Chris Posted December 11, 2011 Share Posted December 11, 2011 (edited) For the first time in a while, we're actually releasing a patch on time! It's also been authorised on Desura already, so that's good too. V8.3 is mostly a stability fix for V8.2, fixing a whole bunch of issues - largely with the Save / Load. There's one or two issues (well, mostly things that are technically new features rather than fixes). Those are also listed below; we'll be working on them from tomorrow and they should be in V8.4 next weekend. Also, we've (possibly unsurprisingly) made it into the IndieDB Indie of the Year Top 100. This means all the votes are cancelled and the count starts again. It'd be good to make it into the top 10 this year, so if you all could vote again that would be awesome - it only takes 5 seconds. Link below: http://www.indiedb.com/events/2011-indie-of-the-year-awards/top100#vote12696 Final thing to mention - it's just occurred to me that we can probably rent a render farm to do all our sprite rendering rather than using my PC to do it. This would reduce the render time from something like a year to a couple of weeks. I'll keep everybody posted on that. Improvements: - Added final difficulty level uniform images to the Main Menu screen. - Added a few items to the Scout UFO interior (rear saucer). There are still more to come but this should give a preview of the style. Bugfixes: - Basic Armour with pistol, rocket launcher, precision rifle etc no longer appear as Wolf-armoured troops. - Terror sites now have icons on the map, so troops can be sent to them after the initial warning. - Successful terror sites can now only be generated once a week. After this limit is reached UFOs will spawn with different missions instead. - Stun rockets have been removed from the rocket launcher-armed soldier's starting loadout. - It should no longer be possible to launch two simultaneous instances of air combat with a UFO by sending two interceptors in different squadrons at the same target simultaneously. - The Radar Array now displays its name correctly. - Menu tabs should now work properly on loading a saved game. - Resaerch projects should no longer disappear on loading a saved game. - UFO / Aircraft / Vehicle naming should work correctly on loading a save game and quitting then starting a new game from the title screen. - Ghost UFOs should no longer appear over crash sites on loading a saved game. - The Iron Man checkbox on the title screen should be clickable / mouseoverable on the text as well as the checkbox now. - Keybindings now include the crouch / uncrouch key shortcut (bound to 'C' by default), as well as Select Soldier 10 and Select Vehicle 2. - Keybinding options should now recognise keypresses on the Ground Combat. - Keybrinding options should no longer be displayed as black text on a black background on the in-game menu (text is now white). - Quitting from the Ground Combat should no longer cause a crash. - Quitting a game to the Main Menu should correctly cancel the existing music and start the Main Menu music. - Soldiers spin instantly on the spot now, instead of slowly rotating. They will stop-mid turn if they see an alien while rotating. - If a unit blocks the path of a bullet (fully or partially) it will have its selection circle highlighted. This should make it clearer what is blocking shots - particularly where vehicles are concerned. - Cursor on mouseover of aliens correctly displays red now. - Cursor on mouseover of civilians correctly displays black now. - The APs penalty (or lack of) is now correctly updated at the end of each turn. - If AP Reserve prevents a unit from performing an action, there is now a pop-up window explaining this. - AP Reserve cannot be activated for a weapon if the unit does not have enough AP to perform the desired fire mode - AP reserve settings prevent units from firing during their turn now. Unimplemented Features / Unfixed Bugs: - Ground combat save / load is still not functional. I think we're nearly there but we're suffering issues with the engine's windowing system. Hopefully it'll be sorted by next week. -If a UFO escapes to space after being engaged, there should be a 50% chance it reappears in the next UFO wave to try its mission again. - We need to implement "Target Tracking Lost" and "Target Escaped into Space" messages for when UFOs that are being intercepted by aircraft disappear from the Geoscape for either reason. - The soldier inventory disappearing secondary weapon (usually grenades) when a two-handed primary weapon is equipped bug is not yet fixed. - Post-mission two-handed weapon weight penalty doubled bug is still active. - If two research projects are finished at the same time, only one is shown in the Xenopedia. EDIT - V8.35 released which fixes the rather critical "dropships not being able to attack landing sites bug". Edited December 12, 2011 by Chris V8.35 Quote Link to comment Share on other sites More sharing options...
Moonie Posted December 11, 2011 Share Posted December 11, 2011 Thanks Chris, but one minute into the game I find the Chinook won't launch to the crash site, so I guess that is that until next update. Quote Link to comment Share on other sites More sharing options...
Chris Posted December 11, 2011 Author Share Posted December 11, 2011 Dammit. It's happening in the develoment build too. I'll release a hotfix for it tomorrow, or tonight if my coder is reading his emails. EDIT - We've now fixed this. Update to V8.35 and it shouldnt be an issue. Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted December 11, 2011 Share Posted December 11, 2011 Dammit. It's happening in the develoment build too. I'll release a hotfix for it tomorrow, or tonight if my coder is reading his emails. Haha, you thought game development would be easy, didn't you? Quote Link to comment Share on other sites More sharing options...
stx Posted December 11, 2011 Share Posted December 11, 2011 These things can happen. As I'm in software development, I know what it means. It's not a problem... We are not testing release builds. Take your time, we are not in a hurry. Quote Link to comment Share on other sites More sharing options...
Moonie Posted December 11, 2011 Share Posted December 11, 2011 Do I get a prize for discovering it first? Quote Link to comment Share on other sites More sharing options...
Chris Posted December 11, 2011 Author Share Posted December 11, 2011 @Stx - the issue is more people who buy the game today, eager to play it, and then find it doesn't work. Not a great first impression Quote Link to comment Share on other sites More sharing options...
Silverhks Posted December 11, 2011 Share Posted December 11, 2011 Is there anyway I can get the 8.2 build back? Quote Link to comment Share on other sites More sharing options...
hosser Posted December 11, 2011 Share Posted December 11, 2011 Is there anyway I can get the 8.2 build back? I've started backing the stable build up beforehand - copy the Desura\common\Xenonauts folder to Xenonauts82, then update. Then you can delete the new build, rename Xenonauts82 back to Xenonauts and there you go. Quote Link to comment Share on other sites More sharing options...
Chris Posted December 11, 2011 Author Share Posted December 11, 2011 Not that I'm aware of. Bug's fixed at our end now - it was an error in the code that stopped interceptors being launched at crash sites that meant it was also affecting dropships. We've uploaded the fix now - it's just a question of when Desura authorise it. Hopefully it'll be in the next few hours (shouldn't be a repeat of the v8.2 fiasco as it's Monday tomorrow). Quote Link to comment Share on other sites More sharing options...
TNoyce Posted December 11, 2011 Share Posted December 11, 2011 Interesting. I found I was able to launch the Chinook at airborne targets. Obviously didn't work very well. Glad to hear you have a fix, and excellent job finding the bug so fast.. Quote Link to comment Share on other sites More sharing options...
Moonie Posted December 11, 2011 Share Posted December 11, 2011 We've uploaded the fix now - it's just a question of when Desura authorise it. Hopefully it'll be in the next few hours (shouldn't be a repeat of the v8.2 fiasco as it's Monday tomorrow). Now that's what I call service. Quote Link to comment Share on other sites More sharing options...
Straker Posted December 11, 2011 Share Posted December 11, 2011 I wasn't able to launch Chinooks against airborne targets. Quote Link to comment Share on other sites More sharing options...
Da-Fort Posted December 11, 2011 Share Posted December 11, 2011 I had a sneaky suspicion the next release thread would be after everything had been authorized and doublechecked. I'd do the same thing to. To bad about that little Chinook bug. If it wasn't because I'm sick and that bug I would do another attempt at an introduction video into this game. Quote Link to comment Share on other sites More sharing options...
mrbobvilla Posted December 12, 2011 Share Posted December 12, 2011 Woohoo it's fixed. Thanks! Quote Link to comment Share on other sites More sharing options...
iamkyon Posted December 12, 2011 Share Posted December 12, 2011 Very much verified! Quote Link to comment Share on other sites More sharing options...
Xitax Posted December 12, 2011 Share Posted December 12, 2011 My game froze when I changed a soldier to snap reserve when he only had 6/50 points left. Dunno if that had anything to so with it, but maybe... Quote Link to comment Share on other sites More sharing options...
Chris Posted December 12, 2011 Author Share Posted December 12, 2011 Xitax - post up a bug report in the Bug Reporting forums If it's a replicable error we'll get it fixed for the next build. Quote Link to comment Share on other sites More sharing options...
Moonie Posted December 12, 2011 Share Posted December 12, 2011 Within the first 10 minutes of game play I usually find a load of bugs, some of which are glaring smack-you-in-the-face bugs. So I have to ask, do these builds undergo any sort of testing before they are released onto the public? Quote Link to comment Share on other sites More sharing options...
radister Posted December 12, 2011 Share Posted December 12, 2011 (edited) I thought that's what we were doing? its easier to find bugs with a larger group of people. But I do agree, I imagine they run a basic test to see if the game still loads. but still: 8.3 is said to fix bugs, yet im finding more in 8.3 (but they are harder to report cause i can't see what's causing them half the time) Edited December 12, 2011 by radister Quote Link to comment Share on other sites More sharing options...
Chris Posted December 12, 2011 Author Share Posted December 12, 2011 It gets a check to see if both parts of the game load up correctly, that's about it. A bugfix shouldn't be causing this many issues. And, in fact, it wouldn't be if I'd actually updated the files correctly before I made the build. With the dev build properly updated, we're not getting many of these bugs at all. I'm currently resanitising a build so I can release V8.36 today, which will fix most of the crash bugs in V8.35. I must have lost track of the updates when I moved the SVN onto the laptop I'm currently using. Stupid of me, but these things happen. Quote Link to comment Share on other sites More sharing options...
Mchl Posted December 12, 2011 Share Posted December 12, 2011 I must have lost track of the updates when I moved the SVN onto the laptop I'm currently using. Stupid of me, but these things happen. Yeah pretty usual stuff when trying to work while travelling. I've 'somehow' lost an entire branch of repository while juggling repos between several machines. You might want to try using git on your laptop as a client to SVN repo. This way you get local version control, which you can later commit to SVN. Takes some time to get used to, but works well for me. Quote Link to comment Share on other sites More sharing options...
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