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Xenonauts 2 - Stretch Goal Update
A new update for Xenonauts 2 talks about stretch goals and shows progress on the portrait generator.
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More information. |
if they don't hit modding support the last day, I will cancel my pledge, and I think they are not going to do it.
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I'm disappointed that reaper hives and full orchestra didn't make it to the stretch goal list
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I'm wondering why I haven't backed this.
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Oh well, in that case I hope KS gets more people pledging. |
There is a little 'gear' next to the amount raised. If you move the cursor over that gear it will show the $$ conversion….
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Why would you think they won't reach the 200K MOD goal? At this pace they'll easily make 220K!! |
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http://www.kicktraq.com/projects/693…r/#chart-daily 700 pounds per day and they would need 75.000 in 20 days. Add a late rush day with 10.000 and say that because potato they are going to get 1.000 every day. That would end with 150K at most, maybe not even enough for the weapons system, 50k short of modding tools. |
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I can't see them not reaching 150k at the very minimum. The last days also increase pledging numbers usually, so my personal projection is just over 200k. |
The game will have the same modding support as X1, the stretch goal was for improved modding support in the form of additional tools, etc. At least I think I read that somewhere…
Has anyone played the demo? |
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- Campaign duration: 30 - Day 1: 50.000 - Day 2 to 10: 1.000 - projection: 5.100 per day x 30 = 153,000 - Realistic funds: less than 60K |
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For projects with good reputation that usually means a big boost. Sent from my SM-A520F using Tapatalk |
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Sent from my SM-A520F using Tapatalk |
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Have people made mods for the first game? Anything interesting?
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