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Chris

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Everything posted by Chris

  1. Nah, we actually use TU in the game now Gauddlike. *tut tut* Valentine, what you're putting forward is an alternative system and it would work, it's just not the system that the original game uses or what we've decided to use. It's quite hard to get a super-levelled soldier in the game across all stats, so it's really just a matter of preference what system the game uses.
  2. It's not a bug - the move costs are just set by the destination container. There's no benefit having things on your belt, though it's cheaper to move them there in the first place if you're looting a body.
  3. There's functionality in our debug builds of the game that gives us information on the crash when it occurs, but then debug mode runs at about 20% of the speed of the normal game...so it's not something we can include in the standard game, unfortunately. We'll have more robust crash reporting in future games though.
  4. The tools are there so you can mod it how you feel it should be, but we decided the weapons would be a straight upgrade over earlier weapons rather than the older weapons still having a niche. Both ways work, but we thought the earlier way gave more progression. It's a bit late to change that now though
  5. He's talking about it from a code perspective, not a gameplay perspective. It's hardly a pressing issue and if it's a significant code change it's unlikely to happen because of that.
  6. This appears to be a genuine bug in the code, as the sprites look to be set up correctly. Thanks.
  7. Whaaaa? I didn't even know until you just mentioned it. That's ridiculous. No wonder everyone's been moaning about load times and we've all been confused as hell as to why - I always play on windowed mode and I bet everyone else in the dev team does as well...
  8. Be aware that the editor doesn't update TU quantities automatically. You need to select another alien first, then re-select the original alien to get an accurate reading.
  9. Yes, you can mod them. On crash site missions, Passive are aliens that stay in one spot and reaction fire at units that come close (i.e. snipers). Defensive aliens will try to defend the UFO, but are a bit more aggressive than Passive aliens. Aggressive aliens will actively search for Xenonauts to attack.
  10. So we're looking towards V21 Stable now, and we're likely to be putting out some V21 Stable Candidates this week. Aaron is off all of next week so it may be a slightly more drawn-out process than normal, but we'll see how it goes! The purpose of this thread is for you to request changes and bugfixes you really think need to be done before the next Stable build. Please just post a quick post listing what you'd like to see changed, so we can take in everyone's suggestions as easily as possible. THIS IS NOT A THREAD FOR DISCUSSION. It clutters things up if you reply to other people's posts. Already to try and get into the game: Alien berserk psionic power crash fix Some visual indication of shooting TU on soldier move patch Shotguns should cause suppression (pelletcount bug) Flashbangs should cause suppression correctly Predators get a modifier for weapon fire costs, so can spend less TU firing MGs Humans get the first turn after "deployment phase" on all missions but Xenonaut Base Defence MGs to have recoil 75, reducing killing effectiveness unless used by a strong soldier Alien accuracy modifier per difficulty level to be implemented Split out disabling reaction fire on a weapon and having 0 Initiative Only show ammo % on clips that are not full. 0 / 0 civilians saved is Excellent instead of Terrible Second pursuing squadron will also lose tracking of UFO when it leaves radar range MG ammo levels under consideration
  11. Checked this thread and fixed any remaining issues I found. Please report any spelling / grammar issues after the next build, as they'll have slipped through the net if they're still in the game then.
  12. Yes, they will. It'll be literally anything...although I won't be changing any of the Xenopedia technobabble, just accepting corrections on grammar and spelling etc.
  13. Today Giovanni put in the updated victory / loss screens, and the artist is working on the final artwork for these (they currently use draft versions of it). Aaron and I also finished designing the unique tiles and the layout work on the final mission; this is just awaiting final balance and the 2D paintovers of the existing art / floor. Xenonauts is now nearly complete, and theoretically at that point we could kick it out of the door whenever we wanted. However, "complete" is not the same as "finished". I'm aware there is still work to be done on usability, balance, optimisation and stability. That will all take place during the polishing phase, which will last until we're happy with the final quality of the game. V21 Stable will mark us entering the polishing phase, and we'll be changing our development methodology a little: We will completely reset our bug trackers, and ask people to report any issue they experience with the game no matter how small or how many times it may have been reported in the past. We will be setting up a public issue tracker, which will list and prioritise all bugs / issues that are on our radar (only we will be able to add issues to this). The Beta Discussion, Community Involvement and Suggestions forums will be merged into a Balance Discussion forum, as they'll overlap quite heavily. We will remove the Experimental bug reporting forums. We'll also be starting to get the Kickstarter rewards printed up! We're hoping that these changes will make everything a bit more efficient, removing some of the repetition from bug reporting and stopping important / annoying issues from falling between the cracks. We're almost certainly not going to be able to fix all of the issues on our public tracker, but the added visibility should help the feedback process greatly. I may start doing the forum changes shortly, so don't be too alarmed when sub-forums start vanishing!
  14. StellarRat - actually, yeah, you're right. Our system is a bit simpler, with any action within the enemy LOS causing an Initiative check but no actions causing the aliens to turn to face you. So positioning is more important with our system. I'd consider adding some of the original game's modifiers to our system in the polishing phase, too - like where being shot allows an alien to turn on the spot and return fire if it survives and has enough remaining TU.
  15. Moving this to Suggestions, as it's in the wrong place at the moment. Thanks for writing the post and I'm glad you liked the game. As people have mentioned, a number of the issues you've mentioned will be fixed in the coming builds. We're unlikely to add mind probes (too much work at this stage) or change the rank structure (I like our current system) though.
  16. This is the point of the new system, though - you don't need to "trigger" reaction fire, as it catches everything. Throwing grenades cost TU, so they reduce Initiative and can trigger reaction fire. Anything that costs TU can trigger reaction fire. Even moving stuff in your backpack does it.
  17. I'm just going to rule it out now at this point - the game's almost finished, so there's not going to be any major changes to the way reaction fire works (we're not going to duplicate a complex system to create a shadow TU system that is just used for the reflex calculation). It's not worth the coder time and finding bugs / unexpected behaviour in it would be a total nightmare - and I also don't see that it would give us any benefit even if we did so. At this point, let's just concentrate on making sure the current system functions as it is intended to or fixing issues with the inputs to the system. The reaction system is a very neat solution to reaction fire, and if there's any weird behaviour it's almost certainly due to the inputs rather than the system itself.
  18. Actually, in Max's demo all soldiers have pistols. That doubles their Initiative score. You can't use that as a criticism for the game as a whole, as he's deliberately showing how you can exploit the game using grenades and pistols to avoid reaction fire (and as others have pointed it, the results are not necessarily better than just using guns normally). If everyone had rifles, the mission would have played very differently.
  19. You can put the tile movement cost back up to 4 TU per tile if you want, it's in config.xml. I really don't think it's a good idea to start adding cost modifiers to actions so units have a different TU total for reaction fire purposes as they do for TU purposes. If there's a problem in the current system, which I'm not at all convinced about, it's simply that aliens are wasting too many TU before they get ready for reaction fire. If they have full TU it'd be very difficult to move anywhere near them without getting reaction fired at....unless you're wielding a close combat weapon, but that's one of the key advantages of a close combat weapon.
  20. A bit more info here would be useful - what do you mean it's missing? Does he just not play an animation? Or does he revert to a different sprite? What armour type and direction, or all of them?
  21. Yeah, the officer and safety in numbers buffs etc stack on top of the basic morale stat. Getting down below 40 morale in the previous build isn't too unlikely, which means you can just be unlucky and have experienced soldiers panic occasionally in pretty innocuous situations. Hence lowering the threshold down to 30 for the next build.
  22. Officers and Leaders have helmets.
  23. The nerfs would apply to both human and alien weapons. I'd say your arguments are more against the high reflex stat of certain aliens than the nerf of the 2x reflex modifier, though - if the aliens have that high reflexes then it means that the reflex modifier is largely worthless. Harridans are meant to have really, really good reflexes. The other races, not extraordinarily so. To be fair, Caesan Leaders and Elites top out at 70, which isn't too high. Maybe it could be reduced down to 65, but it's within the current range of starting soldiers. Wraiths and Sebbies have terrible reflexes, while Androns could be reduced somewhat but also still top out at 70 for Elites.
  24. I'm not sure I'm convinced. A 2x modifier means you can spend half your TUs before the enemy even have a chance of reaction firing at you; that's very powerful indeed. 1.5x seems much fairer. You can get a shot or a few moves off without fear still.
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