Aaron Posted August 29, 2013 Share Posted August 29, 2013 Firstly, if you do not know how to access the experimental branch on Steam, please read the instructions (and warnings!) in this thread. All saved games from earlier versions (including experimental versions) are incompatible, attempting to load them will cause problems. This build is simply an update to the last stable candidate with all the fixes we have made over the last few days. There will probably be a couple more bug fixes tomorrow morning, but those are likely to be the only changes before we promote to Steam. Here's the changelist: 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 Quote Link to comment Share on other sites More sharing options...
Ishantil Posted August 29, 2013 Share Posted August 29, 2013 Excellent! I'll start a new game this evening! Quote Link to comment Share on other sites More sharing options...
Big Z Posted August 29, 2013 Share Posted August 29, 2013 Dang, loving the pace of updates. Do you know if the EMP damage glitch will be hammered out by the time the official v19 branch hits Steam? Quote Link to comment Share on other sites More sharing options...
a333 Posted August 29, 2013 Share Posted August 29, 2013 Buzzard + laser carbine, sentinel + plasma carbine, sentinel + shotgun, wolf + magstorm — still godzilla sprites. Quote Link to comment Share on other sites More sharing options...
MellowJello Posted August 30, 2013 Share Posted August 30, 2013 Candidate 3 seems to have made prior saves unreadable. Bummer. Quote Link to comment Share on other sites More sharing options...
Executor Posted August 30, 2013 Share Posted August 30, 2013 ^ I hex edited my V19C2 save in order to continue since I was 2 months in and didn't want to restart. Right at the beginning of each savegame is the version, V19C2 was "onex5" and V19C3 is "onex6". Best to use a Geoscape save rather than one from mid-battle since I'd wager those are more likely to mess things up. I carefully checked all the screens after loading my edited save and everything was intact, and I've played a further month since without any problems. Don't complain if you start experiencing lots of CTDs if you try this though. Quote Link to comment Share on other sites More sharing options...
PRiME Posted August 30, 2013 Share Posted August 30, 2013 Or weird things, I experienced scout cars not able to light up new terrain when using SC1 saves in SC2 saves. (at least I assume it was because of that). Also Chris is it possible to ad in animation to flying suits (small exhaust) and animation to other terrain sprites like lights in the alien base etc? I find the maps to be a bit static at times thats all? Is it possible to do this mod wise or is this a limit and would it cause too larger performance drop? Quote Link to comment Share on other sites More sharing options...
Chris Posted August 30, 2013 Share Posted August 30, 2013 Not before V19 Stable, no. The jetpack animations are being worked on but that's something for V20. EDIT - the jetpack mechanics are also going to change so they work like in the original X-Com (i.e. hovering is permitted), except you won't be able to shoot when airborne. Quote Link to comment Share on other sites More sharing options...
thothkins Posted August 31, 2013 Share Posted August 31, 2013 Glad to hear the animations for the jetpacks are being worked on. I was a bit shuffle footed about mentioning it every time I got to them. Alien Harridan Sniper Training 101: Right Guys. You see those smug hovering idiots over there? Those will be our first kills of the day. 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.