
I would kill for an X-COM knockoff that kept everything that was great about the gameplay while fixing the many things that were stupid. That, and the bizarre and obscure stats/advancement system, where your best-of-the-best elite soldiers were often cowardly weaklings incapable of basic marksmanship, being bad at something made it harder to improve, and bizarre tactics like “bring expendable combat drones to shield your men, but don't let them actually shoot because the squaddies need the kills” were encouraged. Input Audio Some fan made translations are available on official Goldhawk Interactive forums. Save game data location Location changeable from launcher. Both times I actually played X-COM, I petered out after a couple of weeks because trying to navigate 14 dudes through an alien base a few steps at a time took all damn day and was about as much fun as doing newspaper crosswords. Configuration file (s) location This game follows the XDG Base Directory Specification on Linux. You couldn't just remember how many you needed to save, because it was different for every squaddie (since shooting used a percentage of maximum APs instead of a fixed value). You couldn't abort movement once started, just watch helplessly as your idiot squaddie slowly shuffled across half the Goddamn map because you clicked on the wrong side of a wall, and you couldn't move step-by-step with keyboard controls because there weren't any. The “save APs for snap shot” button was nice, I guess, but it really needed to be “save APs for crouch, rotate 90 degrees, snap shot”. The designer had obviously just discovered mice and decided that there was no need for any of those pesky keyboard shortcuts anymore, ever. The thing I keep running into is, the battlescape interface for the original X-COM just blew. There’s also a two-page preview that should appear in the PCG magazine in July.
#Xenonauts base locations design Pc#
For more information, check out this development blog on the PC Gamer website that highlights a lot of the new features.

Xenonauts has been in production for 18 months so far, and Goldhawk Interactive is taking pre-orders to aid the development – people who pre-order can help test various aspects of the game before release. The game also takes place in the 1979, during the Cold War, and eschews futuristic human technology in favor of more recognizable weapons and vehicles. However, the creators are trying to improve on X-COM in a variety of ways – for example, by adding a directional cover system to the combat system. Unlike the FPS reboot by 2K Marin (titled “XCOM”), Xenonauts follows the original closely in terms of design, and features Geoscape, base management, and air and ground combat. Preview: Xenonauts By: Derek Yu On: May 19th, 2011įans of Julian Gollop’s X-COM might be happy to hear about a project that’s heavily-inspired by the classic strategy game.
