Author Topic: X@COM R5 "Alpha Genesis"  (Read 2708 times)

Kyzrati

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X@COM R5 "Alpha Genesis"
« on: December 19, 2011, 06:05:21 AM »
Everything's still in a state of flux, but it's about time I released a new version of X@COM. This is the beginning of the alpha phase; sometime soon I'll update the FAQ to include the alpha roadmap, but for now I can say that with most of the core mechanics falling into place, it's time to put more effort into developing the interface.

This release includes a new scenario, "Exodus", set in an urban environment.

Internally, the biggest change is the removal of libtcod--it's an awesome lib and incredibly convenient for prototyping, but I ended up using less and less of its code, and more and more of my own libraries, until eventually there was so little libtcod in there that it didn't warrant forcing the game to require it anymore.

Latest Version: 0.10.111219r5 "Alpha Genesis"
Release Info
Direct Download

Changes:
* 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 colored by based on available TU/Stamina
* FIX: Rookie armor (coveralls) values properly applied
* FIX: Reaction fire TU checking issue which could cause fatal error

getter77

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Re: X@COM R5 "Alpha Genesis"
« Reply #1 on: December 19, 2011, 12:41:12 PM »
Awesome, congrats for getting another release out here in 2011!   8)
Brian Emre Jeffears
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Kyzrati

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Re: X@COM R5 "Alpha Genesis"
« Reply #2 on: December 21, 2011, 04:35:29 AM »
For anyone who downloaded R5 who wants to play the old Area 51 scenario with the new features, you'll have to redownload it (same link)--the updated version includes a fix for an Area 51 crash introduced in R5, as well as a smaller alternate font for anyone with a screen that can't fit the normal window.