• Content count

  • Joined

  • Last visited

Community Reputation

13 Good

About thixotrop

  • Rank


  • Location

Recent Profile Visitors

3,056 profile views
  1. Oh man how I love the free camera rotation!!!! I am spamming WASD to pan and QE to rotate all the time now. Zoom in/out via mousewheel would the cream now. Could only play one game, but the map was great. This ground combat felt exactly like the original X-COM (1994 version for all that don't know what means "original"): team spreads out, enemy contact, focus, suppress, take down, move further, cover ground and watch those corners!...great. One Sebillian hid and lured my team to come out of cover, killed one of mine before he got nailed. Great tactical feeling. But now to my observations: Although nothing has changed here, now I really would like to be able to change the end tile my soldier is moving to after I already clicked somewhere else. I misclicked two times now and ended in the wrong spot. Yes my fault but, yeah. Also a "next-soldier" or a cycle button would come in handy. Clicking the icons is great, but I don't always know what icon is which soldier. I always forget how to use the Medikit in this demo. Is it possible to have the all the key descriptions somewhere in the options too, not only in the launcher? Now pictures as usual: Shotgunner is against rocks (red arrow). Can see two aliens, although hidden behind rocks. Possibly because end of weapon is inside rock. Shotguner has the rock not as an obstacle, rifleman behind him does. UFO interior becomes visible. Edge error? Left: It is not easy to target the alien when it is at the door frame. The actual crosshair appears only just above it, a littlebit fiddly. Right: Although very near it is impossible to hit. Only option is directly in front line. See text in picture... And again I forgot the rec file: recording_8.rec Oh by the way, a couple of rounds inside the UFO, the game crashed to desktop.
  2. I understand your intention of closing this forum. Can't redeem myself from the "we have to see how the outcome will be"-argument. Hope Chris will nevertheless consider all the discussed points of the individual features that the community brought up, not all of it was criticism. Agree with that. Once a feature reappears with a demo version or in another way, I would like to see some sort of summary of the - now hidden - community input to see what was brought into it and what not. Maybe with some explanation why some features were implemented or not included. Then, I guess, people will see their input considered/valuated and not disregarded.
  3. I can only agree on Pavels "If I can see you, I can hit you" rule that the aliens seem to have. They use it a lot but with the addition "...with a perfect shot." In my first game with 0.7.1 only my Sniper survived and could conquer the UFO alone with ist MP5. While I am at my Sniper with his MP5 got inside the UFO he was attacked by an invisible Reaper, twice. I have checked the first room completely but was hit in melee I guess. The third round, back to a wall, the Reaper appeared in front of my Sniper in its turn and missed (oh what luck). Burst killed the Reaper then. There is still the annoying bug that soldiers often, very often, hit the rock or rocks they are covering behind. Something is not right with the alien indicators (the alien heads on the right hand side of the screen): I know there is a hidden alien on the orange spot. The rifleman on the left has two alien indicators. When panning away, the lower head pans back focussing on the lower alien, but the other head doesn't do anything. The alien in yellow is visible and can be shot at but has no indicator. Same situation as above; The hidden alien is still there. The left soldier has two indicators, but only the orange will be panned/focussed when clicked. Red doesn't do anything. Yellow can be shot at, but no indicator. Aliens can shoot through UFO walls: In three successive rounds my soldiers were shot t through the UFO walls. One soldier was killed. I am very certain the shots came through the walls. First I thought the aliens were inside the UFO, but they were actually on the other side and could shoot through the whole UFO. Healing field is too small when HP numbers with comma appear. Also in this picture; the Aliens that could shoot through the UFO were behind the UFO as I have seen them coming around the corner. After my first game, I wanted a second, but the launcher did not start immediately. I started it again, but no luck again. I killed Xenonaust2 demo with the Task manager and the second started launcher appeared. I clicked play and the game started as a tiny screen in the upper right corner on my desktop screen. Couldn't click in it and had to kill it again. I always use fullscreen 1920x1200 with "fantastic" setting. Now everytime I want to start it I have to wait at least 40 seconds until the launcher appears. Forgot to add the logs: recording_6.rec and recording_7.rec
  4. Ok, just saw the Phoenix Point thread again. The shown monsters remind me on Dark Souls video game series or the horror board game Kingdom Deatch: Monster. Due to the horror vibe ... I just want to spread a bit about SCORN. I know it does not fit completely into a turn based game forum. Being myself a long time fan of the art of H.R.Giger and other "fantastic artists" like De Es Schwertberger, I can't say how beautiful this trailer looks. Maybe others do not see the same like I do though... The only thing I fear is that this game will be a FPS game with nearly no or reduced morsel of adventure in it.
  5. For me, stepwise rotation is good enough as long as there aren't blind spots. I want to change the view quickly without fiddling with the mouse, although this would be much more precise if required I agree. Zooming by mouse wheel is also good enough when the increments are not too large. Next request (by some other one I guess) would be elevation angle, to move the camera form 90° bird-eye perspective down to 0° ground level. I don't need that as long as I can see everything, the 45° isometric (?) is good enough for me. However, it would be quite a view if you could go to the individual soldiers view, and take a look through the soldiers eyes, maybe with truning the head. But I don't want that automatically like in the Firaxis versions!
  6. Wall transparency? Ok, but what about having 45° rotation angles instead of the 90°? Especially in this UFO, the view is exactly in between the corridor angles: - standard 90° view angles (orange) - soldier on yellow or on blue is hard to see when you also want to see the next room (here the entrance room) - 45° view angles will help here (green arrows) I don't know if you want to restrict yourself in the UFO designs so that unlucky angles will not be an issue. So I think a finer rotation will make everything easire.
  7. Played a bit with this: I think the hit calculation is again (?) a bit off. Is there some RNG at work that screws me up? Often my soldiers cannot take a shot with more than ~15% due to all the rocks in between and miss horribly. And then two aliens shoot form their unchanged positions and one-hit my soldiers through the same shooting path. WTF. Other incidents here: It was impossible to shoot at this alien with my shotgunner, although he could see it, and it could see him: This was so unfair, and so wrong: The sound of the UFO door opening - always happens when an alien comes into view - is still so immensly loud that I nearly jump out of my chair... Sometimes it is hard to identify what alien/soldier has reacted shooting in overwatch. Shotgunners shoot in overwatch although the distance is much to far to be reasonable.
  8. Had two plays and loved it. I could successfully conquer the UFO in botch cases. No pictures this time, as there was no real new stuff to show. So funny to see this old UFO model, I know you will change to nicer ones. This is just a nice gift for us old gamers, thank you. However funny the UFO model, it seems it is made out of the wall models for the modder community of the customized UFO discussion back in X1 days. Reason: it has the same flaws. The alien inside can look through the walls or their interfaces without being seen from the outside. Guess this effect is two tiles around the outer hull. The sound of the UFO door is immensely loud. Aliens will occupy the pace of a killed other alien within my turn. Blood splatter looks good im amount, not in position but I know. I also think the blood is to shiny or has a too even mirror effect. It always looks as if the blood if spread on a glass plate. Randomizing the reflection will mimick surface topography. Also someone other mentioned this already: The rotation angles coud be halfed to have more view positions. My soldiers do hit better than ever, also the aliens are quite good shots and surpass my regulars, overall it feels more balanced. Great. Corpse doll effect of the Sebillian is still funny, especially if one is hurdled onto the street on its tummy with the arms twiddling around like a turtle on its back. I know you will do something here, but you may have to add some sagging effect on the body when its killed. It looks artificial if it looks like a cylinder with attached arms.
  9. >1. Go into the menu with the icon on the top left corner of the map and change the range for the cover icons. >2. Haven't tested that myself. >3. Not yet implemented I guess. >4. Might be, never have seen that too.
  10. @Akhmed >1 Never had a crash myself, only that map rotation with Q/E and elevation with up/down did not work. Next game everything worked as normal. Yes the game stopps completely, I guess this is intended. >2 Yes normal behaviour, I guess it was just forgotten to implement. >3 A lot of things are re-used from X1 and will be reworked. >4 Others have requested this too and Chris thinks they will implement it. >5 Correct, not implemented. So you also cannot go to a corpse and use the dropped weapon.
  11. @Chris I know the cover radius option and have played with it a bit. Sometimes I like to set it to 3 or 4 so you can better see where is the best position to move your soldier, but then only when the soldier should go a great distance. For short distances range 1 is better. I thought about a dynamic range adaptiion first, but I am not sure if it will be useful. After some ground combats the player should know what will be a better position and don't need to have 20 or more icons to choose from. Ragdolls are fun at the moment, the corpses should be still though. The "swimming" Sebillian was killed by the (later be killed) shotgunner with the cover icons. The Sebillian jerked back as if the carpet was pulled from under his legs, toppled and rolled over at least 2 fields. Looked really powerful. I can't remember what center was, maybe I remembered the original or Apocalypse or another game. I guess you will rework the UI in a certain way, please consider the number for identification of soldiers or a similar method, also the suppressed state and other.
  12. Another play, it seems the bugs are mostly gone with this version (for me) and so I can only post some observations that might lead to optimization(?). I miss the "center" command (c button) to go back to your selected soldier after you panned the map. Soldiers can be selected by pressing 1-8 on the keyboard, great! But soldier icons should have the number that selects him attached to it. When some icons are gone due to... death, it would help to select the remaining ones better. Now you have to click-select the soldier in the map or the icon. I often switch between soldiers to see who can better shoot or walk to a position. Always clicking by mouse is to slow. The icons of supressed soldiers should be easily visible, either by adding "suppressed", new icon or color change. I know that persistent vision (or is it called team vision here?) maybe the answer here, but I think it is not completely correct: Left side image: The aliens behind the rock shouldn't be visible to my sniper, as the three soldiers at the right egde of the screen shouldn't see all of them either. Before this, I had a shotgunner to the rock formation on the right outside the screen, he got killed, and he could see all of them. But after he died the aliens shouldn't be seen anymore right? Center and right side images: Once the soldier walks near, the Sebillian becomes visible, and when he turns his back, it vanishes again. So far so good here. Still the aliens behind the rock are somehow visible. Three things here: - I prefer that when the crosshair appears, the cover icons disappear, maybe as an option in the game menu. - The crosshair is to big or rather to bold. If aliens would stand close and behind to each other (in this perspective) you will have problems to identify which one is which. Sure you can rotate the map, but what if this happens in a near alley with walls or containers? Maybe the wireframe tactical view or the "transparent bubble" helps here. - And at last: The persistent vision/team vision feels stupid here. The sniper cannot see/target the alien without anotherone looking at it...*sigh*. I know game-play-wise it is correct, just feels awkward here. And now to more corpse events Is it possible that a dead alien corpse has some vision blocking or cover features? One alien could not hit me while near. And another came close and did nothing at all. Maybe I was lucky until not anymore... And here as usual: recording_10.rec
  13. What about the transparent bubble that the old Fallout games and Divinity: Original Sins games have?
  14. Hm, yes maybe. The consequence will be to simplifiy the game so much that the touch screen users are able to use it in a convenient way. That means, if they have to be precise enough to select a soldier on the screen and rotate him 45° they will not like it, because it is "too fiddly". And don't tell them to use a pen or similar, that is sooo antique. And yes, simplify just means then: Nerf and dumb down to pre-school level skills, understanding/game depth and complexity, but for marketting we cal it "streamlined for widespread/all-user access: You don't need to be a Gamer to play this Game!" Cynism off: I don't have anything against gaming an a touch screen, but please PLEASE don't go this way by sacrificing the better controllable "standard" input devices. Bejeweled, Tetris or Angry Birds games are OK to play with its minimal interaction needs. A game like Xenonauts where you control single units with a variety of options at all times demands better and more precise control. And even if you could zoom in and out of the map to do that, you will loose the overview of the battlefield soon or get annoyed pretty fast by "always need to zoom in to control my soldier". So if you want to make a touch screen game, do a small game that doesn't need complexity (in game play, control, strategy and so on). Make a mini-X2 game parallel to the "full content" X2. If the touch-screen users do not have interest in "normal" games, OK. But the majority of these users will not expect that X2 will be ported, as they don't know about. The minority that knows surely want it, but then do it properly and take on this market with a proper game, not a simple 1:1 solution, to also get the majority of others. In short: Don't dumb down the game in favour for a touch screen possible game.
  15. STEAL - one faction salvaged/nicked an item/data/weapon/alien corpse from a crash site/terror mission/other factions transport/enemy base/Xenonauts and this has to be retrieved by force or quick-sneak-attack PLANT EVIDENCE - to manipulate one faction against the other, Xenoanauts are bringing item/data/... to specific crash site/terror mission/... INTERVENTION - Xenonauts intervene on a mission of a faction; example: capture an alien before special forces of one faction do. The other faction is also on the map and you have to get there before them. RECON - Small team of Xenonauts (1-3 soldiers) have to spy on a group of aliens meeting high echelons of a faction/secret group to retrieve information