

odizzido
Members-
Posts
250 -
Joined
-
Last visited
-
Days Won
5
odizzido last won the day on September 5 2024
odizzido had the most liked content!
Reputation
25 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Xenonauts 2 March Update & Future Update Plans
odizzido replied to Chris's topic in Monthly Development Updates
Pretty nifty. I've been wanting to play for quite some time now and it's cool that the end is in sight. I assume that given how the game has been made that the 1.0 release will be pretty playable/bug free too which will be nice. -
I think it's a really good idea to have a few different settings for difficulty. Frostpunk did this kind of thing where they have sliders for difficulty of different areas of the game like people's needs, their mood, weather, and one more that I don't recall. I personally like to max out three of the settings but put people's mood on normal as it just feels better for me. I am somewhat between the two examples you had. I do more than just one or two ground missions, but I certainly don't do them all. I think I would like the ability to choose how many the game is balanced around, like 2%, 20%, 40%, 60%, 80%, 100%. In the first game one of the things I didn't like was farming resources to build planes and weapons. I actually just modded the game so that the elenium and alloy costs were at like 20% of normal so I could autoresolve more ground missions.
-
That's nice artwork there. And having possible changes to the geoscape sounds pretty good. If your ideas work out that would be pretty cool. There is another of these types of games that was always pretty buggy and iffy, but had some fun concepts and that's the UFO:Aftermath/aftershock series. In aftermath there was the alien biomass growing across the planet mid way through you had to push back which was pretty nice....and in aftershock there was the whole resource linking game on the geoscape which could be optimised and provided reasons to go on missions beyond them just being there. I know this is kinda outside your design, but I just wanted to mention the idea of changing how the accuracy works in this game again. I don't recall reading anything saying it has changed since 2021 when I play tested a little so I wish to illustrate my ideal system and I will hope you consider trying it out. I think it would significantly increase my enjoyment of the game. Now enjoy my MS paint skills: edit---------- I just wanted to say I understand why you did things that way you did in the first game....but I was very much hoping that since you're on a 3D engine now you could give it a little bit more of a realistic solution
-
If they were to add voice acting for things, let it be played in a little popup window that can be closed any time so that we can do other things while listening. This is what I learned from Path of Exile.
-
Rescuing civilians sounds cool. It's almost certain to be better than fraxcom where they just have a chance to die for no reason every turn.
-
Sounds is, for me, pretty significant. I used to play a fair amount of the original Mirror's Edge as that had really nice sound. The more non-combat areas of the game were pretty peaceful and enjoyable to be in. I look forward to the attention you're giving it. I thought the music in the original Xenonauts was pretty good. The original sound effects were fine but having them be excellent would be cool. I actually modded a lot of the combat sounds, even trying mixing/editing sounds in addition to straight replacing them with other ones I had access to. Thanks for the update
-
Cool Thanks for the update.
-
Sounds really good Load times were painfully long for me what I played the game quite some time ago. It's nice this is getting better.
-
Cool, sounds like good progress is being made And yeah it's hard to balance autoresolve I imagine. I am one of those people that ends up wanting to use autoresolve as once I've done a number of air battles it feels more tedious as they always go the same way and it's just a solved problem. If you make autoresolve too weak then you end up being forced to play parts of the game you don't enjoy....if you make it too strong then the game gets easier beyond your ability/gear. I wish I had a good suggestion....maybe making it so that autoresolve follows the player skill or something. For example if someone completes two air combats against a certain encounter and takes let's say 20% damage then the autoresolve could complete those encounters with that result +/- 10% or something....that sounds like a lot of work to track though. The other option is to display the odds of the autoresolve. So for example a player has an encounter which displays 100% success and 20-40% damage taken. Maybe another encounter has a 90% chance of success, 80-100% damage taken, and a 10% chance of failure. That way the player knows which battles to manually play which could reduce the tedium. edit--------- There might need to be a second option for autoresolve too though, that being to be safe. For example if you launch two groups of planes at one target the first could launch long range missiles at the main target to weaken it then withdraw. Maybe the autoresolve could have a couple options. Option 1 would be 50% chance of success, 90-100% damage taken, 50% chance of failure. Option 2 would be 0% chance of shooting down the UFOs, 50-60% damage done to the UFOs, 0-10% damage taken, and 100% chance of retreat. These would depend on the weapons of course. Short range weapons could increase damage done but also reduce the chances of retreat or increase damage taken. Anyways I haven't really played much of the game so I don't know how well any of this would work, but maybe the ideas were worth reading.
-
Thanks for the update I always enjoy reading these.
-
Cool Always happy to see updates. I am really looking forward to playing this game.
-
I love the idea of custom settings for difficulty If it's easy, could you have an option to just turn achievements off? For whatever reason I've come to highly dislike them as they are really intrusive. If it's not easy I can live with them on, I just prefer to never see them. Maybe just making it so you need to kill 1,000,000,000 aliens instead of killing 2 for example would be good enough. It's exciting to have the game getting close. I played it a little to give feedback and report some bugs but really I am just waiting for it to be finished before I play properly. I know this is still just early access so I will be waiting for a while yet but still, it's a mile marker.
-
Cool, thanks for the update
-
All sounds good to me. I have probably said this before but I am getting excited that things seem to be getting close to finished and I will be able to play through
-
Yeah I can't figure it out either. The highest I can get is 86%. I recently played through Pillars of Eternity and they have a combat log you can look at and it actually has the equations used to calculate hits/crits/etc. I actually really liked it. Maybe "verbose combat log" could be an option in the menu? Anyways nice update as always