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  1. 2 points
    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!)
  2. 2 points
    Chris, I appreciate your explanation of the update, but a couple of us see things l like "The September Update" - and I under stand this is not a code release - but it gives a lot of people that impression. My buds sees this and ask me what's new, and all I can say is nothing, I am still on the June build. So let me ask, when will be see a substantive update? From our perspective, it has been 3 months now. Kind Regards, Kef
  3. 2 points
    Sorry - not reading through the trhead chain just posting to the title: I hope it is Xenonauts with a new coat of paint and extended/improved mechanics I enjoyed Xenonauts 1 quite bit but it had some rough edges (inconsistent art) and a simplification I didnt like (ammo) so my etalon is still the original XCOM The games that were trying to capitalize on the original all concentrated on MGMT of a small squad instead of MGMT of an actual army on a strategic layer which I could never get behind. Though I enjoyed the Firaxis remakes, they are far too simnplified and streamlines for console for me to have replay value Maybe I am in a minority but I really didnt care abouth reanming and pampering solderis in the original and was usualyl sending 4 fireteams to missions with around 50% accepted casualty rate. This gave the game a much more interesting strategic feel as I was not managing soldiers but an army with resources and equipemnt and funds was more important then who gets shot - no save scumming needed for this which is also a plus When I read abouth Xenonauts 2 and the concepts going in the direction of the Firaxis remakes I lost interest of the project: for me the first game was interesting as it kept the strategic mechanics of the original and extended upon them especially in air combat. When I was thinking of Xenonauts 2 the improvements that could be made seemed obvious: 0. Better coat of paint 1. More mechanics involving countries and/or regions - diplomacy, resource production (oli, metals, rare metals, food, supplies) or even supporting locla forces so they can defend, fight back and assist during missions in their own region 2. More base MGMT options with various types of defenses, base types, building upgrade options and having to repair them after invasion causes damage during bombardment or in the tactical mission 3. Pilots gain EXP, pilot suit upgrades to increase reaction time, precision or simply enable them to survive when plane is shot from under them 4. More beefy research enabling building of drones, droids, weapon/ammo upgrades etc... 5. Damaged UFOs and destructable hull 6. More mission types: defend diplomats, scientists, kill enemy commander (there are some ideas that can be picked and refined from the remakes: see behemoth idea from Poenix Point) Now having stumbled upon the recent pictures posted on Steam I am very much interested in Xenonauts 2 again: both the new armor and airplane model look more consistent and the mars pattern tank concept sounds interesting Despite what some were saying when the Firaxis remakes came out, I dont think they streamlined the original: they created a new game that has totaly different approach to how it is played. Those games are abouth super-heroes killing of hordes of aliens and looking cool doing so. For me the original was a gritty attribtion war agaisnt a superior enemy force and a race against time to reach their level of tech to be able to stop them - I thin that this game was only realyl remade by Xenonauts 1 so far and as of late by Phoenix Project which I will try I as soon as it leaves Epic. But will also be very much interested in Xenonauts 2 if it is realyl "just" a new coat of paint and more in depth mechanics from the first game
  4. 2 points
    I'm not speaking for Chris, Goldhawk or X2 here - I'm just spitballing about this since it came up a few times and I've worked on a few adaptive music projects. From an asset standpoint, it's fairly easy to do. The tricky part with these systems is defining the playback logic and implementing it so it works properly (which includes addressing a lot of weird edge cases you may not expect). Even with a relatively easy system that is driven by a single emotion (let's say 'tension'), it can get squirrely: How many levels of tension should you have? Are they structured linearly, logarithmically or something else? What logic escalates or deescalates the player through those levels? Proximity to the downed UFO? Enemy count? Enemy rank? Overall health of the player team vs enemy team? Time of day? You'd probably want a system that measures and balances a lot of these together as trying to use a single variable creates obvious problems. For example, in the early game, enemy count might be the best way to measure tension but I'd argue that by late-game, it would be more about enemy rank. Trying to stun a single Praetor guarded by two elites feels more tense to me than having to mop up the last 4 guards on a terror map. There's loads of other problems I can think of with that example. Proximity to downed UFO kinda makes sense if there's a cluster of aliens inside, but if they're scattered all over the map it's actually misinforming the player. So, working out the logic itself is no small feat, especially if you're trying to work with multiple emotional states. Then, you still have to translate that into code and map it to different musical elements. Do you bring in the hi-hats and pads when going from level 1 to level 2? Do you only bring in the pads at level 1, then both at level 2? How long are the crossfades? What about volume adjustments? These questions compound upon themselves and it takes a lot of playtesting to get it feeling 'right'. I can completely understand why so many non-AAA devs opt for the much simpler solution of playing single tracks in the background or whatever. Anyway, like I said -- this isn't about X2 at all. I just do this for a living and I'm excited about this project, so it's fun for me to come on here and yak about it.
  5. 1 point
    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.
  6. 1 point
    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!
  7. 1 point
    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!
  8. 1 point
    I completely understand the obstacles of doing so and your decisions not to pursuit such feature, but still thanks a lot for explaining how exactly such feature can be so hard and complex to achieve in a technical perspective and also thanks for your effort put into X2, we all appreciate this.
  9. 1 point
    Hey, I have no idea what I'm talking about (even when I speak up in my day job) but I still like hearing about this kinda stuff. Things are usually more complex beneath the surface, it is great to get given some of the details even if they aren't from the source. I especially like the idea of trying to code the tension-o-meter. The last time this came up, I think I was chatting about the music in Zelda changing depending on what enemy you're fighting. That really sets the mood. As soon as that first note sounds you know to pull out your sword/bow, or sometimes just to shit your pants.
  10. 1 point
  11. 1 point
    Hello everyone. With September drawing to a close it's time for another update on our progress with Xenonauts 2. This month has seen some good progress on the code front but has been a bit slower on the content front as unfortunately I'm still working on the maps. I've also been completely absent from the forums, but I will be returning once the maps are done and campaign testing has begun (so hopefully rather shortly). Code Progress: The biggest new feature this month was the Base Defence missions, which are fully functional on the strategy layer - we've added base defence turret structures that can be upgraded, UFOs spawn and attack your bases, the defence turrets attempt to destroy them, and casualties are inflicted on the aliens based on how much damage you do to the UFO. Additionally, the alien base attacks now work on a "threat" system that triggers attacks based on how aggressively you are shooting down UFOs. The system also takes into account which bases the interceptors are flying from, so the aliens will tend to strike back against bases that have lots of interceptor activity and ignore those that research / workshop bases. Thanks to our work on the dynamic map loading last month, we were also able to implement the tricky bit of the ground combat code - the part that creates the map dynamically based on the layout of your base. We now need to create the ground combat assets for each room and then base defence missions should be fully functional. That'll happen in a few months, but in the meantime it just loads in a generic "under construction" room for each building if your base gets attacked. We've also added the basic movement system for the new AI system, which allows us to set patrol routes for aliens. I've not set this up yet, but it'll be most useful within UFOs - in X1 the aliens would usually be in the same positions (usually camping in a corner) because the AI had calculated they were the "best" positions. This system is much more dynamic, and we expect the aliens to move around a lot more and potentially catch players off guard. Note also that aliens go into "combat mode" as soon as they sight an enemy unit and are allowed to move freely, so this doesn't constrain the AI - it just encourages it to move around more. We're now starting work on the last remaining parts of the Geoscape base separation, as a few things are still shared between bases that should not be - specifically personnel, items and the engineering project queue - and we're now starting to split those out so each base is fully independent from the others, and implementing the UI to allow you to transfer items and staff between them. This task is quite a bit of work relative to how much it affects gameplay, but ultimately it's necessary to maintain immersion. If we don't do it, weird stuff happens like all your soldiers being present at base defence missions no matter which base gets attacked. There's also been more work ironing out issues with the night missions, the UFO hull hiding system and the ground destruction systems, which are still continuing to cause problems. Hopefully we'll have them fixed up fairly soon too. Content Progress: This has mostly been level design and assets related to the ground combat environments. The first UFO has made the jump from being a temporary test blockout to having final assets in place, which has allowed us to properly test the dynamic loading of the crashed / landed variants for the first time (thankfully it's working fine). We've now started work on the final art for the second UFO too, and we've made some progress on 2D design for the the next UFO (which is an early-game transport UFO somewhat akin to a more compact version of the X1 Landing Ship). I'm expecting that we'll need to design another three crashable UFOs once this one is complete. Personally I've once again been working on level design this month and working with some external artists to try and improve the visuals of the tactical maps. The layouts for most of the maps across all the existing biomes are complete and I'm now splitting them out into small randomisable sections and adding spawn points, etc. The visuals are a bit of a weird mix of old and new right now but that'll naturally change as we work though the remaining art assets. Anyway, hopefully I'll be done with the maps by the end of this week. Finally, we've brought a new artist on to paint the background art for the various strategic screens. We've unfortunately had several artists unsuccessfully attempt this job in the past, but the work produced by the new artist is looking good so far and if all goes well it'll appear in the next build. Release Update: As I mentioned above I'm hoping to be done with the first pass on the maps by this week, at which I'm going to be switching back to testing and balancing the campaign and ensuring the new UFO maps contain the appropriate items to unlock progression down the research tree. At that point I'll start preparations for the next build too. The build should be a major milestone because it includes pretty much all the fundamental game mechanics now we've added night missions, base defence missions, dynamic map loading, ufo hull hiding and full seperation of the bases. I'll keep you guys posted on the timeline. Once again I apologise for the lack of interaction on the forums; I'm nearly done with the maps and then I'll be able to return!
  12. 1 point
    As for missing tech from specialists, that is easy to determine. Specialists unlock some predetermined tech, like engineers and medics, and the Mk3 weapons of that Phase in a randomized fashion. That means some combination of specialists unlock some Mk3 stuff. If you have every Laser Mk3 weapon available, you did not miss out on anything regarding the Light Scout Op (since Caesans unlock Laser Mk3, while Sebs unlock Div Mk3).
  13. 1 point
    1. Those Xenomorphs you described are considered robotic and so cannot be stunned. Eggs? 2. There doesn't seem to be "successor" for Caesan light scout operator. However it does not seem he is very important for future. Quickly looking light scout operator seems to be somewhat bonus dude who can be replaced by some operators on phase 1. So probably no worries. So it seems you're right with that, no phase 2 operators seem to unlock light scout operator interrogation.
  14. 1 point
    I wouldn't like too see godly mind-control aliens or soldiers (if this is easily modable, I will disable it). I'd like to see 'modular' aliens (like one riding another one), and when any of them is lost it has some effect.
  15. 1 point
    @Comte Pseudonyme I like your idea of making the alien behavior more distinct. I also think there’s another way to create new aliens while still technically still the same species of aliens, that is having alien ranks being not only a separation of gear and weapons but also genetic implants: For instance, a generic Sebilian is just another combat platform to the Praetors, and as the creatures rise in rank, they will be given different genetic manipulation to make them more and more varied based on different species of reptiles: >lieutenants can spit poison like cobras and have more snake-like, more slender body with head flare and fangs >captains can have shell plates that act like riot shield with a stockier body, with beaked head like a turtle >commanders having an extra melee attack with a jaw like a crocodile and tipped with alien alloy augmented teeth as well as all other abilities of their lower rank counterparts While the Caesans can be manipulated for their role as fodders, pilots and low level psy troopers: > Caesan pilots due to the need of controlling motherships during long space transits have completely degenerated legs with their fingers sub dividing into arms. Being able to wield heavy weapons like rocket launchers on their anti-grav supports >Caesan Hivers have themselves fully made for being thrown into the meat grinder of war. They have their psy ability modified to have multiple bodies sharing the same mind. Which means they’re a hive mind squad that acts like the soldiers in FEAR. >Caesan psyker have their bulbous head crackling with a power field that weaken enemies around them and suck away morale every turn. They’re protected by a layer of power armor. Things like this will show the alien being nothing other than tools for the alien overlords and a grim glimpse of humanity’s fate if we bow down to the praetor. Even a more upgraded Reaper is possible. Where their head and brain is completely replaced by a scouting drone, giving them the ability to wield multiple weapons at the same time, something like Endless Space 2’s Cravers. When the body is too heavily damaged, the scouting drone can detach from the body and attack as the creature’s second phase. More aliens would be really nice, but I think we could top other games in the same genre by having more non-humanoid aliens. Something sorely lacking in these kinds of games. But if Goldhawk is lacking in time this is the next best bet.
  16. 1 point
    This is a really good point. I think the strategic layer of the first game had its faults in that it offered to little options in playing and because of that railroad many players who are not really fond of the dogfights into a dead end. I think their could be some good foundation for fixes already established in X2. For instance the ability to build non base structures. This can offer huge possibilities for players that hates the air combat by simply replcace air coverage with static missile bases that can be upgraded with more advanced weapons and defenses as time go on and relations with the regional faction improves (ie having soviet or Nato troops garrisoning or energy shiels to negate bombardment entirely). The biggest difference will be that the placement of these structures will not change at all and is bought from a friendly region. The air defense with static structures will then force the aliens to concentrate on attacking to missile platforms by landing troops and capture them which in turn will make the game more focused on ground combat. If you dislike such a thing then the structures can serve as debuffing for the alien vessel fighting above their zone of influence while buffing your own aircraft by showing the UFOs stats and health. Even the secret agent mechanics at first teased by early versions of X2 can be further expanded as a gate way for special factional missions (assassination, protection, kidnaping VIPs; foiling alien deals; wiping out gangs smuggling of alien tech; sabotaging Nato/Soviet efforts to gain relations with their opponent or increase your control in the two factions,...). Or something as simple as adding another level of complexity in interogating alien prisoners which always disapointed me in the first game where redundant captured aliens were just unceremoniously put to death rather than used as moles, snitches,... Ah but this is on the context of the setting comes in to play. The aliens pretty much have full space superiority and has used it to wipe out most of the two main super power's military with their orbital bombarments and any further mobilization is still crippled due to power play and paranoia of the cold war. Xenonauts was stuck in the middle of this and only proved their effectiveness at the first stage of the invasion but still looked at with suspicion by the two major benefactors. The aliens clearly don't want complete annihilation of Earth because they would have done so from the start, so maybe they only want to colonize Earth and subjugate the native populance the same way major British corporations started the colonization of India. Which mean the actual funding of Xenonauts is kept secret from the rest of world and the invaders. Which means any actions of the Xenonauts is disavowed by both powers. That's my take on the event anyway.
  17. 1 point
    Shadows of trees should still be visible even if the tree isn't. It would give more information to people who are observant and also make more real world sense. Thanks for the update as always
  18. 1 point
    Yeah, I certainly see how that could work for rare UFO spawn items - but I was more thinking of the basic items when I said it might not work very well. It's plausible you'd know if a UFO has a special shield generator on it or something but it's rather less plausible for you to know in advance than 3 of the 10 plasma weapons aboard would have functional Beam Emitters when recovered. I guess I could take a leaf from the XCOM playbook and have it so that stunned aliens have a 100% chance of dropping recoverable items, whereas aliens you kill only drop it 30% of the time or something? Might make stunning aliens a bit more rewarding given it's much more dangerous than simply killing them. I quite like that idea, actually - gives the player a way to mitigate randomness through good play, but as you'd probably only ever need a max of say 20 Beam Emitters (or whatever) there'd be minimal advantages to farming the same type of UFO over and over with stun weapons.
  19. 1 point
    @dalo #Feedback Well, most of your problems already originated from not properly installing the game, and as a result an out of date easy airgame messed up your airgame pretty hard. #kneeling I would rather say high cost, high effect is better than no cost no effect. If something doesnt do anything why spend time on it, if kneeling isnt worth why even do it ? #antimatter weapons Antimatter weapons have been revised but since we wanted to give the player the chance to keep savegame compability we refrained from adding the updated researches.xml. The next version will have an appropriate antimatter tech tree, in regard to its strenght. > In theory caesan shield rewards flanking, in practice caesan just turn his face to the flanker make me save no damage either case. I could better off forget about the mechanic and attack him head on, unless I could sandwish him or able to one hit kill which never happen. Yes, caesan are frail as a squish they need their shield. Having a shield still rewards for tactical gameplay like splitting your squad and is heavily OP in close quarters situations like base attacks. > Fighting against andron isn’t fun or rewarding , they doesn’t feature specialists to capture, will destroy loots on transform, Andron units give you access to most armours. Thats pretty rewarding and necessary. Beyond that they give the most resources of all races. Loot gets added back with the unit they transform in. Once you killed the transformed unit you get everything. > What’s the position of predator armor? It has no TU reduction for firing, no singularity cannon to equip and has reflex penalty. Shield unit would tank better, wolf armor would shot faster, and heavy weapon already come with reaction penalty. The Exoskelet Class armour has its niche as a highly armoured tank, with strenght settings abilties, acting as your main mule with heavy fire support/suppression capabilities. Ontop of that they are good rooky armours as they increase survivability and makes them able to carry a lot depending on tech armour without any prior training. They also increase hp, which is arguably the most important stats to run a successful Xenonauts Opertation. I think the point of the predator armour will go right above your head if you savescum. With the power of savescumming, who needs hp, survivabiltiy or rookies ? Like aint nobody got time for that. #Endgame Hasnt been done yet. [BUG]s I couldnt find the research since there dont seem to be anything wrong with it. Fixed the (VV.)SINGULARROCKET one Normal Xenoqueen host should be able to spawn a normal queen. Facehugger Hosts for queens and praetors can indeed be killed before they hatch a full grown queen, as this is the intended mechanic. Pathfinding is the same as in xce, but in X-Division they are a lot of more clouds around What sort button ? I appreciate your feedback and this is just my feedback to yours . If you played through the whole game you must have enjoyed it a bit, , and writing angry reviews is mostly because somebody really cares about something. Thank you for the bug report, we will try to implement everything we find. A lot of your feedback also concerns the Xpedia and advice. I think you are on point with your feedback, but if nobody is writing the Xpedia from A to Z, nobody will have one to read.
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