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  1. 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! We're hoping this is the final experimental build of Milestone 2, and unless people find significant numbers of bugs then we'll release it onto the public branches in the next few days. So please make sure you report any issues you encounter! Balance / Gameplay Changes: Added research art for the captured General interrogation project. Fixed torpedoes incorrectly being able to turn fast enough to hit evasive roll UFOs. The random Cleaner missions on the Geoscape are now split up into two groups, so instead of randomly picking one of four mission types each time it now picks from two groups of two possible missions. This ensures you'll never get the same Cleaner mission twice in a row. Updated the Xenopedia projects for aircraft to show their Payload (the new name for Weight Capacity), and for Armour to show their light and heavy armour variant values. HEVY loaded ammo image slot in the tactical UI is now displayed larger and more clearly. Removed the outdated Defender Armour starting Xenopedia project, and updated the text on the Tactical Armour starting Xenopedia project. The Psionic Triangulation ability for Sectons is now shown on the Psyon Xenopedia project (as it now only triggers when near Psyons). Bugfixes: Injured / wounded soldiers no longer always show "5 days" until recovery after battle. Fixed players being unable to move multiple soldiers simulataneously, which has involved reverting the improved camera tracking when units change height level as part of a move (this will return in Milestone 3 once we've fixed the issues). Fixed base structures displaying their construction time with lots of extra zeros. Fixed recovering soldiers displaying their healing time with lots of extra zeros. Fixed the objective lines in the bottom left sometimes displaying two copies of the same line. Fixed the new Probe UFO being called the Mimic in some places. Fixed an issue in the tutorial where you were expected to hold Ctrl to force fire at some crates, but the game was requiring a Ctrl press followed by a click instead. Fixed various visual issues on the new ATLAS Base map. Fixed some floating crates in the Boreal VIP Extraction map. Fixed there being a floating walkable tile in the air next to the caravans on the Desert maps. The radar and other large props in the Xenonaut base (like base defence turrets) can no longer be walked inside once they'd taken enough damage.
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  2. Pardon the x-post - I didn't realize this thread was here: I'm the guy who made some very pointed and bitchy commentary in the OG feedback thread for Milestone 1. The one with the "best base layout" which I used again and... I stand by it being optimal in this build, subject to taste. Just wanted to drop by and say that all of my gripes have been addressed (tweak to Alenium Generators much appreciated! I still won't buy it myself tho...). Milestone 2 is worlds better in terms of balance than Milestone 1. The one whinge I have is that money is a little light, I'm guessing partly because of the effective removal of corpses as a source of income, since you need them for autopsies. I found myself swimming in alenium and alloys, but no money for project to use them on... I ended up selling a bunch, but it didn't quite close the gap. Earlier versions, while being much more difficult, had me swimming in cash if I fought often enough. Suggestion: Please just convert any item that cannot be used for research/engineering directly into cash. Making the player go into a menu to manually sell everything - not knowing which may be important - is super annoying. Some might say that this build's too easy - with respect, I cordially invite them to eat my entire anus. It's easy if you're running a mega-optimized strategy, but that's how Soldier difficulty should be --> hard for nomies, easy for experienced players. I'm playing on Solder, BTW, because I couldn't possibly be arsed to play a more difficult setting while bug-hunting. Way too much effort.
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  3. It should already be two consecutive months? It's never really been tested before because until recently it wasn't actually possible for cash to go negative. Yes, it probably does need a clear warning about it.
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  4. I'll ask the coders to add some debug logs for the survival roll, and then we'll give it a test once the more urgent bugs are fixed. I've been meaning to give it a proper test for a while.
    1 point
  5. It's great to have a good variation of mission types, but I would suggest forcing at least one of each Cleaner mission types before having any duplicates. I started a new playthrough with 2.11 today and before raiding the Cleaner HQ, I had three Cleaner VIP assassination missions, but not a single inter gather missions and no convoy missions. @Kouki BTW, check my other impressions above too, if you haven't already.
    1 point
  6. Thanks for the bug report! Very much appreciate the effort in providing the steps with which the bugs happen! For this bug though, it was a problem with the advanced variant of the laser weapons being tagged to use the default laser ammo which was causing the problems. We've made a fix that will be included in the next patch, which should be out soon!
    1 point
  7. Thanks for attaching your save! We've got a fix for this crash included in our upcoming hotfix, which should be out this week
    1 point
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