Jump to content

Chris

Administrators
  • Posts

    11,419
  • Joined

  • Last visited

  • Days Won

    587

Posts posted by Chris

  1. On 5/25/2024 at 6:36 PM, ADederer said:

    Early impressions, things are LEATHAL.  Whatever you did to dial back human weapons seems to have done too much (haven't hit with a range 1-3 burst yet).  Meantime, the cleaners are hitting 3 round bursts across half the map, and the Aliens are worse.  Medical center doesn't seem to "Save" very many either. 

    My initial squad had assaults with sub-40 accuracy, this seems to break the model, they are literally missing at range 1-2 with all 3.

    Air changes look to be good, less to worry about.

    Money hasn't been TOO much an issue, will know more once base gets built out.

    Thanks. What range are you generally attacking from? Shotguns (and burst fire) is strong at really close range, something like 5 tiles or less. Beyond that burst fire is less damage efficient than normal shots, although more effective for suppression.

    Shotguns should still be fairly effective at short range even with sub 40 accuracy, as they don’t rely on accuracy that much compared to other weapons. What sort of hit chances were you seeing? You can always add the targeting module to get another +5 acc too if you think you need it.

    EDIT - I've tested the numbers and a soldier with 36 Accuracy has 75%x3 hit chance in an adjacent tile even with the cheapest shotgun fire mode, and 87% hit chance on the more expensive fire mode. If you've missed all three shots at that hit chance then you're very unlucky! However, the hit chance drops by 7% for each extra tile of range, so you have to make sure you get really close.

  2. 4 hours ago, Gal said:

    I am in month 2, I just researched Aerial Warfare and now I cannot build any air weapons. Category is gray in the engineering list.

    They're unlimited quantity now; they should already be unlocked to equip on your aircraft.

    (I need to update the research text so it says that.)

  3. We've released the first "prototype" build for Milestone 4 on our Experimental branch (instructions on how to access it here).

    Please be aware this build is rather rough and exists mostly to help us track down bugs while we finish working on the new content we're adding for this Milestone. To make this easier, we've added a new bug reporter tool which you can access by pressing F11 - this automatically creates a zip file containing the game logs and recent saves so you can easily attach it to a forum / discord bug report, ensuring we always have all the information we need!

    Summary of Changes:

    This update has added content to the end of the campaign (which we're still working on), and made a number of improvements to usability and game balance based on player feedback from Milestone 3.

    As you can see from the changelog below, there's been quite a few changes - and I'm in the process of testing and revising the new game balance. Please let us know what you think so far - in general money should be more plentiful, and I think things should feel smoother and better balanced up until when Abductors start spawning. The strategy layer has had more testing than the tactical combat so far so please let us know about any difficulty spikes you encounter.

    We've created dedicated feedback threads for the game balance, and also for stupid AI behaviour. If you see the AI doing any clearly suboptimal moves, please post a save file and a quick description of the issue in that thread so we can adjust it to behave better.

    New Gameplay Content:

    • Harvester UFOs now appear at the end of the campaign. These are large and heavily-armoured transport UFOs with two different interior layouts and sizeable crews, but contains significant amounts of Alloys and Alenium. Only the Battleship (due in Milestone 5) is larger and more powerful!
    • Androns have been re-introduced into the game with new models and animations. These formidable robotic alien soldiers have very high armour but relatively low HP, and appear as support units for Wraiths on Terror missions and inside larger UFOs.
    • The Colossus Battlesuit is now available for the player to build. This is unlocked from the Harvester, and provides the highest Armour level in the game as well as a Strength boost and the ability to walk through walls. However, it has several disadvantages - it cannot use modules, is limited to carrying only machineguns, and has shorter sight ranges compared to other armours. It is therefore very powerful in an assault role, but needs to be accompanied by soldiers with different equipment that can make up for its shortcomings.
      • At present this armour is relatively similar to the Predator from the first Xenonauts (except it has shorter sight range, rather than a narrower vision cone), and we'll be considering how we can make it more distinct - community suggestions on this topic are welcome!
    • We've added a large number of new maps, including:
      • ~30 large Crashsite maps across all biomes that will be used the new Harvester UFO
      • 5 new Alien Base maps (2 small, 3 medium)
      • 1 new map for the Cleaner Base mission
      • 1 new map for the Cleaner Data Raid missions
    • We're testing a new escort UFO called the Defender which is similar in strength to the Interceptor UFO, but behaves differently as it is designed to engage at long range. We're currently unsure if we're going to keep it or not, so let us know what you think of it.
    • Added Heavy Mentarch, Heavy Servitor, Heavy Cyberdrone, and Reaper Alpha variants of existing units to the later stages of the campaign. These have improved stats. but only the Reaper Alpha currently has a unique model (we're working on the others).
    • Added a new "Sentinel Module" that soldiers can equip (unlocked from Harvesters), which gives them 180-degree vision cones.
    • Added the Reinforced Shield, which is the final upgrade for the Combat Shield and Assault Shield.
    • Added the Energy Knife weapon, which is an upgraded version of the Combat Knife (unlocked from Alien Electronics).
    • Added new Corpse Analysis engineering projects for the Servitor and Andron enemies.

    Visual / Audio Updates:

    • The Probe UFO now has unique artwork both in the air combat and on the associated Research projects.
    • The unarmoured Sectons that appear in the first mission (and subsequently inside UFOs) have been retextured.
    • Wraith noncombatants have been retextured, and now have a basic jumpsuit uniform rather than being naked.
    • The command room in the ATLAS Base mission has been visually improved, with a proper command table and wall screens that better resemble those on the main menu artwork.
    • Added new models for the human Fusion Shotgun and Fusion Sniper Rifle weapons.
    • Added art for the Nanofabrication research project.
    • Added new art for the Servitor wreckage item.
    • Added improved weapon silhouettes for ballistic / accelerated weapons (these are used in the little minitabs at the top of the tactical UI).
    • Added a number of new sounds to the game:
      • Complete refresh of the existing strategy UI sounds
      • Added pick up / drop sounds for different item types that are used when you are moving items around in soldier inventories, or switching weapons in the tactical combat
      • Added heal sounds for when various healing items are used (medikit, automed unit, servitor auto-heal ray)
      • Added sounds for a melee weapon miss
    • Abduction tubes now play the teleport animation and teleport sound when they disappear midway through an Abduction mission due to the timer expiring.

    Balance Changes - Strategy:

    • The invasion has been tweaked so that the player needs to run fewer missions in the first couple of months of the campaign. The appearance of Scout UFOs and Destroyer UFOs has been moved forward slightly, and the Cleaner storyline now takes a bit longer to resolve (over the same number of missions). This means the time spent using each equipment tech tier is more even, rather than having lots of missions fighting with the Warden and Accelerated weapons and then being rushed through the later equipment tiers.
    • Funding has been rebalanced so now 50% of your funding is modified by the Panic score in local regions, and shooting down UFOs now grants a small global Panic reduction in addition to the larger local Panic reduction. This restores the link between managing Panic levels and your funding, but ensures the player is not obliged to immediately rush interceptor coverage across the whole globe on higher difficulty settings.
    • Base structures are now more expensive in general, but the Medical Center and Training Room are now much more expensive. The logic here is that these structures are upgrades that improve your soldiers and make tactical combat somewhat easier; it should be a decision whether a player builds them early or instead puts that money towards new interceptors / radar coverage.
    • Two additional plot objectives added to the campaign: capture an alien officer, and capture an alien leader. These unlock research projects that advance the plot and raise funding when complete.
    • Aircraft now take longer to build and are more expensive, and have reduced fuel range on the Geoscape. However, their equipment is cheaper (see below) and they now have a sell price of 50% of their construction cost when sold.
    • Aircraft equipment is no longer individually constructed in the workshop. Starting equipment and weapons are unlimited quantity, and these can be globally upgraded to higher tiers via engineering projects.
    • You no longer pay upkeep costs on aircraft that are still under construction, or queued in the engineering project list.
    • Air Combat - we've tweaked the stats of several UFOs downwards to account for the fact they appear a little earlier in the game. We've also fixed two bugs that will change the balance of the air combat: 
      • The difficulty modifier (set on the Campaign Settings) was previously broken, but will now correctly increase / decrease the damage inflicted by UFO weapons.
      • Autoresolved air combat was previously still using the UFO HP / Armour modifiers based on the number of interceptors used (making UFOs easier if you had 1 plane, and harder if you had 3).

    Gameplay Changes - Strategy:

    • We've added a new "bug reporter" tool which you can access by pressing F11. This will create a .zip file which contains all recent logs and saves, and can easily be attached to any bug report on the Discord or our forums to ensure we have all the information we need (it'll also prompt you about this after a crash).
    • Several updates to make soldier planned loadouts on the Soldier Equip screen (i.e. the loadouts of soldiers that aren't in the dropship) more intuitive and useful:
      • A pop-up message is now generated if you assign new soldiers to the dropship and the base stores does not have enough items to fill their planned loadout (which leads to soldiers not having some items equipped).
      • Item quantities on the Soldier Equip screen now display as "X / Y" where X is the number currently in the base stores, and Y is the total number you own (including any equipped on your soldiers).
      • You can now drag items into planned loadouts even if the base stores contains 0 of those items.
    • If players attempt a second mission without returning to base, equipment is now re-issued to all surviving soldiers in the squad in a round robin method (using everything recovered from the mission site). Previously the first soldier would take all items set in their loadout, then the second, etc - which would lead to issues where there weren't enough ammo magazines for later soldiers to load their weapons, while the first soldier had several extra in their belt.
    • The generic soldier icons on the dropship soldier arrangement screen have now been replaced by soldier role icons, which should make it much easier to tell your soldiers apart.
    • Injured soldiers and wounded soldiers now use different colours in the Soldier Equip screen, making the two states easier to distinguish between.
    • Added the building tooltip to the Main Base screen building list.
    • After completing a Corpse Analysis engineering project which unlocks further engineering projects, the popup now offers to take you to the Engineering screen rather than the Research screen.
    • Added a black background to the strategy UI that will be revealed if people play on ultra-ultra-widescreen monitors (i.e. anything more than 21:9 aspect ratio).
    • The "Choose Aircraft Name" panel now has a cancel button, and can be closed by pressing Esc.
    • Updated the tooltip on the Select Soldier button shown on empty dropship slots on Soldier Equip screen.
    • Updated the tooltip on button confirming aircraft relocation.
    • Air Combat - the first interceptor is now automatically selected when you begin a battle.
    • Air Combat - the rotation arc for UFO weapons that are capable of rotating is now displayed.
    • Air Combat - hovering over either Evasive Roll button now displays a "ghost" plane that shows where the interceptor will end up.
    • Air Combat - different UFOs / aircraft may now have different cooldowns for evasive roll.
    • Air Combat - the sizes of UFOs in the air combat has been updated to improve their relative scale is correct.
    • Air Combat - this now supports weapons that can shoot down missiles

    Bugfixes - Strategy:

    • Fixed the air combat maps sometimes containing aircraft deployment regions that don't disappear when the battle begins.
    • Fixed the flicker on the Soldier Equip screen that would occur in the bottom left list before you access the screen for the first time.
    • The Guardian "Heavy Armour" module now correctly remembers whether it was enabled or disabled when changing armour (like the heavy armour modules for other armours do).
    • Fixed the soldier HP bar that is shown on hover on the Dropship soldier arrangement screen showing inconsistent values when you switch between soldiers.
    • Fixed an issue where redirecting an aircraft in flight would not spawn the multi-select box if you clicked a target in close proximity to another possible target.
    • Aircraft icon no longer disappears if aircraft circumnavigates the map more than once in a single direction
    • Fixed wounded soldiers in the dropship visually having no armour while travelling back to base.
    • Fixed the mission information UI incorrectly displaying some dummy information if you have built a Quantum Array.
    • Fixed clicking-and-holding to move map while in Geoscape base construction mode acting placing the base when you release the mouse.
    • Fixed the Geoscape nightshadow not extending all the way to the bottom of the map.
    • Destroyed Xenonaut bases on the Geoscape no longer prevent the player building another base nearby.
    • Fixed there being spots in the Soldier list where the mouse scrollwheel would not allow you to scroll the list.
    • Fixed the inverted keybinds when scrolling through different aircraft on the Aircraft screen.
    • Fixed a bug where the Aircraft screen topbar would be hidden if you built a new base and then went directly to the Aircraft screen.
    • Fixed pressing Esc on the Transfer Items screen not returning to the Geoscape like it does on other strategy UI screens.
    • Fixed the Soldier Equip screen starting the the Equipment tab selected in the Armory, not the Weapons tab.
    • Fixed custom loadout names not having a maximum length (now limited to 20 characters).
    • Fixed a few strings that were not being correctly translated.
    • Fixed incorrect proportions on Canadian flag.

    Balance Changes - Tactical Combat:

    • Melee weapon hit chances no longer 100% by default, and are now affected by Reflexes. The base accuracy of melee weapons is about 60%, and this is increased or decreased based on the difference between the attacker and defender's Reflexes (the Accuracy stat is not a factor in the calculation). This means attacking inanimate objects always has a 100% hit chance.
    • Most weapons now have an increased hit chance at very short range, as weapons now gain more of their accuracy from proximity rather than soldier Accuracy. Generally the hit chance is about +10% higher at point blank than it was previously, which should make burst fire more effective. 
      • Rifle / LMG - increased short range bonus by 0.5% per tile for 20 tiles, decreased Accuracy multiplier by 5% on each fire mode (-3% hit chance at 60% Accuracy)
      • Shotgun - range reduced from 10 tiles to 9 tiles, short range bonus increased from 6.25% per tile to 7.5% per tile (makes it slightly more effective within 5 tiles, slightly less effective beyond 5 tiles - but relatively minor overall)
      • Pistol - short range bonus increased from 2.25% to 3% over 12 tiles, and accuracy multuplier reduced by 5%
      • Sniper - these weapons are unaffected.
    • Stunned Xenonaut soldiers equipped with an Automed Unit will now automatically revive themselves when it triggers at end of turn.
    • MARS and other robotic units no longer suffer Accuracy reduction due to injury.
    • VIPs no longer gain flares in night missions.
    • Various updates made to the alien invasion:
      • The aliens in each UFOs / ground missions have been updated to improve consistency. There are now three main alien races (Psyons, Sebillians, Wraiths) with different supporting units for each species - although in Alien Base missions you can encounter enemies of any type.
      • Abduction misisons now contain Cleaners as well as aliens until the Cleaner HQ is destroyed. The number of aliens is reduced if Cleaners are present, but overall the missions get slightly easier once the Cleaner HQ is destroyed.
      • The aliens in the Cleaner HQ mission no longer have Plasma weapons unless it's past day 120, as this was unlocking the corresponding tech earlier than expected.
    • Various updates made to specific weapons:
      • LMGs no longer lose accuracy after the soldier has moved for the first time each turn
      • Reduced the weight of the knife so it is no longer heavier than the pistol.
      • Reduced the suppression on the Stun Gun from 23 to 15
    • Various updates made to specific aliens:
      • Wraith "Cloaking Field" ability now reduces the shooter's Accuracy, rather than inflicting a flat penalty on overall Hit Chance, and Hit Chance from close range bonus is not affected. This change means that weapons with a naturally low hit chance (e.g. burst fire weapons) are no longer affected much worse than high-accuracy weapons, and the player can still negate the effect by getting closer to the Wraith.
      • Psyon Officers and Psyon Leaders are now equipped with a Psi-Amp weapon, which acts like a Plasma Pistol Pistol but completely ignores armour (which also means it does not damage armour). We'll likely expand this in Milestone 5 so Bravery or Morale offer some kind of defence against it.
    • Various updates made to specific missions, generally to improve the rewards offered or make time limits a bit less punishing:
      • Alien Base missions are now treated as night missions.
      • All Abduction missions now have a base duration of 7 turns (first mission previously had 6, all others had 8)
      • Eliminate VIP missions now have 2 turns longer before enemy reinforcements arrive, and they now give a $200k rewards for victory.
      • VIP Extraction missions now have 1 turn longer before enemy reinforcements arrive, and have 1 fewer enemy. They also now give a $200k reward for victory.
      • The soldiers you are rescuing in the Rescue Soldier missions are now each also carrying a Briefcase of Money (value: $50,000).
      • Cleaner Base now awards 50 Alloys and 50 Alenium on completion.

    Gameplay Changes - Tactical Combat:

    • The Toggle Roof button is now functional and the visual behaviour of roofs has changed. Now roofs are shown by default, and will hide automatically when a soldier gains vision over any tile inside the building (previously roofs would always be hidden if you had the camera at level 1). After clicking the Toggle Roof button, the roof visibility will be forced on.
    • Moved the civilian / local forces turn to be before the alien turn, which means it's now possible for the local forces to save your troops from being killed by aliens.
    • Local forces should no longer be interested in going inside UFOs.
    • Cover objects with walkable floor tiles on top (shipping containers, caravans, buses, etc) are now linked in terms of destruction, which means destroying the object will remove the walkable tiles. Units stood on these tiles will fall to the ground.
    • Updated the camera behaviour when enemy reinforcements arrive - it now scrolls through any newly spawned enemy units.
    • Updated the camera behaviour at end of turn when bleeding wounds, regeneration or the Automed Unit is being used - the camera will now scroll through all affected units in turn and show any healing or damage effects.
    • Updated the way mouse targeting works when units are on top of objects that you cannot go inside (e.g. cliffs, shipping containers) so that you don't have to move the camera up to their level to click on them.
    • Soldiers marked as "done" for the turn in the tactical combat now have a green tick below their minitab
    • Added a kill count for each soldier on the post-mission debrief screen (each kill shown as an alien skull)
    • The Valkyrie dropship now has side doors which automatically open as units pass through them (this does not cost TU). As they have windows, they do not block vision - but they do stop alien reaction fire hitting soldiers still inside the dropship!
    • Climbing a ladder now plays footstep sounds.
    • Melee attacks now occur more quickly after the player clicks the attack button.
    • Improved the auto-pathing when using a melee / heal item on a target several tiles away, so it correctly finds the shortest path and doesn't get confused by intervening walls.
    • Retextured all the various roller doors in the game, and removed all the static roller doors in the Western Town and replaced them with roller doors that can be opened.
    • Stopped open Xenonaut Base / ATLAS Base blast doors triggering the shut door icon, which blocks other click commands.
    • Fixed z-fighting issues with some of the ATLAS base corridor tiles and the fog of war shader.
    • Fixed some alignment issues for the wall corner tiles in the Xenonaut Base / ATLAS Base map
    • Sped up Mentarch firing animation.
    • Optimised the cabbage fields in the Farm maps.

    Bugfixes - Tactical Combat:

    • Fixed the Western Town restaurant interior walls appearing black on some systems.
    • Fixed the alien base doors sometimes appearing open / shut when they are not.
    • Fixed an issue where the you would get vision into the UFO at the start of the turn if the door had started open, even though it then automatically closed itself.
    • Fixed the adjacent cover system not correctly disallowing other adjacent cover of similar stopping value.
    • Fixed unconscious civilians / local forces being treated as dead in the mission debrief.
    • Fixed unconscious soldiers with bleeding wounds not taking bleed damage.
    • Fixed being able to heal alien units (this allowed players to get into a few situations that could allow crashes).
    • Prevented the player from healing an unconscious unit if there is another unit stood on their tile, as that would lead to two units occupying the same tile.
    • Fixed another example of soldiers being able to occupy the same tile and get stuck inside each other.
    • Fixed an AI issue with Reapers preventing them from attacking in some circumstances.
    • Wraith active camo ability is no longer reset to being active when loading a saved game.
    • Secton Psionic Triangulation glowing eyes can no longer be seen in the shroud in some circumstances.
    • Secton Psionic triangulation no longer incorrectly triggers off other Sectons in some circumstances.
    • Fixed Psyon Mesmerize incorrectly triggering if a shot misses, hits an explosive object and kills the Psyon.
    • Fixed some mission types not generating autosaves on the first turn.
    • Fixed an AI hang that could occur when an alien unit capable of crushing walls encounters a unit on the other side of the wall
    • Fixed an issue where zooming in / out using the keyboard keys could be too fast if you held down the keys.
    • Fixed some ladders on some of the new Polar maps not being climbable.
    • Fixed the unpathable cliffs on the Polar extraction / ambush maps.
    • Fixed some misaligned road tiles in one of the Cleaner Data Raid missions.
    • Fixed several issues with the Ambush mission trucks having incorrect loot amounts in certain maps.
    • Fixed the large 4x2 oiltank not being correctly removed when destroyed.
    • Fixed being able to see dead bodies inside the crashed UFO in the shroud before the UFO itself becomes visible.
    • Fixed the abduction tubes on Abduction missions being visible in the shroud.
    • Fixed TU reserve mode being left enabled on a weapon after a panicking soldier drops it
    • Fixed TU reserve mode being visually disabled after enemy overwatch occurs
    • Fixed an issue where a teleporter doesn't trigger due to enemy reaction fire occuring as a unit steps onto a teleporter, but the camera still moved up to the higher level as if it had.
    • Fixed an issue where recovering the body of a dead soldier wouldn't also recover the equipped armour on that body (this only applies on lower difficulty settings where armour is not destroyed on death).
    • Fixed the Cleaner reinforcements coming one turn too early for the linked conversation on the Cleaner Data Raid missions.
    • Fixed an issue where the three "On Mission" soldiers would get permanently stuck in the dropship after returning to base if you flew to a Soldier Extraction mission site, then aborted the mission and returned to base.
    • Fixed the camera panning from the dropship objective to the spawn position of your squad on VIP extraction missions also incorrectly happening after loading a save game.
    • Fixed instances where units suffering TU penalties due to insufficient carrying capacity would also have their weapon TU fire costs reduced.
    • Fixed pressing Esc while hovering over an enemy in tactical combat not opening the game menu.
    • Fixed missions incorrectly ending immediately when spawned enemies still remain alive (e.g. Reapers spawned from Zombies).
    • Fixed some flickering on the Cruiser UFO's hull dropshadow.
    • Like 7
  4. Hello everyone - this thread is for anyone playing Milestone 4. Please keep an eye on the AI moves during your playthrough, and if you see the aliens doing anything that looks like a clearly suboptimal move then please post about it here so we can fix it.

    Examples of suboptimal moves might be the AI just not attacking, or attacking the wrong target, positioning its troops badly, shooting and moving in the wrong order when it would clearly be more beneficial to do things the other way around, or anything else that is clearly a "bad" move.

    If you're reporting issues in this thread then please attach the save game from the start of the alien turn so we can reproduce it and look into why the AI made that decision. In many cases it would also be very helpful if you could add an annotated screenshot explaining what you'd expect the alien to do instead!

    • Like 1
  5. 58 minutes ago, Rakiii said:

    I am veteran of X-com style games and I have played tons of old UFO, X1 and X2.

    I have  played X2 on Commander difficulty (3.0 version) and been enjoying game so far but I think this game has a lot more potential.

     

    Gameplay

    Pretty solid and classic. I like new UI and every small QoL features.

    I would prefer smaller group of soldiers (maybe 8-10-12). It´s easier to handle them.

    Having 16 in Pegasus seems a bit too much ... but ok:)

     

    Music / Sound

    I know you are working on those for 4.0 so will comment on it later.

     

    Graphics and performance

    Longer loading times are quite annoying but I see you are working on it.

     I haven´t seen any major bugs or freezes wich is really good for EA phase.

     I have to say I loved maps in X1 much more (especially with CE map pack). Specific art style and all little details were lovely.

     The current maps are rather small (which is not the biggest issue) but little dull and boring. I miss all little details, objects and more detailed textures. 

     

    Progress / game pacing

    I would prefer a bit slower pacing and more UFO activities overall.

    I see UFO´s are coming in waves and it´s not a bad thing but I would prefer more randomness here. There are many days without any activity and the opposite.

     

    I would also love more variety in enemies and their ranks with possibility to interrogate them and gain access to specific tech (their pilot could know how to fight them effectively, their engineer should have access to their main tech, ... )

    X-div did great job here.

    Research could be tied to interrogating specific aliens (their engineer, medic, leader, ... )

    You could also get specific parts from their UFO´s (not just alenium and alloy) and use them to build more advanced crafts.

                                                                                                 

    Economy 

    I have no problem with game being hard on this difficulty but having all the time tight budget without possibility of making just researched things is quite annoying.

     I would prefer UFO invasion being more intensive but without $ limiting.

     I can accept lower starting budget but I think that every successful action (shooted down UFO, completed mission,... ) should have positive effect on monthly funding.
    (bigger threat eliminated = higher fundings - small UFO - 10k, Bomber 50k, ... etc  and same would go with panic level).

    It would also work on terror missions too (XDIV did great job here). You would earn higher funding (from region) for each rescued civil / military unit (let say each rescued one 20k ).

    Also all changes in funding should be visible on global map (like in X1, x-division etc ) and pls remove funding cap (it´s quite frustrating doing well but getting nothing as reward)
    Diminishing returns on funding would be better than just capping it.

     

    Aircombat  

    I can see some improvements over X1 (customization of aircrafts, UI ) but i would prefer more variety in UFO´s, their weapons and tactics.

    Also balance seems OFF (in favour of players). 

    You just need to load enough torpedos / missiles and destroy UFO from a far without much problem.ove implementation made in X-division. It´s close to perfect.

    Real UFO invasion with great variability (you need different tactics, aircrafts there to succeed)

                   

    In short UFO´s should have higher ranges, more hp, antimeasure systems.

    It would be cool to fight more advanced versions of crafts you have met before (aliens should improve their ships / tactics too ).

    I know some players don´t like this aspect of the game but you can make an easier combat for them (in settings).

     

    I would also prefer new tech having some drawbacks to force players make a decisions.

    f.e. Fusion torpedo would have higher damage but less range or ROF etc.

    Phantom x Gemini - Phantom being faster and more agile but Gemini being stronger with more hp and being able to equip more weapons and things like that.

    I think this principle should work across different tech.

     

    Weapons / Equip

    I would prefer more variety in weapons and their stats and new tech not just being better version of the old.

    I see you have changed reaction modifiers on weapons (all weapons have 1.0 now) but I am not fun of this change.

    It makes machine guns too strong while defending lines.

     

    The weapons are also too strong to remove cover (especially against UFO´s door, ... )

     

    Basic weapons 

    I miss classic rocket launcher (with different rockets)

    New "multi rocket launcher" would need some love. It should cost lower TU for such low damage.

     

    Laser weapons

    Removes cover / armor too easy

     

    Other

     

    Mars / Ares is cool and all but I still miss old tank and other vehicles

    Pls bring more variety (cars, tanks, mechs, .. )

    Maybe the best ship could carry them? (instead of 16 troops)

     

    AI improvements

    AI seems improved but the civilians are still doing strange things.

    I would imagine most of the civils would crouch in the corner inside the current building and wait for rescue (if they know the truth)
    I think civils and military forces and police should crouch and hide behind obstacles / near corners etc.
    I also think police and especially special forces (soldiers, ... ) should be well equiped (tactical suit, balistic shields, good guns ) and not be just chicken flying around ....

    I think the reward for dealing with enemy forces (especially in the Terror missions) could be based on rescued people but it needs better AI.


    Missions

    I would add more variety in missions in general.
    Btw I had three VIP missions in a row and not a single transport.

    Also more UFO related missions other than just Base attack, Terror mission / crashed UFO and elimination

    What kind of missions?

    - What about infiltrating and stealing data from an alien base / centrum

    - Searching for specific UFO based on radar transmission (would need upgraded radars) -- > shoot it down or wait for UFO landing and capture their leader / important scientist then who we can interogate for more techs etc.


    Extract VIP missions:

    Good small changes but general reward is meh
    I know it will give information leading to HQ but smth extra would be cool.
    Maybe some info leading to special tech or smth

    Eliminate VIP mission:

    There´s also no extra reward. What about some 200k $ cash or smth.

     

    There could be side quest / missions that would lead to special reward (extra $, special tech, ...]

     

    Others
    I have no problem with soldiers getting XP slower but I don´t think such super secret organisation wouldn´t afford better soldiers.

    At least give us option to hire more experienced soldiers for higher price.
    I also think that starting soldiers shouldn´t be all novices (maybe 50% of them)

     

    Thank you for reading:)

    Thanks - appreciate your thoughts, I'll go through them today / tomorrow as I work on the balance pass for Milestone 4!

  6. On 5/3/2024 at 12:56 AM, Heffe said:

    Hi all - 

    Long, long time player of the og XCOM games here (specifically UFO Defense and TFTD), going back into the 90s. Loved those games. Haven't played the newer XCOM games or Xenonauts 1, but I decided to go out on a lark and pick up Xenonauts 2, as it looks great. Turns out, it's a great game! Just made it to the endgame message and really enjoyed my time playing, and as a result, I figured I'd stop by and leave some feedback. 

    Gameplay

    Overall really solid. Really harkens back to the old school games, with some really great quality of life upgrades such as being able to see at a glance how many TUs your guys will have left after a shot, or knowing the percent chance to hit after a movement before you even move. That system felt really natural and user friendly. Geoscape is really cool, though it did tend to skip a little bit when dragging the focal point between hemispheres. Tactical combat is excellent. Even tactical air combat felt really nice. Overall, I'd give it an 8/10.

    Sounds

    Really enjoyed the soundwork as well. Could always be better, but I didn't notice anything really lacking. 8/10

    Music

    Music felt great. Atmospheric. 9/10.

    UI

    Especially for experienced gamers, the UI feels natural and all makes sense. 10/10.

    Technical performance

    I only encountered a single noticeable bug through my playthrough, and that was when one of my agents was stuck in an "Airborne state" while healing and I could never get access to him again. He was good too, so it was a bummer. Not super impactful though. There were some other stuff that's clearly not fleshed out yet due to the next milestone not having been hit yet - missing images, missing descriptions, etc. 7/10.

    Timeline and Progress

    This is the area that really messed me up. I decided to play on a normal start to dip my feet in, and I found the timeline to suffer from some of the same challenges as earlier versions. First, research progress combined with limited capital doesn't really allow for advanced interceptors by the time you start encountering better UFOs. Same thing with upgrading to Gemini fighters. By the time I hit about six months in game, I already had 3 bases up, but not nearly enough alienum to provide me with enough materials to build more than a small handful of advanced fighters, and certainly not enough to equip the fighters, my troopers, get base upgrades, etc. That felt pretty rough. By the time I hit the endscreen, most of my fighters were still Angels, and they simply had no chance of competing against the waves of 1 large cruise w/ 2 interceptors. Every UFO spotted was either that make up, or a bomber, or some other equally large UFO flanked by two interceptors. In short, I got to a point where I had to start making my own alienum just to be able to get enough to get adequate weapons on my fighters or to build more fighters. This was after I was already taking every possible crash site and mission, and scrimping what little alienum I managed to salvage. 

    In addition, the endgame started seeing waves of UFO's similar to the above. I'd have 4 UFO groupings all hit at once all around the planet. They'd buzz around between my bases pinging my radar, but I wouldn't have the ability to down them. Then after a few days of this, they'd leave, and I'd have a window where zero UFOs would appear. Something felt very programmatic about this and it took away from the gameplay. Four waves of 3 UFOs each for a few days, then like 8 days without a single sighting. Over and over again. This pattern should be tweaked so that singular UFOs or other UFO groups still appear, even into the endgame. 

    Regarding researching, it felt great overall, but I couldn't help but wonder if it could use some editing. Normal weapons felt good. Even advanced weapons felt good. Same with Laser weapons. But I couldn't afford the materials to be able to upgrade to Gauss. And by the time I did I already had researched Fusion, but couldn't afford that either. I believe a lot of that came down to base expenses and funding - by endgame I had 4 bases to ensure adequate world coverage, but the costs to maintain them would leave me with only an extra million per month. I'm no expert, but I felt like I was defending the earth and my rewards for doing so actually felt as though they got worse the longer I played. Something felt off about that. 

    5/10

    Overall

    8/10

    Overall I really enjoyed the game, and can't wait for it to make it to v1.0. Some really compelling gameplay here that's a ton of fun. I do wish there would be a lot of tweaks made to timeline and progress, but outside of that I was having a blast. I realize that a lot of the more hardcore gamers here will probably tell me I need to git gud and I clearly didn't know what I was doing. Maybe they're right - maybe I'm just old and don't have the skills I used to. But I have beaten the old school XCOM games so I feel like I at least understand the basics of what's supposed to done. And I'd argue that this makes me closer to the "average" gamer when it comes to being able to review the game, rather than someone who's already a die hard fan of Xenonauts 2 and knows all of the minor tips and tricks. 

     

    Anyway, hope you enjoyed reading this. Again, I can't tell the team enough how much fun I had playing the game. I wish you all the best in your quest toward full release!

    Thanks for the feedback - always good to read people's thoughts on the game, and we'll be working hard to continue improving it during the rest of Early Access :)

    The balance in the later parts of the game is definitely a bit dubious at present and is something we'll hopefully be improving in the next major update - but it's an ongoing process, and we'll probably only have it nailed down shortly before final launch (as repeatedly playing into the late game is quite time consuming).

  7. Hello everyone! April is now over and it's time for our monthly Xenonauts 2 progress update.

    Milestone 4:
    We've now done the bulk of the work on Milestone 4 and we've started internal testing on the updated campaign. Assuming there's no major issues we'll probably be releasing an early version of the build to the public early next week to get feedback - but initially this will be on our Protoype branches, as the build is currently too rough even for the Experimental branches. After a couple of weeks of polish the build should migrate to the Experimental branches, and hopefully into full public release on the normal Steam / GOG / Epic branches by the end of the month.

    Aside from the headline features for the build (Androns and the Harvester UFO for the aliens, the Colossus Battlesuit for the humans) we've got a long list of changes that should continue to improve the usability, balance, performance and stability of the game!

    Sound Design:
    Last month we brought an experienced sound designer onto the team to work on the game audio, as earlier in development we hadn't had the time and funds to give it the attention it deserved. Audio is sometimes an unappreciated part of game development, as the benefits of good sound effects can be quite subtle but are nonetheless very important.

    This month we've updated the strategy UI, creating nicer sounds for the standard click / hover / error actions and then adding new clips so give subtly different feedback for different actions a click can cause (like confirming an action, closing a window, opening a tooltip, etc). There's still a bit more work to be done on the UI sounds, but after that we'll be moving onto the tactical combat sounds and trying to give the different alien species a bit more character.

    As a side-effect of this process, we've also noticed various places the game didn't have sound but needed it. Some of these are already fixed in Milestone 4, e.g. now Medikits and the Automed Unit play a sound when healing a unit, and melee weapons play a sound if they miss the target.

    Levels & Environment Art:
    As Milestone 4 contains over thirty new maps, we've also brought on a fulltime freelance environment artist to help us improve the variety and quality of our tactical environments.  We worked on an assortment of smaller tasks last month ranging from improving the ATLAS Base command room assets (wall screens and the command table) to fixing up some of the assets for the Alien Base maps, but once those were complete we began to focus on the Farm biome.

    Our plan is to add some new terrain objects and update some of the ground textures for the Farm to try and make the maps feel a bit more like a real agricultural environment, and then we'll be moving onto the Tropical biome to do the same thing (as there's not really enough tiles to do the inhabited areas of the Tropical maps properly right now). Once that's done, we'll be able to move onto our final biome - the Soviet Town terror maps!

    Alien Crews:
    This month we updated the crews for all the various UFOs / alien ground missions to ensure there was a steady escalation of new enemies throughout the campaign. The addition of Androns means we now have enough units to group the alien races together, so each species now has a dedicated secondary support unit and a terror unit.

    As part of this task we've added "heavy" variants of the Mentarch, Servitor and Cyberdrone that are tougher and have more powerful weapons, which start appearing towards the end of the campaign. We'll be adding new artwork and 3D models for these units in the next month or two.

    General Improvements:
    We've also made an assortment of improvements to other parts of the game. The air combat now supports weapons that are capable of shooting down missiles and we've added a new late-game escort UFO that provides an alternative to the alien Interceptor. We've added support for transferring scientists and engineers between bases. We've added a new soldier module that gives soldiers a 180-degree vision arc. We've made further improvements to the loading times, added many small usability features, and added various small new bits of content to the game.

    So overall it's been a busy month for us, with lots of good progress made. Thanks for reading and we'll hopefully have Milestone 4 in your hands soon!

    • Like 8
  8. On 4/28/2024 at 8:00 PM, herebeweeb said:

    Description: getting a Time Units penalty (e.g. from picking up a body from the ground) makes the game resets the calculation of used time units of that soldier, allowing for further actions that would not be possible otherwise, like taking a shot or throwing a grenade.

    What happened: I moved a soldier to a body, picked it up and noticed that I could throw a grenade or take a shot using very few Time Units.

    Further information: It does not matter how many time units the soldier have used before receiving the penalty, the new time units is what is used as parameter to calculate the cost of an action. I attached a save file of the autosave of the start of the turn; a manual save after picking up a body; and the only log file I could find.

    user_day_44_vip_extraction_manual_save-4.json 1.75 MB · 1 download resolve_layers.log 7.92 MB · 0 downloads auto_groundcombat_turn_5_start-140.json 1.71 MB · 2 downloads

    Thanks. We weren't able to reproduce this at our end though - can you reproduce this reliably? Do you have more detailed reproduction steps we could follow?

    EDIT - actually, misunderstanding at our end. We've found the issue and we'll get it fixed!

  9. 8 hours ago, Bloodwolf said:

    Hello Team,

    Just installed the game. Played the tutorial and then 1 cleaner mission. One of my tanks had his shield destroyed and he got beaten up quite a lot. He didn't die, but I had to heal him and remove a bleeding debuff.

     

    The transport ship returned to base but this soldier got stuck forever in "Airborne" status.

    PJaHpiE.png

     

    I've gone ahead and played a few more missions and he's always airborne even tho he's not on any ship. I can edit his equipment but I cannot change his loadout. He is also not clickable on the left, which makes him un-dismissable and un-transferable.

     

    Any ideas?

    Hey - thanks for this. As Koki said, the saves would be very helpful here. Was the Cleaner mission you played the Rescue Soldier one? Maybe this guy got left behind on that mission if you recovered more soldiers than you had space in the dropship for.

  10. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

    A few more fixes for bugs, including the "bald soldiers" bug that reappeared in the previous experimental build. This is hopefully now the final update needed for Milestone 3!

    Bugfixes:

    • Fixed some soldiers being bald in combat missions. This bug has reoccured several times now due to Unity shenanigans, so we've entirely rewritten the system responsible to ensure it stays fixed - but please let us know if this has caused any further bugs!
    • Fixed an issue where the three "On Mission" soldiers would get permanently stuck in the dropship after returning to base if you flew to a Soldier Extraction mission site, then aborted the mission and returned to base.
    • Fixed pressing Esc on the Transfer Items screen not returning to the Geoscape like it does on other strategy UI screens.
  11. 17 hours ago, Gam said:

    Hi Chris,

    Just checking in as usual every 2 years, any plan to make custom translations? I'm still available for an Italian one.

    Cheers

    Hey Gam - so the official translations are now under the control of our publisher, unfortunately. I don't think they're planning to do an Italian one.

    If you wanted to do another volunteer translation then that should be possible once our mod tools are out; all the text strings are in one .csv file and it could be distributed via a mod / Steam workshop.

  12. We've now released our Milestone 3.8.0 patch onto our standard Steam / GOG / Epic branches, which fixes several more stability and gameplay issues.

    Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter.

    Gameplay Changes:

    • Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them.
    • Secton eyes now glow when Psionic Triangulation is active.
    • Fixed large amounts of text not appearing correctly in Chinese languages.
    • Fixed a large number of text lines being vertically misaligned in non-English languages.

    Bugfixes:

    • Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them.
    • Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa).
    • Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items. 
    • Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier.
    • Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting.
    • Fixed some display issues users could experience if using multiple monitors while mirroring one of them to different screen.
    • Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
    • Like 1
  13. 18 hours ago, spiderangel said:

    In the game when i started the mission of rescuing 3 soldiers (i think second or third mission) that were being chased by cleaners i aborted the mission after the drop ship arrived.

    Later on i couldn't start the mission again because my drop shop always had those three soldiers in the drop with (on mission) beside their names

    Thanks. I've been able to reproduce the issue of the soldiers remaining in the dropship once it returns to base if you abort the mission once you reach the mission site, which is probably the cause of this bug. We'll get it fixed.

    The posts Koki linked above would be useful for any further bug reports though!

  14. 8 hours ago, Chrome1 said:

    Being a dev myself, is there anything I can do to help this and other recurring bugs?

    Thanks for the offer. Unfortunately there's not really much you can do to help besides making sure your bug reports have all the required info when necessary (logs / saves) so we have all the info we need to fix the issues as quickly as possible. I didn't need any more info in this case, but I'm sure as a dev you know what's needed to make your life easier! :)

  15. 17 hours ago, SoftwareSimian said:

    11 months after my original post it's "still on the to-do list" ?

    Is it a particularly complex issue?

    One of our junior coders investigated it a few weeks back and it's not a straightforward fix, so it'll require our tech director to sit down for at least a couple of hours and figure out what the issue is - and his time is usually spent on the highest priority issues we have on any given day.

    This bug is only classed as medium priority; how long ago you reported the bug doesn't really factor into that. It's likely to be addressed once all the game content is in place.

    • Like 1
  16. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

    This update just contains a few more minor fixes, and we'll likely be releasing this onto the main branch on Monday if it proves stable (or releasing 3.8.0 if not).

    Bugfixes:

    • Fixed being able to heal alien units (this allowed players to get into a few situations that could allow crashes).
    • Prevented the player from healing an unconscious unit if there is another unit stood on their tile, as that would lead to two units occupying the same tile.
    • Fixed the Western Town restaurant interior walls appearing black on some systems.
    • Fixed the soldier HP bar that is shown on hover on the Dropship soldier arrangement screen showing inconsistent values when you switch between soldiers.
    • Fixed some ladders on some of the new Polar maps not being climbable.
    • Thanks 1
  17. 2 hours ago, kimdownunder said:

    So, today I opened the game and all my saves have gone. It was working last night, 4 April. No updates today, so why is this happening??? Several weeks of play LOST. :( 

    It's not something that Xenonauts 2 has done. For some reason your PC will have removed the files from the save directory, which is in My Documents/My Games/Xenonauts2/.

    Some other users had an issue with this a while back and it turned out to be a setting on their computer. I can't remember exactly what it was, but I think it was maybe OneDrive syncing options? Or maybe some kind of antivirus software has quarantined them because it thinks it is dangerous?

  18. 11 hours ago, fisheye said:

    When I hover my mouse on a soldier in Armory screen, I see a small portiat of a soldier on the left, which is nice. I had problems understanding what the green bar below soldier's photo is. I would guess it's health, but is it? I've noticed a bug where this "health" will sometimes show different values based off whether I have my mouse on soldier above or below AND then navigate to this particular soldier. I don't know how to reproduce it, altough the "bugged" soldier always shows this behavior, but not every soldier show different "HP" value when navigating from top/bottom neighbor.

    Yeah, it shows soldier health. Sounds like it's bugged though - if you figure out anything consistently wrong then just post it up here!

    I'll take a look at it myself later today if I get a chance and see if I can see anything wrong.

  19. On 4/1/2024 at 10:54 AM, Boar Head said:

    I'm starting to enjoy the game quite a bit but I can't help but feel a bit concerned regarding how rudimentary and poor the game's logic still is when it comes to what it considers as cover. See the image below, my soldier is aiming over some waist high objects at a Cleaner. The box is next to him so the game goes "Ok, you're good there, no way that's blocking the shot oh but what's this? There is a waist high wall adjacent to that box and you are NOT next to it therefore, it might block your shot".

    It's just a bit frustrating that even with the game's upgrade to 3D from X1, though obviously an immense improvement, there is still stuff like this that just doesn't make any sense and pulls me out of the experience. If the Cleaner in the image was crouching then maybe I'd see why there'd be a chance for the shot to get blocked but he's standing up 2 feet away from my soldier and he's completely exposed from the torso up, the box nor the wall should count as cover.

    Are there any improvements or fixes being worked on for things like this? Or is it just going to be something I have to put up with as long as I play this game? I think a basic fix would be to somehow take into account distance and whether or not the target is crouched behind partial cover objects. It might already work like this, I don't know, but I think waist high objects should only provide half their cover bonus if the target is standing, just to alleviate the issue a bit (So that in the situation depicted in the image below for example, there would at least only be a 20% chance of the shot getting blocked rather than a whopping 40%). 

    When it comes to the distance, I think waist high objects' cover bonus should vary highly depending on the distance between the shooter and the target. Obviously if I'm standing next to their cover, it should work as it does now, no way the shot is getting blocked. But I don't think it needs to immediately be considered a full low cover block the instant there is an extra tile in the way. It should be like a 5% chance for the shot to get blocked, then increment that slowly the larger the distance. I think overall that would make low cover way more interesting and also only reserve shots blocked by low cover in those types of situations as utter catastrophes rather than common occurrences.

    (With the stuff I've mentioned here, the situation below would make the waist high wall a 2.5% chance that my shot gets blocked, 5% divided by 2 due to the target standing).

     

    I hope this feedback makes some sense and I hope I didn't come off as too presumptuous, I'm not a game dev of course so maybe you guys have some good reasons for why things work the way they do but I personally feel like the changes I've mentioned above would make the game way more satisfying and "logical". Thanks for taking the time to read!

    20240401111354_1.jpg

    Thanks for the feedback. I think you've found a bug in the game there - if there's a string of adjacent cover with the same or less stopping chance than the original adjacent cover (i.e. the box), then it should all be ignored. In this case that means the wall should be ignored because it's adjacent to the box, which is correctly being ignored.

    However it doesn't seem to be working here for some reason, so we'll take a look at what's going on.

  20. Hello everyone - hope you all had a good Easter! It's time for our monthly update on the progress we've made on Xenonauts 2.

    Milestone 3 Patches:
    A lot of our time has been spent fixing bugs in Milestone 3 recently, with five patches being released in the last month. Many of these issues were minor problems caused by our Unity 2022 upgrade, but there's also been fixes for various older bugs and some improvements made to the foreign language translations of the game too. These updates should have collectively improved player experience quite a bit.

    One highlight was finally finding a fix for a long-standing bug that turned the screen black whenever any unit fired a weapon. This bug only affected a small number of users and there was a workaround (disabling the "camera shake" setting), but it made the game basically unplayable for anyone who did not know that - so it's definitely a relief to have it fixed!

    New Maps & Environments:
    We've also been hard at work on the content for Milestone 4, and the new maps needed for the largest UFO crash sites are the biggest component of this. These are progressing well - we're aiming to have 3 large maps per biome when Milestone 4 comes out, and we're about 80% of the way there now. In addition to this, the update will also contain numerous new Alien Base maps that were made the previous month.

    Furthermore, a new environment artist contractor has joined the team to help us improve our existing environments and eventually finish off the Soviet Town biome that we plan to add to the game before final release. We've already updated the command room in the ATLAS Base map so it more closely resembles what we have in our artwork (with a command table and proper wall screens), and now we're working on some underground earth textures for use in the Alien Base maps.

    I'm planning on using these to address one of the gameplay issues with the Alien Base maps - that all the walls are indestructible (even the ones between rooms). Under this new setup all walls will be destructible, so it'll be possible to destroy both internal walls and the external ones around the edge of rooms. Doing this will reveal the earth tiles behind the walls, and these themselves will also be destructible.

    This should allow more realistic gameplay where powerful weapons and explosives will be able to gouge holes in the walls, and theoretically it would also allow players to dynamically "mine" through the earth and breach other rooms if they sufficiently powerful weapons. Be aware this idea is still at the testing phase so I can't promise it will definitely work as planned... but all our testing so far looks good!

    Alien Visual & Audio Improvements:
    Our updated Androns have now been finished and will be marching into battle against humanity in Milestone 4. We've also retextured the basic Sectons, as these are the first aliens that new players encounter but previously had fairly basic textures. We're currently retexturing the Wraiths so their basic non-combatants have a simple military uniform rather than being completely naked, and this month we'll be creating an additional Wraith variant with heavier armour that will appear towards the end of the game.

    We're also in the process of hiring a contract audio engineer to improve the game's sound design in general, which will include creating some new sounds for the aliens to try and give them a bit more character (like new injury / death sounds, or unique footsteps etc).

    Smaller Improvements:
    We've also completed several small features this month that were requested by the community. Firstly, the dropship screen (where you can position your soldiers within the dropship) now shows the soldier role icons on the green soldier tiles, making the process much more straightforward than it was previously.

    Secondly, we've finally got "destruction linking" working properly, which allows us to have walkable tiles placed on top of large multi-tile objects like shipping containers and have them remove themselves if the underlying object is destroyed. This means there's now a lot more objects in the game that allow you to land on top of them and walk around (shipping containers, caravans, buses, certain fuel tanks, etc), and fewer cases of aliens mysteriously standing in mid-air on invisible tiles.

    Work was also done on the end of turn camera, which now better shows regeneration healing and Bleeding Wounds damage on any visible units at end of turn. We also rewitten the item assignment logic that occurs after a completed mission, because players were getting some strange loadout problems when running a second mission with the same dropship (some weapons not starting with a clip loaded, etc), which was just down to the primitive way in which the game assigned items to your soldiers if there wasn't enough to equip the whole squad.

    Finally, a surprisingly popular request was an upgrade for the basic Combat Knife weapon that is available for your soldiers, so we've designed an upgraded Energy Knife that will unlock off Alien Electronics and should allow the weapon to remain relevant for much longer.

    Conclusion:
    That's everything for this month - lots of smaller tasks that together represent good progress on the project. Hopefully we'll have an early version of Milestone 4 out for testing on the Experimental branch later this month!

    • Like 4
×
×
  • Create New...