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Posted

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

Gameplay Changes:

  • We've now added a special "dropship" for the two UOO missions that represents the fact you're using a teleporter rather than actually flying a dropship up into space (although I've not set up the art for it yet so it just looks like an empty hangar). Currently it allows the player to bring 12 soldiers along.
  • Enemy reinforcements now get to spend 50% of their TU moving after they spawn, rather than staying clumped together on their spawn point.
  • The "return camera to previous position after AI turn" is now a settings option, and is disabled by default.
  • Added some artwork for the strategic operations information UI panel.
  • Added research text for the Battleship UFO project.

Bugfixes:

  • Fixed strategic operations being broken.
  • Fixed a crash that would occur when trying to load part 2 of Operation Endgame.
  • Fixed a crash that would occur in certain tactical missions containing Mind Control-capable enemies.
  • Fixed Landed UFO missions incorrectly showing a Terror Site intro conversation at the start of the battle.
Posted (edited)
6 hours ago, Chris said:
  • Enemy reinforcements now get to spend 50% of their TU moving after they spawn, rather than staying clumped together on their spawn point.

This is a good addition, but some reinforcement spawn points need refining after this change. Especially in the escort VIP mission, some spawn points are too close to the landing ship and enemies can appear out of thin air right next to my units and that can feel quite unfair. I would prefer all the reinforcements to spawn behind me in missions like that to give the feeling they are chasing me. In addition, could you add a system where enemy spawn locations are chosen dynamically so that spawn points close to the player units are disabled?

Edited by Skitso
Posted

Hello,

Quote

The "return camera to previous position after AI turn" is now a settings option, and is disabled by default.

Very good, Can you also add "camera never following action" ? I really dislike this in all similar games. I simply never want the camera to move unless i move it myself, even if it means i miss offscreen stuff.

Posted
On 2/14/2025 at 6:37 PM, Tchey said:

Hello,

Very good, Can you also add "camera never following action" ? I really dislike this in all similar games. I simply never want the camera to move unless i move it myself, even if it means i miss offscreen stuff.

During the AI turn, or the player turn? I don't think it tracks many actions during the player turn any more.

Posted
2 hours ago, Chris said:

During the AI turn, or the player turn? I don't think it tracks many actions during the player turn any more.

Actually I do recall the camera still snaping to my moving units if I try to scroll camera somewhere else. Not 100% on this, but I'll keep my eye on it.

Posted

Let me know. If we can find the time, I'm happy to add options to disable the camera tracking during the player turn - I just need a list of what actions it does track, as we don't have time to go through the code and look it all up.

Posted
13 hours ago, Chris said:

Let me know. If we can find the time, I'm happy to add options to disable the camera tracking during the player turn - I just need a list of what actions it does track, as we don't have time to go through the code and look it all up.

Hi,

I meant during player, and computer, and all, turns. I don't want to see my camera jumping anywhere, never.

Plus, i'd love to keep control over it, i'd like to pan and zoom and rotate freely, while the computer computes.

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