• Xenonauts
    102 replies, posted
Now you just need to replace all the music with Klendathu Drop and you're set.
I don't know but that is just a reskin of the basic uniform, nothing else. It's not that interesting.
I guess I'll revive this thread as I now try the game myself, but I got a question. I saw in let's plays that you can rotate your soldier while keeping him in place. How do you do it without forcing him to fire his weapon? [editline]24th October 2014[/editline] Nevermind I found out how
Bumping this thread. This game is awesome. I picked it up because I really enjoyed playing the first X-com and boy oh boy I was so glad that I did. This game has all the game play and neat little things that made X-com the legend that it is today, plus a bunch of other material that allows it to grow on top of X-com' successes. I have the XNT mod and got my first alien outpost mission in Guatemala. I attacked the outpost and made it relatively unscathed to the control room where I ran into a Xeno Queen. Suffice to say it was a stunning retreat with much running and screaming. The guns I had at the time could barely touch the thing. I was eventually forced to destroy the power core and thus lose all the Co tens of the outpost.
Xenonauts now has workshop support! [url]http://steamcommunity.com/games/223830/announcements/detail/138818333202086453[/url] [QUOTE]Our last version of Xenonauts V1.5 has been on the Experimental branch for a week and nobody has reported any major bugs in it, so it has now been released to the Windows Stable (i.e. default) Steam branch. We have also activated Steam Workshop for everyone. We have also started work porting V1.5 to Mac / Linux and expect them to arrive in the next few days. For anyone that likes to play across multiple platforms, we are also preparing the non-Steam versions for Desura, Humble Store and GOG and expect them to arrive in the next week. For those unfamiliar with V1.5, it is a final free update to the game that irons out a number of issues with the usability, balance and stability of the final release game. It's not a fundamental change to the gameplay, rather it just tries to remove a lot of those annoying little moments when it feels like the game is fighting you. The community contributed greatly during the development process and many contributed still more after release. I'd like to give specific thanks to Solver and llunak for their work as Community Coders and to Skitso, Max_Caine and Kabill for their mapping / modding. Many others also deserve a mention but I must omit them for the sake of brevity! IMPORTANT INFORMATION: You can load save games from V1.09 in V1.5, so upgrading mid-campaign shouldn't be an issue. We've tried to avoid any broad changes to the gameplay to avoid screwing up the balance of any in-progress games, but if you want to keep playing V1.09 then you can do so on the Legacy Branch: [url]http://www.goldhawkinteractive.com/forums/showthread.php/7276-MY-SAVED-GAMES-DISAPPEARED%21-%28fix-in-here%29[/url] BRIEF CHANGELOG: Steam Workshop & better mod support has been added An epilogue from the Chief Scientist has been added to the victory screen 70 community maps bundled with the game as an optional mod (must be activated in the launcher if you want to use them) Air combat now has time acceleration buttons Line-of-sight system for soldiers significantly improved Cover indicators added to the ground combat Late-game alien psionics / berserking now less unfair Units behind walls / props are easier to see Soldiers now get a nationality flag Money made less tight on easier difficulty settings Fixed a lot of crashes / hangs and made a lot of usability improvements This is a much reduced changelog due to the character limit on these Announcement posts; if you want to read the full changelog (usually with some brief explanation about each change) then please follow the link here: [url]http://www.goldhawkinteractive.com/forums/showthread.php/12698-V1-5-Experimental-promoted-to-Steam-Stable%21[/url] This is likely to be the end of the road for additional content and balancing in Xenonauts, although we will continue to fix major bugs in the game. However we are planning to announce a new squad-based tactics game later in the year and if you'd like to hear about it when we do, feel free to sign up to our mailing list here: [url]http://eepurl.com/4FKe9[/url] Thanks for helping to make Xenonauts the success it has now become, and we hope you enjoy playing with the new features in V1.5![/QUOTE]
Oh, nice. Maybe I should give the game a go again.
I like that they included the map bundle with the launcher.
Oh sick I have to fire this up again. My most successful campaign came to a close when I started getting a CTD during a terror mission. Some fantastic changes in there. It always bugged the hell out of me when a MC'd soldier got all his time units back so he could annihilate his comrade standing next to him without a chance to avoid it.
I bought this during the sale and decided to wait on them dropping the new patch. Can't wait to play it now.
beep boop
I have a soldier from Norway called Joe Chan, i assume he's weeaboo. Had him since the beginning and he's grown on me. Then I ended up getting ANOTHER Joe Chan this time from Finland. I renamed him Moe Chan so now i'll be absolutely devastated if either anime loving brother goes down as it's on ironman mode.
What should I prioritize early-game to make sure I don't get steamrolled later on? Got a second base running after the first month, both having currently 2 F-16s and a Foxtrot. Got about 30 scientists ploughing through research, though realised I should probably get more engineers as well.
Focus heavily on the airgame, if you believe your ground combat skills can not handle terror missions. Other than that, shoot everything down and tech up. A good amount of wolf armor and plasma should let you live trough the mid game easily. Also for the airgame, always play out the large scouts in combat mode, because autoresolve likes to get your plane damaged for no reason, while a foxtrot can instagib it without getting in range.
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