Aaron

V19 Stable Available!

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We have just released the next stable build of Xenonauts - V19 - onto the main branch of the game on Steam! This is a major milestone, as it marks the fist update of the main branch since we launched on Steam 3 months ago. This update will be applied automatically for everyone who pre-ordered the game, including those of you who have opted-in to the experimental branch.

We specifically kept the length of time between updates of the main Steam branch quite long because whenever we do deploy an update like this you will no longer be able to load saved games made with the older versions of the game. If you were in the middle of a game before this update and would like to continue it, I've made arrangements so you can do so - please see this thread. I would however recommend you try the new version as soon as you can, as it is a dramatic improvement over our initial Steam build.

As this build is such a big step forward we would really like to hear as much feedback on it as possible from as many people as possible - even (and especially) if you have not been closely following the development of the game and the experimental builds. Please post any feedback you might have in the beta forum - and if it's specifically about game balance, there are two sticky threads at the top of that forum for discussing those aspects of the Geoscape/Ground Combat.

In the future we are going to continue releasing experimental builds as we were before now, however expect a delay of a few weeks before the first of these goes up as we have quite a bit of code for the new Geoscape UI to merge across and test.

I am going to post a complete change list for this new build, but need to do it across multiple posts to work around the forum character limit (it's a big list of changes!).

Edited by Aaron

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Here's the complete changelist V18 -> V19 (hidden in spoiler tags to protect the page layout):

V19 STABLE

Fixes

- Fixed vehicle headlights not updating at night

- Fixed a bug where an open UFO doorway could block weapons fire

- Fixed oversized sprites for: Sentinel armour with a shotgun, Buzzard armour with a laser shotgun

V19 STABLE CANDIDATE 3

Fixes

- Fixed a crash when a soldier threw both a stun grenade and smoke grenade in the same turn

- Fixed un-detonated grenades not being preserved on save/load

- Disabled aircraft relocation when not in Ready status (refuelling, repairing, airborne..)

- Resync'd all remaining animation sprites for Wraiths, Reapers and Praetors

- Check on setting a new objective: avoid setting an objective which was supposed to come before the current one

- Geoscape reset view to normal on game loading

- Fixed several issues with aircombat autoresolve:

-- Applied the recent crash fix to the autoresolve code (was only applied to normal combat)

-- Fixed incorrect interceptors status being displayed on the dialog when player won

-- Fixed player escort craft not being sent to recovery state

Additions

- Xenopedia updates

Balance

- UFO fighters/light scouts will now no longer try to evade cannon fire

- Increased accuracy of civilians from 20 to 50 (this may have been causing the bug where they refuesed to shoot)

- Re-enabled recoil on machine gun type weapons; this causes an accuracy penalty if your soldiers strength is below the recoil number. Starts at 65 and goes up to 75

V19 STABLE CANDIDATE 2

Fixes

- Fixed crash when opening the inventory while stood over a militia corpse

- Fixed crash when ending a mission with smoke/gas present in the level

- Fixed rare bug with aliens being killed by reaction fire could appear to be still alive

- Smoke grenades will no longer detonate C4 on the ground

- Fixed and synchronised animations for Caesans, Sebillians and Harridans (if you see any of these that still look incorrectly timed let me know please!)

- Reset animation delays on alien weapons to match desired animation rates

- Correctly set pivot values for damaged variants of a few alien base wall sprites

- Fixed order of names in the Geoscape popup when Xenonaut aircraft are intercepted

- Fixed small patch of missing ground texture on one Corvette Farm map

- Fixed ability to double level stength

Balance

- Reduced farmer shotgun damage (was unintentionally too high)

- Reduced weight of combat shields to 3

- Increased suppression power of light drone weapon

- Stun grenades now no longer cause stun damage on detonation, instead all stun damage is caused by the gas they release

- Slightly increased range and field of fire on Xenonaut interceptor cannons to make them more generally viable

- Removed armour ratings from some of the larger UFOs (they were not behaving as expected, and weren't needed anyway)

- Adjusted the air combat auto-resolve scores for Xenonauts heavy missiles so they are now worth 0 against UFOs capable of evading

- UFO fighter missiles now have an auto-resolve score (previously 0) when resolving against non-evasive Xenonaut craft i.e. Foxtrots

- Slightly reduced door opening AP from 15 to 12

- Enabled burst fire on alien heavy plasma shotgun (!)

V19 STABLE CANDIDATE 1

Fixes

- Fixed AI "cheating" to get more TUs when suppressed. The specific problem was if they had the AP for any type of shot they could upgrade it to burst fire for "free"

- Fixed relocating wounded soldiers causing saved game corruption

- Trying to change the equipment of soldiers at a secondary base should no longer cause a crash

- Equipping Predator armour no longer destroys equipped incompatible weapons (they are just un-equipped)

- Rocket launchers should now be loaded when equipped from loadout

- The correct sets of aliens should now be loaded for all UFOs (no more empty Battleships/Carriers!)

- Another fix for air combat against escorted UFOs that fixes "zombie" fighters and a crash

- Much better distribution of aliens in alien base missions, far fewer of them will spawn in command rooms

- Line of site blocking smoke grenades now also block accuracy 100% (this fixes aliens reaction firing through smoke)

- Praetor leaders should now correctly spawn in Battleships

- I spent an agonising day manually fixing, re-timing and re-aligning each and every Andron animation (only 6 more races to go...)

- Jetpack troopers should no longer be able to fly down through sloped roof buildings on farm maps

- If base defenses shoot down a UFO, the popup should no longer be non-dismissable

- Fixed a manufacturing issue that allowed you to get multiple items for the cost of one item

- You can now transfer items of 0 value (Aircraft guns etc...)

- Fixed crash on later Terror Sites (caused by missing Valkyrie dropship landing area)

- Changed several of the larger farm props to be crushable by vehicles

- Alien/Civilians now face different directions on mission start, rather than all NW

- Alien bases now correctly contain a base core that can be recovered and researched (also grants some Alenium/Alloys)

- Internal fix to spectres so that when the damaged state has 0 HP it is considered an "invulnerable" state, rather than being skipped

- Airborne soldiers should not be able to stop/shoot in midair (reaction fire still stops them, jet packs due for an overhaul later anyway)

- Alien inventories were not preserved when loading a saved game (no immediate effect, but important for alien grenades to be implemented)

Additions

- Large number of final painted over tiles for alien bases, including damaged/destroyed versions

- Final alien drone autopsy images

- The Geoscape UI now has an "objective" to guide players one what they should try to do next

- New style of Geoscape icons (only partially finished thus far)

Balance

Ground Combat:

- Reduced AP cost of Hunter MG to 30, slightly increased damage and increased suppression significantly

- Increased Hunter rocket count from 4 to 8 (the rockets are stacked like matroshka dolls, before anyone says anything)

- Reduced spread radius of smoke grenades from 4 to 3, and reduced the longevity of smoke clouds

- The alien heavy plasma rifle has been given 50 armour mitigation to boosts its performance versus later Xenonaut armours

- Hypervelocity weapons have all been disabled; long term they may be re-enabled, but they were taking too much dev time right now

- Sniper rifles have received a 25% damage increase (to counter the loss of HV properties)

Geoscape:

- Increased the initial funding provided by backer nations by about 50%

- The value of recoverable alien technology reduced by 50%

- Reduced speed and turn rate of Xenonaut aircraft torpedoes

- Reduced aircraft evasive roll cool down to 1 second (from 4)

- Increased range and damage of alien fighter missiles, but reduced turn-rate

V19 EXPERIMENTAL 7

Fixes

- Fixed aliens attempting to shoot through walls(!)

- Fixed crash when intercepting escorted UFOs

- Fixed a couple of incorrectly set sight ranges: Androns are now 18, Sebillians 16

- Increased ground combat damage variance from +/- 20% to 50% (this may seem high, but original XCOM had the equivalent of 100%)

- Increased TU cost of opening doors from 4 to 15 to discourage door open/close abuse

- Fixed certain explosives props (Alien reactors were one) which exploded when hit by even a single point of damage; they now take much more punishment to destroy

- Fixed throwing grenades inside a multi-storey UFO being blocked in certain circumstances (this still needs more work to prevent throwing grenades between floors etc...)

- Fixed alien corpses (primarily Androns) changing into Caesans on save/load

- Tweaked Cruisers submap to prevent ground props from sometimes being left inside the UFO

- Fixed jagged edges of scout UFO ground overlay

- Fixed reloading in the inventory screen not costing any TUs

- Fixed crash bug related to non-set human civilian corpse items

- Fixed inventory graphics for a few edge case corpse types e.g. drones and dead civilians

- Fixed doors in the alien base becoming "locked" when damaged (See additions for a feature inspired by this however)

- Fixed Buzzard armour + ballistic shotgun having incorrect sprites

- Set various sloped roof tiles as solid blocks, this is to prevent some strange behaviour when they interact with jet pack troops

- Fixed some tiles in alien base command rooms being being missing

- Fixed Xenonaut vehicles not triggering the "hide UFO hull" function when they can see the UFO interior

- Vehicles now correcly face their target when firing at something they were not initially facing

- The fog of war will now be updated immediately for the relevant units whenever a piece of terrain they can see is destroyed

- The lighting in alien bases should now be much more consistent, and wall based lights are all set to be destructible (remember certain rooms are intended to be dark)

- FPS counter is now only displayed in debug mode

Additions

- All the maps for the Farm tileset have been overhauled, and multiple new maps added

-- There are now 3 maps each for small (light scout, scout and corvette) medium (corvette, landing ship and cruiser) and large (cruiser, carrier and battleship) map types

-- Each map has more variety in randomised UFO and dropship placement

-- A number of new farm submaps have also been added for additional level variety

-- This represents the standard style we are going to use for all tilesets going forward, so please give feedback on how you find them!

- Animated flare ground sprite

- A large number of newly painted over tiles have been added for the Soviet town and alien base

- Battleships now have external teleporter panels providing two alternate entrances to the ship

- Huge number of new soldier names, nationalities and backgrounds added (Chris had a lot of fun doing all this data entry so please send him ideas for more soldier names, he'll love it)

- Xenonaut vehicles now have long range headlights during night missions, helping make them a bit more useful

- Alien bases now include strong locked doors which can be blasted through, usually allowing shortcuts

- There is another new structural feature of aliens bases, but I'd rather people find it for themselves

Balance

- Ground Combat -

- Xenonaut vehicles significantly buffed

-- Vehicles all reduced to baseline 100 HP, but armour values vastly improved (60, 90, 120 for Hunter, Scimitar, Hyperion respectively)

-- Vehicles are still highly vulnerable to incendiary weapons (the alien Plasma Cannon being the main one)

-- Vehicle laser/plasma/MAG weapons are now single shot, area of effect weapons that do decent damage, a great deal of suppression and cause overdamage

-- Vehicle ammo load for above weapons reduced to 10

-- Vehicle sight range increased to 20

-- Vehicle AP increased (tiers go: 70, 85, 100)

-- Vehicle weapons now have new projectile/explosion graphics where needed

- The "carbine" class of weapon has been totally reworked into a "shotgun" class

-- They are now a more direct upgrade to the normal ballistic shotgun in terms of range and damage

-- Additionally all shotguns now fire multiple small "pellets" per shot, instead of the original single powerful shot

-- Damage, magazine size, TU costs etc... have all been rebalanced taking into account the above

-- The names of the carbines have all been updated to be "XXX Shotgun" (if you spot one I missed let me know please)

- Sniper rifles no longer benfit from the "close range" accuracy bonus

- Alien races now have different vulnerabilities to suppression, Sebillians and 50% resistant to it and Androns and Reapers are outright immune

- Smoke from smoke grenades now blocks line of sight (still also reduces accuracy of shots through it)

- Armour degradation increased from 10% to 25% (that means armour loses strength equal to 25% of the damage it blocked)

- Xenonaut soldier armour buffed slightly to account for above change

- Increased alien count in light scouts from 4-6 to 6-9

- The light from flares and the smoke from smoke grenades is no longer "trapped" inside a prop if they should land on one

- All ground tiles now take twice as much damage (60 up from 30) before they switch to damaged/destroyed state (this is graphical only)

- Alien sniper rifles have been rebalanced so they now do less damage but have a very high armour mitigation, so later armoured troops cannot ignore them!

- The alien heavy plasma rifle has been converted into a shotgun style weapon, for a little more variety

- The alien battle rifle has received a large damage buff, as it was too weak for the very late stage of the game it showed up in

- Grenades (except flares, flashbangs and smoke) now detonate at the end of the turn they were thrown in (so you can escape a bad throw!)

- All human weapons have had their damage increases across various tiers smoothed out somewhat, this has generally resulted in slightly lower damage for plasmas and slightly higher damage for MAGs

- Reapers will now appear in Sebillian UFOs performing ground attack missions instead of Harridans, this should make them much more common

- Stun grenades/rockets now produce more gas, but the gas is slightly weaker and disapates faster

- The length of all research projects has been DOUBLED (this might seem insane, but the intention is to find the limit at which length of research becomes untenable so we can balance down to the sane number from there)

V19 EXPERIMENTAL 6 hotfix 2

- FIXED HIDDEN MOVEMENT POPUP ALWAYS VISIBLE OH YEAH (sorry this took so long guys, my fault for not checking the release build as well as debug)

- Fixed hypervelocity weapons being blocked by overlay tiles and doors

- Fixed door blocking reaction fire for aliens

- Critical Xenopedia updates (not critical, fyi)

- Escorted UFO crash fixed temporarily by disabling UFO escorts (the fix for this won't be ready for at least a week, so I figured it best to work around it for now)

V19 EXPERIMENTAL 6 hotfix 1

- Fixed Xenonaut base attack crashes

- Fixed medical kits not healing

V19 EXPERIMENTAL 6

Fixes

- NOTE: The hypervelocity property is still disabled due to a bug with it, sorry about this it's taking longer than I expected for fixes to come through at the moment

- When viewing a UFO hull with an open door from any layer above it, you can no longer see the ground under the UFO through the door

- Fixed destroyed sprites re-appearing in some cases after reloading a save

- Fixed issue where a mission might unexpectedly abort when you clicked on "save" (!!!)

- Fixed various crashes on the Geoscape when intercepting multiple enemy UFOs at once (including when autoresolving against them)

- Fixed error preventing base building upgrades unlocking correctly

- Air superiority UFOs will no longer "combat lock" Xenonaut craft by repeatedly re-engaging it in a loop, instead if a Xenonaut craft escapes them once they will be unable to re-engage it for a short time

- Fixed Corvette supply runs having no aliens defined

- Fixed air superiority UFOs getting stuck if they lost their target

- Fixed Geoscape dialogue boxes sometimes not setting their dimensions to accomodate the information they displayed

- Fixed aliens sometimes spawning in walls/props in alien bases

- Flares now immediately update the players line of sight without requiring a unit to move or turn to update the LOS

- Fixed sprites inside a UFO being displayed on top of the hull

- Fixed hypervelocity weapons being unable to aim in diagonal directions (they are now re-enabled)

- Hypervelocity weapons should no longer ignore cover, and their chances to hit are calculated in the same way as normal weapons

Additions

- Added special dialogue for when a Xenonaut aircraft is intercepted by an enemy UFO (you cannot disengage from the fight)

- Alien bases have been completely reworked. There is now different layout for small, medium and large bases and they also have some special rooms indicating the type of aliens in the base. (Unfortunately a bug causes only small bases to spawn right now, but you can at least see the new style)

- Related to above; Alien base maps are vastly easier to make, now you simply place a preset room in the map editor then place door props wherever you need them on it, and hook it up to corridors

- New ground damage tiles! 9 variants of both damaged and destroyed overlays which are randomly selected

- Flares now display an animated sprite on the ground where they land (current sprite is just a placeholder) and play a sound effect

- The doors on UFOs have been completely reworked. They now support manual opening/closing, no longer auto-close and are also destructible

- When you mouse over a soldiers icon on the ground combat "quick select" bar it will now highlight the soldier in green and also display their name, portrait and role. If you click the icon to select the soldier it will center the screen on them.

- New map frame for the Geoscape (first part of the new UI style, so it might not fit in right now)

- Various Xenopedia updates

Balance

- If a Xenonaut aircraft escapes from an alien air superiority flight, then the UFOs will be unable to re-attack them for a short time

- Implemented a new baseline accuracy level for all ground combat weapons, both Xenonaut and alien. In general accuracy has improved to a significant degree, which leads to deadlier combat

- Reduced the number of alien troops present in alien base attack missions, small ones have 12, medium 18 and large 24 (each base also has a handful of non-combatant aliens as fodder)

- Scout UFOs now appear earlier in the invasion in order to provide some variety with light scouts

- The value of heavy missiles in the air combat auto-resolve calculation when against evasive UFOs is now 50% their normal value (was 0%)

- Stealth shotgun buff

Continued below.

Edited by Aaron

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Part 2 of the changelist:

V19 EXPERIMENTAL 5

Fixes

- NOTE: there was a bug with hypervelocity weapons in this build, but to avoid delaying it I have just disabled the hypervelocity property on any weapons that had it (not a permanent change, it will be back when fixed)

- Fixed (fingers crossed) the "Hidden Movement screen always on bug". If this still happens, please report it.

- Fixed being able to see inside/outside of UFOs through their hulls (this does not fix aliens trying to shoot through walls, however)

- Fixed a few city and country names not displaying correctly and causing crashes

- Fixed the Wraith analysis description being displayed as the project title

- Fixed crash at the end of ground combat related to inventory problem

- Fixed Harridan support units missing sprites

- Fixed Harridan officers having no weapon

- Fixed aliens leaving invisible, un-pathable "trail" during Xenonaut base attack missions

- Fixed various UFOs spawning GC missions with no aliens

- Vehicle projectile speeds should now match infantry weapon counterparts (visual only)

- Fixed crash after aborting Xenonaut base defence mission

Additions

- Alien breaches in Xenonaut bases now have alien style tiles

- You will now lose the game if a certain number of territories fall to the aliens, based on difficulty level: Easy = 7, Normal = 6, Veteran = 5 and Insane = 4

- Air combat auto-resolve function enabled; the aircraft and weapon scores that determine win/loss are still preliminary, so bear with us while we balance them. There are also some bugs such as auto-resolving vs groups of UFOs and air superiority fights skipping the auto-resolve dialogue

- New Geoscape message box style

- Alien sniper rifles use pistol projectile to make their fire appear more distinct from the other plasma weapons

- Final Reaper and Praetor autopsy images

- Added several new props for the new species specific alien base rooms

Balance

- Extensive rebalance of Geoscape UFO forces throughout the alien invasion

-- Scouts and Landing Ship UFOs will now appear throughout the entire game to help train rookies

-- Much more variety of UFOs, there will always be at least 2 main types available

-- Reduced the rate at which non-crashsite UFOs (fighters, bombers) spawn

- Reduced the frequency of alien attacks on Xenonaut bases by about 50%

- Refuelling rate for interceptors increased from 0.12 to 0.2

- Implemented monthly maintenance costs for all aircraft at 20% of initial cost

- Implemented monthly maintenance costs for base buildings at 10% of construction cost

- Reduced cost of new Xenonaut base down to 250000

- Extensive rebalance of the composition and number of aliens spawning in every UFO and Alien base

-- Alien numbers now randomised to make missions a little more individual

-- Generally, you can expect up to 50% more aliens than previously in a UFO

-- Better use of Passive (lurking), Defensive (UFO bound) and Command (UFO command room bound) aliens

-- Larger UFOs now have proportionally more aliens on the defensive inside them

-- Alien bases should now be much more busy, though they are sometimes affected by the note below

-- Unfixed bug: it seems later UFOs/bases do not always load the correct set of aliens; please report this if you see it

- Close range accuracy bonus increased from +8 per tile to +15 to encourage closer engagements

- Grenades now cause overdamage, meaning they will destroy the equipment an alien was carrying

- The various types of Xenonauts armour all now provide an extra 10 points of damage protection (e.g. Jackal now 30 up from 20)

- Heavier armours (Jackal, Wolf and Predator) now now longer have a signt range reduction

- Alien battle rifle damage increased from 70 to 100 (but 20 armour mitigation removed)

- Base grenade throw range reduced by 3 tiles

- The extra TU required to vault low walls has been reduced to 6 from 12

- Stun grenades made slightly more effective (both initial blast and gas)

- Flashbang stun damage halved

- Reduced range of sniper rifles down to 25 (both human and alien)

- Sniper rifles now cost an extra 10 TU per tier to fire

- Reduced range of some drone weapons down to 20

- Xenonaut stats progress has been capped at a single point for each stat per mission

- Final mission has been tuned a bit in terms of layout and alien numbers; still very rough but should be more playable (remember most of the art in that mission is placeholder)

V19 EXPERIMENTAL 4

Fixes

- Fixed crash when attacking Alien bases

- Fixed crash after winning multi-UFO air combat battles

- Player should no longer be able to throw grenades through the roof or floor of building/UFO

- Fixed internal issue to do with line of sight logic after save/load

- Camera during AI turn should no longer focus the "hidden movement" screen on the location of the "hidden" movement

- Camera should also not jump around so erratically when following shots (more camera changes to come, not done yet!)

- Removed ability to shoot through certain walls in the Landing Ship

- Game will now also remember the single/burst firing mode selected on a per soldier basis

- Fixed some research projects being mis-categorised (e.g. Jackal armour under "Equipment")

- Reaper attacks no longer use the Psionic attack sound/graphic (new effect is just a placeholder for now)

- Fixed Soviet town terror site being missing a Valkyrie spawn location

- Fixed damaged Scout UFO hull position

Additions

- Medical kits now display the current/max health of the target soldier on their crosshair

- Grenade trajectories completely reworked so player can now throw them over large obstacles

- Aiming grenades/explosives in the GC now displays a radius indicating areas that receive at least 25% of the full damage from the explosion

- Rapid-fire/Pulse projects for laser, plasma and MAG weapons have been combined into a single larger project

- Reaper Alphas now have a different colour scheme to differentiate them from regular Reapers

Balance

- Caesan Psion troops now show up in UFOs from Corvette onwards

- Psions have been reduced in stats to make them fit in with earlier tiers of troops better, they have the "fear" and "hallucination" psionic attacks

- Caesan Leaders now have the "fear" and "mind control" powers, while officers have "fear" and "hallucination"

- Introduced race specific differences between alien types in ground combat

-- Caesans have better reaction shot chances, and earlier Psionics as above

-- Sebillians are lightly armoured, have more AP and worse reaction shot chances

-- Androns have very high bravery, and are heavily armoured (Androns will eventually be outright immune to suppression)

-- Harridans are more accurate in general, and have exceptionally good chances for reaction fire

- Due to the above changes, human rifles, precision rifles and the heavy weapons all now have some level of armour penetration power

- Gas grenades now cause less stun damage per turn, and less initial stun damage. The gas they produce is also less opaque, so reduces accuracy less than a normal smoke grenade

- Stun rockets do slightly less initial damage, and also had their gas damaged reduced along with the stun grenades above

- Stun batons had a significant stun damage buff, from 55 to 80

- Air combat light missiles now turn more slowly, which should prevent them hitting evading UFOs in head/tail on intercepts

- Carbines and shotgun have had their TU costs for non-burst fire modes reduced by 5 to make them a little more useful in mobile work

- C4 now does slightly more damage, has a wider blast radius and a larger suppression radius

V19 EXPERIMENTAL 3

Fixes

- Removed duplicate reaction fire modifiers on some weapons

- Updated continent masks on Geoscape to match ground and remove graphical artifacts at high zoom

- Geoscape cities updated, existing cities repositioned where needed and new ones added

- Air combat missiles now have extra fuel so they can catch retreating/turning UFOs more reliably

- Animated sprites will now display properly after loading a saved game

- Alien Crew is picked on creation of UFO, rather than on GC mission start, to avoid save/load exploit

- Fixed UFO sometimes flying away from a ground combat mission in which the aliens were defeated

- Fixed F-17 missile and gun arrangement of the aircraft screen

Additions

- When Quantum Cryptology Center is built the player can now see more detailled information about UFOs

- Crashed Carrier and Battleship art added (all UFOs now have damaged art)

- Updated Harridan autopsy art

- Added GUI images for vehicles laser/plasma/mag weapons

- All research projects now have preview text (first draft)

- Human base attacks no longer require a scout mission locating a human base to target it; instead a random base is picked with a bias towards the older bases (older bases are more likely to be attacked)

- New game system: Interceptors which are shot down in air combat are no longer outright destroyed, they instead perform a crash landing and are recovered to their base 72 hours later (at which point they must be still repaired)

- Soldier inventory management screen has been redesigned to be a non-fullscreen window

- Expanded Ground Combat damage numbers, now colour coded and also display healing (green) and stun (blue) damage

- Soldiers wil now use burst fire in reaction shots. If they have both single and burst modes, they will use a burst if the target is within 10 tiles

- New Alien base tiles for both Sebillian and Andron themed rooms (work in progress, only partially implemented and still need new floors etc...)

- Many new Alien props (most not implemented yet)

- Few new props for Soviet archive buildings

- Various new and tweaked tiles for the final mission

Balance

- Aircraft now repair/refuel using a percentage instead of a static value; interceptors with more HP/fuel will no longer take longer to repair/refuel than ones with less

- Burst fire now only causes stat advancement at the same rate as single fire (previously it was double the rate)

- Grenades can now have negative or positive modifiers to throwing range; flares can be thrown 5 tiles further and C4 5 tiles shorter

- Grenade throw cost reduced to 20TU, Flares down to 10TU

- Alien Heavy Plasma changed to single shot only, damage increased to 100 and range reduced to 10

- Layout of final mission tweaked and improved

V19 EXPERIMENTAL 2

Fixes

- Fury research no longer requires inaccessible technology

- Terror attacks now cause nation relations damage if failed/ignored (previously no effect!)

- Submap editor: fixed sounds not loading

- Forecast funding change is now rounded to the nearest $5000

Additions

- Camera during AI turn now pauses for 2 seconds after each alien action for clarity

- New Geoscape map + UI (this is still a work in progress)

Balance

- Complete re-work of Geoscape balance.

- Only air superiority UFOs will attempt to shoot down Xenonaut craft (previously other mission types might try too)

- Alien bases no longer drain national relations regardless of time compression

V19 EXPERIMENTAL 1

Fixes

- C4 timers fixed when game is saved/loaded

- Flashbangs should no longer affect NPCs on the other side of a wall from them

- Audio volume during alien turn should be quiet during hidden movement, normal at other times

- AI can no longer "see" and shoot outside their intended range by "guessing" extremely accurately

- Removed code accidentally granting AI units TUs they shouldn't have (this caused lots of shooting while surppressed)

- Fixed a couple of Ground Combat crashes relating to reloading pistols using quick slots and clearing inventories at the end of the mission

- Corrected weapon stats on Geoscape to reflect current weapon values

- Corvette UFO hull should now be properly hidden before its door is opened

- Defensive aliens will now stay within the UFO

- Unit surppression icons are now unnafected by darkness

- AI units no longer "pirouette" at the start of their turn

- Loading mods should be working again (mods folder moved to "assets")

- Aliens should no longer spawn in base walls

- Explored terrain in night missions will no longer be completely black

- Fixed an issue that would give "missed" shots a significant chance to still hit their initial target

- Fixed Shrike Terror site crash

- Alien Leader interrogations no longer require unattainable research (now require Officer interrogation)

- Fixed Buzzard armour mis-set sprites with stun baton

- Enabled correct new burst fire sound for human plasma cannon

- Fixed an issue where the Battleship could spawn with no aliens

- Fixed name display of Alien Battle Rifle for research projects

- Correctly setup many of the petrol station tiles, which were previously incorrect

- Jumping through walls by vaulting over low cover next to a wall should no longer be possible

- Significant under-the-hood changes to how items under FOW are handled, you should no longer see fire/smoke on top of FOW

- Altered Landing Ship UFO submap to reduce instance of Xenonauts getting too close to the base of it and graphically clipping

- Fixed Xenonaut base corner sprites so they are not permeable to shots

Additions

- Xenopedia now fully populated with first draft

- New drone autopsy images

- Medium and heavy drones now explode violently on destruction (careful now)

- More painted over tiles for the town tileset

- More soldier portraits in the general pool

- More tiles and props for the Soviet tile set

- Androns and medium/heavy drones now "move" at a slower rate (animation only)

- Added some Italian regiments for soldier backgrounds (Govanni at work)

- The damage done to a unit will now display over it when hit (this is disabled for aliens on Veteran and above difficulties)

- Added a selection of new community maps

Balance

- Implemented new alien count per UFO type (4 for Light Scouts up to 16 for Battleships)

- Grenades, Rockets and Alien Plasma Cannon shots no longer lose damage over range

- Strength based maximum grenade throwing range implemented (5 tiles + 10% soldier strength)

- Xenonaut vehicles made significantly tougher (x2!)

- Xenonaut vehicles have slightly more AP

- Fairly significant reductions in the effectiveness of Xenonaut weapon surppression power across the board

- Damage of all Xenonaut precision rifles boosted a little

- Precision rifles no longer have their 20AP aim level,so they are now in line with other weapons in having 3 AP levels

- Alien Plasma Cannons deal slightly more damage

- Reaction fire potential of MGs and precision rifle doubled (MGs probably still won't react due to burst fire bug though)

- Sebillians have same visual range as Xenonauts

Edited by Aaron

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Just to make everyone aware, the updates on Desura and Humble Store will likely be on Monday. I'm also getting in touch with the porter so we can start work on getting V19 Stable across to Mac / Linux.

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V19's leaps and bounds better than V18, if you ask me. I can't wait to see how V20's going to turn out. Keep up the good work!

I actually did try to play OpenXcom recently, but I couldn't. I don't think I can ever go back to X-Com now: the entire time I was thinking, "This is great and all, but I'd much rather be playing Xenonauts."

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V19's leaps and bounds better than V18' date=' if you ask me. I can't wait to see how V20's going to turn out. Keep up the good work!

I actually did try to play OpenXcom recently, but I couldn't. I don't think I can ever go back to X-Com now: the entire time I was thinking, "This is great and all, but I'd much rather be playing Xenonauts."[/quote']

Open xcom?! pah, curse your superior resolutions, tooltips and lack of bugs!

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BRAVO!

it's great when something this huge comes together, excellent work everyone!

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Awesome...

Been waiting for many many months (actually years now I think) to sink my teeth into the game a little.

Got burned with Sots II as I was tired of playing the game long before it was finished, So I decided to wait to really get into this one until is was at least stable with most content in.

So now might be that time.

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expect a delay of a few weeks before the first of these goes up

thanks! hope we can enjoy the game play and report more bugs.

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Just saying, shouldn't you guys be making announcement posts about this on the Steam page? I mean, there's probably people who play the game there but don't hang around these forums. There was no Steam announcement about the impending v19 stable either so I bet people there got blindsided by it.

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Just saying, shouldn't you guys be making announcement posts about this on the Steam page? I mean, there's probably people who play the game there but don't hang around these forums. There was no Steam announcement about the impending v19 stable either so I bet people there got blindsided by it.

Ooh, good point. Devs?

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I've been getting hang ups on a few different missions. I get about 2 rounds in to a ground mission and when its on "Hidden Movement" I won't do anything else. It hangs on the "Hidden Movement". I've tried restarting the mission from a save point during the mission and even from before the mission even started and it still hangs. Any ideas?

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I've been getting hang ups on a few different missions. I get about 2 rounds in to a ground mission and when its on "Hidden Movement" I won't do anything else. It hangs on the "Hidden Movement". I've tried restarting the mission from a save point during the mission and even from before the mission even started and it still hangs. Any ideas?

Not a bug report section. Sorry. ;)

(And no, haven't the slightest idea. Also sorry.)

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Just saying, shouldn't you guys be making announcement posts about this on the Steam page? I mean, there's probably people who play the game there but don't hang around these forums. There was no Steam announcement about the impending v19 stable either so I bet people there got blindsided by it.

We likely will on Monday. The launcher does have a built in RSS reader linked to this forum though, so the announcements here are visible every time you boot up the game.

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Also, we're now aware of the HM hang and have started looking into getting it fixed.

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Just to make everyone aware, the updates on Desura and Humble Store will likely be on Monday. I'm also getting in touch with the porter so we can start work on getting V19 Stable across to Mac / Linux.

Aaaaah yes, my precious, precious Linux version :) This earned you at least one sale here :) Awesome to hear its coming along! :D

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@SalsaDoom: I think Chris meant the wine wrapped .deb package, not a native port. From my understanding, a native port has been completely ruled out as the engine doesn't support Linux.

I'd love to be wrong, tho.

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@SalsaDoom: I think Chris meant the wine wrapped .deb package, not a native port. From my understanding, a native port has been completely ruled out as the engine doesn't support Linux.

I'd love to be wrong, tho.

That is correct. Although I have offered to port the engine, it would have possibly taken too long.

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We likely will on Monday. The launcher does have a built in RSS reader linked to this forum though, so the announcements here are visible every time you boot up the game.

All the people wich are waiting for updates, are checking the update news page in Steam, they dont start the game... They just right klick the game and see updates oh still no update ok bad.. and thats it..

You REALLY need to update this update page at steam, just for your own interested for selling more unites. Nobody buys a game wich doesnt have update news for so long time...

And the question why i toke the time to check your forum ;) At wich date are you planing to go gold with the game? I dont like to play the beta again and again.. i want to play the finished game :) Thanks

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