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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! This hotfix addresses a few bugs we introduced in our last Experimental hotfix, as well as several additional bugs in the current public builds. Bugfixes: Fixed a bug where players were unable to hire scientists / engineers in some circumstances. Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour. Fixed soldiers being unable to crouch if another soldier was already moving. Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions. Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial deployment phase. Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon). Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves. Fixed the tactical UI displaying a white soldier portrait outline if you have no soldier selected (usually occurs if the selected soldier is killed). Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker. Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers). Fixed a Boreal log pile that had a graphical glitch with one of the logs. Attempted Bugfixes: These bugs appear hardware linked and none of the dev team can reproduce them, so we're relying on affected users to let us know whether the fixes worked! Attempted a fix for the issue some people are experiencing where the exterior walls of the office on the Cleaner Data Raid missions display black. Attempted a fix for the entire screen going black when a unit fires a weapon in the tactical combat (this is the bug that could be fixed by disabling the "camera shake" setting).
    2 points
  2. 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! Bugfixes: Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them. Secton eyes now glow when Psionic Triangulation is active. Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them. Fixed some display issues users could experience if using multiple monitors while mirroring one or them to different screen. Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
    1 point
  3. Somebody should post a complete tech tree.
    1 point
  4. This idea would solve the ridiculous situation when most of your soldiers are generals. It looks like an army of banana republic. 10 generals, 3 colonels and one soldier. Re-thinking a system of promoting into a classic pyramid (one officer has at least three subordinants )would solve a lot of issues.
    1 point
  5. We've now released our Milestone 3.6.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.3.0. Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter. Balance Changes & Gameplay Updates: Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2. Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI). Wraith autopsy research project no longer incorrectly awards $100k on completion. Fixed soldiers being unable to crouch if another soldier was already moving. Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions. Bugfixes: Fixed the entire screen permanently going black when a unit fires a weapon in the tactical combat for some players. This bug was linked to the "camera shake" setting, and some users had disabled that setting as a workaround - if so, you should now be able to re-enable it. Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen. Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination). Fixed an AI hang that could occur during the enemy turn in the tactical combat. Fixed the exterior walls of the office on the Cleaner Data Raid missions displaying black on some systems. Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base. Fixed the heal animation not displaying properly. Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing. Fixed the aircraft transfer duration repeating a second time after completion, taking twice as long as intended. Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead. Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour. Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial aircraft deployment phase. Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon). Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves. Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker. Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers). Fixed a Boreal log pile that had a graphical glitch with one of the logs.
    1 point
  6. 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! Another few fixes for crashes and hangs identified by the community in 3.5.0. Bugfixes: Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination). Fixed a crash that could occur at the end of turn in a tactical mission when a unit is killed by reaction fire with certain AI actions still queued. Fixed an AI hang that could occur during the enemy turn in the tactical combat. Wraith autopsy research project no longer incorrectly awards $100k on completion.
    1 point
  7. Most of the game you are in battles, like 80-90% of the time, I think we really should get some quality of life and role-playing features for soldiers: Traits that you can gain in battles (including PTSD from battles that you can heal) Training ground for soldiers to train their skills Randomly generated background stories for soldiers Bar/Canteen for soldiers where you can view fallen soldiers (same as in Xcom2) More customization for soldiers Unique characters that you can save or recruit New soldiers types - pilots for aircraft Etc. I mean, you can get Xenonauts for 5 eur right now, there is no point of doing the exact same copy with very minor improvements and variations. You wont achieve Xbox2 wotc success, but its a good chance to achieve a solid second place instead of a solid 6/10.
    1 point
  8. Pilots are missing, right. 1. Pilot should sit in his cabin and control MARS robot platform or machine gun of the chopper. This way he could do one or the other. Every landing copper has some machingun, so it can cover landing troops. I thing this moment is somewhat missing yet. Also it explains, why you cant use a more MARS platform on a mission than one. Simply becouse you need a skill of pilot to controll it. 2. Make sure pilot has no optical glasses ! I have seen a pilot with glasses even for fighter jets, that is nonsense. Also make sure, that pilots in fighter jets are young. It is proven that reaction time goes down with age. Fighter pilots has short career same as ballerinas.
    1 point
  9. We're not planning on adding a traitor mechanic, no. I do have potential ideas for there being a traitorious funding region which I might explore in an expansion pack, because I think it'd make the second half of the game more interesting, but I'm not sure it's suitable for the base game. Something like the Nemesis system (or what XCOM 2 does with the alien leaders and Chosen) is also something I'd potentially consider. Having unique alien leaders that give unique equipment if killed is relatively simple (although it does require quite a few extra art assets); it might even be something we add to the base game once the rest of the content is in place.
    1 point
  10. Some of the OP's points are good, especially the one about pilots. But many of this have been alpha/beta testing for years now and still play it. Is it perfect? No, but it's not finished yet. But it's still fun to play even after clocking up thousands of hours.
    1 point
  11. Hmmm - that's a bug, then. Basically the calculation should be that the grenade scatters a certain distance in a random direction and then tries to travel down the new path, checking whether it hits any objects along the way. Potentially what's happening is that it's scattering far enough to the left that the soldier is hitting the doorway / wall immediately in front of them (which has a 100% block chance and will look like the soldier dropped the grenade at their feet), but that certainly shouldn't always happen. And yes, you're probably right that the "misses" should be divided into a miss caused by a fundamental mis-throw by the soldier, and a miss that would have otherwise hit were it not for an intervening object. In the latter case then the grenade should impact on the intervening object. In the case above the hit chance without the intervening missiles would be about 95% so yeah, it would make sense for the vast majority of misses to hit the missiles instead. I'm happy to look at some save games if you have them where the throws aren't behaving sensibly. Just create a bug report and attach them.
    1 point
  12. "We", "My" --> Are you part of the team? If not, then with all due respect, I am not suggesting any additions to you, but to developers who are free to ignore or cherry-pick anything from a paying customer's feedback. Since you have 2.4k posts here, its clear you care about the game and get very defensive if anyone "offends it", but lets not be childish here, carry on.
    1 point
  13. Desc: Game crashes when alien takes damage from overwatch. What happened: The game crashes when when aliens inside a ship takes fire, the mentarch's position catch fire and the next hit on the mentarch crashes the game. Happens 9/10 times i reload the quicksave.. I managed to not have it happened, by having the RNG not making these exact events happen, but you should be able to recreate the problem unless it has todo with my machine. I cant not see an output json in my folders. Hope you manage to find something crashclipped.mp4 quick-33.json
    1 point
  14. I had a very similar feelings when I played version 3.2.0 recently (got no time yet to try 3.3.0 and 3.4.0) - last time I played the whole 200 days was 2.0.9. Played at veteran. I agree with all of what Skitso wrote. A few remarks below: Cleaners - at the start it is very interesting to have a "human" opponent with some alien missions, but I would like to see the Cleaners interfering with the alien missions, like "cleaning" parties, say after turn 10, cleaner reinforcements would show up and try to destroy the human player to "protect the secret and clean the area" and the destrction of cleaners could be postponed to later in the game. The combined threat of cleaners and aliens at once would be intimidating. The air combat feels different - more demanding now with the homing drones and defensive turrets on some of the UFO´s. Angels are almost no use after day 90 or so, Phantoms are a must, but very expensive. Also to be able to comfortably win every air combat, at least 3 fighters were necessary, in later stages even 3 phantoms with fusion weaponry (2 with missiles and lances, third with torpedoes and missile) What I disliked about the air combat is the new interceptor model - Genesis. The model looks ridiculous (resembling a dragon drawn by a kid... sorry if I am being too honest here, but the model from X1 was really cool with the forward swept wings - now the game uses the same icon during combat, but the model (picture and model in hangar) just looks terrible and small. Pleeeeease, change it.... The previous model resembling su47 was much better. If you added some alien features to the same model it would look just fine... Same goes to the advanced transport Pegasus - a flying box - the model seems too small to the carrying capacity, i kind of feel they should be bigger to fill the space in the hangar a bit more to feel more robust.. It would be perhaps cool if the Pegasus had an upper level - soldiers in the upper level with the tanks on the bottom level. Soldiers with jetpacks could exit the ship from the upper level or there would be the big door on the lower level. Or perhaps a ramp that would descent downwards (similar to skyranger in UFO: EU) Just a thougt.. Economy is also tighter than before - most of the times I had to think what to build and what to skip as the money were very tight - building a solid airforce and good equipped ground force was challenging. 6 bases were a dream never coming true. 2 bases with troops with another one with planes was all I could manage to build until end of the scenario (last UFO appeared around day 380 or so) In general, the game feels solid, there was a lag in the jungle missions, some minor bugs here and there (may be my old PC having hard time only), but the overal feeling was good. The loading times improved a bit as well I believe. The repetition of the missions is a bit annoying. The maps need more levels (high buildings, undeground levels etc). There couls be more mission variety - search and rescue of downed planes (in case UFO downs a military plane or defense of a military base/installation would be nice for example) Well done devs, Looking forward to the next build! P.S. pleeeeease again, better genesis model...
    1 point
  15. and you think we don't like the same thing over and over ???
    1 point
  16. So maybe we all tend to play these games differently, but for me i've noticed that I tend to have my main guys that I try to keep alive and give the best stuff to.. Then there are the 'others'. The reserve, the cannon fodder, whatever you want to call them. With a bit of luck some of these get a few levels up and can become a replacement candidate for the main team. But leveling these soldiers up can be quite annoying, even more so the time it takes to play through these missions when perhaps you only do it to get some alloys, so you dont want to sell it to the local military(Which I might say is a brilliant feature) Introducing the B-Team! A AI 'controlled' squad that you can choose to send on missions. You as a player can get an estimation of success and perhaps expected number of deaths. But the battle auto-resolves, you dont know who dies or survives. Perhpas you can read a combat report which briefs who killed what, and what items you recovered. as a balancing act you one could also play around with having the B-Team not be available for x amount of days once their mission begins, as a trade off. The B-Team is not suppose to be used nor win vs the big and the bad, but as an alternative to vacuum the small pieces as you progress. So the idea would be to create a strike team in your base view somewhere.. You select the soldiers & and equipment just like with your own troops. You can interchange the troops between missions so if you want to add more experianced soldiers for a higher success rate, or save the soldiers that have managed to level up for your own use. This could also open up for alternative missions where you've to show up and get them out of a pickle. Do you think an addition of such a mechanic would make the overall experience worse, if so why? If you like the concept, why do you think the mechanic could make the experience better?
    0 points
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