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Xenonauts 2 - Development Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Dec 5, 2024.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]A new development update for Xenonauts 2:
    [​IMG]

    Xenonauts 2 Monthly Development Update!

    Hello everyone - it's time for the November development update for Xenonauts 2. Read on to see what we were working on last month!

    Milestone 5 Prototype Update
    November was a productive month for us. All the core systems for Milestone 5 are now complete and we're currently in the process of testing the initial prototype, which we'll hopefully be releasing onto the Experimental branch later this week.

    As always, the first Experimental build for a new Milestone is likely to be a pretty rough experience - although all the major new gameplay mechanics are present there'll probably be a lot of bugs, balance issues, and missing pieces of content that need to be patched in. If you'd rather have a more polished experience then it'd be best to wait until the final version of Milestone 5 arrives on the standard branch early next year!

    Before we move on, I just want to be clear - although players will be able to unlock the final mission and complete the campaign once Milestone 5 is out, this will not be the final update for Xenonauts 2. We still want to add more polish to the game, so we're planning another major update before the 1.0 release.

    The Testing Process
    Most of our work this month has been addressing the numerous gameplay and stability issues encountered in our testing. Each new batch of fixes has allowed us to play further into the game, and we're currently testing the last month or two of the campaign (so fighting Battleships and doing the final mission).

    So far we've been doing "strategic" playthroughs that involve auto-winning the tactical battles for speed (the average campaign is 30+ missions), but once we confirm it's possible to complete a "strategic" playthrough we'll shift to playing a full campaign including the tactical missions. Most game-breaking stability / balance issues tend to occur on the strategy layer, so hopefully this will go smoothly - but whether we release the prototype this week as planned really comes down to how many issues we encounter.

    One major benefit of this testing is that all of these campaign playthroughs have given us plenty of opportunity to playtest and iterate the new strategy mechanics. We actually found the first iteration of the new Geoscape mechanics weren't quite as engaging as we'd hoped, so we expanded them a bit more and came up with something stronger! Speaking of which...

    Updated Geoscape Mechanics
    I personally think the updated Geoscape mechanics are a major improvement on what we have before, giving the player more things to interact with and a wider selection of possible strategies without being too overwhelming.

    Players now gain a certain number of Operations Points per day (representing the off-screen work carried out Xenonaut agents), which can be spent on Strategic Operations or recruiting Supporters. Strategic Operations provide powerful instant effects, such as allowing the player to reduce Panic in a specific region or receive some extra cash / alien materials. They are not the most efficient way to spend Operations Points, but can still be very useful in the right circumstances!

    Each of the six funding regions contains four Supporters, which represent key figures in the local government who can become aligned with either the Xenonauts or the Aliens. If they fall under Alien control and become Infiltrators (usually caused by successful Infiltration UFO missions), they will generate additional Panic in the local region each month - but if convinced to join the Xenonauts they will instead slightly reduce Panic in that region each month and provide a permanent bonus to your organisation.

    Additionally, each region has a unique "region bonus" that is unlocked if you recruit all the supporters in that region (e.g. the North America bonus improves the quality of your starting soldiers, while the Soviet Russia one reduces your upkeep costs, etc). However, most regions also contain a single Elite Supporter who provides double the bonus of other Supporters of the same type; prioritising recruiting these Elite Supporters from the various different regions can be an alternative to racing towards a specific region bonus.

    Although I think these additions work well, my own personal opinion only counts for so much - we'll be really interested to hear what the community think of the new systems once the prototype is out!

    Other Additions
    We also had time to work on a few miscellaneous things this month. Firstly, the tactical combat now properly supports objects falling, so we've been able to enable destruction on building roofs. Explosions can now collapse these and cause units and items to fall onto the level below.

    The illustration work is now complete on the updated Research screen background art, and this month we'll be creating the "advanced" versions of this that are unlocked as you progress through the game and gain access to more advanced technology.

    We're continuing to revamp the visuals of some of the weaker parts of the tactical combat. We started work on some new models for the Sebillian aliens, and we've also updated the appearance of quite a few assets in the Farm biome. Neither of these updates are currently present in Milestone 5 but both should be patched in before we finalise it.

    We've made some further AI improvements and written some custom AI for the new missions added in Milestone 5, one of which is a wave defence mission. A few updated sounds have been added to the tactical combat for the new Biter alien, and also some new unique movement sounds for the MARS / ARES / Sentry Gun vehicles.

    We also set up the proper Game Over screen for the various types of victory and loss. The final victory cinematic isn't ready yet, but the new UI has unique art / text / music / campaign stats / etc so still it's a lot more atmospheric than the plain popup you got in earlier versions of the game.

    That's it for this month - stay tuned for the Milestone 5 prototype, and we'll be back with another update in the new year! Happy holidays!
     
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