Xenonauts - All News
Monday - November 11, 2013
Xenonauts - V20 Experimental Build 3 Available
Goldhawk Interactive has a new forum post with news that a new build of Xenonauts is avaiable for backers, and those who pre-ordered the game.
Firstly, if you do not know how to access the experimental branch on Steam, please read the instructions (and warnings!) in this thread. All saved games from earlier versions (including experimental versions) are incompatible, attempting to load them will cause problems.
The main purpose of this build is to get the fixes for the soldier equip screen UI crashing and aliens shooting at walls bugs out as soon as we can. There are some other changes included too, but not so many as normal. The one with the most gameplay impact is probably the change to morale to allow suppression damage to demoralise a target, as injuries do. The new animated gib sprites are also quite fun.
It is important to note that this build definitely breaks saved games from the previous one! If you load an old save and get a crash, that's why.
Here are the changes:
- Fixed crash / lockup on soldier loadout screen
- Fixed a pair of bugs which, together, were causing aliens to try to shoot at Xenonauts through walls
- A large number of small refinements for various parts of the Geoscape UI
- Fixed Fury carrying 2 Singularity Torpedos instead of 1
- Mag Precision no longer named Mag Carbine
- Fixed overloaded soldiers being unable to pickup/move items in their inventory
- Fixed formatting error in aerial terror popup
- Reworded base attack briefing text slightly to make the "size" string make sense
- Fixed wording on the Heavy Plasma Rifle research description
- Added description for alien precision plasma
- Added strings for living Reaper captives
- Added description for Scimitar tank
- Set correct strength for combat and assault shields
- Fixed typo in Heavy Plasma Xenopedia entry
- Fixed type preventing Alien Sniper Plasma Xenopedia entry appearing
- Fixed formatting issue preventing alien reactor research from displaying
- Fixed typo in alien anti-gravity entry
- Fixed issue with display of Scout door
- Fixed missing strings for Alien Battle Rifle and Advanced Grenades
- Animated "gibbed" sprites when humans or aliens are kill by an overdamage weapon (explosives, mainly).
- New roles: Scout, Shield and Rocketeer
- Doubled Hunter MG ammo
- Morale tweaked, and now incorporates morale loss via injury and suppression; should mean individuals panic more often
- Tweaked shotgun suppression up slightly
- Increased range on short range alien weapons slightly to improve their ability to suppress
Please post your comments on the build here. If you encounter any bugs please post them in the experimental build sub-forum of the bugs forum. I will post new threads in the beta forum shortly for in-depth discussion of the current Geoscape and Ground Combat balance, but feel free to post brief opinions here too.
Monday - October 14, 2013
Xenonauts - October Development Update
Xenonauts has a new development update on the games official forums.
Hello everybody. As it's been about a month since we brought V19 Stable out and there's no sign of a new experimental release, I thought I'd write a development update to explain what's happening.
Firstly, it's vacation time for the team. Aaron is off on his honeymoon for two weeks tomorrow, which he'll spend hiking around glaciers in Iceland. My "vacation" is slightly less exciting and has come about because the flat I was due to be moving into last week has not been finished yet and now I have nowhere in London to live. I've headed abroad to visit my family for a bit and am still working a bit, but it hasn't really helped production.
That's not to say we've not been making progress - it's just that we've been making progress on some rather boring things. We've rewritten the night mission lighting code, as that was very performance intensive and was causing noticeable slowdown particularly on slower machines. The new code is roughly 1,000 times faster, but ironing all the bugs and unusual behaviors out of it took the best part of a week.
Similarly, we spent a week rewriting the accuracy code to make it behave a bit better. Previously it suffered from a problem where shots would ALWAYS hit a (standing) unit if they passed through that tile, which caused issues when shots missed. For example, at close range units would have to turn 45 degrees to not hit the target. There was also an exploit where firing at the ground tile directly behind a target would pretty much guarantee a hit on them
Thursday - September 05, 2013
Xenonauts - August Development Update
Xenonauts has a new development update on the games official forums.
As V19 Stable has just been released, this development update is mostly concerned about what's been going on in the background recently and what we have planned for the immediate future. I think the first thing to do is to remind everyone of the huge amount of progress that has been made over the last three months since V18 Stable - there's been massive improvements to almost every aspect of the game (balance and AI most obvious amongst them), and it's easy to forget quite how much has been done.
The V20 series of builds is intended to be mostly polish, with an emphasis on getting the new UI installed / fully functional. The rest of the game will see more tweaks, but it's not likely to change quite as much as it did from V18 to V19. There will be further balance work, further AI improvement, new maps, reworking of the way jetpacks work and probably the Geoscape UFO intelligence too.
Wednesday - June 19, 2013
Xenonauts - Preview @ Space Sector
Space Sector has a preview of the beta for Xenonauts.
Xenonauts Beta is looking really nice and it already offers an enjoyable experience. Although it doesn’t feel finished yet (well, because it isn’t) – some art assets are still missing (with placeholders at the moment) and more interesting maps are needed, in my opinion – Xenonauts managed to keep me fairly interested through my 10h play session. Until I faced a Terror Site mission that is, and failed miserably (complete squad wipe).
So, although I’ve been playing X-COM games for years, this was my first serious Xenonauts game where I definitely felt a challenge. This Beta didn’t captivate me as much as X-COM: UFO Defense once did, no. Not the same amount of attachment felt. But, it’s too soon to judge the game to that extent. I only played for about 10 hours, and only up until the first Terror site mission appears. I only saw an armor upgrade and had the first few glimpses on the Alien weaponry and story. And, Xenonauts is still in Beta, so there’s still a lot to discover and lots of room for improvement.
But, overall, I feel that after the new UI and the missing assets are in place, a few more art injections are made, more and better maps are produced, the game will be ready for prime time. And, it will be, most probably, a very enjoyable game. I’m confident on that because Xenonauts is already enjoyable now.
Saturday - June 08, 2013
Xenonauts - Preview @ StrategyInformer
StrategyInformer has a short preview of Xenonauts.
This is most definitely not a final release, as Goldhawk warn early adopters on the Steam store page that the Early Access version has “inconsistent game balance, occasional missing art and UI elements, and bugs or crashes”. I certainly encountered all of these, including my savegames getting corrupted.
Think of the Early Access of Xenonauts as a cheap pre-order that allows you to play an incomplete version of the game right away and gets you the final version on release. A taster if you will, and right now it’s a very good taste. While I was satisfied with XCOM: Enemy Unknown I don’t deny that a tougher and more deeply strategic version closer to the original would be very much appreciated, and Xenonauts is looking to be the best around.
I think it’s ironic that after 15 years of imitators never getting the X-Com formula quite right the game that finally does only turns up after the series has returned. Fortunately however there’s still a place for both reboot and spiritual successor in the hearts of X-Com fans, and for the hardest of the hardcore Xenonauts could well be the game they wanted all along.
Sunday - June 02, 2013
Xenonauts - Early Access Available for Purchase on Steam
If you missed the Kickstarter drive for Xenonauts you can now purchase early access for the title on Steam for $19.99/€16.99. Also by purchasing early access you also get the full game, so you won't have to grab it again at release.
As a bonus here is a hands-on impression video
Xenonauts is a strategy game in which you control a multi-national military organisation defending a Cold War-era Earth from alien invasion, using small squads of persistent soldiers to eliminate the extraterrestrials and recover their technology in turn-based ground combat. A detailed strategic layer allows you to co-ordinate the defence of the planet, using your interceptors to shoot down UFOs and researching captured artefacts to learn about your foes and unlock new combat equipment to use on your missions.
Xenonauts is a spiritual successor to the classic X-Com strategy games from the 1990s. We aim to improve the graphics, add new content and streamline the interface whilst still retaining all of the key mechanics of the original games. Devoted fans should love this game, but we're also keen to introduce the joys of old-school grand strategy to a whole new generation of players who might not otherwise experience it!
Play-time: 40-60 hours
Voice-acting: Partially voiced
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Unknown