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Xenonauts 2- Version 0.0.5 (Public Combat Test) Released!


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We have just released an update to the public build of Xenonauts 2. This build is available free of charge because it is a very early build of the game and we don't think the project is of the quality where we can reasonably expect everyone to pay for it; full details on where to get the build can be found in this thread.

This is a quick update to our previous build that fixes some of the simpler issues and annoyances; we'll release a bigger update next week that addresses many issues that will require a bit more time to fix.

CHANGELOG:

  • Xenonauts and aliens now both have injury animations that play when they take damage
  • Psyon Drone (small one) has been retextured to match the skin tone of the Officer; as a result they are now much easier to see
  • We've added a simple victory / loss screen to the game that is triggered when you kill all the aliens / lose all your soldiers
  • Xenonaut stats boosted to 55 across the board to match the starting troops from X1, then the two shotgun guys promoted to Sergeant (60 for all stats) for the extra mobility
  • We think we've fixed the AI hang occasionally affecting the alien turn. Let us know if you're still experiencing it!
  • There was some annoying flickering on the Xenonaut soldier hair, which we've now fixed
  • Turns out the aliens didn't know how to reload their weapons. They do now.
  • We've implemented a more reliable way of getting performance data and error reporting from the builds:
    • We've integrated a Unity plugin called Advanced FPS Counter, which displays FPS data and system information
    • If you are willing to consent to it, this data can be uploaded to a remote error tracking tool called Raygun.io
    • You will be presented with a pop-up asking for permission to upload the data when you first load up the game (in future you will be able to change your mind in the Game Options screen). If you do not grant permission, no data will be uploaded.
    • Basically this allows us to reliably log errors occurring in your game and to collect data on the FPS your machine is experiencing, which should be much more useful than trying to do it via a text discussion on the forum. It's obviously fine if you'd rather not consent to this, but the data would definitely be useful to us.
  • Some updates to the shooting system:
    • "Miss" shots should no longer hit cover directly in front of the shooter
    • "Miss" shots can now just pass through the target and hit something behind it, which means the shooter no longer has to pivot almost 45 degrees or shoot the ground at his own feet when he misses a shot at close range
    • The camera now does a better job of dealing with situations where the target alien and shooting Xenonaut are not on the same screen; it should now show you the Xenonaut firing his weapon correctly
  • Some updates to the UI:
    • We've added edge scrolling in the game, however this is only enabled when the game is in full-screen mode
    • The white cursor has been replaced by a more suitable black version (coincidentally it looks a lot like the cursor in X1)
    • Crosshair reticule has been shrunk down to roughly the size of a single tile
    • The TU / Aim % text has been increased in size and the semi-transparent black backgrounds removed to make it look more readable
    • The cover indicators have been shrunk down and now better match the light blue colour of the movement path / grid
    • You can no longer access the AI debug mode (which covers the entire map in coloured squares) by pressing "O"
  • Some small updates to the main menu / load screen:
    • Minor restyles to the loading screen to boost the text size and better match the style of the main menu
    • Restyled the text on the disabled buttons to be the same grey as their button outlines
    • Minor performance improvements to the main menu screen by removing unused soldier / operations models from the scene

Please give any feedback in the dedicated feedback thread, which also includes information on what bugs and gameplay issues we are prioritising to be fixed next: http://www.goldhawkinteractive.com/forums/index.php?/topic/13498-xenonauts-2-feedback-priorities/

 

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