S-COM test, tonight at 6 or so EST. Be there or be square. I've been super busy with finals, but now that I'm done, I'll have more time to work on it.
New things:
-I took your feedback, and remapped most of the S-COM base. Medical/Research now takes up about half the size of the base. It's a lot more open and whatnot.
-Time between missions has been bumped up from four minutes to seven, we'll see if we need to increase or lower that number.
-Mission numbers have been reduced from 11 to 8 (we only went on seven last time) and the included missions have been expanded in size, which should reduce friendly fire. For now, night missions have been removed, but all the planet missions remain (which were the best anyways)
-Squads! You get assigned a squad at roundstart. Heads become squad leaders, and each squad has their own equipment room where they can change their class and whatnot. Special fabricators have been added to the squad bays that can only produce, not deconstruct or do research. They also can't produce vehicles.
-Vehicle bay! Attached to the shuttle bay to make things easier. The fabricators in here only produce vehicles.
-Research has its own area with its own access. There's conveyors that people can drop the alien items on that ship them into the research lab. This splits up research and production, allowing soldiers to produce their own stuff while not overburdening researchers.
-All weapons and armour work now and can be produced properly.
-Money and science levels are shared between all the fabricators.
-another low tier vehicle has been added
-Improved AI
Next update (next friday or saturday) will be likely the final test before release. Expect new enemy types, expanded mission pool, the psionic class, civilian ai and local forces, and automatic spawning once I get numbers right.