Xenonauts (Alpha9.5.1) - Ground Combat vs Caesans - (X-com like)
I play a complete ground combat on Xenonauts (Alpha build 9.5.1) against the Caesan alien race.
Xenonauts is a X-com like game that will be released by the end of the year by GoldHawk Interactive, an indie developer. The game will be sold on Desura, an indie games Portal, and maybe on Steam. If you pre-order the game you will have access to the alpha builds like this one. Later they will also release a free public build.
Xenonauts
http://www.xenonauts.com/
Build V9.5.1 Released
I'm currently uploading Build V9.5.1 to Desura now. This contains only bugfixes.
- Various mis-set tiles have been updated
- The manufacturing projects should now be set up so they are categorised correctly and no longer all have the laser pistol image
- The Alenium grenade should now be equippable and should display its name correctly in the manufacturing
- Bombers and Heavy Fighters now have weapons, so should actually fight you. Try to avoid letting the bomber hit your aircraft with its main cannon (there won't be much left afterwards)!
- The Light Drone in the terror missions now explodes properly rather than turning into a Caesan. It looks pretty cool actually, I'm quite pleased with it. Still need to add an injury animation for it though.
- Ferret should be a bit more resistant to ballistic weapons.
- Frag rockets and Alenium grenades should now use nice explosion graphics rather than the old placeholders.
Hopefully the Corvettes will also spawn with crews when attacked now, but I'm not sure. I'm having difficulty testing it in the dev build due to the way the AI works. If anyone reaches the Corvettes, please let me know either way.
Please give it a play. It'll be going out to the press tomorrow if there's no frequent crashes in it.
Build V9.5 Released!
EDIT - Updated the build on Desura to include some new fixes. I've reuploaded it and dropped Scott an email as I'm heading to bed now. Hopefully it'll be authorised in a few hours.
Build V9.5 has been uploaded to Desura and is awaiting release. When Scott from Desura comes on I'll get him to authorise it and clone it over to the standalone downloads too. We're going to try not to add any more features to the V9.x after this, and instead concentrate on fixing the major bugs.
This build has been fully sanitised - ie, I've gone through the files and tried to remove all references and art related to the end-game technology where possible. I pay less attention to doing this for pre-order builds, but I'd rather have a relatively clean public build. This process often causes extra crashes, so if the build is less stable then that's likely why. Post up the bugs and I'll hopefully be able to fix them up.
Here's a basic changelog:
- Hidden Movement AI loop fixed (we think)
- The new grenade explosion is now accompanied with new (thinner) smoke, and grenades no longer cause fire
- I've added the basic tiles for Corvette UFO maps, though these are not complete. We need to update the ground tiles. Attacking a Corvette crash site should no longer cause crashes though.
- A whole bunch of sprite animations have been added. The Wolf Precision Laser should no longer cause crashes, the Caesan Soldiers are aligned correctly in their tile now, grenade throw animations should display correctly now, as should the animations for units hopping over fences. Machinegun-equipped troops should have their correct sprites now too.
- Equipping an alien weapon should no longer cause a crash, though the soldier will appear as unarmed
- Various tile updates to fix problems where you could walk through walls etc. If I've missed any, please report them.
- UFO fighters should no longer "crash into sea" whereever they are, instead they should be "destroyed" (they don't spawn crash sites).
- In /assets/weapons/ballistic there are a bunch of alternate weapon tiles. These include Soviet variations on the starting weapons, and unused Cold War weapons we drew up before deciding on the starting weapons we currently use. If you're a budding modder, you may find them useful.
- Xenopedia display bug fixed, so images should always appear for research projects where they exist (which is for most of them).
- Xenopedia typos corrected.
- Town civilians are no longer invisible.
- The "Full Demo" now lasts slightly longer before expiring and the Scout craft spawn a little bit earlier.
Known bugs:
- Loading a save game will tend to screw up any research projects in progress at time of save.
I'm now starting to focus my attention more on the actual Kickstarter stuff than on the build, although we will still be adding new art to the build.
Last edited by Chris; 04-26-2012 at 20:38. Reason: Updated build contents
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