Jump to content

geno

Members
  • Posts

    55
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by geno

  1. Can you add the reserved TU to the bar at the top portraits?
  2. As you can see in the pic, the explosion area reached my soldier position but she wasn't damaged. I tried to shoot to the alien but the femce blocked the shot. Neither me or the alien were damaged. Btw, I've noticed than when the grenade launcher misses the target it doesn't impact anywhere, it just disappears. Not just in this mission but in several maps. I guess it's a known issue, but I didn't read about it anywhere. output.log auto_groundcombat_turn_2_start-3.json
  3. No, I didn't notice the order and I don't find it intuitive. And yes, I play with the map centered on Europe and usually stay like that except for ocassional zooms. I can get used to it but I think that most of the new players won't get it on the fly (on the other hand, it seems I'm the first one complaining about this so maybe the other people who were playing didin't have a problem with this)
  4. What do I mean is that the player should be able to know the panic level of any region without highlighting the numbers. Even just adding the region name to each number should be an improvment compared to what we have now. I understand you don't want to mess with colour, I don't think it can fit well with the current art but as I said there's plenty of solutions and you have condidered them and are itineraring ideas. I just say that what we have now is not a proper solution as I see it.
  5. I didn't explain myself correctly. I didn't mean the feature but the UI element to work with it. Now you have to move the pointer to the numbers to know what region it's representing, but it feels like a placeholder and there are other solutions. Maybe the regions could always display a colored outline so you can check the panic levels without seeing the numbers. While it can be useful it can also give a bad habit to the player since you are only counting your cover but not the obstacles which affect to the accuracy. I missed it at first but now I'm not sure about it.
  6. Fair enough. What are your plans for the geoscape UI? Specially for show the terror level in each region. (btw, did you consider to show mockups about this kind of stuff?)
  7. The HM screen appearing when you can see the alien is a known bug, it's not intended. Devs are aware of the current state of this and eventually will figure out how to improve it. This has been discussed a couple of times but we don't know exactly what's the plan.
  8. I've noticed a weird behavior (well, not exactly) with the AI. I was assaulting a UFO and the aliens overwatched instead of shoot to me, which made them kill a bunch of civilians what were moving in their turn. It's not a bug but it feels kinda stupid how they kill civilians instead of my soldiers, specially when they're already at close range.
  9. Just want to point how the music perfectly fits the game. Kudos to your musician.
  10. I hoped more people posting in this thread, but anyway: I'd like to see a list of events in the main geoscape screen, kinda like new XCOM have so you can check progress for stuff like researching, enginering, building... This point has been discussed in another thread, but the hidden movement screen right now doesn't work really well. For me it isn't an elegant solution, have you consider other ways? Like pan the camera (even sligthy pan the camera to the direction of the noise when you can't see that zone) I've been thinking too about include a message box in the ground combat like the original Fallouts. It's a heavy change an probably not a popular one, but it has its advantages: You can get rid of floating damage numbers, keep track of pop-up messages or give messages to the players. If you can make it modular, you could even give the players the option between damage number or just a message like "your shotgun made an open wound on the sebillian"/"Your attack barely scratched the alien". It can also be useful when the locational damage is implemented. Or even highlight a message and the camera pans to the source of it. Is it possible to make the ground combat UI customizable? I want to get rid of the top right buttons since I don't use them. Also this is not related but I don't want to make a new thread: When I press V, the LOS dissapear and I don't know how to activate it again. Edit: Shield HP should be displayed in the UI like ammo does with weapons
  11. Jiro opened the door near him and now it won't stop opening and closing. Also I marked some graphical glitches (see pic). One more thing, I don't know how the fire started in the room inside the building, Jiro just crossed the building but there wasn't any fight here and it wasn't like that when he entered the building. quick-2.json output.log
  12. It's just the third mission, when I finish my turn and alien move, some units move but then the game stops working. It's not a CTD and the music is still playing but you can't do nothing. auto_groundcombat_turn_1_end-21.json
  13. I think this pic is self explanatory. Buck can see the alien even when it's inside of a building. Uploaded a save file. Just noticed that if I load the game again he can't see it but somehow I know the alien is here despite noone can see it. quick-1.json
  14. This problem is still present in v15.1, are you aware of it?
  15. Uploaded (v15). Notice how the corpses doesn't appear until Zhad look to the North. auto_groundcombat_turn_4_start-7.json
  16. Something like that happened to me too right now. I still have the save file, in case you want it.
  17. I've noticed that you added a free camera mode, which is cool. And the new sound effects and transitions in the Geoscape, is a nice touch (I always like the little details). And like some others users said, the load times are annoying and I have the game installed in a SSD. I also saw these buttons at the bottom (manage soldiers/recruit soldiers) But it seems they do nothing. Are they supposed to become functional at some point of the campaign? Do the squares to the left of the names have a purpose? On a side note, I'd like to ask when we'll have rebindable keys. I'd like to see a todo list with these generic things and other stuff ( I've asked on the discord for some thing like that or a trello site to check development and future updates/features)
  18. For me it's just a convenience. Free camera rotation is one of the most popular mods in XCOM 2 so I guess it's not only me. It may not have a great impact in gameplay but when it's not available I wish I could put the camera exactly where I can't. Sometimes it helps to read the scene. Sorry to hear the graphical issues, I really appreciate the aesthetics you achieved with the fixed camera (I noticed how it changed from the open demo) I'd rather have the isometric view than the angled one from the demo. I get what you say and of course these are the priorities, but at some point they'll have to manage these issues despite how minor these could be. Anyway, reading the devblogs it seems things are going well and with a reasonable rythm.
  19. Talking about multiple bases, what are your objectives for that feature in terms of gameplay? Besides what we're used to (radar coverage, air domination, an extra layer of difficulty with micromanagnent...)
  20. I have the same problem when I change it to 30° too. Reinstalling and deleting the conf files doesn't fix it.
  21. I noticed that you can't sue arrows to navigate between soldiers in te equip soldiers tab like you could do in the first game (it would be nice if we could use w/a aswell). In the equip soldier tab, when you are checking weapons info in the pop-up window, could we also see the equipped weapon info? Or some way to compare both weapons? Group saves by campaing would and delete multiple saves at once would be nice.
  22. That could be useful (I'm already using the change role option in the soldier menu). I guess you can try it at some itineration and see how players react to it. Something like this Honestly all these things looked better in my head.
  23. I'm counting the dropship tab too, I usually make changes before a mission. I'd like to equip soldiers when I'm at the dropship. I noticed an improvment at the Soldier tab and I find myself spending more time here since you can manage most of the basic stuff and is way easier and faster to check soldiers here than in the equip tab, I'm happy with how it works right now. I also think that making two columns for soldier stats or using different colors in the equip tab should make it more readable. But his is just how I feel about it, other players should have a better vision about this and you need to contrast our opinions.
  24. For me the UI is a crucial part of the game, specially in games like this. I don't want to give ideas but I'd like to see other people aproximations to a problem, I made this thread to talk about problems with the current UI design, how to improve it or what you want to change. These are ny whises so far: Merge as many interfaces as you can. To manage soldiers you are switching between 3 tabs and I think it's better to have as many options as possible available at a glance. Soldier UI at ground combat is not as intuitive as it should. My problem with this one is how it's not clear what weapon is selected. Maybe you can put the selected weapon at the top and the other behind it but with this system you lost the convenience of having all the fire modes displayed? I also would like the pathline to wotk like it does in OpenXCom. It would be great if it displayed at what point you can still make the different shoot modes, in the current itineration it only works if you have the overwatch mode activated Make the UI thematically coherent with the game art/theme. Some trend I really dislike in modern games is how the interface is becoming more phone-like. There's probably more things I'm forgetting but these are my main concerns.
×
×
  • Create New...