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Showing content with the highest reputation on 12/19/2022 in all areas

  1. Having newest drivers, restarted and made steam files verification. All failed. But - was able to load this save and get into tactical mission once I returned setting Controls Information to Always On (switched it at some point of time) When having it set to 3 Missions - all tactical missions CTD at 79%. 100% repeatable on my machine
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  2. @Chris Like already said, such Missions bring in picancy in the Game. That´s what such and similar Games make interessting. From the Mission itself I wouldn´t change much. The Reward from the Abduction Tubes (Ressources) are fully OK. You will need them earlyer or later. Where I give the Newbis right, that an Abduction-Save-Bonus would be cool for the Civilians. There Panic-Reduction is an very good Idea. -1 Panic, if nessecarry -2 as Maximum per Tube after you make more then the minimum 5 Tubes. That make the Challange much more interessting. 7 Rounds I think are OK for that Mission (esp. for Newbies on lower Difficultys), 5 on higher Difficulty Levels (Veteran / General). That wouldn´t plunge complete Newbies or such which beginn Beta-Testing and gives for the experianced Gamers / Testers like us an Challange. Like you said, the Mission can be done to manage 8 to 9 Tubes, belongs on the Enemy which make the Abduction Mission. Aliens are harder to beat, Cleaners much easyer. With Cleaners as Enemys you can manage all 10 Tubes if you are clever. @happystrawberry1 Very cool Idea. You mean for Abduction Missions which get done from UFOs directly. Sounds very interessting and would make such Crash- / Landing-Sites very important too.
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  3. I play on veteran difdiculty. I agree with this. The panic level of all of the regions outside of you starting bases's radar range start panic very quickly. It is not very practical to have a functional second base until the third month because all of the costs are so high with the coat base base structures and plane (likely with upgraded weapons) is so high. Even in the third month, it is still very difficult to manage two bases because destroyers become more common and observers starting being sent out. I think making radar arrays cost 300k, 600k, and then 900k like I said in my previous post will do a lot to make this more managable imo.
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  4. This hotfix addresses several more issues discovered within V25. You'll need to be part of our Steam Playtest or on the Experimental Branch to access the build. This update does break saves so if you want to continue your V25.1b playthrough then please switch over to the Experimental Legacy branch (just called "Legacy" branch on Playtest). Just a quick note to say thanks to all the new testers who have given us their thoughts on the game and reported bugs, we've been able to make a lot of changes in the past couple of days with your help. Many of them are quite minor changes but the layers of polish really start to add up over time. This may be be our last major hotfix this year, as both of our programmers are now on their Christmas holidays and won't be returning until the start of January, although I'll still be working for a few days yet so I can continue to improve balance and fix any asset-related bugs (and to be honest that's most of them these days). But please continue to post up bugs and provide feeback so we know what we need to work on when we're back! Bugfixes: Fixed a crash if you tried to produce the Vehicle Gauss Weapons engineering project. Fixed newly constructed interceptors not being equipped with armour. Fixed an issue where alien abilities did not function after loading a tactical save (including causing the Wraith accuracy penalty to be permanently active). Fixed the player incorrectly getting a massive +hit bonus against the Sebillians as a result of their poor eyesight. Fixed Sectons being able to fire their weapons significantly beyond their usual range, which was causing 0 damage on hits due to damage dropoff. Balance / Gameplay Changes: Servitors no longer self-heal. Sentry Guns can no longer use the MARS Cannon or MARS Rocket weapons, and are now correctly limited to infantry LMGs. The first Observer UFO has been pushed back one UFO wave. The crew of Observers is now a mix of Soldiers with magnetic weapons, and Elites with plasma weapons (previously it was all Elites with plasmas, which was too much of a difficulty spike). The minimum sell price of items has been increased from 25% to 40% of their original price. Each recovered abduction tube now correctly grants 5 Alloys and 3 Alenium. Previously it gave one or the other. Wraiths no longer have grenades, as these appeared to be causing crashes. We'll fix this issue in the next major build and return the grenades afterwards. The range bonus on the MARS Cannon was far too high before, and it has now been reduced to be in line with other weapons. There's now a deployment region in the starting room of the Cleaner Base. Sentry Guns can no longer gain medals. The missiles in the hangars in the Xenonaut Base defence missions now explode on destruction. Interface / Visual Updates: There's some new art for the Cleaner Headquarters research project. Attempted to fix the Farm hedgerows being visually messed up. The Geoscape pop-up that provides information on ground combat missions now contains a line for "Mission Type" The Toogle Roof button in the tactical UI should no longer disappear when toggled on in some instances The Quickload key (F9) will now hire only the most recent Quicksave (F5) from the current campaign, rather than the most recent save from the current campaign. The scientists / engineer hire screens no longer automatically hire selected staff if you navigate away from the screen without pressing the Hire button. Fixed a number of incorrect tooltips, and added several new tooltips to the Engineering screen. Updated the tooltips / engineering project descriptions for various advanced soldier modules so it's a bit more obvious what they do Updated the research project descriptions for alien interrogations Updated cliffs so that their sides should not z-fight.
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