Firstly, if you do not know how to access the experimental branch on Steam, please read the instructions (and warnings!) in this thread.
The major focus of this new build is introducing my first pass at balancing the strategic level Geoscape gameplay. Research, manufacturing, air combat, item recovery, national relations etc... pretty much everything has been reset in a systematic way. I fixed many bugs in the process, but I'm sure I will have introduced some new ones too - I expect you guys will find some weirdness. It is also very rigid right now, there is no mixing of UFO types as the invasion advances etc... those things will come after we have nailed the simple progression of the invasion down.
The new style of Geoscape map which Chris put together has also been implemented. It is very different from the previous one, and is intended to match the new UI style better (basically by not being 50% black).
Here are is the changelog:
Fixes
- Fury research no longer requires inaccessible technology
- Terror attacks now cause nation relations damage if failed/ignored (previously no effect!)
- Submap editor: fixed sounds not loading
- Forecast funding change is now rounded to the nearest $5000
Additions
- Camera during AI turn now pauses for 1-2 seconds after each alien action for clarity
- New Geoscape map + UI (this is still a work in progress, continent "glow" overlays need updating too)
Balance
- Complete re-work of Geoscape balance.
- Only air superiority UFOs will attempt to shoot down Xenonaut craft (previously other mission types might try too)
- Alien bases no longer drain national relations regardless of time compression
Please post your comments on the build here. If you encounter any bugs please post them in the experimental build sub-forum of the bugs forum. I will post a thread in the bet a forum for in-depth discussion of the new Geoscape balance, but feel free to post brief opinions here too.