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Chris

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Everything posted by Chris

  1. Yeah. It's one of the buttons on the launcher.
  2. Heh. The first post is always "what about this other bug you've not fixed yet?" The aliens shooting through floors is on the to-do list.
  3. We've deliberately not provided this info as it gives us more wriggle room We do have a list of things to do, but they're sorted by priority and we're unsure as to where we'll be drawing the line right now. I'll do an update in Development Updates shortly that includes some of the key things we still need to do before release, though - but it's not going to be exhaustive, because we'd have to maintain it every time a new bug appears or is fixed and we decide to implement / cut a feature. That's time better spend elsewhere.
  4. It's quite a lot less hilarious than it sounds when it actually happens regularly in the game
  5. We did try it, but it got a bit complex to keep track of. Also it led to your soldiers exploding, because the items they were carrying would explode when they were shot by powerful alien weapons...even if the shot didn't actually kill the soldier.
  6. More of a balance question, this - can be discussed in the balance threads if you think it's an issue!
  7. Implementing multiplayer is a LOT of work, unless you're using an engine that already largely supports it - and even then it's a major undertaking. It's several new screens to set up plus a lot of code functionality and testing, plus whatever matchmaking system you want to use. Sadly our engine doesn't support it at all, so it would be an enormous amount of work for us. Future games are likely to have better multiplayer support but we can't really do it for Xenonauts.
  8. Sniper rifles don't actually lose accuracy at close range, but they get a accuracy penalty if you move before shooting them (they are "heavy" weapons).
  9. The answer is in getting the AI finished - we're working on the aliens using grenades, and we'll also want them to come outside the UFO and attack sometimes when they see your troops outside. Similarly it'd be nice to encourage some of them to "lurk" inside buildings. I think those three changes would make a lot of difference in themselves. Hopefully it'd mix things up enough to add a bit of uncertainty to each mission. I'm not really keen to be changing the rules of the missions at this stage though.
  10. One of them is fixed, but it seems there was more than one of them.
  11. OK. We'll look at repurposing the particle beam into a Predator-only mega bazooka. I forgot we'd done the animations for that already and it seems a shame not to use them given it's a pretty cool-looking weapon.
  12. By the way, you can already transfer soldiers between bases. "Relocate Soldier" on the Soldier Equip screen. The MiG used to have 4 missiles, but it was a bit too good so we had to nerf it down to 2 for balance reasons.
  13. It's nothing to do with the engine. When the animator was doing the animations, I decided we didn't want the Predator to have the rocket launcher and therefore we never got any rocket launcher animations done for it. Even if I wanted to change my decision now the animations are finished and we'd have to bring an animator back if we want to give the Predator a rocket launcher.
  14. If you post up one of the save games with the base in question, we could force a base attack mission at our end. Just let us know which base it is causing the issues
  15. Yeah, we're actively working on the base attack mission AI at the moment and hopefully it should be pretty intelligent (and destructive) once we're done. A lot of the time, it's the case that the AI is actually behaving very intelligently but one of the inputs is broken or not behaving as intended so the AI ends up looking stupid. Vaultdweller - if you have save files of those base defence missions then those would be useful. Sounds like a pretty major bug we'll want to fix prior to release.
  16. For point 1), can you tell us specifically which buttons you are having trouble with? The game should be working fine at 1920x1080p so it may be that some of our buttons have incorrect hitboxes. Or is it all the buttons?
  17. Thanks. We've had a discussion and we think it's time to remove the blue stun colouring now, so thanks for the reminder
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