July has arrived and it's time to check in with last month's progress on Xenonauts 2. Apologies for slight slowness as we got this month's update in order - here's all the info…
There’s three main things to talk about this month: accessibility, the end of the game, and the release of V24.
Accessibility
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. 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.
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). This is a relatively simple change that makes ground combat much clearer, as it previously wasn't always obvious what you could do to improve the hit chance of a shot.
The second improvement is to the Xenopedia (research) reports, which now show the stats of the corresponding alien / UFO / aircraft / piece of equipment / etc. To make things even clearer, we've also added in a section for "abilities" that allows us to explain any unique properties - e.g. the basic Sebillian aliens have the "Regeneration: 20" and "Scaled Hide: 5" abilities and hovering over either of these displays a tooltip that explains exactly what those abilities do and how they work.
The result is a clear summary of what each thing in the game does. Importantly, this does not require the player to read the wall of text that comes with each research report - although lots of players like reading the lore, we suspect there's also a lot who would rather not have to!
As a final improvement here, we're also working on making the Xenopedia accessible during tactical combat via the Esc menu.
Next, we’ve added mission briefings at the start of tactical missions that make it clear what the objectives are, along with any special rules / alternate win conditions. Previously, this wasn't required because almost every mission boiled down to "kill all the aliens" but now we've started adding more mission variety via more complex objectives, it is definitely needed - we were finding a lot of people were getting confused on the non-standard missions.
Lastly, we’ve re-enabled the loading screen tips and added quite a few new tips. These are surprisingly useful to communicate minor gameplay or usability features that even some experienced players are not aware of.
What comes next on usability? The two main things we're currently planning out are the tutorial and little pop-up notifications that explain mechanics to players as they play (e.g. you can right-click on a door from an adjacent tile to open it, etc). We're hopeful the game will be fairly easy to learn and play once those systems are done, given our tooltips are already in a reasonably good state!
Operation Endgame
We've been working on the final mission of the game for a while now. Last month we blocked out the maps and worked on the fundamental code required to support two missions back-to-back. This month, we were doing proper gameplay testing on the mission which has led to a lot of bugs being fixed and quite a few amendments to the levels and the balancing.
It's now possible to unlock the final mission and win it. However, we want to make the experience of winning a game slightly more rewarding than it was in the first Xenonauts, where the game just flashed up a couple of lines of congratulatory text and then booted you back to the menu screen. We've been implementing a campaign stats panel to show the player (e.g. "Total Aliens Killed", "Total Soldiers Lost", etc) and we're also planning a more substantial epilogue to the game too.
Build V24 / Public Release
We're hoping to release our next closed beta version towards the end of this month, likely some point during the week commencing 18th July.
The eagle-eyed among you may have noticed that the things we're working on at the moment are some of the biggest things blocking an open beta / Early Access release (people need to be able to understand the game and win the campaign), and this is not entirely a coincidence. We're not going to publicly announce any plans yet but we're making a concerted effort to get the game ready for sale in the near future.
Thanks again for the patience on this - those of you who leave positive and supportive comments on these updates are hugely appreciated.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on
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www.goldhawkinteractive.com] or
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