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Three Builds to Beta!

Update #19 · Aug 16, 2012 · 11 comments

It’s been a while coming, but Xenonauts is now on the (short) road to beta! We unveiled our “Three Builds to Beta” plan on the forums a few weeks back, and have been working towards it ever since. In fact, we’ve been so bad at keeping this news feed updated that we’re almost halfway through this programme already – the second of the three builds is due out within the next two weeks!

The idea of the plan is to reach beta by 9th October – beta being a feature-complete state where the game could feasibly be released as a finished game. It won’t initially be a very good game, but we’ll be turning our attention from developing new features and content to bugfixing, polishing and balancing our existing content once we are there. From a pre-orderer point of view, the main improvement will be that we’ll stop cutting out all of the high-end tech and enemies. You’ll be able to play the game from start to finish with the full research tree and all the toys.

There are naturally some provisos – the game won’t be 100% finished in asset terms. As an example, not all the battlefield tiles will be finished in six weeks time, so there’ll be plenty of maps with low numbers of props or rendered 3D building tiles that have not yet recieved their final 2D paintover. There might be missing animations, or some missing sounds. But there shoud be plenty of major improvements over the current builds too - there should be a workable AI, for example, which is one of the major issues with the existing game. There will be more than two maps in the game, and all the tilesets should be present in some form too.

And for those who haven’t been following on the forums, the major additions in the last build (V13) were:

  • Three day delay before puchased equipment / hired personnel arrive
  • Bleeding wounds system for soldiers
  • Buildings collapse if sufficient numbers of walls are shot out
  • C4 charge and Flashbang added to the game
  • Combat Shield code added
  • Alien clips converted to Alenium after battle instead of sold
  • New tilesets added to the game (though no maps for them yet)
  • Various smaller things

The date of the 9th October has been chosen because it is the release date of the new Firaxis X-Com game. Not only will I be busy for a couple of days playing it after the 9th, it’ll cause anther surge of interest in our game (as X-Com will cause a surge of interest in the genre) so it makes sense for us to be looking our best when it does arrive.

Of course, there may be snags along the way and we can’t promise we’ll hit the deadlines (the rendering is looking a bit tight at the moment), but we’ve got something to aim for now and we’ll do our best!

NOTE - the next few builds will be much less stable than you are used to. This is because we're busy adding content rather than fixing bugs.

Comments

    1. Missing_small

      Creator BillD4 on November 9, 2012

      I second Dave's request, for the same reason. :D

    2. Fb_profile_picture.small

      Creator Dave Michalak on October 8, 2012

      I will definitely be playing the heck out of XCOM (actually, both of them), but I have already seen that there are some aspects of the original that it will not fulfill for me. I'll be looking forward to Xenonauts to fill in those gaps.

      Also, can I get an updated ETA on the final release so I can update my Kickstarted spreadsheet? Thanks!

    3. Fb_profile_picture.small

      Creator ImpKeeper Bjørn Rasmussen on October 3, 2012

      when is the steam release ? XD

    4. Fb_profile_picture.small

      Creator Gilbert Palau on September 12, 2012

      Got an interesting comment to make regarding the Caribbean Base. Why is Havana Cuba listed in the map but not San Juan, PR (that is a US Territory)??

    5. Missing_small

      Creator Patrick Corneliess on August 21, 2012

      Are these builds accessible through desura? Because it keeps telling me it needs an update and then giving me a weird error message.

    6. Fb_profile_picture.small

      Creator Adam Collins on August 21, 2012

      This is really exciting!

    7. Dsc_2904.small

      Creator Runar Jenssen on August 16, 2012

      Yeah Marcin's idea wasn't half-bad at all! I think it should be more expensive though (just like in real-life, high priority shipping often costs double if not more), but it would be a great feature for those moments when you just absolutely need certain gear, to avoid having the game fail on you (with the high price it would still be likely that you could fail, but it would at least give you another variable, another chance). :)

    8. David_0412.small

      Creator David Sherman on August 16, 2012

      Sounds great! I look forward to seeing what is coming.

    9. Eyelogo.small

      Creator Ben Mitchell on August 16, 2012

      Can't wait for the new build. :)

    10. Missing_small

      Creator drakrochma on August 16, 2012

      That´s an option i would prefer and that should not cause much work, or?
      Everything else looks great.

      Once the final release is out, I think I will have to call my boss and tell him I am ill for a few days ;)

    11. Fb_profile_picture.small

      Creator Marcin Dabrowski on August 16, 2012

      The arrival delay system sounds good for strategic planning, but how about adding an "expedite" option which would make the delivery arrive within a day but add, say, 15% premium on the purchase?

      just a thought :)

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