Xenonauts

Xenonauts

Full Soviet Weapons Extension Pack
xenohunter  [developer] Oct 14, 2015 @ 8:22am
Bugs and problems when using the mod
Here you can report bugs or problems occuring when using this mod.
Last edited by xenohunter; Oct 15, 2015 @ 12:16pm
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Showing 1-15 of 16 comments
Casaubon  [developer] Oct 21, 2015 @ 3:43pm 
Does the ak47 appear 2 times in anybody else´s squad equipment screen? It was the new values but is 2 times in the list..
xenohunter  [developer] Oct 21, 2015 @ 3:44pm 
can you show me a screenshot of it?
Casaubon  [developer] Oct 21, 2015 @ 4:26pm 
I fixed it temporarily by disabling Khall´s carbine mod. It caused it, will change that mod a bit to make it appear only once.
xenohunter  [developer] Oct 22, 2015 @ 6:47am 
I remember the mod - Khall has replaced the standard rifle by the AK-47
Mud Oct 28, 2015 @ 8:09pm 
Weapons all work perfectly fine, however, only the AK47 seems to show up on the sprites in combat missions, the others just visually show as the NATO weapons. Only one I havent tested is the RPG
xenohunter  [developer] Oct 31, 2015 @ 1:18pm 
Originally posted by Manx:
Weapons all work perfectly fine, however, only the AK47 seems to show up on the sprites in combat missions, the others just visually show as the NATO weapons. Only one I havent tested is the RPG
Thanks Manx for your feedback. This 'sprites problem' is more a compromise solution simply because it is nearly imporsible to create individual sprites for all weapon/armour combinations. We rather prefere to make this mod more interesting by investing our time into balancing than wokring on sprites (which does not have that great impact on the gameplay anyway)
Last edited by xenohunter; Oct 31, 2015 @ 1:19pm
Casaubon  [developer] Nov 1, 2015 @ 5:58am 
I will see what I can do about sprites
Mud Nov 1, 2015 @ 5:27pm 
Oh ok, you may want to add that to the mod description. At the very least the AK 74 could use the AK 47 sprites, couldnt it?
xenohunter  [developer] Nov 1, 2015 @ 11:20pm 
Manx, of course, it could. We plan to make some improvements concerning graphics and balancing and will take this into account.
Last edited by xenohunter; Nov 1, 2015 @ 11:20pm
Mud Nov 3, 2015 @ 3:25am 
Awesome, looking forward to it, love the mod so far
DrEthan Dec 23, 2015 @ 1:19pm 
btw i dont know if this was intended but the ammo for the american heavy wepon gun is heavier than the russian one.....
xenohunter  [developer] Dec 27, 2015 @ 1:34pm 
the heavy ammo should be of same weight. I thought I've fixed this problem already - maybe I should take another look at it.
SWD real stuff, but only 1 firing mode snap with full cost. Its planed or bug?
xenohunter  [developer] Jun 10, 2016 @ 4:37pm 
yes, it has been planned to make it different from standard nato HK SG/1. this is useful for stationary snipers (similar to x-com 2013 behavior). However SVD seems to have overpowerd damage and it is not really possible to rotate the view much and shoot in the same turn. I think about rebalancing it slightly: decreasing damage (maybe range) and decreasing firing costs.
Last edited by xenohunter; Jun 10, 2016 @ 4:38pm
Vincent Jul 8, 2018 @ 4:39am 
somehow its change my m16 with ak47 and add another ak 47 in my game, can you help?
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