Temple of The Roguelike Forums

Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Kyzrati on July 11, 2011, 12:15:16 PM

Title: X@COM (now at R9.3 + MODS + A ROOKIE'S TALE TC)
Post by: Kyzrati on July 11, 2011, 12:15:16 PM
So... we need more "faithful" X-COM remakes to fight off the ridiculous FPS thing they've decided to turn the game into... The series just gets worse and worse! X-COM may not be a pure roguelike, but it certainly shares a lot of RL characteristics, so I suppose an ASCII version is close enough to be called an "X-COM RL."

Mine is tentatively named "X@COM." Seems fitting enough...

Just started not long ago, so not much to see yet, but you can check progress on the blog (http://xcomrl.blogspot.com/).
Title: Re: X@COM
Post by: Skeletor on July 11, 2011, 02:09:32 PM
Good! I loved X-Com games, I hope you keep this up.
Title: Re: X@COM
Post by: Psiweapon on July 11, 2011, 04:22:11 PM
Wow! I love x-com too!

You know, I started learning english in earnest with "Ufo: Enemy Unknown" as the version I got was named (european name, right?)

If you make an x-com themed RL or a full blown RL-interface version of x-com, I'm sooo going to play it!

I guess you probably are actually *opposed* to the idea, but if at any point you consider making a tiles version...

And yes, X@COM seems a fine name for me :D
Title: Re: X@COM
Post by: 7h30n on July 11, 2011, 05:53:11 PM
Feels good, my senses are already sharpening! Atmosphere really feels like X-Com.
UFO:Enemy Unknown is my favourite game, I was thinking about making a similiar game after I finish my current roguelike. Psiweapon up for some tiles version? ;)

Have you seen Xenonauts? Looks pretty good!

I won't mention 2Ks XCom because my disgust would burn the internet alive.
Title: Re: X@COM
Post by: Z on July 11, 2011, 07:47:01 PM
A previous thread that is a bit relevant (http://roguetemple.com/forums/index.php?topic=1480.0)

Just posting to recommend things that I have already recommended in that thread ;)
Title: Re: X@COM
Post by: Kyzrati on July 12, 2011, 03:46:47 AM
Thanks for the responses--I was pretty sure there'd be some interest out there :)

A previous thread that is a bit relevant (http://roguetemple.com/forums/index.php?topic=1480.0)

Just posting to recommend things that I have already recommended in that thread ;)
I read that post some weeks ago when I was contemplating this project, actually.

Have you seen Xenonauts? Looks pretty good!
Definitely seen Xenonauts. I happened across it a long time ago when it was just in the concept stage. Looks quite promising already!

For my own game I figured going for a real "console" feel would work pretty well with X-COM. Probably one of the biggest problems/differences I see is that unlike X-COM, walls take up an entire cell instead of fall between them. Currently that's how I'm implementing them anyway (as with any RL), and if so then "X@COM" won't really work with tiles... I'm not sure anyone would bother to play a tiled version anyway, since there's already a number of graphical alternatives out there. Might as well go for something unique. Using ASCII means I can fit the entire map in the window (no scrolling), give it a "console" feel, and games can actually play out very, very quickly...
Title: Re: X@COM
Post by: Psiweapon on July 12, 2011, 04:03:48 AM
Quite nice console rendition of an UFO battlefield... You now only need to choose characters to represent TVs, boxes, gas pumps, and all that kind of stuff that got blown up nicely with laser rifles and autocannons.

It'll be like X-Com meets Dwarf Fortress!

I'm sold, hands down   :o

*produces a microphone*

Sir, sir!

Will you be using the same aliens as the classic first? I'm guessing so, since in the blog you've posted a screenshot with an avenger ship.

Will we be able to access the ufop@edia? What about governmental funding, or base design?

Will primed explosives stay put while they are in your inventory? this was extremely important for my tactics.

What about 4-tile units?

Any statements?


edit: omg I can see that hill!  :o
Title: Re: X@COM
Post by: NON on July 12, 2011, 09:48:12 AM
Will primed explosives stay put while they are in your inventory? this was extremely important for my tactics.
Off-topic: I remember playing UFO2000 multiplayer using Skype. Attempting that tactic (walk around with a primed 0-turn grenade in hand), only to discover that they changed it so they blow up in your hands too. That was both hillarious and infuriating.  :)

On-topic: Kyzrati, I replied over at r.g.r.d.

I saw later that you have a sort of first person (or from the side?) perspective as well? Sounds awesome if you can see what is what. Do you have any screenshots of it?
Title: Re: X@COM
Post by: Kyzrati on July 12, 2011, 01:42:33 PM
Quite nice console rendition of an UFO battlefield... You now only need to choose characters to represent TVs, boxes, gas pumps, and all that kind of stuff that got blown up nicely with laser rifles and autocannons.
Well now... that is a very debatable issue. Should I really go the ASCII icon route? If I did that, the map wouldn't really have use for letters, now would it. I don't think using letters for objects would be too much of a problem, lc for half-height objects you can see over, uc for full-height objects that block your LOS/LOF. I would definitely like to hear lots of opinions on this topic, though it's definitely too early to require a final decision.

I'm sold, hands down   :o
Good, I'll be charging you for a copy, then ;D

*produces a microphone*

Sir, sir!

Will you be using the same aliens as the classic first? I'm guessing so, since in the blog you've posted a screenshot with an avenger ship.

Will we be able to access the ufop@edia? What about governmental funding, or base design?

Will primed explosives stay put while they are in your inventory? this was extremely important for my tactics.

What about 4-tile units?

Any statements?

edit: omg I can see that hill!  :o

Your responses:

I saw later that you have a sort of first person (or from the side?) perspective as well? Sounds awesome if you can see what is what. Do you have any screenshots of it?

It's just a simple side-view, which could look confusing at first, but I think it'll be essential for checking your LOF to different levels. That's probably just about all it's good for, really.

I did implement it already (mindlessly simple...), and I'll put up some shots soon. I suppose that'll go along with the initial weapon firing test, which is what I'll be working on next.

Title: Re: X@COM
Post by: Z on July 12, 2011, 03:17:01 PM
OK, I think I should elaborate more about my feelings about this.

Long time ago (about 25 years), there was a game named Rebelstar. It featured a group of soldiers (about 15 soldiers accompanied by 3 battle droids) aiming to break into a fortress and destroy the computer leading an army of robots. Also featured very clean graphics. Many people like ASCII graphics because it is very easy to recognize all the relevant information, contrary to graphical games; but Rebelstar's graphics were, IMO, even better at this regard. Especially cool was the targetting system, where each icon was replaced by a circle (or another simple geometric shape) and each shot was a straight line, and the first geometric shape that the line crossed was hit. (Walls were inside tiles, not between tiles like in X-COM; but geometrically, some of them were lines that were just a few pixels wide.) I think you could also play against a human (who controlled the robots then), but I have not tried it. There was also later games Rebelstar II and Lasersquad using similar ideas.

A main problem about all of these games was that they featured only a limited number of short missions (Lasersquad had about 6, and other two had just one). Thus, you could have fun with these games only once (although maybe it would be great fun to play against a human). I wanted to play more.

The man who created these games has later created X-COM, a very well known game nowadays. Although it no longer had the main problem mentioned above (it had a long campaign consisting of many tactical missions), there were many other changes which I did not like. The main one seems to be that the gameplay was 3D now. Graphics were replaced by an isometric view (IMO extremely ugly), cool targetting mode disappeared.

Well... now I would like to play a game with the same spirit as Rebelstar, but better. X-COM did not do it, and X@COM is not planned to have that spirit either. It seems I would have to make it myself...
Title: Re: X@COM
Post by: Skeletor on July 12, 2011, 07:27:45 PM
Are the environment elements destroyable in Laser Squad and Rebel Star like they are in the X-Coms?


Well... now I would like to play a game with the same spirit as Rebelstar, but better. X-COM did not do it, and X@COM is not planned to have that spirit either. It seems I would have to make it myself...

That would be awesome!


Title: Re: X@COM
Post by: Z on July 12, 2011, 09:15:22 PM
Yes, some of them are destroyable in RebelStar (walls are not, but doors and some obstacles are).
Title: Re: X@COM
Post by: Kyzrati on July 13, 2011, 04:08:54 AM
Well... now I would like to play a game with the same spirit as Rebelstar, but better. X-COM did not do it, and X@COM is not planned to have that spirit either. It seems I would have to make it myself...

It would probably be lots of fun (and not too hard to code, either!); oddly enough, though, there are quite a number of X-COM remakes, while it doesn't seem like there are any *popular* modernizations of RebelStar/LaserSquad (not that I know of, anyway). Why is that?

I remember there were some attempts (even professional ones), but, to put it harshly, they sucked.

I've never actually played RebelStar, but I do remember LaserSquad. I guess they're good for what they are: relatively simple tactical strategy games, but I like my games with a lot of depth. Not only the literal 3D kind, of course--3D gameplay definitely adds to a game's depth by giving you more options.

In X@COM, I'm trying to make something that a fair majority of potential players will like. If there's no player base, then I wouldn't bother with it, but I'm waiting 'til I put out a very simple playable version (maybe ARRP 2011?) and get some feedback before deciding what to do. Any kind of input is appreciated, though!
Title: Re: X@COM
Post by: siob on July 13, 2011, 07:31:05 AM
this?

(http://upload.wikimedia.org/wikipedia/commons/e/e6/RebelstarRaiders.png)

looks pretty awesome. apparently, he did lots of variants on the game before finally moving on to iso view.

http://en.wikipedia.org/wiki/Rebelstar
Title: Re: X@COM
Post by: Kyzrati on July 13, 2011, 08:56:02 AM
You can apparently play all those original games online at http://www.lasersquad.org/index.php (http://www.lasersquad.org/index.php)
Title: Re: X@COM
Post by: Skeletor on July 14, 2011, 10:20:53 AM
Where can I download/play a non-java version of Rebel Star?
Title: Re: X@COM
Post by: siob on July 14, 2011, 11:34:08 AM
another article to get us all hyped up

http://www.next-gen.biz/features/making-x-com-enemy-unknown
Title: Re: X@COM
Post by: Psiweapon on July 14, 2011, 11:58:58 AM
another article to get us all hyped up

http://www.next-gen.biz/features/making-x-com-enemy-unknown

Quote from: Gollop
"We made sure that there was an element of unpredictability in the AI which often made it seem more intelligent than it actually was."



And boy, did they manage it! The AI would pull weird stunts... who hasn't been combing the entire map for that one last ethereal that is making your troops go batshit crazy, only to find it's on a ridiculous spot in a roof behind your plane, or in the most freaking remote and obscure map border alley?

Or chasing sectoids in farms, almost a la benny hill?

Those devious aliens really deserved the demolition approach.

One blaster bomb to pierce the hull of an ufo. A second blaster bomb to go through the hole, reach the navigation room, and make that nice 2x2 navigation table blow up and take out the crew with them *for sure*

It's a shame that the fluff in Terror from the Deep was much less solid (is it even made by the same guys?) because the enemies were really fucked up, and the land/sea environments really played to their advantage. TftD *really* gave me the creeps compared to it's predecessor.

And then there is apocalypse which is an outright weird game with abortive graphics, and fluff that makes even less sense, but I still played it... being able to recruit RAWBOATS and bashing your enemies up the head with a frickin' PLASMA SWORD were probably my favourite features.

I have even played Enforcer!  :D which x-com games am I missing? some space-based PEW PEW PEW WE NEED MOAR DAKKA ones right?
Title: Re: X@COM
Post by: 7h30n on July 14, 2011, 12:18:01 PM
I don't know if this was posted but this article summs up the whole chain of events:

http://www.eurogamer.net/articles/2010-11-28-the-story-of-x-com-interview

I'm really sad it turned out this way. Julian Gollop is definitely one of the best people in game industry and I long for a game made by him. I would want to get my hands on 3DS just so I can play his latest work - Ghost Recon: Shadow Wars.

On the other hand Mode 7 has a nice treat - Frozen Synapse!
Title: Re: X@COM
Post by: getter77 on July 14, 2011, 02:06:06 PM
The world needs more quality X-Com in whatever form it manifests---be it a Roguelike or an eventual mega-mod for Frozen Synapse that we all know is destined to happen somehow or another.
Title: Re: X@COM
Post by: Z on July 14, 2011, 04:01:26 PM
Where can I download/play a non-java version of Rebel Star?

I recommend the Amstrad CPC version (that's the one I played): link (http://www.thegamearchives.com/?val=0_2_1_0_0_9_19660_0_0_0_0). You need an Amstrad CPC emulator (IIRC WinAPE is a very good one, and should not be too hard to configure, you probably should insert the disk and type RUN"). The map is a bit different than in the Java version (which is based on the Spectrum version I think), and better (more features), I think. Also graphics are better.

Quote
Not only the literal 3D kind, of course--3D gameplay definitely adds to a game's depth by giving you more options.

It gives you more options, but also lots of presentation problems and design problems*. Maybe the time spent on making it 3D could be spent better on giving "depth" in other ways while still keeping a 2D game. But maybe an isometric (/tiled/ASCII) main display with a geometric FPP for the targetting mode would keep the spirit and be interesting.

* My big roguelike is placed in a 3D world, and it feels weird that, although trees block line-of-fire, I can shoot my targets by shooting above the tree; or that I can destroy a house's roof with fireballs and proceed to bombard the inhabitants from outside; or that if you are a flying wizard, purely melee-based terrestrial monsters have no way to harm you. Lots of design problems to overcome.
Title: Re: X@COM
Post by: Psiweapon on July 14, 2011, 04:47:32 PM
* My big roguelike is placed in a 3D world, and it feels weird that, although trees block line-of-fire, I can shoot my targets by shooting above the tree; or that I can destroy a house's roof with fireballs and proceed to bombard the inhabitants from outside; or that if you are a flying wizard, purely melee-based terrestrial monsters have no way to harm you. Lots of design problems to overcome.


Weird? All that sounds pretty common sense o_o Tactical use of fireballs, yay!
Title: Re: X@COM
Post by: Z on July 14, 2011, 06:35:50 PM
Yes, common sense (except the one about trees in some situations), but I feel it gives too much power to missile users. Inventing such strategies should be fun, but using such tricks all the time would probably become boring (unless I create a better interface for defining ballistic curves). And makes it necessary to have a much more sophisticated AI (a similar situation happened in ADOM, where it was possible to stand behind water in Holeinthewall and shoot down Hotzenplotz and his bodyguards (who all could not swim nor use missiles) until they were dead, but it was the only place where you could do that; a better AI that could go around water would save these guys).
Title: Re: X@COM
Post by: Psiweapon on July 14, 2011, 10:21:28 PM
Yes, common sense (except the one about trees in some situations), but I feel it gives too much power to missile users. Inventing such strategies should be fun, but using such tricks all the time would probably become boring (unless I create a better interface for defining ballistic curves). And makes it necessary to have a much more sophisticated AI (a similar situation happened in ADOM, where it was possible to stand behind water in Holeinthewall and shoot down Hotzenplotz and his bodyguards (who all could not swim nor use missiles) until they were dead, but it was the only place where you could do that; a better AI that could go around water would save these guys).


Admit no substitutes. Give the fireball recoil.

If you really want to mess with the players, make "cheap" tactics a source of YASD.
Title: Re: X@COM
Post by: Kyzrati on July 15, 2011, 02:16:55 AM
* My big roguelike is placed in a 3D world, and it feels weird that, although trees block line-of-fire, I can shoot my targets by shooting above the tree; or that I can destroy a house's roof with fireballs and proceed to bombard the inhabitants from outside; or that if you are a flying wizard, purely melee-based terrestrial monsters have no way to harm you. Lots of design problems to overcome.

I totally agree on this point, which is why I generally wouldn't recommend using a top-down 3D world for a game with a fantasy setting.

Many times in the past while brainstorming various game ideas I've imagined trying to make a fantasy-based game with X-COM gameplay, but one of the biggest problem always seems to be that ranged attacks are inherently overpowered. For X-COM it works fine, though, since everyone relies almost solely on ranged attacks...

I think in X@COM it'll also be a little more obvious what's going on because you'll have a simultaneous side-view while firing which shows the elevation of your LOF, so you can actually see how your bullet is traveling above the tree. I'll put a screenshot of this on my blog soon, and would definitely want opinions on whether or not it's a workable interface element.
Title: Re: X@COM
Post by: Psiweapon on July 15, 2011, 03:11:23 AM
If ranged attacks are overpowered, then choose one:

a) nerf them

b) reduce them in number

c) make them the mainstay attacks. As in every warrior carries a crossbow.

d) make melee characters real tanks.
Title: Re: X@COM
Post by: Darren Grey on July 15, 2011, 08:39:04 AM
A better solution is to give everyone more mobility options.  Give warriors short movement speed boosts, or an ability to rush at opponents quickly, along with ways to pull enemies towards them and pin them to the ground.  Make warrior-types able to take more hits so they can absorb a few shots as they corner ranged enemies.
Title: Re: X@COM
Post by: Psiweapon on July 15, 2011, 12:54:00 PM
And make armor have a real use: big shields that can block a lot of attacks that come from the 90º in front, heavy armors that make a fireball send you a couple of squares flying but not do much damage, things like that.

But I think that "flying + missile spell = recoil"  would be a nice deterrent for spamming: You know you can go flying and bomb some people, but if you do so, your positioning in the battlefield is going to go nuts, maybe you can even hit something behind.

But hey, now that I think of it... that would mean reaction-propelled wizards all over the place, so we would have ANOTHER problem.


In any event, an "x-com action" fantasy game would be awesome.


X@COM, back in topic:

How will the geoscape be rendered? Will it be a ball or will it be a spread-out map??

A spread out-map will suffice, a ball would be awesome for bragging rights, but it looks difficult and would probably be confusing in console...
Title: Re: X@COM
Post by: Z on July 15, 2011, 05:00:24 PM
a) nerf them
d) make melee characters real tanks

These two (which seem to actually be very similar, just stated from a different POV) are an obvious solution, but needs to be finely tuned if we want both melee and missile to make sense. Also note that as long as a missile user can shoot without retaliation, he will win the battle no matter how weak is the missile and how strong is the target (unless the missiles do no damage at all, or are slower than healing, thus completely useless).

b) reduce them in number

You mean a limited supply of arrows/mana? Could work, but the game should be designed in a way that this makes sense.

c) make them mainstay attacks

You can make every warrior carry a crossbow, or be accompanied by a crossbowman, but that does not help if you want to have mighty beasts, like giant boars or elephants. (Although maybe it makes sense that intelligent creatures find ways to butcher even the mightiest stupid animals without any risk.) Also it does not makes melee weapon less useless. Again, could work, but would need the fighting system to be designed around missiles.

d) Give warriors short movement speed boosts

Good for 2D worlds, but not helpful against flyers I mentioned originally. But I think making flying tiring physically or mentally (depending on how exactly you fly) and thus possible only for a limited time should solve some of the problems with flying.

e) ways to pull enemies towards them and pin them to the ground

That's like making missile mainstay attacks (as it brings missiles to anyone).

f) But I think that "flying + missile spell = recoil"  would be a nice deterrent for spamming

I don't understand why recoil would be such a nice deterrent.
Title: Re: X@COM
Post by: Psiweapon on July 15, 2011, 08:30:32 PM
If a fireball, with flying, sends you five squares backwards, you're going to:

a) lose accuracy
b) perhaps lose line of sight
c) maybe the target is now out of range altogether.

also:

d) if there's something behind you you're going to lose HP too
Title: Re: X@COM
Post by: Kyzrati on July 16, 2011, 08:21:30 AM
If ranged attacks are overpowered, then choose one:

a) nerf them

b) reduce them in number

c) make them the mainstay attacks. As in every warrior carries a crossbow.

d) make melee characters real tanks.

For one of my own games, in which I didn't take my own advice and put in a fantasy setting with action points and ranged combat which could be pretty deadly (one shot kills), I ended up balancing it by giving other classes skills that enable them to get closer to a ranged combatant: stealth/quickness making one a harder target, tower shields with up to 70%+ cover for the really slow guys, arrow deflection for the highly proficient, and of course plenty of magical defenses.

I also used a bit of (c) and had many characters carry ranged weapons at least as backup.

X@COM, back in topic:

How will the geoscape be rendered? Will it be a ball or will it be a spread-out map??

A spread out-map will suffice, a ball would be awesome for bragging rights, but it looks difficult and would probably be confusing in console...

Hm, finally something on topic... This thread does seem to have taken off in a completely unexpected direction.

For the geoscape, a true 3D globe in ASCII might be more than I can handle, though I'll explore the possibility when the time comes. In either case, the extremely limiting dimensions of a console window will obviously necessitate zooming. At its largest, half the earth has to fit into a 60x60 grid... (and making it round would reduce that even further) A flat map may actually look better in the end. It's a ways off though, anyway, since I want to get the battlescape functioning pretty well first.

Title: Re: X@COM
Post by: michal on July 16, 2011, 08:44:35 AM
Hello,

Your project looks interesting :) I hope you will release some tech demo soon ;)

Btw, there has already been x-com rl project, looks dead unfortunately:
http://orangescribblepad.blogspot.com/

Also, if you like x-com, you may be interested in that project:
http://roguetemple.com/forums/index.php?topic=1668.msg12302#new
Title: Re: X@COM
Post by: Kyzrati on July 16, 2011, 12:50:21 PM
Hello,

Your project looks interesting :) I hope you will release some tech demo soon ;)

Btw, there has already been x-com rl project, looks dead unfortunately:
http://orangescribblepad.blogspot.com/

Also, if you like x-com, you may be interested in that project:
http://roguetemple.com/forums/index.php?topic=1668.msg12302#new
Yeah, Russell's not the only one to have tried an xcomrl, but no one seems to have gotten very far before. OpenXCom looks like a cool project, though I must say that over the years I've already grown accustomed to playing the original in dosbox  ;). There are quite a few graphical remakes already, so with X@COM I'm hoping to do something fairly innovative by injecting the fun of the original into a slick console interface that focuses on enhancing one of X-COM's greatest strengths: its atmosphere. At least that's the general idea...
Title: Re: X@COM
Post by: michal on July 19, 2011, 06:14:09 PM
Do you plan to release some tech demos / betas / etc or wait until you will finish everything?
Title: Re: X@COM
Post by: Kyzrati on July 20, 2011, 12:53:47 PM
X@COM tech demos and alpha versions will first be released privately to interested players on some forums, and later available to the general public once the battlescape is at least somewhat playable. Releases should come pretty frequently though, as the pace of development will be fairly quick except for August when I'll be busy with work most of the month.
Title: Re: X@COM
Post by: Psiweapon on July 20, 2011, 04:48:39 PM
Since the battlescape looks like it will have a lot of detail,  I hope we will be seeing /, / and º flying around by the boatload!

Well, the last one is not that abundant.
Title: Re: X@COM
Post by: Kyzrati on July 21, 2011, 12:50:34 PM
Well, maybe not by the boatload, since it's turn-based so they'll only be out there one at a time for the most part. There could be a fair number of shots in relatively quick time, though, depending on your settings, since the game is intended to be playable as quickly or slowly as you like, a-la roguelikes...

Almost finished with the firing mechanics and projectile flight trajectories, so I'll be posting on the blog soon with new screens regarding LOF.
Title: Re: X@COM
Post by: Psiweapon on July 21, 2011, 02:36:29 PM
Oh I just meant that plasma and laser bolts flying around is a huge part of the X-COM experience for me.

They're even helpful, when you get shot by a hidden alien.
Title: Re: X@COM
Post by: Kyzrati on July 22, 2011, 12:49:42 PM
Ya, I'd have to agree that projectiles are definitely an important component of any strategy game mostly focused on shooting aliens! I plan to make shooting and destroying stuff lots of fun, but more details will come when I get closer to implementing a playable demo. I can say now that sound will play a big part in the atmosphere, though I won't include it in the earliest versions simply to speed up coding of the core mechanics.

Just today I fired my first rifle shot, how exciting! Next I get to continue tweaking the shot distribution formula--not so exciting...

Put a couple of LOF screenshots up, though.
Title: Re: X@COM
Post by: michal on July 22, 2011, 03:02:51 PM
What about adding optional (in future of course) support for graphic tiles?

It could look nice, loot at email x-com:
(http://www.mobygames.com/images/shots/l/12126-em-il-games-x-com-windows-screenshot-gameplay-shots.gif)

Traction Edge has simpler, yet still good looking tiles:
(http://www.roguetemple.com/wp-content/uploads/2011/07/tedge_1.png)
Title: Re: X@COM
Post by: Kyzrati on July 23, 2011, 02:03:22 AM
I'm sure many people out there are going to be very persistent about tiles, but there are already so many tiled versions it would seem pretty pointless to make another. If I was going to do that I'd probably just make another game entirely. My goal is to eventually create something with X-COM's great gameplay and a different but equally immersive atmosphere.

I'll be attempting to use a literal "X-COM commander's console"-type interface and copious sound effects to present the game, and leave the rest to the imagination. Perhaps not a great game for those without an imagination (a growing percentage of the gaming population, I'm sure), but I guess they're not the target.

As a side note, it's also difficult to get art that actually looks good (even "high-quality" can look crappy), and even harder without a budget. IMHO, the Traction Edge tiles may as well be ASCII (no offense intended to Mongrol). Not messing with art will also leave more time to work on other unquestionably more important aspects of a strategy game, like AI. This isn't a team project like most of the other X-COM remakes out there, so I've got to prioritize and draw the line somewhere!
Title: Re: X@COM
Post by: Psiweapon on July 24, 2011, 09:33:09 PM
Even though I'm a tile provider, I support your approach completely.

X-com already had tiles so giving it a roguelike interface, and then giving that tiles would be... well, almost stupid. Undoing what's supposed to be done.
Title: Re: X@COM
Post by: Kyzrati on July 25, 2011, 01:04:13 AM
At least *someone* agrees with me :) We'll see what the overall reception is once I actually put something out there. I think people will like what it turns into, and see that it wouldn't actually work very well in tiles by comparison. It's going to be a very different aesthetic.

But I do very much like your tiles, Psiweapon, and am tempted to seek your help in restarting a fantasy SRPG project of mine which already has five years of work into it but got placed on the wayside while I work on X@COM.
Title: Re: X@COM
Post by: Psiweapon on July 25, 2011, 07:56:21 AM
Well, right now I'm quite busy,  but please PM me, I'd like to know about that project of yours, just in case I eventually craft some pixels for it, and out of pure curiosity.

What kind of graphics it uses, gameplay, scope, that kind of stuff.
Title: Re: X@COM
Post by: michal on July 25, 2011, 02:44:58 PM
Yeah, you're right, that would probably be not x-com roguelike, but x-com 2d ;)

Btw, what about ufopaedia? Will it be included? Do you plan to use original texts or change them?
Title: Re: X@COM
Post by: Kyzrati on July 26, 2011, 12:16:14 AM
Everything the original had, X@COM will have, assuming there's enough support for the project in the long run*.

*If very few people are interested, I'll probably discontinue development, though hopefully at least make some contributions for 3D RL environment implementation techniques in the process. Obviously way too early to make a decision on that--have to put enough together so people can at least understand my vision :)

I won't be making too many changes to the original for 1.0, only necessary fixes and interface functionality improvements. The only major change to the original game, initially, will be gravity and falling objects! Regarding UFOPaedia, I would definitely make it a little more helpful. For example: Damage for incendiary weapons should be shown correctly/differently. I was thinking of using ASCII graphics to show actual pictures of the objects/aliens/ships/etc. That's definitely for last, though (or at least after the geoscape dev has begun). For now the first major milestone is to get a fully operational battlescape with the full range of randomly generated maps and scenarios, so that people can get to killing aliens (initially with preset or random soldiers--basically a quick skirmish mode for X-COM).
Title: Re: X@COM
Post by: Psiweapon on July 26, 2011, 12:26:04 AM
If you give it a hotseat mode, I'll build you a _ .
Title: Re: X@COM
Post by: Kyzrati on July 26, 2011, 12:39:14 AM
That's good, I'm in short supply of underscores lately.

Seriously, a hotseat mode would be essential; maybe even a survival mode for that lone stealthy soldier infiltrating deep into alien-controlled territory... more in the RL vein.

That soldier is psi-immune, of course :)
Title: Re: X@COM (now at R7 "Chryssalids in my Backyard" ARRP)
Post by: getter77 on September 16, 2012, 04:16:04 PM
R7 and prior----such wonderful gains since ARRP 2011   8)

Read the enormous blog post for this release especially:

Quote
X@COM 0.15.120916r7 "Chryssalids in my Backyard"

* TMP: New scenario: Cataclysm
* TMP: Minilog added to HUD
* NEW: Chryssalids and zombies
* NEW: Silacoids
* NEW: Morale system (panicking/berserking)
* NEW: Medi-Kit
* NEW: Motion scanner
* NEW: Mind Probe
* NEW: Unit profile window
* NEW: Actions: Use/Manipulate
* NEW: Automatic context help topics
* NEW: Context-based command lists (w/mouse access)
* MOD: Volatile explosive items also trigger if used in a melee attack, or if dropped by one or more levels
* MOD: Unconscious bodies retain name of unit
* MOD: More powerful error recording system (send me run.log on a crash!)
* MOD: Melee attacks now allowed against units lower/higher than attacker
* MOD: Map level view automatically resets to your attacking unit after done firing
* FIX: Standing automatically before another action stops immediately for newly spotted enemies and gives message
* FIX: Detonation timing issue with multiple simultaneous primed explosives
* FIX: Throwing to ground at current position gives proper message
* FIX: Open doorways no longer block projectiles or explosions
* FIX: Primed grenades dropped by unconscious or panicking unit will count down
* FIX: Fire damage from standing on burning terrain properly modified by racial/armor incendiary resistance
* FIX: Plasma rifle aimed shot accuracy uses correct value
* FIX: Corrected messages for invalid inventory manipulation actions
* FIX: Selected unit automatically deselected on falling unconscious
* FIX: Knockback from bludgeoning attacks will no longer push one unit onto another
* FIX: Melee units taller than one cell can now attack properly
* FIX: Squashed some bugs

===========================================================
X@COM 0.11.120517r6 "Bleeping Good Time"

* TMP: Message shown while grenade prime input mode is active
* TMP: Score and combat log output to colored html file
* NEW: Variable anatomy supported
* NEW: Combat/action message log
* NEW: Partial UI sounds (testing Inventory/Log/Msg sfx)
* NEW: Narrow-width fonts for Inventory, Combat Log and messages to improve readability
* NEW: Larger window support (1280x960)
* MOD: Improved interface feedback message system
* FIX: Activating fullscreen mode no longer crashes if desktop resolution insufficient
* FIX: Can fire up/down stairwells, and target enemies on them, without destroying the stairs

===========================================================
X@COM 0.10.111219r5 "Alpha Genesis"
* TMP: New scenario: Exodus
* NEW: Full inventory access
* NEW: Remote detonation of explosives
* NEW: Random soldier names
* NEW: Alternate font (Ctrl-PgUp/PgDn)
* MOD: PORTED TO NEW ENGINE
* MOD: Path visualization color based on available TU/Stamina
* FIX: Rookie armor (coveralls) values properly applied
* FIX: Reaction fire TU checking issue which could cause fatal error


-----------------------------------------------------------
 TECH-DEMO RELEASES
-----------------------------------------------------------

===========================================================
X@COM 0.00.111021r4 "Area 51"
* TMP: New scenario: Area 51
* TMP: Score system
* TMP: Threat highlight command
* NEW: Opportunity fire (AKA reaction fire)
* NEW: Reserve TU
* NEW: Explosion effects simulatenously shown from the side
* NEW: Parabolic weapon trajectories (Celatid Spit)
* NEW: Support for multi-use weapons that "are their own ammo" (e.g., throwing knives)
* MOD: Positions of spotted units are remembered until the end of your turn
* MOD: Tanks can fire without turning to face target (turret)
* MOD: Sideview shaded based on available light
* MOD: Faster animations for non-visible actions to reduce wait times
* FIX: Pathfinding redirection when blocked by unit(s) will no longer try to smash through them (redirection system was broken by smash movement feature)
* FIX: TU cost for opening doors restored to normal (last release forced units to use smashing cost)
* FIX: Floors correctly dampen/block explosions/light at the floor, rather than below it
* FIX: Objects falling/displaced at the map edge will no longer crash game
* FIX: Effects of racial critical wound immunity properly implemented
* FIX: Various rare bugs

===========================================================
X@COM 0.00.111009r3 "Sheer Terror"
* NEW: Large units
* NEW: Strong units can smash through terrain
* NEW: Built-in weapon modules
* NEW: Melee attack with any item
* NEW: Bludgeoning melee attacks can knock target backward
* NEW: Change view floor with mouse wheel
* MOD: Wide/large doors open/close with a single action
* MOD: Backspace ends turn
* FIX: Unit light source deactivated on unconsciousness
* FIX: Firing at ground in unit's own position works properly for all projectiles
* FIX: Non-targeting LOF visualization checks weapon existence
* FIX: Save games no longer increase in size with each reload

===========================================================
X@COM 0.00.110924r2 "12K"
* ARRP: HUD more informative
* ARRP: To improve cover, reduced amount of open space and added a new orchard terrain area
* NEW: Light affects unit visibility
* MOD: Non-keypad movement scheme (arrows) more flexible, allows full range of movement
* MOD: Keyboard input more responsive
* MOD: ESC cancels priming action
* MOD: Right-click cancels firing/throwing
* MOD: ESC/Right-click stops movement
* MOD: Units may fire at targets beyond obstacles
* MOD: Auto doors close at end of turn instead of immediately when unoccupied
* MOD: Previous saved games no longer invalidated by adding/moving objects in data files
* FIX: Errors caused by AI misbehavior will be corrected without crashing
Title: Re: X@COM (now at R7.2 "Chryssalids in my Backyard" ARRP)
Post by: getter77 on September 18, 2012, 04:49:00 PM
R7.2

Quote
X@COM 0.15.120918r7.2

* FIX: Corrected projectile origin calculation for large units (screwed up by R7)

===========================================================
X@COM 0.15.120918r7.1

* MOD: Cataclysm content updates (tweaks & fixes)
* FIX: Bloodloss damage from critical wounds calculated in full (was incorrectly always 1/body part)
* FIX: Tutorial windows always close before parent window
* FIX: Tutorial windows always drawn correctly
Title: Re: X@COM (now at R8 "You Added What?!")
Post by: getter77 on October 13, 2012, 11:58:05 AM
R8  "You Added What?!"
Quote
Recently on Bay 12 we've been talking about making X@COM more accessible to modding, and that's what R8 is all about. The game data has always been pretty moddable since it's stored in text files, but changing the data wouldn't be as much fun without the ability to create your own scenario to go along with it!

Since internally R7's Cataclysm was written using a very modular, data-based system (I love data-based design in general--probably fairly obvious by now), making the entire thing moddable only took a couple days of extracting that part of the code into text scripts, followed by extending the system so you can do plenty of things that weren't even seen in Cataclysm. So now you can use the text files to change/improve/expand Cataclysm, or go even further and do a total conversion.

There are 4 main files to edit when creating a scenario, one listing the areas and their properties, another drawing the blueprints for each area, a third for spawning objects, and the last for defining the scenario's rules and other settings. Here is an example of the settings file where you can change victory conditions, mission scoring, and general properties:


R8: "You Added What?!"

by Kyzrati on 20121013 , under Release
Recently on Bay 12 we've been talking about making X@COM more accessible to modding, and that's what R8 is all about. The game data has always been pretty moddable since it's stored in text files, but changing the data wouldn't be as much fun without the ability to create your own scenario to go along with it!

Since internally R7's Cataclysm was written using a very modular, data-based system (I love data-based design in general--probably fairly obvious by now), making the entire thing moddable only took a couple days of extracting that part of the code into text scripts, followed by extending the system so you can do plenty of things that weren't even seen in Cataclysm. So now you can use the text files to change/improve/expand Cataclysm, or go even further and do a total conversion.

There are 4 main files to edit when creating a scenario, one listing the areas and their properties, another drawing the blueprints for each area, a third for spawning objects, and the last for defining the scenario's rules and other settings. Here is an example of the settings file where you can change victory conditions, mission scoring, and general properties:
This file includes explanatory comments for data entries--the others are instead explained in much greater detail in the modding guide.

To make a mod you'll definitely want a copy of X@COM Modpack M1, which you can get by joining the new X@COM Forum (for modders only right now--it'll be expanded later). The Modpack comes with some helpful tools to make your modding experience a lot more pleasant. You'll get...

    a 20-page guide (required reading!)
    a palette key
    my version of Notepad++ with syntax highlighting for X@COM script files (*.xt)
    a fixed-width font you may want to use with NP++


If you're feeling bold and creative, you can do much more than simply modify Cataclysm. You can add new races, units, items, terrain and other objects to create a turn-based strategy game with entirely different content. On the more complex (but fun) side, you can even implement your own special abilities that enable the type of very dynamic environment seen in Cataclysm. Learn from the hundreds of examples included with the game.

But you don't have to mess with all that stuff if you don't want to--you can create your own mission using only the scenario files and all the objects I've already created for previous scenarios.

Of course it's nice if others can play what you create, so beginning with R8, X@COM can now run mods which are simply dropped into the game directory.

Debash Unnos (Crazy Cow) has already created the very first mod for X@COM which adds some new potential buildings/encounters to your Cataclysm town, among other changes. His mod is the beginning of what we'll call "Cataclysm+". If anyone wants to just add one new building or make a few simple additions to Cataclysm, something not necessarily worth a standalone mod, send them to me and I'll merge them with Debash's mod to expand the scenario and give everyone a chance to see any of the extra content in their towns. Check the files page for currently available mods.

Other more ambitious mods (total conversions) are already in the works, so you'll still get some fun new stuff to play with while I work on improving the game in general.

Though modding support is the main feature of R8, it does still come with other goodies a proper release deserves.

There is of course the psi-amp, covered in my previous post. As described there, X@COM also supports intrinsic abilities, though you won't yet find any in the game.

You can now seed the map/mission generator, so you can share a particularly interesting map with other players, or play the same map multiple times without relying on a saved game. The seed for a given map is found in your mission results/score file, and can be set in "data/maps/_seed.xt".

I've added a swap hands command ('w') available as a free action (0 TU) to switch the contents of a unit's left and right hands.

R8 makes some significant changes to how doors and windows work by turning them from terrain into props (I hope I've made all the necessary adjustments--it required a rather sweeping refactoring effort). That windows are now props is an issue even for gameplay because it means you can now stand in a space previously occupied by a window, i.e. much closer to the edge, and get a better view. Sadly, this also means you'll have to hit someone twice to knock them out of a window (unless/until I enable melee knockbacks greater than one space), whereas they used to crash through the window and immediately slip off the edge.

Units are allowed to throw directly to ally positions. You could always throw at *enemies*, which is great for grenades, but the game was disallowing tosses to allies because it assumed you were trying to do something bad by throwing stuff at them =p. It's now much easier to pass around weapons and gear when you need to--in my own experience this need arises quite often in Cataclysm, so I finally fixed it.

Over the past couple weeks I noticed some things amiss in Cataclysm, or parts that could be quickly improved, so I tweaked the scripts a bit more. I don't have a list of all the changes, but among them:

    You are guaranteed at least one homemade flamethrower in the survivalist's house. I thought I had done that originally but apparently not, and it pissed me off when I got there and searched the house only to find a bunch of ammo!
    Suicide bombers no longer detonate on the dogs which roam the town--they're not THAT stupid...
    Allied criminals freed from the police station will find themselves weapons if you don't give them any.

As an amusing side note, just before release I also had to fix a regression where the police started attacking me... It was rather amusing to be shot dead as I sought refuge in the police station, because the police suddenly thought they were terrorists (literally) of all things, heh.


Quote
* TMP: Cataclysm scenario moddable (incl. total conversion support)
* NEW: Seed the map/mission generator
* NEW: Psi-amp
* NEW: Ability selection menu
* NEW: Intrinsic abilities
* NEW: Action: Swap hands ('w')
* NEW: -noHelp switch to block all tutorial help
* MOD: Cataclysm content updates (tweaks & fixes)
* MOD: Unit speech is now shown if within earshot, not based on FOV
* MOD: Destroyed doors/windows leave floor below them intact
* MOD: Targeting command list (F1) only given while targeting
* MOD: LOF visualization allowed even when unarmed
* MOD: Switched to a different type of random number generator
* FIX: Can throw directly to ally positions
* FIX: Implied target always reported correctly on HUD while aiming
* FIX: Missing roof tiles in some large fonts
* FIX: Fullscreen activation retains current font if already largest for desktop area

Handy example screens on site----this project just ramped up as a dark horse in a big way!  8)
Title: Re: X@COM (now at R8.1)
Post by: getter77 on October 31, 2012, 12:56:56 PM
R 8.1

Quote
* NEW: Some armors removable/equippable in the field (ctrl-r, or z on inventory screen)
* NEW: Support for long (multi-turn) actions, e.g. armor swapping
* FIX: Melee attacks against missing targets no longer allow weapon to "fly" away
* FIX: Guided weapons (e.g. blaster launcher) no longer use waypoints for melee attacks
* FIX: Walls sitting above ceilings on levels higher than a unit are blocked from FOV
* FIX: Multiple projectiles (mod feature) simultaneously flying through same occupied space will no longer crash on collision
* FIX: Mission results show name of mod instead of "CATACLYSM"


But even moreso, there's now 2 spiffy mega-mods---one of which a Total Conversion!   8)

Cataclysm+ 
Quote
Extends Cataclysm with a local X-COM base, alien cult, and abandoned house (see readme for more).

Aggression

Quote
And we have our first total conversion by Andrew Sundberg! (maker of Cataclysm+)

Take control of a party of orcish raiders as they put the smack down on a human town, or die trying. The party is led by the warlord himself, supported by grunts, archers, a varg, and the oh-so-deadly Elder. Face off against guards, adventurers, mounted knights, mages, monks and more. And don't forget to slay some peasants!

So go get some Aggression on the files page, and if you'd like to discuss it feel free to join us on Bay 12 or the X@COM modding forum.

This mod wasn't too long in the making--most dev time was consumed by tweaking and balancing, then it sat around in the incubator forum while playtesters gave it a spin (and I've been waiting to upload it since the primary server is down). Expect even greater work from Andrew and other modders in the future!

Note: The primary server is still down, so the site looks a bit weird without its proper fonts and images, including the background image... Downloads are fine though, since I've set up a mirror.
Title: Re: X@COM (now at R8.1 + MODS)
Post by: getter77 on November 25, 2012, 12:59:47 PM
Assault Mod

Quote
We have our second full mod, this time from Draxis!

Lead a semi-randomly outfitted squad of fully-armed soldiers to take an alien base in Assault. Quite a nostalgic mission, as the design is based on the original alien base assault from X-COM! Most of the gear is standard, though you may have access to the flamethrower as well, which will come in handy if the chryssalids get some of your guys.
Title: Re: X@COM (now at R8.3 + MODS + A ROOKIE'S TALE TC)
Post by: getter77 on January 07, 2013, 05:01:52 PM
The R8.3 public log tis a fine, terse log:

Quote
* MOD: Path visualization auto-updates as unit moves
* MOD: Tabbing through squad will not auto-deactivate path visualization
* MOD: Grouped AI-controlled units more aggressive, willing to leave leader's side to attack leader-designated target
* FIX: Weapon range limits properly observed in all cases
* FIX: Ability popup menu items were sometimes unreadable (black text)
* FIX: Unit-sourced lights properly activate/deactivate in all cases (affected some settings for mod use only)
* FIX: Mission records show mod name instead of "CATACLYSM"
* FIX: Evacuating family members before X-COM in Cataclysm would actually reduce total score
[/quote]

But then....   8)


Quote
Ever wanted to play a deep tactical fantasy game based on the great X-COM mechanics? Answer: Yes.

"A Rookie's Tale" is exactly that and much, much more.

Our protagonist, Victor Wade, alien-fighting soldier turned interdimensional traveler, suddenly finds himself in a world guided by magic rather than science. How he got here we've already seen, how he gets back is another story.

Not every story will be the same, though. To call this mod a single mission would be an understatement. Perhaps "epic single mission" or "game-in-a-mission" might be more appropriate. Making full use of the engine's greatly expanded and improved mod support, Rookie's Tale is a highly dynamic experience that shows much more of what the engine can really do--the R7 scenario Cataclysm was an interesting experimental introduction to the new dynamic content system, but barely touched the surface compared to the variety you'll see in this mod.

Victor is not alone, at least not for long. As he explores the world he can recruit party members from the local population (you control them this time around) and take them along on the search for a way home. There are seven standard character classes, each with class-based special abilities, and a host of other unique characters that may come to Victor's aid. On your travels, you'll talk to NPCs, recover artifacts, topple paranoid warlords, stop rampaging ogres, repel goblin invasions, uncover demon-worshipping cults, delve into ancient ruins, open interplanar gates, pilot gnomish inventions, loot treasure troves, face (or run in fear from) liches, demons, and dragons, and a whole lot more. Okay, maybe not all at once, but you'll definitely use magic from among 50+ arcane spells and holy incantations (mostly of the fun and interesting kind, not a bunch of cookie cutter direct damage stuff), along with 25+ special abilities. Under the right circumstances, your allies will even raise levels to gain better stats and more abilities. And be on the lookout for others, friendly or not, who may have made the dimensional jump as well...

The fantasy setting is obviously not original. It's D&D meets X-COM meets my imagination (that last one can be considered the glue--or crazy glue depending on your perspective). This is both intentional and necessary at this point because X@COM is still lacking UI support for providing detailed info about objects/units, so I'm trying to rely on your existing knowledge to help you get into the game, and [maybe] survive. Don't worry, there is plenty of unexpected content of my own design to catch you off guard, but having your traditional RPG hat on while you play won't hurt.

So this mod brings X@COM somewhat closer to a more traditional roguelike setting: fantasy RPG with lots of interaction. Thus you can:

    -quaff potions,
    -harvest herbs,
    -set and disarm traps,
    -use scrolls and magical artifacts,
    -read magic tomes and cast spells,
    -find secret doors/stairs...

There are a good number of emergent possibilities given the large number of utility spells, abilities, and items, some with side-effects you may or may not expect. In any case, there's usually more than one way to overcome (or circumvent) whatever obstacles you encounter, of which there will be many. Experiment. Depending on your circumstances, you could even be faced with what could be called a "get creative or die" scenario--this mod is not a hackfest, but if you're not on your toes it will become one, and Victor and company will be on the receiving end.

Unlike previous scenarios, the maps generated are a lot more organic: forests, sloping hills, caves and the occasional structure as opposed to roads and buildings on an obvious grid. Each one is generated from a large collection of possibilities, giving you many unique starting areas and different ways to accomplish Victor's goal. Even if one journey starts similar to another, I can guarantee you the similarity will end there as you explore the map.

So this is normally the part of the post where I show you screenshots of the diversity of maps, revealed in their entirety. But seeing as this mod is really about exploration (you even earn points for it), and there are quite a few secrets and surprises out there, screenshots could spoil some of the fun for those of you who are going to play.

I'll also be posting an in-depth guide with gameplay details later. After all, unless you play a *lot*, you almost certainly won't see/find everything anyway, so it may be a fun read :). Because it will no doubt include some major spoilers, I'll wait on that until you've had a chance to explore the world yourself a bit first.

Until then, here's a guide to the essentials (definitely read through this before playing!):

    -Most terrain/environment objects can be manipulated ('n')--i.e., almost everything is searchable/usable. (I was going to use the same feature to enable manual talking to NPCs as well, but decided to make conversation automatic on walking up to someone, if they have something to say.)
    -Most units have special abilities ('z'). Some may be passive and thus won't show up on the list--I'll tell you about those in the guide, others probably have restrictions on their use. Party members that raise levels also gain new abilities.
    -Lots of items are usable ('u'), especially those represented by '&' (no different from Cataclysm). Use them.
    -Special/magical armors may imbue the wearer with new abilities (some passive, some must be activated with 'z'). Remember you can remove/exchange your armor now! (Though note that party members are unlikely to be able to wear armors named for specific units, or those for non-Human anatomies.)
    -You start with only one unit, our hero Victor, and can always gain a few allies in your immediate vicinity; others can be found elsewhere--you generally just walk up to blue NPCs and they'll join you. Allies in the starting area can only be recruited by Wade himself.
    -Victor Wade must survive to "win," since this is his story, after all. Keep him safe. If he dies you can continue playing to explore the map and earn a better score, but won't be able to see the cool ending and learn what happens next.
    -Every map will have at least one area with a powerful enemy, which you should avoid until you've gained enough allies/weapons/spells/items to have a chance of defeating (warning: in some maps that enemy will leave their starting area).
    -Despite the lack of UI info to confirm your intuition, assume that weapons you'd expect to be better actually are.
    -If you have any non-controllable allies following you (like certain summons/servants), press/hold 'F' ("friendlies") to highlight them, even if outside your FOV. (This is a change from the 'C' key used in earlier versions to highlight only civilian followers in Cataclysm.)
    -Probably the most annoying thing about using spells/abilities is that if one is red on the list, it won't tell you why (instead giving you a stupid message saying you can't use any abilities at all, which may or may not even be true). If not because you lack sufficient TU/EN (which should be obvious because it shows the numbers), it's almost certainly because you're missing a spell component or focus required to cast that spell, or don't meet some other special condition like the cooldown wait time. Re-reading the tome(s)/book(s) you find to be sure you know the casting requirements for each spell will help clear that up.
    -If you have enough screen space (1280x960), you'll notice I included a new fantasy style text font which will be loaded by default, but you can always switch back to a different font or smaller window. There's actually a second fantasy font choice at that same size, but I don't think it looks nearly as good. Note that if you have a slower computer the larger window size can slow down the game as the engine is not yet optimized.


So get out there and come back with a tale for us! Share stories in the comments, Bay 12, or the forums, and if there are enough interesting ones I may highlight them in a future post.

Note: A Rookie's Tale does not come with the standard X@COM download. As a mod, you'll find it as a stand-alone program under the mods section of the files page.


Technical/Modding Addendum:

So to re-cap why I'm modding my own game (which may seem like an odd thing to do during alpha development): Rookie's Tale is an example of the wide variety of content you can include 100% by mod--every bit of content you see is scripted in text files that are parsed and run through the X@COM squad-based tactical simulator which sits on top of Rogue Engine X (the same engine that runs Cogmind, which kicked butt in this year's RotY poll, btw).

Because I know the engine best, it made sense that I create an extensive mod to both make sure everything actually does work (Cataclysm only used a subset), and provide examples for other modders to learn from. In fact I myself even learned a hell of a lot doing this, since it's a very generic system which can do things I never planned nor expected. (It's alive!) I'll be posting a lot of the tips and tricks I found on the forum so other modders can make their own missions more expressive, too.

On the coding side, the dynamic content system was fleshed out considerably as I encountered little things here and there (everywhere...) where adding just another setting or two could open up a whole new range of possibilities. This eventually resulted in a massive number of internal changes/improvements. My changelog since the last release (8.2) is crazy long--not much for the public changelog, though, and no major new features, so this isn't R9.

One of the more noteworthy non-technical improvements that came about as a result of this mod is different FOV shapes, set by race. Armors can also modify the wearer's FOV and sight range, such as restrictive medieval armor or high-tech armor with extra sensors that pass on more information about the surroundings. In Rookie's Tale, the few armors that do this will warn you with a message, and you can always check your FOV visualization ('f').

There's a heck of a lot more that could be done with this mod, and it could easily be expanded into a true full game given more map chunks (which would make for fewer chaotic maps due to a wider pool to choose from, thereby enabling finer control over what pieces are placed near what--I didn't actually use that feature) and even more interactivity with objects and NPCs, but I have to stop somewhere.

If you would like to make your own fantasy mod, you could always rip parts from Rookie's Tale, or just use all the data objects to create a different scenario by creating new areas (though that's probably the most annoying part until we have a proper map editor).

Also a heads up: There's a WH40k mod in the works now. Interested players can check it out on the forum and give it a run to provide the author with some pre-release feedback if so inclined.

Special thanks to all the forum members who helped playtest this mod prior to release, especially 10101, our resident binary German :) Seriously, without him I wouldn't have been able to both test and fix all the issues we resolved and still release on time. With so much content to play through, though, there could be some issues we didn't find. Report them and they shall be fixed. I'll even throw in some new areas in the update.


A Rookie's Tale is actually the first in a four-part series following Victor before he makes it back to Earth (the other three parts being sci-fi/alien), though I doubt I'll actually go through with the others. Anyway, Now that I've gotten my fantasy fix and made good use of it, next we're back to your [ir]regularly scheduled tactical sci-fi program[/game].

Well damn!   :o
Title: Re: X@COM (now at R8.6 + MODS + A ROOKIE'S TALE TC)
Post by: getter77 on February 03, 2013, 12:53:43 PM
R 8.6

Quote
* FIX: Missing with last shot of limited-shot weapon that is its own ammo caused crash
* NEW: Path visualization includes option to show full area
* MOD: Racial/armor incendiary damage modifiers also reduce/prevent damage applied to burning units
* FIX: Crash caused by objects falling on and crushing treasure chests in Rookie's Tale
* NEW: Hand-held light-emitting items illuminate the environment
* NEW: Armor can act as a light source, and optionally cover/block racial light
* NEW: Burst firing mode supports any number of projectiles, and a salvo option for simultaneously firing multiple projectiles
* MOD: Movement will always choose straight path to destination if clear, even if it is not the cheapest route by TU/EN
* MOD: HUD always shows remaining ammo (overwrites ammo name where necessary)
* MOD: Inventory window widened, and now shows ammo counts wherever helpful
* FIX: Swapping item between hands in inventory now costs 0 TU (was already available as free action through 'w' hotkey on map)
* FIX: Spawning/mutations in constricted areas will attempt even more alternate methods of placement



Missiles/8.6 away!


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The people have spoken! Truthfully, not a whole lot of them, but the handful of voices heard make it fairly obvious that overall you guys would prefer to avoid too many intentional roadblocks (a.k.a. feature creep) on the way to 1.0. Probably a smart move.

So as discussed in the previous post, I've postponed parkour and plowed through a series of quick features while clearing up the near-term to-do list in preparation for the Next Big Thing.

While these new features come with R8.6, uploaded today, some of them consist of engine support for future content and mods, not something you'll immediately have access to in the game. Nonetheless, I'll mention them here so that you know what's going on, and so I have an excuse to put up some related screenshots :)

Hand-held light-emitting items will now illuminate the nearby environment (I'm talking mechanics here, not some new visual style). This means little to X-COM right now since their own unit-based light is equivalent to that given off by an electro-flare, but it could have some interesting implications for mods where you might not have so much light available and have to carry a source of light (which may not last forever, like a lit torch). Varying amounts of light may also be emitted by armor itself.

Pathfinding has been slightly modified. I believe most players will prefer the more predictable direct route when allowing the game to take you to a chosen destination (as in X-COM), even though that route generally costs a tad more TU due to extra turning costs. I could add an option to disallow this behavior, but if you're in a tight situation where a few TU will really matter, you can always move in shorter sprints (which you should probably be doing, anyway) or use the keyboard. Do note that if the direct path (meaning a straight line towards the destination) is blocked, the normal pathfinding calculations will take over and will always take the cheapest path, which is not straight.

Burst fire weapons now support numbers of projectiles other than three, so some weapon could theoretically go full auto on a target with six shots, or more. For even scarier stopping power, burst mode supports a "salvo" setting that fires *all* those projectiles at once. Of course, my first inclination was to make a launcher that fires 12 large rockets simultaneously. Just a test, mind you ;p

Finally got around to adding ammo counters to the inventory window. This was postponed a looooong time ago when the original inventory window didn't have much room because it used the full-width font. Now you can actually identify at a glance what weapons are loaded with how much ammo, and the amount remaining in each clip in your inventory without having to remember / check all these values manually. Always one step ahead of the aliens, we are! (I also went ahead and made the HUD prioritize the display of remaining ammo, even though we'll be getting a new HUD in a few versions.)

News:

    -Rookie's Tale has been updated with a few fixes and a new sword (Vampiric Blade).
    -10101 has again updated the Aggression mod, this time with a huge garrison. Woe to the orc raiding party that runs into that thing (10% chance; you'll know at the beginning there's one nearby because you'll hear the commander's call to arms at the end of your first turn--keep retrying with F10 until you get it if you've played before and are just interested in the garrison).


Around the corner: A bit of optimization, and sound++.
Title: Re: X@COM (now at R9 + MODS + A ROOKIE'S TALE TC)
Post by: getter77 on April 01, 2013, 11:54:34 AM
R9

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* MOD: Cursor selection of an empty space for movement will auto-target the ground below it (e.g., disembarking from Skyranger)
* FIX: Burst firing unlimited-ammo weapons would allow unlimited shots (regression)
* TMP: Sandbox comes with a set of test sounds (deactivated in missions by default)
* NEW: Sound system supporting weapons, explosions, destruction, impacts, movement, injury, ambience, and more
* NEW: Melee attacks that fail to destroy terrain give relative effectiveness feedback
* NEW: Identical consecutive log messages are folded together
* NEW: Aliens may use grenades (in mods only)
* NEW: '1' & '2' keys can be used to change map view level (for nonstandard keyboards)
* MOD: Engine renderer speed effectively doubled (++FPS!)
* FIX: Proximity grenades must be primed/activated before throwing
* FIX: Z-level resets properly to shooter when burst-fired projectiles miss high/low
* FIX: Auto-generated rubble terrain was invisible (regression)

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Hear that?

It's the
hum of nearby power cores,
the twittering of alien terminals,
the footsteps of soldiers making their way across a lawn, pushing their way through foliage, and trampling crushed glass as they investigate a decidedly large opening in the side of a now-abandoned house, or the sound of aliens sneaking down a wooden hallway towards that very opening. Or not sneaking. You'll definitely know a sectopod when you hear one--let those mechanical steps strike fear into the heart of many a brave field commander!
It's the
charging of powerful laser cannons,
brick walls crumbling from an explosive impact,
spent shells rattling across the concrete,
bullets ricocheting off UFO hulls,
grenades bouncing down the hall (if you're close enough to hear this one, um, was nice knowing you),
glass storefronts being blown out (try the pressurized gas explosion of a small launcher for the coolest effect--since it just gets the windows ;p)
falling furniture smashing into a lower floor,
a growling reaper that must be right around the corner,
and the roar of a massive... well, you'll hear it when you do (hopefully before you see it so you still have time to run).

And that's just the beginning.

Weighing in at 850 sounds, R9 is the true beginning of creating the sense of immersion I envision as being core to the X@COM experience.

It's been a while since we had a nice whole number release since the modding bonanza that was R8 (which resulted in some very beneficial iterative development).

The highlights of this release are a super fast (relatively speaking) engine refactor (old post) and, of course, the new sound system, which I've posted a bit about recently, but here's a quick overview:

    Ambient sounds are sourced from objects in the surrounding environment (area-based ambient sound will come at a later time when the map generation supports it)
    Volume is distance-based, and allows for different falloff models depending on what makes the most sense
    Weapons and explosions currently use a temporary set of sounds, a quick job meant just to cover the basic X-COM content
    The system is, as usual, easily moddable: there are hooks in the data/code for weapons, destruction, various types of impact, death and injury, ambience, item interaction, etc.
    Sound is also integrated with the event/ability scripting system, meaning just about anything can be audible if necessary


Among the smaller additions, melee attacks that fail to destroy terrain objects now show messages indicating how effective the hit was. This was a great community suggestion, since you generally don't have any idea whether what you're using to bash down that heavy door is going to knock it down anytime today. Later this will be slightly less of an issue once you can examine damage and integrity values in-game, but for now it could save you some time, especially useful in Rookie's Tale where melee items are the norm.

The log now implements message folding, so consecutive identical messages will just increase the count on the first one by using a suffix: "<x#>"

Proxy grenades now require priming as in the original. Don't drop them at your feet after priming them! Dropping them and picking them up again will deactivate them (of course you can only do that if you haven't moved from their location, or you use some kind of psionics to move them, entirely possibly one day as we've seen in Rookie's Tale--unlike the original, flying units cannot drop down to pick them up.) The game still supports grenades that auto-activate when thrown, for modding potential (that and X@COM smoke grenades still automatically explode).

On the scary side, aliens can use grenades! Oh my... This feature has not been retroactively added to old missions, though--it's only available in mods, and only where the modder intends it (by putting 'nades in alien hands ;p). At least there's only a *chance* they'll throw it at you.

So you want to finally hear all these new sounds? There are currently three ways:

    The simplest (though not quite as fun) is to download the demo and run the sandbox, where you can play around with the weapons, shoot the house, etc.
    You can also replay the old demo missions, but because game sounds are *deactivated* by default, you'll have to turn them on manually by editing the mission's .bat file: add the "-fullSound" command line switch. I recommend against this option since the experience will be fairly inconsistent given that they contain additional non-standard content for which there are no sounds.
    Or... play this new mod created specifically to show off sound effects!

So after years of playing X-COM you're a pro at taking on one landed UFO, sure, but how about multiple UFOs at once?

The weakest opposition you could face will be two medium scouts, plus whatever has taken up defensive positions in the surrounding structures, plus whatever else decides to show up depending on your performance. On average there will be around 3-4 UFOs, though, among them sometimes a large scout or even a terror ship.

As usual, expect some surprises along the way, though this is still a more traditional tactical mission, so don't bother using anything in the environment--I didn't go crazy with that system like I did when testing it in Rookie's Tale.

Beware of sectoid and ethereal leaders, since some of them may be capable of mind control (requires LOS though), and also try not to bunch up too much lest a well-placed alien grenade wipe your whole team out.

If you feel outgunned, Malachai can be a useful ally if you can find him early. He'll join you and follow around, hopefully covering your back with his minigun and super deadly skill with throwing knives (close combat only). Once he's joined, shift-f to highlight his position since he's an allied unit not under your control. (Malachai is one of our fans from YouTube whose enthusiasm for R9 has earned him a place in this mod =p)

Like exodus, completing this mission "successfully" shouldn't be too difficult (you could always hide, wait most of it out, and at least survive...), but scoring well will be quite difficult due to the various penalties for failure to achieve objectives.

Your primary goal is to take out power sources, and for that purpose you have a good number of remote charges. As a reminder of how to use them, (p)rime them with an empty hand to create a detonator, then place the charge and (u)se the detonator when ready to set it off. Make sure to place/throw them close enough to the power source to be able to destroy it!

This mod also includes a special new kind of remote explosive, the Hull Breacher, designed specifically for breaching UFOs and giving you a different point of entry for alternate tactics. Make sure you place them immediately adjacent to a UFO hull or wall, flip the switch, and surprise some aliens from behind!

So now's your chance to command a newly audible heroic squad to prevent the equivalent of a local Armageddon. Good luck if you're forced to land at night...

My advice: Move quickly, because the longer you take the harder it will get.

X@COM is finally getting some truly video-worthy content (sound makes a huge difference), and I was working on a Ground Zero compilation to show off this release, but lacking the time to edit and polish it I've put that aside for now. In any case, you can always download and play a round if you'd like to experience it now, or wait until I do get a video out there--now that sound is mostly in place the visuals/UI are going to start improving in leaps and bounds.

I'll be leaving for couple weeks soon so there won't be any new posts for a while, but when I return in late April there will be a brand new sound-enabled mod ready from one of our modders.

So, another substantial leap forward and another new mod to mess about with alongside---nice.   8)
Title: Re: X@COM (now at R9.3 + MODS + A ROOKIE'S TALE TC)
Post by: getter77 on August 08, 2013, 11:53:40 AM
R9.3 + UNION mod

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X@COM 0.17.130807r9.3

* NEW: Command to label all visible hostile contacts by name on keypress, and automatically at the beginning of a new turn or on spotting a new enemy
* NEW: Command to label all visible neutral/friendly contacts
* NEW: Command to label all controlled units, color coded by their health state
* NEW: Command to label all weapons/items wielded by controlled units, color coded by their remaining ammo (where applicable)
* NEW: Command to label all items visible on map (minus bodies)
* NEW: Support for basic prop/item animation
* NEW: Explosives primed/armed by controlled units glow on the map
* NEW: On-map visualization of expected explosive AOE for projectiles and thrown explosives (if primed)
* NEW: Primed grenades/proxies in inventory show timer indicator
* MOD: Temporary grenade priming interface replaced by a proper console with mouse input
* MOD: Prime grenade hotkey ('p'/'P') automatically sets timer value to 0, unless Alt pressed to choose timer value manually
* MOD: Primed grenades picked up from the ground are no longer automatically unprimed (prevented hot-potato passes)
* MOD: Removed highlight threats command ('e') (obsolete)
* MOD: FOV/visual data updated for every shot in a burst, rather than once at the end
* FIX: Incorrect mouseover color for profile console cycle buttons (regression)
* FIX: Races immune to unconsciousness can no longer be forced unconscious by special abilities
* FIX: Unconscious units were capable of reactive melee attacks
* FIX: HTML log output escapes angle brackets for repeat message indicators (so they're visible now)

X@COM 0.17.130522r9.2

* MOD: Saved games compressed (tiny now)
* FIX: Default Cataclysm mod works again without giving version error (regression)

X@COM 0.17.130429r9.1

* NEW: Replaced default font
* FIX: Ambient sounds continued playing after restart/load


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Strange guy has finally released his mech warfare mod, Union.

The target, a garrison town controlled by the United Planetary Federation, has already been bombarded prior to your arrival, but the enemy presence is still strong. Lead a mixed squad of Union troops including infantry, special forces, and mechs to clear out the opposition.

I've played this one several times already, and it's full of good old mech-blasting, tree-stomping action. Torch infantry squads with mech-mounted flame throwers, use laser targeting to call in artillery and air strikes, launch disposable rockets carried by special forces, switch some mech shields to different modes depending on the situation, and (lots, lots) more.

Of course, you need to be careful lest an effective assault is turned into horrible losses in the blink of an eye when a unit of patrolling mechs finds you exposed at the wrong place. One of my more recent runs was going swimmingly, having already taken out five enemy mechs and a few infantry before a flamethrowing mech emerged from the darkness and melted one of my own to scrap. In that same turn I'd thought I could sneak up behind a soldier manning his mounted heavy machine gun, but ran out of TUs right before getting to him--he swiveled it around and opened up, blowing through both that guy, the door behind him, and my other special forces guy providing cover outside. (I got sweet revenge with my snub-nose cannon, which caused a *much* bigger explosion than I expected, much to my satisfaction ;p)

In a way, this mod is a little before its time, as Strange guy has included a lot of interesting mechanics, details, and lore which aren't accessible within the game itself. Seeing how the game still lacks support for in-game reference information, you'll want to at least skim over the accompanying README-Union.txt file to get the most out of this mission. (Several times I've considered supporting that feature immediately, specifically for Strange guy's mods which generally have a lot of detail, but due to the level of integration necessary and the fact that the HUD isn't ready yet, from a development timeline perspective it's better to put it off rather than have to rewrite it later.)


R9.3

I've also taken this opportunity to upload the latest build: R9.3.

The most notable features (as seen in the previous post) are the new map labels, animated explosion AOE previews, a new explosive priming interface, and glowing indicators for primed explosives. See the change log for a complete list.

Union uses R9.3 so you'll get to see all these features in this mod as well.