Xenonauts (Alpha12) - Ground Combat vs Androns # 3 - (X-com like)

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Published on ● Video Link: https://www.youtube.com/watch?v=zseATqR96Bg



Xenonauts
Game:
Xenonauts (2014)
Category:
Let's Play
Duration: 28:39
160 views
0


I play a complete ground combat on Xenonauts (Alpha build 12) against Androns.

Xenonauts is a X-com like game that will be released by the end of the year by GoldHawk Interactive, an indie developer. The game will be sold on Desura, an indie games Portal, and maybe on Steam. If you pre-order the game you will have access to the alpha builds like this one. Later they will also release a free public build.

Xenonauts
http://www.xenonauts.com/

There is a public free kickstarter demo here:
http://www.kickstarter.com/projects/69341191/xenonauts

free demo download link:
http://x-com.org.uk/xenonauts/Xenonauts_Kickstarter_Demo.zip

free demo torrent link:
http://www.xenonauts.com/devfiles/Xenonauts_Kickstarter.torrent



SOME OF THE NEW FEATURES:
http://www.goldhawkinteractive.com/forums/showthread.php/2214-Build-V12-Released!

Female Soldiers: Female soldiers now spawn in the game, with female portraits and names. We need to do a little more work on harmonising some of the female portraits with the male ones (different artist) but overall the system has been pretty successful.
Custom Soldiers: Pre-generated soldiers (from Kickstarter) have been partially implemented. In the standard build the two pre-generated soldiers are myself and Kris Thaler (one of our artists) but you can view 15 other test soldiers drawn from the ranks of the highest Kickstarter backers in the debug version of the game. Unfortunately, playing the normal version will lead to you seeing a lot of me / Kris for now, as we're the only two options when a pregenerated soldier spawns (10% of the time)!
Base Defence modules: These are defensive turrets constructed as base structures in your base. They fire upon attacking UFOs when aliens perform base attack missions on that base. If the UFO is not destroyed, the damage dealt will reduce the size of the attacking force.
Androns: These alien units now spawn in their earliest two incarnations. We've put them in the Quick Battle too. Basically they don't act that differently to normal troops at the moment, other than being very tough, but as the AI becomes more advanced they'll behave in a fairly unique way compared to the other species. There's a bit more variety there anyway.
Dropship Destruction: It's no longer effectively game over when you have your dropship shot down, as your soldiers can now survive a crash and be rescued by local forces. Troops now have a better than average chance of surviving a crash, but are likely to suffer injury while doing so.
Alien Bases: The tiles for these aren't in place yet, but the code is now tested and in place. Bases are created on the Geoscape by alien construction missions, and all bases (existing and future) grow in size at predetermined AI ticker levels to scale with the invasion. There are two victory conditions in the base missions, either killing all aliens in the base (captures all equipment) or destroying the base power cores and aborting the mission (captures only the equipment brought out with you). Either instance results in the destruction of the alien base.
Suppression: The suppression system has been added to the game for preliminary testing. A unit becomes suppressed when enough bullets have been fired at him, with burst fire causing more suppression than single shots. The values are preliminary at the moment, as is the "suppressed" icon (a blue triangle with an S on it). Let us know your thoughts on this system though.
Heavy weapons: These have a 30% accuracy reduction if you move and shoot in the same turn (turning does not count as moving). The machinegun, rocket launcher and sniper rifle are the starting "heavy" weapons.
Mission Scoring: The mission-end scoring system has been updated. It now has different scoring for different mission types and different outcomes (victory / loss /abort) along with some tweaked values. This means the score awarded at the end of a mission should better reflect the actual outcome.
Soldier Hire: When you hire a soldier, you can now pick from a pool of 12 possible soldiers which is refreshed as you hire troops. This allows you to pick a soldier that suits the role you are hiring them for - though fired troops go back in the soldier pool to prevent mass hire / fire soldier cherry picking.
Manufacturing Materials: Most manufacturable items will consume either Alenium or Alien Alloys when built now. There's no UI element that shows these requirements at present (that'll be in the redesigned UI) but it'll give you a pop-up if you don't have enough.
Dropship Vehicle Icon: Vehicles on a dropship now have an icon on the Soldier Equip screen to show that they're filling soldier slots.
Reapers: These are the Xenonaut equivalent of Chryssalids. You won't see them until the beta, but they are fully rendered, animated and I saw one zombify my troops for the first time a few days ago. Thought you might want to know!




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