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Chris

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Chris last won the day on March 16

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    Project Lead, Xenonauts

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  1. Thanks for letting us know. It's likely to be some complication with the recent upgrade to Unity 2022, I'd guess. We fixed a couple of related bugs in the 3.3.0 update a couple of days back but if you're still experiencing it now then obviously we've missed some other examples of it. Could you please switch to the Experimental branch and see if you're still experiencing the issue? Instructions on how to change here. If so, then can you send us over some information? Firstly, check if the game is producing any output.log files. Details on how to find them here. Can you also grab the file from here: %USERPROFILE%\AppData\LocalLow\Goldhawk Interactive\Xenonauts 2\Player.log That should hopefully give us some idea of what the issue is. Probably best to email me those files at chris@xenonauts.com so I don't miss them.
  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! Another quick batch of fixes for Milestone 3 while we continue to work on Milestone 4. Gameplay Changes: 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). Bugfixes: Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen. 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 soldier portraits on the Soldier Equip screen sometimes disappearing. Fixed the aircraft transfer duration repeating after completion and 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 the heal animation not displaying properly.
  3. Yup, that's likely to be at least part of it - but that's then extremely similar to the Predator armour from X1, so we're considering all the available options.
  4. Unfortunately I can't reproduce it. It's "fixed" if I load the save from the end of turn 5, and if I load the save at the start of turn 5 then I'm not sure how to reproduce it. If I go into the room then everything works fine. It's possible it happened during the AI turn earlier in the mission, but it's hard to know.
  5. Thanks. I'll take a look at them tomorrow and see if any of them have a reproduction case.
  6. We've now released our Milestone 3.3.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.0.9. We'll be releasing another small patch containing further bugfixes onto the Experimental branch in the next few days, so please continue to report any bugs you encounter! Balance Changes & Gameplay Updates: Added the soldier nationality flag to the tactical UI. Actuator module now weighs 5 (rather than 12), and grants +20 Strength (rather than +25 Str). This makes it slightly better at increasing carrying capacity, and helps avoid the situation where soldiers near the 100 Strength cap would get little or no net carrying capacity increase from equipping it. Added an additional five waves of UFOs after the game content ends, so players have more time to experiment with their new equipment if they want (unfortunately this change may only take effect for new campaigns created in patch 3.3.0 onwards). The "ghost" soldiers that are added to your squad on the Soldier Rescue mission will now fill empty slots in your dropship if possible, rather than always going in slots 7-9 (and removing any soldiers already in those slots). The extraction region for the dropships is now a bit more generous - it includes the side doorways etc, rather than only counting the interior of the cargo hold. Stalker Armour tooltip now displays the "cloaking field" effect with hyperlink that explains what it does. Bugfixes: Fixed an immediate lockup some players were getting when booting up the game. Fixed doors being opened under the shroud incorrectly being visible again. Fixed an issue where equipment on dead Xenonauts was not being recovered from alien bases (and the Cleaner HQ), even if you won the mission. Fixed the conversation not triggering when you see The General for the first time in the ATLAS Base mission. Fixed players being able to assign wounded soldiers to the dropship via the assignment menu that is generated when double-clicking an empty dropship slot. Fixed players being able to bypass the dropship vehicle limit using the same assignment menu mentioned above. Fixed the green deployment tiles still being present if you loaded a save game from Turn 1 in a mission that has a deployment phase. Fixed the heal animation from the automed unit (and possibly also Sebillian regeneration) being incorrectly offset. Fixed text rows displaying much smaller / larger than intended when clicking and dragging them (e.g. in the engineering queue, or a soldier in the dropship soldier list) unless you were playing on a 1080p screen. Fixed a crash that could occur when a patrolling dropship is ordered to go to a mission site. Fixed an AI hang that can occur if a unit is blocked by a Xenonaut standing behind a door. Fixed an issue where unassigning a soldier with heavy armour from the dropship could allow you to double-press the Heavy Armour button, and get the soldier into a broken state. Fixed some Cleaner missions sometimes spawning after the Cleaner HQ had been destroyed. Fixed certain sloped roof tiles incorrectly being destroyed. Fixed the Servitor sometimes playing a movement sound that does not end. Fixed the base icon not being removed from the Geoscape if the base is destroyed by aliens. Fixed the data raid objective text being broken in Spanish. Fixed a desert map not containing reinforcement move nodes. Fixed a dockyard map where aliens can spawn inside the UFO hull. Fixed a dockyard map where a ladder had been placed at the incorect height. Fixed some pillars that were blocking movement in Western Town maps. Fixed a minor issue with the Abductor UFO hull hitbox in tactical missions, as it could sometimes block shots that did not appear to be passing anywhere near the UFO. (Hopefully) fixed the bug where ground tiles around the UFO were sometimes revealed from the shroud on night missions, right from the very start of the mission. (Hopefully) fixed an issue where players would be unable to zoom the Geoscape / Air Combat camera using the mousewheel if they also had a touchscreen peripheral plugged in.
  7. The final mission isn't finished yet, so I'm not really sure what's gained by doing this? I added an extra five waves of UFOs in 3.1.0 so there's a bit more playtime compared to the current public build, and if I add any more it'll just be the same thing over and over until the timeline runs out.
  8. I'll be releasing a fix for this tonight, hopefully - but you can switch to the Experimental builds if you want to play now, as it should be fixed there already.
  9. I'm not sure this is the right save, as all your soldiers are grouped together before going through the doors in that save? Anyway, thanks for reporting this everyone. As Von_Emmy says, this bug happens when a door somehow gets stuck in the opposite state to what it's meant to be - and I think it's fixed when loading a save game? In any case, to fix it we're going to need to find a save where we can reproduce the bug occurring (it's one of those awkward ones where a save after it happens isn't that useful to us). We'll keep an eye out at this end too, but if you come across one in your playtesting then please let us know!
  10. 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 that this hotfix is a little more stable than the previous two, which both introduced serious new bugs (alongside fixing various issues). If testing suggests we've got on top of the stability issues then we'll release this onto the main Steam / GOG branches next week. Bugfixes: Fixed a loop in the pathing system that would cause the game to crash with an "out of memory" error in various situations. Fixed soldier hair sometimes not appearing correctly in tactical missions. Fixed a number of issues related to the shroud / fog of war, including it not revealing properly in some instances. Fixed an issue where equipment on dead Xenonauts was not being recovered from alien bases (and the Cleaner HQ), even if you won the mission. (Hopefully) fixed the bug where ground tiles around the UFO were sometimes revealed from the shroud on night missions, right from the very start of the mission. Fixed another instance where players could sometimes not boot into the Main Menu. Fixed an issue where players would be unable to zoom the Geoscape / Air Combat camera if they had a touchscreen peripheral plugged in. Fixed a minor issue with the Abductor UFO hull hitbox in tactical missions, as it could sometimes block shots that did not appear anywhere near the UFO.
  11. Hello everyone - we've reached the end of the month, so it's time for another progress update on Xenonauts 2! Milestone 3 Release: The biggest news in February was the release of Milestone 3, which launched in conjunction with a Steam promotion and contained many significant upgrades and improvements to the game. We were concerned there might be stability issues arising from our migration to Unity 2022, but in general the release went smoothly. This is in no small part due to the many people who helped us by testing the build on the Experimental branch, so a huge thankyou for that! However, most of our time over the past couple of weeks has still been spent fixing bugs reported by the commmunity. Over the past couple of weeks we've released a couple of patches onto the Experimental branch, and if testing doesn't reveal any further bugs then we'll release them onto the main Steam / GOG branches some time next week. Milestone 4 Planning & Harvester UFO: Our next big update will be Milestone 4, which we're expecting to have ready for early testing on the Experimental branch in roughly six weeks. This will be another major content update centered around the introduction of a new UFO, in this case the Harvester - the penultimate alien craft in the game (the Battleship is the largest UFO and is due in Milestone 5). We're therefore already working on the content necessary for this. Aside from the obvious work required for adding and balancing a new UFO, there's quite a bit of extra work required here because the Harvester is so much larger than the Abductor and Cruiser UFOs that it requires an entirely new set of maps. We're aiming to have three new maps per biome for this UFO, which means a total of about 25 new maps will also be added in Milestone 4. Androns & Updated Aliens: Milestone 4 will also see the re-introduction of the Andron alien race. We removed these prior to our Early Access launch because the models and animations looked pretty bad, but we've now created a new set of models / animations for them. I think they've come out well, and are now some of the best-looking aliens in the game. In gameplay terms these remain heavily armoured, fearless robotic enemies, but unlike in previous incarnations they now carry standard alien weapons (either rifles or machineguns) rather than having an integrated cannon arm - this makes it much easier for players to gauge how much threat any Andron unit poses, because you can now actually see the gun they're using. We're also likely to revisit a few of the existing aliens before Milestone 4 arrives and either retexture them or update their animations, as some of the aliens definitely look better than others right now! Colossus Battlesuit: The most important research project unlocked off the Harvester is the Colossus Battlesuit, the "ultimate" suit of armour available to the player, so this is something else we'll be looking into this month. We want this to be a powerful asset that offers exceptional protection, but not something you want to equip on literally every soldier in your team - so it needs some disadvantages to go alongside its strengths. I've not yet decided exactly how this will be done yet, so hopefully we'll have more details for you in the next update once we've had a chance to test some of our ideas! That's all from me for now. As always, thanks for reading, and I'll be writing another update at the end of next month!
  12. 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! Note this build is NOT AVAILABLE ON GOG, as they are once again having server issues and we're unable to upload it to their systems. Balance Changes & Gameplay Updates: Added the soldier nationality flag to the tactical UI. Stalker Armour tooltip now displays the "cloaking field" effect with hyperlink that explains what it does. Actuator module now weighs 5 (rather than 12), and grants +20 Strength (rather than +25 Str). This makes it slightly better at increasing carrying capacity, and makes it more useful for soldiers that are close to the Strength cap. Bugfixes: Fixed soldiers being bald in tactical missions (a bug introduced in our last hotfix). Fixed the camera sometimes being unresponsive after loading a save game. Fixed a crash that could occur when a patrolling dropship is ordered to go to a mission site. Fixed an AI hang that can occur if a unit is blocked by a Xenonaut standing behind a door. Fixed an issue where unassigning a soldier with heavy armour from the dropship could allow you to double-press the Heavy Armour button, and get the soldier into a broken state. Fixed some Cleaner missions sometimes spawning after the Cleaner HQ had been destroyed. Fixed certain sloped roof tiles incorrectly being destroyed. Fixed the Servitor sometimes playing a movement sound that does not end. Fixed the base icon not being removed from the Geoscape if the base is destroyed by aliens. Fixed the data raid objective text being broken in Spanish. Fixed a desert map not containing reinforcement move nodes. Fixed a dockyard map where aliens can spawn inside the UFO hull. Fixed a dockyard map where a ladder had been placed at the incorect height. Fixed some pillars that were blocking movement in Western Town maps.
  13. Being able to see the Strength value of the soldier here would have been quite helpful! The carry capacity formula is simple, and is 30 + 1 for every point of Strength the soldier has. Strength is capped at 100, so the most you can have is 130 Carry Capacity. Part of the problem here is that you're putting an item that gives +25 Strength onto a unit that looks like it already has 85 Strength, so the excess 10 Strength is wasted. Then because the module weighs 12, you're only effectively getting +3 carrying capacity. Part of this is a balance issue; I think I'll reduce the Actuator to give +20 Strength but only have 5 weight. But exceeding 100 Strength still won't be possible as there's a lot of things in the game that assume a soldier caps out at 100 Strength.
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