Chris Posted August 29, 2014 Share Posted August 29, 2014 When we released Xenonauts, we decided we were not going to do any further content patches for the game and so forth - instead, we would move onto other projects. Our position remains broadly the same, but we have decided that the game requires some extra work that will be released as Xenonauts V1.5. We are hoping to release a version of Xenonauts V1.5 that contains the following updates: Steam Workshop support Vastly improved mod loading support, including a better launcher mods interface An updated line of sight system that fixes the sight issues between different terrain levels and better communicates the corner shooting system Soldier nationality flags Geoscape notification feed information on aircraft readiness ("Condor-1 Repaired" etc) Terrain transparency on cursor Ability to hide all props /walls on a level using "Hide Roof", showing only units Mind Control now activates with a turn delay Morale regeneration added at end of the turn, rather than the start Berserk no longer always targets your own soldiers F5 quicksaves the game Numerous visual / stability bugfixes Many more things made moddable The observant amongst you will have spotted that most of these things are things that have been implemented by the Xenonauts: Community Edition team - this is because V1.5 is going to be a modified version of X:CE. This is going to be a one-off merge; X:CE will continue to develop in its own Steam branch after this but future changes will not be rolled into the official version. This decision was going to be inevitable as soon as we decided to integrate Steam Workshop and llunak's mod loader. All the extra moddability offered by X:CE means that if we did not adopt it as the base of Xenonauts V1.5 we would end up splitting the mod community in half and confuse players (as many mods would need X:CE and others would not). Additionally, X:CE has been carefully maintained so that it is essentially a better version of Xenonauts V1.09. Having played around with it a bit myself I can say that the quality of life improvements add a lot to the gameplay and take nothing away from the original experience. It makes sense to merge them into an official release and push them out to everyone that owns Xenonauts. From the Goldhawk side, Giovanni's going to be putting in the Steam Workshop integration and rewriting the launcher. We're going to want your feedback on how this should work - if you're a modder (or avid mod user), please read this thread and comment. We're also now going to have to officially support the additional code written in X:CE up until now, so expect V1.5 to spend quite some time being iterated on the Experimental branch before we release it as a Stable build. We are planning to publicise the release of Xenonauts V1.5 when it comes - it is not a content patch, but it will fix most of the major gameplay issues in the game and make it substantially easier for people to access and load mods that address what they may consider balance issues in the game. The modding community and X:CE team are then well placed to take Xenonauts in whatever direction they see fit. We'll also release a demo for the game, as a few months have passed since release and there's now much less chance it'll cannibalise our sales. We're not sure on the ETA for all of this yet, but we figured we should make you aware of our plans now we've settled on our final course of action. Quote Link to comment Share on other sites More sharing options...
woowoo Posted August 29, 2014 Share Posted August 29, 2014 Will 1.5 address the tooltip issues, or include the cover indicators from CE? Quote Link to comment Share on other sites More sharing options...
Chris Posted August 29, 2014 Author Share Posted August 29, 2014 Yeah, it'll include the cover indicators. Do you mean the lack of tooltip scrollbars? Quote Link to comment Share on other sites More sharing options...
Kreny Posted August 29, 2014 Share Posted August 29, 2014 Would it be possible to choose if firstly rearm planes and then refuel? Because ammo is more needed than fuel and it takes much less to finish. But others may not agree... so could You make it configurable in game-menu? Quote Link to comment Share on other sites More sharing options...
woowoo Posted August 29, 2014 Share Posted August 29, 2014 Yeah, it'll include the cover indicators. Do you mean the lack of tooltip scrollbars? Yeah. If not, can you just post the tooltip info somewhere? Quote Link to comment Share on other sites More sharing options...
LKx Posted August 29, 2014 Share Posted August 29, 2014 Don't forget the memorial "wall" Quote Link to comment Share on other sites More sharing options...
Halosammy Posted August 30, 2014 Share Posted August 30, 2014 Will we have backwards compatibility with saves from 1.09? I kinda saved right before the final mission because I found that the escape pods didn't work properly. If this fixes that issue, I would hate to claw my way back to that point. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 30, 2014 Share Posted August 30, 2014 Can't say for certain what will be the case with v1.5, but I think all 1.09 saves can be loaded in a game with the community edition mod. Since that mod makes up a lot of what will be 1.5, there's a good chance it will load. Quote Link to comment Share on other sites More sharing options...
Msvknight Posted August 31, 2014 Share Posted August 31, 2014 Workshop support! thats great for people that suck at modding................ "cough cough" Quote Link to comment Share on other sites More sharing options...
LordJulian Posted August 31, 2014 Share Posted August 31, 2014 "cough cough" Oh right, "cough cough" when did I ever approach "cough" steam workshop "cough cough" for my mods? Can't steam just be what its good at "rant cough" rather than try to be everything at once? "cough blech" Ahem. Msvknight, do you have cough syrup? Quote Link to comment Share on other sites More sharing options...
RiceMuncher Posted August 31, 2014 Share Posted August 31, 2014 Please fix the crappy ending. If your going to put up mission objectives stating that *SPOILERS BELOW* your team's survival depends on blowing up the generators then at least give us a different ending dependant on it. Right now its just a flat slide... Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 31, 2014 Share Posted August 31, 2014 They're not changing it. Quote Link to comment Share on other sites More sharing options...
Rhonijin Posted August 31, 2014 Share Posted August 31, 2014 So how would one go about switching back from the community edition to 1.5 once it's released via steam? Would I have to do a re-install? Also, just thought I'd mention that the tool-tip for Accuracy on the soldier equipment screen is wrong. It says that the higher of strength or accuracy is used for heavy weapons instead of the lower. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 31, 2014 Share Posted August 31, 2014 You should either be able to delete the xce folders in assets/mods (if you installed it that way) or revalidate your game files (if you installed XCE by overwriting). Or you could keep using XCE, of course! Quote Link to comment Share on other sites More sharing options...
Solver Posted August 31, 2014 Share Posted August 31, 2014 1.5 will be Community Edition with just a few small differences, so I do not know whether switching back would make sense. Regardless, it should be merely a matter of switching Steam branches, if you are on Steam that is. Quote Link to comment Share on other sites More sharing options...
Troublechuter Posted September 5, 2014 Share Posted September 5, 2014 They're not changing it. That's a shame, really all I wanted was a final Xenopedia entry from our favorite egomaniac scientist explaining what actually happened afterwards. *SPOILERS* What happened to the alien fleet that was already in orbit? Why was the Ethereal Praetor so important anyway? If the whole point was to kill him, why couldn't they just blow up the whole ship with a singularity torpedo? And most importantly... what was the head scientist's name? In my headcanon I've named him "Dr Richards"... because he's a dick. Quote Link to comment Share on other sites More sharing options...
Steelpoint Posted September 5, 2014 Share Posted September 5, 2014 *Spoiler* It would have been nice to at least explain why a Singularity Torpedo would be unable to destroy the dreadnought, and I do personally think the ending is pretty lackluster. I was secretly hoping for something more akin to the original XCOM, heck even the Playstation version had a end game cutscene. Quote Link to comment Share on other sites More sharing options...
Chris Posted September 5, 2014 Author Share Posted September 5, 2014 That's a shame, really all I wanted was a final Xenopedia entry from our favorite egomaniac scientist explaining what actually happened afterwards. Maybe I should write that, might be fun! Quote Link to comment Share on other sites More sharing options...
Skitso Posted September 5, 2014 Share Posted September 5, 2014 (edited) You really should. That and a final glimpse to the soldier roster with missions/kills and memorial wall would make the ending much better. Edited September 5, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Steelpoint Posted September 5, 2014 Share Posted September 5, 2014 It would be great to at least have some questions answered and some additional closure if you win. Hell, it could be dynamic where there is a separate entry if your squad evacs the ship, kills the target but does not escape, or fail utterly. Quote Link to comment Share on other sites More sharing options...
Chavez Posted September 9, 2014 Share Posted September 9, 2014 Hi and nice to hear about this update! Any idea when it will be released? This month? This year? I'd like to start a new playthrough at some point but now I want to wait for this update. Yeah, I know there is X:CE, but for some reason I'd like to wait for this update before I go to that mod. Quote Link to comment Share on other sites More sharing options...
Chris Posted September 10, 2014 Author Share Posted September 10, 2014 We don't really know, to be honest - it's mostly on the production side of things because people now have other commitments (either within Goldhawk or external) that need to be prioritised over this. I'd hope it'd be out in the next three months, but really that's just me plucking figures out of the air. Quote Link to comment Share on other sites More sharing options...
Casaubon Posted September 15, 2014 Share Posted September 15, 2014 Hi and nice to hear about this update! Any idea when it will be released? This month? This year? I'd like to start a new playthrough at some point but now I want to wait for this update.Yeah, I know there is X:CE, but for some reason I'd like to wait for this update before I go to that mod. Exactly the same reason why I uninstalled Xenonauts CE after having issues while combining mods and why I´m waiting for 1.5. Quote Link to comment Share on other sites More sharing options...
RiceMuncher Posted September 16, 2014 Share Posted September 16, 2014 *Spoiler*It would have been nice to at least explain why a Singularity Torpedo would be unable to destroy the dreadnought, and I do personally think the ending is pretty lackluster. I was secretly hoping for something more akin to the original XCOM, heck even the Playstation version had a end game cutscene. This. The ending is so lackluster that I don't(and maybe more) would not want to play again. Seriously, to reach the ending on normal we had to spend roughly 20+hours on a campaign.. only to get treated to a victory screen. No closure. Sad Quote Link to comment Share on other sites More sharing options...
Yevgeniy Posted January 27, 2015 Share Posted January 27, 2015 Good plans... Quote Link to comment Share on other sites More sharing options...
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