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  1. #26
    Moderatore BI BI DA L'avatar di Jaqen
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Infatti sco, senza cattiveria ma sei a livello del "lettouncazzo", sul loro forum (che ho linkato prima) ne stanno parlando, discutendo e decidendo da mesi con l'utenza

  2. #27
    Lo Zio
    Data Registrazione
    09-10-03
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Citazione Originariamente Scritto da Jaqen Visualizza Messaggio
    Infatti sco, senza cattiveria ma sei a livello del "lettouncazzo", sul loro forum (che ho linkato prima) ne stanno parlando, discutendo e decidendo da mesi con l'utenza
    è vero lol oldaggine pura

  3. #28
    Shogun Assoluto L'avatar di Bicio
    Data Registrazione
    30-11-04
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    sembra davvero bello peccato che per i miei gusti è troppo complesso e tattico

  4. #29
    Lo Zio
    Data Registrazione
    09-10-03
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Citazione Originariamente Scritto da Bicio Visualizza Messaggio
    sembra davvero bello peccato che per i miei gusti è troppo complesso e tattico
    complesso no, tattico abbastanza

  5. #30
    Lo Zio
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    3,016
    Backers
    $101,641
    pledged of $50,000 goal
    13
    days to go

    $75,000 - Dedicated level designer! - ACHIEVED!
    $100,000 - Indoor missions! - ACHIVED!

  6. #31
    Moderatore BI BI DA L'avatar di Jaqen
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Up perchè devo devo devo ricordarmi di appoggiarlo prima che finisca il termine.

  7. #32

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Citazione Originariamente Scritto da Jaqen Visualizza Messaggio
    Up perchè devo devo devo ricordarmi di appoggiarlo prima che finisca il termine.
    Mancano 3 giorni ti faccio un up nel caso non lo abbia ancora fatto

    Seriamente, ora che siamo alla fine devo dire che a mio parere e' stata una delle peggiori campagne a cui abbia assistito. Confusa, poco stimolante. Boh. Speriamo che come programmatori siano meglio

  8. #33
    Lo Zio
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Citazione Originariamente Scritto da mattiacre Visualizza Messaggio
    Mancano 3 giorni ti faccio un up nel caso non lo abbia ancora fatto

    Seriamente, ora che siamo alla fine devo dire che a mio parere e' stata una delle peggiori campagne a cui abbia assistito. Confusa, poco stimolante. Boh. Speriamo che come programmatori siano meglio
    quoto, ma sopratutto tutta st'enfasi sul raggiungimento degli obiettivi, cioè, ribadisco, per ogni cazzatiella a botte de 50k mi sembra esagerato

  9. #34
    Lo Zio
    Data Registrazione
    09-10-03
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Campagna finita

    4,668
    BACKERS
    $154,715
    PLEDGED OF $50,000 GOAL
    0
    SECONDS TO GO


    Dedicated level designer!
    Indoor terror missions!
    Soviet Town tileset!
    Tileset-specific AI soldiers!
    Female soldiers!
    Mac / Linux port on release!
    The new UI design will be rolled out across the whole game (ideally with the background art updating as you research new technology)!
    Soldier combat medal system!
    Battlefield suppression mechanics!
    Animated battlefield*tiles!
    A DRM-free*version of the game on release!
    80 extra soldier portaits!

    Non male, attendiamo fiduciosi

  10. #35
    Moderatore BI BI DA L'avatar di Jaqen
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Sì, non male decisamente. Sono indeciso se provarlo quando mi arriverà la key di desura come backer o tentare di resistere resistere resistere ed aspettare l'uscita.

  11. #36
    Lo Zio
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    09-10-03
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    3,628

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Citazione Originariamente Scritto da Jaqen Visualizza Messaggio
    Sì, non male decisamente. Sono indeciso se provarlo quando mi arriverà la key di desura come backer o tentare di resistere resistere resistere ed aspettare l'uscita.
    azz è tosta, calcola che me a me già basta che implementano le mappe randomiche, desert e arctic tile

  12. #37
    Moderatore BI BI DA L'avatar di Jaqen
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Update. Cavolo mi sta facendo salire la voglia di provarlo già ora

    Spoiler:

    The newest build of Xenonauts (V12) was released earlier this morning on Desura. As everyone who has backed the project and selected a reward should now have recieved a Desura key, it should be accessible either through the Desura client. In roughly 18-24 hours, you'll also be able to access the standalone download here (currently that is still the Kickstarter demo though).
    Incidentally, quite a few people have asked how to get their Goldhawk forum medals (which will be needed to claim their Premium rewards). This is a very easy process, explained here.
    A changelog for the build is below, but a quick work on the rewards first - we're currently pulling together all the reward data into one master spreadsheet for us to process. If you backed a reward tier above level $30 you should have had contact from us either in the form of a Kickstarter survey or an email. If not please, let us know as something has gone wrong.
    If you've not recieved a Desura key, please check your Spam folder before emailing us. If it's not in there, we'll be happy to help you out!
    OK, so onto the build itself! For this build and all future alpha builds, you will be seeing lots of new features and changes being added to the game. It's obviously good that you'll be able to see the progress we're making, but it will also make the build less stable than the Demo you've played (which had several weeks of bugfixes prior to release). While we do have an internal testing process, it won't catch everything - you may well encounter crashes, and will almost certainly encounter bugs and features not working as intended.
    This is normal. If you encounter a crash or a bug, please report it in our forums and we'll fix the game-breaking bugs ASAP. However programmer time spent on fixing bugs is time we can't spend on implementing new features, and even if we did fix all the bugs every time we implemented a new system then as soon as we put another new feature in there's no guarantee it won't just break the first one again.
    That means we'll be working on getting the game done with the remaining alpha builds, then focusing on stability and balance once we hit beta. This is by far the fastest and most efficient way to work, so please work with us on it!

    So, without further ado, here's the full changelist for Build V12:

    NEW FEATURES:

    • Female Soldiers: Female soldiers now spawn in the game, with female portraits and names. We need to do a little more work on harmonising some of the female portraits with the male ones (different artist) but overall the system has been pretty successful.
    • Custom Soldiers: Pre-generated soldiers (from Kickstarter) have been partially implemented. In the standard build the two pre-generated soldiers are myself and Kris Thaler (one of our artists) but you can view 15 other test soldiers drawn from the ranks of the highest Kickstarter backers in the debug version of the game. Unfortunately, playing the normal version will lead to you seeing a lot of me / Kris for now, as we’re the only two options when a pregenerated soldier spawns (10% of the time)!
    • Base Defence modules: These are defensive turrets constructed as base structures in your base. They fire upon attacking UFOs when aliens perform base attack missions on that base. If the UFO is not destroyed, the damage dealt will reduce the size of the attacking force.
    • Androns: These alien units now spawn in their earliest two incarnations. We’ve put them in the Quick Battle too. Basically they don’t act that differently to normal troops at the moment, other than being very tough, but as the AI becomes more advanced they’ll behave in a fairly unique way compared to the other species. There’s a bit more variety there anyway.
    • Dropship Destruction: It’s no longer effectively game over when you have your dropship shot down, as your soldiers can now survive a crash and be rescued by local forces. Troops now have a better than average chance of surviving a crash, but are likely to suffer injury while doing so.
    • Alien Bases: The tiles for these aren’t in place yet, but the code is now tested and in place. Bases are created on the Geoscape by alien construction missions, and all bases (existing and future) grow in size at predetermined AI ticker levels to scale with the invasion. There are two victory conditions in the base missions, either killing all aliens in the base (captures all equipment) or destroying the base power cores and aborting the mission (captures only the equipment brought out with you). Either instance results in the destruction of the alien base.
    • Suppression: The suppression system has been added to the game for preliminary testing. A unit becomes suppressed when enough bullets have been fired at him, with burst fire causing more suppression than single shots. The values are preliminary at the moment, as is the “suppressed” icon (a blue triangle with an S on it). Let us know your thoughts on this system though.
    • Heavy weapons: These have a 30% accuracy reduction if you move and shoot in the same turn (turning does not count as moving). The machinegun, rocket launcher and sniper rifle are the starting “heavy” weapons.
    • Mission Scoring: The mission-end scoring system has been updated. It now has different scoring for different mission types and different outcomes (victory / loss /abort) along with some tweaked values. This means the score awarded at the end of a mission should better reflect the actual outcome.
    • Soldier Hire: When you hire a soldier, you can now pick from a pool of 12 possible soldiers which is refreshed as you hire troops. This allows you to pick a soldier that suits the role you are hiring them for - though fired troops go back in the soldier pool to prevent mass hire / fire soldier cherry picking.
    • Manufacturing Materials: Most manufacturable items will consume either Alenium or Alien Alloys when built now. There’s no UI element that shows these requirements at present (that’ll be in the redesigned UI) but it’ll give you a pop-up if you don’t have enough.
    • Dropship Vehicle Icon: Vehicles on a dropship now have an icon on the Soldier Equip screen to show that they’re filling soldier slots.
    • New tiles: The Town tileset has had some new tiles added to it. There is now a set of tiles for a bank /office building that will be the first thing we get our dedicated level designer to play with, and the house walls have now been painted over, along with the house props and the shop interior props. This means they look nicer and have the visible destructibility in place now too as they have damaged / destroyed variants.
    • Launcher: This has been changed so it no longer has a Pre-Order link or refers to the game as a “Demo” (this was only to test the Kickstarter build). This should stop any future confusion arising where people buy the game and think they only have the demo version!
    • Reapers: These are the Xenonaut equivalent of Chryssalids. You won’t see them until the beta, but they are fully rendered, animated and I saw one zombify my troops for the first time a few days ago in the develoment build. Thought you might want to know!
    BALANCE TWEAKS & BUG FIXES:[....]


    THINGS THAT NEARLY MADE IT: (and will arrive next build)

    • Smoke grenades: These are largely in the game but need a few more tweaks. They’ll be available in unlimited amounts and the smoke will reduce the accuracy of any units firing through it.
    • Custom Soldiers: These will be fully implemented in the next build, with all the Kickstarter data loaded in and a list of the soldiers so you can load yourself up in the game and check out how you’re looking!

  13. #38
    Lo Zio
    Data Registrazione
    09-10-03
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    3,628

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    lascia perde senza mappe randomiche non vale la pena

  14. #39
    Lo Zio
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    09-10-03
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    nuove release però che palle non hanno ancora creato un pò di mappe
    Female Soldiers: Female soldiers now spawn in the game, with female portraits and names. We need to do a little more work on harmonising some of the female portraits with the male ones (different artist) but overall the system has been pretty successful.
    Custom Soldiers: Pre-generated soldiers (from Kickstarter) have been partially implemented. In the standard build the two pre-generated soldiers are myself and Kris Thaler (one of our artists) but you can view 15 other test soldiers drawn from the ranks of the highest Kickstarter backers in the debug version of the game. Unfortunately, playing the normal version will lead to you seeing a lot of me / Kris for now, as we’re the only two options when a pregenerated soldier spawns (10% of the time)!
    Base Defence modules: These are defensive turrets constructed as base structures in your base. They fire upon attacking UFOs when aliens perform base attack missions on that base. If the UFO is not destroyed, the damage dealt will reduce the size of the attacking force.
    Androns: These alien units now spawn in their earliest two incarnations. We’ve put them in the Quick Battle too. Basically they don’t act that differently to normal troops at the moment, other than being very tough, but as the AI becomes more advanced they’ll behave in a fairly unique way compared to the other species. There’s a bit more variety there anyway.
    Dropship Destruction: It’s no longer effectively game over when you have your dropship shot down, as your soldiers can now survive a crash and be rescued by local forces. Troops now have a better than average chance of surviving a crash, but are likely to suffer injury while doing so.
    Alien Bases: The tiles for these aren’t in place yet, but the code is now tested and in place. Bases are created on the Geoscape by alien construction missions, and all bases (existing and future) grow in size at predetermined AI ticker levels to scale with the invasion. There are two victory conditions in the base missions, either killing all aliens in the base (captures all equipment) or destroying the base power cores and aborting the mission (captures only the equipment brought out with you). Either instance results in the destruction of the alien base.
    Suppression: The suppression system has been added to the game for preliminary testing. A unit becomes suppressed when enough bullets have been fired at him, with burst fire causing more suppression than single shots. The values are preliminary at the moment, as is the “suppressed” icon (a blue triangle with an S on it). Let us know your thoughts on this system though.
    Heavy weapons: These have a 30% accuracy reduction if you move and shoot in the same turn (turning does not count as moving). The machinegun, rocket launcher and sniper rifle are the starting “heavy” weapons.
    Mission Scoring: The mission-end scoring system has been updated. It now has different scoring for different mission types and different outcomes (victory / loss /abort) along with some tweaked values. This means the score awarded at the end of a mission should better reflect the actual outcome.
    Soldier Hire: When you hire a soldier, you can now pick from a pool of 12 possible soldiers which is refreshed as you hire troops. This allows you to pick a soldier that suits the role you are hiring them for - though fired troops go back in the soldier pool to prevent mass hire / fire soldier cherry picking.
    Manufacturing Materials: Most manufacturable items will consume either Alenium or Alien Alloys when built now. There’s no UI element that shows these requirements at present (that’ll be in the redesigned UI) but it’ll give you a pop-up if you don’t have enough.
    Dropship Vehicle Icon: Vehicles on a dropship now have an icon on the Soldier Equip screen to show that they’re filling soldier slots.
    New tiles: The Town tileset has had some new tiles added to it. There is now a set of tiles for a bank /office building that will be the first thing we get our dedicated level designer to play with, and the house walls have now been painted over, along with the house props and the shop interior props. This means they look nicer and have the visible destructibility in place now too as they have damaged / destroyed variants.
    Launcher: This has been changed so it no longer has a Pre-Order link or refers to the game as a “Demo” (this was only to test the Kickstarter build). This should stop any future confusion arising where people buy the game and think they only have the demo version!
    Reapers: These are the Xenonaut equivalent of Chryssalids. You won’t see them until the beta, but they are fully rendered, animated and I saw one zombify my troops for the first time a few days ago in the develoment build. Thought you might want to know!

    BALANCE TWEAKS:

    Overkill Percentage: The overkill percentage for UFOs (i.e how much damage they can take beyond 100% and still leave a crash site) has been increased to 130% from 115%.
    UFO Behaviours: UFOs now fly in a straight line for longer before changing direction. This means they are both easier to intercept and look a bit more intelligent.
    Geoscape Invasion Escalation: This has been smoothed out. There should be more UFOs at the start of the game, but their numbers should increase more slowly than before. There should also be less fighters relative to before.
    Scout UFOs: These are now more dangerous at close range, but their weapons have a shorter overall range. The counter is intended to be a MiG with 4 Sidewinders, which will kill them from beyond their range and only take minor damage in the process.
    Hidden Movement Camera: The Hidden Movement camera now focuses correctly on events during the alien turn. You shouldn’t have your units killed by enemy fire without seeing it now. It should also track long range shot impacts better than before.
    Wounded Soldiers: The Soldier Development screen now correctly shows the HP of wounded soldiers at the end of the battle, rather than their modified maximum HP (after the damage) as it did before. It should also differentiate between Injured (can still participate in missions) and Wounded (confined to bed) soldiers.

    BUGFIXES:
    Geoscape:

    The “Abort Mission” menu option is no longer incorrectly called “Abort Game”.
    Funding money now comes in before wages and maintenance go out at the end of each month.
    Alenium and other manufactured missiles should now be consumed when fired in combat.
    UFOs now despawn correctly if they create a terror site.
    Grounded UFOs will no longer be named “Crashsite-XX”.
    Wounded soldiers will be moved to the Unassigned category on the Soldier Equip screen after recovering above 50% health.
    Aircraft destroyed in transfer from base to base will no longer block hangars up after their destruction.
    The Xenopedia is no longer visible in the background on other base screens in some circumstances.
    The base selector icons should now be visible in all circumstances.

    Ground combat:

    Xenonaut reaction fire is now functional again.
    Machineguns now reaction fire with burst fire.
    Turning on the spot no longer triggers alien reaction fire.
    Aliens are no longer able to reaction fire in directions that they are not facing.
    Crouching soldiers now use a crouched injury animation rather than playing the standing injury animation.
    The “Alien Spotted” icon will appear when viewing any camera level, rather than only on the level of the alien.
    Destroying the vans on the industrial tileset will no longer crash the game.
    Swapping weapons no longer reloads the clip in the weapon.
    The neutral AI will no longer just spin on the spot several times per turn.
    The crash caused by destroying a window and killing a unit at the same time has been fixed.

    THINGS THAT NEARLY MADE IT: (and will arrive next build)

    Smoke grenades: These are largely in the game but need a few more tweaks. They’ll be available in unlimited amounts and the smoke will reduce the accuracy of any units firing through it.
    Custom Soldiers: These will be fully implemented in the next build, with all the Kickstarter data loaded in and a list of the soldiers so you can load yourself up in the game and check out how you’re looking!

  15. #40
    La Borga L'avatar di recs
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    05-02-06
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    due post più su e fatto meglio.


  16. #41
    Lo Zio
    Data Registrazione
    09-10-03
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Citazione Originariamente Scritto da recs Visualizza Messaggio
    due post più su e fatto meglio.


    Ho l'ipad nabbone non mi ha visualizzato lo spoiler

  17. #42
    Lo Zio
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    per riportarlo un pò up


    Three Builds to Beta!

    This is my attempt at a catchy roadmap to the beta stage of the game, as I think having some kind of overarching structure to how we're working towards completion would help.

    The idea is that we'll have three more major releases until beta. This isn't three Desura releases total - there'll be plenty of hotfixes and minor patches, I'm sure - but three new release versions.

    What we're shooting for, hopefully, is to be able to announce our beta at the same time as Firaxis release their new X-Com game (9th October - so about two and a half months). We may not succeed at that, but it's something for us to work towards.

    For those unfamiliar with our plans, the beta will allow the players to play right through the game from start to finish for the first time. It will contain all the enemies and the full tech tree. Basically, we would be able to release the game in that state and call it finished (although it wouldn't necessarily be a good game).

    During beta we will continue to polish the experience and improve balance, and will add more maps and probably new terrain tiles and possibly one or two new aliens or enemy abilities etc. But the focus of alpha is to get the game mechanics finished, and the purpose of beta is to make the game enjoyable and fun to play.

    In order to do this, all the following work must be completed (although which build contains what may be subject to change):


    Build V13 (29 July)

    - All dropships fully functional and with all required tiles in the game (though Chinook will be the only one available until beta)
    - Cover in adjacent tiles to shooter is disregarded from the accuracy calculation, so shooting through windows / over walls is much easier
    - Final mission can be launched from the Geoscape and loads a unique map with unique victory conditions, though map is placeholder
    - Three day delay before purchased equipment / personnel arrive at a base
    - Bleeding wounds system for soldiers
    - Collapsible buildings are in place, where if you shoot out a certain % of the structural walls on a particular level, all walls on that floor and floors above will be destroyed and units within killed
    - Soldier medal system has been added as is functional (though no way to display them on the Geoscape yet)
    - The rate at which soldiers gain rank and attribute points is customisable in gameconfig.xml
    - A unique weapon that isn't in the alpha is added and functional
    - The C4 charge is in the game as starting equipment
    - The Flashbang has been added to the game as starting equipment
    - Middle East and US Desert ground tiles are all added to the game
    - Middle East and US Desert buildings are modelled in 3D and the unpainted tiles are in-game
    - Combat shield code is functional and in-game
    - All renders for the Xenonaut non-power armours are done (possibly except for the combat shield derivatives)
    - Xenonaut power armour limited to certain (ie. heavy) weapons
    - Reaper Zombie model is modelled and textured
    - Advanced buildings code (upgrades for some of the starting structures) is complete
    - Alien clips are converted into Alenium after battle, rather than sold
    - Mac port available
    - AI coder recruited
    - 3D modeller to work on tileset-specific civilians and AI soldiers recruited



    Build V14 (19th August / 26th August)
    - All Xenonaut and civilian renders complete, including vehicles
    - 3D base tiles for the Arctic tileset buildings are complete
    - First batch of new levels from level designer are in place
    - All weapons on the GC have a melee attack function
    - Air combat UFO weapons have fire arcs settable in a 360 arc (at the moment they always fire forwards)
    - Air combat battlefield is larger for larger UFOs
    - Air combat large UFOs have correspondingly larger hitboxes and interceptors will tail them at an appropriate distance, rather than flying "inside" them
    - Reaper Zombie model rigged, animated and rendered
    - Terror missions have a red Geoscape icon, Alien Bases have a purple Geoscape icon
    - All Xenopedia text written
    - Height level LOS issues fixed
    - New tileset-specific friendly AI soldiers modelled
    - Linux port available



    Build Beta V1 (9th October)
    - Soldier Role assignment and auto-equip system
    - All aliens rendered and in-game
    - All UFO exterior tiles in place
    - Soviet Town buildings complete in 3D
    - Flamethrower
    - All "in-construction" images for the aircraft and vehicles
    - Clicking on two icons on Geoscape near to each other beings up selection menu
    - Majority of Xenopedia art done
    - New tileset-specific civilians and AI soldiers rigged, animated and rendered
    - Final game launcher
    - AI working to a playable (though not necessarily finished) level
    - Lots and lots and lots of bugfixes



    So, that's the vague roadmap to beta. It's missing a few things that I'm yet to work out how we'll slot in, notably the new UI and the tiles for the alien base / Xenonaut base / final mission. Nevertheless, if we can hit those targets then I think we'll be in a valid position to say the game has reached beta. Now it's just a question of making that happen

  18. #43
    Lo Zio
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    09-10-03
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    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    uscita versione v.14 direi che sta procedendo molto bene

    V14 has been authorised and is ready for download on Desura (though the standalone downloads will be a bit longer yet)

    Apologies for the delay on the release - it took longer than expected and I need to find a new flat this week, so I've been a bit busy. I've also been trying to fix up an issue with some of the animations, but have failed. Some animations (explosion animations etc) are just not displaying at the moment for some reason, so I'll get that sorted in the next couple of days and release a hotfix.

    Changes:
    - Soldier Equip screen tooltips: There is now updated tooltips on the Soldier Equip screen. Previously mouseovering an item would just display its name, but now it gives some detail of the weapon and its battlefield role, then lists its important stats. This is intended to make the game easier to use, but also to allow us to streamline the research tree as less vital gameplay information has to be conveyed through research with this arrangement.

    - Researchable weapons with unlimited quantities: Previously any weapon set to Unlimited quantity would appear right from the start of the game. However, we've added a few tags to give control over this - we can now set items to be UnlimitedOnResearch, which means they appear in unlimited quantities once triggered by research projects. We can also disable items with research projects too.

    The reason we have done this is to let us make certain weapons such as the Stun Baton appear in infinite quantities once the required research has been completed, saving the player the need to manufacture relatively specialist and mundane items. It also allows us to do "upgrades", for example after researching a live Sebillian the player will recieve the Advanced Medpack in the place of the Medpack. This is also available in unlimited quantities, so disabling the normal Medpack is useful as it has no further use once the Advanced version arrives.

    - AI: GJ (our AI developer) has been hard at work on the AI. He's committed some of his work to this version of the game and the AI should be a bit better than it was before. Don't expect anything fantastic, but hopefully it won't be as spectacularly stupid as it previously was.

    - Air Combat changes: - We've made a few changes to the Air Combat code. First of all, the battlefields now scale with UFO size. The earlier UFOs now have smaller battlefields than before, and anything larger than a Corvette has a larger battlefield.

    We've also added proper hitboxes. These are limited to being circular, but they still give a much better representation of the size of the UFO once you reach Corvette / Landing Ship sized UFOs and upwards. Before missiles and cannon shells only counted as hitting the target when they reached the very centre of the UFO, but now they will cause damage on the edge. This means that cannons will fire at a longer range, and makes dogfighting a bit easier.

    - UFO Rebalancing: There's also been a couple of updates to the UFO weapon code, which has allowed us to add short-range defensive turrets to the UFOs. The Corvette now has some. The Landing Ship also has some defensive turrets, and has been made a bit less tough - but now it packs a bit of a surprise too. Fighters should once again be able to dodge missiles too.

    - New Maps: Adam, our level designer, has got back from his holiday and finished updating various spectres and started work on some new maps. His first three are in the game now, all of which are for the Industrial tileset. We've got a new map for the Light Scout, Scout and the Corvette. I think they're looking pretty good and hopefully the number will increase steadily from here on in.

    - Psionic Powers: The alien psionic powers have now been implemented. This won't be of much use until the AI is sufficiently intelligent to make use of them, but the code is now done.

    - Hypervelocity Projectiles & Windows Accuracy Calc: The "% to hit" calculation displayed on the cursor with a weapon selected has now been updated to take into account the penetration power of hypervelocity projectiles and the ability to shoot through windows. This means that if a weapon has enough power to shoot through a wall / window and hit the unit behind, the cursor will no longer display 0% to hit the target but will display the actual hit percentage. The random element of damage in the shot (+20% to -20%) means that occasionally this will not happen, but it should work most of the time.

    - Bleeding Wounds notification: Following feedback from the community, the duration of the "XXX Soldier has sustained a bleeding wound" notification at the start of the turn has been increased by about 50%. Let me know if it's still too short to read.

    - Geoscape Icons: Terror Sites now have a red Geoscape icon and alien bases have a pale blue icon, differentiating them a bit more clearly from the black crash site icons.

    - Friendly AI soldiers: We've got to work modelling up the various tileset-specific AI soldiers for the beta. You can see our progress here:

    Soviet Soldier: http://www.xenonauts.com/devimages/russian.png
    Arab Soldier: http://www.xenonauts.com/devimages/arab.png
    New National Guard: http://www.xenonauts.com/devimages/nationalguard.png

    We're currently working on a security guard for the Industrial tileset, and then we'll need some parka-clad chaps for the Arctic tileset and something for the US desert tileset. After that, we'll get the tileset-specific civilians done too.

    - Polar tiles: We've finished the two main buildings for the Arctic tileset, although they're not in the game yet. We've also got a nice animated sea tile done too.

    - Linux / Mac ports: Linux and Mac versions of V14 should be with us in a few days. It takes our porter a little time to get these done once I've finalised the assets package, which I've only just done.


    Missed Milestones:
    - Rendering: The plan was to have all the Xenonaut units rendered by V14, but it hasn't happened. Why? Because I didn't properly account for how long it takes to render out all the various combat shield / assault shield and offhand weapon combinations, and I completely forgot about rendering the Xenonaut units with the alien weapons (which needs to be done).

    Still, we're making good progress. I've added 70 new sprite / armour combos to the dev version since the last update, and there's another 17 rendered out and waiting to be processed by our data entry guy. We might overshoot our deadline by a month or so but it shouldn't really affect anything.

    - Height LOS issues: There's a bug where if you stand on the roof a building, you have LOS as if you were standing on all the floors below as well. This hasn't been fixed yet as we've just not got around to it.

    - All Xenopedia text written: This is a big task and when I started it, we ended up adding the UnlimitedOnResearch tag because I felt that the research tree still needs some finesse as to its structure. I might make much of this placeholder so we can test the layout and pacing of the research tree before I spend hours writing up projects that might be deleted or split out. For example, at the moment a single project (Laser Weaponry) will unlock 5 different weapons. Whether that's the best way to handle introducing them to the player, I'm not yet sure...

    - Melee Attack for All Weapons - This is on the to-do list for the next few days but I don't think it's been done yet.


    Anyway, there'll be a hotfix for the missing animation issue in the next few days. Please report any serious bugs quickly so we can fix them for that update too!

  19. #44
    Moderatore BI BI DA L'avatar di Jaqen
    Data Registrazione
    13-03-04
    Località
    Bologna
    Messaggi
    21,591

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Contano di fare uscire la V15 per quando esce l'altro X-COM, quindi per il 10 ottobre

  20. #45
    Lo Zio
    Data Registrazione
    09-10-03
    Messaggi
    3,628

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    ottobre sarà un mese d'oro per i fan

  21. #46
    Lo Zio
    Data Registrazione
    09-10-03
    Messaggi
    3,628

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    V15.1 con qualche bug che i player si risolvono da soli lol

  22. #47
    Lo Zio
    Data Registrazione
    09-10-03
    Messaggi
    3,628

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    E' uscita la beta v.18

  23. #48
    Suprema Borga Imperiale L'avatar di Orologio
    Data Registrazione
    05-03-03
    Messaggi
    22,179

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Porca zozza che bello... ma quando esce ?

  24. #49
    Lo Zio
    Data Registrazione
    09-10-03
    Messaggi
    3,628

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    Citazione Originariamente Scritto da Orologio Visualizza Messaggio
    Porca zozza che bello... ma quando esce ?
    Eh non si sá però adesso puoi farti una partita dall'inizio alla fine (alienbase), sta all 80% secondo me. Unico neo i crash e bugs ancora presenti in gran numero.

  25. #50
    Suprema Borga Imperiale L'avatar di Orologio
    Data Registrazione
    05-03-03
    Messaggi
    22,179

    Predefinito Re: Xenonauts(ennesimo clone di ufo)

    No no...non gioco mai alle beta. Ho già poco tempo, va a finire che poi quando esce il prodotto finito mi ha già stufato.

    Comunque lo tengo veramente d'occhio...

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