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Everything posted by Skitso
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@Chris, what did you mean with this "The UFO Delegation system has been disabled until Milestone 6, as I think releasing it without the "Extended Mode" for people who really want to do lots of crash sites would be a mistake." in the recent patch notes? Is it something different or has the plans changed?
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Video game franchises can definitely lose their way when developers or publishers shift their focus to appeal to a broader audience or chase trends, often alienating the core fans who originally made those games successful. I can't see GH or Xenonauts going that far - at least not yet. But comments like the one Chris made above do make me question if we are inevitably heading that way... Many of my favorite franchises have died in this process: Dead Space, killed by changing it from survival horror to linear, cinematic action to cater casuals Sim City, killed by over-simplifying mechanics in an attempt to cater casuals Mass Effect, killed by losing narrative depth and character-driven storytelling to add a bloated open world checklist gameplay to cater casuals ...and the list goes on, but I still have faith in Chris and the team. Fingers crossed.
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I suppose the "extended" version you mentioned in 15.8 patch notes is still on the list? "The UFO Delegation system has been disabled until Milestone 6, as I think releasing it without the "Extended Mode" for people who really want to do lots of crash sites would be a mistake."
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Milestone 5.16.0 Released! (Experimental)
Skitso replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
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This is a new annoying issue where units stop their movement for no apparent reason, just like if they revealed a new enemy. Here's a save where the issue can be easily reproduced: Load the attached save and move the selected unit in the marked location. Notice how the unit stops for no reason before reaching it's destination. user_movement_bug-4.json
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My unit can't see right next to him as seen in the image. Save attached. EDIT: it seems to be a visual bug. When reloading the save, there is a door blocking the view. But as seen in the image, it wasn't visible at that time. EDIT2: playing further from that save, the door vanishes again after the next AI turn. EDIT3: It seems to be a prevalent issue where all opened doors vanish. user_day_56_cleaner_data_raid_manual_save-2.json
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Doomsday progress bar we currently have looks a bit plain and unfinished. Here's my suggestion where it blends better in the overall UI visual style:
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Milestone 5 missing footprints in snow
Skitso replied to gG-Unknown's topic in Xenonauts-2 Bug Reports
I can confirm this issue. I'm not getting footprints any more. I play with max quality settings. EDIT: actually they are there but they are REALLY faint and vanish quickly. I can barely see them if I really concentrate. Please make them more visible and make them stay for few turns for gameplay reasons. -
I tried to just fast forward the game to see what happens if I don't shoot any UFOs down. First the game generated two automatic crash sites (I suppose this is intended, but it might make more sense for them to be landing sites instead?) but if I just disregard them, I still get the Quantum teleportation (PLOT) research after Xenobiology (PLOT) is completed. (Study of the several important components within the captured UFO...) EDIT: ah, the captured ufo needed for this is probably the Probe.
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Building roofs shouldn't be removed if any tile is revealed inside as it's currently implemented. I would suggest auto-removing the roof only if: visible enemy is inside the building my own units are inside the building mouse cursor is inside the building toggle roof button is disabled Also, stacked shipping containers should be all visible all the time unless: visible enemy is behind them my own units are behind them mouse cursor is behind them toggle roof button is disabled This would be the default behaviour. The system proposed here is logical in a sense that, as long as roofs are toggled on (default mode) the roofs are all on and you'll see a realistic "birds eye view" of the battlefield unless there's something critical to see that is inside a building. It's also visually more pleasing to see full buildings than a huge black area just because one of your units sees a square meter of emplty floor from a window. Also, regarding the container part: this will remove the issue where you either can't see the enemy on top of the container or the enemy floats in the air as the container is not seen, which both are sub-optimal. All height levels and all roofs/containers etc. should be visible if roofs are toggled on (default). One can always hover with cursor or use the roof toggle button if you need to see / plan something, while critical stuff like units and enemies auto-remove roofs. Simple and logical. And the same logic should be applied to dropships and UFOs too. If there's nothing important to see inside, why not show your beautiful hull graphics instead? ...and you can always remove the roof with mouse hover or roof toggle button if you need to see inside. I'm pretty sure this is how things worked in X1 too... or at least in it's CE version. And to further justify the mouse hover, it's a quite established mechanic to remove roofs and other FOV blocking elements in other games too like Diablo, Fallout, Baldur's Gate etc., so I'm confident it's gonna work perfectly like this.
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[5.16 experimental] units invisible on higher floor
Skitso posted a topic in Xenonauts-2 Bug Reports
Units on higher floor are invisible if camera is not set on that level. I'm pretty sure this has been a "forever issue", but reported it just in case. This issue is tied to a larger issue with how roofs and other vision blocking elements currently work. I've discussed this earlier with @Chris via Discord and he then commented it's a work in progress and that my explanations about the issues and possible solutions for it were a "fair point" and that "he'd need to think about it". I also posted a suggestion regarding this in the Discord suggestions: https://discord.com/channels/702822278148390983/1347171088056062023- 1 reply
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This should be a priority fix. Cursor changing elevation automatically (for example around shipping containers) causes wrong commands and is highly annoying.
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Skitso's thoughts on milestone 5.8.1
Skitso replied to Skitso's topic in Xenonauts-2 General Discussion
5.16 Introducing doomsday from day 0 right after you place your first base feels wrong. It's fine to give some high level lore about it at that point, but especially when there's no gameplay mechanics involved yet (it just stays at 0), it's just confusing and serves no point. Doomsday progress bar and more detailed information regarding it should be introduced at the same time with infiltrators at day 5. Phase intro texts are unskippable. I think it would also be better for the phase intro text to appear all at once and not slowly like the dialogues. Supporter info should mention about it being an infiltrator and show the negative effects it has and not the buffs it would normally grant. Check the quick mockup below. Camera is still force tracking my moving units!! Is it intended that the doomsday daily change can go negative? For some reason I find this image below quite hilarious: I just never thought Alenium was these huge crystal formations, but rather some sophisticated microscopic substance that can be extracted from alien tech. If 26pc of Alenium looks like that, I find it odd that we never see these comically huge yellow crystals in any UFOs or alien bases... -
Yeah, it's an oddly shoddy looking detail for a such a prominent visual element in otherwise polished and quite beautiful looking game. Even X1 had a more convincing scorched ground effect:
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Thanks for the explanation and sorry for hasty (and probably a tad too harsh) accusations.
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One more example. Yellow lines are fine (consistent angles), but the red one is not. If these are not AI made, I just can't understand how the artist could get something so fundamental in any non-abstract visual art as perspective wrong in almost all of these images.
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Another recent image with no proper perspective whatsoever. Yellow lines are the "perspective" of the tables and shelves. (Three different vanishing points) Teal lines are for the ceiling and I can't find even a single proper vanishing point there. These images are a mess where it just looks odd when there's no proper perspective. https://en.m.wikipedia.org/wiki/Vanishing_point