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Xenonauts 2 September 2023 Update!


Chris

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September is over and it's time for our monthly development update. This month we've largely been working on Milestone 2, which is taking a while to arrive because it has slowly morphed into a rather substantial update!

However, we did release several early test builds of Milestone 2 on our Prototype branches this month so we could gather early community feedback on our ideas. The build is now shaping up nicely and we're expecting to move it over to the Experimental branches in the next week or two, where we'll continue to fix bugs and polish it until it's ready for general release.

Artist Recruitment:
Before I start talking about the new features, I quickly want to mention that Goldhawk is hiring a couple of additional 3D artists for Xenonauts 2. If you are potentially interested in joining our team as an Environment Artist or a Character Artist / Animator, please check out the posts below!

New Missions & Early Game Update:
Two common issues raised in player feedback about the Early Access launch version of Xenonauts 2 were that the pacing of the campaign could be improved, and the role of the Cleaners (and their storyline) could be expanded.

We therefore added quite a lot of new content to the opening section of the game in Milestone 2. There's now more Cleaner missions in the early game, including three new mission types - Rescue Soldiers, Convoy Ambush, and Rescue VIP - and the process of locating the Cleaner HQ has become more organic. Now you gain progress toward the HQ location simply by winning the Cleaner missions that spawn on the map, with extra progress earned if you capture prisoners for interrogation or if you recover optional Cleaner Data from the map.

I've also rewritten the dialogue around the tutorial and opening section to make the plot more interesting (and do a better job of involving the Cleaners), and I'll be continuing this process while Milestone 2 is on the Experimental branch.

guardian_light_heavy.png

Soldier Armour - Heavy / Light Variants:
We playtested a number of changes to soldier armour in the prototype builds, but the only improvement we decided to keep was creating Light and Heavy variants of each type of soldier armour. This replaces the existing ballistic plates modules from Milestone 1 with a checkbox that toggles between these heavy / light variants.

Heavy armour simply weighs more, but offers greater protection that the lighter variant. This gives the player a lot more flexibility, and avoids the situation where your newly researched advanced armour is actually worthless because it's too heavy for many of your soldiers to use (as they can just use it in the lightweight configuration if needed). Feedback so far seems to suggest players consider this a big improvement over what we had before.

new_ac_system.PNG

Interceptor Weight System / Air Combat Rebalance:
We've also taken a look at the air combat in Milestone 2. The biggest change is to how aircraft equipment works, as aircraft slots can now hold any type of item / weapon but each aircraft has an overall weight limit that the equipment loadout must stay below. We've also added a fuel pod item that boosts the aircraft range, and an armour plating item that boosts survivability. The UI for this system still needs work, but overall it feels pretty solid already.

Some work has also been done on the UFOs themselves. We've introduced a new early-game unmanned UFO called the Probe, which is much weaker than the Scout and initially serves as a basic introduction to air combat before being used as the first type of escort craft for larger UFOs (as Fighter UFOs are too deadly to use as escorts early on). The existing UFOs have also been rebalanced to try and make them more distinct from one another.

New Maps:
Our new level designers started work in September, and their first task was to address the lack of UFO crash site maps in the Dockyard biome. We've now got five new maps to support this, and we're working on expanding the number of Jungle maps too. After that, we'll get to work creating more maps for the new mission types added in Milestone 2.

(Community) Mod Tools:
We've also continued to develop the foundations for modding. We've finished implementing the mod management systems, and the "mods" panel is now accessible from the Main Menu screen in Milestone 2. Unfortunately the modding tools themselves require more work at our end than we expected, so we're still in the process of planning that out. We're making steady progress, though, and the game should have a solid set of modding tools in place before launch.

And that's everything that I can think of - thanks for reading, and I'll write another progress update at the end of the month!

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"couple of additional 3D artists"

it looks like we could see more animations good. Game is turnbased so certiain feeling of frozen time is inevitable.But game in general  should not look like a screenshot - deadly static.

I mean, when you look at new Jagged alliance their trn based combat screen is very live. Lot of ambient movements, dashing, rolling ... .

I hope you could do similar, make it more action packed.

Make soldiers shout each other, or point at enemy, peak over cover, screaming and holding wounded arm. I could  describe  dozen of these  in ten minute, I believe yours new animators could too. :-)

Edited by gG-Unknown
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  • 2 weeks later...
  • 3 months later...
On 10/4/2023 at 11:29 PM, Chris said:

September is over and it's time for our monthly development update. This month we've largely been working on Milestone 2, which is taking a while to arrive because it has slowly morphed into a rather substantial update!

However, we did release several early test builds of Milestone 2 on our Prototype branches this month so we could gather early community feedback on our ideas. The build is now shaping up nicely and we're expecting to move it over to the Experimental branches in the next week or two, where we'll continue to fix bugs and polish it until it's ready for general release.

Artist Recruitment:
Before I start talking about the new features, I quickly want to mention that Goldhawk is hiring a couple of additional 3D artists for Xenonauts 2. If you are potentially interested in joining our team as an Environment Artist or a Character Artist / Animator, please check out the posts below!

New Missions & Early Game Update:
Two common issues raised in player feedback about the Early Access launch version of Xenonauts 2 were that the pacing of the campaign could be improved, and the role of the Cleaners (and their storyline) could be expanded.

We therefore added quite a lot of new content to the opening section of the game in Milestone 2. There's now more Cleaner missions in the early game, including three new mission types - Rescue Soldiers, Convoy Ambush, and Rescue VIP - and the process of locating the Cleaner HQ has become more organic. Now you gain progress toward the HQ location simply by winning the Cleaner missions that spawn on the map, with extra progress earned if you capture prisoners for interrogation or if you recover optional Cleaner Data from the map.

I've also rewritten the dialogue around the tutorial and opening section to make the plot more interesting (and do a better job of involving the Cleaners), and I'll be continuing this process while Milestone 2 is on the Experimental branch.

guardian_light_heavy.png

Soldier Armour - Heavy / Light Variants:
We playtested a number of changes to soldier armour in the prototype builds, but the only improvement we decided to keep was creating Light and Heavy variants of each type of soldier armour. This replaces the existing ballistic plates modules from Milestone 1 with a checkbox that toggles between these heavy / light variants.

Heavy armour simply weighs more, but offers greater protection that the lighter variant. This gives the player a lot more flexibility, and avoids the situation where your newly researched advanced armour is actually worthless because it's too heavy for many of your soldiers to use (as they can just use it in the lightweight configuration if needed). Feedback so far seems to suggest players consider this a big improvement over what we had before.

new_ac_system.PNG

Fireboy and Watergirl

Interceptor Weight System / Air Combat Rebalance:
We've also taken a look at the air combat in Milestone 2. The biggest change is to how aircraft equipment works, as aircraft slots can now hold any type of item / weapon but each aircraft has an overall weight limit that the equipment loadout must stay below. We've also added a fuel pod item that boosts the aircraft range, and an armour plating item that boosts survivability. The UI for this system still needs work, but overall it feels pretty solid already.

Some work has also been done on the UFOs themselves. We've introduced a new early-game unmanned UFO called the Probe, which is much weaker than the Scout and initially serves as a basic introduction to air combat before being used as the first type of escort craft for larger UFOs (as Fighter UFOs are too deadly to use as escorts early on). The existing UFOs have also been rebalanced to try and make them more distinct from one another.

New Maps:
Our new level designers started work in September, and their first task was to address the lack of UFO crash site maps in the Dockyard biome. We've now got five new maps to support this, and we're working on expanding the number of Jungle maps too. After that, we'll get to work creating more maps for the new mission types added in Milestone 2.

(Community) Mod Tools:
We've also continued to develop the foundations for modding. We've finished implementing the mod management systems, and the "mods" panel is now accessible from the Main Menu screen in Milestone 2. Unfortunately the modding tools themselves require more work at our end than we expected, so we're still in the process of planning that out. We're making steady progress, though, and the game should have a solid set of modding tools in place before launch.

And that's everything that I can think of - thanks for reading, and I'll write another progress update at the end of the month!

It's so cool. Love it

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