![]() ![]() However, we also don't want these "frills" floating in the air if there's no adjacent wall for them to attach to, so we needed to do some work detecting whether there was a suitable wall on either side and only placing the frills if so. The wall "frill" system is designed to ensure destroyed walls have a natural-looking irregular edge (rather than the perfectly straight-edged hole you get if you just remove the wall). There's also been some work on wall destructibility, as once a tile is visually finished we can do the final destructibility setup on it and then put it in the game as a finished asset. The final visual pass on the Western Town tiles is now mostly complete (one of the biggest environments due to the number of different buildings in it) and we'll put them in V22, after which we'll move onto some of the other environments that need some visual upgrades. Work also continues on the tactical combat environments. The updated Xenonaut models aren't quite ready to go in the game yet but should be fine for V22, and we're now working on modelling up a series of hairstyles for them so your units are more varied and easily recognisable. More work has also been done on the visual side of things. Some of these should arrive in V22 and make the early game a bit more varied and exciting! Visual Polish For example, wave survival maps, VIP escort / assassination missions, extraction missions, objective capture, etc. Because the Cleaners are spread across the planet and have numerical superiority over the Xenonauts, this allows us to have mission objectives that don't make sense when you are fighting the aliens. We've updated the early game so the war against the aliens starts a couple of months in, and you begin the campaign fighting the infiltrator faction called the Cleaners who are intent on suppressing knowledge of the alien invasion. We've also worked on a number of things that haven't really made it into V21, but will be arriving in the next Closed Beta build. We'll continue to roll this new UI style out to other parts of the game as development continues. Overall, it's a much more slick and stylish experience and it should make a much better first impression when you first boot up the game. This includes everything from adding support for mass-deletion of save games to adding new UI sounds. We've been working on this new UI style for quite some time now, and it's nice to finally be able to put it in the game - but there's also been a lot of time and effort spent on improving the usability and general polish of the screen. The biggest new feature in V21 is that we've implemented the final visual style for the Main Menu / Game Settings screen, and all the related sub-panels (Settings, Load Game, Save Game, etc). This month, the team's been hard at work on Closed Beta V21 which is planned to release this week. Also last months progress update has some interesting tidbit about tactical changes if your interested. Hardly satisfying.Īlso, with base defenses only mattering if they can shoot down Battleships, what's up with missile and laser defenses? Without effecting base defense missions they are entirely useless.The latest update for Xenonauts 2 talks about UI and Beta progress. I get that the aliens still want to destroy your base, but why send one battleship again, when the last got blosn out of the sky before landing? Shouldn't they send two the next time around? It would only make sense to me that aliens should increase their assault efforts (inevitably rendering your defenses pointless) or that blowing up an attacking battleship should re.ove the assault-your-base flag, in which case defenses become a tax to avoid a mission. Speaking of, the whole assault-your-base flag not getting turned off when a battleship is destroyed by base defenses is pretty lame in how it works. Second is to build plenty of defense and try not to be annoyed by the constant parade of Battleships knocking on your door. First is to not build any and leave a defense party to deal with raiders and stop the attacks. Until base defenses have an effect on base defense missions, there will only be 2 ways of going about base defense. You'd never have to leave your front yard, and even if you only got 50 elerium at each site, who cares when you had to fly 5 meters to the site? Build enough defense to render you impervious and that battleships will keep coming indefinitely and piling up crash sites without ever endangering your crafts. Having crashed battleships from base defenses would also just drop a steady supply of stuff at your doorstep and would be easily exploitable. ![]() A crashed Battleship means a lot of well equipped aliens for an average of 50 elerium, I'd let them repair and leave. ![]()
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