![]() Manufacturing Materials: Most manufacturable items will consume either Alenium or Alien Alloys when built now. This allows you to pick a soldier that suits the role you are hiring them for - though fired troops go back in the soldier pool to prevent mass hire / fire soldier cherry picking. Soldier Hire: When you hire a soldier, you can now pick from a pool of 12 possible soldiers which is refreshed as you hire troops. This means the score awarded at the end of a mission should better reflect the actual outcome. It now has different scoring for different mission types and different outcomes (victory / loss /abort) along with some tweaked values. Mission Scoring: The mission-end scoring system has been updated. ![]() The machinegun, rocket launcher and sniper rifle are the starting “heavy” weapons. Heavy weapons: These have a 30% accuracy reduction if you move and shoot in the same turn (turning does not count as moving). Let us know your thoughts on this system though. ![]() The values are preliminary at the moment, as is the “suppressed” icon (a blue triangle with an S on it). A unit becomes suppressed when enough bullets have been fired at him, with burst fire causing more suppression than single shots. Suppression: The suppression system has been added to the game for preliminary testing. ![]() Either instance results in the destruction of the alien base. There are two victory conditions in the base missions, either killing all aliens in the base (captures all equipment) or destroying the base power cores and aborting the mission (captures only the equipment brought out with you). Bases are created on the Geoscape by alien construction missions, and all bases (existing and future) grow in size at predetermined AI ticker levels to scale with the invasion. Troops now have a better than average chance of surviving a crash, but are likely to suffer injury while doing so.Īlien Bases: The tiles for these aren’t in place yet, but the code is now tested and in place. There’s a bit more variety there anyway.ĭropship Destruction: It’s no longer effectively game over when you have your dropship shot down, as your soldiers can now survive a crash and be rescued by local forces. Basically they don’t act that differently to normal troops at the moment, other than being very tough, but as the AI becomes more advanced they’ll behave in a fairly unique way compared to the other species. If the UFO is not destroyed, the damage dealt will reduce the size of the attacking force.Īndrons: These alien units now spawn in their earliest two incarnations. They fire upon attacking UFOs when aliens perform base attack missions on that base. Unfortunately, playing the normal version will lead to you seeing a lot of me / Kris for now, as we’re the only two options when a pregenerated soldier spawns (10% of the time)!īase Defence modules: These are defensive turrets constructed as base structures in your base. In the standard build the two pre-generated soldiers are myself and Kris Thaler (one of our artists) but you can view 15 other test soldiers drawn from the ranks of the highest Kickstarter backers in the debug version of the game. We need to do a little more work on harmonising some of the female portraits with the male ones (different artist) but overall the system has been pretty successful.Ĭustom Soldiers: Pre-generated soldiers (from Kickstarter) have been partially implemented. There's been quite a few changes!įemale Soldiers: Female soldiers now spawn in the game, with female portraits and names. So, without further ado, here's the full details of the build.
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