Can't you develop stronger grenades or something? Because introducing new enemies who mess up the established early- or mid-game tactics is not unusual.You can't even use smoke and gas late game because it introduces enemies that are either immune or have such obscene resistances that it's no longer effective.
Nope, there is no upgrade for gas or smoke.Can't you develop stronger grenades or something? Because introducing new enemies who mess up the established early- or mid-game tactics is not unusual.You can't even use smoke and gas late game because it introduces enemies that are either immune or have such obscene resistances that it's no longer effective.
Yeah, it was from the outside.Never encountered that. Do you mean like from the outside? Its common in this kind of games that the position on the roof means trading protection for sight range (say in CoH1 snipers in tall buildings have had scripted negative cover. In x games its more natural). X1 has some odd sight calculations, so when youre on the roof, even behind high sightblocker cover, you might find yourself caught by enemies from places you would not expect. Thats a problem of perspective and presentation.
If it happened indoors then I have no idea why. Maybe the tile was missing/destroyed earlier that turn.
On the other hand, in a standard engagement, everyone behind cover is fair game, despite the fact they're behind cover. This is so inferior to the old system of peaking out of cover, taking two or three shots, and backing off. Everything in that game (nucom) is so unintuitive, scripted, abstract; they should have just made a card game instead. Funnily enough, I hear the new firaxis game has a card component to it.Firaxcom comes pretty close, but at least if you have a troop on the middle of the roof, he won't be shot by an enemy standing on the ground with magic homing bullets that pierce through several walls, ceiings and finally the roof.
That doesnt even begin to describe it. Every design decision in nucom is straight up wrong. The pod system - that it dicourages flanking is only one of its problems. Heres another:The cover system in Firaxcom doesn't even work that well either because of the pod system. The maps are so small and you have so few actions, that if you try to flank you end up aggroing a pod. This means that most players gravitate towards just using explosives to remove cover instead of risking a flank.
I know that in og xcom you could access the "3d map" the game uses for collision and sight calculations, dont know how they do it in this one.
My wording may have been a bit misleading. I meant this(quoted from openxcom thread):I know that in og xcom you could access the "3d map" the game uses for collision and sight calculations, dont know how they do it in this one.
I'm not sure what you mean? There was an overhead map but it didn't show line of sight, just helped visualise vertical layers and visible units (shown as dots). Being shot at from an elevated position and not being able to see the alien (particularly on enemy phase) is a recurring theme in og X-COM. Line of sight in the manual wasn't explained at all.
If xenonauts was similar(idk if it is) you could probably use the 3d view(outside of the game) to look at the "problematic" parts of the map, rooftops especially, to see what the gameworld actually looks like and whether those results make sense.X-Com engine (or rather its calculations) are actually 3D, the graphical representation is 2D. In OpenXcom, you can make a first-person 3D screenshot during a battle with F11.whoa, apologies, I haven’t followed this thread in awhile, but is this some new 3D engine for openxcom? Or an example you’re giving for clarity? Cool, either way.
Openxcom has a dedicated key to take a screenshot from the soldier's point of view. IIRC, the 3D stuff is just a voxel model running underground.My wording may have been a bit misleading. I meant this(quoted from openxcom thread):I know that in og xcom you could access the "3d map" the game uses for collision and sight calculations, dont know how they do it in this one.
I'm not sure what you mean? There was an overhead map but it didn't show line of sight, just helped visualise vertical layers and visible units (shown as dots). Being shot at from an elevated position and not being able to see the alien (particularly on enemy phase) is a recurring theme in og X-COM. Line of sight in the manual wasn't explained at all.
If xenonauts was similar(idk if it is) you could probably use the 3d view(outside of the game) to look at the "problematic" parts of the map, rooftops especially, to see what the gameworld actually looks like and whether those results make sense.X-Com engine (or rather its calculations) are actually 3D, the graphical representation is 2D. In OpenXcom, you can make a first-person 3D screenshot during a battle with F11.whoa, apologies, I haven’t followed this thread in awhile, but is this some new 3D engine for openxcom? Or an example you’re giving for clarity? Cool, either way.
Xenonauts 2 - July Update
Greetings - July is now complete so it's time for this month's update.
Unfortunately, progress on the game this month has been somewhat disrupted by covid. All of the UK-based team members managed to get ill at one point or another, so - as you can probably imagine - this did not have a great effect on productivity.
While this meant we were not able to release Build V24 last month as planned, we are hard at work on it right now. There have been a lot of crashes to fix that have been introduced by all the new systems we've added since V23 but most of those should have been found and fixed. The team is now focussing on adding and polishing new content.
Breaking New Ground
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. 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). 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.
We're hoping to have the terrain tiles pretty much done in the next month or two, barring ongoing visual polish during Early Access. 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. Then it's just a case of checking through everything we have to ensure all the assets have the correct metadata set up etc. 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.
Additional Art
We've also been adding other types of art to the game too - a few new autopsy paintings have been added to the Xenopedia, plus the Stealthsuit now has its final painted art. The UI update continues to progress with the Funding Report and the Xenopedia getting visual updates this month. We're currently working on the designs for the Base and the Base Stores strategy screen, and hopefully we can start to implement them later this month too.
Other Bits
There's not many new features that have been added this month because the coders have mostly been supporting other work. 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. 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).
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. For example, the first time you get a bleeding wound on a soldier it pops up a notification explaining how to heal 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. The first batch of these will be V24 once Chris has had time to write out the text for them.
So that's been the progress over the past month. Not great but not exactly terrible either. Hopefully next update things will have gone more smoothly and we can talk more about our future plans in more detail!
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord[discord.gg], the forums[www.goldhawkinteractive.com] or the Steam community if you have any questions.
That COVID shit does not fly now. You can all work from home and it's just a cough with some minor vaginal tearing. FINISH THIS FUCKING GAME. That other Xcom style game turned to shit and if this one turns to shit I will be covered in shit and I don't like being covered in shit. I agree that those aliens really like to cut their lawns as well.
Yeah but doesn't that expose you as gay or sth.?Could always go for monkey pox.
Sure, but it's the game industry. They are very progressive.Yeah but doesn't that expose you as gay or sth.?Could always go for monkey pox.