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Showing content with the highest reputation on 07/03/2023 in all areas

  1. This month has been extremely busy for us, as we announced our Early Access launch date as July 18th - which is only two weeks away now, so I'll keep this update brief as I've got a lot to be working on! Playtesting: If you already have access to Xenonauts 2, either as a Kickstarter backer or as part of our Steam Playtest group - now would be a great time to play the game and let us know your thoughts. The content will be the same as for the Early Access launch, but there's still time for us to fix bugs and make minor balance tweaks to make launch day a bit smoother! New Content: We've obviously been fixing a lot of bugs and adding small polish features to the game - the Early Access build has already been hotfixed 11 times, and we'll continue this right up to release (this includes finally fixing the long-standing memory leaks in the game). However, we've been adding more content too. I've spent significant amounts of time on the research reports over the last couple of months, which means almost every research project in the game now has text and art (which is a LOT of projects). We've also added art for several engineering projects that previously did not have them. In terms of gameplay, we've set UFOs up to have variable Geoscape speeds so it's not always as simple as "this type of interceptor always can / cannot catch this type of UFO", improved the air combat autoresolve, and also set the UFOs up to have different interior variants so crash sites don't play out the same every time. We've also rewritten the code for targetting with grenades and medikits as it was previously very fiddly, and they now snap to tiles instead which is much cleaner. Finally, we've continued to work on the translations for the game. There's a lot of UI in the game so this continues to be a bit of a pain, but it's obviously an important thing to get right. Summary: That's pretty much everything. Our plans for this month aren't hugely surprising - we're going to be frantically fixing bugs and adding polish prior to release, and the two weeks after release are likely to involve frantically fixing bugs that we didn't even know existed prior to launch! Still, it's an exciting (and exhausting) time for everyone on the dev team, so hopefully we'll see some of you around for our launch on the 18th!
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  2. Description: Adding a new production item and moving it to top of queue doesn't always stay at top at after changing to other base areas. What Happened: Angel was building at base Alpha, laser rifle was next in queue which had prior work done on it. When Angel finished it was transferred to base Bravo and another Angel was queued and moved to top of queue above laser rifle. Switching to research and then back to engineering, laser rifle was back at top of queue. After putting Angel back on top and switching to other base areas multiple times, Angel remained at top of queue. user_day_53_manual_save_2-80.json
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  3. There I agree with You Unkim. Esp. with the big Refits / Reworks and Upgrades which the Game get during it´s Development-Stages the last Years, where the Beta-Testers from the first Day get desperate here & there sometimes.
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