The first element of this is a "hit calculation" panel during tactical combat, which explains exactly how the hit chance of a shot is calculated (see above). As a result we've added a lot more information to the game this month, which should help experienced players easily understand how the different mechanics are interacting and should (hopefully) make the game much less intimidating for new players. We recently noticed that a lot of players were misunderstanding game mechanics, and given the people currently playing the game are Kickstarter backers who usually know the first game well, this set some alarm bells ringing at our end. Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions. Xenonauts base defense tips update#Hopefully next update things will have gone more smoothly and we can talk more about our future plans in more detail! Not great but not exactly terrible either. So that's been the progress over the past month. The first batch of these will be V24 once Chris has had time to write out the text for them. Spotting a door pops up a notification telling you that you can right-click on the door to open it without walking through it, etc. Xenonauts base defense tips how to#For example, the first time you get a bleeding wound on a soldier it pops up a notification explaining how to heal them. One thing we did add is the "tutorial notification" system, which you'll have encountered in other games -little pop-up notifications that appear at certain points in the game to explain information. Some of this is purely visual, but there's a few quality-of-life elements in there (eg the Xenopedia is now accessible in ground combat). The map editor had become painfully slow due to all the data we've added to maps associated with the alien movement system (all the AI waypoints etc) so quite a bit of time was spent on improving performance there, and there was also work to be done related to the UI styling and functionality. There's not many new features that have been added this month because the coders have mostly been supporting other work. We've got a wide selection of tiles across a lot of different biomes now, so we should have everything we need to ensure the game has far more maps than Xenonauts 1. Then it's just a case of checking through everything we have to ensure all the assets have the correct metadata set up etc. There's still a few base buildings that need tiles done for the base defence missions, and the Soviet Town biome is still incomplete - we're working on the buildings for it right now. We're hoping to have the terrain tiles pretty much done in the next month or two, barring ongoing visual polish during Early Access. Farm maps now have a new type of barn and a storage shed, and the Xenonauts Base Defence missions feature a host of new tiles. This has been mentioned in previous updates but in V24 you should now see new (or revamped) buildings in various biomes such as the Jungle (which now has ancient ruins) and the Desert (which now has trailer park-style mobile homes). Many of the terrain tiles we've been working on over the past six months have now been implemented and are starting to work their way into maps.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |