Hello everyone - it’s time for our monthly Xenonauts 2 progress report! This month we've got a shorter update for you, because we've been working hard on getting things ready for the Steam Next Fest demo we'll be releasing for the event - this contains a fully playable slice of Xenonauts 2 limited to the first fifty days of a campaign. As always, thanks for reading and we'll see you next month! If all goes well people will be able to try this for themselves in V27. I don't want to reveal too much about it until we've had a chance to properly playtest it, but the idea is to make the Cleaner mission sequence a bit more dynamic rather than their story just being a straightforward research chain. This all ties into a bigger revamp of the Cleaners which we'll be testing this month. This mission requires a bit of extra work because we're also adding some optional secondary objectives in the form of more computers that contain Cleaner Data that can be recovered, but hopefully it'll be another interesting new mission type to keep the campaign nice and varied to play. The new tactical mission is an "Eliminate VIP" mission, which in this case takes the form of an attack on a Cleaner outpost where the objective is to kill the Cleaner leader and escape before enemy reinforcements overwhelm you. A second and third base should be built as soon as possible (preferrably in the second and third month, respectively).The two large gameplay changes we've been working on this month are the reskinning of the Soldier Equip screen into the new UI style and adding another unique tactical mission type. The biggest challenge when building AI for modern strategy games is dealing.Prioritize building radars and hangars, then buy interceptors. You will have to spend a lot in the first few months to get the bases up and running, but it's worth it. to discover these moves while still ensuring a good base level of play in. I just prefer the classic base building / multi-base route. The "neglected" regions will give you less and less money over the months, and when you protect them, it will take months until their funding increase to the original amount. It revamps the economy and a lot of other stuff.If the funding drop to 0, you will lose that region entirely. About xenonauts in other bases: You definitely need more than one crew. You will be able to manufacture and sell things out. Originally posted by MiKye200: Well, I have my main base in Europe, with a radar base in Sth Africa and a radar base with three aircraft in Asia. Xenonauts began life as a reimagining of the classic turn-based strategy game X-COM: UFO Defense. Missions range from capturing crashed UFOs or alien bases to defending cities (or even Xenonaut facilities) against alien attack. Even with the best dropship, you can't expect only one team to get around the globe. Placing a base and building a radar station allow you to track and intercept UFOs across a. Take a global view with the real-time strategic management layer: you must establish and develop your bases, conduct research, battle for air supremacy and try. Weapons can also be looted from numerous situations - which is cool as a game concept overall but leaves base building hollow as why would you build a bunch of factories then :) 3. Recruit extra xenonauts with your first base and send them to easy battle. They enter your base through the parts near the surface, ie the hangars etc. Any space limitation or need to build buildings despite the above is instantly nullified when the player starts reactivating further bases that already come with all. every hangar you build and the elevator are enemy spawn points. lots of hangars gives them lots of options. When you finish building the second base's dropship, transfer some xenonauts (maybe a mix of experienced troops and privates) there. Keep building your forces, but keep an eye on your spending.You need to spend 10k per month on each xenonaut you have.
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