As we play the Campaign now, it feels as if things are starting to click together nicely - we're looking forward to seeing how much better we can make it over the next three months! Once we get V15 Stable out, we'll be turning our attention to V16 - but with our Early Access launch planned for late February the emphasis will be on polishing and improving what we already have rather than adding major new features (although we might add one or two). This is just a way of expanding the tech tree and adding more ways of customising your soldiers - it seemed like an easy way to give the player some fun new toys to play with. Each soldier now has an additional armour slot in which they can put an Undersuit, which is a garment that can provide a variety of benefits from additional armour to stat boosts or even regenerative effects (it's quite similar to the Vest system in XCOM in many ways). The Undersuit system is simple but adds more depth. Secondly, it fits the theme of the game quite well - it's about the humans gradually learning the alien weaknesses and reverse engineering their technology, then eventually steamrollering them. We like the training system for two reasons: firstly, it gives a good reason for the player to complete autopsy research (autopsies might not autocomplete in X2) and also for them to try to capture at least one specimen of each alien type. Soldiers will train up relatively quickly towards the end of a campaign, allowing you to replace lost veterans with semi-experienced troops. However, completing autopsies on dead aliens and interrogating captured aliens will increase your institutional knowledge about the aliens and their tactics, and therefore increase the training speed of your soldiers. It allows your soldiers to gain experience passively outside of combat (assuming they are stationed at a base with suitable training facilities), but the initial rate of gain is fairly slow. The Training system is new in Xenonauts 2. You can take a look at the full changelog here if you are so inclined. Lots of little things that collectively make the game look better and play better than before. There's more ambient sound than there was previously, etc. Various parts of the UI have had tabs added to them to make navigation easier. We've added some new UI screen background art and some new weapon art on the strategy layer, and in the tactical missions we've introduced improved ground textures to our maps and fixed lots of small things like the distracting pink error textures that were appearing frequently during combat. There are quite a few new features in this version but it's also significantly more polished. We're currently working on bugs and hope to have a stable version out on the standard Steam and GOG branches next week. You need to spend 10k per month on each xenonaut you have.This was released on the Experimental branch a week ago and has already received two hotfixes, with another one planned for this week. Keep building your forces, but keep an eye on your spending.When you finish building the second base's dropship, transfer some xenonauts (maybe a mix of experienced troops and privates) there. Recruit extra xenonauts with your first base and send them to easy battle. Even with the best dropship, you can't expect only one team to get around the globe. About xenonauts in other bases: You definitely need more than one crew.If the funding drop to 0, you will lose that region entirely. The "neglected" regions will give you less and less money over the months, and when you protect them, it will take months until their funding increase to the original amount. You will have to spend a lot in the first few months to get the bases up and running, but it's worth it.Prioritize building radars and hangars, then buy interceptors. A second and third base should be built as soon as possible (preferrably in the second and third month, respectively).
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