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Chris

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Chris last won the day on May 18

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    Project Lead, Xenonauts

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  1. This is the sixth and hopefully final hotfix for V23. You'll need to be on the Experimental Branch to access the build. If you want to continue playing your V23.5 campaign (as this update breaks save games) then please switch to the Experimental Legacy Branch instead. Added research image for the Mentarch autopsy. Added research image for the Pegasus dropship. Added a 3d model for the combat knife. Fixed a crash that could occur if your entire team was wiped out on a tactical mission. Fixed a crash that could occur after one of your units suffered a morale break and fled. Fixed the walls inside the UFOs not correctly disappearing when destroyed. Fixed Eternals not dropping the correct item, meaning their autopsy / interrogation projects never got triggered. Fixed an animation issue with some of the Sebillians. Let us know if you continue to experience further bugs in the game. Hopefully no further hotfixes will be required for this build!
  2. Thanks. Yeah, I can reproduce that crash. We don't have time to fix it before the next hotfix but we'll do another one afterwards.
  3. It shouldn't be able to panic, no. What version of the game are you playing?
  4. Thanks @Solver, it's always useful to have feedback such as this and I'm glad you enjoyed what you played of the game. There's a lot of good stuff here. I'll respond (and action some of the points) when I have a bit more time.
  5. Thanks. Did you use any cheats in the mission? In particular the cheat that teleports soldiers around? Because if I move the two soldiers that have the USBs out of the dropship and then back in it detects it fine and ends the mission. But I don't think teleporting a soldier into the dropship counts as them entering the dropship (as it's not an actual move) so it won't trigger detection of the items being recovered.
  6. We've looked into this a little more and this is actually a very strange bug. Basically at the start of day 244 there was a wave of UFOs that contained a Cruiser on a Terror mission, which you shot down shortly after it spawned. It spawned a crash site that somehow has no icon, so is invisible on the Geoscape. This crash site times out after 24 hours and the game crashes due to the lack of an icon. Question - did you do anything unusual to that Cruiser, or the crash site it created? Did the crash site appear on the map at any point (maybe you fought the ground battle?) Can you think of anything unusual that might have caused it? If not, do you have any earlier saves we can look at?
  7. Thanks. Yes, we can reproduce this crash - we'll get it fixed!
  8. Thanks. Yeah, this usually indicates that there's a corrupted UFO mission trying to spawn onto the Geoscape and it looks like that's what's happening. We'll try and figure out what's gone wrong and patch it in the hotfix. Regarding the Eternal Interrogation mission: actually, it looks like I was wrong about that. There's no requirements on the research project besides successfully capturing a live Eternal. The problem was some mis-set data on one of the Eternal data files, which I've now corrected and will be in the hotfix. EDIT - although just to clarify, the floating purple brain enemies are called Mentarchs. The Eternals are the equivalents of the X1 Praetors so they only appear on Battleships or large alien bases. Maybe on Harvesters too.
  9. Incidentally we've figured this one out, and it's a much less serious bug than I first thought - and it'll be fixed in the hotfix. The problem is that you've destroyed those walls, but as they don't have any destroyed art setup they just stay fully visible despite no longer existing in game terms. I've set them up to disappear when destroyed now.
  10. One of the things we did based on watching people playing the game and getting very angry is remove the TU cost for rotation when shooting, so it's unlikely to be anything related to that. It's probably something weird in the code like an interaction with alien overwatch somehow resetting the reserve counting, etc.
  11. I've given this a test and it seems to me like the TU reserve works fine (at least at the start of the mission). If you encounter this issue again then please attach the save and I'll take a look at it, because it's something that might be tied to a specific action or something that has happened to that soldier.
  12. Yeah, it's the same bug. It'll probably affect any alien base missions too. I'm quite concerned it's a situation where everyone has this bug, but you're the only person with this unique symptom. If so it's going to be a real pain to fix it
  13. Well, there's some good news and some bad news. The good news is that this isn't actually a problem in the source assets. If I start a mission against a destroyer then the walls work totally fine (and presumably this is why only you are reporting this issue). If you play another campaign it likely won't be affected by this bug. But the walls are definitely broken in your save. The "stopping chance" properties for the walls are just totally gone, and we need to figure out what might have happened there.
  14. Thanks for this report, I can reproduce this. That's really odd. I'll take a look at what's happening.
  15. Huh. That's weird. So if the mission isn't ending automatically, do you have a save game from before the end of the mission I can take a look at? I'm kinda struggling to understand how this could still be happening.
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