge though, they're quite worth it. They fly faster, can withstand more hits and turn better than anything else.
Well, that's not quite right, as the humble condor turns just as quickly. But all in all, this interceptor supersedes any and all previous ones.

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One is already underway. More will be built as I can afford them.

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Our unclaimed mooks are shaping up nicely.

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Just in time for yet another terror site..

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This one "only" had Caesans. Yet, it was still a pain and a slog. Mostly because they were soldiers and warriors. Warriors have more than twice the HP of the ordinary blue-shirted Caesans. So they take at least two shots each. Surprisingly tanky. And quite accurate too.

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Our first Marauder is coming along bit by bit.

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Sometimes the UFOs you shoot down display a lot more damage than other times. Maybe it's due to our interceptors having stronger weapons now? Not sure.

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Damage to the UFO often means fewer living aliens to defend it. That still does not equal no danger.

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Almost..

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There! Automatically equipped with the best weapons we got.
In Xenonauts 2, currently there's a hardpoint and loadout system, where you have to manufacture new weapons and better armour, and you need to juggle that up against a maximum weight allowance. Switching out stuff for what you need the most. Meaning two interceptors based on the same fuselage can be equipped for different roles.

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We can now produce the Buzzard jumpsuit. It'll allow our soldiers to jump to higher vantage points. Which can expose them dangerously to enemy fire if you're not careful.

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Ah, the tragic tale of the Corsair. The research was mothballed so long that it's become obsolete right out of the gate.

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The resource cost is half that of the Marauder. So if you were really strapped for alenium for instance, you could possibly build Corsairs instead. I suggest you don't.

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I should've possibly taken more screenshots. But in the last screenshot, the landing craft UFO has turned 180 degrees, while our single Marauder ran in circles around it. Easy kill without damage sustained. Get two Marauders in the air, and the enemy will likely chase just one of them, and the other can go to town.

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Mhmm. XP gains.

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Now this is proper armour! It does hamper your vision though, and you can only use heavy weapons. We'll build two of these for our heavies. Maybe a third, for when our two unclaimed mooks have 100TUs, so one of them can be turned into a heavy.

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This one is also a gamechanger. You don't need to build these. They're automatically made available. And they sport 160hps, compared to the 80hp of the normal shield.

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Meaning I made it through a mission without taking damage at all!

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This mission was odd. I can "see" three aliens, yet all of them SHOULD be in this screenshot. I shot each of them once, they didn't die, but they disappeared.
I won the mission by staying in the bridge of the UFO for 5 turns.

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That's another perfect mission! Getting cocky here..

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I decide to splurge on a fifth base, fourth secondary, so we can cover all funding countries.

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Then I run a simple mission on a scout UFO. Get careless and actually take damage! For shame.. That's a stay in the medbay for Strange Fellow.

To wrap up this update, here's our roster for the HQ. Pretty beefy stats all over. And our two unclaimed soldiers are also getting there.
cALIY9i.jpg
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,529
Location
Copenhagen, Denmark
Codex 2012
A little tip on Reapers. If they turn someone into a zombie and you don't relish the thought of fighting yet another Reaper, then stun the zombie.
It'll blow up in a little red cloud, but no new Reaper will spawn.
 

Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,222
Anyhow, here's a list of soldiers up for you to claim
I'll take the baldie Ukrainian, Kirsenko. Make me a dakka dakka stormtrooper, if you're okay with that. And give him lots of grenades. Because real cossacks do thunder runs.
Failing that, give him the largest long range non-AOE penetrator you can get and half the ammo.

And where's the rookie meatgrinder in this game? It's not a proper X-COM without one.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,529
Location
Copenhagen, Denmark
Codex 2012
Bigger, badder, stronger, more save-scumming.

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I rushed this tech, as I hoped it would be an upgrade to our radars, or maybe make them obsolete. No such luck.

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I get to research a building, which will tell my what kind of missions the UFOs are on, and which alien race is aboard the UFO. I guess that's useful.

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The funding nations are pleased. This keeps up with our base upkeep, which is nice.
I don't know if there's a proper economic death-spiral in this game. Not of a mind to find out. The more I play this Xenonauts, the more I want to go back to the early access Xenonauts 2.
So yeah, sometimes I do save and reload during missions. Not as often as you probably think though.

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I don't recall loading the game even once during this mission.

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Nor this. Cannot rule it out either.

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What ho! Another alien base, this time one size category larger. The go from outpost, to base, to fortress.

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Before the base there's a UFO in need of clearing. And I didn't think of taking a screenshot of the mission load screen earlier. There's a bunch of tips that cycle through below the loading bar. Some more useful than others.

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I think I reloaded twice in this mission.

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Then we go to clear out the alien scum.

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You can click to reserve timeunits for specific shots. This is useful for keeping a reserve, to shoot down buggers like a Reaper for instance.
The yellow bar on the TU bar represents the reserved timeunits.

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Surprisingly, I make it through the base and clear the command center before I find the last alien. Which in turn reveals the whole map, so I can see the Harridan crouched in the reactor room, even though I got no troops with a LoS to it.

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Also, this base actually had useful ventilation shafts for accessing the command center from another angle. Would be useful knowledge. Now the point is rather moot.

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I reloaded once. Had a good couple of rounds of alien movement, where Reapers and Sebillians threw themselves into our line of fire.
Those plasma carbines are really useful here.

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The "decifer what the UFO missions are" building can now be erected.

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So we splurge the 200k cash to fit one in our HQ. Not convinced I'll pay for one in each of the secondary bases. Will need a massive surplus of cash first. Which I do not really have at the moment..

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The report on the live Reaper. These are just there to give us info, and a 10% damage boost against the critters.

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Our base in the Soviet Union is ready for expansion. With all this planned we're all out of cash. I even sold som alien alloys to also build the radar. As the base is pretty dang useless without one.

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I also decided to upgrade our snipers with Buzzard armour. They were sporting the primitive Jackal armour, so even though the Buzzard has less armour than the Wolf armour, it is an improvement over the Jackal.
Also, it will allow our snipers to perch on top of buildings etc.

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This is the next step of the required research. It doesn't directly unlock anything new, but the game does tell us we need to capture a leader next.

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Ah, the Harridans. Still, more of a nuisance than anything else. Yes, they can fly to high places, just like our snipers in Buzzard suits. And they use sniper rifles. But they are often exposed due to being on rooftops, and our team sports so many snipers that we almost always have someone ready to fire at these little buggers.
Now for +10% damage.

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As if on cue, after researching the officer, we sight the first large UFO.

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It's a cruiser. We want to catch it over land so we can recover it.

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Yep. There's a leader to be caught.
This wasn't guaranteed though. Of the three main alien races, Caesans, Sebillians and Androns, the latter does not have leaders you can capture. So we know this is either Caesans or Sebillians.

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Also, Darth Roxor is our first soldier in a suit that can fly! Lookithim!

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You cannot end your move in open air. You need to set down on something firm. Like a roof.

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Being perched up high like this in broad daylight means you get a good view of the battlefield. This helps spot the opposition.
Caesans confirmed. Backed by Wraiths.

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This UFO has three entrances. One larger main entrance, and two in the wings.

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Breaching with carbines. Save timeunits so you can shred whomever tries to enter through the door.

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On the second floor, we spot a helmeted Caesan with shoulderpads. Gotta be the leader. Two stun attacks were not enough, so we lavish him with two more.

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That's our target alright. And that rifle is new.

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There's even a medal to be had for capturing a leader.
I did not reload a save in this mission.

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A look at the new research options. As you can see in the bottom of the picture, I had almost exhausted our topics. This doubles them. And promises good stuff to come.
The new troop transport looks especially promising. You'll deploy through drop-pods!

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Another mission, milk run. No reloads.

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Ditto.

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The Xenopedia entry on the cruiser.

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And we finish up some of the leftover topics of research.

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I reloaded twice in this mission, as I got stupid and overextended. It was amusing to see Darth Roxor being reduced to a fine red mist, as he was shot down in midflight. But I'd rather not spend many hours training up a new recruit. I admit I'm getting a bit worn out.
The game is fun. Don't get me wrong. But playing it for an LP means I put way more hours into it than I would otherwise.

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That's all the "base" plasma weapons the aliens use. Only weapon remaining now is the battle rifle.
I remember that researching all of these should unlock the ultimate weapon tier for our soldiers. The endgame is approaching.

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Also got our first Predator armour completed. I should mention, that you can ONLY wield machineguns in this suit. No other weapons, no rocket launcher, no grenades. Not even a medkit. So I should ditch those, and just fill up on more ammo.
This suit supposedly also lowers the TUs required to fire weapons (the MGs). Will have to wait a while before we test that out though.

Because I'm ending this update here, with the roster:
4YKfWh8.jpg
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,196
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I admit I'm getting a bit worn out.
The game is fun. Don't get me wrong. But playing it for an LP means I put way more hours into it than I would otherwise.
It is fun. But I think it also lacks variety. The lategame of x-com plays different because you get blaster launchers and psi, the lategame of xenonauts plays pretty similar to the earlygame. You have better weapons, but the palette swaps have more hp so it about evens out.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,552
Location
The Eye of Terror
I can see I am now a walking tank, excellent.

Can’t you use the predator people as walking backpacks for the other teammates though?
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,944
ou have better weapons
This was actually one of my gripes with Xenonauts; the weapons are better, strictly better, in a boring way. They just do more damage. There's no range penalty on plasma, or infinite ammo with lasers or high penetration but low damage or accuracy changes or TU cost differences. The craft upgrades are a lot more interesting because there's some nuance to whether you want speed, loadout, turn radius, etc.
 

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