6/1 Update Noitce Dear Detective, Our Game is expected to be updated at 0:00 (UTC/GMT: +8:00) on 6/2, which is expected to take 120 minutes. This update will restart the server, and online agents will be forced to go offline. Please log off in advance to avoid losses! We will notify you separately after the server is opened. We apologize for the inconvenience caused by the agent simulation training! Compensation will be issued in this update: Soul Coin x10000
【New Features】 1. Season Passes Update:Upgrade the pass level up to get Zomble - black evil forbidden naked model, Summer - Cuizhu series, Talismaner - trick face clown, Wind - five-color compass 2. Monthly Membership:Purchase a membership to receive a large monetary reward 3. June Event Launch
【Function optimization】 1. New Hero Experience Cards on the clan store 2. This update will refresh the accumulated lottery rewards and reset the accumulated lottery times 3.AI Mode can choose part of the role into the game,Player will not be knocked down when using Human
【New in the fitting room】 1. Dancer - Teddy Bear (Back)
【Balance adjustment】 1. Increased the cooldown time of the Simulated Grievance Spider domain skill 2.Improved the cooldown time of the Simulated Grievous Spider 2 skill
【BUG fix】 1. Fixed the problem that the Spider will immediately eat the spirit probe after the spider devours the spirit probe, resulting in other teammates can not pick up the dropped props 2. Fixed the problem of abnormal behavior of the model after the Spider used 3 skills 3. Fixed the problem of abnormal model of Summer 4. Fixed the problem that when the spirit scout Shopkeeper uses the main star, there will be an extra player avatar 2. Fixed the problem that the number of players in the game is displayed incorrectly due to the simulation of the grievance Imitator 3. fixed the problem that the player will only take effect for one game after pinching the face 4. Fix the problem that the player will enter the teaching level after using the name change card 5. Fix the problem that Dracula can't move after turning into a bat when using teleportation in the process of using the main star transformation 6. Fixed the problem that Dracula can teleport in the state of ghost fog 7. Fixed the problem that Butterfly Minor Stars climbing saddle does not work on other spirit scouts 8. Fixed the problem that some functions of the harmony mode are abnormal and several bugs with known trigger causes were fixed
Time once again for your Xenonauts 2 monthly development update! Thanks again for your ongoing patience as we continue our work on the game.
Yesterday we released V22 onto our standard Steam / GOG branches for backers to play, as it's in decent shape after the seven (!) hotfixes we have released for it over the last five or six weeks.
Obviously all those fixes and releases took up quite a bit of developer time this month, but there was also a lot of other progress on the project to report. The biggest new feature we've been working on is the updated tactical interface, which is a fairly complex beast given the depth of the tactical combat. The UI now looks better and is much less cluttered and (hopefully) easier to use and understand. Perhaps more importantly, it properly integrates the relevant information for the Morale and Armour systems which were added earlier this year.
Additionally, we started working with a couple of new illustrators at the start of the month to finish off the remaining research art. Three new autopsy paintings have been added this month and the final dropship has also been completed - we also amended the in-mission tiles for this dropship to improve its interior layout and fix some visual issues. Several more enemy units have had their corpse artwork painted too and that job is now nearly complete.
On the 3D front we've now managed to finish and rig all the female civilian models (meaning all the human models are now complete and set up in-game) and several alien armour variants from previous months were also rigged and added. In terms of environment, we're still working on the Xenonaut base biome because there's just so many different base rooms that need to be created, but progress is pretty good and the new assets are definitely looking like an improvement!
Beyond the tactical UI and bugfixes, the coders also found time to implement a proper re-arming system for interceptor weapons (previously the planes would instantly rearm when returning to base) and then do some work to support the final mission. In classic X-Com style, we have decided to make this a two-part mission so we needed to do a bit of work to support this - that all seems to be working. Both maps need further playtesting and visual improvements but in theory it should now be possible to properly win the campaign when we release the next build.
Overall, we feel like we've made good progress this month. We'll start to think about putting out the first iterations of V24 towards the end of next month to let those in the beta play with the final tactical UI and hopefully several more significant improvements too.
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.
It's that time of the year again. Time for another season of "Drova - Arena"! This time with even more cool prizes and new features. All you need to do is launch the Teaser, select "Drova - Arena" within the launcher and click "Play".
The Arena is a spin off focused around combat and player feedback to test out system for our upcoming RPG "Drova", which we will start developing in early 2022.
175€ Prize Pool!
First place claims 100€, second place gets 50€ and third place receives 25€! Registration is super simple, pick a username and play. Easy-peasy.
You Can Become A Part Of Drova!
Always wanted to become an NPC? Or design a weapon? Or maybe a boss fight? Whoever finds the treasure first can become a part of our final game "Drova - Forsaken Kin"! Be the first to find the code we have been hiding in the new game version and claim the prize! Send Thomas the code on our Discord.
Since we are making an RPG, we value roleplaying higher than performance in combat! That's why we decided to hide some "quests" in the Arena hub for you to find.
1. The player can now perform a melee head attack combo when aimed at the zombie's head. 2. Improved melee responsiveness & bug fixes. 3. Fixed when the player pressed the objective details repeatedly the detail will show many times. 4. Fixed big house lighting intensity and flickering issue. 5. Some models are dirtier and specular intensity reduced. 6. Now the player can interact with the lever without interacting with the main bunker gate. 7. Now players can toggle control hints when driving a vehicle. 8. Improvement of main menu level environment. 9. Optimized camera movement and aiming socket.
Audio
1. Elevator fall sound effect volume increased. 2. Reduced hard breath sound effect when player energy is low. 3. Improved some pickup sound effects. 4. Fixed SFX that doesn't affect by player volume settings. 5. Improved some of the dialog quality and volume. 6. Ladder fall explosion volume reduced.
User Interfaces
1. Improved UI animation and UI consistency. 2. Improved item pickup notification gradient & animation. 3. Message box & subtitle UI font size reduced. 4. Fix flickering text when UI popped up. 5. UI Opacity & Timeout improved.
Misc
1. Improved the use of English in various user interfaces and texts. 2. Fixed broken LOD and aggression. 3. Ambient occlusion intensity increased. 4. When the save game is deleted, the level will automatically restart. 5. Explosive Barrell draw distance tweaked. 6. Optimized LOD & Particle systems. 7. Performance Optimization & Bug Fixes.
DelayedSun Official Trailer https://youtu.be/Ctk60NQWLnE In the future, we've planned that the game will be increased in overall quality, animation, UI, voice over, etc. Staytune for future update!
It's time. Destination Ares is re-releasing imminently and will be available for purchase soon.
The game is also being permanently reduced in price! $19.99 / £19.99 / €19.99 -> $9.99 / £7.99 / €8.99 I will also be doing fewer sales these days, so I hope the reduced price makes up for that. Note that it might take a bit of time for the reduced price to propagate, but it should be there soon!
If you already own the game, you can get access to v1.1.0 now.
The New Destination Ares
This update, v1.1.0, is significant in some fundamental parts of the code. It will break any in-progress runs.
Difficulty Options, for the less masochistic
(Note: you still qualify for achievements while using these)
Resource Drain
- High (default), Low
Crew Skill
- Untrained (default), Skilled, Expert
Luck
- Even (default), Improved
Minigame Toggle
(hotly demanded!)
System Construction & Salvage
Build makeshift systems in-flight
when everything goes wrong! (Uses Science skill)
Break down old systems
for a few materials and parts! (Uses Mechanical skill)
New Events - what could go wrong?
Free a crewmember
from the jaws of the toilet's suction piece
Flood the atmos with vaporized fuel
when the air pressure is low
Turn an old corpse
into something useful
Use solar arrays
as a shield from micrometeoroids
Push a faulty fabricator to consume everything onboard
or die trying
Receive a definitely innocent memo from GuideBot
Fixes, Improvements, and Wildly Incoherent Changes
Started up minigame tutorial sooner
Sped up minigame tutorial
Made GuideBot harass you more often with snarky tips
"Broken" tooltip text now red
Overhauled event data structure internally
Updated dev tools
Unlocked all crew personalities from the beginning of the game; I apologize in advance if you roll a Chatty crewmember
Fixed - Crew sometimes abandoned ship secretly when they were supposed to die, were listed as "Survived"
"Pause" now slows the game to 1/500 speed, rather than perfect 0
Added a second way to enter the path to the secret ending
Some hard to press buttons are now, you know, easier to press
Your hidden AI core more consistently consumes energy (every 10 seconds)
Command skill is now more effective at preventing that passive energy drain, with the same diminishing returns
Base crew resilience to stress is lowered, but more consistent
Command skill increases stress resilience for all crew - so long as the crewmember(s) with the skill are capable of doing work
(No changes to bonus minigame time from Command skill)
Crew need to eat slightly more food and sleep slightly longer
Special crew with increased resilience to needs (i.e., the "skilled engineer" and "famous scientist") eat a little less and sleep faster, in addition to less often
The "wealthy doctor" gets a bonus point in Command
Choosing "high quality system retrofits" does more, including handing out keywords
Achievements should no longer unlock early
Known Bug
Rarely dead crew continue moving for awhile, drifting about the ship and/or swinging arms (definitely won't fix)
Let me know if you run into any new bugs, I might fix them again in another 4 or 5 years.
The Arcade Arena is a cozy realm of old video games illuminated by flashing neon lights. Find an arcade machine with your favorite game, insert a coin, and earn a high score! Retro camos, resources, themed avatars, and the neon Blasteroid heavy—there are tons of awesome rewards waiting for you!
By completing Operation missions and increasing your Pass Level, you'll forge ahead and get rewards. Premium Pass will bring you even more rewards for the same levels. And a new item—the License —will allow you to simultaneously complete missions for several unlocked weeks at once and change the conditions of one mission every week.
Operation duration
CIS: June 1, 8:00 (MSK) to June 29, 8:00 (MSK)
Europe: June 1, 13:00 (CEST) to June 29, 14:00 (CEST)
North America: June 1, 5:00 (PT) / 8:00 (ET) to June 29, 6:00 (PT) / 9:00 (ET)
Asia: June 1, 14:00 (UTC+8) to June 29, 14:00 (UTC+8)
NEW FEATURES : . duplicate level button . custom sounds and music assets are packed and encrypted . bullet impact and item sound volume setting . sound pitch and pitch variation for items, bullet shots, and explosions . new "start game" start-menu sound . if the level doesn't reset multiplier, the chain is also not reset . enemies can choose if their invincible collision shape collides with enemy bullets or not . End of level game object: can choose to display the "level complete" message and scores or not (for non-gameplay levels) . faster shadows rendering . trigger Player score more than x maximum value increased to 99999999 . increased a lot of max values . weapon set max number is now 16 . new weapon control to stop locator rotation during the burst . can specify if a snake's body or tail is invincible or not . added a circle waypoint preset . start menu can be navigated with WASD keys
BUG FIXES: . users couldn't create more than 8 levels (and it corrupted the game file) . pressing Pause during TAB test after updating assets crashed the editor . in some edge cases, the tool could crash when creating a waypoint to a deleted enemy . after stopping a music and starting a new one, the old music could be heard for 1 second . pause sound stored in Music directory was not exported to stand-alone game . the Start game sound is now played until its end before loading the level . space character width was incorrect for texts . gauge bullet canceling now spawns smart bomb items . when holding the Focus button on "keep current set" mode, picking up a weapon item didn't change the weapon set . weapon safe zone was not used when playing in the editor . more stable laser rendering . smart bomb effect was null for enemies hit by a laser at the same time . particle system with "only when moving" settings were sometimes emitting even when the enemy was not moving . hyper should not be active in the next level . stopping the Focus didn't go back to the right weapon set . updating assets could crash the editor when the continue appears