To actually kill a Sebillian you need to reduce its maximum health to 0, but units will get significant bonuses when aiming at an incapacitated Sebillian. However, getting a Sebillian down to 0 current health will only temporarily incapacitate them and they will stand up and start fighting again after two or three turns. but in exchange, every time they take damage their maximum health falls by, say, 25% of the damage sustained.
XENONAUTS 2 UPDATE FULL
At the end of each alien turn, all Sebillians will return to full health. The Sebillians might have their regeneration turned up to eleven to make them more interesting to play against. This might lose power as more Caesans are killed, or perhaps it just gets stronger each turn to encourage the player not to turtle when fighting Caesans (or possibly both). The officers get significant bonuses in combat for each nearby drone, and there is a single collective psionic power attack performed each turn. We're playing with the idea of making the Caesans a hive consciousness, with weak drones (above) and more threatening officers. We've got some new ideas for all of the races and we've got some concepts done for the updated Sebillian and Caesan designs that look quite a bit more "alien" than before. Unfortunately it's much harder to do in 3D than it is in 2D, but we'll spend some time on it and see if we can make it work.Īliens: We're working on redesigning the aliens from Xenonauts 1 to make them more interesting, both visually and in terms of the core mechanic for each race. A very important element of this could be creating an outline shader for the game that adds a thin black outline to all of the objects this was actually something we used extensively in Xenonauts 1 and it played a large part in making props and units "pop" from the background. Now we have some decent-quality assets in the engine, we're going to run some tests over the next few weeks on how we can try to make the art style look a bit more 2D and hand-painted. We've deliberately recreated some assets from Xenonauts 1 to allow us to test and compare it more effectively. The image shows the sort of quality we think we can reasonably generate in a mission using a standard realistic art style (admittedly we're cheating a bit with the placement of some of the wooden pallets). Our biggest concern regarding Xenonauts 2 is whether we can create a workable 3D art style - this not only has to look good in 3D but ideally will also reference the 2D sprite style of Xenonauts 1. There's just not much in the way of art assets yet, because.ģD Art Style: The image posted above is NOT our final art style. But we've got all the basics in place, and guys are running around the map shooting each other. I could talk all day about what features we've been implementing recently but without the context of a game design to put them in it probably won't mean anything to you.
XENONAUTS 2 UPDATE CODE
If we choose not to make Xenonauts 2, this code will be equally useful to any other game we decide to make.Īt the moment we're working on the integration of the combat mechanics with 3D animations (so units point their guns in the right direction when they fire at enemies etc), working on the level editor (which is pretty impressive now) and working on the game editor / translation editor / game launcher systems. Game-Independent Coding: Well, the majority of our work has actually been to continue developing a codebase we could use for any squad-based tactics game we want to make. If you're interested in hearing about any possible Xenonauts 2 announcements, remember you can sign up for our mailing list here: The response to and feedback given on a potential sequel by the community has been remarkable and has gone a long way to convincing us that it would be a good idea. In short - we're still evaluating the possibility, but I'd say the chances of us making Xenonauts 2 as our next game are better than even. About six weeks ago we posted up a thread discussing the possibility of Xenonauts 2, so I thought I should post another thread letting you know what we are thinking.