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  1. Hi there, I was a backer of Xenonauts and have not been gaming for many years. I used to be very active on the forums before the launch of Xenonauts. Life took other turns and i quit gaming for a while. I have just started gaming again a few months back. I recently restarded a Xenonauts campaign on insane mode and have actually kept my backer portrain personality alive for 7(!) missions without savescumming. I anticipate a deadly reaper attack very soon. I have been following the development of Xenonatus 2 only sporadicly. But it seem it is well on its way to become a solid improvement over Xenonauts. Now i have read on some of the improvements coming to AI, that will make the Aliens move around more(roam) around the map. This is good. One thing i find is a weakness of Xenonauts is a fairly predictable AI and alos a quite passive AI. I have recently been playing a game called Ultimate general Civil war. Best way to describe it is realtime combat on a painted 2D map. It's fairly simple but the AI is one of the best i have ever encountred in a tactical game. One of the things that make the AI feel different from time to time is that the behaviour of the AI is semi determined by traits of the Units. If enemy brigades have certain traits that will decide wether they will hunker down, come at you in mass, charge often or try to owerwhelm you with firepower. This way the same battle many times take on entirly differant pace or character, even if enemy units reinforce or start at the same place every time. Becuase thier behaviour is semi randomized. One thing i felt would have made Xenonauts better is if different crews of UFOs had different overall tactic. It could be explained by some alien officers being different as humans are different. Even if you down a corvette with Ceasans (psyons) like you did last time. This officer this time is very aggresive and will take all his soldiers directly to you grabbing you by the belt as soon as you come off the landing ship. Next officer is a sneaky one and has his shooters on the rooftops, with units waiting in abushes on the bottomfloor. And the third one hunkers down with almost the entire crew in anticipation of your breachparty. This way the player can only semi predict what he will face. He maybe( by resarch) will know the race, but not this certain crew personality. And of course a aggressive sebilian will be very much more scary than a Sebillian chosing to snipe at you, since sebillian aren't snipers. This way you could also explit the enemy using 'wrong' tactics. I feel it is an oppurtunity to make the AI change and not always behave the same, and also let the player feel that he really need to determine what he is up to. Nice to be back. I am in anticipation for Xenonatus 2. Very thankful towards Chris and the team for keepin my childhood game favourite Microprose Xcom alive, improved and reskinned in a fantastic reimagination of this gem. Cheers folks
    2 points
  2. May is over and so it's once again time for our monthly update. Today I released V22 onto our standard Steam / GOG branches for everyone to play, as it's in decent shape after the seven (!) hotfixes we have released for it over the last five or six weeks. Obviously all those fixes and releases took up quite a bit of developer time, but there was also a lot of other progress on the project to report. The biggest new feature we've been working on this month is the updated tactical interface, which is a fairly complex beast given the depth of the tactical combat. The UI now looks better, is much less cluttered and (hopefully) easier to use and understand - but more importantly it properly integrates the relevant information for the Morale and Armour systems which were added earlier this year. Additionally, we started working with a couple of new illustrators at the start of the month to start to finish off the remaining research art. Three new autopsy paintings have been added this month and the final dropship has also been done (we also amended the in-mission tiles for this dropship to improve its interior layout and fix some visual issues). Several more enemy units have had their corpse artwork painted too, and that job is now nearly complete. On the 3D front we've now managed to finish and rig all the female civilian models (meaning all the human models are now complete and set up in-game) and several alien armour variants from previous months were also rigged and added. In terms of environment we're still working on the Xenonaut base biome because there's just so many different base rooms that need to be created, but progress is pretty good and the new assets are definitely looking like an improvement! Beyond the tactical UI and bugfixes, the coders also found time to implement a proper re-arming system for interceptor weapons (previously the planes would instantly rearm when returning to base) and then do some work to support the final mission. In classic X-Com style we have decided to make this a two-part mission so we needed to do a bit of work to support this, but it all seems to be working. Both maps need further playtesting and visual improvements but in theory it should now be possible to properly win the campaign when we release the next build. Therefore overall I feel like we've made good progress this month. We'll start to think about putting out the first iterations of V24 towards the end of next month to let you guys play with the final tactical UI and hopefully several more significant improvements too. Take care everyone!
    1 point
  3. It takes a bit of time to implement the code to run two missions back to back without going back to strategy in-between, or at least it did for us because of the assumptions in our code, but it's not a particularly massive feature. To be honest I'm not sure there's anything inherently better in having a two-part mission though. Most "final missions" tend to be a deathmatch with special conditions - the Xenonauts 1 one was fairly short but was essentially a timed mission due to the spawning of the Reapers, the XCOM2 one is a massive battle against three Avatars and continually respawning reinforcements, etc. Splitting it over two parts wouldn't work so well with that sort of mission because the concept is about having a large exciting battle and dragging out out would be exhausting. But this time around I wanted to actually go to an alien world (given the title of the game) so something more akin to the Cydonia mission in classic X-Com seemed a good way to show that off, and make the game feel a bit more distinct from its predecessor. It's just a different feel to the final mission really.
    1 point
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