![xenonauts 2 console xenonauts 2 console](https://cdn.mos.cms.futurecdn.net/f3b0f9462d76682c96a893ab5e3b4c84.jpg)
The other key strategy mechanic is Threat, which is a bit like the wanted level in Grand Theft Auto - it goes up when you attack the aliens, and declines over time. Kill enough of that race and they drop out of the war entirely. Launching a mission and killing that alien removes the infiltration markers, but it also levels up that race and makes all future missions more difficult against, say, the Sebillians. The aliens themselves are now persistent missions on the map they slowly generate infiltration markers in the region they are in, reducing Xenonaut relations with that region and bringing the world closer to nuclear war. The player is actively choosing from a multitude of missions which ones they think will best advance their strategic position, rather than in Xenonauts 1 when you were reacting to what the aliens did as soon as it happened. To make the alien invasion more strategic, we've made things last longer on the Geoscape. I'd like to make the stores management deeper if we can, too.
![xenonauts 2 console xenonauts 2 console](https://adrenaline.com.br/uploads/2021/11/24/72179/Novo_Projeto.jpg)
the current mechanics tie the rate of staff stress regeneration to how comfortable the base is, so having enough living space and fresh food and a rec room lets them recover from missions faster. The base is smaller but more detailed - e.g. In short, we've zoomed the focus in a bit. We've borrowed the "covert operations" from the XCOM 2 expansion, which are small non-playable missions with skill requirements that invite you to send one or two people away for X days in order to receive a reward (basically they force you to shuffle your assignments and combat teams regularly instead of always using the same guys in a given role). If you want to run more missions you can assign engineers to help repair it faster, but obviously those staff could be doing other things instead. You can't do every combat mission - the number of combat missions you can run is limited by the airworthiness of the dropship. However there is a fatigue system that stops you from pushing your staff too hard - they accumulate a lot very quickly if you don't let them sleep. The combat missions are flown (although not always fought) at night, so people can perform a task in-base during the day and then still fight a combat mission at night. a lab doesn't produce science until you put someone in it, and it produces more science the better that person's Science rating is. The base functionality is now generated mostly by assigning staff to buildings - e.g. Each person has a competency rating in Combat, Science, Technical and Communication and you can set any to do any role, and use any of them on the battlefield. There's no distinction between soldiers / scientists / etc. We expect the player to have 10-15 staff in total towards the end of the game. There's currently 40 and they are priced differently depending on their skills. The staff available for hire are no longer randomly generated they're the same each game. Most of this is on the strategic side rather than the tactical combat (so don't expect us to add the prone stance etc in the combat), but it includes things like: Because the world governments have been partially infiltrated by aliens, the Xenonauts cannot work too closely with them or risk being discovered.īasically we've shifted the strategy layer away from just being a clone of Xenonauts 1 and we've drawn some additional inspiration from Jagged Alliance. The Xenonauts are even fewer in number and must keep stay in the shadows otherwise the aliens if the aliens are not to find them and wipe them out. The aliens are VERY few in number and don't have the military power to destroy Earth, so are trying to start a nuclear war that will wipe out most of humanity first (using infiltrators and psionic powers to raise global tensions and suppress any evidence of their existence). Setting: The key thing to know is this - both the aliens and the Xenonauts are trying to keep their existence secret. I'm not going to show off any media yet, but I am going to fill you in on what we've been doing for the past couple of months and what our thinking currently is with Xenonauts-2.
#XENONAUTS 2 CONSOLE UPDATE#
I think it's time for another update on our progress on Xenonauts-2 as I've been alluding to cool new stuff for several weeks now.