![]() It's fun and fairly deep, but they don't explain alot of the more complex mechanics which means I'm save scumming much more than usual. There's a research tree and base building (repairing your ship). There's a mechanism that forces you not to move, overwatch, move, overwatch, etc as there's a warp level that raises each turn and when it hits 100% it will mutate the enemies (making them tougher) or weaken your soldiers. Also bough Citizen Sleeper which looks fairly unique I bought it and will try to play some later in the day though I am trying to finish my first ever Fl4K play through on B元. Jztemple! With tgb gone, you are falling down on the job of buying and playing every single game out there for me check on. Looks interesting but the price is steep for a blind buy. Just came out and I don't see anybody talking about at all. We'll keep you updated on our progress as ever so see you again for the next update! However, we just won't know how good the system is until we test it, so we can't make any promises about it being in the final game. As you can unlock better power generation buildings as you advance down the tech tree (as well as more advanced buildings that consume more power) this will hopefully create some interesting choices for the player. increase the range on the Radar, the research speed on your Laboratory, etc. This will allow you to improve the functioning of a building by feeding it more power - e.g. The biggest new feature that we have added this month is something we want to test out for potential inclusion in V24, which is an updated power system for your bases. Aircraft weapons now also take time to rearm when the aircraft returns to base, etc. The autoresolve for the air combat is being upgraded to better reflect what is happening in the air combat, so it doesn't throw out weird results (and if it does you can ignore the result and fight the battle manually). The new tiles are starting to take shape nicely and hopefully we'll be able to show some of them off in V24.Īmong the various bugfixes and usability updates, there's also been various small features added to the game. This is seen more frequently now because the Cleaners now attack your base in the opening months, and the Cleaner Headquarters mission also uses the same set of tiles, and it's currently a mish-mash of half-finished assets and different styles we were experimenting with. Recently we started work on the biome that is currently in the worst state, the Xenonaut Base biome. Work has also continued on the environments. We'll therefore be adding more new research artwork to the game shortly. We've been stuck for a while with the artwork for our alien autopsies / interrogations, as we lost the artist who painted our existing autopsy art due to personal reasons and we'd been hoping he would be able to come back (because he was great) - and while that did not happen, we thankfully have managed to find someone that looks like they are capable of matching his art style. We've also gone through the research tree and added a few more research entries and some artwork to research projects where it was previously lacking. Given there's multiple civilian outfits for the eight biomes we have in the game, that's a lot of new models - and we're glad it's now done, because getting them all set up has been rather painstaking work! One nice thing we got in relatively recently was the final 3D art assets in place for the enemy Cleaners and male civilians, with the female civilians and some additional armour variants for the aliens due to arrive this month. There's been a lot of improvements to the gameplay in V23 but many of them have been covered in previous updates. This has been quite a bit of work since we previously hadn't released a new public build since November, but we are continuing to release hotfixes to fix the bugs found by the community and expect to be able to release it to the standard branches in the next week or two. This month saw the release of Closed Beta V23 and a series of hotfixes on our Experimental Branch. You've just produced electricity.Greetings - here is your Xenonauts 2 development update for April….You can do this by making the south pole of one magnet face the north pole of another magnet. You want to arrange the magnets to maximize the field strength. Place strong magnets around the loop so the loop can rotate freely between them.Make sure the loop is supported well and is not in the way of any moving parts from your energy source (such as the pedals, if you're using a bike). Connect the wire loop to your energy source, e.g. ![]() The more coils you make, the more electricity you'll produce. Coil a length of wire to form a fairly large loop, making sure the two ends of the wire are accessible.You can use anything that has a rotating axle, such as a stationary bicycle. Decide what source of energy you want to convert to electricity.
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