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Showing content with the highest reputation on 06/17/2020 in all areas

  1. This is the first hotfix for Beta Build V13, fixing a few bugs including those to do with signal uplinks. You'll need to be on the Experimental Branch to access the build. Changelog: The game should no longer crash when a signal uplink mission / aerial terror site is failed. UFOs will no longer incorrectly attack every signal uplink mission you construct. Instead, a mission will periodically spawn that will attack one of your signal uplinks. Aircraft armour now functions correctly again. Fixed a crash if you threw a gas grenade into a region that already contained poisonous gas (i.e. anywhere in the Icelandic Outpost map). Autocomplete researches like autopsies and UFO datacores no longer force a pop-up aftwards that says "no new research unlocked". Added research autopsy text for the Wraith, Reaper, Psyon Engineer and Sebillian Brute. Psyon Engineers now don't spawn until the second UFO type, and Sebillian Brutes don't spawn until the third UFO type. Corpse items and their research triggers have been rationalised a bit; there's now only one corpse item for each size of Pyson on the strategy layer. Fixed an issue with the Orbital Bombardment research art being incorrectly sized for the window. Please let us know if you encounter any further issues with V13, as I suspect there are plenty more bugs in there - I've just made these fixes because they were preventing a lot of players from getting very far into the game!
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  2. Thanks for the comments folks. I think various users have raised valid points about the potential complexity the extra items will add to the game, as if taken too far it gets overwhelming and starts to feel like bloat (although different players obviously have different thresholds for this sort of thing). However, if carefully curated then additional content is going to make the game more exciting for everyone. Honestly, most of this stuff is just going to come down to playtesting - what looks great on paper may well fall down because, using the example provided by Ninothree, it might prove really tedious to have a couple of limited quantity rare weapons you have to switch around before every mission for some reason. Or it might not be any more difficult than situations in X1 when you didn't have enough Laser Rifles to go around. We'll only know by testing. Armour Undersuits: One idea that occurred to me that might help the situation is to add an additional class of armour - the undersuit / vest. This would work the same as it does in XCOM, where you have an additional "undersuit" armour slot which can contain a variety of different items that provide various defensive bonuses but do not change the art of the soldier (it'd just be another drop-down under the soldier armour dropdown). This would be cool because it allows us to add a few interesting ideas without messing about with the existing armour progression. For example: Nanothread Vest (+10 Armour) - 2 Alloys Medvest (+10HP per turn regeneration, automatically seals bleeding wounds) - requires 4 Sebillian Serum / 4 Sebillian corpses Nullvest (+50 psionic defence) - requires 4 Psi-Implants / Psyon corpses Chitin Vest (+25 Armour) - 4 Reaper Chitin / Reaper corpses etc None of those ideas are particularly original, but you get the point. Corpses suddenly have a bit more value than just being items to be sold, and after each mission you can craft a couple of additional items (if you want). I guess at that point it's not adding any extra workload to the player, just giving them more items to play with.
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