蝴蝶_泉 蝴蝶_泉
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有参加二代众筹的吧友吗 我去年6月参加了二代的众筹,开发组筹到了19万欧元进行二代开发,目前已经放出了bata内测版给投资25欧以上的玩家,我投了18欧,没资格,只能等三月的早期体验版了。下面是开发组最后一封汇报邮件,英文好的自己看吧,我反正看得挺累的,明白个大致意思就算了。 Xenonauts-2 Closed Beta Launched!Posted by Goldhawk Interactive (Creator) Today marks a big milestone for Xenonauts 2 - we are starting our Closed Beta period and allowing people to play the strategy layer for the first time!If you've backed this Kickstarter at £25 or above, you should receive a Steam or GOG key from our partners at Humble today at around 11AM Pacific time. A few key things to know:Keys are being sent to the email address linked to your Kickstarter accountThis key will give access to all future versions of X2, so you won't need a separate Early Access key etcThis is a test build more than it is a playable game - if you want a fun experience you should probably wait until Early Access!Please do not stream the game, as it's not ready to show off yet and also not available for sale. You can stream it freely once we hit Early Access!If you are not a £25+ Kickstarter backer, unfortunately you're going to need to wait until our Early Access launch in March 2019 to buy the game. We'd love to sell access to the beta, but sadly Steam / GOG tend to take a dim view of people selling private beta keys!Closed Beta Build V1 details!As I mentioned above, Beta Build V1 is primarily designed to test the core gameplay systems. We've stripped back the content and several of the new features to produce something very similar to the opening days of the first Xenonauts - the intention there being that most of you should be able to clearly see if something is broken or not!These limitations include:You can only play for 7 days on the Geoscape, facing three waves of two UFOs eachThe research / engineering projects are dummies, so there's no lore in this buildThere are two UFO types in the game (both create crash sites though)The Psyons are the only alien raceThere's one map per biome per UFO, for a total of 12 mapsWe'll be extending the playable time and adding the content back into the game in future builds. It's important we know the core game systems are solid before we start making the game too playable - it's annoying if a bug ruins your game after 10 minutes, but it'll be a lot worse if you've been playing for hours!Beta Testing / Feedback!We've written a longer post on our forums that explains the sort of things we're particularly looking to test, but the short version is just "try your best to break the build". The best place to report bugs is in that thread on our forums, but you can also send us bug reports using the Bug Reporter in the game using F11.Please be aware that there's a lot of re-used art in the game from the first Xenonauts, and you should assume that this is placeholder and will be replaced before the game ships.We've also not had any time to work on the game balance or improve the AI, so give us a few builds before commenting on that sort of stuff. The same goes for the new mechanics like the Air Combat or the new Base system that are still half-finished; we'll be asking your opinions about those once we've had a chance to finish them off.Having spent quite a bit of time testing the game over the past few days, I'm fairly pleased with the progress we've made over the past six weeks. Despite the obvious rough edges and missing features, most things (mostly) work and it's already kinda fun to clear a map and storm a UFO. But yeah, still lots of work to do!Thanks for reading, and hopefully we'll be hearing thoughts from some of you soon!
给XCOM2指挥官的八条作战建议 诸位,20年前,我们曾协手打败了外星人的一次进攻。 然而因为那些让人不堪回首的往事,地球失陷了。 但是我们还没有失败,20年后又是一条好汉,我们要夺回我们的母星! 20年来,外星人的战争技术有了长足的发展,战术水平也有所提高,而我们所拥有的能打败他们的武器,就只有不断创造超越它们常识的新战术!以下是最新的作战建议,请大家传阅: 总则:无论在战术上还是战略上,不冒进,更不能消极自保。 战略上,外星人正在推动黑暗的计划,他们的目的尚不明确,可我们知道此计划一旦完成,将是人类的灭顶之灾!我们必需面对一切艰险,不断阻扰此计划实施,而不能拥兵自肥;但同时,我们的力量也是有限的,想一下子就破坏敌人的宠大计划,只会带给我们无法承受的损失,我们会无兵可派无将可守,必要的自我发展是不可松懈的。 战术上,在绝大多数情况下,每场战斗都是在敌人的心脏打响,不可能有无穷的时间给我们挥霍;但同时,为了抢时间而忽视侦察、掩护以及潜在敌的人危胁,也会置士兵乃至整个小队于万劫不复之地。 战术细则: 一、战友是每个战士生存的保障 原则上不要让战士处于战友无法第一时间支援他的境地,否则一旦陷入两名以上的敌人包围,他将很难存活。禁止出现的具体情况有:士兵进入队友火力无法覆盖的区域且当前回合无法退回,无队友监视射击的情况下当前回合最后一名行动的士兵前出侦察。士兵前出侦察时,应当有至少一名队友监视掩护,一来可对刚被发现还没来得及进入掩体的敌人进行一轮优势打击,二来可以对敌方回合中企图包抄侦察兵的敌人进行阻击。 二、第一轮伏击是致命的 在潜行中布置好各队员的监视射击,最后一名队员开火触发战斗,在敌人抱头寻找掩体的过程中,密集而无命中惩罚的伏击火力会把它们撕成碎片!据报曾有一支五人小队一次伏击消灭三名变种人士兵、一头巨兽、并重创一台MEC。 三、要有风险意识 战场上什么意外都可能出现,一个士兵用枪指着敌人的头也有可能射失。面对这样的情况抱怨有用吗?我们要做的是每一步行动之前都拟好后备计划,万一出现意外还有人可以补救,团队是干什么的?就是为个人容错的!当然,我们也不时的要赌一赌运气,这不也是战场的魅力所在吗? 四、啊,榴弹,我爱死你了 敌人躲得好,命中率不高,绕后又绕不过去,怎么办?一发榴弹炸烂它的掩体行不行?一发榴弹开条绕后的路行不行? 敌人居高临下,打不着怎么办?一发榴弹炸掉他脚下的地板让他掉到空地上行不行? MEC装甲厚,打不动怎么办?一发榴弹炸掉他一层皮行不行? 五、不要盲目射击 当命中率在60%以下时,多监视,少碰运气。我打不着敌人,敌人也基本打不着我,它们会傻乎乎的冒着监视火力冲上来找射击位的。 六、注意弹药 一次不要和过多的敌人交战,以免激战中哑了火。消灭眼前的敌人后,记得补充弹药后再前进。常用主武器开火的士兵,武器上挂上自动装弹器吧,效果非常好。 七、适当存档 虽然SL影响游戏体验,但是在取得重要的阶段性战果的时候存一下,可以在意外发生时让你不致于想删游戏
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