Aaron Posted April 4, 2014 Share Posted April 4, 2014 Firstly, if you do not know how to access the experimental branch on Steam, please read the instructions (and warnings!) in this thread. This update may work with saved games from previous V22 experimental versions, but will not recognise saved games from before that. If you experience issues when loading a saved game from previous versions, please mention that if making a bug report! This release is mainly bug fixes and additional bits of polish here and there. The most important fix is for the crash when loading into a game that contains a mind controlled unit. Additionally the balance change to psionic troops to prevent them using the more powerful abilities over long distances should go a long way to making these powers less frustrating to fight against. Here's the changes: Fixes: - Crash with save games that contain a mind-controlled unit should now be fixed. - Fixed aliens without the health regeneration ability regenerating health anyway - Fixed flying jetpack units vanishing in certain situations - Terrain objects are now cleared from the Valkyrie dropship spawn area, acceptable spawn areas now marked - Fixed an infinite loop related to teleporting AI units - Fixed corpses becoming invisible if they were picked up and then dropped - Fixed some missing strings for Drone autopsies and shield tooltips - Set white propane tanks to explode correctly - Corrected a "floating tile" issue on one of the large desert maps - Fixed some mis-set door tiles - Fixed some mis-set rifle crouch animations - Fixed misaligned zombie sprites - When a multi-tile object is revealed, all of the ground sprites beneath it become visible too - Fixed manufacturing occasionally draining resources multiple times for one project - Slowed down some Wolf Plasma Caster fire animations - Androns and the Praetor can no longer be forced to crouch by the AI - Visual fixes for main menu / launch interceptors dialog / airplane view - Fix: when capturing a landed ufo, continent relations bonus was not given - Setting time scale to 5 seconds when disengaging a UFO - No longer showing lower level turrets in available buildings list when new ones are unlocked - A few Xenopedia entries have been moved to the correct categories - Fixed a crash when clicking "Go to Base" on the items arrivied dialog - Soldiers nationalities are now translated - Updated a few of the weapon tooltips - Fixed unarmed soldiers using shields not displaying the shield - Aligned the two Corsair cannon slots with one another properly - Fixed a number of missing grenade animations when units had combat shields - Berserk psionic power now takes effect at the start of the next turn, so your soldier will berserk even if he has no TU when the power is used on him in the alien turn. - MAG weapons should now unlock properly. - Ground Combat music should now randomise correctly, as previously it would always play one track. Additions: - Items arriving at a base are now listed - Added new destroyed sprites for all Xenonaut vehicles - Added several new farm maps - Added updated final mission ground tiles - Added more painted over tiles for UFOs and the final mission - Added new sounds: alien doors, unit gibbing, Sentinel jump pack, stun baton, MAGSTORM, air combat weapons, Reaper attacks, heavy weapons - Added the damage values for vehicles displaying above them when they take damage/resist. - Units that fully resist a shots damage, either from armour or shield, will now play a spark effect rather than a blood effect Balance: - Alien psionic powers are no longer all squad-sight. Berserk is LOS-only, Mind Control is squad-sight but now has a limited range, but Fear and Paralyse now have unlimited range - Air combat fuel burn rate halved - Sniper rifles now have 49% Normal shot cost instead of 50% (so even top ranked snipers can shoot twice) - Zombies reduced from 80HP to 60HP - Buffed aircraft cannons to have the same range as the equivalent missiles - Interceptor cannons now have 80 rounds instead of 60 If you encounter any bugs please post them in the bugs forum, and make sure you mark them as being from the experimental build! Balance comments can be made in the following threads: Ground Combat: http://www.goldhawkinteractive.com/forums/showthread.php/9548-Ground-Combat-Balance-V22-Experimental-2 Geoscape: http://www.goldhawkinteractive.com/forums/showthread.php/9547-Geoscape-Balance-V22-Experimental-2 Quote Link to comment Share on other sites More sharing options...
Chris Posted April 4, 2014 Share Posted April 4, 2014 We've had a lot of elusive stability issues over the past couple of days in the dev version, and we think we've fixed them with this build. However it's possible there's still some massive crashes in the build...let us know in this thread if so and I'll roll it back again tomorrow if needed. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 4, 2014 Share Posted April 4, 2014 I'd just like to say, once again, how extremely impressed I am by how responsive and dedicated your team is. Two big thumbs up to a lot of these changes Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 4, 2014 Share Posted April 4, 2014 Many Thanks! Just in time! Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 4, 2014 Share Posted April 4, 2014 Hi Chris. Were the AI changes to the "passive" aliens implemented with this build? You mentioned that you were going to make "passive" aliens less aggressive in one of beta threads. Quote Link to comment Share on other sites More sharing options...
Caaygun Posted April 4, 2014 Share Posted April 4, 2014 Damn, my save from E22 is broken with this Quote Link to comment Share on other sites More sharing options...
SandytheSlinger Posted April 4, 2014 Share Posted April 4, 2014 None of my saves from V22 EB1 seem to work. Starting againnnnnnnn. Sandy Quote Link to comment Share on other sites More sharing options...
Espresso Posted April 4, 2014 Share Posted April 4, 2014 Reloading saves now causes a CTD. Healing with a medikit also caused a CTD. Was really looking forward to play Quote Link to comment Share on other sites More sharing options...
Chris Posted April 4, 2014 Share Posted April 4, 2014 Can anyone else confirm the medikit heal CTD? We were hoping it wouldn't break saves, but looks like it has. Ah well...that's probably going to happen quite a bit over the coming eight weeks given how many fixes we'll be doing. Quote Link to comment Share on other sites More sharing options...
Headnoob Posted April 4, 2014 Share Posted April 4, 2014 Do you guys even sleep, you're pumping out updates like you're on cocaine. Quote Link to comment Share on other sites More sharing options...
redmage Posted April 4, 2014 Share Posted April 4, 2014 Can anyone else confirm the medikit heal CTD?We were hoping it wouldn't break saves, but looks like it has. Ah well...that's probably going to happen quite a bit over the coming eight weeks given how many fixes we'll be doing. I can also confirm the Medikit CTD. I can upload save file if necessary Quote Link to comment Share on other sites More sharing options...
SandytheSlinger Posted April 4, 2014 Share Posted April 4, 2014 Can anyone else confirm the medikit heal CTD?We were hoping it wouldn't break saves, but looks like it has. Ah well...that's probably going to happen quite a bit over the coming eight weeks given how many fixes we'll be doing. Hi Chris, I have restarted. No Save Games, and I have had CTD's on first use of Medikits, and Stun Batons, but I can't get the situation to repeat. I'm still working to get a saved game that will CTD reliably (if that makes any sense) Sandy Quote Link to comment Share on other sites More sharing options...
SandytheSlinger Posted April 4, 2014 Share Posted April 4, 2014 Hi Chris,I have restarted. No Save Games, and I have had CTD's on first use of Medikits, and Stun Batons, but I can't get the situation to repeat. I'm still working to get a saved game that will CTD reliably (if that makes any sense) Sandy Chris, I think I have it. Using the attached Save game, select the sniper, have her drop her gun, grab the Stun Baton, and whack the last Sebbie in the middle of the ship. It seems to be important that she drop her gun and grab the baton in order to get the CTD. https://www.dropbox.com/s/auma37cy1807nk9/use%20baton.sav I do hope this works for you. Sandy Quote Link to comment Share on other sites More sharing options...
Troublechuter Posted April 4, 2014 Share Posted April 4, 2014 Argh, that's a shame. It sounds like there's a lot of good fixes in there. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 4, 2014 Share Posted April 4, 2014 The version looks pretty stable, I notice that the problem is not in the xml and engine, its in some kind of graphics. Im testing. In the V22e I dont have CDT medikit anymore. Quote Link to comment Share on other sites More sharing options...
Arghy Posted April 5, 2014 Share Posted April 5, 2014 Hahaha wow started a brand new game, first UFO i bring down i get a CTD at the end of the mission, saved before the mission but didn't think to save during it. Here are my saves if you want them. Aut.sav crashrepor.sav Aut.sav crashrepor.sav Quote Link to comment Share on other sites More sharing options...
local Posted April 5, 2014 Share Posted April 5, 2014 I used SandytheSlinger's save and followed the instructions and get a repeatable crash after I click ok on the mission successful screen to end the mission. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 5, 2014 Share Posted April 5, 2014 I used SandytheSlinger's save and followed the instructions and get a repeatable crash after I click ok on the mission successful screen to end the mission. Not only that, its quiet rare that lot of buttons and items of the inventory has this behavior. The main issue its not only with hesling and missions ending, even starting some missions with no aliens in the map. Quote Link to comment Share on other sites More sharing options...
victorix58 Posted April 5, 2014 Share Posted April 5, 2014 The stability on this version seems good; I haven't had a CTD yet. The loading times are MUCH better. Things load almost instantly in comparison to other versions. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 5, 2014 Share Posted April 5, 2014 Only some types of UFO Crash sites present CDT an the end of the mission. Weird Quote Link to comment Share on other sites More sharing options...
kabill Posted April 5, 2014 Share Posted April 5, 2014 The main issue its not only with hesling and missions ending, even starting some missions with no aliens in the map. Are other people getting this? I encountered this last week when playing 22.1 with some mods, but I figured it was due to something I'd done with the mod (though I couldn't work out what). Playing vanilla I haven't seen it, though. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 5, 2014 Share Posted April 5, 2014 Are other people getting this? I encountered this last week when playing 22.1 with some mods, but I figured it was due to something I'd done with the mod (though I couldn't work out what). Playing vanilla I haven't seen it, though. This is caused by damage Aiprop.xml, you need to use a xml validator to correct it, other causes could be weapons_gc.xml Usually damage during modding. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 5, 2014 Share Posted April 5, 2014 (edited) Can anyone else confirm the medikit heal CTD?We were hoping it wouldn't break saves, but looks like it has. Ah well...that's probably going to happen quite a bit over the coming eight weeks given how many fixes we'll be doing. Yes, when you use the medkit the icon disappears leaving only the charges. When trying to move to the backpack - CTD. Ending turn the medkit is gone - saving the game makes CTD and save is corrupt. BTW. Did I miss any change to more UFO hit points ? I was shocked that scout can survive 2 avalanche missiles Edited April 5, 2014 by silencer Quote Link to comment Share on other sites More sharing options...
kabill Posted April 5, 2014 Share Posted April 5, 2014 This is caused by damage Aiprop.xml, you need to use a xml validator to correct it, other causes could be weapons_gc.xmlUsually damage during modding. Ah, thanks. Quote Link to comment Share on other sites More sharing options...
Veggetossj Posted April 5, 2014 Share Posted April 5, 2014 "Alien psionic powers are no longer all squad-sight. Berserk is LOS-only, Mind Control is squad-sight but now has a limited range, but Fear and Paralyse now have unlimited range" How does the range of MC work through floors? Quote Link to comment Share on other sites More sharing options...
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