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Showing content with the highest reputation since 02/22/2020 in Posts

  1. 1 point
    Was in the middle of the human turn--I think. The game disappeared and I was back on the desktop. See files. content_manager.state output.log
  2. 1 point
    This is hopefully the final hotfix for Beta Build V11, currently only available on the Experimental Branch. Unless we've accidentally added some new critical bugs into the game we'll be pushing this out onto the Stable branch and making it the default build for all users later this week. So it'd be great if you guys could give it a little test! Changelog: Armour modules should no longer unequip after every ground mission. Fixed a random crash at the start of mission caused by the game trying to save while the field of view calculations were still being processed. Fixed a lockup that could occur in a ground combat mission when a human or alien plasma grenade was used. Soldiers equipped with "extra armour" now use the heavy armour model in the ground combat missions. Custom soldiers now display their faces correctly. The Exosuit armour is no longer invisible on the Soldier Equip screen. Fixed a bug that could crash the game if you dragged an item back into the stores on the Soldier Equip screen, rather than using the RMB unequip or drag+drop replace functionality. Gameplay / Balance Changes: The Pegasus advanced dropship has been disabled (we've got a bit of a problem we need to address in the map editor before we can export enough maps with the new dropship in it, so we'll hopefully be re-enabling it when the new maps arrive in V12 or V13). Extra Armour now weighs 20 instead of 5. Please continue to report any bugs you encounter in V11 on our dedicated bug report forums, and please give any thoughts on the game balance in this thread.
  3. 1 point
    A sort of escort mission? Reminds me of Chaos Gate. You had a few mission where you had to escort a techmarine to a terminal/generator or an apothacary to a specific individual (in this case, you broke into the enemy base to rescue your captured and wounded battlebrother)
  4. 1 point
    Hi everyone - we've not released a build for a while, so it's time for another update to tell you what we've been working on and when you can expect to see a new release arrive. Delays & Disruption: The Christmas holidays are always disruptive to a business, but we've also had to spend a lot of time and effort trying to fix the loading bug that starting appearing in the V10 Experimental builds (basically the game would sometimes lock up when starting or loading a game). This has been a very thorny issue, as it's related to how Unity loads the asset bundles it uses to store game objects, so it's controlled by code deep within Unity rather than being anything we have any real control (or even visibility) over. We thought we'd found and fixed the issue on several occasions, but sadly it seems we've only managed to make it happen less frequently. This is an annoying bug, but it's not game-breaking given you can always just restart Xenonauts-2 and it'll probably load fine the second time around. We're therefore going to leave it for now and see if we can get some help from Unity themselves. Anyway, this bug has been a big reason why we've not been putting out many builds recently. New Features / Content: Despite the delays, we've actually done quite a bit to the game since the last public update. The two main features we've been working on are the mechanical units and the modular armour system, but I've also spent some time balancing the strategy layer and doing some of the plot-related writing. The Kickstarter soldiers are now all set up and working, and we're now starting to make a few visual updates to the ground combat missions and it's a short-term priority to add some more mission and map variation; if all goes well we might see some of the new mission types (item recovery / VIP Assassination) appearing in the game. Strategic Balancing / Writing: I'll talk first about what I've been doing. The strategic balancing involved me playing the campaign fighting the air battles but using developer cheats to auto-win the ground combat missions, so it allows me to check that all the UFOs are spawning correctly and functioning in the air combat, the missions are loading up properly and unlocking the appropriate research items, all the research and workshop projects are joined together correctly, and eventually that the final mission can be unlocked and won. It also means I need to ensure the escalating power of the UFOs can be matched by the player's interceptors and their weapons, because I can't progress through the game if I can't shoot down the UFOs. It was literally impossible to shoot down some of the UFOs in the last public build, so this is a good thing I then locked myself in a room for two or three weeks to write a whole bunch of the key research text - projects like Alien Alloys and Alenium that explain the fundamentals of how alien technology works, and then the 8 or so plot-related research projects starting with the Alien Invasion up until the stuff that unlocks Operation Endgame. This is why I've not been on the forums or posting news for a while; I needed to focus on that and once I got it done I had about three weeks of project management stuff to catch up on instead. Anyway, the first draft of those projects is now complete and will be in the next build (of course about two days after having finished the writing, I had a really good new idea for a new game mechanic that would subtly change the setting and require some more rewrites!) Vehicles: I'm pleased to say that mechanical units are now in the game and functional. No doubt there's a whole host of bugs and weird behaviour with them that we'll need to iron out over the coming months, but you can build a MARS in the workshop and equip it with any kind of infantry weapon, then assign it to a dropship and drive it round ground combat maps blasting aliens. It crushes things like the X1 vehicles did, which is fun but still pretty janky - it'll happily smash through solid brick walls but not little tables, and if it tries to go through a door it stops, opens the door and then smashes down the doorframe. All stuff we can fix though. Modular Armour: The modular armour system will hopefully be done in the next few days, but we've been thinking that for weeks now. It's a cool system, but it's a complex one due to all the different combinations of the modules and the way that they need to control the appearance of the soldier both on the strategy layer and (eventually) in the ground combat. Miscellaneous: All the Kickstarter backer soldiers have now been added, along with a large number of the custom portraits - another surprisingly time-consuming job, but it's another task crossed off the list. UFOs on the Geoscape can now have escort craft like they did in X1. We've updated Strategic Operations so they now add scientists / engineers to a hire pool rather than putting them directly into your base, which means Living Capacity checks now work properly and modders can entirely revert to the X1 hiring mechanics if they prefer (this also means we can more easily support splitting personnel by base like in X1 if we want to). We've done a bunch of other smaller things too, but I've already written a massive wall of text so I'll just stop here. Build V11 Plans and Priorities: So for V11 my priority is to get the modular armour finished, and then I want to start spending some time on the ground combat - both in terms of level design / variation, and game balance. After spending a lot of time improving the strategy layer over the past 6+ months I feel like we can now start looking at the game as a complete experience. That said, I'm also looking at a few new Geoscape systems that I'm hoping will mix things up right from the start of the game. I'll throw some threads up on those so you guys can discuss the ideas and give us your views - although these are still at the early stage of testing, so it's far from certain they'll survive! When can you expect V11? I suspect it'll be out on Tuesday February 4th.
  5. 1 point
    Do we have an idea when this will enter EA? When V11 is stable? V12?
  6. 1 point
    Well, grenade launchers should at least go in the general direction you fire them in! From what I have seen they sometimes tend to drop at your feet. A grenade launcher is designed to do what it says - launch a grenade further than a man can throw it, and a man can always throw it further than his own two feet :-). It should act like a Rocket Launcher, but with shorter range. At the minute its implementation reminds me of that Taliban terrorist on YouTube who fired an RPG into the wall right next to him...
  7. 1 point
    I'm in no position to argue that, given that I don't know the size of the x2 research tree. But does it technically need branches? Just the abiltiy to do multiple projects at the same time, with an optimal number of scientists/funds (where going over can help or not). On another hand, you can expand the tree by splitting research. Instead of researching laser weapons, you research each gun individaully, with a discount the more things from a family tree you researched (the first laser weapon, you get nothing. The second you get a 20% research bonus/research reduction. For the third you get 40%, etc..) This is all theoretical of course, but interesting food for thought. I like thinking about different mechanics and implementations. Oh, one more thing. Please tell me there is actually going to be varriance and soul to the weapons/tier, not just re-skins with +1, +2 stats. If I see a laser shotgun again, I'm going to scream.
  8. 1 point
    If all goes well it'll be arriving today (Friday).
  9. 1 point
    An alternative explanation would be its akin to slotting attachments on a gun.
  10. 1 point
    As promised, I've put up a few ideas for some of the new systems we're experimenting with here:
  11. 0 points
    This is the heartwarming developer story of Space Pirates and Zombies, an Indie game with a quality which is beyond AAA level in terms of actual gameplay. Enjoy. https://www.minmax-games.com/forums/viewtopic.php?f=6&t=3152&sid=00c24490c435faad69a4295f43b253a4