-
Posts
3,138 -
Joined
-
Last visited
-
Days Won
108
Skitso last won the day on February 28
Skitso had the most liked content!
Reputation
350 ExcellentConverted
-
Location
Finland
Recent Profile Visitors
-
Thanks for the thoughts and yeah, I can see the issues you pointed. I was thinking this mostly from flavor / realism perspective.
-
Wouldn't it make sense that the salvage team system that is currently handling all the smaller UFOs that don't generate crash sites would also be used with all the larger UFOs? It's odd that the assault team (often with few dead and/or critically wounded) would stay after the mission to disassemble the UFO, collect all the alien bodies, exotic materials and gear etc. I know this is probably me yelling at clouds, but wouldn't it be much more cohesive, logical, realistic and cool to have the salvage team go and clear the crash site after the assault team leaves? And the bigger the UFO, the longer it would take. Separating salvage operations from combat missions would also make the delegation process more logical. As the salvage operation completes, you'd get a popup whether to take the loot yourself (cost X op) or donate the loot to the local government. This would make the system more clear for the player and make the crash site mission briefing easier to understand. Currently the delegation OP cost is tied to the victory effect of the mission, which is quite funny. The salvage mechanics are there already, so I would assume it's not a HUGE undertaking. (Who am I kidding, everything in game developement is... :D) Chris, any thoughts? Worth implementing?
-
Milestone 7.3.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, that's a lot of fixes in just a few days time. It's time to start a proper ms7 playthrough it seems... -
[MS7 experimental] Missing destruction effects
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
@Kouki In general, most of the props that do generate flying bits and pieces when destroyed, do it in a too tame fashion. Even if the prop is quite substantial in size, the fragments seem too few, small and are spawned in a tight bunch without enough force to fly far enough. The end result looks like the destruction effects have just been enabled for the object, but not adjusted at all. The same problem is with many walls. The effect might be there, but the physics, particle spawn etc. are set too conservative and lack the sophistication of some older walls and props to achieve a good looking results. A good reference for perfect destruction effects is the concrete barrier fence with teal tarp in dockyard biome (see attached image for reference), which, when destroyed, creates just the right amount of correct looking bits and pieces that fly around in a very satisfying manner and create a believable illusion of crumbling down concrete and pieces of metal fence. I know it's a lot of work to micro manage everything as the game's scope is vast, but hopefully you have time to polish at least all the different wall types to have proper, satisfying destruction. -
[MS7 experimental] Missing destruction effects
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
BASE BIOME: These interior walls have nothing These interior walls have only dust All thise kind of props: No flying bits and pieces, just dust No flying bits and pieces, just dust These both, no flying bits and pieces, just dust No flying bits and pieces, just dust Odd physics, bits and pieces spawn but just drop straight down through the floor. -
[MS7 experimental] Missing destruction effects
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
DESERT BIOME: This cabinet has nothing These walls (both exerior and interior) have nothing No sound on destruction No sound on destruction No flying bits and pieces, just dust No sound on destruction, no flying bits and pieces, just dust. -
[MS7 experimental] Broken screen layout at dropship launch
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
This seems to happen after manual air combat. I can repro this with with this attached save: load save, click ANGEL, click ANGEL-1, click ENGAGE TAILED UFO, click COMMENCE ATTACK, [complete manual air combat], click ACCEPT RESULT, click LAUNCH COMBAT TEAM, click LAUNCH AIRCRAFT. auto_strategy_before_intercept-25.json -
[MS7 experimental] Jungle sounds still in dock abduction
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
user_sound_bug-1.jsonHere's a save. Dock biome with jungle sounds -
[MS7 experimental] Broken screen layout at dropship launch
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Tried that save I provided again and unfortunately it doesn't seem to be reproable. :/ -
[MS7 experimental] Broken screen layout at dropship launch
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Yeah, it doesn't happen all the time. I've seen both vehicles and soldiers. I think it's the first unit that gets bugged but I need to check it more closely when I see it next time. -
[MS7 experimental] Tail until over land doesn't work
Skitso replied to Skitso's topic in Xenonauts-2 Bug Reports
Yeah, i can reproduce the issue from that save. It doesn't seem to happen every time, but the 2nd speed setting might do the trick. I sent a video for you in Discord. -
That was a scout crash site