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  1. Just wanted to let you guys know that I am starting a Lets Play feature of Xenonauts. If you actually know what you are doing you might not actually want to watch it, cuz I have a terrible mic voice. The purpose of it is to grant a tutorial to newer players. However, it's my hope that with my addition to the other Lets Plays I can contribute to development by promoting Xenonauts. Thanks:cool: You can definitely tell that its my first uploaded video lol
  2. I must say from what I've seen in the demo you guys really have made great strides in resurrecting a good old game. However with the upcoming X-com game I really would like to know what you have planned marketing side? And how you plan to differentiate your product from theirs? (apart from the 2D - 3D).
  3. The Kickstarter has gone live here: http://www.kickstarter.com/projects/69341191/xenonauts It's already got a backer even though it went live less than 5 minutes ago, which is nice! Any help you can give us would be greatly appreciated - this includes spreading the word about us if you're not donating! The demo is available for download on the page, so if any of your friends are unsure about the game, just tell them to download it and have a play. I'm really hoping that this Kickstarter will give us the funds to put together a small team to work on the game full-time so we can finish it far more quickly and to a higher standard than otherwise. Just to clarify - anyone who has already Premium pre-ordered the game will get access to all the Kickstarter Premium Preorder rewards too. If you've already pre-ordered and want to claim a higher reward, you can donate and email us and we'll add the price of your existing pre-order to your pledge. So if you have a Premium Preorder already and stick a $20 donation in, you'll get the equivalent of an $50 donation minus the extra copy of Xenonauts. Thanks for the support of all the people on the forum who have helped us out along the way - there's an awful lot of you! Special thanks to Kilrathi, who worked with us to set up the US company which allowed us to get around not being US-based. It was a lot of effort and I appreciate the tinme you sunk in. Let's hope this goes well - fingers crossed!
  4. Let's Play Ch.1 The Adventures of Captain Buttbutt!: Ch.2 The Reincarnation of the Mighty German Lich!: I'm starting a Let's play on my channel and if there is support I would love to continue it through the games future updates! Tell me what you think! Also, you can check out my early preview of the game here:
  5. I hope I get everything sorted out with my accomodation, etc. If I do, I may just show up. And that round of beer can happen
  6. Two recurring complaints throughout development have been: 1) For a joint NATO / Soviet organisation, the Xenonauts sure don't have much Soviet equipment. They do have Soviet soldiers, but their weapons are American and their vehicle is British. We used to be able to point to the MiG interceptor, but even that is now researchable rather than starting. 2) There's not enough different ballistic weapons - we only have one type of assault rifle, for example. The M-16 and the AK-47 actually behave quite differently in reality. While vanilla Xenonauts is not going to add any extra weapons or change the existing ones for design reasons, we've always said we'll make it as easy as possible for people to mod the game to their preferences. As such, the build now includes art for Soviet equivalents of the starting Xenonaut weapons, as well as a few unused NATO weapons we did while settling on the current selection. There is a total of 16 new images there. It's now just a question of altering text files to change the NATO weapons into Soviet weapons, or to add extra guns like AK-47s into the game. In fact, with the tool Quartermaster is working on it may even be easier than that soon. I was going to stick these in a mod, but without an installer we can't have it automatically loaded onto everyone's PC (yet). We might include the Soviet Weapon mod as an example mod to go with the final game though. The guns can be found in the directory /assets/weapons/ballistic. A few of the weapons are shown below:
  7. So I've compiled this list of the features I like and what I think could do with some improvement for Xenonauts (Alpha version). While I know Xenonauts is still in development and is all subject to change, I surely hope that this grabs the attention of Goldhawk Interactive and that this help contribute to the final product. So without further a do here is my list: Likes: Art style: At first I felt a little lost with the absence of 'Guile' styled jump-suited Rookies running out of the transport vehicle, but this is obviously your own franchise doing it's own thing and X-COM is it's own franchise and doing it's own thing. I really like how it's cel-shaded to create a cartoony effect even though the game has darker undertones. In a way it's doing what old X-COM done back in it's day (feeling a lot like a late 80s/early 90s cartoon!). The troopers look miserable and that emphasizes their lives could be over on the next mission, which they should be dreading. The pixel art is really well done and is looks great, obviously with some of the Alien portaits missing the pixel art really gives me some great imagining of what the enemies look like. Sebilian's (Pardon me if I spelled the name wrong) look like giant lizards, and it'd be pretty hard to mess up a portrait considering their sprite art is so well done! UFO Design: Great work on creating the UFO's I absolutely love the design on them where there is often multiple compartments to breach. The UFO's remind me of Halo's Covenant ships which were well designed and not your average flying saucers which create a different tone from the regular Science Fiction B-Movie putting it on par with some of the more modern and darker toned films. Audio: The music finds the middle ground between Halo Reach and the first Deus Ex. This is a great thing! I was pretty fond of the music so far but I do have concerns at the same time about the soundtrack. (I'll state that in my dislikes) The sound design is generally well done, with gunfire going off and sounding loud. Civilians dying can be a bit odd at times with them just letting out a petty sigh rather than a painful scream. Battle: Battling feels remarkably similar to X-COM, obviously with some changes however most of the core elements are there. Troopers do feel more agile in that they can vault over objects. Tiles can still be destroyed and troopers left out in the open will often die horribly due to sneaky Alien snipers! Which is another thing I like which is part of the Battling system: That no trooper is truly safe. Difficulty scaling: From a medium standpoint I really like how the first battles can feel quite easy to walkthrough and later on the battles can become a real pain in the kneck. My battles right now have been mostly Sebilians (which I can only guess are the grunts of this game). My first battle started with one enemy soon I was facing up to five of the blighters! I can speculate there will be more and from the Quick Battles I have played I have faced very unequal odds! (Quick battle is awesome by the way and I do hope it stays in the final game because sometimes it's good to kickback and just play some quick battles rather than worry if I'll have enough money to pay my troopers at the end of the month) This is also how I have met some of the other Alien forces! Improvements: Reaction Fire: At times reaction fire can feel a bit unfair. In the Original X-COM reactions were limited to where the operatives/enemy were facing however in Xenonauts I could send my troops behind the Alien and as quick as they begin to move they are gunned down by the Alien threat. Sometimes it feels a little unbalanced which, while the game is supposed to be unbalanced technology wise (which I am for), the reaction fire when the enemy isn't facing your troops makes the rules feel a little broken. Geoscape: The geoscape is okay; it has a pretty cool style to it similar to DEFCON II's. However when there are the messages popping up it makes you feel pretty cautious because you may miss the messages popping up (If you are zooming past), Night and Day is nice seeing the shade move over the world but with the sea being represented by such empty black space it can be a little confusing. Also I think UFO's need a different icon to represent whether they are grounded or not. Too many times I have sent my Chinook into a battle and recover a fully intact UFO only to realise that the UFO is still moving (even though it reads as being grounded) and my Chinook is taken down by a very (Pardon my language) pissed off Alien ship! And as you can possibly imagine it can cause great frustration. Audio: Like I said I'm mostly impressed by the audio effects with explosions and gunfire sounding loud and the soundtrack finding the middle ground between both Halo and Deus Ex. However right now the soundtrack is very limited, with only three tracks I have heard and some similarities between two out of the three, I found myself hoping for more variety. I do hope to hear more when newer builds land (as X-COM did have a lot of quite catchy tracks) but again I do believe that the soundtrack so far does well at creating a good atmosphere for a game of this nature. Research: The tech-tree is a bit confusing when I research a gun I do hope that it would be usable once it's been researched. This also ties with the current problem in most cases (I.E. when trying to get better armour) that Alien UFO's are mostly busted up pretty bad that nothing is really worth salvaging for the research team and is really just better to sell off for the extra money. This is slightly annoying because materials are often hoarded so that I can build better things (like better armour). But with technology being locked away in such away it can feel utterly pointless to hoard items. Controls/Laptop friendly: Right now I am having a little bit of trouble due to my mouse pad having the lack of a designated scroll pad, when I'm on the Personel Screen I often find myself thinking a mouse would be better for this due to the scroll wheel as without the ability to scroll I can't check out and assign my troops to where and what they need to be doing. (I.E. If I have a large amount of Rookies I can't send them all to training without great hassle.) I did check the options to see if I could designate a scroll up/down button. However I could not seem to meet great success in my search. Obviously I could use a mouse but it's a bit of a hassle considering I'm using a laptop. So in short, I'm loving the game so far. I do hope that this contribution helps Goldhawk with ironing out the small creases and influences them in creating a fantastic game! Keep up the good work Goldhawk!
  8. Documents from Xenonauts development! I have found several hidden documents from the ongoing development of Xenonauts. I have to split it up into different parts. Introducing female soldiers: New armour and introducing experience: Aircraft and vehicles upgrade: Alien weapons: Combat movements:
  9. Having just paid some attention to the full art for the research screen, I have to say that I like it a lot more than the screen with the scientist in it. By optimising the menus around the art and making them more opaque, it would have looked really good. It also fits in very well with the stores and barracks pics I saw, and that I also like. To me, the research screen is bleaker, and hints of dark R&D projects, where the scientist one seems brighter (even if he is scowling). There's a quiet desperation about the above pics that the new UI just doesn't have for me. I also think they fit in with the misery shown by all of the soldiers. Way too late, but I thought I'd share.
  10. I am really enjoying seeing xenonauts on kickstarter. Blown away by the support. Always thought that there was no longer an apetite for games with depth. Everything is 3D graphics and FPS. I've been following xenonauts since August last year - at which point I thought this was a small community of like minded 30+ year olds. 90% funding after 2 days is incredible to see! Before the banking situation with kickstarter was sorted out, Chris was talking about going with the much smaller indiegogo. Watching xenonauts hit kickstarter, the first activity looked to be all xenonauts forum members - looking at the list of recent backers - at least 2/3rds of the backers have backed other kickerstarter projects previously. In other words many (most?) or the funds coming in are coming in from the established crowd sourcing community. It goes to show how important accessing kickstarter has been for the project (over some of the other possible forums). BTW muchos kudos Kilrathi, on providing the bank account route that enabled this to happen. I think for me this is the stand out community contribution so far.
  11. Build V10 is currently being uploaded onto Desura. This will be the Kickstarter Press Build that we'll be sending out to journalists so they can preview the game. Barring any serious crash bugs or things that are affecting gameplay, the .exe files will not change any further between now and the public release build - we may make some balance tweaks, update misaligned / broken tiles and update images, but we won't be making any further changes. This is simply because efforts to fix the bugs can end up causing more bugs, and we have to draw the line somewhere if we want to know we have a stable build for when the Kickstarter goes live. There are a variety of fixes, but here's the headlines: - Hidden Movement loop should be stopped. It was caused by aliens running out of ammo and then trying to fire their weapons anyway. - The Ferret should now have its LOS returned to normal. - The new props for the Industrial tileset have now been painted over in their undamaged forms. - Various mis-set tiles have been updated - Toggle Roof now defaults to being off rather than on, which should reduce confusion - Alien Light Drones (we need to come up with a better name for them than that) now have a less powerful weapon, so they can't one-shot your Ferret any more - Ferrets now have better ballistic armour and are less vulnerable to damage to Xenonaut small arms (friendly) fire - Typos and errors in the Xenopedia have been updated - The Alenium grenade sprites should be displayed correctly - The Basic Armour troops with Shotguns should vault walls correctly - Tooltips in the Air Combat now have appropriate line breaks so are a more reasonable size - Pressing M on the Geoscape no longer nets you $1m - Alenium and Alien Alloys now only sell for $1,000 or $2,000 each instead of 10x that - Alien fighters can now dodge missiles as intended The online manual is starting to take form at http://www.xenonauts.com/manual.html Please give the build a whirl. If there's any bugs, we'll want to know about them before we send it to journalists. Hopefully it'll basically just be a slightly more stable version of V9.5.1 though.
  12. I've been playing the game now for about a week and I've never had much to do on the forums, but I noticed that the game has sold quite well so far and we don't yet have a Wikia. So I decided to create one to draw attention to this great game that not nearly enough people know about yet. I would appreciate as much help as possible Filling the wiki out and congrats to Chris for such a great X-com Inspired game. xenonauts.wikia.com
  13. Hi I had this game for a while now, but due to some bugs i was never able to get the really new technology like laser or wolf armour. Now in 9.5 it was finally possible again to get to those things and seeing them made me a lot more happy about the game. The excitement in Ufo was great, learning about the aliens a little bit more and a little bit more and gaining new cool weapons. Seeing that this is greatly the case in xenonauts too is really reliving and i think the idea, that you don't just start using alien weapons and armor, but rather research their stuff and build your own is really awesome. It makes you really psyched to unlock new things, were in ufo you allready had the best weapon, after you researched the heavy plasma. So great job you guys, i hope the kickstarter fund will be a great success.
  14. Build V9.4 has now been released through the Desura client (though I don't think it is yet active for those doing the standalone download). Barring a couple of small new features and some bugfixes, this is basically the build that will be released to the general public along with the Kickstarter build (we'll also add new art as and when it becomes available). Please test it as much as you can. If there's any major bugs in the build, we need to squish them before public release for obvious reasons. The key new features are as follows: - We've added a new launcher window to the game. This is a bit ugly, but in terms of functionality it is a big improvement. There are two main reasons for this: firstly, the game will remember your screen resolution from game to game, so starting up is less of a pain in the ass (resolution can be set in the Options screen). Secondly, we've added the Quick Battle function, which will load up a Terror Site immediately after you place your base. This is basically for people who want to try the combat but don't want to go through the early game to get there, but hopefully you guys will enjoy it too. This feature will not be in the final version of the game. - A new alien type has been added to the build, a light combat drone that appears on the Terror Site. The animations are not yet all there for it (nor are the SFX) but they will be before the game comes out. In terms of role I think these drones will come into their own a lot more once we implement supression, plus the AI to go with them. They're intended to harass the player at long range with inaccurate long-range rapid fire weapons, but without suppression they don't really have their own niche yet. Still, I like them. They're kinda cute in their own way. We're working on a nice death animation for them too, which should arrive this week. - The Xenopedia has several new research images in it, and should display better than before. The only major issue with it is that the text is still being cut off prematurely. I need to look into that in a bit more detail, as it's a problem with the game engine rather than anything that our programmers can do anything about. - I've spent a little time on the Title Screen, scaling up the text and formatting it better to make it easier to read. There's still a problem with the text scaling here though so on a large monitor it'll still be largely unreadable (though better than before). - I've added some new maps to the game, and I'll try to expand them a bit so there's more variation. The Light Scout maps are smaller than before now, though the Scout maps are the same size. Should be better than before though. Obviously you can check out the (still WIP) Town tileset too by clicking on the Quick Battle. There's some new props floating around on the Industrial maps though, and I've designed them to have fewer buildings than before. - The MiG construction images should be working well now. There's three images that show the progress of the construction. - There's a new grenade explosion, so now it's a bit smaller than the massive explosion we use for the rockets and explosive scenery. There's also a new plasma-type explosion for the alien grenades, but they aren't throwing them yet so you're unlikely to see it. - We've put various bugfixes in place. These include fixes for building the MiG causing your engineers to disappear, or your money to vanish. Also, UFOs should display their size correctly now. Previously they were always displaying as Medium irrespective of their actual size. - There's also been a pretty major fix to the accuracy formulas. Previously shots were missing targets, but not scattering properly and so not deviating from their original shot path. This led to shots "missing" but frequent still striking their intended targets, effectively making weapons much more accurate than intended. The AI bug has not been fixed yet unfortunately, so I imagine you'll still encounter hangs in the ground combat. We'll release a hotfix for that when it arrives and we'll also fix any major issues you guys encounter in the testing pronto. We want to be sending this build out soon, so hopefully you'll see a flurry of activity from us over the next few days. The features we want to add to this build before it is complete are: 1) Adding Smoke and Nerve Gas grenades 2) Updated smoke / fire for the existing Frag grenade to couple with the new explosion animation. These will no longer generate fire, and the smoke will be thinner than the real thick stuff you get in the larger explosion. 3) There's a problem with the multi-tile rendering so multi-tile objects appear on the wrong layer and sometimes below things they should be (you can occasionally see this with the Chinook walls). 4) Extra art: - Light drone injury and death animations - Updated tiles (painted over versions) for the Town tileset and the new Industrial props, as many of the tiles are still currently 3D guides. 5) We'll add some civilians for the terror map. They're currently there, but don't have sprites so are invisible. 6) If possible, auto-toggle roof off toggle when a unit is behind a building I'm pretty tired now so I'm heading to bed, but give it a try and let us know what you think.
  15. This is a small patch for Build V9.3 because for some reason I forgot to re-compile the .exe files before I released the build, so they are a bit out of date. This should: - Fix the game starting in a window and skipping the launcher. - Fix a bug where the game crashes if you open your inventory above an alien corpse (as the alien plasma clip images were incorrectly set) - Add a new image for the Alien Alloys research.
  16. OK, so Build V9.3 is uploading to Desura and will be available as soon as it is authorised. I expect it to hit in about an hour, asuming the Desura guys are still online when the uplaod finishes. The following improvements have been made: - We have implemented a new Xenopedia screen that pops up when a research project is completed. This still needs a bit of work in terms of text scaling etc, but we'll have it done for the weekend. It is also not currently displaying the full research text (about 80% of it) so they end a bit abruptly at the moment. - The tech tree has been fixed so you can once again access Wolf Armour and Laser Weapons, and it has been expanded to include Alenium Missiles and Alenium Torpedos for your aircraft. The Alenium Grenade has also been added but I've not set it up in the game so it'll still be identical to a normal grenade until the weekend. Autopsies have also been added but don't give the +10% damage bonus yet. - The air combat now has a contextual menu that can be activated by right-clicking on any interceptor. This pauses the game and allows you to issue them commands without using the sidebar. - The air combat has been made marginally more balanced. Expect Corvettes to cause you some headaches when you encounter them. - Aircraft and vehicles now fill hangar / garage slots when construction begins have a WIP construction image. In the next build there will be three images that the game cycles through that shows the progression of the construction. - You now have to go through the Soldier Development screen at the end of a ground combat mission, as a lot of people didn't seem to know it existed. This now displays the Wounded / Injured days correctly after combat too. - The game now has an Alt-Tab icon. - A terror site is generate at 475 on the ticker. This is still incomplete but will hopefully be complete by the weekend. - The game ends at 550 on the ticker and shows a congratulatory screen. It also asks you to buy the game - this is just a test for the public release of this build. Bugfixes: Ground Combat: - Ground Combat can now start fter loading the auto save. - Weapon reload sounds added to the game. - Correct recovery time for injured / wounded soldiers will appear on the soldier development screen after ground combat missions. - Climbing stairs will work properly in the barn. AI: - AI is no longer ignoring vehicles on ground combat missions. Geoscape: - Equiping different rockets to your MiG will no longer cause the game to crash. - The notification can now be cancelled if large numbers of buildings were completed at the same time. - Fighters above ground will no longer "crash to the sea". - An alert window will appear if you cannot manufacture a plane due to not having a free hangar slot. - The game will no longer crash if you attack a landed UFO that has taken off again. - The game will no longer crash when tailing targets on the geoscape. - The chinook will no longer float above the target crash site after loading the auto-save.
  17. Build V9.2 is released on Desura. This is mostly a stability / usability fix build, though it does have some new features: New features: - There's a new air combat GUI that has been (mostly) implemented. We still need to do a few more tweaks on it, both in terms of visual and code issues, but it's nearly done. Key new features are: spanky new visuals, a throttle control that allows you to speed up / slow down aircraft, tooltips and more visual feedback on which weapons are ready to fire and when. - We've added a Toggle Roof button on the ground combat UI which you can use to display buildings at ground level, which should be useful if your soldiers are behind a wall and you can't see that. We'll look at getting this turning on and off automatically but you'll have to do it manually for now. - You can now manufacture the MiG-32 once it has been researched. You need an empty hangar slot to do this. - You can move soldiers, vehicles and aircraft from base to base using the new "Relocate" button on the Soldier / Vehicle / Aircraft Equip screens. - UFOs should now contain the correct research materials for you to be able to construct laser weapons and wolf armour again. - Friendly AI soldiers will now appear on the Industrial tileset. They don't do anything yet. We'll plug them into the AI for the next update. Bugfixes: - The crash in June has been fixed up. For the remaining bugs, I think we've fixed quite a few but I don't actually know - I'll get Matthew to give me an update next week on what should be fixed. Essentially he's doing crunch in his real job at the moment so he's not about, and he compiles the changelog as far as bugs are concerned. I think this should be much more playable than before though. It'll be worth reading this post on what our plans are for the next couple of weeks. Should be exciting times for the project!
  18. Hi everyone, This is my first post on this forum, so firstly I'd like to introduce myself - Cork (Ireland) officially joins the army of enthusiasts waiting for Xenonauts to be released. Now, about Xenonauts just mentioned... first of all let me ensure you that I do not want to sound rude, nor do I feel excessively self-righteous about my ideas, and let me warn you that possibly my post can cause quite a stir amongst forum members. I'm just expressing my opinion and are eager to hear what others think. Now, with that out of the way, without further ado... I don't like the game's title, Xenonauts. Can you change it? Now now, holster your guns, let me explain When I first heard about the title (which was about two weeks ago-at that point all I knew was that it's a UFO remake by a small/independent studio) I wasn't too keen on finding out what was it all about. Reason behind it was, believe it or not, the title. I'm deeply in love with original UFO and still play it from time to time, I was also repeatedly insulted by different studios trying to resurrect the UFO series and who failed utterly. I was then even more looking forward to hearing ANYTHING about any new approach to the topic. But Xenonauts couldn't be a title more noteworthy that other would-be titles, could it? It just doesn't sound like a suspense-filled strategy that would allow us to save the world from those blasted aliens we beat 18 years ago while biting nails at every single corner! It just.. doesn't sound serious enough. I would said Xenonauts could easily be a cartoon-style platformer about two guys dressed in space suits from the sixties, with obligatory antennae on their ball-shaped helmets. In my particular case I was quite close to ignoring this game altogether. But, by all means, it could be just me. Anyway, feel free to comment, criticise and all the usual forum stuff I do feel bad about not providing possible replacement names for the title, but I'm not a very imaginative person. I would say anything that would indicate close relationship to the original would be in place. I'm not very well versed in law either, so I'm not sure whether anything along the lines of just "Enemy Unknown" would be possible. That's it on my part, for the time being at least. I'm looking forward to finding out about your opinions, and (possibly?) ideas. Cheers!
  19. Hello all, I am firmly of the belief that there should be some sort of tutorial feature in the final release. But what form of tutorial do you think is best? I think that it should occur because reading these forums gives you some idea of the amount of people who don't immediately get what certain things do, like the accuracy limitations of kneeling, or how to control your aircraft, or the sight limitations of heavy armour, etc. Thought? Happy posting!
  20. Global view- Saving itself works, but I have to type out a name and save, selecting a previous save for overwriting purposes seems to be glitchy. Ground combat- Can't open the menu, can't save. Iron man was disabled, of course. Build is 8.9
  21. Hello all, This is a follow in from this thread: http://www.goldhawkinteractive.com/forums/showthread.php?37-Submit-mascot-representative-for-marketing-purposes/page5 Basically looking to see if anyone can come up with some nice, period specific, posters or art that might help tell the story of an impending alien invasion. See the original thread for some ideas! Happy posting!
  22. OK, so the wiki is meant to be a community tool really. It's not intended that I sit here and populate the entire thing. However, in order to get it started, I'm happy to write a few articles. What would people like me to write them on? I'm going to start with something on the Terrain Editor as I think it's a shame nobody has done any mapping yet (maybe I'll create a new subforum for it), but what would you like after that?
  23. For indie game of the year, lets give our support. http://www.indiedb.com/games/xenonauts
  24. It won on the category best attempt to do what mainstream devs will not here is the link http://www.rockpapershotgun.com/2011/12/11/indievisibilty-end-of-year-indie-awards/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29
  25. For the first time in a while, we're actually releasing a patch on time! It's also been authorised on Desura already, so that's good too. V8.3 is mostly a stability fix for V8.2, fixing a whole bunch of issues - largely with the Save / Load. There's one or two issues (well, mostly things that are technically new features rather than fixes). Those are also listed below; we'll be working on them from tomorrow and they should be in V8.4 next weekend. Also, we've (possibly unsurprisingly) made it into the IndieDB Indie of the Year Top 100. This means all the votes are cancelled and the count starts again. It'd be good to make it into the top 10 this year, so if you all could vote again that would be awesome - it only takes 5 seconds. Link below: http://www.indiedb.com/events/2011-indie-of-the-year-awards/top100#vote12696 Final thing to mention - it's just occurred to me that we can probably rent a render farm to do all our sprite rendering rather than using my PC to do it. This would reduce the render time from something like a year to a couple of weeks. I'll keep everybody posted on that. Improvements: - Added final difficulty level uniform images to the Main Menu screen. - Added a few items to the Scout UFO interior (rear saucer). There are still more to come but this should give a preview of the style. Bugfixes: - Basic Armour with pistol, rocket launcher, precision rifle etc no longer appear as Wolf-armoured troops. - Terror sites now have icons on the map, so troops can be sent to them after the initial warning. - Successful terror sites can now only be generated once a week. After this limit is reached UFOs will spawn with different missions instead. - Stun rockets have been removed from the rocket launcher-armed soldier's starting loadout. - It should no longer be possible to launch two simultaneous instances of air combat with a UFO by sending two interceptors in different squadrons at the same target simultaneously. - The Radar Array now displays its name correctly. - Menu tabs should now work properly on loading a saved game. - Resaerch projects should no longer disappear on loading a saved game. - UFO / Aircraft / Vehicle naming should work correctly on loading a save game and quitting then starting a new game from the title screen. - Ghost UFOs should no longer appear over crash sites on loading a saved game. - The Iron Man checkbox on the title screen should be clickable / mouseoverable on the text as well as the checkbox now. - Keybindings now include the crouch / uncrouch key shortcut (bound to 'C' by default), as well as Select Soldier 10 and Select Vehicle 2. - Keybinding options should now recognise keypresses on the Ground Combat. - Keybrinding options should no longer be displayed as black text on a black background on the in-game menu (text is now white). - Quitting from the Ground Combat should no longer cause a crash. - Quitting a game to the Main Menu should correctly cancel the existing music and start the Main Menu music. - Soldiers spin instantly on the spot now, instead of slowly rotating. They will stop-mid turn if they see an alien while rotating. - If a unit blocks the path of a bullet (fully or partially) it will have its selection circle highlighted. This should make it clearer what is blocking shots - particularly where vehicles are concerned. - Cursor on mouseover of aliens correctly displays red now. - Cursor on mouseover of civilians correctly displays black now. - The APs penalty (or lack of) is now correctly updated at the end of each turn. - If AP Reserve prevents a unit from performing an action, there is now a pop-up window explaining this. - AP Reserve cannot be activated for a weapon if the unit does not have enough AP to perform the desired fire mode - AP reserve settings prevent units from firing during their turn now. Unimplemented Features / Unfixed Bugs: - Ground combat save / load is still not functional. I think we're nearly there but we're suffering issues with the engine's windowing system. Hopefully it'll be sorted by next week. -If a UFO escapes to space after being engaged, there should be a 50% chance it reappears in the next UFO wave to try its mission again. - We need to implement "Target Tracking Lost" and "Target Escaped into Space" messages for when UFOs that are being intercepted by aircraft disappear from the Geoscape for either reason. - The soldier inventory disappearing secondary weapon (usually grenades) when a two-handed primary weapon is equipped bug is not yet fixed. - Post-mission two-handed weapon weight penalty doubled bug is still active. - If two research projects are finished at the same time, only one is shown in the Xenopedia. EDIT - V8.35 released which fixes the rather critical "dropships not being able to attack landing sites bug".
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