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Showing content with the highest reputation on 03/29/2021 in all areas

  1. Hello everyone, and welcome to our March update. The first thing to mention is that I'm currently working reduced hours because a terminally ill relative is reaching the end of their life, which means it's unlikely there will be any public releases (including the open beta) for the next four weeks or so. I'm now not sure exactly when the open beta will happen, but I'll let you know once my plans do start to return to normality. However, the time I do have has been spent on project management and I'm therefore hoping overall progress on the project won't suffer too much as a result of my absence. We've also made some decent overall progress this month. Air Combat: A lot of the work we've done this month has been on the air combat. Beta V18 arrived at the start of the month and that contained our new air combat damage model where UFOs / aircraft now have both Armour HP and Hull HP, with weapons doing different amount of damage to each (damage is always assigned to Armour HP first). This allows us to differentiate between different types of tough UFOs, as different weapons are stronger against UFOs with lots of Armour HP compared to those that just have vast amounts of standard Hull HP. This change added some welcome variety to the air combat, but it didn't change the fact that the air combat can be very repetitive. We've therefore spent the last couple of weeks trying out some new ideas to make it more reactive - the key change being that we've added a vision radius to all air combat units, added clouds that block vision (and weapons cannot fire though), and set UFOs to only go into attack / escape behaviour when they spot your aircraft. The basic idea is to generate more interesting combat scenarios. The early tests suggest that these new systems do make everything more interesting but we'll probably need to build further upon them to make the most out of them. We've got a whole bunch of cool ideas but I won't talk about them yet, as I suspect not all of them will work as well in the game as they do in my head! Item Accuracy Effects: We've added a generic system that allows us to set basic logic on items that modifies their accuracy - e.g. if a soldier has less than 60 Strength, give -1 Accuracy for each Strength below 60. This is interesting because it allows us to add unique values to certain weapons, for example we could say Laser weapons are easy to use so a soldier gets +0.5 Accuracy for each point of Accuracy below 65. This potentially means Lasers would remain viable weapons for rookie soldiers even towards the end of the game, without making them overpowered in the early game. We've also been looking at how to support Recoil. We can now easily add in the system from the original Xenonauts (the 60 Strength example given in the paragraph above) but we've been experimenting with a system where the accuracy of each subsequent shot in a burst is reduced by a set percentage. For example, a weapon with 20% recoil and 50% hit chance would have the following hit chances in a 5-round burst: 50%, 40%, 32%, 25%, 20%. This setup means we should be able to permit the option for longer bursts. Short bursts are relatively accurate but cost a lot of TU per shot, whereas longer bursts are more TU efficient but waste ammo. This becomes interesting because you can do two things - firstly, we can add in a recoil penalty for certain weapons depending on whether they have moved (representing a bipod). So a machinegun might be able to shoot relatively accurate long bursts provided the shooter had not moved, whereas only short bursts would be worthwhile if the user had moved. Secondly, we can use the generic system mentioned above to modify Recoil based on the Strength of the soldier so that stronger soldiers suffer less from the effects of recoil. Taken together these systems just allow us to differentiate the weapons a bit more and give the player a few more tactical decisions, without rendering weapons like the LMG completely useless if they aren't fired from a stationary position. I imagine modders will also find them useful tools. General Progress: We've added quite a lot of new art for various vehicle weapons, we've added support for keybindings, we've made a number of usability improvements to the tactical combat based on feedback on our Steam demo, and we've added proper jetpack movement to the game too. There's also been lots of smaller fixes / additions not worth individually mentioning. That's it from me for now. I'm probably not going to be very active on the forums for the next month or so, but I'll update you on our progress as usual at the end of April!
    2 points
  2. Thanks. I couldn't reproduce it from that save but we've had a look at the logs and we think we've been able to fix the problem!
    1 point
  3. Thanks guys, glad you're enjoying the changes we've made!
    1 point
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