Xenonauts X-Division ep226 Getting back in shape

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Published on ● Video Link: https://www.youtube.com/watch?v=hbLruNXori0



Xenonauts
Game:
Xenonauts (2014)
Duration: 1:25:34
276 views
6


This is a lets play tutorial/playthrough for xenonauts xdivision 99.4.

credits:
- goldhawk interactive http://www.goldhawkinteractive.com
- xdivision team: https://www.goldhawkinteractive.com/forums/index.php?/topic/13414-165xce-v0343-x-division-099-beta/
- air combat tutorial (dranak): https://www.youtube.com/watch?v=LEpjEwr6Bdg&t=355s
(pandi): https://www.youtube.com/watch?v=CaDNF1hymzQ&lc=z22ixlwbbpa5jvhdracdp432al2uvexbumlawwjztdpw03c010c
https://www.youtube.com/watch?v=tIYewcpq0b0&feature=youtu.be&t=1837
(the man himself aka charon): https://www.youtube.com/watch?v=9d3piT0zxhg&feature=youtu.be
https://www.youtube.com/watch?v=nCSPkjvAOoE&t=29s
- and the great community this game has


If you want to see charon play: https://www.twitch.tv/charon117

Feel free to visit the forums and feel free to ask/comment in the comments section both here and on the forums


Community ed .35 Changes:

The bundled Fix Pack has been updated and renamed to [XCE] Xenonauts Fix Pack. The rename avoids a conflict with Steam workshop, which has an older (and buggier) version of the mod.
It's now possible to rename bases. Click the base name in the base screen.
Psionic combat calculations fixed to work as originally intended in the game design. Previously it would essentially be random rolls only slightly affected by the soldier's and the alien's stats. Now the psionic strength (for aliens) and bravery (for soldiers) contributes 50% to the score calculation as intended. From a player perspective, you should actually notice higher bravery soldiers being more resistant to psionic attacks now.
"Go to base" will open the workshop view after a manufacture has been completed.
"Go to base" will choose a base with idle scientists after a research has been completed.
Afterburner in air combat now has "A" as a keyboard shortcut.
Zoom in/out shortcuts will also work in air combat.
Correct alien base name will show in the dialog window when a dropship reaches the base.
The "incendiary burst bug" is fixed. The bug was - if a weapon of incendiary type fires a burst, and first hits terrain and then an enemy, then the shots hitting the enemy would do extremely high damage.
Fixed a rare bug where destroyed airplanes in transfer would forever occupy hangar space in the new target base.
Reaper zombification is now damage-based, that is, Reapers zombify when target HP is 0. It's thus possible to have them do normal damage. The base game now just sets the Reaper weapon damage to a very high value to ensure instant zombification.
Item transfer time between bases can be modded in gameconfig.xml.
If Xenon?aut base retake missions are enabled, they can be made to happen in the Xenonaut base tileset in gameconfig.xml. Previously only the alien base tileset was available.
Morale cap for ground combat can now be customized so mods can enable morale of over 100.
More flexibility for radar ranges - up to 13 are now supported.
The LockManufacture command has been fixed to work reliably.
Fixed escort chances for UFO missions in the AM_*.xml files. Only mods with more complicated AM_ files were affected, so this is not a base game change.
It's now possible to specify alien sight range per ali?en rank. If rank sight range isn't specified, the race range is used instead.
Base evacuation feature completed: if retaking Xenonaut ?bases is enabled, then personnel and planes from lost bases will evacuate to other bases. It's actually visible on the map with planes flying out, etc.
New alien abilities for aiprops: Infiltrator and Ghost. Infiltrator makes the alien look like a friendly unit - green cursor, no reaction fire, and so on. Ghost makes the alien act like an object, no special cursor at all, but it can be reaction fired upon if moving.
gameconfig.xml can now control the various speeds of air combat.







Tags:
xenonauts xdivision x division lets play tutorial



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