This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!
This build breaks save games, so you'll need to start a new campaign. If anyone wants to continue your current campaign, I've switched 2.08d to the Experimental Legacy branch and you can switch over if you want to keep playing that version.
Gameplay & Balance Changes:
Strategy:
Updates to the research tree:
Split out the Cleaner Interrogation research into seperate Cleaner Agent and Cleaner Soldier interrogation projects
Cleaner Agent Interrogation has new artwork / text
Cleaner Soldier Interrogation has new artwork / text
Xenobiology has updated artwork / text
General Interrogation has updated text
Probe UFO has updated text
Fighter UFO has updated artwork
Fusion Explosives has updated text
Minor styling updates to the Aircraft screen on the new UI elements added in Milestone 2 (Weight / Hardpoints)
Cash can now go negative on the strategy layer due to upkeep / wage costs
Reduced weight of the Stun Gun battery to match that of pistol ammo
Added unique artwork for all the different Gauss weapon ammo magazines
Advanced LMG weapons now have 2x1 ammo magazines, like the basic LMG does
Added the art for the HEVY Alenium Rounds
Phantom equipment slots now placed along the bottom of the screen (to match the Angel)
Air Combat:
The damage inflicted by UFO weapons in air combat (both manual and autoresolve) is now modified by the difficulty setting, ranging from 80% of normal on Recruit up to 120% of normal on Commander.
When autoresolving air combat, certain weapons now inflict reduced damage against targets that can do an evasive roll manuever. For players this mostly affects Torpedoes, which have zero autoresolve strength against enemies that can roll. However most alien weapons that can be dodged using evasive roll also now do reduced damage in the autoresolve calculation.
Updated the UFO Hunter Killer missiles to have a visually larger projectile
Tactical Combat:
We've made some AI updates to make civilians less suicidal
Secton Psionic Triangulation now triggers off nearby Psyons, not other nearby Sectons. This makes the first mission vs aliens less dangerous.
Cleaners have had several stats reduced, as their statlines were a bit too high compared to the early-game aliens. All Cleaners have suffered -5 Accuracy, -10 Time Units, -10 Strength and -10 Reflexes.
Added some additional map variants for the Cleaner Data Raid mission, and also added some internal randomision to the building on those maps.
Rescue Soldiers mission now draws from the entire pool of Raid maps, not one single Polar map.
If you don't have enough space in the dropship to rescue the soldiers in Rescue Soldier missions, the game is now a bit smarter about who it recovers:
Firstly, rescued soldiers can now fit into slots in the dropship vacated by KIA soldiers who failed their post-battle survival roll
If there's still not enough space to bring back the rescued soldiers, the game will now always prefer living soldiers (so if you want to recover one soldier in particular, you can shoot the others).
Fixed some tall props that incorrectly had 30% Stopping Chance, which should have been 50%
Updated Abduction Tubes to be worth 2 Alloys (from 0), and updated the briefing accordingly.
Camera Rotate buttons are no longer reversed, and now show the correct keyboard shortcut keybinds on the tooltip
Fixed the click hitbox on the "Visible Enemy" head icons being too large.
Pressing C when a unit is in motion will correctly queue up a crouch icon (as if you clicked the Crouch button)
The orange TU reserve overlay is now shown on the soldier minitabs at the top of the screen when TU are being reserved by a soldier.
Updated the human Pistol animations, making it more obvious that the unit is armed with a pistol
Bugfixes:
Fixed a Geoscape crash linked to upgrading items in the workshop
Fixed jetpack 3d models not displaying in tactical combat
Fixed the Exosuit heavy armour variant looking like Tactical Armour in combat
Fixed The General displaying like a civilian in the first mission
Fixed hair clipping through helmets for Unassigned soldiers
Fixed some UFO walls on certain variants of the Destroyer / Observer / Abductor being indestructible
Fixed aliens spawning within UFO walls on some of the new Dockyard crashsite maps
Fixed some wall tiles being invisible in the Xenonaut base defence Medical Room
Fixed the generators in the Xenonaut base defence Generator Room not allowing units to path through them once destroyed
Fixed some missing shelf ends on the dockyard VIP Elimination missions
Fixed you getting duplicate soldier hotkey numbers if you already had soldiers assigned to keys 7-9 when you go on the Soldier Rescue mission
Fixed the human Combat Shield jetpack animations so the shield doesn't clip through the body at a 90-degree angle when in flight
Fixed the combat shield clipping through the ground if dropped on the floor