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Everything posted by Chris
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Really, you should also have to build toilets in your bases. But we've not included them because though it would be more realistic I don't really think it would add much to the game. The air combat is not meant to be as involved as the ground combat, so the pilots are basically invisible in game terms. Just like the vehicle crews (and the toilets).
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Air battle - to attract external forces
Chris replied to NeoRad's topic in Xenonauts General Discussion
Kefeinzel - are you issuing orders with the game paused? That's the most obvious mistake people make. -
It's a Warrior IFV, actually. But as you can see, it has not fared well
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Flashbangs could work if we added suppression mechanics but other than that we can't fit them in the existing mechanics. Fatigue, I'm not really sold on right now. It seems a bit superfluous and probably not worth the time implementing.
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The process was straightforward but it required a lot of pestering to get things signed, unfortunately.
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So, it's probably time for a quick update on what's been happening and will be happening over the next week. All the hard work on the Kickstarter has paid off as our US company has been set up and has a bank account that has been authorised by Amazon Payments. The page is set up and good to go - its only the video we're working on now. That's all been shot and we are editing that together. The press builds have been sent out already. They went out on Thursday, but all the preview coverage is embargoed until Wednesday. This is when the Kickstarter goes live, although don't start shouting about it till it goes live obviously. We want to time our coverage so we get bang for our buck. The other good news is about Steam. I'm pleased to say that we've signed a distribution deal with them so all preorderers will have the option to claim a Steam key when the game is released. We'll keep you posted as things progress, but if you're planning to donate to the kickstarter then please do so as soon as possible after it goes live as it'll give us that much more legitimacy as a result.
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Hmmm. We need to get that missile consumption bug fixed then. Please report it if you've not already done so.
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It's a general thing unfortunately. The power cores arent there if they have exploded, and if you get there early enough there'll still be smoke etc.
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Build V10 Release; things that are game breaking.
Chris replied to craftomega's topic in Xenonauts General Discussion
"I can't unlock the tech tree because I keep blowing up all the things I'm supposed to research" -
Glad you like it. No, the APC starts destroyed. And yeah, once we implement the visual stuff for the height levels then snipers on roofs will be much more valuable!
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I don't think there's too much of a problem with the shooting accuracy really. If you use the sniper rifle etc or the high zoom levels for shots they are fairly accurate . Grenades are a mess though, you're right about them hitting intervening terrain too often.
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The save problem is difficult because until the game is feature complete we dont know all the data that has to be saved. Its unlikely we'll have the save bug fixed up for the public build. Are you feeling the tension more without saving?
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Yes. That too (let me know if it doesn't work).
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This isn't really practical in animation terms. I also don't really think it'd necessarily fit the style of the aliens either.
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I've also added the quantity button hotkeys on the Geoscape, as not everyone seems to know about them.