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Everything posted by Chris
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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.
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More of a balance question, this - can be discussed in the balance threads if you think it's an issue!
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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.
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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).
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Breaking the Monotony in Ground Combat
Chris replied to Haba's topic in Xenonauts General Discussion
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. -
V20 Experimental Build 3 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
One of them is fixed, but it seems there was more than one of them. -
Predator Armour weapon compatibility
Chris replied to vaultdweller's topic in Xenonauts General Discussion
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. -
Congratulations!
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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.
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Predator Armour weapon compatibility
Chris replied to vaultdweller's topic in Xenonauts General Discussion
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. -
V20 Experimental Build 2 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
That's our company logo -
V20 Experimental Build 2 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
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 -
V20 Experimental Build 2 Available!
Chris replied to Aaron's topic in Xenonauts-2 Releases & Patch Notes
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. -
[V20 Ex2]UI problems on Geoscape
Chris replied to a topic in Xenonauts Bug Reports / Troubleshooting
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? -
[v20e1] Squishy airplane graphics glitch
Chris replied to Avesenchai's topic in Xenonauts Bug Reports / Troubleshooting
Thanks for letting us know. -
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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- battlescape
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[v20e1] Typo in Harridan autopsy
Chris replied to Avesenchai's topic in Xenonauts Bug Reports / Troubleshooting
Good spot. Updated this now, thanks. -
If it's a real issue, I actually lean more towards GlyphGryph's solution than actively "hiding" the edges of the map.
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The original game forced you to wait until the end of the turn for the explosion (even for grenades set to go off as quickly as possible), which is partly why we changed it. Having tried both methods in the last six months, I think the current way is better overall. It might be possible to mod it - flashbangs still explode on contact, for example. I forget what tag it is in weapons_gc.xml that triggers contact explosions though.
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What Dranak said, basically. I think it's set at 20% in the current build.