Beginner's Guide: Difference between revisions

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Most forms of cover are destructible. Free Fire mode can be used to manually attack pieces of cover and destroy them.
Most forms of cover are destructible. Free Fire mode can be used to manually attack pieces of cover and destroy them.
== Soldiers ==
Each soldier has 6 stats. Hovering over a stat number will display the base value and all bonuses and penalties currently applied.
{| class="wikitable"
! Stats
! Effects
! Progress Points
|-
| '''Time Units'''
| Determines combat Time Units (TU)
| +10 per TU spent on movement
|-
| '''Health'''
| Determines maximum Hit Points (HP)
| +1 per increase in other attributes
|-
| '''Accuracy'''
| Determines weapon Accuracy
| +20 per TU spent on firing weapons
|-
| '''Strength'''
| Determines Carrying Weight, grenade throw range and resistance to Recoil
| +10 per TU spent on movement when using at least 80% Carry Weight
|-
| '''Reflexes'''
| Determines the frequency of Reaction Fire
| +20 per TU unused at the end of the turn
|-
| '''Bravery'''
| Determines Morale effects and resistance to psionic attacks
| +50 per point of Suppression received
|}
Each soldier also has a Carry Weight determined by its Strength. Exceeding Carry Weight will decrease Time Units by 1 for each point exceeded.
=== Medals ===
Medals are automatically given to soldiers who distinguish themselves over their career. Each medal will increase all soldier attributes by 1. There are 9 models available for each soldier:
{| class="wikitable"
! Medal
! Requirements
|-
| Award For Bravery
| Completed a UFO Crashsite mission
|-
| Award For Courage
| Completed a Terror Site mission
|-
| Award For Valor
| Completed an Alien Base mission
|-
| Crimson Heart
| Suffered 30 HP damage during a mission
|-
| Crux Solaris
| Eliminated 4 hostile units during the same mission
|-
| Distinguished Service Medal
| Completed 10 missions
|-
| Gallantry Citation
| Completed a mission where 50% Xenonauts were casualties
|-
| Golden Star
| Eliminated 5 hostile units
|}
=== Combat platforms ===
Combat platforms can be constructed in Engineering once the required research project has been completed. Once constructed they can be used in place of regular soldiers. Combat platforms use their own loadout separate from human soldiers.


== Interceptors ==
== Interceptors ==

Revision as of 17:12, 2 June 2023

Strategy layer

The world is divided into 6 regions: Asia Pacific, Europe, Latin America, North America, Soviet Russia and Africa & Middle East

The strategy layer can run at the following speeds:

  • Slow: 5 seconds pass every real world second.
  • Normal: 5 minutes pass every real world second.
  • Fast: 20 minutes pass every real world second.
  • Fastest: 100 minutes pass every real world second.

The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using interceptors. Shooting down a UFO will prevent it from causing Panic in the local region and if shot down over land it will enable a UFO Crash Site tactical mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:

  • Commence Attack: Starts an air battle between the interceptors and the UFO.
  • Autoresolve Attack: Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle.
  • Tail Target: Interceptors will follow the UFO until they run out of fuel and can attack at any point.
  • Tail Until Over Land: Interceptors will follow the UFO until it travels over land and then re-engage the UFO. This will ensure shooting down the UFO will always enable a UFO Crash Site tactical mission.

Tactical combat

Tactical combat consists of turns during which each team chooses what actions its soldiers will take.

The green bar below a unit's health shows its Time Units, or TU, the starting amount depending on the soldier's Time units attribute. Each action consumes Time Units. Moving, rotating, crouching and uncrouching consumes a fixed number of TUs and most attacks consume a percentage of the TU bar. This means soldiers with higher TU are more mobile and versatile but cannot fire more times per turn. Any TU left at the end of the turn will be spent on Overwatch Fire during the opponent's turn. Time Units are replenished at the start of each turn.

Weapons inflict between 50% and 200% of their Damage value each time they hit, depending on the body part hit. Each weapon has a maximum range, visible during combat with green squares when targeting an enemy. It is possible to fire beyond a weapon's maximum range but its damage and hit chance will be reduced.

Most weapons have multiple fire modes, with varying Accuracy and TU costs. The most expensive fire mode is selected by default but can be changed by right-clicking on the target.

Most forms of cover are destructible. Free Fire mode can be used to manually attack pieces of cover and destroy them.

Interceptors

Interceptors are used to attack UFOs. Up to 3 interceptors can be assigned on the same attack. Interceptors can be equipped with the following weapons:

Weapon Damage Penetration (armor) Destruction (armor) Reload Time (sec) Range Fire Arc Ammo Evasive Roll
Cannon tier1.png Autocannon 5 0 -0.5 0.25 3 30 40 Enabled
Missile tier1.png Sidewinder Missile 25 0 -1 0.25 5.5 25 4 Enabled
Torpedo tier1.png Skylance Torpedo 30 20 -10 1 7 12 2 Disabled