XCOM 2
A Better ADVENT
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DerBK  [developer] May 13, 2016 @ 11:34am
Full Release and the road ahead
This week's version is what i am going to call Full Release 1.0
I now consider this mod complete in the sense that we added everything that i consider essential. Of course, we will continue to work on it, there's plenty of ideas left.

The Full Release marks a few events:
- Reaching 5k subscribers on Steam Workshop
- Reaching the end of the roadmap with only a few open points. A new roadmap will be drafted in the near future.
- The majority of new textures and models that were planned made their way into the mod, leaving only a few open items on this To-Do list: http://steamcommunity.com/workshop/filedetails/discussion/628891110/364040166680302509/
- All known bugs have been killed with the Full Release version, leaving plenty of blank space to fill with new issues if/when they turn up: http://steamcommunity.com/workshop/filedetails/discussion/628891110/364040166680281514/

So what's next for A Better ADVENT? Here are a couple of things on my mind:

- More enemies! I got a lot of input and suggestions on Twitch streams, Steam comments, PMs, YouTube videos and of course in various discussion threads. Ideas range from buried Chryssalids with Bladestorm (NOPE!) to suicidebombing Andromedon Shells(I like!) ... I will sift through all my notes and decide on what i want to add, then make a new roadmap from it. Maybe i'll even let you take a (heavily censored) peek. As one of the first new additions, expect a line of turret variants.

- More AI improvements. There are some more things i want to do with the AI, among them:
-- Improved Movement logic. The vanilla AI does look for overwatchers before it moves, but is still running through too many Overwatches.
-- Finetuning to the Overwatch and Targeting behavior to be a bit more organic.
-- Applying my changes to the alien rulers where appropriate.
-- Improvement to patrolling behavior.

- The "Better Pods" plugin. This is going to be an optional mod that you can use in the place of IESS(+). It will not only increase pod size like IESS, it will also bring some Better ADVENT specific flavors of variety to the pod compositions. I am already using a prototype of this mod for my own campaign, i guess it will be ready for release in two to three weeks. A preview(alpha version may be available earlier.

- Compatibility across mods is still something that i want to improve. Firaxis updated some code of theirs with the last patch, so some things are possible now that lead to CTDs before.

- Improvements to ability visualisation. Things like smoother Gremlin movements. Or added Flyover texts for some abilities to make it obvious what's happening. Some camerawork also needs adjustment.

- More custom textures and models. Atheran is hard at work at providing a few things each week, but can't possibly keep up with how fast new stuff is added from the code side of things. For that reason, i put out a "Call to Arts", a plea for help to the XCOM community. If you want to see something of yours added to my mod, please read here for details: https://www.reddit.com/r/xcom2mods/comments/4iodwl/call_to_arts_a_better_advent_is_looking_for/

- As a final note, i will switch to a biweekly update schedule from now on. This doesn't necessarily mean less content per time, just more content per update ;) I hope to bring down my workload on the weekends a bit by doing this. Don't want to burn myself out.
Last edited by DerBK; May 14, 2016 @ 1:00pm