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** Predator PowerArmor effectively turns a soldier into a walking tank, giving the highest level of protection, whilst also removing encumbrance limitations, allowing a soldier to carry around heaps of equipment. However, its gauntlets are so bulky that any item that isn't a [[{{BFG}} heavy weapon]] is unusable, so its use is pretty much restricted to support gunners.
** Any infantry with a JetPack can fly around the map, but can't fire while using it, as they need to use both hands to operate the flight controls.
** The Singularity Cannon is so large and has such a heavy recoil that it cannot even be carried, let alone fired, by someone not decked out in Predator armour.
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* BoringYetPractical: Rifles. Superior in terms of stopping power to pistols, range compared to pistols and shotguns, rate of fire compared to sniper rifles, and mobility to machineguns, an assault rifle armed soldier is incredibly flexible, making rifles a good MasterOfAll weapon, especially once some of the more powerful options are available.

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* BoringYetPractical: BoringButPractical: Rifles. Superior in terms of stopping power to pistols, range compared to pistols and shotguns, rate of fire compared to sniper rifles, and mobility to machineguns, an assault rifle armed rifle-armed soldier is incredibly flexible, making rifles a good JackOfAllStats weapon, possibly even a MasterOfAll weapon, especially once some of the more powerful options are available.
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* HoverTank: The Hyperion tank is the final support vehicle available. Reverse engineered alien tech allows it to not only hover, but be remote controlled as well. The hover tech allows it to be heavily armed and armoured, but be mobile, since its hover engine allows it to move at the equivalent speed of a lighter vehicle.

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* BizarreAlienBiology: The various autopsies reveal that the various alien species have been modified by the Praetors to serve as slave troops. The Reapers reproduce by infecting their host, [[VideoGame/XCom Chrysallid style]].



** On a smaller, but no less horrifying scale, Reapers, which convert any unit they kill into a zombie that can transform into another Reaper, Chryssalid-style.

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** On a smaller, but no less horrifying scale, Reapers, which convert any unit they kill into a zombie that can transform into another Reaper, Chryssalid-style. [[spoiler: The captured Praetor provides intelligence that in the event of the failure of the invasion, the aliens plan to mass drop Reapers onto Earth and pick human DNA out from whatever is left afterwards.]]
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* CloseRangeCombatant:
** Sebilians, due their poor thermal eyesight, HealingFactor, and general toughness, are geared towards fighting at close ranges.
** Reapers don't carry guns. Instead, they move [[LightningBruiser frighteningly quickly]] and have a melee attack that zombifies its victim in one blow. Zombies, by extension, are also this, only when they die, they spawn another Reaper.
** The Assault loadout for the Xenonauts is geared towards close range combat, giving them the shotgun as a weapon.
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* IHaveTheHighGround: Firing from an upstairs window or a roof grants an advantage in combat. Harridans and any Xenonaut wearing Buzzard or Sential armour can use a JetPack to jump to a roof.
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* FinalBoss: [[spoiler:The High Praetor. He goes down pretty easily, but the fight to get to him is extremely difficult.]]
* Of your three main advisers, only your Chief Scientist is given any personality, as shown by his InsufferableGenius tendencies in the Xenopedia. The Drill Instructor is only shown to be missing an arm and the Chief Engineer is implied to be from the Eastern bloc, due to him referring to you as "comrade".

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* FinalBoss: [[spoiler:The High Praetor. He goes down pretty easily, but the fight to get to him is extremely difficult.difficult, as is getting out alive afterwards.]]
* FlatCharacter: Of your three main advisers, only your Chief Scientist is given any personality, as shown by his InsufferableGenius tendencies in the Xenopedia. The Drill Instructor is only shown to be missing an arm and the Chief Engineer is implied to be from the Eastern bloc, due to him referring to you as "comrade".
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* Of your three main advisers, only your Chief Scientist is given any personality, as shown by his InsufferableGenius tendencies in the Xenopedia. The Drill Instructor is only shown to be missing an arm and the Chief Engineer is implied to be from the Eastern bloc, due to him referring to you as "comrade".

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* CripplingOverspecialization: the Foxtrot interceptor has no cannon, and relies entirely on missiles. Which many [=UFOs=] can dodge easily. The SR-71 looking craft only carries a single super-heavy missile, making it only good against enemy capital ships.

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* CripplingOverspecialization: the CripplingOverspecialization:
** The
Foxtrot interceptor has no cannon, and relies entirely on missiles. Which many [=UFOs=] can dodge easily. The SR-71 looking craft only carries a single super-heavy missile, making it only good against enemy capital ships.
** Predator armour provides the most protection for any armour in the game and boosts its wearer's strength, but restricts whoever is using it to heavy weapons, since its gauntlets are too big to operate small arms.
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** Predator PowerArmor. In addition to offering the highest level of protection in the game for any armour, it also enhances its wearer's strength to the point that carrying loads of gear doesn't incur any TU penalty, meaning the soldier wearing it can lug around a {{BFG}} with loads of ammo and is the only way to use the Singularity Cannon. However, the armour's gauntlets are so thick, it prevents the use of any weapons or equipment that isn't a heavy weapon, so using it for anything other than a support gunner is out. This includes grenades and medkits.

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** Predator PowerArmor. In addition to offering the highest level of protection in the game for any armour, it also enhances its wearer's strength to the point that carrying loads of gear doesn't incur any TU penalty, meaning the soldier wearing it can lug around a {{BFG}} with loads of ammo and is the only way to use the Singularity Cannon. It can also be used to destroy cover just by walking through it. However, the armour's gauntlets are so thick, it prevents the use of any weapons or equipment that isn't a heavy weapon, so using it for anything other than a support gunner is out. This includes grenades and medkits.
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** Predator PowerArmor. In addition to offering the highest level of protection in the game for any armour, it also enhances its wearer's strength to the point that carrying loads of gear doesn't incur any TU penalty, meaning the soldier wearing it can lug around a {{BFG}} with loads of ammo and is the only way to use the Singularity Cannon. However, the armour's gauntlets are so thick, it prevents the use of any weapons or equipment that isn't a heavy weapon, so using it for anything other than a support gunner is out. This includes grenades and medkits.
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* BoringYetPractical: Rifles. Superior in terms of stopping power to pistols, range compared to pistols and shotguns, rate of fire compared to sniper rifles, and mobility to machineguns, an assault rifle armed soldier is incredibly flexible, making rifles a good MasterOfAll weapon, especially once some of the more powerful options are available.


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* SortingAlgorithmOfWeaponEffectiveness: Conventional ballistic firearms are already obsolete against aliens, requiring the Xenonauts to upgrade. Laser weapons are the first step by adapting existing human tech with a new power source, followed by plasma, which is reverse engineered based on alien weapons, which is turn is outclassed by magnetic firearms. Same goes for explosives, which runs from conventional to Alenium, to plasma, to fusion.
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* {{BFG}}:
** Heavy weapons, obviously. They come in [[MoreDakka machine-gun]] and [[StuffBlowingUp rocket launcher]] form, though wielding them and a sufficient quantity of requisite ammo leads to TU penalties unless wearing Predator PowerArmor. The Singularity Cannon is so big at 50 kilograms and has such a huge recoil that the Predator Armour is [[RequiredSecondaryPowers necessary just to wield it]].
** Vehicle mounted weapons are this as well for both interceptors and armoured vehicles. The top end vehicle mounted guns can level small buildings in a single shot.
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** During Terror Missions, the FogOfWar is lifted after twenty turns, revealing all remaining aliens, with an in universe justification that local forces provide surveillance within that timeframe. It's also a nice little nod to ''VideoGame/XComUFODefence'', where the aliens would [[TheAllSeeingAI know exactly where all of your troopers were]] after twenty turns and actively hunt them down.

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** During Terror Missions, the FogOfWar is lifted after twenty turns, revealing all remaining aliens, with an in universe justification that local forces provide surveillance within that timeframe. It's also a nice little nod to ''VideoGame/XComUFODefence'', ''VideoGame/XComUFODefense'', where the aliens would [[TheAllSeeingAI know exactly where all of your troopers were]] after twenty turns and actively hunt them down.
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** During Terror Missions, the FogOfWar is lifted after twenty turns, revealing all remaining aliens, with an in universe justification that local forces provide surveillance within that timeframe. It's also a nice little nod to ''VideoGame/XComUFODefence'', where the aliens would [[TheAllSeeingAI know exactly where all of your troopers were]] after twenty turns and actively hunt them down.
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* JetPack: The Harridans have these on their bodysuits, and the player can develop the human-equivalent Buzzard and Sentinel suits. It's not possible to fire while in flight, though a jetpack soldier can be used to spot enemies and to leap onto the roofs of buildings to provide a high ground advantage, which especially useful against Reapers, who have no ranged attack.

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* JetPack: The Harridans have these on their bodysuits, and the player can develop the human-equivalent Buzzard and Sentinel suits. It's not possible to fire while in flight, though a jetpack soldier can be used to spot enemies and to leap onto the roofs of buildings to provide a high ground advantage, which is especially useful against Reapers, who have no ranged attack.
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* SoLastSeason:
** Ballistic weapons are already considered obsolete against aliens, but since humanity starts the game with no alternative, they're better than nothing. They eventually give way to laser, plasma, and magnetic weapons.
** Downplayed with sleep gas grenades. While most aliens develop a resistance to them and they're useless against Androns to begin with, they still perform well against Reapers, making carrying them during Operation Endgame a viable tactic, as it will give your men a protective barrier of gas that will help cover their escape.
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* TrickBomb: Grenades come in several different varieties, with frag, smoke, and flashbangs available by default. The frag grenades can be upgraded as Alenium, plasma, and fusion explosives are developed and EMP and knockout gas grenades later become viable alternatives to the stun rod.

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* IsometricProjection

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* IsometricProjectionIsometricProjection: Unlike ''VideoGame/XComEnemyUnknown'', ''Xenonauts'' uses a fixed camera angle in the vein of the classic ''VideoGame/{{Fallout}}'' games.



* JetPack: The Harridans have these on their bodysuits, and the player can develop the human-equivalent Buzzard suits.

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* JetPack: The Harridans have these on their bodysuits, and the player can develop the human-equivalent Buzzard suits.and Sentinel suits. It's not possible to fire while in flight, though a jetpack soldier can be used to spot enemies and to leap onto the roofs of buildings to provide a high ground advantage, which especially useful against Reapers, who have no ranged attack.
* KineticWeaponsAreJustBetter: Double subverted. In the early game, the Xenonauts are armed with standard firearms provided in unlimited quantities by funding nations. These are woefully outclassed by the plasma weaponry wielded by the aliens and developing laser and plasma weaponry becomes necessary to do more than ScratchDamage against tougher enemies, such as the Sebilians. Later in the game, kinetic weapons come back into play once your science team develops magnetic weapons.
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** The Singularity Cannon is the ''Xenonauts'' equivalent to ''VideoGame/XCom'''s Blaster Launcher with several RealityEnsues caveats attached. It's hugely overpowered, making it as much a danger to your own men as it is to the aliens. It also weighs a whopping 50kg, requiring the user to be wearing Predator PowerArmor, and costs ''half a million dollars'', requires twenty alien alloys (the equivalent requisite of alloys for a Marauder interceptor) to build, and is powered by the same singularity cores required to build the Fury interceptor, so you need to capture a Battleship to build one. On top of that, it requires two hundred man days to build, so you're going to be waiting a long time to get your hands on one.

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* {{Expy}}: Reapers are [[TabletopGame/{{Warhammer 40000}} Genestealers]], with the added capabilities of Chrysalids.

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* {{Expy}}: {{Expy}}:
**
Reapers are [[TabletopGame/{{Warhammer 40000}} Genestealers]], with the added capabilities of Chrysalids.Chrysalids.
** Sebilians share many traits with [[Franchise/MassEffect the Krogan]], such as general appearance, hardiness, and redundant organs.
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** In the beginning of the game, any player of the original X-Com game will quickly want to [[spoiler:research the Alien Alloys technology, since it used to be the stepping stone to manufacturing armours made of alien alloys, which were incredibly useful in the early game. But not in Xenonauts: as your scientists note in the research report, alien alloys would make an incredibly good armour material...[[RequiredSecondaryPowers if only they had any tool capable of machining, forging or even cutting it.]] Instead, the first armor suits you get come [[spoiler: (quite realistically) from studying alien weaponry, since understanding how it operates is the key to designing efficient protections against it.]]

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** In the beginning of the game, any player of the original X-Com game will quickly want to [[spoiler:research the Alien Alloys technology, since it used to be the stepping stone to manufacturing armours made of alien alloys, which were incredibly useful in the early game. But not in Xenonauts: as your scientists note in the research report, alien alloys would make an incredibly good armour material...[[RequiredSecondaryPowers if only they had any tool capable of machining, forging or even cutting it.]] ]]]] Instead, the first armor suits you get come [[spoiler: (quite realistically) from studying alien weaponry, since understanding how it operates is the key to designing efficient protections against it.]]
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* [[DoNotRunWithAGun Do Not Teleport With a Plasma Gun]]: [[TeleportersAndTransporters Wraiths]] are unable to teleport and fire on the same turn.


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* ImproperlyParanoid: The Wraith interrogation notes how it will spin in its containment cell if approached from opposite directions, due to their compulsion to avoid showing backs to their enemies.

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* JetPack: The Harridans have these on their bodysuits, and the player can develop the human-equivalent Buzzard suits.



* ProudWarriorRaceGuy: The culture of the Sebilians.



* TankGoodness: After researching, the player can build scout cars, tanks and hover tanks to assist the xenonauts on missions.

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* TankGoodness: After researching, the player can build vehicles in scout cars, tanks car, tank, and hover tanks HoverTank variants to assist the xenonauts on missions.missions. The aliens have their own [[LightningBruiser Heavy Drones.]]
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* OrbitalBombardment: [[https://www.kickstarter.com/projects/69341191/xenonauts-2-strategic-planetary-defence-simulator/posts/2887403 A new element]]; an orbital alien superweapon will periodically hit the region with the least Panic, causing a large increase in Panic there.
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Dead Man Switch needs another S in there.


* DeadManSwitch: The Praetors have one at the ready. If, by some bizarre reason, the Earthlings are able to destroy most of the armada, they have several Reaper-packed ships ready to be dropped in every major city, which will wipe out humanity in a matter of days. Fortunately, they never get to use this plan, as the solution the Earthlings ''do'' come up with takes them completely by surprise.

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* DeadManSwitch: DeadMansSwitch: The Praetors have one at the ready. If, by some bizarre reason, the Earthlings are able to destroy most of the armada, they have several Reaper-packed ships ready to be dropped in every major city, which will wipe out humanity in a matter of days. Fortunately, they never get to use this plan, as the solution the Earthlings ''do'' come up with takes them completely by surprise.
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** The aliens have them too. "Non-combatant" crew members seems to be awfully handy with their weapons.
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** And as an added treat: The presence of a live Praetor randomly generates dread within various squad members during his turn, as a free action. Note that your Bravery (the stat that resists psionics) is maxxed, it doesn't matter. Whomever is chosen (and it's usually 3-5) loses 30 Action Points for that round.
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** Remember how X-Com Ethereals and Sectiods needed to have a line of sight on you before using psionic powers? Not here. Once the aliens are aware of your presence (i.e., any of them see a human Xenonaut), all the Cesan Psions and Praetors can start unleashing mind attacks on ''everybody'' in your squad.
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* DeadManSwitch: The Praetors have one at the ready. If, by some bizarre reason, the Earthlings are able to destroy most of the armada, they have several Reaper-packed ships ready to be dropped in every major city, which will wipe out humanity in a matter of days. Fortunately, they never get to use this plan, as the solution the Earthlings ''do'' come up with takes them completely by surprise.

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