Chris Posted January 13, 2016 Share Posted January 13, 2016 We've released a new version of Xenonauts for Windows on the Experimental branch, V1.65. It contains some gameplay updates, but it will need some testing to see if it is stable before being rolled out to the default Stable branch for all Steam users, so if anyone can test it that would be appreciated. To access the Experimental branch, please follow the instructions here: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions We will also merge these fixes into the native Mac / Linux builds in the future if they prove to be stable. Most of these fixes are drawn from improvements to the game made by the Xenonauts: Community Edition team, so a public thank you to those who contributed to X:CE in general and to Solver specifically for putting this patch together for us. Changes: Miss shots should no longer go through walls; the trajectory code has been updated so they should only hit tiles that a "hit" shot would be able to hit. Grenade scatter calculation updated, so "miss" throws can actually miss by a meaningful amount. This applies to both Xenonauts and aliens throwing grenades. Stunned zombies (which appear dead) will no longer spawn Reapers. This will eliminate the bug where Reapers apparently spawn from thin air, and occasionally were also invulnerable for some reason. Damage from base defence turrets now correctly reduces the number of attacking aliens it fails to destroy an attacking UFO. Soldiers now gain Bravery from taking suppression damage, as it was virtually impossible to train up before. Soldier Strength now updates correctly, as there was a bug in the formula before. Manufacturing screen now displays the number of required items in your stores when previewing a project, rather than just the number of required items. Saviour Medal and Crux Solaris medals can now be awarded and displayed correctly. Geoscape performance has been optimised on some systems Game startup speed has been improved Fixed crash when a building collapses with a drone inside This is likely to be the final update for vanilla Xenonauts, but Xenonauts: Community Edition is still under ongoing development so be sure to keep up to date with their progress in the future! Quote Link to comment Share on other sites More sharing options...
Jebah Posted January 14, 2016 Share Posted January 14, 2016 [*]Stunned zombies (which appear dead) will no longer spawn zombies. This will eliminate the bug where Reapers apparently spawn from thin air, and occasionally were also invulnerable for some reason. At the end of the first sentence, I think you meant to say spawn Reapers, right? Quote Link to comment Share on other sites More sharing options...
llunak Posted January 14, 2016 Share Posted January 14, 2016 Xenonauts_gc_editor.exe in the launcher claims to be X:CE 0.28 (and it probably is). Quote Link to comment Share on other sites More sharing options...
Chris Posted January 14, 2016 Author Share Posted January 14, 2016 Yup, noticed that myself. We'll get that fixed. And yes, I did indeed mean to say Reapers, thanks. Quote Link to comment Share on other sites More sharing options...
Solver Posted January 17, 2016 Share Posted January 17, 2016 A small update is being pushed out on the experimental branch now: The GC Editor rebuilt so it's now also 1.65. Fixed throttle controls in air combat - it's now possible to return a plane to 100% throttle after having decreased it. Made alien bases get properly destroyed in case the core has been blown up but your squad gets killed. Minor revision of the game manual. The game has been prevented from attempting to load X:CE as a mod. Testing would still very much be appreciated! Quote Link to comment Share on other sites More sharing options...
Rutger Posted January 28, 2016 Share Posted January 28, 2016 (edited) Thanks a lot, great to see the game still updated. There is one bug I requested back in 2014 and was still not addressed, mainly the missing crouchsingleshoot_nw.png in /armour.jackal/weapon.laserprecision - this is something that community cannot fix. Also could you update the Skitso's Ultimate Megamix Map Pack to V1.09? The one bundled with Xenonauts is V1.05. Edited January 28, 2016 by Rutger Quote Link to comment Share on other sites More sharing options...
Chris Posted February 1, 2016 Author Share Posted February 1, 2016 The rendering stuff is pretty complex work and if we missed a sprite in our final pass back in 2014 then it's unlikely ever to be fixed; it's too much work for a rather small issue. I'll look into getting the map pack updated though. Quote Link to comment Share on other sites More sharing options...
Solver Posted February 1, 2016 Share Posted February 1, 2016 Another couple of updates: Skitso's map pack updated to the latest version. Skitso's alien base maps included to dramatically increase the variety of alien base maps. Fixed an oversight where this experimental patch overwrote some gameplay changes and settings from 1.59, e.g. building maintenance multipliers. Quote Link to comment Share on other sites More sharing options...
icewindofchange Posted February 3, 2016 Share Posted February 3, 2016 I have community edition for a GOG.com game. I also have more maps mod. Do I need this update? Quote Link to comment Share on other sites More sharing options...
Yevgeniy Posted February 3, 2016 Share Posted February 3, 2016 Excellent progress, thank you very much! Quote Link to comment Share on other sites More sharing options...
Solver Posted February 3, 2016 Share Posted February 3, 2016 Those who are playing the Community Edition do not really need this update, but testing is very much appreciated while it's on the Experimental branch because this is probably the final patch for the game. Quote Link to comment Share on other sites More sharing options...
Rutger Posted February 3, 2016 Share Posted February 3, 2016 (edited) The rendering stuff is pretty complex work and if we missed a sprite in our final pass back in 2014 then it's unlikely ever to be fixed; it's too much work for a rather small issue Damn, I was hoping you still have the files. I check the bug report I did and it was suggested that: (..)it may be possible to make one by cannibalising the laser.precision burst animation for NW.(..) Maybe this would be a reasonable solution to the issue. Edited February 3, 2016 by Rutger Typo Quote Link to comment Share on other sites More sharing options...
Moleculor Posted February 14, 2016 Share Posted February 14, 2016 I can still throw grenades through unseen walls, much like how shots used to go through unseen walls. Quote Link to comment Share on other sites More sharing options...
Lasse76 Posted February 26, 2016 Share Posted February 26, 2016 [*] Fixed throttle controls in air combat - it's now possible to return a plane to 100% throttle after having decreased it. Testing would still very much be appreciated! The throttle indicator will not go below 100%, even though selecting throttle settings below 100% work. If the afterburner is activated, the throttle indicator moves to maximum position. Turning afterburner off sets the indicator back to 100%. This is both the case with the Condor and the Foxhound (I have not tested other aircraft). No special requirements needed to reproduce, as this is case immediately when air combat begins. I have tried to validate files through Steam, and all passed the check. I have tried deleting all Xenonauts content, including saved games and folders in the windows user profile, and reinstalled directly as Experimental version. No mods are installed, nor have ever been installed, so that is not the issue either. Version reported by launcher: V1.65(W) Stable, 17 Jan. 2016. DXdiag report attached. DxDiag.zip DxDiag.zip Quote Link to comment Share on other sites More sharing options...
Necro_Man_Ser Posted February 29, 2016 Share Posted February 29, 2016 (edited) Not sure if I'm right here, I play the game with the latest XCE edition and some minor mods which don't change gameplay (except a mod which makes grenades explode instantly). Anyway my problem is I can't start endgame research. It's my current goal but I have researched everything there is. I already have praetor interrogation and I have the hyperdrive research, seems like I lack disruptor research. I tried the workaround where you add some lines to enterbasename.lua but that doesn't work for me. I should also add that I have started this game several years ago so it has been the same saves for some years, same campaign. I am getting ready to be told here that there's nothing I can do. EDIT: Uploaded my latest save game if anyone wants to help. kicking.sav kicking.sav Edited February 29, 2016 by Necro_Man_Ser Quote Link to comment Share on other sites More sharing options...
mcsiaw Posted March 1, 2016 Share Posted March 1, 2016 (edited) is this release going to fix 'black area' inside the alien ship? area inside the ship below the upper deck in black and can't see although soldier have LOS play in v1.59+ce0.34.1 p/s: problem resolve by clicking 'roof' button. Edited March 4, 2016 by mcsiaw Quote Link to comment Share on other sites More sharing options...
ooey Posted March 22, 2016 Share Posted March 22, 2016 (edited) Isn't it wonderful that Chris is STILL updating the Vanilla Xenonauts?! The games that have given me most value for money have been Modern Warfare 2, War Thunder, the original UFO: Enemy Unknown - and, of course Xenonauts. I did also play Goldeneye to the finish - probably the most atmospheric game ever. Edited March 22, 2016 by ooey Quote Link to comment Share on other sites More sharing options...
Serathis Posted June 2, 2016 Share Posted June 2, 2016 So... any ETA when 1.65 comes out to stable? Quote Link to comment Share on other sites More sharing options...
Yevgeniy Posted June 12, 2016 Share Posted June 12, 2016 So... any ETA when 1.65 comes out to stable? I join issue. http://www.desura.com/games/xenonauts/download Quote Link to comment Share on other sites More sharing options...
Serathis Posted August 1, 2016 Share Posted August 1, 2016 So, devs, can you give us an update? Quote Link to comment Share on other sites More sharing options...
Chris Posted August 8, 2016 Author Share Posted August 8, 2016 Yup, I've pushed it now. Quote Link to comment Share on other sites More sharing options...
Gam Posted August 9, 2016 Share Posted August 9, 2016 Any update to Xenopedia, Strings or Loading Tips in 1.65? Quote Link to comment Share on other sites More sharing options...
Chris Posted August 9, 2016 Author Share Posted August 9, 2016 No, I don't believe there is anything that would affect a translation - I'd check the loading tips to be sure though, we might have removed one or two of those. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 9, 2016 Share Posted August 9, 2016 There are not many string changes in 1.65. In strings.xml, there is one new string: GC.MissionEnd.Result.AlienBaseDestroyed. And the LongServiceMedal string has been changed. Check the gcloading_tips.xml file, the first tip about the Quickstart guide was removed, and now there's a new tip about right-clicking to improve shot accuracy. Quote Link to comment Share on other sites More sharing options...
Gam Posted August 9, 2016 Share Posted August 9, 2016 Yep, that's all I found too. Btw, the accuracy tip is a duplicate Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.