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Showing content with the highest reputation on 03/21/2024 in all areas

  1. We're not planning on adding a traitor mechanic, no. I do have potential ideas for there being a traitorious funding region which I might explore in an expansion pack, because I think it'd make the second half of the game more interesting, but I'm not sure it's suitable for the base game. Something like the Nemesis system (or what XCOM 2 does with the alien leaders and Chosen) is also something I'd potentially consider. Having unique alien leaders that give unique equipment if killed is relatively simple (although it does require quite a few extra art assets); it might even be something we add to the base game once the rest of the content is in place.
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  2. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This hotfix addresses a few bugs we introduced in our last Experimental hotfix, as well as several additional bugs in the current public builds. Bugfixes: Fixed a bug where players were unable to hire scientists / engineers in some circumstances. Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour. Fixed soldiers being unable to crouch if another soldier was already moving. Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions. Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial deployment phase. Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon). Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves. Fixed the tactical UI displaying a white soldier portrait outline if you have no soldier selected (usually occurs if the selected soldier is killed). Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker. Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers). Fixed a Boreal log pile that had a graphical glitch with one of the logs. Attempted Bugfixes: These bugs appear hardware linked and none of the dev team can reproduce them, so we're relying on affected users to let us know whether the fixes worked! Attempted a fix for the issue some people are experiencing where the exterior walls of the office on the Cleaner Data Raid missions display black. Attempted a fix for the entire screen going black when a unit fires a weapon in the tactical combat (this is the bug that could be fixed by disabling the "camera shake" setting).
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  3. and you think we don't like the same thing over and over ???
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  4. So maybe we all tend to play these games differently, but for me i've noticed that I tend to have my main guys that I try to keep alive and give the best stuff to.. Then there are the 'others'. The reserve, the cannon fodder, whatever you want to call them. With a bit of luck some of these get a few levels up and can become a replacement candidate for the main team. But leveling these soldiers up can be quite annoying, even more so the time it takes to play through these missions when perhaps you only do it to get some alloys, so you dont want to sell it to the local military(Which I might say is a brilliant feature) Introducing the B-Team! A AI 'controlled' squad that you can choose to send on missions. You as a player can get an estimation of success and perhaps expected number of deaths. But the battle auto-resolves, you dont know who dies or survives. Perhpas you can read a combat report which briefs who killed what, and what items you recovered. as a balancing act you one could also play around with having the B-Team not be available for x amount of days once their mission begins, as a trade off. The B-Team is not suppose to be used nor win vs the big and the bad, but as an alternative to vacuum the small pieces as you progress. So the idea would be to create a strike team in your base view somewhere.. You select the soldiers & and equipment just like with your own troops. You can interchange the troops between missions so if you want to add more experianced soldiers for a higher success rate, or save the soldiers that have managed to level up for your own use. This could also open up for alternative missions where you've to show up and get them out of a pickle. Do you think an addition of such a mechanic would make the overall experience worse, if so why? If you like the concept, why do you think the mechanic could make the experience better?
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