I don't really have anything to say.
I don't really have anything to say.
Just like the subject says, I don't have anything useful to contribute to this forum right now. However, I am so excited for the LW2 1.3 release that I want to be a part of the conversation so badly! So I'm going to contrive something pointless, just to introduce myself and give me something to do until it comes out. Consider this post like a Seinfeld episode: "it's a show about nothing".
I put about 800 hours into X:EU/EW/LW1 and won 6 or 8 C:I runs. Gave it my best on a half-dozen I:I runs, too, but could never get over the hump. 500 hours into X2, I have a couple V:I victories and a C:I playthrough that was headed toward victory when LW2 launched. I quickly started a new LW2 campaign without bothering to learn the new systems, mistakenly assuming that it was largely a classes/abilities/gear overhaul and rebalance similar to LW1. I was stunned when it became clear that it was, in fact, a huge reworking of the strategy layer. This mostly happened after 2 or 3 humiliating C:I playthroughs where Advent persecuted me with extreme prejudice. Life interfered and I was forced to take a break for a few months; I returned just last week intent upon learning the new LW2 systems before trying again.
The first thing I learned is that 1.3 is imminent, so I have elected to hold off before starting a new playthrough. But I am bursting with excitement for this mod, now that I know how things actually work. It reminds me in many ways (as I'm sure others have pointed out) of the strategy layer in Jagged Alliance 2, one of my favorite games of all time (awesome if somehow the LW2 strategy UI could be updated to show troop movements in real time, but I feel like an Ethereal shrieking like Deidranna would fall flat -- "Advent! You Eeediots!"). I am not usually a heavy modder of my games, and have never in my life been excited at the pending release of one. Indeed, I've never even known about a mod prior to it's release before, so this is new ground for me. But I'm literally spending most of my free time reading strategy tips and watching X-whatshisname's Let's Play series (really good player and I'm definitely learning, but am beginning to grow weary of "Holy Heavens to Murgatroid!", "Swing and a miss!" et. al). For instance, right now I'm typing this pointless post at work when I should be investigating how to port the backend registration component of the client's website over to a platform-independent service for integration into Adobe Experience Manager.
At this point, I feel like I've wasted (more than) enough of your time, so a quick thanks for letting me get my fix. Also props to the LW2 dev team and inner circle on my way out the door for making something so extraordinary and for giving me so much reading material helpful to improving my in-game strategies.
[EDIT] Yes! I thought of something to ask! A real question: if I assign a scientist/engineer as a haven advisor in 1.3, are they unavailable to perform their regular duties (speed up research/build new facilities) on the Avenger?
I put about 800 hours into X:EU/EW/LW1 and won 6 or 8 C:I runs. Gave it my best on a half-dozen I:I runs, too, but could never get over the hump. 500 hours into X2, I have a couple V:I victories and a C:I playthrough that was headed toward victory when LW2 launched. I quickly started a new LW2 campaign without bothering to learn the new systems, mistakenly assuming that it was largely a classes/abilities/gear overhaul and rebalance similar to LW1. I was stunned when it became clear that it was, in fact, a huge reworking of the strategy layer. This mostly happened after 2 or 3 humiliating C:I playthroughs where Advent persecuted me with extreme prejudice. Life interfered and I was forced to take a break for a few months; I returned just last week intent upon learning the new LW2 systems before trying again.
The first thing I learned is that 1.3 is imminent, so I have elected to hold off before starting a new playthrough. But I am bursting with excitement for this mod, now that I know how things actually work. It reminds me in many ways (as I'm sure others have pointed out) of the strategy layer in Jagged Alliance 2, one of my favorite games of all time (awesome if somehow the LW2 strategy UI could be updated to show troop movements in real time, but I feel like an Ethereal shrieking like Deidranna would fall flat -- "Advent! You Eeediots!"). I am not usually a heavy modder of my games, and have never in my life been excited at the pending release of one. Indeed, I've never even known about a mod prior to it's release before, so this is new ground for me. But I'm literally spending most of my free time reading strategy tips and watching X-whatshisname's Let's Play series (really good player and I'm definitely learning, but am beginning to grow weary of "Holy Heavens to Murgatroid!", "Swing and a miss!" et. al). For instance, right now I'm typing this pointless post at work when I should be investigating how to port the backend registration component of the client's website over to a platform-independent service for integration into Adobe Experience Manager.
At this point, I feel like I've wasted (more than) enough of your time, so a quick thanks for letting me get my fix. Also props to the LW2 dev team and inner circle on my way out the door for making something so extraordinary and for giving me so much reading material helpful to improving my in-game strategies.
[EDIT] Yes! I thought of something to ask! A real question: if I assign a scientist/engineer as a haven advisor in 1.3, are they unavailable to perform their regular duties (speed up research/build new facilities) on the Avenger?
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Re: I don't really have anything to say.
Sending an Engineer/Sci off to haven advise is exactly the same as using them in a facility slot: It removes that scientist from research-boosting duty and an engineer from whatever it is they do when idling. Also, where did you see that 1.3 is imminent? That wording makes me think within a day or two, and I haven't yet seen anything to that effect being said by those with authority.
Re: I don't really have anything to say.
I'm pretty sure the patch is in the final stages of bug hunting, so it could be done by tomorrow or it could be weeks. I would say the update is "imminent", but that doesn't really mean a whole lot in this context.Clibanarius wrote:Sending an Engineer/Sci off to haven advise is exactly the same as using them in a facility slot: It removes that scientist from research-boosting duty and an engineer from whatever it is they do when idling. Also, where did you see that 1.3 is imminent? That wording makes me think within a day or two, and I haven't yet seen anything to that effect being said by those with authority.
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Re: I don't really have anything to say.
Ah, darn. I was really hoping there was something to go on for a release timetable, haha. Oh well. I understand the bug-hunting portion is significant and hard to gauge.
Re: I don't really have anything to say.
Sorry, "imminent" is a relative term, I guess. I have no knowledge beyond what others have said. However, I read somewhere that JL indicated that a request for crowd-sourced translations is a good indicator that the release is near. Such a request was posted to this forum 9 days ago.
So that, and wishful thinking.
So that, and wishful thinking.
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Re: I don't really have anything to say.
Several indicators turned green for "imminent release" roughly 1 week ago.
Also give them some room so they can benefit from Lone Wolf for a better chance to hit.
- The second batch of translation was posted and completed (it was a small one)
- xwynns started his season 2 streaming playing 1.3
- The patch notes was updated after a long time with no updates, now including plenty of balance changes instead of mostly a list of bugfixes as it was before
Also give them some room so they can benefit from Lone Wolf for a better chance to hit.
Re: I don't really have anything to say.
...and Rookie Rickie just got tongue-grabbed in high cover.Sporadix wrote:I'm pretty sure the patch is in the final stages of bug hunting, so it could be done by tomorrow or it could be weeks. I would say the update is "imminent", but that doesn't really mean a whole lot in this context.
...and Rookie Jones, the only one with LOS to free Rickie, just took a grenade to face and is bleeding out.LordYanaek wrote:Several indicators turned green for "imminent release" roughly 1 week ago.
Seriously I hope it's soon.
Re: I don't really have anything to say.
No, it will not be soon, coz X made a comment, explaining the current course of events, which states that the bughunting is currently underway, and there are some balance issues impacting fluid gamplay, so we just need to wait, and let them work.
Re: I don't really have anything to say.
Good thing I brought my Medic-spec Specialist with me. Rickie and Jones're back on the field throwing grenades at that Viper as we speak.Jacke wrote:...and Rookie Rickie just got tongue-grabbed in high cover.Sporadix wrote:I'm pretty sure the patch is in the final stages of bug hunting, so it could be done by tomorrow or it could be weeks. I would say the update is "imminent", but that doesn't really mean a whole lot in this context.
...and Rookie Jones, the only one with LOS to free Rickie, just took a grenade to face and is bleeding out.LordYanaek wrote:Several indicators turned green for "imminent release" roughly 1 week ago.
Seriously I hope it's soon.
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- Long War 2 Crew
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Re: I don't really have anything to say.
"It is imminent" is kind of an inside joke, because prior to LW2 launch Amineri said it to someone on this forum, and then Jake hinted at it during the "Dev's play LW2" Twitch stream just prior to LW2 launch.Clibanarius wrote:Also, where did you see that 1.3 is imminent? That wording makes me think within a day or two, and I haven't yet seen anything to that effect being said by those with authority.
We are currently hammering out some last minute balance issues, and fixing some stubbornly persistent bugs, the good news is that last night, TT may have fixed one of the vanilla game's most annoying bugs so your patience will be rewarded.
As JL mentioned in another thread the simply fact is that we are mainly trying to balance/bugfix the mid/late game so it simply takes us lots and lots of real life hours to get that far into a campaign. The Dev chat has been running 24/7 for months, so there is rarely an day/hour where someone somewhere in the world isn't testing and posting.
Finally, as a little teaser; here is Lt Anderson, my Psi/Officer/Pistolier: http://i.imgur.com/EyUnEza.jpg
Cheers, and as always thank you for your patience.
Re: I don't really have anything to say.
You fixed how soldiers try breaking non-existent glass before firing through open/broken windows and doors?deaconivory wrote:Clibanarius wrote:TT may have fixed one of the vanilla game's most annoying bugs so your patience will be rewarded.
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- Long War 2 Crew
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Re: I don't really have anything to say.
, sadly not that one. My immersion gland aches so bad when that happens, or the "targets flinch before the grenade explodes" happens.cryptc wrote:You fixed how soldiers try breaking non-existent glass before firing through open/broken windows and doors?deaconivory wrote:Clibanarius wrote:TT may have fixed one of the vanilla game's most annoying bugs so your patience will be rewarded.
Re: I don't really have anything to say.
Well now I'm madly curious what the annoying vanilla bug actually was! I actually really enjoy reading TrackTwo's longer posts about exactly what a bug was doing and the nuances of what covered it up or what made it hard to fix.deaconivory wrote:, sadly not that one. My immersion gland aches so bad when that happens, or the "targets flinch before the grenade explodes" happens.cryptc wrote:You fixed how soldiers try breaking non-existent glass before firing through open/broken windows and doors?deaconivory wrote:
- johnnylump
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Re: I don't really have anything to say.
We think we fixed the bug where a soldier is bleeding out/unconscious and can't be picked up. There's a flag that says "this soldier has already been picked up" that's there to prevent you from picking up an already-picked-up soldier, but it was never reset after a mission in which the soldier was picked up, so in future missions they couldn't be picked up again.
There's a different bug in which a soldier is bleeding out/unconscious and you CAN pick them up, but the ragdoll pawn is on a different tile than where the game thinks the body is, so you run over and can't find the body. We didn't fix that one; it's fixed by a save-reload or (I think) by tile-hunting for an inaccessible square.
There's a different bug in which a soldier is bleeding out/unconscious and you CAN pick them up, but the ragdoll pawn is on a different tile than where the game thinks the body is, so you run over and can't find the body. We didn't fix that one; it's fixed by a save-reload or (I think) by tile-hunting for an inaccessible square.
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Re: I don't really have anything to say.
I was hoping that it was the bug that causes Stunlancers to exist at all
Re: I don't really have anything to say.
How I see this "hammering out"deaconivory wrote:We are currently hammering out some last minute balance issues
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Sorry for poor English, friends
Re: I don't really have anything to say.
This is how I see it (link with timestamp) https://youtu.be/Ak8cY6Cd63k?t=685
- Insufferable Smartypants
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Re: I don't really have anything to say.
sadh wrote:1.3 is imminent, so I have elected to hold off before starting a new playthrough.
It was this very thought that has now led me to play no XCOM for the past 3 months at least. Want to play SOOOO badly, but at the time I was certain that as soon as I started a new campaign, 1.3 would be released and I'd want to start all over again. I'd really kick myself in the ass if I started one today, all this time later, and it happened.
Re: I don't really have anything to say.
How do you know the devs are not patiently waiting for you to start a campaign so they can release 1.3? What if all this time you have delayed the release of 1.3 by not starting a new campaign.Insufferable Smartypants wrote:sadh wrote:1.3 is imminent, so I have elected to hold off before starting a new playthrough.
It was this very thought that has now led me to play no XCOM for the past 3 months at least. Want to play SOOOO badly, but at the time I was certain that as soon as I started a new campaign, 1.3 would be released and I'd want to start all over again. I'd really kick myself in the ass if I started one today, all this time later, and it happened.
Re: I don't really have anything to say.
Tried that already, didn't work. Twice, actually.chrisb wrote: [...]
How do you know the devs are not patiently waiting for you to start a campaign so they can release 1.3? What if all this time you have delayed the release of 1.3 by not starting a new campaign.