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Showing content with the highest reputation on 10/11/2022 in Posts

  1. Yeah, those three checks might together make a viable alternative. I'll have a think.
    1 point
  2. Thanks for the posts, guys. I've been too busy with V24 for a while to read this but I appreciate the posts and feedback. I think the key thing to remember here is that this demo is expected to be played by a wide variety of people. We're limited in the number of things we can tutorialise in a demo without overwhelming the average player with info, and quite a few people who play the game won't have played X1 so throwing a bunch of armoured enemies in would run the risk of making it too difficult for players who weren't familiar with the mechanics. I'm therefore not too worried if certain parts of the UI are a little confusing, but it's something I'll take seriously if people still find things confusing having done the full tutorial that we'll be putting together for the Early Access launch. @Kamehamehayes thanks for the info on the smoke hit calculation issue. I'll take a look at that because it does look like there's a bug in the display numbers there. Why do you say the shields don't protect from the front? They offer 180-degree protection with 100% stopping chance, or at least they should. However the key thing is that they provide extra ARMOUR rather than extra HP, so you can still take damage from a shot while holding a shield. It simply reduces the damage you take. Your thoughts on the spacebar mode are interesting. I didn't actually realise it worked for the aliens during their turn. I'm not necessarily averse to the idea of an expanded "fast forward" movement toggle, but I think that'd have to be a little button somewhere rather than holding down space. Given space also skips to the next soldier and ends the turn in some instances I think it'll be hard to tell what the player is trying to achieve just by holding space, etc @Skitso yeah, I've responded to your bug report now, but you're right. We'll take a look at that. @corund so "line of sight" is different to "line of fire", although I can understand why the situation in the first image is confusing. I guess the discussion is whether the alien head should be red if you can see the alien, but not shoot them? For the second screenshot I can't see any issue, though - you can see the alien and you've got a clear shot at it.
    1 point
  3. Closed Beta Build V24 has now been released on Steam and GOG. Note that this build is only available on our Experimental branch so you'll need to switch over to get this update (instructions on how to do that here). It has been four or five months since our last public update so a huge amount has changed. This changelog is therefore not comprehensive because there's far too much to cover, so it just focuses on the biggest changes I can remember. Overall, though, it should just feel like a much more complete game than in V23. Anyway, give it a test and let us know if you encounter any bugs. We'll be making fixes and balancing changes over the next few weeks based on player feedback. General: New UI: we've added a lot of new UI to the game, covering both the tactical UI and the strategy UI. It's a pretty significant visual improvement overall (and I think the new Base screen is my personal favourite). Accessibility: we've also added a LOT of new UI to help players understand the game. This includes loading screen tips, mission briefings screens, tutorial popups, UI to display shot hit chances, etc. More information is now displayed about aliens, equipment and aircraft in the Xenopedia (and this is now accessible in the ground combat too). Achievements: achievements are now all set up in Steam and GOG. Cloud Saves: cloud saves have also now been enabled in Steam (our save files have been optimised so they are only about 10% of their previous size, so this shouldn't cause people any problems). Strategy: Campaign Rebalance: there's been a lot of game balance changes. Hopefully most will be easy to discover on your own, but do note that Radars now work like they did in X1 where you can build up to three of them per base (I'm not sure the tooltips have been updated to explain that yet). Research Tree: the research tree has been reworked to improve its pacing. Quite a lot more research text and artwork has been added to the game, particularly in the early stages. ENDGAME: It's now possible to play all the way to end of the game and unlock the final two-part mission to defeat the alien invasion - although I can't promise it's properly balanced yet. Anyway, if you are victorious there's also a campaign stats screen to go with the (placeholder) epilogue. Tactical Combat: Abduction Missions: There's a new type of mission in the game, an Abduction Mission where aliens have imprisoned a number of civilians in teleporter tubes. You have X turns to free as many civilians as possible, and you gain a certain amount of Alloys for each deactivated tube. This add a little more variety to the game as most types of mission have very little time pressure. Grenade paths: it's now possible to throw grenades in an arc, which means they can be thrown over walls or intervening cover. This turned out to be a pretty troublesome feature to implement but it does make combat cooler. Updated Visuals: the civilians models are now done, and there has been some significant visual updates to some of the biomes. The Xenonaut Base biome has been completely reworks and there have been additions to the Tropical, Farm, Dockyard and Desert biomes too. The Arid biome is currently being looked at (because it still looks awful) and we're still in the process of working through the destruction states of all of these new objects. As always, please let us know if you encounter any bugs by posting them up on the Bug Reporting subforums, as we'll be releasing hotfixes to correct any major issues you encounter.
    1 point
  4. Hi again - yeah, I'm pretty sure we can give you beta access prior to the Early Access launch given the size of your channel, but our marketing partner Hooded Horse are handling the coordination so I can't make any firm promises on their behalf. Drop me a DM with your email address and I'll put you in touch with them.
    1 point
  5. Hi Orcidea, thanks for the Interesst. I´m an Normal Kickstarter-Founder and Betatester too and know that the Game has many Gaps left, which have to be filled bevor an Let´s Play can be done. I hope Goldhawk and the Publisher will give their OK for an Let´s Play, when the Game is ready for it. That would give an very good presentation to the Public, like it get done for UFO 2 ET, UFO ET, new XCOM and similar. What the other Question belongs, I can´t answer that. The Game is still in Gap-Filling WIP until the Early Access Phase beginns with the last Finetunings. In an last Dev Diray the Devs announced that an Early Access Phase is planed for Spring 2023. But evtl. you get lucky and get an Beta-Access to get an first look.
    1 point
  6. Mirror, since mod downloads not working: Dynamic UFO Spawns (v3.0) .zip
    1 point
  7. Downloads seems not to be working, here's a mirror: BTW the lua script in this mod BREAKs the one in base game (and in X:CE and also in Xenonauts Fix Pack mod) so several Xenopedia entries won't show (those for base installations). Had to make a fix my self. The file attached is the original untouched Fire in the Hole mod by Kabill downloaded from Steam Workshop: 578645083_FireintheHole(SteamWorkshop)v3_12014_12.06.zip
    1 point
  8. Download is not working. Can you fix it please? -- edit -- Manage to download from another source: Reaper_Rebalance_1.1 - v1.1 2018.09.19.zip
    1 point
  9. Latest version of the mod: Full Soviet Weapons Extension Pack.zip
    1 point
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