![]() You have auxiliary bases to house interceptors and the like (and radar coverage is just purchased on a region-by-region basis). ![]() Personnel (such as scientists) can be assigned to specific rooms for certain effects, and the entire thing is done via an "ant farm" view - again like the Firaxis series or, for those of you unaware of Firaxis' base management, Fallout Shelter. This is the only base where you store items and personnel, and you have to manage things such as upkeep and power. You have a single base, amusingly similar to Firaxis' XCOM1 and XCOM2 bases. Operation Endgame is your victory meter, and is increased passively by your chief scientist, but can also be increased via assigning more scientists, certain research projects, and other actions. It can be increased through means such as assigning extra engineers to maintenance, but is generally used to avoid players feeling the need to respond to every situation ever. Readiness represents the maintenance level of your base's helicopter, and is used to moderate the amount of ground combat actions you can do in a specific timeframe. Field Agents, a new mechanic (similar to covert ops from XCOM2 and XCOM1) allow you to manipulate this without direct combat encounters. If infiltration level is double that of relations, then you lose the region. It's a 10-pip bar, with relation points being green and coming from the left, and infiltration points being red and coming from the right. Relations are redone, with a single meter representing both alien infiltration and a region's attitude towards you. There's also a threat meter that fills up, representing how concerned the aliens are about you once it hits 100%, a base attack is triggered (which is a set force) that you have to win, or else you lose. The aliens attempt to raise it to get the world destroyed in thermonuclear warfare, and you try to keep it low so everyone doesn't die. One point of the game is the doom counter DEFCON system, representing the loss condition. The following information comes from this thread on the Xenonauts forums, which is generally accurate but subject to change as development isn't yet complete. ![]() The combat side this time around is rendered in full 3d, rather than 2d like the first Xenonauts. It's focused around more of a "shadow war" between the Xenonauts and aliens to reinforce cold war paranoia, and takes place immediately after the Xenonauts lose their main ground base to an alien attack and are forced to evacuate to a hidden base in Iceland. In terms of setting, it's similar to but quite different than the first game: it's a alternate timeline where, thanks to subtle alien interference, the cold war continues to modern day where the game is set. Xenonauts 2 is, well, it's the sequel to Xenonauts 1 the fairly successful spiritual successor to X-COM UFO Defense taking a more traditionalist approach versus other more radical interpretations of the time, such as the Firaxis-developed XCOM. I can always lock this if it's deemed unnecessary.) (Made to avoid necroing the other Xenonauts 2 topic from ~2017 and so I can update this as things change.
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