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- Campaign is 25 missions and there are also 25 extra missions. So 50 missions in total but only 25 are required to complete the storyline.
- The campaign is linear.
- Some missions are just kill everything on the map (and any reinforcements that may randomly appear). Others are objective based such as "survive for 10 turns", "kill enemy key target", "ensure VIP is not killed", "escort a specific unit to the exit", etc.
- There is a directional cover mechanic. Certain obstacles and wall corners will provide either half or full cover. Holding cover points is very important as your characters will typically die quickly out in the open. Full cover affects line of sight whereas half cover does not.
- Yes, the maps are quite claustrophobic by design since the battles are set in the confines of a spaceship. Some maps are quite large but still feature a lot of narrow hallways and such. A few have more open hangers and large rooms but those are the minority.
- There is randomization of enemies on most levels in that a certain of random enemy patrols can appear in addition to the preset enemies that are part of the map. There are also random collectables / buffs that appear during the battle. Maps are not procedurally generated or random.
Let me know if you have any other questions,
Sure thing. The PC version has higher resolution textures (about 4x the size on average) and better graphics with new post effects (colour grading, bloom, etc.). The UI has also been completely redesigned for mouse and keyboard with shortcut keys, hot keys, mouse hover-over menu windows and a much more minimalist UI design.
Should be possible. I think controller support won't be too hard to implement. I just have to do a fair bit of testing.
Thanks for the idea. Please do let me know if there's anything else I can do to improve the game.
Is there a gameplay movie somewhere with the actual gameplay sound FX? The trailer is just music.
-Does it have overwatch/defense fire? While that's a big part of XCOM, Firaxis in its games has moved towards turn limits and other things to discourage players from just backing in protectected nook/cranny on the map, going into overatch and just waiting for aliens to wander into the line of fire.
-What's the limit on the number of soldiers (or whatever they're called) in your squad? It doesn't really matter to me, just curious.
(While the modern one's okay, I'm more on the side of the original. And the trailer looks like it might be original style which is cool.)
Sorry for the late reply. It was my daughter's birthday so tied up with birthday party stuff.
The method I use to record gameplay from my game engine doesn't record audio so I'll need to find a new mechanism for recording proper game footage with audio and SFX. The SFX are okay ... nothing extraordinary but not bad. The usual explosions, flame thrower shots, laser shots, etc. with some voice clips when characters perform actions. The frequency of voice clips can be adjusted in the options since I know some people don't care to hear too much dialogue during combat.
Until I'm able to create a better video, you can find video clips on YouTube of the mobile version that will have sound. Just bear in mind that the mobile version has a totally different UI and far worse graphics. Sound is mostly the same.
I don't know much about trading cards as I'm new to development on Steam. The option to make them is currently not available to me so I think it's something that opens up once the game reaches a certain number of downloads or something. I'll look into and see what I need to do to unlock that feature.
Thanks again for your questions.
- There isn't a strict overwatch in the way XCOM handles it in that you spend action points to allow your soldiers to attack enemies that move into line of sight during their turn. Instead, there is a counter attack mechanic where characters are allowed to shoot back at enemies that attack them during that enemy's turn. The number of counter attacks depends on the unit's stat line and as characters level up, they will get additional counter attacks and certain items can also grant more attacks. There is also a very common ability called "Guard" which allows a unit to spend action points to move into a defensive position where for 1 turn, they gain a bonus to their evasion stat and gain +2 counter attacks.
The reason I didn't go with the typical overwatch system is that I want the game to be faster paced and not overly defensive-oriented. So there are various game mechanics that reward aggressive play like flanking, teleporting into melee, using grenades or suppressive fire, etc. I don't have turn limits or anything that prevents playing slowly / carefully or very defensively but there are general game mechanics that make it not the best strategy. That being said, one of my play testers really likes this style of play and is able to make a very effective team built around hunkering down and uses various force field abilities and other defensive skills to make it work very well.
- The core team consists of 6 soldiers and these are ones that will gain experience and level up. You choose that team from a selection of 12 classes but are free to switch around the team composition during the campaign. If you want to try a new class, you can just replace a team member and you will get a new team member of equivalent level to replace him or her. During most missions, you also get to use some allied units like other soldiers, heavy robots, defensive turrets, teleporters, etc. That way, while the focus is on building up and equipping a core team of 6, you do regularly get to try new units in various missions to keep things interesting.
I would agree that this game is closer to the original XCOM in game mechanics but it differs from both really in several ways. There is rather unique morale and suppression system that is very important. I'll write up a separate topic on that mechanic but I feel it's quite unique.
As a player, I have spent much more time playing the original XCOM from the 80's than I have the latest version. I do have XCOM2 installed but I haven't spent much time with it yet. I do hope to play through it soon and try to incorporate some good ideas from it in future games.
Probably not soon but hopefully in the future. I need to learn more about the Steam API and coding practices before I can integrate those things.
Hi,
The way it works is that there are 12 different types of soldiers to choose from and you have to choose a core team of 6. You can have duplicates of the same class and choose freely among them. Those 6 will level up and can each be equipped with different items. I think there are 10 different slots for equipment (helmets, torso armour, shoulder pads, guns, etc.).
The equipment does not change the outward appearance of the charcter model. I plan to implement something like that in the next game but not in this one.
Also, you are free to keep switching your characters during the campaign as often as you like. That way, you can experiment with different team builds or switch out a charcter class because you found a really good item that only another class can use. When you switch a character for a new one, you get a new character of equivalent level so you don't lose anything by switching up your team.