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Everything posted by Skitso
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Overloading is easy to avoid by adding a weight limit to the landingship, where every weapon, magazine, grenade etc adds to it. If the carrier weight limit exceeds, it won't lift off.
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Ok, with further testing, I got a save before and after with images: This is the starting situation. Just load the first save and force fire a machine gun burst with unit nro. 9 and target the bookself like in this image: It might take few tries with the 'reset save seed' checked to get the bullets to hit just right. Here's an image of the end result when it bugs: As you can see, the room behind the wall is visible and walls are still intact. Sometimes you can walk through the walls, sometimes not. Hopefully this helps you track the issue down. user_wall_bug-6.json user_wall_bug_2-7.json
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I tried the intelligence hub mission again as it seems to generate this issue with my playstyle quite often. I saved the game (save game attached) as soon as I noticed the issue. Here's an image of the situation after I loaded the save. As you can see, reloading the save removes the issue. There was a damaged wall and a bookself at the point of the yellow arrow. I tend to start this mission with MARS shooting two rockets at the main door. This time I had 2 machine gunners both fire full bursts to suppress. Could it be that tiles that break outside of FOV causes this? user_destroyed_wall_bug-2.json
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Civilians seem to love jumping through windows
Skitso replied to Ruggerman's topic in Xenonauts-2 General Discussion
Jumping through windows should cost considerably more TU's to prevent this from happening. It's cool to be able to do it, but it's way too easy atm. Same with MARS. It's cool that it can bash through walls, but there should be a bit more TU cost from doing so. -
Corner piece of rock formations block 100% shooting but doesn't block vision. Is this intended? Seems strange you can see the target but can't shoot it.
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You are saying there's no interior spaces in crash or terror sites?
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Death animations need more variation. Maybe weapon specific animations? (See Fallout2 for reference) Maybe a bit of ragdoll physics? (Didn't the first demo already have ragdolls?)
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It's also about maps. Reapers should only be found around tight claustrophobic interior spaces and not on open desert.
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If you are going to push Cleaners to be more significant part of the game, making them come and clean UFO crash sites after certain time period would also be a nice and organic way to make player choose between night and extra cleaners and also give a tangible reason for their existence. First few cleaners could be added to crash site after 5(?) hours and a couple more after 10(?) hours. Crash sites could also be "cleaned away" from geoscape instead of player being to sell it to local forces until Cleaner HQ is finally destroyed. This kind of additional organic layer of gameplay and choise would IMO add a lot to the game.
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Well said. I've tried my best to get this thinking through with Goldhawk multiple times. Hopefully Chris will give in if enough people raise the issue.
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As far as I know, starting crew has hard coded 4 women. Other than those 4, it's a 25% chance. This has been fixed in experimental version 1.29.
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Improvements with regards to night battles
Skitso replied to Armor9D's topic in Xenonauts-2 General Discussion
Goldhawk's project lead @Chris is very active on these boards and refreshingly transparent on how he sees the game and in which direction he wants to take it in the fututre. -
Improvements with regards to night battles
Skitso replied to Armor9D's topic in Xenonauts-2 General Discussion
Yeah, not tougher but better looking and more moodier and oppressive. -
Improvements with regards to night battles
Skitso replied to Armor9D's topic in Xenonauts-2 General Discussion
If I remember correctly, In TFTD at least, UFO interiors were all played with night visuals and rules too