Jump to content

V19 Stable Candidate 3 available!


Recommended Posts

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

Link to comment
Share on other sites

^ 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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...