We've released the first four Agent Profile videos for XCOM: Chimera Squad. Watch the videos below to learn more about Godmother, Terminal, Blueblood and Verge.
Godmother
Terminal
Blueblood
Verge
Cherub
Patchwork
Shelter
Claymore
Axiom
Zephyr
Torque
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Be sure to follow the XCOM: Chimera Squad community hub and add the game to your wishlist here on Steam. Follow the XCOM social channels below to keep up to date with all things XCOM. You can play XCOM: Chimera Squad when it launches here on Steam on April 24, 2020.
Hey folks, I'm going to start trying to post these more regularly now that I'm headed into early access. It will mostly be an amalgam of odds & ends from the #toxicant channel on Discord and the devlog, so I would encourage you to follow those if you want things hot off the press.
Tutorial
Some of the feedback from the last beta was that the "on-boarding" was a bit challenging; there was a lot to learn, and not enough instruction. While I'm not a big fan of hand-holding in games, I certainly don't want the initial experience to be frustrating or confusing. To that end, I've added a simple tutorial area. It sets the tone (you spawn in a pitch black room at the bottom of mineshaft!) and introduces some of the basic concepts and controls. It may eventually also serve as a hub for some interesting things (shortcuts a la Spelunky? special buff items?), but nothing really set in stone yet.
Breakable Walls
I finally got around to adding something I had been planning for a long time: breakable walls! (The satisfaction of breaking walls in DOOM Eternal gave me the extra bit of motivation I needed!)
While it's a fairly small thing in the grand scheme of things, they really add a lot IMO. They'll be used to hide secret rooms more effectively, and create small shortcuts between areas. As well, they can only be broken with certain items, so they will encourage more exploration and resource management.
Shotgun
From the beginning I've been set on not having guns in TOXICANT. I stand by that, but I also recognize that it's a staple in this genre and I feel I would be doing fans a disservice by not including something. To that end, I've prototyped a basic shotgun. There's no guarantee this will be included in the main game, but I am contemplating a secondary mode--sort of like a dream sequence--that will be heavily action focused.
1) Added Chapter Ending CGs (Art by Lithium_ion), You can view them in the Hidden Rooms if you've finished the game.
2) Added a few maps outside Northean Harbor (after Chapter 4), and one new (and easy) side quest here. Also a new village Chapter 5,
3) Added a bit new story in True Ending Route (about 4000 words...The difference between TE and NE routes becomes even greater...hope you'll enjoy it.)
4) Added the above contents in Hidden Rooms 5) Fixed the recipe collection (48 collectable recipes in total) and some typos Thank 莫狸 and Malandy for their reports!
6) Added a choice to skip Prologue in the 2nd run
[Caution]
Savedata "Chapter 3 END" and "Chapter 4 END" cannot be loaded, and yt's not recommended to load Chapter 5 savedata because of the changes Other savedata are OK to use! Sorry for the inconvenience m(_ _)m
Light version is updated to v1.3 as well! If you still experiencing the problem of missing icons, please check if the game is running in "Vista Compatibility Mode" (The mode may be overwrite when updated. Check the last news for details.)
For regular news and dev progress (and to support the dev): Dev blog | Twitter | Patreon
P.S. Trick & Treat is having its 4th anniversary this April! Thank you for being around ːtwtpbearːːtwtpbearːːtwtpbearː
And don't forget to leave a review if you'd like to! (Still two more to reach 10 ;v;)
A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
Fixed a crash occurred when executing prisoner heroes.
Performance
VRAM usage was reduced by solving some memory leaks in the UI.
Fixed some of the spikes in missions.
Minor GPU memory usage reduction for the world map.
Save & Load
Skill Level is preserved when loading old version savegames.
Localisation
Added traditional Chinese.
Some grammar mistakes are corrected and some typos fixed.
Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
Fleeing points for AI were added to battle terrains.
Fixed misplaced textures and added better-looking elements to the shop stands.
Fixed some visual issues in one of the aserai villages.
Fixed Vlandian Vanguard shield banner issue.
Fixed certain visual glitches that appear when rendering blood on flora.
Added three new items for crafting - one scabbard for swords and two blades for spears.
Fixed some problems on crafting items.
UI
Fixed a bug where map notifications were sometimes lost without being shown to the player.
Battles and Sieges
When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
Missiles can now pass through between siege ladders' steps.
Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Combat AI
A critical bug that caused AI in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed
Incorrect ordering of mission behaviours caused a team's general to be deselected at the “choosing formation to lead” stage of army sieges. This was fixed.
AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Character Development System
Changed Skill XP increase formula to 10 + skill level.
Fixed an issue in char creation where switching to female from male and back would reset all beard and other male-only properties.
Clan and Party
Companions now come with cheap items with modifiers, so they are easier to recruit.
Economy and Trade
Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Crafting
Fixed a bug where crafted items could have different stats then shown during creation.
Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Settlement Actions (Town, Village, Castle and Hideout)
Boosting construction now adds 50 construction rather than x2 construction speed
Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
Fixed a bug that made the settlement project's completion time negative.
Quests & Issues
Family Feud quest related fixes/improvements:
Fixed a bug that causes quest dialogues to disappear after Save & Load.
Fixed a bug that causes a quest NPC to not spawn in the target village.
Added/Changed some dialogue texts.
Added/Changed some log entries.
If the player dismisses the quest NPC from their party, the quest will fail.
The Spy Among Us (The Spy Party) quest related fixes/improvements:
Quest title is changed to "The Spy Among Us"
From now on, players can activate the quest even if the quest giver is inside an army.
Fixed a bug that changes face keys of spy candidates.
Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
The spy will scale up according to the player's skills.
Added better battle equipment for the spy.
Added/Changed some dialogue texts.
The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
Added visual trackers for the spy candidates (Default: "Alt" key).
Issue duration was changed from 35 days to 5 days.
Lord Needs A Tutor quest related fixes/improvements:
Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
Fixed a bug that causes the quest giver and the quest NPC to be the same person. Added/Changed some log entries.
If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
Lord Wants Rival Captured quest related fixes/improvements:
Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
Fixed a bug that causes duplicate/empty log entries.
Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
Minor fixes for Headman Needs Grain issue.
Further issue quest dialogue improvements.
Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Other
Overhauled equipment of minor factions to better fit their characteristics.
When we entered a town scene for the second time, guards were missing. This was fixed.
Fixed the colour of the player's companion portraits when we enter a hostile settlement
Made the player's brother a bit younger.
Fixed a bug that caused prisoners to become governors.
Multiplayer
Audio
Added notification shouts to certain events (like the distant shout when someone captures a flag).
Server & Network
Fixed issues related to requesting to join a custom game that is ending.
Fixed issues caused by multiple party members requesting to join a game at the same time.
Fixed some rare cases of disconnections from the Lobby.
Both
Performance
Major CPU performance improvements on both field and siege battles.
Minor performance improvements on multi-core usage.
Art
Fixed beards protruding from helmets.
Audio
Minor improvement on sounds playing delayed on slower HDDs.
Audio performance improvements for older CPUs.
Removed clicks and pops from boulder impact sounds.
Hello everyone! After completely formatting my mac, rolling back to the fabric macOS, and reinstalling everything, I was able to build Coffee Shop Tycoon for Mac! I hope everyone enjoys the new update and start creating some cool Spring drinks!
If you want to get the form of something you'd like to draw. You can do that with Shadowforge. First, you open up a picture. Then you put the alpha value really low, like 0.03. Then you draw any color over it, and if you want it to be like the picture below, then pick Blend Sprite to Sprite after drawing with any color, and it'll have this gray color to it.
I missed drawing the entirety of it, but it should look like this.
And here is the real picture (which was shaded with the Shadowforge gameboy shader).