Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. Today
  3. Yesterday
  4. Alienkiller

    Weapon Asymetry

    There are so many things you can do. The Upgrading like with the Standard-Ballistics to accelerated are great and a must have, otherwise you will loose at Start. The other thing I have in Mind too is the Ammonition for your Soldiers, after you find better Aliens with more ressistance to Standard-Ballistics. There could be done something with the Allien Ballistic-Ammo to upgrade the Ammo too, not only the Weapon itself for the upgraded accelerated Standard-Ballistics. What I like with the Lasers are the selfreloading. It´s a milestone in that Art of Gaming again. It was in the first X-Com: EU from 1993 and was never used again in similar Games (X-Com: Apoc, UFO ET, the UFO-After-Series, in the new XCOM-Row). Never had the second Lasers yet, but I hope there is more in upgrading. All in all the more Damage-Output is good and the fight against Armor and Damage has a very good balance. But like I said I hope for more Upgrading: The Weapon and Ammo get lesser in weight, you have more Shoots (evtl. smaller Ammo), you can upgrade your Weapon with sights, Laerpointer or such. And much important: Like Chris said the Lasers get more effectinves for Rookies and not fully trained soldiers. The other Point I have in Mind is that the accelerated Standard-Weapons can be upgraded in GAUSS-Weapons later and Lasers to more effective Weapons. Mayby a Plasma Hybrid or so.
  5. Alienkiller

    Forum Return & New Build Date

    Yep, I find it very nice too that Chris is testing the new versions first and find Failures, Bugs etc. while that version is in development before he and his team is uploading a next Build-Version (here Beta 14). And I agree fully with you odizzido, the best example is the new Aquanox: Deep Decent.
  6. Dagar

    Weapon Asymetry

    I like that idea! Sounds like something I'd want to use, unless the damage output of Lasers is practically zero in the end. Another potentially cool thing to try, if you have such upgrade paths would be something like this: You are soundly in the Laser tier, with enough weapons for all of your soldiers, when you research Plasma Now you can start manufacturing these clearly better weapons, but they are expensive as hell, and you need special material for them that you only get few of, if any, in a mission. But you also unlock an upgrade to the Laser tech which costs you time and maybe some material to manufacture, but then automatically all your Laser weaponry becomes slightly better. Not as good as the Plasmas, but still a nice little upgrade. Then you can choose to save the research time and material to do that upgrade and go straight for as many Plasmas as you can, or you can take the sidegrade, smoothing out the effectiveness increase bump a bit for the cost of mostly time. What do you think?
  7. odizzido

    Forum Return & New Build Date

    Cool, sounds good. I think it's a good sign that you play your own game because sometimes it feels like some devs don't and they don't know the feel of their own game. They end up making blind decisions which don't really match what they've made and it just doesn't work well.
  8. Last week
  9. Chris

    Weapon Asymetry

    To expand on the current setup, there's currently five weapon tiers in the game in order of appearance: Starting Ballistics Accelerated Ballistics (upgraded Ballistic weapons manufactured from captured alien magnetic weapons) Lasers Gauss Plasma I think trying to set up weapons with specific niches that remain relevant even when they're not the optimal choice for all your soldiers is kinda interesting. Having Lasers have increased Accuracy is an interesting idea but by itself it doesn't create a niche because +Accuracy is good for pretty much any soldier ... whereas it might be interesting if Laser weapons provide an Accuracy bonus that decreases as the Accuracy of the soldier gets higher. So they become extremely useful for rookies, but experienced soldiers might be better off using another type of weapon. The way Accelerated Ballistics use captured alien weapons to upgrade basic Ballistic weapons is also kinda interesting. It might be interesting if captured alien plasma weapons could be used to upgrade Lasers, for example, and captured alien fusion weapons could be used to upgrade Plasmas too. It's nice to have more of a drip-drip of equipment, where each battle gives you what you need to build two or three upgraded weapons rather than you building 10 at once and equipping your whole squad in one go. Anyway, there's plenty of ideas to play with to try and experiment with to see what feels right in the game. A lot of possible variation is already supported, and the stuff that isn't probably won't take that long to implement if we like the idea!
  10. Chris

    Weapon Asymetry

    I agree with this. The reason why I don't want to keep early game tech like Lasers relevant for the whole game is precisely because I think players like researching fun new toys, but to me those toys actually have to be useful for it to be worth something. What's the point of spending the time researching Plasma weapons and then spending the cash and resources required to build them if they're not actually better than the Lasers you've already got? That's a slightly simplistic view, I know, and you've partially addressed it in the rest of your paragraph. My view is that each weapon tier needs to be better than the one that came before it, but to be clear I don't think that should render the earlier weapon tiers completely obselete like they were in X1. I just don't think it's a good idea to try and set up a tech tree on the basis that all weapons tiers are equally good.
  11. I'm definately suspicious of this and I wouldn't blame them because this is pretty tedious to playtest, I tried several methods that worked one of them being forcing the respective research being unlocked in the "When Unlocked" and "When Finished" columns, the techs in question are Researches.Devastator and Researches.WalkerUlt (Enforcer mech), with the Devastator (the upgrade to the Ripper armor NOT the heavy tank) I found that if you edit the specific cell (at least on Excel) the Researches.XEmpress bit gets autocorrected to Researches.Xempress, but I can't explain for the life of me whats up with the other ones, it might as well be another quirk in the engine or some really well hidden typo
  12. There seem to be instances where something in the tech tree does not register. In my (slightly older) version it was the Wolf, Direwolf and Predator armours, but that was fixed since. Maybe an according bug is in the high tier stuff and nobody noticed until now?
  13. Now I understand why some of the working things form X1 get in. Like the independent Bases you can build up for Research, Development or security. Every Base will have some Hangars with Fighters for already implemented new Features, called the Xenonaut-Outposts. And I´m happy that the Bases get an big Upgrade / Refit in Graphics, esp. in the Buildup-Screen like announced. How it looks and the other Refits / Reworks as well as secret implementations we see next Week at the End of Oktober (27th).
  14. fixed, apparently the Crimson Queen and the Empress are very different beasts... the Queen was already scary enough , gotta love the surprise "phase 5" enemies edit 2: after copying the same conditions to unlock as the Ripper Armor + adding a new research so it triggers after said conditions it still will NOT unlock, but curiously enough just putting in a single condition (im using the largebase caesan operator as the new tech since I have a fortress right away) will unlock it, initially I thought it might be because I don't have the empress yet but I switched it for said operator and it still refuses to unlock... maybe a clean install is what I need
  15. Alienkiller

    Forum Return & New Build Date

    Yeah Chris, that are great news. Esp. after the dissapointet Release from the new Aquanox: Deep Decenst Game last Week. As well as the moderate content Pack for Hearts of Iron IV. Looking forward to it for a long Playtesting, esp. for the next Consequenzes from the evil C-Virus, which could come in Europe and make everything tedious again.
  16. Dagar

    Weapon Asymetry

    I usually agree with you on most stuff, but not here. There are tons of ways in which you can keep different paths relevant. One example outlined by you below: That would generalize to different game mechanisms for the weapon families. For the Laser family, you could add a researchable power control that gives you more damage per beam in exchange for more battery drainage or more heat (if you implement an overheat mechanism). Another path would be that the final weapon tiers are similar in overall power but balanced for different use cases. In Long War and X-Division, Laser weapons have an accuracy bonus, which makes them perfect for inaccurate rookies or long range snipers. Other families could have more damage, more armour mitigation, more projectiles per shot/burst, more damage to props, spawn fire or smoke or light on their path or target, aoe damage or dot, ... It is good that you want to attempt that. But also, you could link these improvements to your laser weapons to some research that comes out of plasma tech, which means you cannot "stay" on your divergent laser path if you want to improve your weaponry, but have to tech the other ones too, and then decide if you want to upgrade, build the new tech from scratch or some mix of both. Apart from that, do not underestimate that researching new tech and getting unexpected new toys and more cool research from it is very satisfying. I'd research pretty much everything just to see what comes of it and to get that small dose of dopamine when another tech is finished. With a mix of different damage types, resistances and tiers within the families, there is huge potential for viable side-grading of your weapons and equipment in general. Just make sure the player can explore as well as make informed, strategic and tactical decisions with what you come up with, and all will be fine.
  17. Ah it all looks good at the minute Chris. I remember that with xen 1 you actually listened to the fanbase and incorporated many of their ideas into the game (something the larger companies can't or just refuse to do). So I don't think anyone new to the way you do things at Goldhawk has anything to fear. Xen1 turned out to surpass UFO Enemy Unknown anyway, and that was some feat.
  18. The good news for anyone concerned about X2 being a high-definition remaster of X1 is that we're approaching the point now where all the core mechanics are working properly, and we can actually start testing the planned changes to the game mechanics rather than just talking about them. I know a number of backers have been a bit frustrated that the last few builds have mostly been about adding features that were in the original Xenonauts, but (as I mention at every opportunity) that was always our plan. We need a fully functioning version of the game before we can properly evaluate new features, and if we randomly left features that were in X1 out of X2 (e.g. night missions, base defence missions, etc) then a lot of fans would say: "Hey, we liked that feature, why did you remove it?" At this stage I can't make any promises about what new features will make it into the final game, but we've got a couple of ideas for new systems that will have quite a major effect on gameplay and there's a number of important parts of the game we think we can expand by adding smaller new features to. Someone up above mentioned the XCOM2 expansion pack War of the Chosen, which took a game I thought was pretty average and made it into something great by adding a couple of major new mechanics and some carefully chosen additional content. I think that's a good example of how well an approach like this can work and it's the sort of gameplay effect we're hoping to achieve (plus a bunch of visual improvements, obviously!)
  19. I think the point about the AI behaviours for different aliens needing to be different is a fair one, and it's something we had in the first Xenonauts. We'll be doing it for X2 as well, but at the moment the aliens all use the same (extremely basic) AI script so they'll all act the same unless they are specifically forbidden from doing specific things (like Androns being unable to crouch). Getting the individual AI scripts right is something we'll probably look at in Early Access, once the more obvious issues with the game have been fixed up.
  20. A very quick update from me just to announce that I've officially returned to the forums and will resume answering questions and reading threads as of today, as I've finally managed to finish the level design stuff I was working on that was eating up all of my time. As our broken maps were also holding us back from making new public builds, we can now resume putting builds in the hands of backers. The next Experimental build is expected in just over a week on Tuesday 27th October. We've already been working hard on fixing bugs in the build for the last week and a half (there were a LOT of crashes) and it now feels reasonably stable, so I'll be spending the next week on gameplay testing. The build feels like a pretty signficant upgrade already - to me, at least - so I'm looking forward to letting you guys give it a play!
  21. Chris

    August Update

    Sorry, I've been off the forums a while making all the maps needed to actually put out the new release you're referring to, so this reply is a couple of weeks late. The next Experimental build should be arriving either this week or next week!
  22. Thanks for the suggestions. So in the latest build I've reskinned the Archive screen a bit so it looks less hideous, but it does still need more work. We're definitely planning to add category headings to sort the projects (as we did in X1) and I will be writing at least a few "lore" projects that appear in the Archives at the start of the game that players can read if they want a little more backstory. I'm not sure we can commit the time required to make the other ideas work (and I don't think it's necessarily worth adding an Archive building etc) but hopefully you'll find that screen a bit less barebones than it was in the original Xenonauts!
  23. Yup, this is a good point. The terrain already supports destruction but in many cases it's either extremely tough or specific assets aren't set up with a destroyed state so just won't get removed from the battlefield no matter how much damage you do to them. This is something I've been actively working on in the current build we're putting together at the moment, because I agree it's kinda lame not to have destructible terrain. In a lot of cases the terrain will just vanish when destroyed in the new build (because we've not properly set up the visual effects of destruction on every single asset) but everything should be destructible again. So just hold tight for that build
  24. Old thread, but I think most of the grenade issues have been addressed (although perhaps not the specific doorway issue). The fixes won't be in the current Stable version, although I think they might be in the current Experimental version. The same might actually be true for the doorways, as I know we definitely made some changes to make doorways less restrictive but I can't remember exactly when that was done and whether they'll be in the build you're playing. The plan is to release a new Experimental build in the near future and then roll that out onto the Stable as soon as possible, because it's been a really long time since we pushed a build out onto the standard Steam branches. So I think maybe wait for that to arrive and then let us know whether you're still having problems with them or not!
  25. Chris

    Weapon Asymetry

    The counterpoint to that is that then there's going to be either one of two situations at play: If the weapon families are not inherently more powerful than one another, just different, you get into a situation where there's never a reason to develop better guns than the Lasers you unlock near the start of the game because even the late-game Plasma weapons aren't actually inherently more powerful than them (so you just learn to use the Lasers properly and use them all game, negating the point of tech tree). If the weapon families are parallel lines and all of them have multiple upgrades to keep them relevant as the game goes on, there's not really any reason to develop more than one of those lines. You just pick say Laser weapons at the start of the game and put all your R&D into those, ignoring the other weapon families. The tech tree is a difficult thing to balance because a clearly optimal strategy usually becomes visible. I've spent a lot of time thinking about this issue and you've got to draw a little from each of the different ideas to keep a progression without falling into the "boring numbers-only upgrade" system that X1 uses. One thing I'm pondering is whether it might be worth adding researchable armour penetrating rounds for the Ballistic and Gauss weapons, so if you carry a mix of ammo into battle then you can freely switch between armour-penetrating or anti-personnel rounds depending on how armoured your targets are (although you have to spend the TU to reload your gun each time). But I think that'd potentially be a cool system - and because energy weapons don't fire physical projectiles, Laser and Plasma weapons wouldn't have that option available to them. That feels like the sort of interesting differentiator between weapon tiers that would mix things up without causing meta-issues with the design of the research tree.
  26. Hi Andy, sorry for the slow reply (hopefully you'll get to read it at some point) but I've been off the forums for a while. We're still not sure exactly when we'll be going into Early Access and, yeah, we probably are still a few months away yet. A "few months" could be anything from early January to April, though - sorry for continuing to be vague. Thankfully we're now in a position now where we could theoretically launch into Early Access at reasonably short notice because the game is starting to feel reasonably decent to play, but the better the game is the better the Early Access launch is likely to go. We're still in a position where when I sit down and start playing the campaign I can see a number of systems that clearly aren't quite working properly and I want to iron out those issues before we pull the trigger on the EA launch (as well as continuing to add new art), but unfortunately it's a bit of a "how long is a piece of string" situation as to how long that will take.
  27. Chris

    selection sound

    Quick update on this - our audio guy came through and has sent over the new and much more subtle click / hover sounds. So if you're one of the people that found them incredibly grating you'll hopefully find the next build a bit easier on the ears!
  28. Normaly Smoke is blocking your Sights like a Nebula, so you can see only blurred or only in a short line of sight (very near) to see a shadow in the Nebula. I did that with my Men too against the Aliens, esp. on an UFO-Entry, open Field and such. In the Game it´s working like the real Smoke and Nebula-Grenade. Combined with the Shoking Grenade and the upgraded Version of both it´s ammazing. Most of the Human-Like Aliens have the same Problem with the 2 Grenades, for others you have to use the upgraded version / versions. Against Robitics you have to use EMP instead. The Line of sight is good but the Aliens have a Smoke Shield, that makes direkt Hits impossible. The Problem is, that the Smoke is bigger but you can´t see it. It´s an Map Problem, had this too. But should be solved in Beta 14.
  29. Yep, such Bugs are known in full Beta 13 incl. the 2 Hotfixes. It belongs on the old Map Design and the new implementations come in. There are to many Problems which couldn´t solved and that´s the Reason the Beta isn´t stable, esp. the Ground Maps, not upgradeable fighters etc. That´s the Reason after the Bugs, Problems etc. send to the Devs we other Beta-Testers wait for the new Beta 14. Most of (about 80 to 85 %) us couldn´t testplay until Month 2 about that Bugs and Problems. The Best thing you can do is waiting for Beta 14 comes out where you get a very very very big refit / rework in Ground Maps, Base Maps and much more. But you are not alone. I had this in previous Betas (2 if I remember my correctly) too. Either in the Game or it´s getting CTD while Loading the first Geoscape-Screen.
  1. Load more activity
×