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Found 4 results

  1. A very quick update, this one. Two changes: 1) I forgot to remove the developer code that forced the final mission, so it appeared immediately in HF1. It does not do so in HF2. 2) I set the wrong ammo items to be unlimited in HF1, so it meant that plasma / laser etc cells were not appearing at all. This is now fixed. HF2 contains all the fixes from HF1 in it. Just copy it into the directory and replace all the files: https://dl.dropboxusercontent.com/u/26290309/v183hotfix2.rar EDIT - actually, just added another small fix (why not?) - Wolf Armour and Laser Weapons are now split out in the research tree, both only requiring one precursor technology rather than being linked together.
  2. Right, there's been a bit more work done since we started releasing V18.3 so you can find the changes in the archive at the links below. To apply it, just extract the files into your Xenonauts directory and overwrite the existing files: https://dl.dropboxusercontent.com/u/26290309/v183hotfix2.rar (link updated to Hotfix 2, which includes Hotfix 1) CHANGELOG: There's now a flat accuracy bonus for short-range shooting. If the target is within 5 tiles, the shooter gets a flat 8% boost to hit per tile, maxing out at 40%. The % chance of the power cores exploding on a crashed ufo is now 20% instead of 50%. Significant boost to strength of defensive turrets. Each now does slightly more damage than a Torpedo of the equivalent tech level. New Xenopedia images for the Reaper autopsy, Praetor autopsy and the Alien Sniper Plasma. Ammo for infantry Laser, Plasma and MAG weapons is now available in unlimited quantities on research. The Electroshock grenade is also available in unlimited quantities on research. Aircraft, vehicles, armour and weapons now have a sell value of 50% of their build cost. Manufacturing has been rebalanced to reduce mid-to-late game build times and somewhat reduce build costs. However, alien alloy / alenium costs have now been added to all appropriate projects (previously plasma weapons etc didn't have any cost). Research has been rebalanced to have longer research times for most things after Laser Weapons. Marauder and Saracen aircraft art swap has now occurred (Saracen is still disabled by default). Sight Ranges have been updated for both humans and aliens to stop reaction fire being such a massive issue: Human Vehicles: 17 tiles Basic: 16 tiles Jackal: 14 tiles Wolf: 15 tiles Buzzard: 16 tiles Predator: 15 tiles Sentinel: 17 tiles Most aliens: 17 tiles Sebillians: 15 tiles Harridans: 18 tiles [*]These changes are subtle but should even things up a bit. Harridans should still be able to inflict reaction fire hell on you, whereas unarmoured troops now have longer sight ranges than Sebillians to fit with the lore of them being a bit dim. The Soviet Town terror map been updated slightly. The flat now has a roof and the factory door now opens correctly. The Carrier and Battleship maps have been updated now so you can't see around the walls. The thin purple lines in the shroud that that give away the floorplans in some cases have also largely been corrected, but that's only in the dev build (too many tiles to include in a hotfix). At present I'm working on fixing up the sprite issues reported in the last build, which will be included in the Desura auto-updater version (most have been updated).
  3. http://www.desura.com/games/xenonauts/download <<<< I saw the "beta candidate 2" 18.3 and clicked it hopefully and a download started. Chris said we'd prob get it today. THANK YOU Edit: Extracting now...
  4. Hopefully I'm not gonna get in super-huge trouble for this, but I've gotten 18.3 from a guessed dropbox URL (don't want to share it, but you can try guessing it yourself!), and I've been going through the XML files and wanted to note some changes I've noticed. ***POSSIBLE SPOILERS AHEAD, READ AT PERIL!!!*** I'm writing this as I write the first spoiler-y, hidden game mechanic-y part. So if you don't like that stuff, wait for official notes. Probably will be here soon anyway. The bug when items disappear when you get the upgraded version seems to have been fixed. The code uses a replace function now rather than a function that adds a new item type and disables the old item type, so frag grenades should be replaced by alenium and such. You don't have to manually re-issue the new tech, in short. The ticker STARTS at a higher point (5000 rather than 4000), but has a lower base advance speed. Also, UFO missions generate more ticker points now. They're also more likely to generate events such as abductions and minor attacks. In short the aliens are more aggressive, but a skilled player can better keep them slowed down. The marauder's price was fixed (now 750k, down from the original 7.5m. Not a balance change, just a typo). Armor rebalancing: Jackal got +10 incendiary Wolf got +15 incendiary Buzzard got +15 kinetic, +17 energy, + 10 chemical, and + 25 incendiary. Buzzard armor is now more protective than Jackal across all cases, but less protective than Wolf. Before it was marginally better than basic armor, and was actually worse than basic v. chemical and incendiary. Predator got +25 energy. It is now better protected than the Hunter or the Scimitar v. energy damage. Sentinel got +15 energy. All tanks had their vision range REDUCED to 18, from 20 (22 in the Hyperion's case) Minor typo fixed in the Xenopedia (I'm embarrassed to note that fixing this typo probably took less time than it took me to find the change. I'm only noting it here so I don't feel bad about wasting that time.) Jump pack AP cost reduced: Moving vertically now only costs 2 AP, down from 6. And that's all I got before, quite frankly, I got bored. There's a whole lotta files and my method for finding changes was really inefficient. Need some automation up in this place.
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