Hello everyone - it's time for the February update! With this update being a bit early and the last one being a little late, we've only had three weeks since the last dev post but a lot has been done in that time.
Releasing a new public build is our main priority right now and so we're actively working on Build V23.
We've mostly been working on polishing the experience and improving the game balance, and we've spent a lot of time playing the game this month to help facilitate that. We've done a lot of work on the Air Combat, as we've been adding various new features to it recently (such as the pre-battle deployment phase and the different formations that UFOs can spawn in) and we've also had to make some quite fundamental changes to the code in order to fix a persistent bug where missile hits would not always be detected correctly.
Although it's frustrating that this issue sapped away quite a bit of time, having missiles occasionally pass straight through their target without exploding is clearly not acceptable in a game where it can mean the difference between victory and defeat!
There's already been a lot of tweaks to the game balance and we'll continue with these as we work on V23. The early-game Cleaner missions are now a research chain that give you a series of standalone missions which occur alongside the alien invasion rather than before it. We've also done a pass on all the UFO / tactical mission crews to ensure the right aliens are spawning in roughly the right numbers at the right time. There's been a load of updates to the tech tree, sometimes to fix things not unlocking correctly but mostly to ensure a relatively steady flow of research and upgrade projects throughout the game. The tech tree is more extensive than in X1 and this can cause problems in some instances, for example if the player is doing too many research projects between ground missions then it can get a bit overwhelming.
We've also fixed a lot of bugs / issues we've encountered while playing the game, and updated various game systems that weren't working quite right (e.g. the Sentry Guns). We've updated some more of the strategic UI to use the new visual style, various new terrain tiles have been added to the game and we've produced the final destruction states on more terrain objects. Windows have continued to be a pain to get working correctly, but when you play a tactical mission on a finished biome like the Polar biome things are looking and feeling good. It'll be nice when we have all the biomes up to that standard, but it's taking a while to churn through all the assets. We're recruiting a rigger to get our new civilian 3D models into the game, and if all goes well we'll have those in V23 too.
All in all, it's been one of those months where we've fixed far too many things to mention individually but relatively few of them are big headline features you can write about in updates like this. Once V23 is out, we're planning to focus on a few more mechanics that set the game apart from the first Xenonauts, as we're in quite a nice place with development now where the campaign is largely functional and all the remaining work is adding in new assets, polishing what we have, and adding things to make the game more distinct from its predecessor.
The biggest thing we want to test is various more significant alien abilities that will hopefully make each alien race feel more distinctive. For instance, we're going to test whether it makes combat more interesting if the regenerating Sebillian aliens enter a "downed" state when killed, and have to be finished off within a couple of turns else they'll get back up again. Or whether Wraiths are more interesting if they can enter a "ghost" state after taking damage and take reduced damage until end of turn (although perhaps only from kinetic damage). Basically what we're looking for is abilities that cause the player to think about how they sequence their actions or encourage them to use a wider selection of equipment than they otherwise would.
That's it for this time - we're hoping to put out the first incarnation of V23 at some point during the week after next (w/c 7th March).
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Greetings and apologies for the slight lateness of this update - the team wanted to finish a few things before putting it up.
Public Builds
It's worth discussing why a public build hasn't been released to backers recently. We've been working on a couple of big systems that required a significant campaign rebalance once implemented, as well as some systems that required UI updates. We've also been working on the Cleaner missions that happen right at the start of the game. Anything we put out before that work was finished would have been almost unplayable.
Hopefully the next public build will be coming in about two weeks but will likely need several iterations on the Experimental branch before it represents a better gameplay experience than the most recent V22 build.
Armour Up
The first big change we've been working on is the Armour system. For simplicity, we've now unified the way armour is handled in both the tactical and air combat so Armour is a flat reduction on incoming damage (e.g. 30 damage hitting a target with 10 Armour does 20 damage).
However, there's a wider variety of armour penetration and armour destruction on the various weapons in the tactical combat compared to the first Xenonauts, so the player is now presented with more decisions about the best order to use their attacks. We've added a new grenade that inflicts limited damage on units but is excellent at removing terrain and shredding armour, and we'll be experimenting with armour-piercing ammo for ballistic / Gauss weapons this month too.
Air Supremacy
We've done another balancing pass on air combat, as we've added a new type of weapon - the energy lance.
Previously this weapon type lacked any real individual identity and part of the rationale for the armour changes was to give all four types of weapon their own niche:
Cannons are short-range, high DPS (damage per second) weapons with 40 ammo. They do low damage per shot so armour reduces their damage significantly, but they also shred armour relatively quickly. Cannons will kill most things but require you to get in close and stay there, which can be very dangerous against UFOs with powerful weapons.
Missiles are long-range, high damage weapons, but only have 4 ammo. They do excellent burst damage so are great at destroying unarmoured UFOs (e.g. Fighter UFOs) before they can attack you, and can also quickly kill other types of UFO if another weapon is used to strip the armour off them first.
Torpedoes are long-range weapons with excellent armour destruction, but only have 2 ammo and are slow and easily avoided by agile UFOs. Hitting an armoured UFO with torpedos will quickly strip away its armour and leave it vulnerable to other types of weapon. Energy lances are medium range weapons with medium DPS and good armour destruction, and 15 shots. They act somewhat like torpedoes, but trade a shorter range and a slower rate of fire for more ammunition, more versatility, and the ability to hit agile UFOs.
In addition to this, there's been two other major changes to the air combat. Firstly, there is now a "deployment phase" at the start of the air combat where you can set your interceptors up anywhere around the edge of the map, allowing you to group them together or split them and approach the UFO from multiple sides. The type of tactics you want to use are likely to vary based on the type of UFO and the fire arcs of its weapons (and whether it has weapons capable of attacking multiple interceptors at once). You don't get to deploy freely if UFOs on an air superiority mission attack you, however!
Secondly, we've reverted the change where interceptors are always built in squadrons of three. We're back to the original system where aircraft are built individually, and our new approach to balancing the air combat is that UFOs gain some additional HP and Armour for each additional interceptor taking part in the battle. It's still advantageous to send more interceptors into battle against a UFO, but this just gives the player more flexibility in their approach - a single well-equipped advanced interceptor can often now be just as effective as a full squadron of three more primitive interceptors (the latter was almost always better in X1). The convenient lore explanation for this is larger squadrons are more easily detected as they approach the UFO, giving it more time to power up its emergency shielding and prepare for combat. While this may not be entirely "realistic", we feel the gameplay benefits are worth it.
Morale Boost
The other significant new mechanic has been the introduction of the tactical combat morale system. This is a similar system to the first Xenonauts but has a few improvements to make it easier to understand and interact with, and hopefully to make the alien psionic abilities feel less random. There's also now a "Focus Mind" button that allows a soldier to spend TU in order to boost their morale, which gives the player a way to defend themselves against potential morale events or psionic attacks if they want.
The problem here is that our current tactical UI design has been straining under the weight of all the new mechanics and UI elements we've added since we implemented it 2-3 years ago, and having to add Armour / Morale bars and this new Focus Mind button has been the final straw. We've therefore been working on the final tactical combat UI design that brings the visuals up to final quality and properly integrates all the new stuff. This is a massive job because it's one of the most important and complex UI elements in the game, but we think we've found a layout that works well - it displays more information than the current UI does and uses less space to do it!
Odds and Ends
In other news, the Cleaner missions at the start of the game are now a pre-set sequence of four missions with some unique mission objectives to mix things up a bit (as opposed to randomly generated missions that filled a meter that eventually revealed the Cleaner base) a few more screens have had a UI facelift, a few more 3D civilian models and alien armour models have been created and are waiting to be rigged, and we've created some stone ruins to add a bit of variety to our jungle maps.
So, a very busy time for the team and thanks once again for sticking with us.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Happy New Year and all that! Here's a quick update from the Goldhawk team on work that took place in December - this was a slightly short month owing to team holidays but we're back and on track now.
Morale Boost
The main focus of recent work has been the soldier Morale system which causes soldiers to panic when things go horribly wrong on a mission. We actually planned not to include this in Xenonauts 2 for quite a while, but ultimately we felt the game would be weaker without it and not having it gives us fewer tools when it comes to designing the alien abilities (particularly psionic ones). This system is mostly now implemented but there's still quite a few bugs and edge cases we're working through.
We've made a few improvements relative to the first Xenonauts. The first is that Morale always starts at 100 for every soldier, and the Bravery of a soldier (boosted by the squad commander bonus) reduces the amount of Morale damage taken when something bad happens (a soldier with 0 Bravery takes about 3x the morale damage that soldier with 100 Bravery does). There's now a button that allows you to spend TU in order to gain Morale, and the morale system is a bit more sensible in general. Units are generally only vulnerable to panic if Xenonaut soldiers are dying around them (particularly high-ranking ones) or the unit itself has been wounded, or if there are psionic aliens messing with their heads.
Balancing is still required but overall it should be a little smoother and easier to understand than it was in Xenonauts 1.
Ongoing Art
Work on the updated UI designs and final art assets also continues. We've done an updated layout for the tactical combat UI due to the fact that we added several new features since our current design was done, including the Morale system which now needs to be displayed somewhere.
Our UI artist is working on styling that at the moment, and in the meantime we've finished styling several more of the strategy panels. Work on the 3d models for the human civilians and alien armour variants also continues.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
As November draws to a close it's once again time for our monthly update. This month we've mostly been working on turning the experimental builds of V22 into something ready to be released on our main Steam / GOG branches. This has involved a total of 6 hotfixes, which might be a record for us!
New Builds
Anyway, V22 is now out. This is the first major update on our main branches since March (apologies for that) and we think anyone who hasn't been playing on the Experimental branches is in for quite a treat given how much the game has changed since then.
The reception to the V22 Experimental builds overall has been very positive, both in terms of comments and the pattern of play that we're seeing from users. Part of the reason that we released so many hotfixes for V22 was that many of our testers have been playing much further through their campaigns than previously, so they're encountering bugs in areas of the game towards the end that haven't yet been tested (or balanced) properly. A couple of the late-game UFOs had broken teleporters that meant you couldn't actually complete those missions, for example. It's very encouraging to see that people are already able to spend 5+ hours playing a campaign, when we as developers know we've still got a lot of improvements left to make.
Content Additions
There haven't been too many new features added this month, unfortunately: the coders have been busy fixing bugs and Chris has been off for a couple of weeks on paternity leave, so there's not been too much time. Nonetheless, a few pieces of new content have arrived - a couple more research projects have been written up, some new terrain tiles have been added and more destruction states set up on existing tiles, various corpse art for the aliens has been done, and a little bit of new UI art has arrived.
We've done quite a bit of work on 3D characters this month too. Now the Xenonaut models are complete, we're working on the final high-quality 3D models for the local civilians in each map. This is quite a big job as there's probably about 30 different clothing items that need to be modelled and combined in different ways to give us all the variants we need to have realistic-looking locals across the many different biomes in our game, but the progress so far is looking good.
We're also starting to work on the rank / armour variants for various aliens, which we want to look a little more distinctive than they did in Xenonauts 1. We've now finished the Psyons and will be moving onto the Sebillians next.
Spacebar Speedup
The one new code feature we spent some time on this month was trying to make controlling multiple soldiers easier during tactical combat. We've done this by setting up the spacebar to accelerate unit movement - pressing space while a unit is moving causes them to finish their move pretty much instantaneously. Pressing space when a unit isn't moving causes the game to mark that soldier as having finished their turn and automatically select the next nearest soldier that hasn't finished their turn (of course, you can re-select "finished" soldiers manually if you want). Once all the soldiers have been marked as finished, space will end the turn. You can now play through a turn relatively quickly if you want, which can often be useful towards the end of a mission.
With December including the Christmas holidays we'll be having another truncated month, but with V22 done we are hoping we can get some cool new features in for testers in January.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
With October over, it's once again time for our monthly update.
The big news this month has been the release of Closed Beta V22, which is a fairly significant upgrade on previous builds. This is currently only on our Experimental branch but it should be making its way to the main / default Steam and GOG branches in a week or two when it has had a bit more testing. We've done three hotfixes for this build since it was first released and there is a fourth due out shortly that should iron out the most serious remaining bugs we're aware of.
Establishing Shots
Our priority for V22 has been to improve the opening hour or two of the game, which we've done in several ways. The first is to establish the game setting more clearly right from the start of the game, which we've done by adding a short text intro that is played when you start a new campaign. Some of you may remember that we've set Xenonauts 2 a little before the alien invasion properly begins, with the player first having to deal with the Cleaners and transition from being an intelligence agency into being a military organisation. Of course, we've also put some further lore and explanation in the first Research project popup that the player gets.
Visual Polish
The second thing we've done is to continue to improve the visuals. The new UI graphics for the loading screen and strategy topbar have been added to the game, and all the Xenonauts are now using their final 3D models in the tactical combat. Another cool little detail is that we've added a lot more hairstyles to the 3D models, so now a soldier in the ground combat will change hairstyle and colour to (roughly) match the hair shown in their soldier portrait - something that took a surprisingly long time to implement, but makes your starting squad much more distinguished from one another. The visual updates to the tactical mission environments continue too, with the Polar biome getting some attention this month - we'll be moving onto the fourth Biome (likely the Dock) next month.
Maps and Missions
Thirdly, we've added another dozen maps to the game. There's a lot of Raid missions in the early part of the game, but there was previously only one Raid map per biome. There's now three Raid maps per biome which means there's way more variety in the early missions, something that will improve further once we set up the new mission types in the early game in the next major build. We're currently hoping to get that out before we break for Christmas, so stay tuned.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Welcome to this month's update! A few things have been a tad slow over the past few weeks owing to various team holidays and illness, but we're getting back on track now and ready to share some more progress with you.
As well as doing a number of bugfixes on V21 of the Closed Beta after its release, we have mostly been working on the strategy balancing / air combat and some of the new art assets for the tactical combat.
Improved Tactical Art
We've done a texture pass on the entire Western Town biome now, which is one of the biomes used in Terror Missions. This had some very inconsistent visuals before but it's now looking much neater and more detailed - we're now working on the final damaged / destroyed states for all of these tiles. Next up is the Boreal biome, which has already seen a lot of work done to the sawmill building. Hopefully both biomes will be ready for the release of V22.
We're also in the process of hooking up those final Xenonaut 3D models. They're now all rigged and have the various hair models set up, but we need to do some final code work to ensure that soldiers display the correct ethnicity / hairstyle / hair colour in the tactical missions to match their portraits. Again, hopefully this will be done in time for V22.
Strategy / Air Combat
Next up is balancing the strategy layer. Our main method for doing this is going through multiple passes of the game where every air combat battle is played manually but every tactical encounter is an automatic win. This enables a campaign playthrough to be completed within a couple of hours, rather than an entire day.
During this time we experimented with several ways of making the air combat more interesting - this has led to a few changes.
interceptors are now built in squadrons of three, which all share a single 2x2 Hangar (dropships are built individually and also fill a 2x2 Hangar). Once constructed, these interceptors are controlled as normal, so it's possible to send a squadron out with fewer than three aircraft, or even send out a squadron with a mix of different interceptor types. If an interceptor is shot down, you can either wait for it to be replaced automatically as normal or you can pay a certain amount of cash (plus alloys / alenium in the case of advanced interceptors) to replace it within a few days.
We've decided on this because 1v1 air encounters are much less interesting than 3v3 battles, and also it's easier to balance the air combat if you know the player can always send 3 interceptors to fight a UFO squadron if they want. Additionally, this speeds up the base setup process for the player: in X1, building a base in the early game usually forces the player to construct at least three planes (and possibly more) if you want a mix of capabilities (e.g. you might want 3 Condors and 2 Foxhounds, which is 5 interceptors to build). Under the new system you just build a single squadron initially, or perhaps two if you need an even greater range of air assets.
The second major change is to give the aircraft a wider selection of equipment, but also limit their weight capacity. In X1, if you wanted a plane with heavy torpedoes, you had to build an entire aircraft capable of carrying them. In X2, the starting interceptors are actually capable of carrying heavy torpedoes, but they need to unequip their cannons and light missiles to do so. The advantage of this is that it gives the player more options to react to a changing situation - if alien capital ships start appearing, you can rearm your existing aircraft rather than having to build an entirely new set of interceptors. This all contributes to much greater flexibility on the strategy layer - as aircraft have full potential to be repurposed for multiple roles, you can focus your optimisation efforts on the assets you already have, rather than being forced to go through the slightly tedious process of constructing planes one by one just to get access to new capabilities.
The actual air combat mechanics have seen some additions too - these include rotating weapons with limited travel, which means we can have side-firing weapons or turrets that track your aircraft. The Afterburner ability from X1 has also been added to all the interceptors.
Other Systems
We've also added a couple more systems to the strategy layer.
The first is a solution to the problem of your engineers or scientists sometimes not having anything to do: now any idle engineers or scientists will automatically generate income for the player at a rate high enough to pay their wages, plus a small profit - it's assumed they're helping out with maintenance work you would normally have to pay for, etc. This is a lot like the ability to manufacture and sell items for profit in classic X-Com, except it requires less micromanagement and is a bit more intuitive for new players. The effect of this is just to smooth out the difficulty curve on the strategy layer a bit, as having idle staff could previously be financially crippling.
There's also been some progress on the tactical combat morale system. We need to do a bit more work to get the actual panic / berserk / etc effects working correctly, but there's now a full system in place, as there was in Xenonauts 1 and the original X-Com. This also ties into the Stress system - when we reactivate this, soldiers will suffer Stress based on what has happened to them in combat and their Bravery score rather than just suffering a flat Stress penalty for going on a mission like they did previously.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
This month, the team's been hard at work on Closed Beta V21 which is planned to release this week.
UI / UX
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). 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. This includes everything from adding support for mass-deletion of save games to adding new UI sounds. 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. We'll continue to roll this new UI style out to other parts of the game as development continues.
Meet the Cleaners
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'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. 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. For example, wave survival maps, VIP escort / assassination missions, extraction missions, objective capture, etc. Some of these should arrive in V22 and make the early game a bit more varied and exciting!
Visual Polish
More work has also been done on the visual side of things. 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. Work also continues on the tactical combat environments. 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.
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 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). 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. In any case, the important thing is that our destruction system should now be finished, which allows us to start doing the final destruction states on all of our finished assets.
Other Bits
We also implemented a couple of smaller elements this month too - difficulty settings are now complete, and there's a number of options we have to customise difficulty. This hasn't yet been finalised, as obviously the main campaign still requires some significant balance work.
The other new system is directional sound, which is intended mostly to allow us to play sounds when certain things are on screen (fire noises, the noise of engines running on vehicles, etc). Again, this is just useful for making the game feel a bit more alive.
Finally, we've made a start on the soldier dialogue / barks system. This is a simple system that generates (non-interactive) text dialogue from your soldiers based on things that happen on the battlefield. As a basic example, a soldier might say "I'm hit!" if they are shot by an alien. We're hoping to implement that in its basic form next month with some test dialogue to see if it's a good addition to the game (there's potential for it to be annoying if we get it wrong), and we'll spend some time making it as varied and natural as possible. We're hopeful that this system is going to make the combat feel a lot more reactive to your actions, but we won't know for certain until we've had a chance to test it!
Beta Progress
We're aware that many of you who were not part of the original Kickstarter still want to jump into the beta - we were looking at doing this earlier but the excellent level of feedback we continue to receive from existing players, and the state of the game currently, mean that we haven't found the right timing for this so far.
However, we are still looking for opportunities to add more players to the beta. There's still a significant amount of balancing and gameplay work to be done in order to get the game to a point where that wider feedback will be useful, so please do continue to bear with us - thanks again for your patience on this so far.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Welcome to July's update! No public Closed Beta releases this month, as the team have been working away on some systemic stuff - we hope to resume those next month.
Tactical Enhancements
We've spent a fair bit of coder time improving the tactical AI. It now has a much more comprehensive understanding of both terrain and weaponry - it'll be ready for some combat balancing next month.
We're also planning to look into some "advanced" behaviours as part of this, whether it be squad behaviours that allow alien units to move and fight as teams, or unit-specific special abilities. Making the aliens feel more intelligent, with greater differentiation between the different species, should give the game more character.
Performance and Bug Fixes
Work has also taken place on various other aspects of gameplay. Performance on the Geoscape has been improved significantly, and we've implemented an initial version of the difficulty settings. In addition to that, we've finished the implementation of soldier medals.
Thanks to a community bug report, we realised that Landed UFO's weren't actually functional, despite support for them being there! We spent a bit of time looking into that and the coders fixed some related bugs, and now UFOs are landing like they should.
Visible Improvements
A significant number of new art assets have been added to the game as well. The last of the remaining Xenonaut armours has been modeled and sent off for rigging, so we expect all the final Xenonaut 3D models to be in the game by the end of August - you can see a couple of the designs in the images in this post.
There's also been a new alien model added to the game: the Cyberdrone. This was previously a big white sphere but now actually has a unique design. There's now at least one 3D model for all of the aliens in the game, and we're going to turn our attention to differentiating the variants (so you can better tell an elite alien from a standard alien of the same species, etc).
There's also new 2D art! We redesigned the Gauss weapons and have new-and-improved 2D art for that entire family of weapons. We've also added the top-down art for the two advanced dropships (as seen when arranging your troops inside them on the Aircraft screen), and as the 3D tiles are already complete we just need to paint the background art on the Soldier Equip screen for those and then they are done. This work should be completed next month.
Finally, we've brought back a freelance artist who was working with us on improving the look of the ground combat tiles. The quality of the ground combat environments is still quite variable, from the attractive dockyard maps we used in the Steam Demo through to biomes like Arid or the American Town which are not quite there yet. We'll be working hard on retexturing some of the less attractive assets to bring them up to final quality, and we'll also be adding the final destruction states to them too. It might take a few months for this to bear fruit but you'll see quite a big improvement in the way the game looks when it does!
One more thing on the art front - the new UI art style also continues to develop. We hope to have the new main menu screen and it's various sub-panels in the game next month (the "start new campaign" screen, load game screen, etc). Maybe even the new topbar too if things go well.
Technical Work
In addition to gameplay work, we've also been taking a look at some technical issues. We're continuing to work on translation support, but that hit a speedbump this month because we had previously been linking items / projects together via their name (e.g. when specifying which item unlocks a Research project). Unfortunately, this system falls apart once the name becomes a value that changes based on language, so we had to rewrite quite a lot of code relating to that too. Despite that setback, we're hoping to get translation support completed soon.
So, a very busy month with a lot of spinning plates. However, as you can see, progress on all these fronts continues to be positive - we hope to return to more game balancing work next month.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
This month saw the release of Closed Beta V20 on our Experimental branches, which incorporated further improvements to the current skeleton of the campaign as well as some more general gameplay updates.
The Campaign
This month,we added the tactical combat tiles for the Battleship and Harvester UFOs (the two largest types) and also added the tiles for the two advanced human dropship types. We managed to play through a campaign up until the introduction of the Harvesters as well. Quite a few balance changes were made along the way, and we now believe we have a rough structure in place for the entire campaign.. There's still a lot of fine tuning left to go, but there is some basic challenge to the game and it's reasonably enjoyable to play - assuming you can look past the rough edges!
The focus for the next month is the content. We've shuffled the research tree around a lot in the past two or three months, so even some of the initial research projects are "dummy" projects without text or research artwork. As we're now reasonably happy with the shape of the research tree, we're going to start filling those in, and updating any existing research text to reflect any mechanical changes we might have made since they were written. There will also be a proper pass on the tooltips and efforts made to ensure all objects, buttons and concepts are written up and accessible in the game. This will hopefully put us in a decent place to do the first stage of the open beta.
Alien Intelligence
Recently, we've also been working on various other things that should improve the playability and usability of X2. The first thing is improvements to the AI, which is still basic but is getting steadily better. The AI in the first Xenonauts was purely dynamic, so aliens would read the battlefield and choose where they wanted to position themselves based on preferences (i.e. being in cover vs out in the open, etc), whereas in X2 we've moved to a system where aliens have waypoints set around the map that designate good places for them to move to / lurk in (when a hostile unit is sighted they go into dynamic "combat" mode and ignore the waypoints). All maps are now set up with these waypoints. The effect of this is that in X2 you the alien movement should be more varied and dynamic, and you'll encounter enemies in a variety of positions (more like in classic X-Com). They might be standing in the open, or crouched behind cover, or looking out of a window with a good field of fire. In X1 they tended to run into corners and just stay there because those were the "best" locations based on their preferences. We've also been working on trying to fix some of the really stupid decisions the AI makes, which usually revolve around times when there's a really obvious way for it to kill one of your soldiers but it chooses not to. In future builds we'll be doing further work on this, but also trying to add more advanced behaviours like allowing us to partner up aliens that have abilities that work together so they form a little squad on the battlefield.
Tweaks and Improvements
As always, we're also working on some odds and ends. The soldier medals system was largely implemented a couple of years ago now but never quite finished, so we've finished that and set up the 8 medals your soldiers can earn in battle (each one gives +1 to all soldier stats). Mind Control has been rebalanced so its effectiveness drops off with range, which should make it less annoying. We've also implemented proper drag-and-drop functionality for the engineering queue and the soldier lists on the Soldier Equip / dropship screens. There's various other small usability changes too, plus further work on the tactical combat camera to ensure it tracks the action better during the alien turn and some more work on the Reapers to make the zombifying / Reaper hatching effects work better under all circumstances.
Solid Progress
In summary, we think once we've done the early-game research writing we'll be able to say that Xenonauts 2 is a playable (if unfinished) game. The standard disclaimers apply - the game needs another pass on the art (which we're working on in the background), we still need to do more to differentiate it from X1, and there's still more polish and content to be added. But the game is already quite fun to play (as long as you're not expecting a finished game just yet) and it'll only improve as we continue our work on it!
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.
Your Xenonauts 2 update for May is finally here! Apologies for slight lateness on this one.
Chris is back on the case full-time now and has been focussed on getting the early game balanced and playable.
Rinse and Repeat
This has mostly involved repeatedly playing the campaign over and over again, making a series of gameplay changes and bugfixes each time. This isn't really something that can be done until relatively late in development, when all the key gameplay systems are in place. Chris is working on this earlier for the sequel because we've got new mechanics to implement / test, and we need a playable version of the campaign to do that testing. The upside of this is that the game is rapidly becoming much more fun and playable in totality.
There are still areas of the game which need significant attention - the AI and the repetitiveness of the maps, for example. Also, the research text is mostly absent, plus the UI and quite a few of the tactical combat assets still need visual improvement. This will all improve incrementally over time.
Chris' plans for June are to get all the UFOs and Xenonaut dropship tiles added to the tactical missions, and to be able to play a campaign all the way through to the final type of UFO without suffering any game-breaking bugs or ridiculous difficulty spikes.
This will be a major milestone, and will mark the point where Xenonauts 2 becomes a properly playable game in its own right. The rest of the team will probably spend most of their time fixing the various gameplay / usability issues encountered along the way but we're also going to be making some time to upgrade the AI.
AI
Last month Chris created a large number of test scenes for the AI so we could test whether it properly understood the different aspects of how to play the game. These were scenarios where there is a clearly optimal course of action (e.g. use the best weapon / fire mode for the situation, use clearly the best cover, etc), and this makes it much easier to identify exactly what the AI is doing wrong and why. We should have a number of AI fixes and updates in our next major build as a result.
Eye Candy
The visual upgrades are continuing but we are taking some time to work through the pipeline. We've got new Xenonaut early-game models that are ready to be rigged and animated, a new Light Drone model and an updated model for the X1 Praetor equivalents that also need rigging and animation. The 2D art for the aircraft weapons / equipment is nearly done now, and the final 3D model for the sentry guns is also nearing completion. The biggest ongoing project is the concept work on our updated strategy layer UI, which is progressing nicely but still isn't ready for implementation because there's so much UI that needs to be concepted up.
Onwards to Beta
Closed Beta Build V19 came out last week, and we will be releasing a hotfix early this week. Unfortunately, the sheer volume of changes we've made recently means that you may well not understand what's happening in the latest versions of the game - the gameplay changes are some way ahead of the tooltips and the research text, making the experience confusing / frustrating unless you've been following the patch notes closely. Chris will begin work on updating the tooltips / research text once it's possible to play the campaign all the way to the final UFO type, and once that work is done we should be able to commence the open beta.
Many thanks for reading and for staying up-to-date with our work - as ever please do join us on Discord, the forums or the Steam community if you have any questions.