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  1. 7 points
    This version is outdated, see announcement for 0.35 instead. Version 0.34.3 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.3. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.3 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.3 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.2: This version has some stability improvements and updates to the bundled mods. System The game is now large address aware. This allows better stability / performance with very big mods. Sound effects are now stored uncompressed in memory. This only uses a bit more memory but should significantly improve sound-related stability problems, such as freezes due to ambient sounds and similar issues. Bug fixes Corrected loading of psionic defence values in saved games. Fixed the delete button in the modding tools with relation to the Steam Workshop. Prevented a freeze during ground combat if a map with a bugged door is encountered (door that opens into a wall). Fixed loading of some saved games that get corrupted by having incorrectly "cloned" planes. When retaking Xenonaut bases is enabled, fixed problem of that not applying to undefended bases. Fixed some UFO loot in the Furies mod. Modding In config.xml, a variable has been added (MeleeVehiclePriorityModifier) to tweak the priority with which melee aliens attack vehicles. The default value does not change gameplay. Modded Xenopedia screens can now display more information about combat armour suits. Included Mods Xenonauts Fix Pack by Policenaut has been updated with multiple fixes, with credit to Charon. Tropical and Swamp tileset - updated from version 1.6 to 1.61. This version is significantly more stable.
  2. 6 points
    So, first thing to say - our Kickstarter will not be launching today (4th May), and is going to be pushed back a couple of weeks so we can finish up the video and the Kickstarter page. Things are progressing well but there's a few key assets that we want finished before the launch, as it'll make everything look a lot more professional - and I will of course keep the forums updated when we settle on a specific launch date. However, if you're interested in hearing about the Kickstarter then please make sure you're signed up for our mailing list. We very rarely use this list, but we'll be sending out a notification about the Kickstarter several days before via the mailing list and then sending another notification when we press the button and set the Kickstarter live! We're going to have an internal team meeting next week to discuss the draft page text / reward tiers, then later that week we'll be revealing more information to the community and asking for your feedback. A couple of major points of interest from the the last month: We've released what is possibly the final version of the free public combat builds (V0.23.0) on GOG Galaxy. We've fixed up a lot of the gameplay and stability issues and assuming nobody encounters any major issues, we'll be using this build for the free Kickstarter demo. It'd be great if people could test this because it would be nice to find any bugs before it goes out to the whole world! We've released a load of information on our planned changes and improvements in Xenonauts-2. These choices may continue to change and evolve during development, but those threads are fairly good guide to how the game will look in the closed beta - and then we'll think about further changes or expansion based on the community feedback from that. Onto general development news - things have continued to progress well, as we're predominantly working on adding content to the game these days. Although it breaks frequently because it's so complicated, the work on the merging of the strategy layer and the ground combat is largely done. Missions are loading the correct maps in the correct biomes with the correct combatants and equipment, and the correct items are being recovered and experience and health of your soldiers is now being tracked back to the strategy layer. What we're doing now is starting to add the various types of alien to the game and giving them their various different weapons and special abilities. Some of this has been rather straightforward, but other equipment / alien abilities requires new code to support the way it interacts with the game mechanics so is going to take longer - we'll probably be working on this in the background for another couple of months. We're also working on making the maps load the crashed / landed variants of UFOs correctly, which is kinda complex because the UFOs now have to support destructibility, but I think we'll have that working in its basic form soon enough. The strategy game also has all of the major mechanics in place now too - the base, the interceptors, the research / engineering projects, the soldier equip screen, etc. What we're concentrating on now is making small changes to existing mechanics to make the game play better - e.g. tweaking the Agent Actions, enhancing the new interception system, etc. The gameplay experience is steadily improving as time passes but it's certainly not ready for public consumption yet! There's a lot of places where the game is still lacking, but the biggest two issues with the gameplay are challenge and content. The combat AI is incredibly basic and doesn't present any real challenge to the player, which makes it somewhat difficult to balance the gameplay. The other issue is the lack of maps and differentiation between the aliens; it's possible to play a single mission and have some fun but we can't support a proper campaign until we have a good variety of maps and all the different variants of alien to fight against. These are two of the big areas that we'll be focusing on in preparation for the post-Kickstarter closed beta. We'll post more details up about the closed beta once our Kickstarter preparations are out of the way. There's lots for me to do so I'm going to get back to work now, but thanks for reading and I hope we'll be seeing you again when the Kickstarter launches!
  3. 4 points
    So for roughly the next month (until late August) I'm only going to be logging onto this forum occasionally - and I'll be responding to emails and direct messages much more slowly than normal. Why? I'm getting married next week, and then I'm going to be heading off on my honeymoon for a couple of weeks a few days afterwards. The rest of the team will still be busily working away in my absence, but I won't be around to do the usual community management stuff. If you see people on the forums asking questions for the devs and getting annoyed that they're not getting a response, please point them to this thread! I'm very much looking forward to having a holiday - I'm sure those of you here who are married will know all to well how stressful it is to organise a wedding, and to do all that while also running a Kickstarter campaign and doing all the planning required to keep Goldhawk running for a month has been pretty exhausting! It'll be nice to have a couple of weeks to chill out before I come back and have to start worrying about the upcoming closed beta I don't have time to write a proper dev update unfortunately, but these are a few of the things we're planning to be working on in the next month: Finishing up the realtime Geoscape and interceptor / UFO movement etc Adding the basics of the new air combat prototype into the game Adding the soldier backpack allowing units to switch weapons in combat Making units drop their equipment on death, and allowing soldiers to pick things up from the ground Some upgrades to the ground combat AI Adding few unique weapons (e.g. combat shield) and weapon properties (lasers recharging their clips, etc) Adding explosive terrain objects / units that can explode on death Getting the MARS vehicle working properly in the ground combat (crushing things, exploding when destroyed, not screaming when shot, etc) Rewriting the unit movement logic so you can move multiple soldiers simulatenously A bunch more fixes / updates to the map editor to help us support semi-randomised maps I'm sure I'll be brimming with enthusiasm when I get back, and hopefully most / all of the above will be waiting for me when I do!
  4. 4 points
    I rather enjoy the claustrofobic feeling that restricted vision cones give. It's not just a gameplay topic, but a fundamental thing that changes how the game feels.
  5. 4 points
    I've made a UI mockup with UI elements that I'd like to see: Bigger Everything! Well, except the weapons. See major equipments of all soldiers. See heal-able HP and stun damage. TU, HP, and main weapon above everyone (friends, foes, and 3rd parties). Outline move area, move + shot area (before turning), and vision cone. When selecting move location, show line to all enemies, and who can be shot from that location (after turning), and whether each can see you (red eye icon in the mockup, above the left alien). Default to move + fire instead of ignore move and fire. When hovering over target, see accuracy of all modes. See hovered target's TU and HP but without numbers. Full UI mockup (understandably most clustered): Animated mockup (Not always playing correctly; did my best): X2.mp4 Fine touches: See all inventory on screen (slot based), Selecter soldier's skills, Silhouette for human and alien, Replace shot mode text with icons, Firing hint. TU has a blue overwatch marker to represent snap TU. Tried adding current firing mode marker, but a bit redundant with moving shot boundary and live TU prediction. Floating TU and HP is white to emphasis coloured status icons such as the red eye for sight. If a walk plan renders you unable to fire at a target after turning, it can be conveyed by "not-attackable line" to that target. I think we can also rotate vision cone with mouse move, and update TU prediction (and maybe cone colour) to indicate whether there is enough TU left for overwatch. In hindsight I could have made the alien indicator smaller and add their weapon icons below. And add reaction shot indicator next to sight indicator.
  6. 4 points
    Heh, I've been explaining this concept for almost a decade now and I don't think I've ever managed to express it as succinctly or as effectively as you did there
  7. 4 points
    This has been interesting to read, but I have a question to ask. How many people here have played ALTAR Interactive's AfterX series of X-Com-like games? ALTAR Interactive tried doing many of the things that people have suggested here. In Aftershock, there was a large array of competing weapon types - projectile, laser, plasma, psi, sonic and warp, with each type being introduced later in the game. Each weapon tier was different in terms of damage, range and accuracy. They also introduced ammo types and modifications for each weapon type, and every enemy type had different resistance types to the different weapon tiers. But the takeaway from AfterX was people used projectile weapons throughout most of the game. Accuracy didn't matter. Want an accurate weapon? Make a scope and a gyrostabiliser and stick it on a rifle. Raw damage didn't matter. Put AP or explosive or Acid rounds in a projectile weapon and go for headshots (the only kind of shot) with your snipers. ALTAR did to Aftershock what usually only modders do after a game has been released but it was easy to boil down from the massive list of STUFF which weapons were the most accurate, fired the most shots and did the most damage with the appropriate mods (it was projectile weapons - the first tier that you get - all the way). In Afterlight, they dialed back the weapon types, but projectiles STILL lead the way. The ALTAR experiment over 3 games shows that trying to vary things based on key statistics doesn't work. What happens is that the weapons with the best stats bubble up from the pool and everything else is ignored. You end up with perhaps the sniper rifle from lasers, the assault rifle from projectiles, the shotgun-esque weapon from plasma etc. etc. If weapons from different tiers were intended to be the same but different, then those differences have to be radically different but not keyed to stats, as keying them to stats didn't work in the AfterX series. Furthermore, the differences in later stage tiers have to be sufficiently enticing for people for put work and time into them. Let's take.. plasma weapons, for example. A nice late-tier weapon. If a plasma weapon did as much damage as an earlier stage laser, what would set it apart? Perhaps the plasma weapon sets things on fire. cover, for example. Or people. Perhaps instead it instantly destroys terrain, so you can destroy cover quickly with a plasma weapon Perhaps all plasma bullets have a 1-tile detonation radius. Perhaps it does everything. Take lasers. Why would I put research into lasers when I have guns? Perhaps lasers are a beam rather than a bullet style of weapon, which affect every tile they cross into. Perhaps laser have infinite ammo, and overheat harming the operator. Perhaps lasers can blind enemies. Perhaps all of the above. Who knows! But for different tiers to be the same but different, extra effort would have to be put into having those tiers behave differently on the battlefield.
  8. 4 points
    With the Christmas period only six weeks away, I thought I'd take a moment to tell everyone what exactly we're working on at the moment. The short version of it could be summed up as: we're connecting everything together, and things now work ... but are also clearly broken. What? Things work... but they're also broken? Let's start by talking about exactly what "connecting up" is - essentially it means we're now joining up all the information on the strategy layer and the ground combat layer. On the strategy layer you can hire your unique soldiers and put them to work in the base or send them out on missions, and if you send them out on a mission then we need to create a battlefield map with all the parameters sent from the strategy layer. That includes the type of mission (UFO crash site, VIP rescue, etc), the type of biome and sub-biome (arid wilderness, temperate farm, desert military base etc), the number of Xenonauts involved and their stats and equipment, the number and type of aliens, etc. The good news is that this all now works in the sense that data is correctly passed from the strategy layer to the ground combat, then results are passed back up to the strategy layer again once the mission is complete. However, making the gameplay correctly reflect all this information is an ongoing process that be going on for a long time. We're making a lot of progress fixing up the obvious issues, but whilst the code is indeed working the gameplay just isn't there yet. Anyone who played Xenonauts 1 more than six months before it was released will know very well what we mean when we say that! Can you give a bit more detail on where exactly you are and why this is so hard? The key issue here is the the missions in Xenonauts require a long list of design work, art assets and code in order to play like a game should play, and if any one is missing then the whole thing looks totally broken. I'll take the example of us implementing the VIP rescue mission which we put in the game a few weeks ago, because that both clearly works but is also obviously broken. These are the (simplified) steps required to get it working: Have a functioning Geoscape where missions can spawn Have the ability to hire and equip soldiers on the strategy layer Write the spawn logic on the strategy layer for when the opportunity for a VIP Rescue mission appears on the Geoscape Write the intended alien units that you should be fighting on the mission (these should change and get harder as the game goes on) Write code that defines the victory / loss conditions for this specific type of mission and implements anything new (e.g. you fail if the VIP is killed, you win if the VIP is evacuated even if everyone else dies) Have a level editor that can create a level for the game Implement VIP spawn regions and evac regions in the level editor and ground combat code Have a tileset with enough models that levels can look good Create a level for the mission with the appropriate layout, meta regions and visual attractiveness Create art assets for all the required aliens Create art assets for the VIP Set up combat stats / equipment for all these aliens Set up combat stats / equipment for the VIP Make sure this equipment also has the required stats and art assets Ensure you have the appropriate variety of maps to cater for all the different places this mission can occur Write the code that pulls this together and loads the appropriate map, mission type, aliens, equipment and Xenonauts when you fire up the mission Ensure the aliens have the correct AI behaviors to deal with the mission objectives (e.g. they will aggressively attack you and try and kill the VIP) Pass the results information back to the strategy layer and ensure the strategy layer acts on it (killing your dead soldiers, crediting you with a new unit if you rescued the VIP, etc) Something that sounds relatively simple - "adding VIP rescue missions" - therefore actually requires a huge amount of work across many different areas of the project if you want it to have an acceptable level of gameplay. And even when you've done all this, there's still plenty more to do ... for instance, the VIP currently doesn't get a little quick-selection minitab in the UI when you get control of him, and he doesn't start sharing his vision cone with your team until you select him for the first time. Those are pretty major bugs that clearly need to be fixed. And even when you've got the obvious bugs fixed, all you've done is created a mission that the player can play. Then the long and difficult process of balancing starts. Is the VIP too close to the spawn area, or too far away? Are the enemies too tough for this stage of the game? Is the map too open, making the VIP too hard to protect against alien snipers? Are shotguns too good? Does that alien have too much HP bloat? I'm sure you get the picture. The point of this update is to illustrate that the "fun" part of game development that everyone wants to help out with is the balancing and polishing stage, which happens right at the end of development. That's when you get to look at the game and say "hey, I've got this one great idea that'll make it much better!" and I find myself writing 1000-word forum posts about tiny details like why ballistic rifles need to have slightly higher armour penetration than they already do. I love that part of game development and we're getting steadily closer to it. We've nearly finished the box that sits around the game that we all want to play, and soon we'll be properly working on the game itself. The level editor and level creation process in general has sucked away a lot of this time, but we've now got pretty much all the functionality we had in the X1 level editor and therefore should be able to produce missions with the same complexity as the first game. Then we'll start pushing beyond it. We've got a few more things to fix up before we can put anything out, but what I'm currently planning for is to re-introduce the ground combat builds in the near future with the new ground mission types in them (currently we're working on UFO Crash Site, Alien Base Attack, Capture Supplies, VIP Rescue, VIP Elimination, Xenonaut Base Defence and they're all mostly working). Hopefully that gives a bit more insight into what we're doing right now, and why we've been quiet - although you'll get to see it for yourself soon enough!
  9. 4 points
    Once you stop seeing the entire world as a single unitary block with a collective consciousness I think it becomes a much easier sell. Plus you only have to look at the debates around the scientific claims that smoking was harmful / climate change is being caused by human activity to see that it's easy to muddy the waters of public opinion, irrespective of what "facts" are put forward by each side of the argument. In most cases people find the facts to support what they want to believe, rather than vice versa. Now imagine that the aliens have infiltrated elements of the media and world governments, and are actively trying to discredit the notion that aliens exist. Instead, they're pushing conspiracy theories like the narrative that one of the two superpowers has developed a secret weapon and is regularly using it on their opponents, whilst staging hoax / false flag attacks against their own people so as not to arouse suspicion. The photos of aliens are doctored; the witnesses are just government stooges. Indeed, the aliens might not even need to discredit the theories themselves. If I was living in the UK at the height of the Cold War and one of our aircraft carriers disappeared in mysterious circumstances, and the government explanation was: "Aliens did it, but all we have is few grainy photos to prove it", I'm not sure I'd believe that. If elements of the local media were accusing the government of being soft on Communism and covering up a Soviet attack because they were frightened / secretly supporting a Communist takeover then I might give that some serious thought. It's not likely, but is it more likely than a secret alien invasion? Might well be. Similarly, the Xenonauts can have powerful political support but that only needs be from a few key figures, ideally in a cell structure ... if aliens are infiltrating governments, you don't want a lot of people knowing about the Xenonauts. The aliens might not have enough power to take over the world militarily, but they certainly have enough power to wipe out the Xenonauts if they find them. The whole "men in black" and government conspiracy lore is a rich vein, particularly in the Cold War. I think this type of setting is actually a much better fit than the outright warfare in Xenonauts 1; mechanically it doesn't have to change the game at all.
  10. 4 points
    Version 0.34.2 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.2. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.2 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.2 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.1: This is a version that mostly focuses on modding, bringing numerous new options for mod creators to take advantage of. There are also bug fixes and mapping fixes in this version. Crash fixes Fixed a rare crash when an alien would attempt to mind control multiple enemies. Fixed a rare crash with air superiority missions. Bug fixes AP-damaging weapons should now work even if the weapon does 0 normal damage. Airplanes that have 4 weapons, of which 1 is a cannon, will correctly show all 4 slots in the air combat UI. Vehicles can now take EMP damage. This should not affect the base game, only some mods. Fixed Saviour Medal / Crux Solaris display (from 1.65). Loading a saved game will no longer reset the minimum cooldown of Terror or Base Attack missions. Quantum radars will now properly identify the city targeted by a Terror mission. Fixed the text shown if an alien base is detected by an airplane. Avoided duplication of alien base if detected by several airplanes. Balance Reapers will now attack vehicles as they were intended to (change in the X:CE Balance mod). Modding Melee aliens can now be allowed to attack vehicles, on a race/rank basis. A LockManufactures command has been added, which will remove the ability to manufacture an item. Added ability to add custom categories to the Manufacturing UI. Allowed control over zombification and Reaper spawning. Aliens can now turn enemies into any race/rank type. Such zombies can now also spawn any alien, and with a customizable timer. Allowed a configuration where lost continents can be retaken. If enabled, lost continents will automatically spawn one alien base, and the player has to kill that base (and any others on the continent) to regain it. Descriptions for manufacture projects can now be added. Add a new string with the ID ManTech.X.Description, for instance, ManTech.MiG32.Description. It will be shown in the workshop screen. Custom sort order for the stores screen can be provided in items.xml in the "Sort order" column. More building sizes now supported for base buildings, such as 3x2 and all the way to 6x1. Extra sizes for alien bases that can be used to create custom missions. Allowed creation of new gas types that can do damage multiple times per turn, that is, for each tile passed with that gas. UI In the Stores screen, items are now sorted. Players can sort by a column, by clicking on it. Categories in the Manufacture UI are now sorted. Xenonaut soldiers holding a medkit and a weapon (the usual being medkit + pistol) will now appear with the weapon in their hands instead of empty-handed. Maps Included a fix for many bookshelf tiles across different maps. It was previously impossible to stand next to them. Updated maps in Skitso's Ultimate Megamix pack, fixing issues with stairs in desert scrap yards. Included the Xenonauts Fix Pack mod by Policenaut that fixes many small issues in various maps. Included Tropical and Swamp maps as an optional mod. Included Mods Xenonauts Fix Pack - new mod by Policenaut, on by default, fixes many small mapping issues across the game. Tropical and Swamp tileset - new mod by Policenaut based on work of Khall, TT3, Frankel and others. Adds new tropical and swamp maps to the game.
  11. 4 points
    The first Xenonauts public build will be arriving on Monday 24th October and will be completely free to anyone that wants to try it. The game is still too incomplete for us to consider a paid release, but we want as many people generating ideas / feedback and reporting bugs as possible. We'll therefore be making the first few builds free. However, we will also make optional pre-orders for Xenonauts 2 available at the same time. This is purely for people who know they want to support the project, as they won't initially confer any extra benefit - but they will automatically convert into a Steam or GOG key for the game when we transition into paid Early Access later in development. We're planning to charge $24.99 for the game during development and then $29.99 once the game is finished and released. The first build will be a simple test build - a combat mission between eight Xenonauts with basic armour and the starting weapons from X1 (shotguns, rifles, sniper rifle, LMG) and roughly six Psyons (formerly Caesans). The battle map will be an outdoor forest map with no UFO; it'll just be a straightforward deathmatch between the two sides. There will be strong similarities with Xenonauts 1 in the first build, which is intentional - we want to reassure people that we're not planning to dumb things down for X2 despite moving to 3D, and because assets from X1 make excellent placeholders until we create the new X2 assets to replace them. That said, the sequel is not simply a remake of Xenonauts 1 in 3D ... we just want to make a fun and playable foundation for the game based on the first game before we start changing things up. After all, it's much easier to test a new or altered mechanic if it is embedded in a working game and you are able give it a proper playtest. The build that comes out on the 24th is going to be a "soft" launch for us. We'll be releasing the first Xenonauts 2 build and unveiling a new website for the game, but we're not actively promoting it via Twitter or by contacting journalists or by messaging our mailing list / Kickstarter backers. This is because the initial release of any piece of software almost invariably reveals huge numbers of bugs and issues that the developers were completely unaware of, and we'd like to do a small release to our existing community to identify and fix the biggest issues before we then announce things more widely and try and expand the community. We have the first week after the build releases set aside for bugfixes, so we're planning to release updates until the 31st that are just bugfix patches and then do our wider announcement on the game on that date. If you've found this information organically by reading our forums / from the Xenonauts 1 launcher RSS panel / from friends / whatever then please help us out by being part of the first wave of testers (and if you're a game journalist, please hold your coverage until the 31st). Similarly, if you encounter any issues with the new website when we unveil it then please report it to us. If all goes well, we're planning to release a decent chunk of new content for the project every two weeks - we're intentionally holding some back from the initial builds for this reason. This means that in theory there should be a second build of the game with new content available to play on the 7th November (although we may find a fortnightly release schedule a bit of a struggle over the long term), a week after the large-scale public release. We'll continue this pattern of public iteration until we feel that we have a project developed enough for an Early Access launch, at which point we'll likely do a quick Kickstarter and then launch on Steam as a paid-only project. I'm personally very keen to get the game out into the hands of the community, even if it is still quite rough at this stage. I'll release more on this forum as details firm up, so stay tuned for updates and make sure you come back and visit on the 24th! P.S. - As always, if you want to stay informed about our plans, please sign up to the Goldhawk Mailing List here. We're going to start using it very soon!
  12. 4 points
    The AI in the first build is gonna be relatively primitive ... however the AI in the finished game should be significantly better than that in Xenonauts 1. And to whet your appetite, here's a preview of how the new main menu screen background looks. Still early days but I think 3D has a lot of promise!
  13. 3 points
    I am happy to announce the release of Xenonauts: Community Edition 0.35. What is the Community Edition? The Community Edition is a source-modified version of Xenonauts, produced to improve the stability and gameplay experience of Xenonauts, as well as to give modders access to more features. X:CE contains hundreds of bug fixes, crash fixes and quality of life improvements, while remaining very close to the vanilla gameplay. More information about X:CE in general can be read here. How do I install X:CE? Steam users - Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. 0.35 is not on Steam yet. It will probably be added on the 6th of June. Other users (including GOG): 1. Download X:CE for manual installation. 2. Extract the X:CE archive into your game installation folder, overwriting existing files. 3. Launch the game. Answer "yes" if prompted to update load order. The game launcher should display X:CE 0.35 in the top-right corner. Can I continue a vanilla game in X:CE? Yes, X:CE can load saves from the vanilla 1.6X version of Xenonauts, and older versions. You can then continue the game with X:CE. The future of X:CE With the release of 0.35, the Community Edition is nearing the end of its development. I'm aware of a few more minor bugs, and I've received a good list of various small issues to look into. Some of those I'd like to fix, and surely something will crop up in 0.35 that necessitates a fix. But with Xenonauts 2 now entering a more mature phase in the development, I don't foresee much active work on X:CE beyond an eventual 0.35.1 with some minor fixes. Changes from 0.34.3: Version 0.35 brings a lot of improvements for modders, new translations, and a few general fixes. New translations: The French translations have been updated, authored by Rodmar18. The translations are for X:CE itself, and some mods. Traduction en français Le mod communautaire X:CE 0.35 comprend une extension et une révision totale de la traduction française, à la fois du jeu de base et de la plupart des mods inclus. Le lanceur du jeu devrait automatiquement détecter la langue de votre système d'exploitation (le français), mais il vous est toujours possible de choisir votre langue dans le gestionnaire de mod de ce lanceur. Rendez-vous sur le forum de Goldhawk Interactive pour discuter de cette traduction car elle est tout à fait perfectible. Mod updates The bundled Fix Pack has been updated and renamed to [XCE] Xenonauts Fix Pack. The rename avoids a conflict with Steam workshop, which has an older (and buggier) version of the mod. Bug fixes and general changes: It's now possible to rename bases. Click the base name in the base screen. Psionic combat calculations fixed to work as originally intended in the game design. Previously it would essentially be random rolls only slightly affected by the soldier's and the alien's stats. Now the psionic strength (for aliens) and bravery (for soldiers) contributes 50% to the score calculation as intended. From a player perspective, you should actually notice higher bravery soldiers being more resistant to psionic attacks now. "Go to base" will open the workshop view after a manufacture has been completed. "Go to base" will choose a base with idle scientists after a research has been completed. Afterburner in air combat now has "A" as a keyboard shortcut. Zoom in/out shortcuts will also work in air combat. Correct alien base name will show in the dialog window when a dropship reaches the base. The "incendiary burst bug" is fixed. The bug was - if a weapon of incendiary type fires a burst, and first hits terrain and then an enemy, then the shots hitting the enemy would do extremely high damage. Fixed a rare bug where destroyed airplanes in transfer would forever occupy hangar space in the new target base. Modding enhancements: Reaper zombification is now damage-based, that is, Reapers zombify when target HP is 0. It's thus possible to have them do normal damage. The base game now just sets the Reaper weapon damage to a very high value to ensure instant zombification. Item transfer time between bases can be modded in gameconfig.xml. If Xenonaut base retake missions are enabled, they can be made to happen in the Xenonaut base tileset in gameconfig.xml. Previously only the alien base tileset was available. Morale cap for ground combat can now be customized so mods can enable morale of over 100. More flexibility for radar ranges - up to 13 are now supported. The LockManufacture command has been fixed to work reliably. Fixed escort chances for UFO missions in the AM_*.xml files. Only mods with more complicated AM_ files were affected, so this is not a base game change. It's now possible to specify alien sight range per alien rank. If rank sight range isn't specified, the race range is used instead. Base evacuation feature completed: if retaking Xenonaut bases is enabled, then personnel and planes from lost bases will evacuate to other bases. It's actually visible on the map with planes flying out, etc. New alien abilities for aiprops: Infiltrator and Ghost. Infiltrator makes the alien look like a friendly unit - green cursor, no reaction fire, and so on. Ghost makes the alien act like an object, no special cursor at all, but it can be reaction fired upon if moving. gameconfig.xml can now control the various speeds of air combat. For X:CE 0.35, I want to again offer a big special thanks to @Charon and @Rodmar18.
  14. 3 points
    Thanks Dagar. Unfortunately, it appear Charon has merely been trolling, so it doesn't matter one bit. Edit: I was under the impression that I was producing X-pedia entries for a future update of the mod. However, Charon stated he just supported production for my enjoyment. Given that fundamental rift regarding the purpose of the effort I see no reason to continue. The current state is in the attached file. It differs from what's been posted in this thread in a couple of spelling corrections to pre existing entries, errors made by me when trying to synchronize the contents of the file with the posted contents (I'm sure there are such errors), and the last set of entries where I've just replaced the erroneous descriptions with "Classified", but kept my original descriptions of core extraction. The file is "as is". I have no intention of maintaining it. It can be noted that some armor research indications are incorrect, as Charon had me match those to a possible future version, not the current one. The file is free to use when it comes to my contents, including any usage in a possible mod update. The rest of it is subject to whatever restrictions there may be. xenopedia.xml
  15. 3 points
    There are a lot of different things contributing to this issue, and it also depends on what type of rendering setup you are using (forward/deferred, lightmapped / realtime etc). One of the big underlying causes is that Unity doesn't really deal well with dynamic environments where there are a lot of non-static GO's. This in particular starts to break down when certain rendering paths don't properly support batching. The end result is that the CPU spends a lot of time creating dynamic batches that are straight up ignored and cause individual render calls in parts of the render pipeline (stalling the GPU). The solution we've tried inhouse is to manually combine meshes and objects for those parts of the level that are indestructible after the scene loads, which already gives a mighty speed boost and solves both above issues. The other issue is that Unity simply doesn't like runtime combining of scenes with lightmaps, which is making completely randomized maps quite a pain to implement. I want to assure everyone that we know the issue, and we've been testing solutions to this throughout development and I'm confident that we can get orders of magnitudes of improvement in FPS. We simply haven't implemented those solutions as they would slow down the work being done on nailing down the level design workflow.
  16. 3 points
    It's unlikely we'll be revising the designs of the aliens significantly, other than creating new variants of the existing ones with additional armour etc. In an ideal world everyone would like the designs for the aliens we make, but art direction is quite subjective and therefore it's difficult to "fix". That's quite an old image though, and there have been a few tweaks since - the Sebillian armour is less purple now, for example. The reason these changes were made is because the original Xenonauts was (rightly) criticised for having aliens that did not look particularly alien and all looked very similar to one another. That's because they were all humanoids with similar proportions and only slightly different appearances. This is problematic for the player in gameplay terms - e.g. if it's not immediately obvious that an Andron is a robot, the player won't know that trying to suppress it is a bad idea - but it also just makes the game less atmospheric. Hence our new designs being a bit more obviously different from one another ... but this does come at the cost of our aliens being less realistic than before. The Firaxis XCOM is not a very helpful point of comparison here though, as we were making a spiritual successor to the original X-Com from 1994. The aliens in that were weird as hell - the Sectoids have MASSIVE heads, the Ethereals are just floating orange robes, there's even just a floating pink kidney as one of the aliens. Strange looking aliens have been an expected feature of the genre since well become Firaxis made the first XCOM. (EDIT - ignore me, the little Psyon is in the original image.)
  17. 3 points
    Goldhawk, I was curious about what you thought about world governments (beyond providing funding) directly providing contract missions for the Xenonauts to potentially execute. Or they may come in the form of optional objectives within the standard missions. For example, supporting or relieving local forces, capturing aliens alive for their own research purposes, turning over captured alien bases entirely to the host government, after you already captured one for your purposes, for a pricey commission. I know the Geoscape effort to help develop a more lively narrative is a highly desirable goal within the community, and I think this may add to the tactical side of the game as well. I ask because I am one of those £500 Kickstarter backers, and I was really intrigued about being apart of the game. You mentioned the option of "Geoscape Situations" which included missing personnel, and that lead me to believe you may be interested in more diverse missions. If such options are possible, I would much more prefer to be represented a member of the local forces (US Army) that make contact with the Xenonauts during a mission; i.e. my unit is combat ineffective before the onset of a terror mission, but if one of the Xenonauts is able to link up with me on the map then I can provide off-map artillery fire support for the remainder of that mission. support like, Immediate Suppression and/or Immediate Smoke fire missions that can be called at the beginning of each turn. Just curious about what you think? P.S. Scott Manley (from Youtube) I believe got many of us into the first Xenonauts, and I think it would be awesome if you included him in some of the artwork for the research/tech tree. LOVE THE GAME!
  18. 3 points
    Hey Chris, thx for this topic.. as i gave many years to X-Division, i want to share what i wanted to create for my dream X-Com style game.. X-Division's main point was about the "enemy" rather then the player even there is tons of additions to the player side. So i want to explain my thoughts one by one.. Enemies..: 1. Variety.. many and different enemies.. as the game got "phases", the player needs to see different mechanics/types of enemies with every phase.. not just with more stats of the same things.. when the player go to the next phase, he should react to new ones as "wtf is that"... he should reconsider his tactics, game play.. he needs to find new ideas to win.. for example, at second phase, i gave power shields to ceasans, at third phase i gave them big bossy xenomorphs.. i tried to add totally new enemies at every phase to surprise player base, then at next phases i added new abilities to the old ones when they updated.. aliens which moves underground... 2. Harder.. all the Xcom style games got the same difficult problem.. the game starts very hard, you get even at mid, and later its cakewalk.. because you got better weapons and armors to resist enemies even they got more stats.. it should be balanced. I tried to balance this within the phases. As the X-Division is much longer then base game, you have some time in a phase enough to simulate the game itself. At a phase, you start very weak. You try to catch aliens, try to survive rather then winning.. then you got the tech and starts to match with the aliens.. then later if you got enough high level items, you can fight and win against them. BUT when you pass the second phase and you start to react with "WTF", you feel weak again.. because they are an alien invasion army.. they are better then you, they should be.. and you cannot surpass them just in some days.. 3. Horror.. this is an important point too. You need to be horrified when you saw them.. it could be the shape, it could be the weapons, or maybe size.. but you need to feel fear.. I feel that at Terror from the Deep.. at that deep sea missions with dart weapons, i feel very weak when i saw that crapman.. i still hate them.. so i added xenomorphs and some more to the game.. they fit so great.. who would not fear when they see a big xenomorph queen?.. I added side robots to androns.. robodog, roboreaper, roboREX.. i added them a repair abilily which you need to kill it again before it's fully repaired.. we hidden them into the boxes as sleep state to wake up late at mission, when you feel just safe as you think you cleaned the map already.. XCE, solver and charon added hiding mechanics to game which is so great to create this atmosphere!.. Possibilities are so much with just some code tricks.. i hope you consider to add them to next game.. 4. Bosses.. for a tough and fearsome enemy, you need to have bosses.. big ones.. even an ultra mega skilled caesan with a huge weapon, would not enough to consider an ultimate enemy.. so i think at least 2x2 sized enemies are MUST.. look to all Xcom games.. new xcom, old xcom, project phoenix.. people are to be excited to see them.. to fight against them.. 5. Gadgets... game should have some nice inventory items for special things.. an energy shield for 360 defence with own HP.. something for hiding.. something for teleporting.. something for more stats, night vision, heat vision..this is not for only players, it will help to create much bigger variety for aliens.. 6. Dodge mechanic.. for fast aliens or fast melee soldiers.. everything should not relay on more damage to survive.. like a weak caesan with tons of HP to survive at late game (they should have really power shields) or a reaper which is just flesh but can stand against plasma cannons.. Players..: 1. More type of weapons with more abilities.. the game engine should allow every type of weapon combination.. like shotgun, flame thrower, grenade launcher, one shot launchers, mines (which i never use).. more shot options.. auto-shotguns, miniguns, multiple rocket launchers, energy based unique ones (like you got 30 energy rounds at your magazine, you should able to use a special laser shot witch consumes 10 charge from 30.. same weapon could have a autofire option for 1 shot 1 charge and single shot for 1 for 3 charge.. so you can have a heavy laser which can melt armor, or a sniper with autofire ability.. this is my dream for energy weapons but any of the xcom games done this..).. 2. Different type bullets for same weapons.. a weapon should able to use different kind of bullet types with different damage types.. 3. Balanced melee fighting system.. cool melee weapons with some unique abilities.. combined with special armors.. there should be a reason to carry a blade or knife when you can just spam shotgun.. could be combined with stealth mechanic.. 4. Unique weapons per weapon types.. lasers can have gattling minigun, plasma can have a short range cannon with aoe... Plasma based laser magazines.. acid bullets.. blabla.. 5. New weapon versions for every phase.. every phase should have its own grenade, rocket, plane, magazine types.. so player should choose some of them for research in limited time.. 6. Randomized research.. this is great for replay value.. new xcom got this right.. old xcom got it right.. you get something and when you research it you get something new.. with possibilities.. like you got a caesan weapon officer alive, at every research you can learn one type of laser weapon.. some surprise, hard to get, low chance researches.. why not?.. please at this mechanic to modding at least! 7. One time manufactures.. able to erase manufactures at modding.. same to research.. a research or manufacture should able to lock ro release another manufacture or research.. 8. Vehicles.. at least small mechs with human pilots.. could be used as heavy armor with "unique" weapon branch.. they should able to use at least 2 weapons.. Game..: 1. More Phases.. at least 1 more then x-1.. 2. Non-Ufo missions.. random missions which you got different goals without ufo.. ---------------------- Those are main reasons for X-Division and some of them could not be happen because the game did not allow me.. I hope those helps.. thx!
  19. 3 points
    At long last we've set a firm date for the launch of the Kickstarter for Xenonauts-2 - it will be happening on Wednesday 20th June, at 14:00 GMT / 14:00 UTC. We've been working on this Kickstarter for a long time and we hope you'll be willing to support us when we launch, as it really makes a huge difference to a crowdfunding campaign when you have a strong first 24 hours! Our funding target is £50,000 but we're hoping to raise more than that - the more money we have to spend during the last phase of development, the better the game will be! I should also mention that Kickstarter takes a much smaller cut than the other sites on which we sell, so if you enjoyed Xenonauts and are pretty sure you'll be buying Xenonauts-2 at some point, Kickstarter is definitely a good place to do it - about 20% more of the money ends up in our pockets compared to you buying the game on Steam for the same price. It also makes the project look more interesting and popular, which means we're more likely to get press coverage about the game in the future and the people wavering about whether to support the game on Kickstarter would probably feel more confident in doing so! We will be sending out a notification to everyone on our mailing list one week before the Kickstarter launches (13th June) and then a reminder on the day of the Kickstarter itself. Reward Tiers: These are our plans for the reward tiers, all of which (awkwardly) have to be priced in £ rather than $ because we're based in the UK. £1 - show your support, and get our project updates and notifications £18 - get a copy of Xenonauts-2 on Steam / GOG when it launches onto Early Access (the game will launch at $30 when finished). £25 - as above, but with a digital copy of the soundtrack and additional access to the three-month beta we will run on Steam / GOG prior to the Early Access launch (this tier is limited to 2000 backers) £35 Option 1 - as £25, plus your name in the credits, and you can put a soldier in the random soldier pool with a name, nationality and gender chosen by you £35 Option 2 - as £25, plus your name in the credits, and you get a second Early Access copy of Xenonauts-2 to give to a friend £50 - all of the above, including both £35 rewards £75 - all of the above, plus you can create your own unique face for the custom soldier using our portrait generator £100 - ????? £200 - all of the above, plus our portrait artist will paint you from an image you send him (tier is limited to 20 backers) £500 - all of the above, plus you'll get to work with us to create a random event that can hit the player - possibly incorporating yourself (tier is limited to 5 backers) We're expecting the beta testing period to be about three months long, and it should start 1-3 months after the end of the Kickstarter. You will have access to this if you back at the £25 tier or above. Once this beta test is complete the game will launch into Early Access and everyone who backed at the £18 tier will then get access to the game. You'll notice we've gone in very heavily on the digital rewards. The physical rewards we did for the original Kickstarter were a massive pain to organise, particularly with regards to the shipping ... and I worked out afterwards that we actually lost money on them. Things are easier these days because specialised fulfillment companies exist but unfortunately I still don't think we'd be making much money from physical rewards. The downside is that we're left a bit short on reward tiers. I honestly can't think of anything to put in at the £100 tier, and I'm open to suggestions - if we can't think of anything good then we'll just take that one out, but it's a nice round number and I'd rather include a tier at that level if I can. If you want to see how the custom portraits look, here's the Beloved Leader himself drawn from a still from the Kickstarter video. Pretty good work, no? There's a total of 25 portraits available (5 of which are at the £500 tier) so if you're interested in getting some custom art done, you might want to grab the £200 tier early As I mentioned before, we'll be starting our PR push one week before the Kickstarter on Wednesday 13 June, so we've got a bit of time to tweak the reward tiers etc before that happens. If you've got any thoughts on the rewards tiers or how well the custom portrait editor program works, please let us know! It would also be super-useful if you could spread the word about this to anyone that might be interested. Several hundred thousand people have played Xenonauts over the years but unfortunately we don't have contact details for most of them ... so we're reliant on our mailing list (and hopefully the gaming press) to reach them. Word of mouth can be a very powerful thing!
  20. 3 points
    I usually shy away from posting feature suggestions because I'm very much aware of the development time, so here goes one I know is simple to implement. Taking into account some other features (such as mixed race missions), I think it would be interesting to occasionally have partial intelligence reports on alien missions, somehow tied into the Geoscape. X1 has the quantum decryption, as did the original game. That's relatively late in the game, and provides full intel. My suggestions would be to also occasionally get partial information about the upcoming mission, consider it information from civilians, local military flights, and so on. Examples of such intel could be race info ("aliens have deployed robotic units on this mission", "a reconnaissance flight has spotted Sebillians"), numbers info ("a local outpost reported at least 8 hostiles before we lost contact"), and possibly objective/aggression/map info, whatever else fits with the combat. These should not be available always but should, when they are available, be helpful in preparing for the mission in the best way.
  21. 3 points
    Close air support would be very hard to balance, gameplay-wise. That's because close air support is designed to be completely unfair and unbalanced.
  22. 3 points
    It'd certainly be much easier to essentially texture swap Earth into Mars and the Xenonauts into the Alien Defence Force or whatever, but I think it'd miss the fundamental opportunity that comes doing an alien campaign - which is that you're actually getting to invade Earth while playing a massively superior species. Finding yourself hugely outnumbered by the primitive locals and having to beat them before they manage to steal and reverse-engineer enough of your stuff to defeat you is a pretty neat idea, particularly if you can come up with plausible reasons why the aliens choose to attack Earth in a piecemeal way that actually gives the Earthlings a chance of victory... But whether it would actually be fun to play as a game, I don't know - would it be challenging to fight massive hordes of humans in every mission, or would it just be boring? Conceptually it's a nice idea but ultimately I don't know whether it would be enjoyable in practice.
  23. 3 points
    We're not planning any sort of multiplayer or alien campaign until we've released the game and we're looking at DLC options - and sadly even then it's rather unlikely. There's an immense amount of work required for multiplayer functionality even if the game code supports it at the fundamental level (which I believe ours does), and I'm really not sure the game mechanics and campaign structure would work that well if you're playing as the aliens ... although admittedly I've never given it that much thought. So maybe you'll be able to tempt me into some kind of alien campaign DLC post-release, but I'm not even going to consider it until then
  24. 3 points
    To the second point on refuelling: it did seem a little silly that you could fight half a wave but would have to nip home before going back to finish them off. It wasn't exciting and it broke immersion somewhat. I remember needing to take trips back for something as little as a tiny handful of autocannon rounds. Obviously there needs to be some challenge in the air war to make it a game but I'd say that if you're only managing a half dozen craft, the challenge shouldn't be logistics: the refuelling/rearming wait time isn't an interesting aspect of play. As for your point on lore related research: in another thread on weapons, Chris stated something to the effect that the player shouldn't be facing a decision between researching lasers or filling their xenopedia with lore about the invaders. On a second play through, you wouldn't feel as compelled to study the lore, so you'd get all the combat tech first (in a recent play of XCOM, I did just this and played most of the game with top tier weapons - it became a drag). I guess the issue here is that the single research tree is the helm for too much development. It is the only way to get at the story line, progress through stages of the game and upgrade your gear. These are qualitatively different so probably shouldn't fall under the same umbrella. Xcom Apocalypse had two research divisions, so you could be studying the alien life cycle whilst also designing a new fleet of interceptors. One side of research would seem more important than the other for a while but their significance would alternate as the game progressed.
  25. 3 points
    I realised this morning that it's been about three months since I last did a proper project update, so I decided I should write one to accompany our most recent release of the Xenonauts-2 public combat build (V0.9.0). Biweekly Builds: First of all, I'd like to mention how big a success the biweekly builds have been. Most of the reason why I don't feel the need to write so many updates is that people can see most of the progress by playing our builds (or reading the patch notes) every two weeks. As a developer it has also become much easier to release builds when we're not trying to get a certain set of features in for each one; we're just pushing out what we have completed at the time and then moving on with development. I've only got download figures (i.e. people adding the game to their GOG Galaxy account) for up to the end of March 2017, but about 6,500 have played the free builds until then. Roughly a thousand people played in the last quarter of 2016 and then the extra 5,500 came from Jan-March this year. I imagine there's been more downloads in the six weeks since then too, so I think these free builds have done pretty well! Ground Combat: I'm pleased with the way ground combat is progressing at the moment. The addition of the UFOs has made the missions much more exciting and there has been a steady drip of graphical and gameplay improvements in the six builds since our last update. The game is still quite a way from being finished but the rough blocks are shaping up nicely and most of the "core" mechanics related to the ground combat alone are now in place. Sure, the missions don't feel particularly meaningful when they are just one-off missions that have no strategic context, but we've added a lot of equipment to the game and made slow but steady improvements on the key systems like movement / line of sight / line of fire. The changes don't always seem that big week-to-week but they make a huge difference over time! Leaving aside the strategy merge (discussed further down), there's a few big things we'll be working on in the coming months for the ground combat: We're going to start moving the combat into inhabited areas, so you'll start seeing more buildings in the map and then the new AI civilian / local forces units that come with them. The current AI is very primitive and one of our near-term priorities is to spend a couple of weeks getting it set up properly. You can't see nor climb on top of buildings or cliffs at the moment, but that's something else we intend to address in the near future. Aliens don't currently have any special abilities, but this will change soon. Strategy: The strategy layer has had a code refactor in recent weeks in preparation for the ground combat / strategy layer merge, but there's still a few weeks more of work to be done setting up all the data so we can pass it back and forth between the two layers. The good news is that this process has very similar requirements to the save / load system, so once we've got the ground combat and strategy layer merged together we should be pretty close to finishing our save / load system too. We're expecting to properly start on the merge either late this week or early next week, once we've finished some required work on the level editor. Hopefully it'll be implemented and the major kinks all worked out by the end of the month. In terms of playabilty, the strategy layer now has a functional implementation of the Geoscape complete with an escalating alien invasion that spawns UFOs and ground missions (with crews and research items), it supports radar coverage over regions and a simple autoresolve interception system that mimics the effects of the air combat in X1. The research mechanics from X1 are in the game, the base construction grid is functional, you have working base stores, and you can equip and assign soldiers on the armory screen. That said, none of it is particularly polished - we're just concentrating on functionality until the merge is done and then we'll start to improve how it looks and the user experience. Branding & UI: All of which brings me onto branding and UI design. I've been aware for some time that the presentation of the game in terms of things like the UI, the promotional art, the logo and game icon, etc is not keeping up with the pace of the coding and the 3D art and animation. This is actually one of the reasons why we've not yet gone to Kickstarter - successful pitches are generally very heavy on presentation, but light on content ... but at the moment we're the other way around. It's really difficult to find good branding and UI people, because few of them specialize in games and fewer still do the sort of military-style UI / branding that we're interested in. I do sometimes see a really good portfolio and get ready to drop the artist an email about freelance work, but then I usually see that their current role is "Head of UI Design, Blizzard Entertainment" or something. I've done another trawl for someone to fill the role and I've found someone that I have very high hopes for, so hopefully in a month or two you'll start seeing some more professional branding and UI concepts appearing. If not, I'll have to find a replacement in fairly short order as we can only push our Kickstarter back so far. But you'll get to enjoy free builds for at least another couple of months until then!
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