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V21 Experimental Build 5 Released!


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Hi all first time poster.

I have just tried v21 build 5 and have graphical glitches on the tac map. I have parts of the dropship missing and the green pathfinder does not show up, nor the arrow above the currently selected soldiers head. Could this be my graphics card? (Nvidia Geforce GTX 670)

Also my CPU isnt the newest 1st gen I7 920 with a moderate overclock, with 12gbs ram win7 64bit.

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Heh. Ironically, the civilian running into the UFO is probably an example of the AI working well but doing unexpected things as a result. Civilians don't like open spaces where aliens might shoot them, so they find small enclosed spaces to hide inside. A UFO is a nice enclosed space, and the AI doesn't know there are aliens inside the UFO until the civilian actually goes inside and sees them.

Agreed. Unexpected and funny things happening, are what makes a game REAL fun.

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Unfortunately not. The problem with those tiles is we had to do a different crash site image for each UFO for each tileset (the ground is a different colour for each tileset) and when you've got something like eight UFOs and six tilesets it ends up being a LOT of artwork.

Have you thought about some general debris tiles that would fit in all tilesets? Also, I demand smoke and fire around crashed ufos once again! :D

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Heh. Ironically, the civilian running into the UFO is probably an example of the AI working well but doing unexpected things as a result. Civilians don't like open spaces where aliens might shoot them, so they find small enclosed spaces to hide inside. A UFO is a nice enclosed space, and the AI doesn't know there are aliens inside the UFO until the civilian actually goes inside and sees them.

Is there a way to make civilians avoid certain tilesets? Give it a low probability, or high cost (depending on how the AI works out where to go). One should imagine that inside alien ships, even if one can't see aliens, that the chance is quite high that there will be. Correct? I have no idea if this suggestion is simple or not to bake it in...

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Yeah, the civilians seem to get more involved in the action now. Kind of brings things to life.

I am liking this build, except for my big gun (MG) being pretty useless unless stood still. And sometimes not being able to target aliens in buildings and ships.

Edited by Moonie
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Someone spotted a small bug where the Corvette UFO did not grant the "Directional Thrusters" research, which prevented players getting the Shrike - I've just issued a little hotfix to correct this. It will not affect saved games in any way - next time you do a Corvette mission you should receive Directional Thrusters.

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Hi all first time poster.

I have just tried v21 build 5 and have graphical glitches on the tac map. I have parts of the dropship missing and the green pathfinder does not show up, nor the arrow above the currently selected soldiers head. Could this be my graphics card? (Nvidia Geforce GTX 670)

Also my CPU isnt the newest 1st gen I7 920 with a moderate overclock, with 12gbs ram win7 64bit.

It could be that various tiles have got mucked up somehow. Have you tried verifying your game (assuming you're on Steam)? Right click on Xenonauts in your game library, go to Properties -> Local Files and click on "verify integrity of game cache".

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Yeah, the civvies can be modified to avoid UFOs. It's just something that was probably missed because it was "common sense" - don't run into the alien ship and try to hide in that - that it didn't occur to us to feed that data into the model.

@LostSoul - that sounds like a download problem to me, rather than a GFX card or any other issue. Your PC is easily good enough to run the game.

@Vaelius - you should be able to load / save games, unless they're from V21 Experimental 4. Also, check you don't have Iron Man mode enabled, as that prevents you from saving.

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Tested after skipping the last 3 builds - looks and feels much more polished so far (till UFO 25)

- UFO interiors are nice - like everything about them so far (saw them till corvette)

- Miss and resisted info - nice info, good to have and does not break immersion. It is also nice since sometimes it feels something is missed by the engine (not calculated correctly) but If it displays miss one has more confidence: oh the game did register my shot after all :)

- New debriefing screen: Very good direction, single page instead of several is always a good reporting idea and condensed minimalistic design (see HICHERT reporting principles) - green and red fonts may be used but carefully chosen and alignments adjusted. Bad results due to 0/0 Civs has already been mentioned. Medals resolution looks quite bad on my FullHD monitor. Kills are not shown per soldier or did I missed that?

Other small bugs pup up (like missing research text, soldier throwing grenade that lands on the solider and follows him to next cover :) and waiting with Condors for the landing Corvette with escort to take up, an alien base appears right under them, then the Corvette takes up - should not be consumed by the establishing of the base? OR it was just a supply run?) but overall great work the game feels much more complete now!

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Got around to playing this through 6 or so ground combats and a month on the geoscape. Seems far more stable than v20. I like a lot of the changes since V20 also. Particularly noted are the following:

  1. ground combat loading screen is nice (used to just hang or something)
  2. ground combat ending screen is much improved (nice to have it in once place and it looks good, though the UI is a bit off from all the others in the game)
  3. ground combat doesn't hang anymore after last alien is shot!
  4. ground combat overall feels well balanced, though xenonauts seem a bit overaccurate (perhaps just my luck)
  5. I'm liking the new UFO interiors, though the floor panels need some work and... wall panels ever?
  6. aliens still don't know how to stay behind cover properly, especially in UFO breaches. They turn into sitting ducks despite having cover all around.
  7. seems like there's a lot more care I need to put into loadouts regarding weight now
  8. newer maps look nice, especially the Middle East sets
  9. I like how the torpedoes don't home in on target anymore. Not perhaps realistic, but it adds some difficulty to the air game
  10. The personnel base screen is still a PITA to deal with. First, most of the screen is empty, while the long soldier list has to be scrolled through constantly due to being down on the bottom half only. Additionally, after setting someone to the Charlie or out, the scroll resets to the top, making mass reassignments a bother. It'd also be nice to have a choice to 'deassign all" at the top somewhere. I like to reshuffle troops after every mission. It'd also be nice to have "squads" you could assign troops to, which you could then select all at once and have another option to "assign to X ship".
  11. MG seems OP. I'm hitting a high % of shots at 10+ tiles, and I realize there's the whole "it needs to be setup previous turn to be shootable" balancing effect, but they're more "sure kill" weapons now than "area suppression" ones (their real-life role).
Edited by DNK
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@Vaelius - you should be able to load / save games, unless they're from V21 Experimental 4. Also, check you don't have Iron Man mode enabled, as that prevents you from saving.

I start a new game after the Patch (was not far in my game bevor) and Iron Man Mode was disabled. My problem is that I can save, but the loading bar after 90% Stops. I have so been waiting about 15 minutes.

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