Its official 1.0 version was released on Steam and GOG.com on June 16th, 2014. On June 1st, 2013 it was added to Steam's Early Access catalog.
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It officially went beta on April 4th, 2013. A Kickstarter campaign to raise money to add new features finished on J. Its homepage can be found here and was up for preorder preorderers got to test the game as it underwent development. It is a Spiritual Successor to the original X Com UFO Defense, by indie developer Goldhawk Interactive, taking the basic flow of gameplay (strategic layer and tactical layer) and adding new innovations, such as the ability to use cover, fully controllable air combat, while also setting up an entirely new aesthetic by setting the game in the height of the Cold War. Xenonauts is a Turn-Based Tactics game where you command the eponymous organisation, sending interceptors and strike teams out to fight the alien menace while researching their technology in an attempt to become strong enough to take the fight to them. Of course.) I preferred WildFire maps with 1.13 too.The Xenonauts step forward and claim responsibility, asking the world's governments for funding and permission to operate in their territories against extraterrestrial forces. Although the original X-Com has a different feel of the combat, I feel it would only benefit from going more modern, animations and such. Like for example, even the glass breaking is animated in JA2.it's those small touches and attention to detail that made it all come together. But I always found myself wishing to return to geoscape, because battles and battlemaps were so.un-alive. It's probably the same reason as always – dumb it down and sell more.īut with indie projects like this one.man, they could really create a masterpiece and a legend, if they combine the depth of JA2 and reinvigorated art and lore and atmosphere of old X-Com.I fell in love with the atmosphere of X1, it perfectly captured the mystery and modernized the lore. I always wondered why we got more and more simplified and shallow versions of the formula, instead of the depth JA2 has, it's like no one of the developers that created Wasteland 2 or XCOM has played it. That's my impression exactly, since X1 came out especially thought about that. EDIT: Also, and this one is HUGE – many actions could be performed in one turn, and time units were dependent on soldiers skill and state.)Ī thread with my suggestions on the dev forum: I guess I could go on, but this is just what I could come up with off the top of my head. (What I can think of in JA2 that made it's combat feel alive: standing/crouching/prone, stealth movement/fast movement, single/burst/auto firing and multitude of weapons, hearing enemies movements, hearing amplifier, idle animations, background sounds, movement/swimming sounds, it felt like shots echo across the map, wounded enemies leave blood trails, wounded enemies bleed out, enemies sneak/camp/react to what's happening – stupidly or intelligently according to their level, detection dependent on body position/lighting/camouflage/sunglasses/night-vision-goggles, time of day and appropriate lighting and sounds, weather like thunderstorms/sandstorms/etc with sounds, crows here and there that flied away, cool realistic death animations, shooting someone in a leg made them fall to the ground, aiming at different body parts legs/torso/head even in burst/auto mode, in burst/auto mode click and drag made shots spread, bullets flight felt fast realistic kinetic although visible, sounds of hits and enemies pain screams, all actions animated. So my question is for those who has played JA2, X1 and experienced the X2 beta – has combat become more dynamic, meaning more stuff happening in one turn, and does the battle map feel more alive now than before? The question is specifically about the pace of things, and about there being more available actions. I doubt smth like that will be implemented in X2, but still there are many other features and details that can be.
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Granted JA2 combined real-time and turn-based and that had it's huge effect. I would LOVE to see X2's combat resemble JA2 more.
#XENONAUTS 2 HOMEPAGE MODS#
I remember one of the mods improving on it, but nothing really came even close to the immersion of the combat of JA2 for me – everything about it was so thought through and balanced, it felt REALLY engaging. I f-ing LOVED the lore and art and music of X1, I loved innovations in air combat, but the combat missions were sluggish and unengaging for me.