Xenonauts 2 - Stretch Goal Update

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A new update for Xenonauts 2 talks about stretch goals and shows progress on the portrait generator.

Portrait Generator Update Preview & Stretch Goal Update!

With one day left of stretch goal voting to go, we've now had 1650 votes for our Stretch Goals. The order remains unchanged from our last update three days ago:


  • #1 Modular Weapons (£50,000 - UNLOCKED!)
  • #2 Geoscape Situations (£75,000 - UNLOCKED!)
  • #3 Locational Injuries (£100,000 - UNLOCKED!)
  • #4 MARS Weapon Platform & Sentry Guns (£150,000)
  • #5 Additional Community Edition & Modding Support (£200,000)
  • #6 Weather Conditions (£250,000)
With 24 days left to go and £115,400 currently pledged, we could potentially still hit all of these stretch goals! As pledges usually tail off after the first (and last) three days of a Kickstarter, it's really great to see that we're still raising a strong amount of funding each day.

We'll be locking down the final stretch goal order tomorrow, so remember to vote here if you still haven't voted!

Portrait Generator Update:

As mentioned in the last update, we've been taking some suggestions for additional art for the Portrait Generator - well over a thousand people have signed up to put a custom soldier in the game now!

The first batch of suggestions were decided to paint up were additional eyewear variants, a few variants of facial hair longer than stubble but shorter than a full beard, and some hair versions that add some longer hairstyles and some additional versions of receding hair.

You can see a preview of some of these new layers below. It'll take a few more days for us to get these sorted out so they support all the different skin tones and hair colours etc. We'll post up an update when the new version of the Editor is ready - in the meantime, if you have more suggestions for new facial variants feel free to post them up in the comments!

[...]
Thanks Farflame!

More information.
 
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if they don't hit modding support the last day, I will cancel my pledge, and I think they are not going to do it.
 
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I'm disappointed that reaper hives and full orchestra didn't make it to the stretch goal list
 
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if they don't hit modding support the last day, I will cancel my pledge, and I think they are not going to do it.
This update is older than yesterday. They hit 150 000 already yesterday.
 
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In USD maybe but not GBP… £124,578 at the moment.
Yes, you are right. I didn't even notice it was showing total money pledged in $.. I don't even know why it changed it automatically, I am not even from USA.

Oh well, in that case I hope KS gets more people pledging.
 
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There is a little 'gear' next to the amount raised. If you move the cursor over that gear it will show the $$ conversion....

Yes, you are right. I didn't even notice it was showing total money pledged in $.. I don't even know why it changed it automatically, I am not even from USA.

Oh well, in that case I hope KS gets more people pledging.
 
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if they don't hit modding support the last day, I will cancel my pledge, and I think they are not going to do it.

#5 Additional Community Edition & Modding Support (£200,000)

Why would you think they won't reach the 200K MOD goal? At this pace they'll easily make 220K!!
 
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#5 Additional Community Edition & Modding Support (£200,000)

Why would you think they won't reach the 200K MOD goal? At this pace they'll easily make 220K!!

because if we look kicktraq, they pledges are already at minimum pace and not looking food even for 150K

http://www.kicktraq.com/projects/69...egic-planetary-defence-simulator/#chart-daily

700 pounds per day and they would need 75.000 in 20 days. Add a late rush day with 10.000 and say that because potato they are going to get 1.000 every day. That would end with 150K at most, maybe not even enough for the weapons system, 50k short of modding tools.
 
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because if we look kicktraq, they pledges are already at minimum pace and not looking food even for 150K

http://www.kicktraq.com/projects/69...egic-planetary-defence-simulator/#chart-daily

700 pounds per day and they would need 75.000 in 20 days. Add a late rush day with 10.000 and say that because potato they are going to get 1.000 every day. That would end with 150K at most, maybe not even enough for the weapons system, 50k short of modding tools.

Actually kicktraq is projecting between 178 and 250k.

I can't see them not reaching 150k at the very minimum. The last days also increase pledging numbers usually, so my personal projection is just over 200k.
 
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The game will have the same modding support as X1, the stretch goal was for improved modding support in the form of additional tools, etc. At least I think I read that somewhere...

Has anyone played the demo?
 
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The game will have the same modding support as X1, the stretch goal was for improved modding support in the form of additional tools, etc. At least I think I read that somewhere…

Has anyone played the demo?

Yeah, it looks better than the first game.
 
Actually kicktraq is projecting between 178 and 250k.

I can't see them not reaching 150k at the very minimum. The last days also increase pledging numbers usually, so my personal projection is just over 200k.

The projection is never truth, they explain why, but tldr:

- Campaign duration: 30
- Day 1: 50.000
- Day 2 to 10: 1.000
- projection: 5.100 per day x 30 = 153,000
- Realistic funds: less than 60K
 
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The projection is never truth, they explain why, but tldr:

- Campaign duration: 30
- Day 1: 50.000
- Day 2 to 10: 1.000
- projection: 5.100 per day x 30 = 153,000
- Realistic funds: less than 60K
Obviously it's not the 100% true projection but you're missing out the large bursts that happen on the last days.
For projects with good reputation that usually means a big boost.



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Obviously it's not the 100% true projection but you're missing out the large bursts that happen on the last days.
For projects with good reputation that usually means a big boost.

I really hope so
 
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Have people made mods for the first game? Anything interesting?
 
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