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Everything posted by Chris
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Uhhhh....no I don't... *shifty eyes*
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It's odd, because I have no trouble with it whatsoever, but quite a few people seem to find it horrendous...
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Build V10.1 has been released. This is just bugfixes and balance updates for Build V10 that need testing before the public build becomes available. It has been uploaded to Desura but I imagine it might be a while until it gets authorised, but I've got a busy afternoon today and I'm out tomorrow so I'll post this up now. - Aircraft Scatter Laser has been put in the game. It is unlocked after you complete the Heavy Laser research and is an upgrade on the standard Cannon. - Terror sites should no longer appear as vast open expanses of grassland. They should use the same map as in the Quick Battle. - Corvettes now have floors. These are Farm floors and won't suit the Industrial maps much, but it'll look better than before. - Aliens should no longer spawn in the walls of the UFOs. - Crashed UFOs should spawn as well as undamaged Landed ones (this will only apply to the Light Scout, as that's the only UFO with both tilesets for now). Actually, this is largely moot as I've disabled landing in the public build because it was causing bugs. It's fixed anyway. - Flares should now have 0 weight. - Missions should use the Industrial tileset as well as the Farm one now. - Research times have been reduced a bit. - Scouts now replace Light Scouts a little earlier. - The weighting of Air Superiority missions (fighters) to Research missions (Scouts) has been increased in favour of the Research missions. - New bases now cost $1m to build instead of $1.8m. - Building maintenance costs for Command Centre and Hangar have been reduced. - Soldier, Engineer and Scientist wage costs have been reduced. - Alenium missiles are cheaper and quicker to construct than before, as are Alenium torpedoes. - Alien Alloys are now worth $3,000 each and Alenium is worth $5,000 each. - Corvettes now contain Alien Alloys.
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I've put these in the manual now: http://www.xenonauts.com/manual.html#C4
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Xenonauts Kickstarter and Public Build
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Press build has already gone out, Kickstarter is due next week. Further details to follow.- 144 replies
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- xenonauts kickstarter
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If you do one Scout (not light scout) mission where the power cores have not exploded, you'll have what you need to research lasers / wolf armour. And don't save or load in the game when you're doing it as that'll screw up the tech tree. The rest of the stuff is balance issues that we are working on.
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Proposed Kickstarter reward tiers!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, though you'll have to pledge and email us about it. -
Build V10 Released (Kickstarter Press Build)!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Is that where Vespa comes from? Wow, you learn something new every day. It'd explain why they sound like they do, anyway. Flashman - we'll fix up the terror site issue. I know what's causing that.- 138 replies
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You have to click on the "Dropship" tab and then click the empty slot. You can't buy it from the "Interceptors" tab.
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I think you can unlock the Scatter Laser as easily as going into Researches.xml, scrolling down to Heavy Lasers, and when it says UnlockManufacture("AV.SCATTERLASER") change the quotes to "ManTech.AV.SCATTERLASER". It's a replacement for the craft cannon, so the MiG can't use it.
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Well we certainly know not to use #1
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Maybe I should put the aircraft scatter laser in with the next patch, then. I'm not sure if there was any valid reason why I've not put it in other that I couldn't really be bothered
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Build V10 Released (Kickstarter Press Build)!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
It's not silly, but it's probably not quite interesting enough. I'll think some more about what we could call them. They're meant to be good at harassing and stinging enemy units, rather than being full-blown combatants. Hornet drones, maybe?- 138 replies
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Build V10 Released (Kickstarter Press Build)!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Ah, that would be a plausible explanation then- 138 replies
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Welcome to the forums. We've also got an official wiki here: http://xenowiki.goldhawkinteractive.com/index.php?title=Main_Page That's also relatively sparsely populated right now.
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Forum traffic waay up, increased interest in the game!
Chris replied to Szabtom's topic in Xenonauts General Discussion
Yeah, we'll be updating the Xenonauts news blog shortly. I've been a bit lazy on that front -
Build V10 Released (Kickstarter Press Build)!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Pedrom, why do you think that's the case? (Just interested.)- 138 replies
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Forum traffic waay up, increased interest in the game!
Chris replied to Szabtom's topic in Xenonauts General Discussion
Yeah. Most of it is inane babble but I guess you're used to it now - but the whole Kickstarter thing is quite exciting and seems to have got everyone back online! -
OK, without any counter-suggestions available I'll make these updates and see how they go. Can someone check if firing a missile uses it up? It definitely should.
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Yes, (starting) grenades don't make as big an explosion as rockets. It should have an explosion sound as well though.
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Welcome to the forums. Nah, we won't have the final missions (or even the majority of the tech tree) in the builds until beta. Basically, we don't want people to be able to ruin the game by playing the whole thing before all the mechanics are in place.
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Build V10 Released (Kickstarter Press Build)!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Alright, jeez, I'll make alenium and alloys worth more. Moan moan moan- 138 replies