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  1. This is the proposed Steam stable build. The only updates that will be made to it are bugfixes and small balance changes or animation updates (made to the XML files). This code has been branched completely from the main trunk now and will also form the basis for the new demo that will come when we launch on Steam. For now it is only the standalone. Please give it a try, because I want to roll it out to the Desura branches quickly but just need confirmation it is stable first. Any bug reports would be much appreciated, particularly crash bugs or things that make the game unplayable. The Standalones are currently awaiting authorisation by Desura. CHANGELOG: The biggest change is that we've started using the texture atlases and file archives again. This should reduce ground combat load times by about 50%, and also reduce the file count of a full install of the game from about 140,000 files down to 38,000 (we can't get on Steam with 140k). I've given it a quick test and it seems to work, BUT it needs a proper check. If any images are not displaying, please tell me - this will be because of the file archiving. The UFO datacores should be working and should unlock technology correctly again. There's now a UFO Analysis research project for each type of crashed UFO - a bit like an autopsy for the alien races. This pops up automatically. We will add them for the UFOs that don't leave crash sites too, but not for this build. Various updated animations and fixed tiles. Also some newly-painted prop art for the Middle East and Town tilesets. When you click on an alien spotted icon in the ground combat, they are now highlighted in red for a second. Cover walls (i.e. waist high walls) are no longer turned invisible by a unit's transparency aura. Large props are now turned invisible by a unit's transparency aura. If a unit is crouching and fire their weapon, the projectile is offset downwards by 20px instead of coming out of their faces. Smoke and suppression no longer propagates through walls (but an open window will allow it to spread as if the wall were not there). Hypervelocity has been disabled for this build. There's an issue in the accuracy code where a hypervelocity weapon will always display 0% chance of shooting over a prop if it does not cause enough damage to shoot through it if it were to hit it (the calculation doesn't consider that the unit might shoot around it instead it). If a soldier is assigned a new role, he will automatically also be assigned the default loadout of that role. There is now a Comms Array in an alien base. Recovering it will allow you to build the equivalent of the Hyperwave Decoder. Light Scouts can now Evasive Roll and contain one more alien in crash sites. UFOs should no longer chain-lock a slower interceptor if you try to run away. Now they will lose interest after an interceptor has retreated once. There are more Xenopedia descriptions than there were before, and a few pieces of new art. Various other small bugfixes. Changes that will be made before the final build: The launcher video is going to be disabled, as it still causes some people issues with startup. The Buzzard Scatter Laser and Sebillian Elite sprites will be updated to fix Giganto Soldier and keep the Elite consistent with the other Sebillians. I am going to be working on the Xenopedia in the hopes of having that (provisionally) done for the Steam version. The only other thing that might make it into an update is an AI update to make the aliens a bit less passive.
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