Xenonauts 2 - Development Update

HiddenX

The Elder Spy
Staff Member
Original Sin Donor
Original Sin 2 Donor
Joined
October 18, 2006
Messages
24,244
Location
Germany
Couchpotato spotted a new development update for Xenonauts 2:

Xenonauts 2 Monthly Development Update!

Hello everyone - it's time for our monthly development update on the progress we made in April.

Gameplay Fixes
Over the past month our top priority was releasing hotfixes for Milestone 5 whenever players reported bugs. This ended up being rather time consuming, because it turned out there were quite a lot of crashes related to rare occurrences in some of the new systems - but thankfully, the vast majority of these issues are now fixed (although we'll continue to hotfix any further bugs reported by the community!)

As we're now looking towards the end of our Early Access journey, we also took the opportunity to fix some long-standing visual bugs. The most obvious of these was the bug where the interior walls of restaurant buildings on Terror maps would always appear pure black, along with other minor issues -- for example, dropships / UFOs having ugly solid shadows rather than a soft gradient like on other objects. These should all be fixed in Milestone 6.

New Content
Progress continues on the final cutscene, with the rough sketch for each illustration now complete and sent over to the animation team that will be putting the cinematic together. We've completed another couple of pieces of research art (there's now only a handful remaining), and we've also added brand new models for the Cyberdrone and Heavy Cyberdrone that look better, have proper animations, and make the two variants much easier to tell apart.

Lots of new tiles have been added to the tactical combat, too. We've added the final environmental tiles for the ATLAS Base mission command room, and the Cleaner Base command room (including some updated tiles for the "Cleaner Device"). We've also added a lot of new tiles to the Soviet Town biome and we are in the process of creating our first proper test maps for that new environment, which we're hoping to include in Milestone 6 as an alternative tileset for Terror Site missions.

We've also added a lot of new tiles to the Jungle biome so we can create dedicated Jungle abduction maps - previously this biome lacked the tiles required to make the urban / industrial setting of an abduction map (whereas a jungle wilderness environment worked perfectly well for Crash Sites). The first Jungle abduction map is now complete and we should have all four in place when Milestone 6 launches.

Defender UFO
A new UFO will be arriving in Milestone 6 - the Defender, a dedicated escort fighter that appears some time after basic Fighter UFOs. While less agile than Fighter UFOs, it is tougher and is equipped with a medium-range weapon that can target both Xenonaut interceptors and incoming missiles. As it's an escort craft it doesn't produce crash sites and won't appear in the tactical combat, but it should add a bit more variety to interceptions on the strategic layer.

Graphics Settings
Finally, we've been working on proper graphics settings for the game. There's now sliders that allow players to control brightness / contrast / gamma, and we've evaluated the various quality settings to ensure that only things that actually affect performance are changed - previously the lower graphics settings would disable a lot of things that didn't actually affect performance, but still made the game look worse. We're largely done with this task; all we have remaining is to finish updating the UI with the new options.

That's everything we worked on last month. Thanks for reading, and I'll write another update at the end of this month!
More information.
 
Joined
Oct 18, 2006
Messages
24,244
Location
Germany
oh boy oh boy. I can't wait!

They released a stable build yesterday.


Should be any day now
 
Joined
Oct 19, 2006
Messages
5,303
Location
The Uncanny Valley
Back
Top Bottom