After just over two weeks and almost 2000 votes, our X2 base mechanics poll has closed and the results are overwhelmingly in favour of the classic base mechanics. We are therefore starting work on these new base mechanics immediately in the hope of switching them over before our Early Access launch.
The results of our base mechanics poll!
The results of the poll can be seen above and were broadly in line with what we were expecting, with a majority of people voting for the classic mechanics and almost as many voting that the developers should make the decision. As our position was that reverting to the classic mechanics would be a good thing, almost 90% of the votes were therefore in favour of changing the base mechanics.
If you're interested in the specifics, you can read the details of what we'll be implementing here.
Unfortunately this does still leave 10% of the community who are not getting their desired outcome, so I offer my apologies to them. Although I firmly believe we're making the correct decision here I understand that doesn't make it any easier for people who wanted to see something different.
The other news to announce is that we've released Closed Beta Build V6, but this build is only available if you opt-in to our new Experimental branch on Steam or GOG. All of our updates will now first be released on the Experimental branch, and once we've ironed out most of the major bugs in the build we'll push it out to the "normal" branch that everyone on Steam and GOG is using by default.
This new setup takes the pressure off the development team a little, as if someone finds a critical bug in an Experimental build that makes it unplayable they can just switch back to the normal branches and play an older but more stable version of the game while we prepare a patch.
Our objective for V6 was to implement a lot of new features rather than polish what we already had, so there's a LOT of new stuff in there (updates to the air combat, alien psionics, strategic upkeep costs and a funding screen, new art and alien variants, etc) but they're not particularly well tested right now - so your feedback and bug reports are always welcome!
The results of our base mechanics poll!
The results of the poll can be seen above and were broadly in line with what we were expecting, with a majority of people voting for the classic mechanics and almost as many voting that the developers should make the decision. As our position was that reverting to the classic mechanics would be a good thing, almost 90% of the votes were therefore in favour of changing the base mechanics.
If you're interested in the specifics, you can read the details of what we'll be implementing here.
Unfortunately this does still leave 10% of the community who are not getting their desired outcome, so I offer my apologies to them. Although I firmly believe we're making the correct decision here I understand that doesn't make it any easier for people who wanted to see something different.
The other news to announce is that we've released Closed Beta Build V6, but this build is only available if you opt-in to our new Experimental branch on Steam or GOG. All of our updates will now first be released on the Experimental branch, and once we've ironed out most of the major bugs in the build we'll push it out to the "normal" branch that everyone on Steam and GOG is using by default.
This new setup takes the pressure off the development team a little, as if someone finds a critical bug in an Experimental build that makes it unplayable they can just switch back to the normal branches and play an older but more stable version of the game while we prepare a patch.
Our objective for V6 was to implement a lot of new features rather than polish what we already had, so there's a LOT of new stuff in there (updates to the air combat, alien psionics, strategic upkeep costs and a funding screen, new art and alien variants, etc) but they're not particularly well tested right now - so your feedback and bug reports are always welcome!