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Xenonauts 2 build
Xenonauts 2 build











  1. #XENONAUTS 2 BUILD UPDATE#
  2. #XENONAUTS 2 BUILD CODE#

#XENONAUTS 2 BUILD CODE#

The one new code feature we spent some time on this month was trying to make controlling multiple soldiers easier during tactical combat. We've now finished the Psyons and will be moving onto the Sebillians next. We're also starting to work on the rank / armour variants for various aliens, which we want to look a little more distinctive than they did in Xenonauts 1. This is quite a big job as there's probably about 30 different clothing items that need to be modelled and combined in different ways to give us all the variants we need to have realistic-looking locals across the many different biomes in our game, but the progress so far is looking good. Now the Xenonaut models are complete, we're working on the final high-quality 3D models for the local civilians in each map. We've done quite a bit of work on 3D characters this month too. Nonetheless, a few pieces of new content have arrived - a couple more research projects have been written up, some new terrain tiles have been added and more destruction states set up on existing tiles, various corpse art for the aliens has been done, and a little bit of new UI art has arrived. There haven't been too many new features added this month, unfortunately: the coders have been busy fixing bugs and Chris has been off for a couple of weeks on paternity leave, so there's not been too much time. It's very encouraging to see that people are already able to spend 5+ hours playing a campaign, when we as developers know we've still got a lot of improvements left to make. A couple of the late-game UFOs had broken teleporters that meant you couldn't actually complete those missions, for example. Part of the reason that we released so many hotfixes for V22 was that many of our testers have been playing much further through their campaigns than previously, so they're encountering bugs in areas of the game towards the end that haven't yet been tested (or balanced) properly. The reception to the V22 Experimental builds overall has been very positive, both in terms of comments and the pattern of play that we're seeing from users.

#XENONAUTS 2 BUILD UPDATE#

This is the first major update on our main branches since March (apologies for that) and I think anyone who hasn't been playing on the Experimental branches is in for quite a treat given how much the game has changed since then. This has involved a total of 6 hotfixes, which might be a record for us!Īnyway, V22 is now out. This month we've mostly been working on turning the experimental builds of V22 into something ready to be released on our main Steam / GOG branches. There are no benefits to carrying less weight than the maximum carry capacity, and especially it is unnecessary to carry more than the maximum carry weight which merely causes the mentioned TU penalty.Xenonauts 2 - November Update​As November draws to a close it's once again time for our monthly update. That way they'll still continue to gain strength even when you have multiple missions without updating the equipment between missions, toss some grenades, or drop some equipment to empty your hands quicker. I would recommend filling each soldier's carrying capacity to the brim whenever you check their equipment. This means that strength increases every mission as long as each soldier moves at least 20 tiles with appropriate weight. Since 80% of 23kg is 18.4kg, said soldier will not gain strength if they carry 18kg or less, but will gain a progress point towards strength for each tile they move carrying 19kg or more. This value and others are described (and can be changed) in Xenonauts/assets/gameconfig.xml.įor example, a soldier with strength 50 would have a maximum carry capacity of 8kg + 0.3kg * 50 = 23kg. It's calculated by 8kg + 0.3kg * strength. The maximum carry weight is the amount a soldier can carry without getting TU penalties.













Xenonauts 2 build