[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (2024)

X - Division

New Dawn

V 1.00.10for0.35.0+XCE

We are in the sky

...

We are on the ground

...

We are a paramilitary organisation ...

We have the best of the best - with some personal issues here and there. Real characters as you say nowadays...

We do everything, from stealing to protecting transports, smuggleing weapons forthose who can pay for it. We destroy organisations if the price is right and provide safe routes from A to B, even through hell if it has to be...

Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ...

Our people are unhonorable discharged veterans or geniuses who dont feel quite valued in their formerorganisation. Some average guys as wellwho are attracted to the way we dothings ... but honestly they have to be a bit crazy to be hanging around those guys ... say us... ...everybodys a bit crazy here ...

We have been hired by some wealthy individuals who think we can save the earth and believe in our methods. This group has put their faith in us ... and most importantly, their money.

I guess it is time to do some good guy stuff again !

Whats my spleen ? World Domination ! Everybody ought to have a goal, no ? But if these aliens do as they please there will be nothing left to rule over.

What is yours, commander?

Welcome to X-Division !

The Team

Drages- Lead Modder andArt Manager

Charon- Code Manager

Draku- Debugger and Tester

Sfarrelly- Writer

AI Advisor andXCE Support -Kabill, Solver, Ilunak

Dedicated Testers- Phoenix1x+52, Marandor1

Support -Max_Cain, Kabill

Special Thanks -Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2,asierus24,Blackwolf, Reactorcore, Alienkiller, Cherryco*ke, XCOMJunkie, Brandon,Maera, Trueman11

Special Thanks to Content Contributors: Max_Caine, the XNT team,Axiomatic, Pandi, Svinedrengen, Z01,

We are thanking Chris for a wonderfully modable game and all the experiencewe could make because of this

What people say about X-Division

"Before all of this, the aliens were fighting seriously with jokes, then we gave them actual weapons and now they are fighting seriously, jokeing about you" - Drages

"Your blinking dots on the hull look so awesome that its the first timei actually looked at the UFO in over 600 hours of gameplay time" -Charon

Table of Content

1. Game Overview
1.1 Game Details

2. Questions & Answers

3. Installation
3.1Latest Patch

3.2Troubleshooting
3.3 Linux Installation Advice
3.4 Explanation for the installation technology used
3.5 Licenses and Copyright Notices

3.4 Explanation for the installation technology used

4.Known Bugs

5. Some things before you start

6.Credits

1. Game Overview

X-Division is a complete overhauled game experience, featuringan vast amount of different enemies to capture, a new andimproved, aggressive AI, 288new weapons includingkatanas, 9 vehicles and 3 mechs and13 sets of armour.

New revised Aircraft game , craftedby mewhich builds and extendson the existing aircraft mechanic and polishes it to the extreme.New mechanic, hit and run tactics, new alien weapons and more .. so totally not what drages planned :).22 new aircrafts from which 5 are alien interceptor to recruit and 48aircraft weapons.

Enemies feauture different armor resistances, different strenght points and weaknesses. Every alien race is good and bad in and against something and you better find that out quickly before its too late, commander. Terror and base attack missions will happen frequently and will be of importance all the way to and in the end game.

Captureing aliens is immensly important in this mod as it will open up all the vital and better tech for you. Unique specialists you can only capture at terror sites, crash sites or base attacks. Special UFOs with a special goals whichcarry special units into battle. Special Officier Units for every phase of the game to capture to give you that special research boost you need.

Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force.

"Every phase will have their own weapon branches. Ths branches will be mostly energy or ballistic based. Addidition to this your arsenal will make updated versions we call as MK in the mod. You will get the MK 1 versions as prototype and easy. For MK-2 versions, you will need to capture alien specialist and for MK-3 ultimate versions you will need to get specific things. Vehicle Weapons, Grenades and Explosives will have updated versions too.

Special UFOs with a special goals which carry special units into battle !UFOs with their own puposes and missions. You will see huge ufos for terror and base attacks, nearly impossible to stop at the air. You will seeshuttles and special cargo ships along others. You will see any kind of ufo nearly at every phase with their upgraded stats,weapons and crew. Near endgame, you will see the real force of the Alien menace with the all mighty dreadnought and motherships." - Drages

An detailed manufacture and disassembling system for alien weapons, grenades, UFOs. A chance based, incredible intrigues, complex research tree featuringaround 900 xpedia entries and lively maps with civilians and local forces appropriatelly equippted.

All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary,survival.

It is in your hands, commander.

1.1 Game Details

Weapons and Ground Combat

new and improved aggressive AI which will make you cry a lot, did i mention it is aggressive ?

186 xenonaut weapon
102 Alien weapon
22 xenonaut grenades
10 melee weapons (2 katanas)
18 rockets
10 explosives
many different alien grenades, rockets, shields
New sounds
new projectiles
5 shields

Ground Combat revised, now it feels like you are joining the fight instead of feeling like you are the only organisation around

Revised starting stats for recruits

9 Vehicles
3 Mechs
29 vehicle weapons
9 mech weapons

13 armors

231 different alien units with new sounds and sprites

Aircraft and Aircraft Gameplay

New revised Aircraft game which will make you cry, a lot

22 new Aircraft, 5 alien interceptor to recruit
Featureing disassembling of UFOs to get the aircraft parts
24 aircaft weapons
16 missiles
8 torpedos

Appropriate Alien UFOs and crew for all phases of the game

39 UFOs for all over 4 Phases of the game
A mothership
88 different UFO weapons, most of them are unique

Manufacture, Research, Xenopedia

around 680manufactures


a weapon disassemble system
a UFO disassemble system

990researches
chance based researches throughout the game
the research tree is pretty complex

716 new xenopdia images
1094 Xpedia entries

Maps, Graphics and UI, Miscancellous

Increased Civilian and Local Forces count from +50% to +300%

There is no funding cap on any country anymore
Civilian and Locals have appropriate weapon throughout the game
Terror Maps dynamic totally revised, now it really feels like a city full of people, fighting and dieing
Props have been revised to be mostly destructable by vehicles

Revamped visuals all over the game
X-Division everywhere
Bigger Research and Workshop UI and buttons

Armor degredation set to 15%
50% of the dmg is dealt as stun dmg

Picture Gallery

2. Questions & Answers

Whats the recommendeddifficulty ?

Read the difficulty descriptions when you start a new game.

Is there a techtree available ?

Yes there is. Keep in mind though its not official and thuse may contain errors.

Is the airgame necessary ? I kind of am not good at it.

Take a look at this:https://youtu.be/9eF3ssd22qM?t=3m39s
If you still dont want to try it out there is an option available in the installation which lets you play the airgame with minimal efforts. I would encourage you to try using the manual airgame nevertheless.

Is this version balanced ? What should Ilook out for ?

Every manufacture and research as well as every economic gameplay element has been implemented. However the requirement quantity has been set to the lowest level for

  • Grenades, Rockets, Melee Weapons
  • Vehicle Weapons

Things which won´t change are

  • The weapon DSB system
  • The UFO DSB system
  • The xenonaut weapon sell prices ( 1:1 )
  • UFO datacore sell prices

Please report on theseissues and give us feedback on how we can balance them.

Otherwise its pretty balanced.

Help ! I mean HELP ! Any guidance on how i should play this game ?

Here you go:

For people knowing how the game works, feel free to help others or submit things you think are important or a guidance.

I want to help, how do i apply ?

Has been closed, as we are in the final stages of development.

3. Installation

0.The base vanilla version has to be 1.65+ .

1.To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Thenmake a fresh install of xenonauts.
X-Division 1.00.00is not compatible with earlier versions.

2.Install the latest XCE version.

  • For windowssteam users right click on Xenonauts in your library > Porperties > Betas > community - Xenonauts: Community Edition branch

  • For GOG/linux steamusers follow the latest installation instructions here:http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/
    Linux steam users will need to run X:CE through WINE or a similar program.

3.If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that.

3.5Start up the game at least once and exit it properly.

4.Download all 3 parts of X-Division 1.00.00:Download( Part 1MD5: d46af869d5435a9c425d51acd1442897, Part 2MD5: c57b4fb563ca419c9e455f0908701fe9,
Part 3MD5: c8ca596b39d920e45a9a45fc71611892)

[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (38)[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (39)
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (40)

5.Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation. As soon as the installation finishes you can activate it again.

Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer.

Winrar or Peazip have beenconfirmed to work.

6. The advanced installation has some options to choose from, namely:

There are some optional mods you can activate/deactivate. Lets go through them one by one:

1. X-Division Easy Airgame/X-Division No Airgame

  • There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.

Recommended state: ONif you want to skip the airgame.

2. COM - Ambient Sounds/COM - Ambience Forest

  • This mods addambient sound and addthe least amount of instability to the game - it still makes the game more unstable.

Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability.

3. COM - [V1.08] Jsleezy's Real Fighter Portrait Pack

  • Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies

Recommended State: OFF if you dont want to play with more realistic faces.XCE 0.34.3 should fix the instability.

Checklist in case you want to change something later on:

  • You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop
  • The modloader needs to be EXACTLY in the priority order the installer sets it.
  • The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame,Khalls and Jeezlies different portraits ( only one active at a time ),both Ambient sound mods ( either active forambient sounds or deactivated for more stability ) and the No Click sound( removes mouse click ).
  • You shouldn`tplay X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with.


7.Apply the latest available patch -3.1Latest Patchsection ^^. Every patch contains all prior changes as well.

8. Installation video by Mulligan/LeEdgyMemeKing if you need more help

https://youtu.be/Jwwn9bU6y10- Mulligan

https://youtu.be/l439koiq0_8-LeEdgyMemeKing

3.1Latest Patch
( theres a patch history in the third post - with downloads )

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .00to .01patch is savegame compatible
  • As a basic rule, never patch during Ground Combat

Installation:

  1. The Base for this patch has to beversion 1.00.00or higher. This update is not available for versions lower than 1.00.00 .
  2. Download theX-Division 1.00.01Update:https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/(MD5: 489d03269506927ae5981dbb0de816be )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to changeANYTHINGanymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating NoAirgame or change the soldier models. Enjoy[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (42).

For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off.

DAY XUnofficial WiP Version 1.00.11c"New Dawn"

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .10to .11cpatch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign.
  • As a basic rule, never patch during Ground Combat

Installation:

  1. The Base for this patch has to beversion 1.00.00or higher. This update is not available for versions lower than 1.00.00 .
  2. Download theX-Division 1.00.11cUpdate:
    https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM
    (MD5: e852cdedc43f0c7b6aaa4f4c60300601)
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to changeANYTHINGanymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating NoAirgame or change the soldier models. Enjoy[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (44).

Changelog:

  • reinstated the original timeframes of the Phases from 300/300/300/300 to 300/400/400/300 ATP per Phase respectively
  • revised the AV.PIRANHA and the AV.PARTICLEPIRANHA
  • fixed the burstdelay of the Alien Ballistic Rifle. Thanks to Dr.Ethan for bringing this to my attention.
  • Fixed the Am_BaseAttack file spawning landingships and carriers
  • Replaced all terror units in alien bases with their non-terror counterpart, replaced weapon seargents with pilots and the technician only has a 50% to spawn anymore
  • Drastically increased SmokeChance for alien stun grenades, drastically increased dissipationChance to 90%
  • optimised the research tree for more logical and better progression
  • Flamethrower - 2 range all across the board
  • new mod: X-Divison Shorter Range Shorter Turns: Starting in Phase 3 X-Division gives aliens longer sight ranges. This increases the capabilities of the AI, but also increases the time alien turns take. This mod reverses these changes to the standard sight ranges of 20/22/24/25 in order to decrease the time the player cant actually play the game.

Only TOGGLE this during a Geoscape save.
  • Reinstated terror mission full map reveal after 40 turns
  • a: Decreased Reaper reflexes from 60 - 100 to 0, except for Reaper Bulls and Reaper Rhinos
  • a: Fixed some next Phase alien base attack UFOs to spawn too early
  • a: Increased Nanotech Workshop capacity froom 25 to 30
  • a: Fixed the Harridan Terror Soldier carrying a shield, and adding the shield hp to the resilience of the harridan
  • a: Increased alienBaseStartingTickerMultiplier from 0.05 to 0.06
  • a: Fixed Researches.AdvAlienNeutronTechnology requiring Phase 3 tech
  • a: Doubled Roboreaper Alien Alloy gain from DSB
  • a: Removed Robodog ghosts from alien bases
  • a: Reshuffled 5 andron fortress units into proper Phase 4 ones
  • a: Increased archelon acceleration from 100 to 300
  • a: Fixed The Dreadnaught operator missing from Bombing Run Dreadnaughts
  • a: Fixed some XCE shenanigangs which added additional units to alienbase.large.sebillian.xml
  • a: refunned flashbang grenades
  • a: Reworked cost of grenades, rockets and explosives
  • a: Removed damage and suppression from smoke grenades
  • a: Removed impact damage and overdamage from chemical grenades
  • a: Removed overdamage from chemical rockets
  • a: Removed impact damage of stun grenades
  • a: Fixed Division weapons MK2 having a 33% chance to be stuck behind an andron encounter
  • a: Fixed a completey broken X-Division implementation of Geographic revision 1.1 by @Axiomatic. Tropical and Swamp tilesets should now be able to spawn, and more variety in tilesets should be seen. Unfortunately, without overwriting vanilla content, the game cant deactivate the base tileset masks, and thuse base game tileset masks always have a chance to get picked.
  • b: new manufacture: Alien Alloy 1 : 50k appended to Alien Alloy Fabrication and Hardening ( Phase 2 )
  • b: new manufacture: Alenium 1 : 150k appended to Alien Fusion Reactor ( Phase 3 )
  • b: Replaced some light system DSBs for smaller UFOs with heavy systems starting in Phase 3
  • b: Redesigned human antimatter weapons, but overall its a big nerf
  • b: shortened the final mission
  • b: new mod: X-Division Better Autoresolve: (Former No Airgame) There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . Better Autoresolve halves UFO autoresolve values and decreases the threshold where winning squadrons take damage.

Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.

Only TOGGLE this during a Geoscape save when no UFOs are present.
  • b: revised mod: X-Division No Airgame: There are 4 ways to play the airgame, 1. Manual 2. Autoresolve 3. Better Autoresolve 4. No Airgame . No Airgame sets the autoresolve values of UFOs to zero.

Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game.

Only TOGGLE this during a Geoscape save when no UFOs are present.
  • b: Melee weapons should now be bug free. They dont dublicate anymore, and they get properly recognised at the end of the mission, just like any other weapon. Axes are being able to be carried by predator armour, like originally intended. The drawback is that they had to be moved to the MAG category. Fingers crossed that this coding doesnt introduce a differnt kind of jankiness.
  • b: The number of uses for melee weapons is now finite
  • c: Swapped out a major visual bug with a minor visual bug. Cruiser command rooms should now be fully visible with the second roof option. The downside is that the cruiser top highlights green instead of red when manually targeted.
  • c: Fixed the Division weapons Mk2 fix introduced in 1.00.11a. There was a 33% chance the research was locked. Thanks to @Alphaswolffor finding the bug.

DAY 978 Unofficial Version 1.00.10 "New Dawn"

  • The .01to .10patch is NOT savegame compatible.

Installation:

  1. The Base for this patch has to beversion 1.00.00or higher. This update is not available for versions lower than 1.00.00 .
  2. Download theX-Division 1.00.10Update:
    https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU
    Link
    (MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 )
  3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
  4. Start the executable provided in the file. Follow the instruction of the installer
  5. After you have used the installer there is no need to changeANYTHINGanymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating NoAirgame or change the soldier models. Enjoy[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (45).

Changelog:

Dunno, i changed a lot. These are the things i can remember:

  • Fixed some bugs around the Roborex
  • Roborex explosion on death no longer causes overdamage
  • Roborex explosion radius decreased from 6 to 4.5
  • Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
  • Halfed energy armour for melee roboreapers. Their weak point should now be weaker
  • added mitigation to human stun gas
  • added one loading tip
  • improved the AI of Drones a bit
  • most importantly added X-Divison Palu's Shining Xenopedia to the game
  • 7 new categories for the soldier equipment screen
  • I think i also added the latest Monument IV map by Svinedrengen to the map pool
  • new mod: Nerf The AI:The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
  • new mod:X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.
  • new mod:X-Divison Easy Airgame:Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.
    Only TOGGLE this during a Geoscape save.
    The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.
  • new mod:X-Divison Slower Invasion:The Invasion escalates 25% slower
  • new mod: Empower Facehuggers:This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
  • appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
  • new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
  • revised Shock and Electron weaponry
  • fixed the installer with the help of @Mr. Mister
  • Increased frag grenade damage from 50 to 70
  • Increased frag rocket damage from 90 to 110
  • EMP charges and rockets no longer cause overdamage
  • Shock rockets no longer cause overdamage
  • Soldier Equipment Screen gained a Soldier Sort button
  • decreased Endgame research time in accordance with the latest diminishing returns formula
  • Removed shields from some harridans, increasing hp threshold of mentioned ones, fixed one reflex stat
  • revised the sonic weapons ammo weight
  • added the stun gas mitigation values towards the stun damage, as mitigation never worked for gases
  • increased the acceleration for the archelon from 500 to 1000
  • increased the range of the shockgun from 2 to 3
  • decreased TU% for Praetorian attacks from around 30 to 20 TU%
  • fixed even more bugs

DAY 710Version 1.00.01"New Dawn"

  • Cleaned up some map stuff, added lost terror maps
  • Revised Exoskelett armour. Predator sets the strenght to 150 now, the Ripper to 190, and the Devastator to 230 from the previous 100/150/200 .
  • Soldier Class Armour got +5 accuracy bonus

DAY 707Version 1.00.00"New Dawn"

  • New AI behaviour set. Yes they are more capable now.
  • Total Revision of Antimatter technology tree and weapons
  • Increased radius for Cannons all around, and added a burst option for most
  • Made the Quantum Cryptology Center available as soon as you raid your first alien base
  • The Quantum Cryptology Center, now known as the Quantum Radar, acts as a radar ontop
  • Decreased weight of some grenades from 2 to 1.5
  • Harmonised weight of Pulse Magazines
  • Increased proportional stun damage from 40% to 50% again
  • Reevaluated stun properties for shotguns and carbines
  • Quadrupled chemical grenade/rocket production from alien grenades
  • Fixed chinook speed for the no airgame option
  • New valkyrie maps
  • Improved vehicle weapon descriptions in the Xpedia
  • Added weapon loadout information for vehicles in the Xpedia
  • Praetor evolved from the puppy stage and are now doggos. The overmind is a pitbull
  • Improved Katanas
  • Manufacture of EMP rockets doesnt require alenium anymore
  • Removed MeleeVehicles for Facehuggers
  • Decreased time intervall between terror missions from 22 to 18 days
  • Mauser doesnt require alloys to manufacture anymore
  • Decreased Spearcannon manufacture cost from 4 to 2 alloys
  • Archelons now need a mothership core to construct ( didnt i do this before ? )
  • Mothership loadout yet revised again, hit model made bigger, damage counter moved up higher
  • Archelon revised
  • Increased damage of reapers
  • Fixed broken reflex stats gain from max 180 points to max 100 points
  • Increased hp bonus and decreased reflex malus for Exoskelett armours
  • Revised armour reflex boni all around in accordance to the reflex stat fix
  • Revised some armour values all around the board
  • Higher level Roborexes now regenerate shield points per turn until you overload the shield
  • Downed Roborexes now have the Ghost ability
  • Removed all armour for downed roborexes
  • Revised all Roborexes in general, they are now slicker, faster, shoot further and are looking for a brawl like Mike Tyson
  • revised FOCUS aricombat weaponry
  • Alien Mech units can move freely in 1 tile tight spaces now
  • Fixed: Weapons marked as heavy actually didnt receive the full penalty after moving. Now weapons marked as heavy receive a big penalty if they are getting fired after moving. This is a fundamental gameplay changer
  • Recoil Values revised
  • Moral does not regenerate per turn anymore. It is now an absolute value that only actions/events can influence.
  • Moral event threshold increased from 40 to 50
  • Moral chance per point missing decreased from 3.5 to 3.0
  • Quickthtrow grenade slot cost decreased by -4 TU
  • Zombifying Reapers deal pure damage now. Attack cost reduced from 40% to 35%. We are giving the reapers back the fear.
  • Revised Reapers yet again. Set incendiary armour to 0, decreased kinetic armour, increased chemical armour, increased hp and added the abilitiy "Regenerate" to all Reapers.
  • Melee aliens now equally target vehicles as well as soldiers
  • Semi shield roboreapers ( and some full shield ones ) now deal pure damage and maim units they hit with by draining their TU for the next turn
  • minimum accuracy requirement for the AI has been revised
  • Cannons now deal overdamge, except for antimatter ones
  • Endgame content starts to appear 1050ATP
  • Roborex explosion now deals overdamage ( Thank you @Phoenix1x+52for pointing this out )
  • Acidlings revised (They should be beasty little beasts now)
  • Increased the accuracy of the rocketlauncher immensly. The rocketlauncher is now a heavy weapon. TU useage lowered.
  • Decreased range of aircraft weapon MINES from 11 000 to 10 000
  • Increased damage of Flamethrower weapons by 50%
  • Increased range for flamethrowers by 50%
  • Flamethrowers now get the short range bonus
  • Infiltrator crew updated
  • Added Geographic addition 1.1 and Geographic revision 1.1 by @Axiomaticto the game. All thanks and credits go to @Axiomatic for letting us integrate his content into X-Division
  • Fixed AI layout behaviour for all 10 corvette layouts
  • Increased rotation for Lancers from 30 to 35 degrees per second
  • Decreased TU usage for the Shock Gun from 80% to 65%
  • new final map
  • many, many bug fixes

Sidenotes

[fixed antimatter mk4 sniper weight from 14 to 10]
[some shotgun/carbine stun values fixed again]
[civilian weapons adjusted to the phase 2 and 3 time decrease]
[MeleeVehicles removed from xdrone and xrogue]
[Infiltrator and Ghost ability animation stutter fix]
[removed all shields from androns, added shield hp to shield units hp]
[weapon.alienhugeshield is now able to spawn, which leads into force shield research]
[check all attributes of all armour]
[you can no longer close the valkyrie fortress, so choose your exit wisely]
[Pheonix pointed out that the heavy attribute of weapons were not working as intended. I took a look at it and saw that a line of code was actually taking the inverse of what it should. Where i intended a 90% penalty the game took 10%. Ofcourse this should not be the case and invalidates any and all experience we have build up through the last year. Nevertheless it is the intended mechanic for heavy weapons to be heavily penaltised after moving. I corrected things and heavy weapons now get a 65% aim penatly after moving ( turning doesnt count ). This ofcourse excludes Exoskelett armour which can fire a heavy weapon at their leisure without any aim penalty at any time. This is how it should have been done 2 years ago. I apologise for the inconvenience caused and i hope my testers will continue to play the game. - Cheers Charon. This change affects snipers, precision, machineguns, miniguns and cannon weaponry. This affects xenonauts weaponry as much as it doesalien ones.]
[Additionally i reworked the Recoil values. I increased the Recoil for machineguns to 70, for cannons to 80 and for miniguns to 90. Energy Weapons have a special treat and dont get any recoil except for miniguns if present. This makes them great rookie weapons and should make them more attractive under certain circ*mstances. The Rest of the changes make the Recoil system more meaningful because most requirements were too low to even matter under any circ*mstances.]
[Quickthtrow grenade slot cost decreased by -4 TU]
[aim penalty for heavy weapons after moving increased from 60% to 70%]
[aim penalty for heavy weapons after moving decreased from 70% to 65%]
[Decreased some TU bonus points for the scout class]
[Fixed max stats gain to the intended round values]
[A lot of content cleaned up]
[Infiltrator weapon loadout refined]
[Reapers got their reflexes back, while i also fixed the melee reaction fire freezing after a GC load by disabled reaction fire for them. Reaction fire has been disabled for Xenomorphs as well, which should remove the melee freezing bug from the game]
[Fixed the crashed heavy shuttle hull being invisible]
[quenched infinite strings errors]
[Fixed the lightshuttle having a 33% chance to not drop the datacore]

New XCE code used in X-Division:

  • Moddable transfer time - transfer time of items and soldiers has been reduced from 24 to 3 hours
  • 13 new radar ranges - for now 10 new radar ranges have been enabled. This will likely get a more indepth revision later on
  • LockManufacture fixed - One Time Updates manufactures should now disappear after their corresponding research has been done
  • Zombify - Zombify now only zombifies if the damage kills the units, otherwise its damage only
  • Renaming bases - A highly requested feature for XCE and X-Division
  • Moral Cap moddable - The moral cap in X-Division has been removed, finally making you hard earned bravery something worth
  • Escort code fix - Construction missions are now able to spawn alternative escorts
  • Sightrange modifiable per rank - main races get +5 on sightrange in Phase 3 and +10 in Phase 4
  • Base Evacuation - Should a base get captured by aliens, personel and aircraft will transfer to other bases if available space is free ( this is for X1 and XCE too )
  • Dialoges - Improved dialoge redirections
  • Infiltrator and Ghost ability - The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now
  • Aircombat - The hotkeys used for geoscape zoom can now be used for aircombat as well. There is a hotkey for afterburner now, "A" as default
  • Aircombat speed - The aircombat speed levels received two revised speed buttons: x0.5 and x0.75 for slower aircombat gameplay.
  • Bugs - The incendiary bonus damage on burst shoots against props and soldiers under certain circ*mstances got fixed. Now its only against props.

You did it. Welcome onboard, Commander ! [1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (46)

3.2Troubleshooting

This mod is %98 stable.If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you.

Sincerely yours, Drages

I think i got a bug, can you help me ?

If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ).

I cant get the 3 multirar files to work, any help ?

The first step to troubleshoot this on your own is to make sure your files are the correct ones. Generate your md5 sums of all 3 files and compare them to the official ones provided with every download. If they are the same, you got the correct data files. After that its just making sure all 3 files are in the same spot and open the first one with either WinRaror Peazip.

Why does the first start take so long to load ?

Thats normal. X-Division is quite a big mod so loading all of its ressources takes time.

Help ! I cant click on anything in the geoscape ! Hotkey are working though.

Make sure that everything is the way it should be and then:

Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed.

The top part of this Cruiser does not get transparent. What do i do ?

You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO.

[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (47)

3.3 Linux Installation Advice

We know that linux users love to tinker endlessly in order to get their software working, and we dont want to take that joy (and countless hours ) away from you. But if you are struggling and want to get some advice into the right direction, here it is.

  • You will have to start XCE through a windows compatability layer, WINE or Proton for instance
  • The installer might not work for you, because it expects Windows variables you dont have. The assets.7z contains all the X-Division data you need, and you can copy and overwrite your vanilla assets folder with it.
  • You will need to manually rearrange the mod loading order. Section 3.1 should have some pictures how that should look like.
  • Find the linux equivalent of %APPDATA%/Goldhawk Interactive/Xenonauts/internal/scripts and delete the scripts folder once after step 3.5. You propably know better what i am talking about than i do, because i dont keep track of 10 different distros and how they handle stuff.

People have reported that that should lead to a working version, mostly depending on how well the windows compatability layer handles the sys calls.
You can now celebrate that you have a working game on linux :).

3.4 Explanation for the installation technology used

The 3 rar parts of the installation are called a Multivolume RAR Archive. We shall further refer to this as MRAR archive, or simply MRAR.

https://www.win-rar.com/split-files-archive.html?&L=0

Each MRAR archive is sensitive, or can be sensitive, to the process it got created from. While the endproduct should be the same we found that unpacking the MRAR with the same tool it got created from yields the best result. In this case the tool used to create it was peazip. Therefore in case of doubt, use peazip. WinRAR has been confirmed to work as well.

Each part of an MRAR contains an "archive is finished" or "archive is not finished" flag at the end of its volume. If an unpacking tool finds such flag, it looks for the next part. The information of where the next part is, is not saved inside the current volume, because the next part could literally be on another pc, in another country, on a different continent. The unpacking tool searches its paths for the same named entity with ".partX" before the .rar specifier, where X is the current part + 1. Shall it find such entity it will repeat the same process until it finds an archive with the "archive is finished" flag. If it doesnt find the next volume it will throw an error, or worse, throw no error and assume its a standalone rar while opening a half backed archive. You start the whole process from the first archive, that is .part1.rar, and the unpacking tool will find the rest, if it can.

At the time of writing this (2.6.24) the first part has a size of 2,5gb. If you want to check whether or not your unpacking tool openend the archive correctly you can look at the total size of the archive, which should be displayed somewhere in the GUI of your tool. The total size of the archive is ~7gb. If it says so, it found all volumes of its MRAR.

All patches are distributed as standalone RARs.

All data pertaining X-Division is contained in assets.7z. It is therefore entirely possible to install X-Division without the use of the installer, as well as rehosting X-Division without including the installer. The installer only automates steps the user could take themself.

3.5 Licenses and Copyright Notices

All original copyright holders are still the original copyright holders of the creative works used in this combined work, especially including, but not limited to, Goldhawk Interactive™. All original work of the X-Division project is owned by the creative content holder of the project, at the current moment @Charon. All contributions towards X-Division implicitely issue the current creative content holder a revocable license, which allows the useage, copying, altering and distrubtion of such content, unless otherwisely stated, issued in a written form.

As it pertains to the original creative content of the X-Division project, you may:
[] rehost such content
unless otherwise stated (revocable), as long as the original authors and contributors are prominently displayed.
You are not allowed to:
[] modifiy the content and redistribute it under your own name
You are encouraged to:
[] Create your own creative content based on this project, host it and name this project as its prerequisite.
[] When such standalone creative content has proven to not cause gameplay instabilities, is useful and desired by the community you may request the integration of your content into the project by issueing a revocable license for your creative content to use, copy, alter and distribute it, as well as make yourself heard that you desire such integration.

The installer is proprietary software of the development team for which the X-Division team paid and holds a license for. Its use, copying and redistribution is allowed under the following, revocable license:

--- License Terms start

Revocable permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to use, copy and redistribute the Software subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

--- License Terms end

These are also known as the "Dont sue me when your PC catches on fire" terms.

4. Known Bugs ( at least until the next patch )

Units can spawn outside map tiles in base attacks -If that happens make sure you did in that mission what you wanted to do, then save and exit. Start the game with the Xenonauts_gc_editor.exe in mods/xce/... and load up your save. Press "V" to kill every non xenonaut unit. Save and exit and continue to play like normal.

5. Some things before you start

I just produced Alien Flamer Rifle 4:1B but the weapon doesnt show up.

Thats not a production but a dissasemble. You disassemble X alien weapons for X ballistic/energy/antimatter/chemical cores. You need the coreslater for better weapon production. This is the disassemble system. You can sell the weapons either for good money or produce cores for better weapon production. Your choice :).

I just produced an Alien Scout DSB but i cant find it ?

DSB means disassemble. You are disassembling the UFO and get its part. The Xpedia has detailed information what parts it EXACTLY produces so check that out. Those are needed for aircrafts and aircraft weapons. Most aircraft need the engine, the controlsystem and alien computers. The weapon systems are mostly for aircraft weapons. This is the UFO disassemble and aircraft production system.

What does your "fixed" mean ?

The problem you are stating has 1. been noted 2. completely been fixed. Thismeans you will get the fix with the next patch. In urgent situations ill put up a direct link where you will be able to download the patch for exactly the stated problem but usually you will get all fixes with the next patch available. You can check theKnown Bugspart in the OP before you report one to check if it doesnt already has been noticed. This is also where we put emergency links directly beside the stated bug.

Next questions

Quote

On 12.8.2016 at 9:40 PM,TideofKhatangasaid:

From the few bits I've seen, the air game is incredibly punishing. The two starting condors can barely keep their sh*t together against a Light Scout. For the rest, well, I've lost four condors in two weeks. One pair against a Fighter (I should have won but I massively screwed up the manual engagement), and one pair against a Scout (no error here, they stood no chance from the very start). This isn't a problem because the Scouts seem to love landing (keeping my cash flowing) but the Foxtrot can't come soon enough. Corvettes are going to be major FUN at this rate.

Quote

Charon:

Yes, the Airgame is painted in my needs. Gone are the times where you said "The first UFO, ah, one condor should be able to take care of that". Condors are BAD, very BAD. You are practically fighting with sticks and stones right now. My advice: get as many condors as you can get. My first base has 9 hangars, my second base has 8, and my third base has 10 hangars. Build them all on your first day. ... the bases i mean.

With some more experience you will be able to handle the airfights pretty easily. I mean, they are scouts and lightscouts after all ... . But you can only makeexperience if you have enough condors. Soon you will know EXACTLY what to do and how to behave in the airfight. At this point corvettes will crush your dreams. Just ... at ... the ... right ... time. When you thought you started to be able to handle the fight for air supremecy. What will follow area lot of smokeing airplanes and your need to think a way out of this mess.

Heres how youL2P:

  • Knowledge:

This is the first step. Collect information. The most important information is the HP. You will only get this information AFTER you brought that specific UFO down and SUCCESSFULLY raided it.

The next step is to count your total dmg. Do i have enough dmg to bring this UFO down ? Other questions are:
How fast is this UFO ?
Can i outturn it ? Can it outturn me ?
What weapons does it use ?
After some time you will get a handle on the information and put it together what this UFO is so special about. Let me stress this again: You can only learn through EXPERIENCE. Nobody has yet learned how to handle a situation without havinga minimum of experience. This means destroyed aircraft.

Learn to handle that you are up against the unknown.

  • Get the right aircraft/weapon lodout:

This means that you learn what weapon is good in what situation and equipt it on the appropriate aircraft. An example is the fighter UFO in the first Phase. Get Asierus and 2 short range mauser cannons and you will destroy a fighter 1 on 1 with only sustaining 15 % dmg. Learn what aircraft is good against what UFO. Learn how a weapon behaves.

  • ADAPT your aircraft/weapon lodout toYOUR PLAYSTYLE.

DECISIONS:This is the utmost perfection of the airgame. After you learned how your enemy behaves and learned to deploy simple and advanced tactics like baiting, holding down, piercing, rolling into the enemy, choseing the right angle, fishing, throttleing and learned how to have theappropriate aircraft and weapon lodout, tailored to YOUR playstyle you will know what is possible. Than you will have different options in your headto choose from. Do i make it simply but lose one foxtrot ? Do i have enough fuel to bait it out ? Do i do 50% dmg and draw back and reengage again ? Is it worth it to sustain 40% dmg on this aircraft. These are ALL your options.
Choseing from ALL of this options is a GEOSCAPE decision which will determine your future options and possbilities, thus setting your path to victory or defeat.

Why is it so hard ?

Its not, it hasspecific goals:

1.Throw you into a situation where you are CLEARLY inferior. Activate your brain and think your way out of it. Its just an AI after all, not a human.
2.The gradual mastering of the situation is an immense factor of satisfaction, provided you can do it. Try again or start on lower difficulties.
3.Baffling you RIGHT at the time you think you are starting to get a grip on it, throwing you in another crisis. Saying "Start to learn to fight your way out of disadvantageous positions."

  • This is the most important point:Decisions.Even if amoderate skilled person with the right aircraft/weapon lodout cannot switch on the autowin button, but has to make a decision on how he wants to play his cards/aircrafts. If he screws up he screws up. If he hesitates in the wrong moment, he may pay the price for it. Theres no clear right or wrong. Its anindividual experience which shows you and your way with dealing withchallenging uncertainties, most importantly it shows YOUR way. There will never be a "OMG, its that UFO again. This is so boring"

or you activate Easy Airgame and autoresolve

6. Credits

A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now.

I especially want to thank the team who made itpossible and accompanied X-Division through its various stages of development.

@SolverWho is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what theydo best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember"

@dragesThe main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity.

@DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work.

@sfarrellyThe string guy. He wrotemost of the research preview entries. If you know what you are going to research than it is totally because of him.

@Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you.

@Maerafor giving moral support and a lot of enthusiams for new maps.

@Marandor1The second tester in command. He tried his hardest to convince me to make the game more fun than me tryingto make it challenging. You can judge for yourself if he succeeded.

@SvinedrengenFor making some good maps.

and ofcourse ...

@community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game into whatit is today. Thank you for being there on this journey. I will see you in the game [1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (48).

Thank you for everybody who i didnt mention but was still part of this journey.

A big thanks to @Chrisfor making Xenonauts.

Enjoy !

The next threeposts werethe continuation of the OP, please take a moment to glance over it.

Edited by Charon

[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c) (2024)

FAQs

Is Xenonauts 2 a sequel? ›

Xenonauts 2 is an upcoming turn-based tactics video game developed by Goldhawk Interactive and published by Hooded Horse. A sequel to Xenonauts (2014), the game was released on July 18, 2023 through early access.

What is Xenonaut Community Edition? ›

Xenonauts: Community Edition (X:CE) is an unofficial community-made update for Xenonauts, produced by volunteer programmers who have been given access to the source code of the game by the developers of the original game (see details[www.goldhawkinteractive.com]).

What is Xenonauts Enhanced Edition? ›

The intention is: To enhance and improve the original Xenonauts gameplay experience without fundamentally altering the gameplay, whilst also allowing improved mod integration and offering a larger range of optional game customisation options to those that wish to use them.

What's new in Xenonauts 2? ›

Changes also include new characters, aliens and a richer, deeper plot. Players will have more choices both in the game as well as their research tree. Expect to see a complete overhaul of the Air Combat system as well. The game had several demo versions which were temporarily available on distribution platforms.

What is the difference between xenonauts 1 and 2? ›

Tactical Combat: The game uses a modern 3D engine (Unity), so the graphics are significantly better than the first game although we've retained the isometric camera and readable battlefields. The tactical UI has been completely redesigned.

Is XCOM 2 a sequel? ›

XCOM 2 is the turn-based strategy game sequel to XCOM: Enemy Unknown by Firaxis Games, released on the 5th of February 2016 on Windows PC, Macintosh and Linux.

Is Overgrowth a sequel to Lugaru? ›

Overgrowth is the sequel to Lugaru, a 3D action game from the same company. The player character is Turner, an anthropomorphic rabbit with combat skills. The game plays as a 3D third-person action game, set in a pre-industrial world of anthropomorphic fighter rabbits, wolves, dogs, cats and rats.

How long is Xenonauts 2 early access? ›

Approximately how long will this game be in Early Access? “We expect the game to remain in Early Access for approximately one year, but it may be longer depending on the suggestions and feedback from the community.”

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