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Pave

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Everything posted by Pave

  1. --- Nice to see this man still being active in this industry. And here's to see if he and his team are able to pull-off "Xcom"-like after +20-years. Competition is always a good thing! --- --- ---
  2. --- (( Now I am aware this "report" is kind of "too late" considering the new-version-Tuesday is almost right at the corner. But I've been "cooking" this post for almost two weeks now; I just didn't find any earlier spot to write and post this. )) --- ( For whatever reason, the newest record-log-file replaced the old "recording_1.rec"-file; new format or just simply reaching the "max-amount" of record-files? ) For the most part my post is just more confirmations to observations of @thixotrop. - Camera free-rotation = yes! - Really liking the "last-known / spotted-location"-markers (the red-circles); maybe in future there could be optionally a "ghost" shown to know what type of enemy there was? - Slight wonkiness with the "flight-paths", but i suppose this shotgunner shot at the toes. - Sneaky hiding spot. But we still survived. - More demonstrations with the problem the doorway has - Bit of an odd spotting angle - The interiors of this specific new UFO (( Also, the "walkway" to the drivers-room is a little too narrow for my likings (I kinda like having at least 2-squares-wide corridors to allow sneaking past; I know "Space Hulk"-games on MS-DOS were like one-square-wide a lot of times. But then again, those are "space-hulks". )) - Got around (finally) testing the stun-baton (had already stunned one the Reapers(?) near the UFO-entrance). Why only 40% hit-chance though? Makes me confused... Still though, the system works as planned / intended. All in all, one of, if not the best build of the ground-combat-demo so far! The battle felt fair□ the AI was "dumb-enough" (as in they did their job and also didn't feel like they were cheating; kinda like the AI in first "Worms" doing the trick-shots that players can imitate with practice). Now to wait until the next Tuesday. --- Oh, but wait; I almost forgot this important bug report! (( I think it was reported at some point early-on, but here it is again. )) Time-unit-reservation doesn't reserve but in reality removes / deletes time-units! In other words, when I for example "right-click" to reserve for a "Snap-shot", as soon as I start moving the character with the TU-reserving enabled, the amount of "reserved"-TUs gets instantly deleted before even the first movement-step is made. This especially happened with my sniper-units, which might show up in the record-file. --- --- --- recording_1.rec
  3. If we are following the "pattern" (as in being spiritual-successor to UFO / XCOM-games): Yes we can fight in "well-known locations" like the capital-cities of the countries (especially if they become under "Terror-attack"). But it's highly unlikely we would be playing on "static-set-pieces", as in we might not be seeing "Statue of Liberty" or "Eiffel Tower" and other recognizable objects, since the map-randomization is to be planned ramped up to at least similar scales as in "(open)Xcom" (I.E. maps wouldn't require to be always constantly made by hands, but instead could be fully allowed to "raffled"). Hiding objects as easter-eggs could happen though. But map-layout-wise we necessarily wouldn't be playing in "New York" or "Moscow" but only as "a name" (this is to also consider the missions would be mostly if only be happening in specific sectors of the cities to begin with). But of course, these are just player-assumptions of mine. --- --- ---
  4. (( For those wondering what I saw / read, there should be a screenshot of the whole "translated"-log at the bottom of this post. )) Hmm, there is certainly a lot of info told here, yes. But if I have read through this correctly, the "Hidden Action" of "Alien Intelligence" or generally the movement of the aliens aren't logged into this file (I do recall this log-file was only meant to record the player-interactions to find pathfinding-issues and such, yes?). There is a lot of useful information told though, especially when it comes to player-interactions (E.G. seeing the spots where the aliens "overwatch" player-tokens). Primarily I was looking for the possible info on the camping-habits of the AI. But pretty much the only spot I understood / hopefully read-correctly is "[AI] PlayerPassTurn", which pretty much translates to me as "AI didn't interact with the player-tokens". Hopefully we can get more detailed / in-depth log-file-system future: I genuiely still hope for the replay-feature I did mention couple of months ago; this game would be one of the few that certainly would would increase both the replay and community-interaction-value (since you could freely share the replay-files; of course this could open up things for some exploits but on the otherhand it could open nice possibilities for talented scripters who would like to make more "cinematic"-replay-files from scratch): http://www.goldhawkinteractive.com/forums/index.php?/topic/14375-xenonauts-2-version-032-public-combat-test-released/#comment-160235 --- --- ---
  5. --- (( As usually / always. the recording-file can be once again found at the bottom of the post. )) This was...confusingly written. Here's my experiences in as simple-English as possible: Basically what this toggle-option allows is to either keep the whole discovered / explored-parts of the map lit up and make the interactable-objects and enemies pop-up from thin air (ala. like in "Jagged Alliance 1" sans having the map-layout being pre-discovered / "drawn"), or you can have the already discovered areas but not under friendly field-of-view under grey-shroud. Here is an example image showing how things look out-side "field of view" with this option on (also extra showing how the "capture-timer" shows up inside UFOs): In my opinion, the "classic"-way of having the frey-shroud by default should be considered, if not only to make sure that players are able to notice and learn the "field-of-vision" of their own soldiers. At least in Windowed-mode, it isn't pretty; in fact it almost looked liked game screens almost escaped from the window(-frames). Frankly speaking, it looks too much like that nausea-inducing "lazy-shaky-cams"; far too much disorienting, especially when trying to follow the bullets in real time and such. This could probably work on some 1st+over-the-shoulder-3rd-person-views, but it is simply far too much "out-of-place". If / once there is toggle-option, I am more than likely going to disable this effect (as I for one generally dislike "immersion"-effects of any sorts majority of times). --- --- ((The following is more of following to my previous report found here: check it out for my info: http://www.goldhawkinteractive.com/forums/index.php?/topic/14443-xenonauts-2-version-070-public-combat-test-released/#comment-161383 )) Now, the following two screenshots pretty much summarize my biggest peeve in this game at the moment: Aliens exploiting "If I can see you, I can hit you"-rule, which makes them disregard all the cover in this game at the moment. Unfortunately we players can't exploit this, especially when considering that many times even snipers hit rocks or anything else they are taking cover behind of (I've yet to experience any "shoulder-the-shoulder-friendly-fire" though). Here is the same "magic-spot" the Alien-Officer last exploited from another angle, since the "south-side" was impossible to breach now that the "overwatch" is back in game (( which itself is also very wonky on human-side; ~every-second time I am given a chance to "react", my reaction-fire prompt is ignored (as in, no shots shot when I click "FIRE"-button))). Not able to hit at all But how come I am allowed to hit right next to their toes though? During this whole time, he didn't even turn around to scout his behinds, or otherwise move, as if they supposedly aren't able to move from that spot al all. I eventually got this camper downed by having my sniper and machine-gunner shooting near at the entrance of the UFO. (( I am certain that the record-file tells a better story though; I somewhat wish I could use them too see what happened "behind the scenes". )) The Alien-Intelligence perhaps exploits the camping tactics too much. Or at least they camp so much I really wish we could have gotten semi-dysfunctional grenades to try to flush them out of these camping spots. --- Something positive also though: I noticed that the move-markers are now drawn atop the foliage; makes seeing the walk-path a lot more easier --- --- --- recording_10.rec
  6. "At the base"-majour-changes are mentioned on this post: http://www.goldhawkinteractive.com/forums/index.php?/topic/11599-what-is-xenonauts-community-edition-how-do-i-get-it/#comment-133831 For the game-balance-changes, here are some more details: http://www.goldhawkinteractive.com/forums/index.php?/topic/13398-xce-balance-mod-optional-balance-changes/ And if you want even further "expansions" (with some extra bug-fixes that yet aren't implemented into the "base-Community-Edition", there the "X-pansion-pack"-mod: http://www.goldhawkinteractive.com/forums/index.php?/topic/14406-xce-0342-xenonauts-x-pansion-pack --- --- ---
  7. --- Well I don't have much things to add @Sheepy already mentioned, aside for various confirmations. (( Replay-file can be find at the bottom again. )) Not certain if "Creators Update / Edition" changes something ( I am still waiting in the "queue" for this update), but otherwise the replay-files should be still here: C:\Users\%USERPROFILE%\Documents\My Games\Xenonauts 2\Logs ...And then we have the good'old rock-wall causing line-of-sight oddities aliens exploit (( I am certain you might noticed these things in your internal testings. But here's my observations for re-confirmations. )) ((( I am a little tipsy at the moment, the image-text might a little messed-up from time to time; I'll browse through them later to see if there is some corrections to be made.))) First we are back to this good'old corner causing some nasty'ish line of sight issues. Well, it's just actually repeating what I've said in some of my other reports. But here is another scenario anyways: I think this image was to show that the move-markers are now shown under the foliage? Foliage regardless was really obstructive. Also I think this was also the evolution for classic game called "Find the Muton / Drone". Perhaps the "spot-marks" could cause a slight 2-second highlight-outlines for the targets? Some more spotting-angle oddities. This shotgun-man apparently just got the drone into his "blind-area" of his eye. This is something I wanted to report last time, but I was missing a screenshot. Incidentally this is the exact same spot where this line-of-sight-error happens. A summary here is that this Psyon-Officer exploits this spot, as seen in the images following until his death. I think I was supposed to capture a image here showing completely missing bullets still hitting this drone; You have already confirmed this glitch though. Path-finding oddities?... Showing here the ledges taking priority over character selection. This could also be an issue that I was semi-accidentally activated the game into "Borderless-Fullscreen"-mode with "Borderless Gaming"-application. ( Hopefully you'll implement a build-in-option for borderless-window-mode. ) Anyways, since I accidentally moved this rifle man instead of activating the Sniper, the rifleman ended-up being shot into his back. Sebillian T-pose-ragdolling into "fence-rail-thing". Something to add-on to what @thixotrop talked about camera-angles on this test-ufo; they indeed are troublesome. Now it's been made clear that this "box-UFO" is only for the initial tests. But for the sake of future designings: This corridor is simply too narrow. An extra glitch-mention(s): - When shooting with pistols in point-blank, the solider might suddenly point the gun completely upwards into skies and thus obvious missing the target. More hilariously though it will also miss the roof (if they are indoors that is). - According to this game, even the ground bleeds blood (as in popping-up up the "bleeding-message"-box once hit). - Doors take the priority while trying to turn around near the doors (I.E. "right-clicking" near the doors -> you're most likely going to close the doors instead of turning a soldier-token). --- --- --- recording_9.rec
  8. --- Sound something similar I had reported here as a "sidenote": http://www.goldhawkinteractive.com/forums/index.php?/topic/14302-xce-0342-cannot-see-the-indoors-through-the-destroyed-roofs/#comment-159409 Anyways, you might want to follow these newer guidelines for the bug report: http://www.goldhawkinteractive.com/forums/index.php?/topic/11902-how-to-write-good-bug-reports/ In other words, we'd (generally speaking we all; I personally am just another player) need some more screenshots and the game-save-files alongside the list of possibly installed mods to have a higher chance to track down this bug. --- --- ---
  9. It does, but at least in the first "Jagged Alliance" the hit-chance is hidden or otherwise not told to players; you only get to know how much action-points you are using for more "precise"-shot; makes me wonder why even have different kind of "precision" in the end though. "Jagged Alliance 1" regardless in a un-favourable spot when compared to UFO / XCOM, mainly because a large portion of players first had played Xcom before Jagged Alliance (I've yet to find exact info which of the games was released first; Xcom was on March 1994 and seemingly the reviews of the time when making comparisons make it sound like Xcom was first published, especially with such comments as "clunkier and vague Xcom" and so on). In end though, "Jagged Alliance 1" gameplay-mechanically speaking has not aged well at all when compared to "(Open)Xcom"; it is simply infuriatingly far too "trial & error" and "cheat-sheet / reference-card (mainly for different kinds of move-command)"-reliant game, in my opinion. --- --- ---
  10. --- In relation to accuracy-numbers and such. we do this in real already as it has been already pointed out. But not necessarily as "binarily" but we still do it. Big difference being of course the availability of the data which especially is influenced by the perspective of the one doing the mental-calculations. "Artillery" as whole is a great example in which the results vary depending on the calculations and skills of everyone, with the slight amount of luck involved of course. (( I think the "mobile command post"-things are called as "artillery reconnaissance vehicles" (ARVs), or the older pulled-ones are "trailers"; I only know the Finnish-word equivalent "tulenjohtovaunu". Some modern'ish examples include "BMP-1TJJ" and "BMP-1TJ "Tuija"". )) Basically you could consider that all the available "calculable"-data is already given to the players ("commanders"), alongside having soldiers that won't question the commander (imagine you select a guy in Xenonauts and they are going to be like "Screw you" and they won't go; special credits to "Rym DeCoster" for making me to semi-quote this line. Well granted, probably the closest to something like this is the "Forgetful"-stat in "Jagged Alliance", although I do recall in some games the units starting to "solo" when the commander didn't have the trust or otherwise control over their units). "Xenonauts" is one those games in general in which "more data is better", if not only to appeal "geeks" or generally people who like to have stats and numbers to begin with (in fact, there is still not enough game with enough stat-pages and such). --- --- ---
  11. --- Related to "EGX Rezzed"-event told by @Chris, for us who'd want to see the session (again?) faster than the panelists are able to highlight it (on Youtube), here is the link to the whole thing (our beloved leader enters the stage at 2hour 31minute-mark): https://www.twitch.tv/videos/132671283 --- --- The Youtube-version is also up now: ---
  12. --- Okay, I finally got around fiddling with the (first version of the) Kickstarter portrait-generator. And I say it is a very good start. And seems to be quite easily customizable / mod-able (as in possibly just adding new .png-layers and such maybe; not yet certain how'd the additions transfer to 3D-models though). Right of the bat, when it comes to additions, I semi-seriously hope there will be more variants of unibrows; unibrows are extremely ignored generally speaking... Here is a screenshot-result of my fiddling to make as look-alike-myself as possible: On a side-note, this tool kind of gave me the "Institute for Mercenary Profiling"-vibes; already I am thinking of various potential this tool could bring up. http://jaggedalliance.wikia.com/wiki/Institute_for_Mercenary_Profiling --- --- ---
  13. --- I'd personally would prefer the stepless / continuously camera zooming and spinning (with adjustable speeds); maybe later in the development. --- --- ---
  14. --- Late-night-shift aren't we having? ((This is to reference that the GOG-Galaxy-client pushed the update only couple of hours / an hour ago even though this patch-note has been written several hours ago.)) So I managed to capture the UFO this time around, although still struggling with the "Psyon-Officers" shooting from the "other side of the map" and "Psyon-Drones" reaction-fire through walls and generally having enhanced accuracy (even if on the run shown in the record-file they accidentally kill one of their brethren). To elaborate on the "Psyon-Officers", at least the fix that was supposed to be applied on "0.5.1"-version last time ("Aliens now have the same sight range as humans (18) up from 16 previously") still is not in effect with the "Psyon-Officers". This "bug" can happen whether you (player) have spotted them or not. Biggest struggle was with the selection of squares next to the doors (which don't automatically close at the moment) and the other soldiers; far too many times the cursor simply ignored highling the squares unless I used "downward-movement" camera-angles. Here is an assortment of random screenshots alongside the Record-file which can be found once again at the bottom. - The machinegunner has been reaction-fire-damaged by Psion-Drone (highlighted as silhouet) - Favorite spot of the "Psyon-Drones" seeming making them ignore the line-of-sights and enhancing their reaction-fire-snap-shot-accuracy - Image showing that indeed the Psyon-Drone shot through the rock-wall. -Demonstrating wonky bullet-flight-path - More wonkiness of the flight-paths. ((Eventually this very same officer shoots the sniper far-left of the screen without having had moved, alongside having the possible "spotter"-Sebilian already been killed.)) - Wonky'ish line-of-sights - Image showing "Psyon-Officer" (bottom) showing have shot the MAchine-gunner who has ran even further away from them. - For people less than luckier than me, here is how the current version of the UFO looks inside. --- --- --- recording_8.rec
  15. Just some random comments of mine on this topic: While like the "splash-image" of the hidden-movement (they work really well as wallpaper), they kind of "take me off from the field" too much. Hence I preferred the "no hidden-movement-wallpaper"-option "Community Edition" of "Xenonauts" and "OpenXcom" offers. While I and some others have also toyed of the idea about soldiers making "perception"-checks, it kind of takes some of the control over the players / commanders alongside might make things too easy or otherwise "game-not-trusting-the-attention-span-of-the-players", or something like that. I mean, the players are already notified of the "ricochets" and other shots plus explosions. Perhaps what I'd wish for was some "phantoms" and "tracers" to help not-as-perceptive-players such as myself; these are kinda started to become more popular, but not enough popular yet in my opinion. Certainly would make observing the battlefield and alien-intelligence-movements for "fair" or at least easier. Of course, you could allow players to disable this feature in order to be more "hardcore" too. --- --- ---
  16. --- Well...first time getting my team completely destroyed, thanks to the "Box-bug" already mentioned here, and of course the "officer" still shooting from "other side of the map". I would be lying if I'd say this fight was fair□ honestly feeling very cheated. I otherwise don't have anything else new to report. Replay file can be found a the bottom again. --- --- (( I usually don't make post "filled with emotions", but I wasn't able to think of anything else witty for this post which primarily is meant to submit the replay-file. )) --- --- --- recording_7.rec
  17. I am fully aware, and I do have programming skills "beyond algorithms": My entry to "coding world" was "Turbo Pascal", and we did some simple poker and dice-rolling-games during the classes. Well, by "we" I do mean that I personally wasn't able to get past making "text-generation" because I believe I had hit the "language-capacity" of my brains (having previously pretty much been devouring all the things related to HTML, which thankfully I can nowadays plow-through with E.G. "HTML-kit" by "Chami"). (( Heck, having mentioned the HTML-Kit, I've even yet to make the eternity-project of my archive-website, so I am not rushing into remastering-scenes as a producer yet (well, at least not as a "boss"; I evidently do help around other developers if not only financially). )) Generally speaking knowing my limitation when it comes to "memorization"-heavy works (like playing more technical instruments such as piano or guitar (although some say these are more "motor-skill" reliant)), I rather have decided to specialize into the more "physical" / practical / pragmatic(?)-troubleshooting and the conceptualizations (or "designing"). "Actual coding"-wise I am clad there are far more talented or otherwise better than me people around; I am not able to memorize any further alphabets (E.G. cyrillic), so memorizing more "code" is simply far too overwhelming to me (even when using reference-papers and such). Heck, I've yet to even grasp the concept what "code" actually is! Well, primarily I do mean I have yet to find the most "simple-english" explanation as a "tangible"-comparison of "what are the little codes made of"-style. Probably closest so far (and very comperehensive) article I found is this one: https://www.bloomberg.com/graphics/2015-paul-ford-what-is-code/ (( This is basically referencing to how I learn new things; I pretty much always need to "get to the bottom of everything physics-wise" in order to learn new things. )) ((( And to to be fair, I've yet to fully master "printed circuit board"-physics either. But maybe one day... ))) I know this all sounds pretentious especially with the saying "you can do anything if you just try or really want to". But I am quite old-fashioned and have to disagree with that; Not everyone needs to be good at everything (but I do still advocate on people being more or less multi-talented as in being able to employ in multiple types trades instead of just singular-one (or to put more simply: everyone should have some basic knowledge of "blue-collar"-work)). --- --- (( I know I got into the back habbit of mine being "self-centered-hijacker" topic-wise. But I'd say this was topical enough worth replying to, even if it turned out to be this long-winded; nothing, for the most part, is not a simple matter when it comes to me. Or to put it more simply: I just simply can't resist replying "personal"-messages. )) --- --- ---
  18. Well, let's just say that if I am indeed eventually able to get into "remastering"-business, I am very certain we all there wouldn't afraid of "awful lot of work"; otherwise we wouldn't have people like "CF Project Red / GoG.com" or "Night Dive Studios" for example. Heh, well the OpenSource-clone or other more or less voluntary-projects after all are well "voluntary" work and hobbies. And not everyone is "Kaldaien" either (referencing to "one-man-power-coding-houses), so it's is understandable recreating something via reverse-engineering takes its own times, even if the goal is to code a "better-clone". Lack of (business-enforced-)deadlines also has the own effect. But fortunately nowadays "nightly"-version are a rather popular solution for "customers" roo (as in both showing the project is still active alongside sating the *something* of the customers. I can agree modding "Xenonauts 2" could of course me one solution; it wouldn't be the first time there would have been "total-conversion"-mods done to bring the old-games to newer engine ( E.G. "Trine - Enhanced Edition", even with some "not so huge"-gameplay-changes ). Having been told so by you, I also believe we could "Unity" "Xenonauts 1", even if might be some funky effects happening (E.G 3D-camera-spinning with the 2D-sprites; I think "Grandia" is one of the games with this effect). Even with some saying that "Unity 3D is not means for 2D-games", I for one also believe it could turn out to be better than some commercial products out there, especially when "Community Edition"-team has their hands on the source-code of the game itself (saying this in more of "archival"-perspective. "Unity 3D"-engine also is semi'ish-"opensource" (there is a link later), and getting the source-code seems not be a huge riddle itself, and as it has been said, this engine seems to be far more flexible to begin with, especially is this old-blog-entry is to be believed: https://blogs.unity3d.com/2009/03/20/why-you-probably-dont-need-a-source-code-license/ At the minimum, "Unitied Xenonauts 1" could at least turn out to be well better made than say "Pixel Piracy", of which I've wrote quite a detailed (for its time) review here: http://steamcommunity.com/id/PaveMentman/recommended/264140?snr=1_5_9__402 Summary: The game mechanically is simple (I.E. not complex), and the performance is horrid. --- Thank you very much for the replies so far: This has at least turned the sparks into a small but well healthy ember; let's just keep the "fire seed" alive for the future ("fire seed" is a hot charcoal covered in ash; this way you don't need to use the tinder or any other lighting tools again as long as the charcoal "stays alive"). (( For reference, the Japanese story is called "The Great Year's / New Year's Fire" in which I was able to find the words I was looking. Episode 194 of "Folktales from Japan"-animated-series tells this story for example.)) --- --- --- (( Obviously I just once again throwing out some "thinking-out-loud"-throughs of mine; I apologize if my text seems "dismissive" occasionally, which is not the intention of mine; I just prefer to have written some kind of acknowledgement if not only for the sake of my tangibility-relying-memory of mine. )) --- --- ---
  19. --- (( Why this is posted specifically to "Community Edition"-section is, well, because it would be primarily community driven; just saying this right away just in case. )) --- Some forewords: This thread primarily I meant to gather more information in general as an aspiring video-game-producer (read: manager / semi-leading-boss / *insert a fitting occupation* ) specializing to remastering. This not a declaration of mine or anything else similar to actually privateer(?) a project, at least immediately / right away. At minimum we could "hothouse" / brew(?) some ideas and general information that could be adapted to relatable projects too. --- --- Body-text: Having read again more about the development of Xenonauts, especially the things mentioning the engine ("Playground SDK" by "PlayFirst"), I've been thinking of the idea of completely re-write Xenonauts in the future in similar fashion as say "OpenXcom" has been made (note, this is just an idea; my "coding-abilities" are only limited to basic "algorithms-maps" written on piece of paper). (( I am aware there has been one singular mention of "OpenXenonauts" on these forums, but that's about it: http://www.goldhawkinteractive.com/forums/index.php?/topic/13435-xce-devs-ability-to-substitute-final-mission-with-a-landed-ufo-mission/#comment-156510 )) Now the case with OpenXcom and various other related projects was that those used to be semi-abandonware, as in that the company who original coded those didn't exist anymore by the time the opensource-projects began. In case of Xenonauts the company (Goldhawk Interactive) is seemingly doing well and in the process of making "Xenonauts 2". Alongside of course that "Xenonauts 1" no way can be considered as "Abandonware" at all (especially with the on-going "Community Edition"-project. However, the primary idea of the "OpenXenonauts"-project would be the complete-rewrite into much more functioning engine, which has been said to be one main reason for the modding-community not to fancied to mod this game (this is according to many hear-say observations though). And since this would work in similar fashion as the other already mentioned and the relatable opensource-projects, you would still need to purchase "Xenonauts" in order to have the assets the "engine would run". --- So probably the most important question is, that could maybe also best answered by @Chris, him being the "big-boss": Legality and such standpoints-wise, how "illegal" "OpenXenonauts" would be? Would there some permission or other licensing things the project would require and so on? I have sort of understood you / everyone involved having the lingering good-old "if we ever could rewrite this game"-feeling. So I really do hope this idea I've been thinking of doesn't come out as a disrespect (especially to you all guys fixing the bugs I especially have been reporting). But on the other hand it has been told that "Xenonauts 1" is in "maintenance-mode", meaning it's not actively being under development (obviously since you are now hands-full with "Xenonauts 2") --- --- --- (( some random abbreviations of "Xenonauts" I wanted to write down at bottom: Xenouts, Xen-auts, XenOuts )) --- --- ---
  20. This kind of makes me wonder if we eventually have a "piercing"-attribute alongside the "Armour Penetration"-system that is going to be improved upon. http://www.goldhawkinteractive.com/forums/index.php?/topic/14352-weapon-armour-penetration/ E.G. the shrubbery while could allow the bullet to pass-by, would also possibly change the trajectory depending on how "healthy" the shrubbery is. Of course this could also mean that all the ammo-types would need to have different attributes too. I already mention bullet-behaviour in case of shrubberies. But in case of "plasma" for example, that would cause it to burn until "killed". "MAG"-ammo-possibly could have the best piercing-capabilities, but otherwise wouldn't cause that-much-of-damage. (( I am aware I am repeating a lot of things from other topics when it comes to damage-types, but I'd say it is worth to mention in "world-objects-vs-player-guns"-topic. )) --- --- ---
  21. --- The "Xenonauts 2"-public-ground-combat-test-version (via GOG.com) features elevations, or at least climbable ledges. More than likely the "vision" and "accuracy" mechanics would similarly but more enhanced in the future. If you want to test this yourself, here is a link to the annoucement-page: http://www.goldhawkinteractive.com/forums/index.php?/topic/13499-xenonauts-2-free-public-builds/ As for the "hill-hedges", considering the destruction-possibilities in the current-test-version of "Xenonauts 2", it's both highly possible we should be able to level-down completely the "levels", or at the very least we should be now able to climb up the "tiny-bumps". Or rather in more "plain-English", "ground tiles" are going to be completely destructible or something like that. I'd say @Policenaut explained (some of) this best when I reported some not-anymore-existing-"roof-tiles" blocking field-of-view on this bug report: http://www.goldhawkinteractive.com/forums/index.php?/topic/14302-xce-0342-cannot-see-the-indoors-through-the-destroyed-roofs/#comment-159441 All in all, the "darn hedges" more than likely aren't going to such an annoyance as they were in "Xenonauts 1" when taking into account the new(er) technology and the experience "Goldhawk Interactive"-folks are using. --- --- ---
  22. Hmm, so this bug can happen in the "X-Division" too: http://www.goldhawkinteractive.com/forums/index.php?/topic/14271-xce-0342-reaction-fire-shot-onto-a-teleporting-xenonauts-hangs-the-game/ If you still happen to have the save-files when this bug happens, could you send to @Charon is a way or another to perhaps track down this bug? ((Sorry if I am "stepping on your toes" @Charon; It's just a good opportunity to catch this bug since someone was able to trigger this on your semi-full-conversion-mod. ))
  23. --- Considering the possibility that we necessarily wouldn't have "breathing / stamina" in "Xenonauts 2", or the "running"-motion could be only "ticked" on the UI, we could simply make the back-step enabled with BTRL similar to how it was done in old "Jagged Alliance": "Quick Reference Card"-quote To back up .................................. Hold down CTRL during normal move Although for whatever reason, this is how it was written in the Instruction Booklet / manual: Back up: Hold ALT and select the destination. --- (( Note: These are the direct quotes from the goodies given in the GOG.com-purchase. )) --- ---
  24. Yup, the first "Jagged Alliance" indeed had a this function (direct quote from the instruction-booklet): When mercs are traveling narrow corridors or bridges, they may need to switch places with another merc or a guard one square away. To do so, select one of the mercenaries. Now, put the cursor over the other, and press "X" And the quote from the "Quick Reference Card": To exchange places ................. Hold cursor over merc to swap with, “X” --- Old "Jagged Alliance" also had a back-step option too; an idea was brought on this thread: http://www.goldhawkinteractive.com/forums/index.php?/topic/14401-feature-request-sidesteping-and-backstepping --- Depending how much effort is put to user-interfaces and such, I for one believe we could have some complex-movement-option without the need for "reference-cards" and such for "Xenonauts 2". --- ---
  25. --- (( I am aware it's a report of the same comment I made elsewhere, but I say it's worth to do it. )) --- Reposting my comment on this topic from this link: http://www.goldhawkinteractive.com/forums/index.php?/topic/14324-crouching-cover-adjacency-bonus/&page=2#comment-160624 --- --- ---
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