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Showing content with the highest reputation on 10/24/2016 in all areas

  1. The first Xenonauts public build will be arriving on Monday 24th October and will be completely free to anyone that wants to try it. The game is still too incomplete for us to consider a paid release, but we want as many people generating ideas / feedback and reporting bugs as possible. We'll therefore be making the first few builds free. However, we will also make optional pre-orders for Xenonauts 2 available at the same time. This is purely for people who know they want to support the project, as they won't initially confer any extra benefit - but they will automatically convert into a Steam or GOG key for the game when we transition into paid Early Access later in development. We're planning to charge $24.99 for the game during development and then $29.99 once the game is finished and released. The first build will be a simple test build - a combat mission between eight Xenonauts with basic armour and the starting weapons from X1 (shotguns, rifles, sniper rifle, LMG) and roughly six Psyons (formerly Caesans). The battle map will be an outdoor forest map with no UFO; it'll just be a straightforward deathmatch between the two sides. There will be strong similarities with Xenonauts 1 in the first build, which is intentional - we want to reassure people that we're not planning to dumb things down for X2 despite moving to 3D, and because assets from X1 make excellent placeholders until we create the new X2 assets to replace them. That said, the sequel is not simply a remake of Xenonauts 1 in 3D ... we just want to make a fun and playable foundation for the game based on the first game before we start changing things up. After all, it's much easier to test a new or altered mechanic if it is embedded in a working game and you are able give it a proper playtest. The build that comes out on the 24th is going to be a "soft" launch for us. We'll be releasing the first Xenonauts 2 build and unveiling a new website for the game, but we're not actively promoting it via Twitter or by contacting journalists or by messaging our mailing list / Kickstarter backers. This is because the initial release of any piece of software almost invariably reveals huge numbers of bugs and issues that the developers were completely unaware of, and we'd like to do a small release to our existing community to identify and fix the biggest issues before we then announce things more widely and try and expand the community. We have the first week after the build releases set aside for bugfixes, so we're planning to release updates until the 31st that are just bugfix patches and then do our wider announcement on the game on that date. If you've found this information organically by reading our forums / from the Xenonauts 1 launcher RSS panel / from friends / whatever then please help us out by being part of the first wave of testers (and if you're a game journalist, please hold your coverage until the 31st). Similarly, if you encounter any issues with the new website when we unveil it then please report it to us. If all goes well, we're planning to release a decent chunk of new content for the project every two weeks - we're intentionally holding some back from the initial builds for this reason. This means that in theory there should be a second build of the game with new content available to play on the 7th November (although we may find a fortnightly release schedule a bit of a struggle over the long term), a week after the large-scale public release. We'll continue this pattern of public iteration until we feel that we have a project developed enough for an Early Access launch, at which point we'll likely do a quick Kickstarter and then launch on Steam as a paid-only project. I'm personally very keen to get the game out into the hands of the community, even if it is still quite rough at this stage. I'll release more on this forum as details firm up, so stay tuned for updates and make sure you come back and visit on the 24th! P.S. - As always, if you want to stay informed about our plans, please sign up to the Goldhawk Mailing List here. We're going to start using it very soon!
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  2. Hotfix Adds Items.SebillianweaponcommanderCorpse - https://drive.google.com/open?id=0B27Z44zoal_VVVZFejdFRm9PUlU
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  3. The AI in the first build is gonna be relatively primitive ... however the AI in the finished game should be significantly better than that in Xenonauts 1. And to whet your appetite, here's a preview of how the new main menu screen background looks. Still early days but I think 3D has a lot of promise!
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  4. For the record it is 22:30. Patches Notes: X-Division 99.3 and higher will need the X-Division 0.99 Beta Part 2 mod to be deactivated as it is no longer needed Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .30 to .31 patch may need a restart of the campaign. Installation: Delete Charons Changes mod if you have it in your mods/ directory. An updated version is included in this patch. Extract the "assets" folder into the main game "Xenonauts" folder. Merge and overwrite. After applying patches follow step 5. and 7. from the main installation process again. DAY 72 Patch 0.99.31 https://mega.nz/#!JFAgnZBI!AoCTaybQ3bw35UByuD6kKSYS-e3rqdqIcGEQA2w5GFY ( MD5: 086bf9addc0bc3eab9f33c67deb0ff42 ) Revised some vehicles and vehicle weapons so that cannons now fit better into the development, made kinetic and mechmac weapon infinitely avaialble on research. Needs feedback. mothership, exsupplyship and mediumshuttle fixed small sebillian alien base old unit removed more and accurate loading tips in the best english we could provide some aircraft changes more research descriptions new manufacture system with around 140 new/revised researches, 126 new manufactures, new items, new armor/vehicle requirements resulting in 499 more strings to be written some revised weapon stats infinite research changes and adaptation aircraft game revised, UFOs now have 130% hp and missiles and torpedos deal 150% damage putting more emphasis on missiles/torpedos, the autoresolve values have been adjusted and the spearcannon tree capacity has been reduced to 75% Decreased the Chieftain/Officer/Leader/Praetor chance to unlock all 24 data hacks from 50% to 25% and increased the other bins appropriately Implemented the Phase 4 Specialist Drops Increased total storage space Turrets should now get upgraded as expected, except for the phase 4 turret All aircraft should now have the correct construction name, and a good approximation to the image, except for the human heavy interceptor Outer UFO doors have been unlocked for now ( needs feedback ) maximum amount of alien bases increased from 5 to 8 XCE 34.2 content, thank Solver for pressing the issue that some things should be in this patch. The 0 cd Terror bug should be fixed now Melee creatures should now be able to attack vehicles, and they make great use of that countries are now available to retake. For now a Fortress will spawn in the lost country and all bases in that country before it can be retaken with around 50 relationship points. This will change in the future as the retaken country missions will get its own map pools and its own increase per ticker values. Making the hardest to retake mission impossible, but still playable. New Storage UI where Solver and Draku made a sorting per category possible, in addition to the column sorting Solver already implemented with XCE 34.2
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