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 Xenonauts 2 Cheats

 
   
 
 
Xenonauts 2

Cheat Codes:
------------
Submitted by: David K.

Cheat Commands:
---------------
* How to Enable Cheat Mode
* In the Library, right click Xenonauts 2 then select properties.
* Click "Set launch options..."
* Add "-cheatmode" then enter / click ok.
* Start the game!

Note: There are similar ways to change the launch parameters and a
dd the cheatmode if you play from GOG or other platforms.

Code           Effect
---------------------------------------------------------------------------
Ctrl+Alt+V   - to auto-win a mission.
T            - to replenish the TU of selected unit.
Y            - to teleport the selected unit to where your mouse cursor is.
K            - destroys or kills where your mouse cursor is.
U            - to heal your soldier (*).
R            - to reload weapon without consuming magazines.
Shift+T      - to get 1000 TU.
Shift+U      - to gives 1000 HP to the soldier.

(*) If you use U on a dead soldier, it will resurrect (not during the 
mission, but you’ll see the portrait has HP again) and be available for
the following mission. Dead troops won’t be listed in the mission report.

-=Money Cheat=-
* Open C:\Users\username\Documents\My Games\Xenonauts 2\Saves
* Open save file using any text editor.
* Search for the money value, then change it to the value you one.



Explanation of the Armor and Shield Mechanics:
----------------------------------------------
-=Shield Mechanic=-
The shield in Xenonauts 2 functions just like in Xenonauts 1. It starts 
off with 80 HP and loses HP with each direct hit.

-=Armor Mechanic=-
Armor mechanics seem a bit more complex. Weapons possess two key attributes: 
armor piercing and armor damaging. Armor, on the other hand, has something 
called hardened resistance. When you’re hit by an attack, the damage you take 
is based on the weapon’s power, which is a random value ranging from 50 to 
150% of its base power, adjusted by distance.

The amount of damage that your armor blocks depends on the weapon’s armor 
piercing value subtracted from your armor’s hardened resistance. The armor 
itself takes damage in this process, which in turn reduces its effectiveness 
for subsequent hits.

This is similar to what we had in Xenonauts 1, just refined.



Tactics Guide:
--------------
You will lose soldiers regularly, especially if you are not accustomed with 
the gameplay which can be hardcore sometimes. You can absolutely finish 
missions with no deaths, but you have to be extra cautious, have good tactics 
and positioning, and of course decent gear.

In Xenonauts, many advanced players would only play Heavy.

I’m more balanced, and my team composition is usually:

* 1x Shield (high TUs), loaded with grenades and no weapon. 
  His role is to scout and protect.
* 2x Assaults (high TUs and Reflexes), they are the front line, and 
  cover dangerous angles.
* 1x Mars, expensive, but an excellent scout with some good punch when needed
* 1x Sniper (high Accuracy), they cover long open areas. Try to put them 
  on high-ground
* 1x Heavy (high Strength), to support infantry with suppression fires
* everything else are Riflemen, use them in overwatch to cover the progression 
  of your Assaults

People underestimate Reflexes and the TUs reserve at the end-of-turn. 
These are very powerful tools.

Finally, I wouldn’t recommend save scumming; it makes the game slow and tedious. 
Losing soldiers isn’t that punishing. A soldier doesn’t cost much, and the gear 
is often more important than the stats themselves. So, as long as you aren’t 
losing the war, continue and improve your tactics.



Training Rooms Explained:
-------------------------
It is worth reading the tooltips to understand how stat progression works. 
Basically, you earn progress points towards a new stat point for using TUs in 
certain ways in combat. Training via gyms passively adds progress and stat 
increases over time. Try to have around 12 soldiers per gym as the efficiency 
drops quite quickly.

Gyms mean the rookies sitting around in base might actually be useful in their 
first mission rather than a liability. As such, I personally prioritised a gym 
in my first game.

Gyms are super useful. Also good for those bases where you may be storing them 
but not using them too often and they’d otherwise be pure raw.



Tips in General:
----------------
* Never try to encounter an enemy when meeting them would not allow you enough 
  remaining points to react.
* Keep your dudes close enough together that they can help each other by focusing 
  force, without keeping them so close together they get in each other’s way.
* Try to divide the enemy attention while focusing your own.
* Maintain assets to the extent you can, by making healthy units tank over damaged 
  ones, but be willing to sacrifice a unit to mitigate outgoing enemy damage.
* Minimize the potential lines of attack and stay close to cover if possible to 
  cut them off completely. Particularly if you can attack but prevent a counter 
  attack, or force a move to make it happen (using enemy ap) you can gain advantage.
* Maximize your chance to hit while minimizing the enemies whenever possible. This 
  might mean shooting with most of your squad and then using smoke grenades to 
  block line of sight or it might just mean better positioning/flanking.
* Generally try not to rely too much on any single thing ‘going right’ and have 
  a contingency, for critical, flanking ops this could mean deploying in pairs 
  (in case somebody catches a bullet and goes down).

That’s basically all I can offer. Of course, I don’t know what you are doing 
wrong/what issues you are having to call yourself ‘so bad’ but I think that you 
should play a pretty solid game if you follow the guidelines above fairly closely 
but not dogmatically (No plan survives contact with the enemy).

In general the strategy layer of games like this is almost as important as the 
tactical level, so try to keep up on the right research priorities so you don’t 
get power-crept on the ground.



How to Cheat (Save File Editing Guide):
---------------------------------------
* Select an item file for what you want to print money with. 
* For example, Accelerated Rifle.
  \Xenonauts2\Assets\Assets\xenonauts\template\strategy\item\weapon\ballistic_rifle_v2.json

* Edit the file in a text editor like Notepad++ or w/e you use. Look for and edit 
  the following line to edit the numeric value to what you want to sell it for, 
  like adding a zero.

  {"$content":32000.0,"$type":"Xenonauts.Strategy.Components.SellPriceComponent"},

* Bam, 320k per rifle you sell, and they still only cost 20k to manufacture 
  (plus materials).

-=Editing Weapon Damage=-
* Look for the config file for the weapon you want to modify and edit the following line. 
* For example,
  \Xenonauts2\Assets\Assets\xenonauts\template\groundcombat\item\weapon\ballistic_rifle_v2.json

  {"_min":0.0,"_val":40.0,"_max":3.402823E+38,"$type":"Xenonauts.GroundCombat.Damage"},

* Here, you want to edit _val”:40.0, to the base damage you want to see. Damage will still 
  fluctuate up and down depending on if you get a grazing shot or a critical hit and other 
  factors, but it’s all starting on a higher base. So your 52 point critical hit might be 
  a 99 instead, or your 18 point grazing shot could be 45 instead.

* The same applies to other factors in the weapon config, using the “_val”:#.#,” as the 
  base number. Just remember the numbers are on the left, and the name of what you’re 
  changing is on the right of that. This applies to all GroundCombat item files and the 
  name is usually self explanatory for what it effects, like ArmorPenetration, LongRange
  (the threshold at which your shot is considered too far to be accurate), or EMPDamage 
  (great for making OP stun guns).

Note: If you’re editing an advanced version of an earlier weapon (like a v2 / v3), some item 
properties won’t be there, but will be referenced from whatever the file’s “Parent” is as an 
AssetReference (for instance, anyting Ballistic_rifle_v2 does NOT contain, like LongRange, is
pulled and used from it’s parent file, Ballistic_Rifle.json).
 

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