Chollirem Posted December 30, 2012 Share Posted December 30, 2012 (edited) WISH LIST Last Update 1/10/2013 8:12 pm EST BUG LIST Last Update 1/5/2013 9:30 pm EST NEW ITEMS!!! T23-red death marker to ID soldiers bleeding to death (troop number has red outline) M09-mouse scroll toggle disable/enable option C11-Alien Sympathizers, will help aliens in areas the aliens have influence over Rejected items will be moved to the RWL (rejected wish list) Bottom line is I will need your help to keep this up to date for the dev teams and our ease of use Thank you again folks To the Dev team, Bugs I find while beta testing are at the very bottom with notes on the bug and possible fix (if I can figure one out) ......................................................................................................................................... ......................................................................................................................................... WISH LIST (not in game but lets talk about it and how it would work and help the dev team out) ......................................................................................................................................... ......................................................................................................................................... Geoscape last item number G02 Base last item number B03 Air Combat last item number AC07 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]AC03-National Support[/TD] [TD]Other nations try and shoot down UFO's in their air space but never go past starting jets tech wise[/TD] [TD]Under Consideration[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Soldiers last item number TR08 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]TR06-Load out Copy/paste[/TD] [TD]Ability to save a soldier load out, name it, and apply it to other soldiers equipment profile[/TD] [TD]In-Game[/TD] [TD]Links[/TD] [/TR] [/TABLE] Aliens last item number A09 Civilians last item number c11 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]C01-Pistol Civilian[/TD] [TD]Civilians have a chance to have a pistol and 1 clip[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C02-Riffle Man[/TD] [TD]Civilians have a chance to have shotgun/riffle and 1 mag (all tilesets have a chance of spawning armed local units)[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C11-Alien Sympathizers [/TD] [TD]Civilians in areas under alien influence should shoot at Xenonauts, and in areas that are pro Xenonauts you have a 1% chance that an armed civilian will try and help the aliens[/TD] [TD]Unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Weapons last item number W09 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]W01-Proximity/land Mine[/TD] [TD]Can be thrown, blows up when something walks on or near it[/TD] [TD]Possible[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W05-Saw type weapons can area suppress[/TD] [TD]Weapons with very high rates of fire and average or better accuracy can suppress an area (already in code)[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W06-Regular fire supression[/TD] [TD]Large amounts or regular fire can suppress a targer[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W07-Flamethrowers[/TD] [TD]Weapon system that burns any target in 10 square long line thats 3 squares wide at end[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] Armor last item number A05 Tactical last item number T23 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]T02-Psi Defence[/TD] [TD]Psi defense teck for humans[/TD] [TD]Not Telling[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T03-Sensors[/TD] [TD]Motion sensors hand held/grenade forms[/TD] [TD]Considering[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T04-Teir 2 Medkits[/TD] [TD]Upgrades to medikits (smaller,Lighter, Heal more) learned from alien medical tech[/TD] [TD]Not Telling[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T05-Easy reserve/active[/TD] [TD]Be able to use reserve AP to shoot without having to disable reserve AP[/TD] [TD]Under Consideration[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T07-Fog Of War[/TD] [TD]Only see shots fired at you that is in some soldiers LOS[/TD] [TD]Planned[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T09-Human Exit[/TD] [TD]Humans can get in craft and leave[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T20-Load Plan[/TD] [TD]Control of troop order/load out on troop transport[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T23-Red Death Marker[/TD] [TD]Soldiers who are bleeding to death have their number box inside a Red highlighted border for ease of identification[/TD] [TD]Unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Environmental last item number E13 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]E06-ponds in maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E07-Snow maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E10-Desert maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E12-Arctic maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Misc last item number M09 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]M09-mouse scroll toggle disable/enable option[/TD] [TD]Option to toggle mouse scroll option on off or set a key like tab to cycle through soldiers[/TD] [TD]unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Edited January 11, 2013 by Chollirem Quote Link to comment Share on other sites More sharing options...
Chollirem Posted December 30, 2012 Author Share Posted December 30, 2012 (edited) BUGS AND FIXES V17.5 Start Game with Laser Pistol? Soldiers not highlighted in the 1 - 12 numeric menu Loading Ground Combat saves causes CTD invisible civilians Grenade Glitch Plasma at game start Crashed UFO's on farm map are now flying...sheds? War hero zombie trooper?(soldiers don't die) Xenonaut seeking rockets? Game hangs on enemy turn Edited January 7, 2013 by Chollirem Quote Link to comment Share on other sites More sharing options...
thothkins Posted December 30, 2012 Share Posted December 30, 2012 Hey, a quick scan (so as not to spoil anything for myself) would indicate that at least a few of these are in game already or coming - see reply to your previous thread here. A quick use of the search facility will pretty quickly come up with direct links to a number of the others that were also replied to in that response. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted December 30, 2012 Share Posted December 30, 2012 (edited) Quotes from the lead developer on:- Different ammunition types. Lots of weapons Weapon modularity In response to support weapons like artillery. Edited December 30, 2012 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Chollirem Posted December 31, 2012 Author Share Posted December 31, 2012 (edited) Thothkins That thread needs to be deleted, when i track down a ADMIN Ill have em kill it, this new one has all that organized into the place it goes be it "IN GAME" or "WISH LIST" with updates and more info compiled from your forums while dropping the "im an artist and can help ya" bit. I needed to make initial contact and used that thread for that, now it needs to go away and I need to wrap my head around your game and what the people want in it...thus this final thread I've made but thanks for the help, you guys are very polite and professional over here, the steam forums are...::shudders:: Max_caine Thanks for the links, hope this speed up my efforts to wrap my head around everything that is done, is being deved, and get this down to just the actual wish list Still have several general threads of 30+ pages each to go through, but gimi a week Edited December 31, 2012 by Chollirem Quote Link to comment Share on other sites More sharing options...
Tacobandit Posted December 31, 2012 Share Posted December 31, 2012 Thothkins That thread needs to be deleted, when i track down a ADMIN Ill have em kill it, this new one has all that organized into the place it goes be it "IN GAME" or "WISH LIST" with updates and more info compiled from your forums while dropping the "im an artist and can help ya" bit. I needed to make initial contact and used that thread for that, now it needs to go away and I need to wrap my head around your game and what the people want in it...thus this final thread I've made but thanks for the help, you guys are very polite and professional over here, the steam forums are...::shudders:: Max_caine Thanks for the links, hope this speed up my efforts to wrap my head around everything that is done, is being deved, and get this down to just the actual wish list Still have several general threads of 30+ pages each to go through, but gimi a week What's wrong with the steam forums? Quote Link to comment Share on other sites More sharing options...
Chollirem Posted December 31, 2012 Author Share Posted December 31, 2012 The steam forums? It's full of rude, crude, 12 year old's who just want to cry and troll...that and the foraxis damage control teams screaming and insulting People cuz their game is...well... How to be polite... "Its not at the level a AAA release should be from a big publisher after a 4 year or more dev time with an open source engine" ...ya that's polite : ) Id say more but... man.... you don't want to get me started on that...lets keep our forums polite and professional Quote Link to comment Share on other sites More sharing options...
Gorlom Posted December 31, 2012 Share Posted December 31, 2012 What's wrong with the steam forums? I'm guessing it's standard problems of any forum that has that many and diverse users. Mob mentality and due to the high number of users everyone feels more anonymous there than they would do in a small comunity like the Xenonauts forum. Also the format seems to encourage shorter more limited posts. you can post long stuff but it doesnt happen that much procentually compared to other speciallized forums. (check out the comment section on "pokie pirates" in the greenlight section to see a really horrible example of steam users being stupid and or jumping the bandwagon. Everyone simply assumes that the developers doesn't have the rights to use the characters but noone has any evidence of that and the developers is acctually advertising that the game is based on and centered around that brand/IP whatever) I find that a lot of commenters that say stuff on steam greenlight either have horrible reading comprehension or just doesn't read at all. Quote Link to comment Share on other sites More sharing options...
thothkins Posted December 31, 2012 Share Posted December 31, 2012 (edited) Looking at the above list, it’s a bit sprawling. It takes a bit of work to get a feel for what’s actually going on. Just a thought would be to format it in such a way… Base [table=width: 730, class: grid, align: left] [tr] [td] Item [/td] [td] Status/ Link[/td] [td] Date [/td] [td] Comments [/td] [/tr] [tr] [td]Rotate Base Facilities[/td] [td] Discussed - Possible [/td] [td]31/12/12 [/td] [td]Less of a requirement as Aliens will not only come through hangers/ elevators. [/td] [/tr] [/table] Where:- Item – Concise issue description. For example “Ability to rotate rectangle of say hangers from up-down to left right” becomes simply “Rotate Base Facilities” Status/Link– Where the item is in the development process. Categories should be consistent and limited. Suggestions include:- Confirmed in Game Confirmed for Later Build Confirmed to be Moddable Confirmed to be Moddable in Later Build Discussed – Unlikely Discussed - Possible Discussed – Unconfirmed Discussed – Confirmed Not in Plans This field also contains an underlined link to the a relevant post in the forum for further discussion/ background information. Date – The date that the Hub entry was last modified Comments – Any additional comments that fall out with brief description or forum discussions. Other comments:- Remove any spoilers from the list. If it’s a wish list, it shouldn’t be spoiling things for people who haven’t peaked in the assets folders please. If it is very pertinent to discussions please use the spoiler tags . I’m sure one of the Devs compiles bug reports. Matt? So, you may just be duplicating work there. For discussion of workarounds to issues, I’d suggest a separate list in the Bug Report forum. I was looking for this thread in the Suggestions & Features section, for that matter. Bear in mind that we’re close enough to Beta that I doubt there will be huge, sweeping changes to anything in the game. Edited December 31, 2012 by thothkins Quote Link to comment Share on other sites More sharing options...
Chollirem Posted December 31, 2012 Author Share Posted December 31, 2012 Tho, im working on it, let me get everything in here first and then reorder it/spell check and what just did the whole suggestions thread this will take a week to finish Quote Link to comment Share on other sites More sharing options...
thothkins Posted December 31, 2012 Share Posted December 31, 2012 Good luck with that. Let us know which ward to send the crayons to, when your brain has melted Quote Link to comment Share on other sites More sharing options...
Chollirem Posted January 1, 2013 Author Share Posted January 1, 2013 well your over complicating it honestly you have in game, in the works and wish list, if its dead dont mean it cant be used later in an expansion or such it stays in wish list and the dev team ignores it until they want to go back to it and Ill put a little * next to it so everyone knows Quote Link to comment Share on other sites More sharing options...
thothkins Posted January 1, 2013 Share Posted January 1, 2013 it's not so much the complexity as having to go through all of those forum posts it's really good that you're enthused enough by the game to go to all this trouble. Quote Link to comment Share on other sites More sharing options...
Chollirem Posted January 1, 2013 Author Share Posted January 1, 2013 (edited) well its 30 pages in this general discussion thread, and 37 in the suggestions thread...the others are art and such, so im actually reworking this right now as "final" and will put stuff where it belongs as people say "hey stupid this is in the works or in game already" or I find it in game myself :edit: that and the dev teams thread is up to:edit Edited January 2, 2013 by Chollirem Quote Link to comment Share on other sites More sharing options...
Chollirem Posted January 3, 2013 Author Share Posted January 3, 2013 Hmmm quiet out here, guess ill have to finish this all my self then : / Quote Link to comment Share on other sites More sharing options...
HoboRed Posted January 3, 2013 Share Posted January 3, 2013 (edited) After playing the demo I have 2 requests that I really want so far. 1. RESOLVED (For Now) Bigger Maps with more obstacles / cover. More objects to vault over. More variety in terrain elevation. 2. RESOLVED More Aliens, Please. - Before I say anything else, let's take a look at the TFTD alien number decision maker chart thingy for the second smallest craft, the Medium Scout. I am viewing this chart using an Editor for TFTD. Not sure if it's the offical chart, but I haven't edited anything yet on this install. So here's the chart it shows me. Thankfully I can edit these numbers as high as I can handle (hint...hint). Edited January 3, 2013 by HoboRed Resolved with Alien Craft Editor Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 3, 2013 Share Posted January 3, 2013 No need to make sly hints, HoboRed. You can edit the number of aliens in each ufo type. Take a look in /assets/ufocontents/ Quote Link to comment Share on other sites More sharing options...
HoboRed Posted January 3, 2013 Share Posted January 3, 2013 OMG that's the most awesome in-game feature ever! This is gonna be fun. Quote Link to comment Share on other sites More sharing options...
Chollirem Posted January 3, 2013 Author Share Posted January 3, 2013 mmm dont know if ya talking to me or hobo about the shy hits but... I'm about as blunt as a brick wall : ) right or wrong I say my piece and then correct if needed....like the suppression idea...oh gota go back and check into that But all that matters is we reach the desired end state for this game in the end the rest is unimportant : D P.S. thanks for that info about upping the alien count that's EPIC! Quote Link to comment Share on other sites More sharing options...
Gorlom Posted January 3, 2013 Share Posted January 3, 2013 mmm dont know if ya talking to me or hobo about the shy hits but... I'm about as blunt as a brick wall : ) right or wrong I say my piece and then correct if needed....like the suppression idea...oh gota go back and check into thatBut all that matters is we reach the desired end state for this game in the end the rest is unimportant : D P.S. thanks for that info about upping the alien count that's EPIC! I believe the comment about sly hints was directed towards HoboRed... since Max_Caine mentioned him by name. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 3, 2013 Share Posted January 3, 2013 Ah but Max can be a devious soul... Quote Link to comment Share on other sites More sharing options...
Chollirem Posted January 3, 2013 Author Share Posted January 3, 2013 dunno, the info he put out made me happy, im gona go try that out, have 50 aliens in a small scout : ) Quote Link to comment Share on other sites More sharing options...
HoboRed Posted January 3, 2013 Share Posted January 3, 2013 (edited) Okay, still playing and doing missions all over the world, and the battlescape's are big enough so far.(for these small craft) I am hoping that the Largest Craft/Terror Missions will have bigger battlescapes, but it's great with these little ships. There is only 1 thing I've noticed so far. The Sniper Rilfe (Looks like a PSG1?) is the only weapon that is worth using at the moment. The other weapons have lower accuracy and damage, so they are not worth carrying, save the Rocket Launcher. Each weapon should be effective at different distances. Shotgun and AR-15 should be more effective at closer range than Sniper Rifle. I was reading about the Uzi Idea, but even if they dont implement an Uzi, maybe they can put some kind of close range accuracy bonus for the shotgun / assault rifles. Putting a governor on the weapon stat's might work. Give it a minimum and maximum effective range. Categorize firearms in their own class system. Baton (if added) - Melee Range Shotguns and Sub-machine guns - Close Range. Assault Rifles - Medium Range (good balance of close and far) Precision Rifles - Obviously long range. (Maybe an upgrade for a variable scope for future weapons?) Rocket Launcher - Medium/Far Range. I would also like to request the ability to set grenade primer (Impact or Delay) so I can bounce off a wall around a corner, or have the grenade explode on impact. In real life, you cannot do this with most grenades(switch between impact or delay whenever you want) as most grenades are 7 seconds delay. So it could be a new kind of grenade by itself in the game, that can bounce/roll off a wall or closer to an object. Not far, just a little. I understand there will be alien weapons to research, and I believe they should also be assigned to categories and given range bonus/penalty according to minimum and maximum effective range/accuracy. Another example, Alien Sniper Rifles can either be given a close range penalty, or a long range bonus. Edited January 4, 2013 by HoboRed Quote Link to comment Share on other sites More sharing options...
Tacobandit Posted January 4, 2013 Share Posted January 4, 2013 Okay, still playing and doing missions all over the world, and the battlescape's are big enough so far.(for these small craft)I am hoping that the Largest Craft/Terror Missions will have bigger battlescapes, but it's great with these little ships. There is only 1 thing I've noticed so far. The Sniper Rilfe (Looks like a PSG1?) is the only weapon that is worth using at the moment. The other weapons have lower accuracy and damage, so they are not worth carrying, save the Rocket Launcher. Each weapon should be effective at different distances. Shotgun and AR-15 should be more effective at closer range than Sniper Rifle. I was reading about the Uzi Idea, but even if they dont implement an Uzi, maybe they can put some kind of close range accuracy bonus for the shotgun / assault rifles. Putting a governor on the weapon stat's might work. Give it a minimum and maximum effective range. Categorize firearms in their own class system. Baton (if added) - Melee Range Shotguns and Sub-machine guns - Close Range. Assault Rifles - Medium Range (good balance of close and far) Precision Rifles - Obviously long range. (Maybe an upgrade for a variable scope for future weapons?) Rocket Launcher - Medium/Far Range. I would also like to request the ability to set grenade primer (Impact or Delay) so I can bounce off a wall around a corner, or have the grenade explode on impact. In real life, you cannot do this with most grenades(switch between impact or delay whenever you want) as most grenades are 7 seconds delay. So it could be a new kind of grenade by itself in the game, that can bounce/roll off a wall or closer to an object. Not far, just a little. I understand there will be alien weapons to research, and I believe they should also be assigned to categories and given range bonus/penalty according to minimum and maximum effective range/accuracy. Another example, Alien Sniper Rifles can either be given a close range penalty, or a long range bonus. Eh, the accuracy system isn't that balanced, meaning that right now, the LMG is actually the best weapon IMO. Oh, and taking the snipers stats from EU eh? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted January 4, 2013 Share Posted January 4, 2013 Remember that this is a very basic game engine. I can't say for certain but I doubt it can handle proper bounce/reflection from the in game props in the way that would be required for your grenade bouncing suggestion. The game engine doesn't know, for example, the exact angle a prop is facing. It only knows that an object is there, not what the image representing it looks like to the player. I agree that a minimum effective range might be nice for the precision rifle. All weapons already have a maximum effective range, after which damage falls off. Turning that into an effective range with two values, outside of which accuracy suffers, would help to balance the weapons into their roles more effectively. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.