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Chris

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  1. 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!
  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! 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.
  3. 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.
  4. Thanks. Yes, there's not currently seperate models for each armour variant - we might look at that in a few months once we're certain the equipment won't change any further.
  5. Thanks for the replies. Do you happen to have any touch peripherals plugged in? The plugin we're using might have an issue with that overriding the scrollwheel input. We'll take a look at adding a keybind for the scrolling.
  6. Thanks, but this isn't a bug - shotguns fire shells that contain three pellets each, so each shot is only one ammo (unlike other weapons which fire multiple bullets in a burst, where that number of bullets is removed after firing a burst). Maybe a bit confusing but this is how the weapons work in real life.
  7. 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! Balance Changes & Gameplay Updates: 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 3.0.10 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. 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. Bugfixes: Attempted to a fix an immediate lockup some players were getting when booting up the game. Fixed doors being opened under the shroud incorrectly being visible again. Fixed the conversation not triggering when you see The General for the first time in the ATLAS Base mission. Fixed players on non-1080p screens potentially getting duplicate radar circles when placing new bases towards the edge of the map. 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. Fix 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.
  8. Yeah, we can't really add any more vertical space. The only possible space is the right hand side of the soldier role line; I guess with icons we could maybe have an indicator for it. Something like this:
  9. Yes, I've been thinking about turning the "Recovered Items" list into a "Mission Rewards" list and adding the Panic changes etc to it. I don't think it's worth adding a seperate list for recovered materials though; it'd take up too much screen estate and Alloys and Alenium are usually listed at the top anyway. I'd like to include unit specific kill counts but there's literally no space for it once you take into account the maximum length of certain strings like the soldier name.
  10. Thanks for the feedback. Changing difficulty on the fly is a bit technically challenging, but we're looking at adding more variety and the alien base doors are also on our "to fix" list. Apologies if you felt misled about the amount of content in the game. It's closer to 60% of the game in Milestone 2, and we have tried to flag it up on the store page, but yeah - it's never nice when people are disappointed. This will only be an issue for a couple more major updates though, and I'm glad you've enjoyed what you've played so far!
  11. Yeah, it's a feature. It started annoying me you couldn't have the scientists and the building ready at the same time.
  12. Hah - that wasn't an intentional change, it must have happened as part of our Unity 2022 upgrade. Sorry to anyone who enjoyed money hacks!
  13. Thanks for the message. So it's not easy to let players scale up the text universally because there's just not that much space on some of the screens. In some places we can do it easily (e.g. the Xenopedia), in other places not. Could you tell me which areas of the game have the biggest problems? Maybe we'll be able to make the text bigger where in the places it is a problem.
  14. Ah, yeah, I can see how that's confusing. I'll add those areas to the extraction area for the next hotfix.
  15. Thanks for the report. That's really strange - is your game set to en-US (e.g. American English) as the language? Has that ever changed? It might be worth doing a clean reinstall of the game and seeing if that fixes it? That would fix any issues that might be caused by out-of-date game files.
  16. This is a small update with a couple of important changes that has been released straight onto the default versions for Steam / GOG / Epic. A larger bugfix update will also be released onto our Experimental branch for testing later today. Changelog: As there do not appear to be significant new bugs or stability issues arising from our Unity 2022 upgrade, we've compiled this update as a normal "release" build rather than a "development" build with extra debug logging. This should substantially increase load speeds and will remove the red text that sometimes flashes up in the bottom left of the screen. Fixed a bug that could cause crashes during certain ground missions that was linked to broken translation strings (e.g. playing in Spanish and trying to recover a Data Stick on the Cleaner Data Raid mission).
  17. Our Milestone 3 update to Xenonauts 2 has now officially been released! This update will break existing saved games, but if you want to keep playing your existing campaigns please switch to our Legacy branches where Milestone 2 is still available (instructions on how to do so here). This initial version of Milestone 3 is an "developer" build with additional logging that causes slower performance and occasional flashes of red debug text while you play. We'll switch back to a normal "release" build without this extra logging by the end of the week. We've decided to do this because we want to ensure anyone suffering issues from our upgrade to Unity 2022 can easily provide us the information to fix them - we'll be watching the forums / discord / Steam forums carefully for feedback and bug reports, so please let us know if you encounter any bugs or other problems! As we've made a LOT of changes to the game in this update, I'll start by highlighting the most important improvements here with a little developer commentary. New Content: Additional content is always nice, and Milestone 3 contains the new Cruiser UFO which unlocks a lot of new technology for the player to play with! Although is still not possible to complete the campaign (that will be Milestone 5 as there's two more UFOs yet to come), the playable time for the campaign has been extended significantly. The playable time for the campaign has been extended to 260 days (up from 180 days in Milestone 2), during which time the Cruiser UFO will begin to spawn. This contains or unlocks several new pieces of content: Cruiser UFO (with two interior layout variants) Alien Fusion Weapons Xenonaut Fusion Weapons The Gemini interceptor The Pegasus dropship The ARES (an improved version of the MARS) Unity 2022: Players have been requesting two major improvements that were struggling to deliver on our outdated version of Unity - faster load times, and proper support for borderless windowed mode. We therefore upgraded to Unity 2022 so we could give you those things in Milestone 3! Borderless Fullscreen mode should now be properly supported in the settings menu. The monitor resolution settings are now handled natively by Unity rather than through our own code so please report any strange behaviour as a bug so we can look into it (particularly if you have multiple monitors or some kind of unusual hardware setup). Load times should now be reduced by about 30% across all sections of the game, we're hoping to reduce this by another 10%-20% in Milestone 4 (NOTE: this won't be apparent for the next few days, as all the extra debug logging from a "developer" build cancels out the improved loading speed). The tactical mission briefing is now also shown on the loading screen, rather than at the start of the mission, which gets you into the action faster once the load is complete! AI Improvements: Many players found the primitive AI in earlier versions of the game a bit immersion-breaking or easy to exploit. We've made significant AI upgrades in Milestone 3 that mean enemies should be more intelligent and civilians should be less suicidal. We're continuing to work on this, but personally I think a major improvement is already visible. We've upgraded the general decision-making of the AI, and also addressing various specific issues including: Civilians are now much less suicidal. Melee units (especially Reapers) should make better decisions. AI units will no longer just stand in fire / smoke until they die or pass out. The AI will now open doors even if the tile on the other side is blocked by another unit, allowing them to shoot at Xenonauts camping doors. Cleaner reinforcements will now act more aggressively on most maps, and move quickly towards your dropship / extraction area. Bleeding Wound Healing & Bleeding Aliens: Community feedback suggested it was unfair that aliens did not suffer bleeding wounds like Xenonauts did - so now they do (although Sebillians heal them immediately). We've also added a heal chance to all Bleeding Wounds, so they're no longer a guaranteed death sentence if there's no Medikit nearby. Aliens now suffer Bleeding Wounds when they take damage in the same way that Xenonauts do. However, each Bleeding Wound now has a 25% chance of healing and disappearing after it inflicts damage at the end of the turn. Unconscious units will now also continue to suffer damage from any bleeding wounds they suffered while conscious, and may die as a result. Usability Improvements: Although Milestone 3 was focused on adding new content, we also added a couple of usability features that were frequently requested by the community to make soldier management and item management easier. Pre-Mission Soldier Equip / Arrangement - we've added a button on the pre-mission Soldier Equip screen that allows easy access to the screen where you can set the positions of your soldiers within the dropship, allowing you to easily switch back and forth between these screens prior to launching a dropship. "Sell Junk Items" button - we've also added a button on the base stores screen that will set all "junk" items (e.g. items that are not used in research / engineering projects) to sell at maximum quantity. We're likely to expand this system in future. Abduction missions: Abduction missions have been updated to address player concerns. They are now explained better, and no longer end immediately when the timer expires - but the Panic gain or reduction of the mission is now tied to the number of freed civilians, so the result should feel less arbitrary (now the civilian AI is improved, you're also expected to protect the civilians and you will get reduced rewards if they die). Abduction missions no longer end immediately when the timer expires and the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with an additional time-limited objective). The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns). There's now a teleport animation when the tubes disappear. You still gain Alien Alloys for each abduction tube you disable, but the Panic increase or reduction from the mission depends on how many of the 10 civilians you rescue: If you don't attempt the mission at all, you get +20 local panic +2 panic for each civilian remaining in an abduction tube when the timer runs out and the tubes teleport away -2 panic for each civilian freed from an abduction tube that survives the mission +0 panic for a civilian freed from the tube who is killed before the end of the mission Data Raid missions: These are the missions where you have to capture Data Sticks from the Cleaner office. Relatively minor changes here, just some UI improvements and a tweak to the objectives that means if a soldier carrying Data Sticks is killed you don't necessarily have to send another soldier to recover the Data Sticks from their body if you don't want to (this was mostly done for reasons of lore consistency). Victory is triggered off the number of computers you have interacted with (i.e. sabotaged), rather than how many Data Sticks you have brought back to the dropship. We've added a new UI element for this mission that shows how many Data Stick items are being carried by each soldier. The objectives now show how many turns remaining until the enemy reinforcements start appearing. Enemy reinforcements timer reduced by 1 turn, unless the mission is encountered in month 1. Extract VIP missions: The changes made to the Extract VIP mission have all been around player convenience; making it more obvious where you need to go and when the enemy reinforcements will be arriving, etc. At the start of the mission, the camera shows the empty dropship you are trying to reach before panning to the starting positions of your soldiers. The VIP is now automatically added to your team at the start of the mission (rather than the player having to click on them). The VIP now has 50 TU rather than 40 TU. Enemy reinforcements timer reduced by 1 turn (from 9 to 8) The objectives now show how many turns remaining until enemy reinforcements start appearing. Soldier Rescue missions: Not all players understood that you were expected to leave 3 free slots in your dropship on this mission so you had space to pick up the 3 soldiers that needed to be rescued. To make this more obvious, we've added placeholder soldiers in the dropship that fill these slots (this also means you can view their stats prior to the mission). Added "ghost" soldiers to the dropship when launching towards the Soldier Rescue mission. Updated the logic about which soldiers are recovered if the player does not leave those 3 free slots in their dropship. The game will now always pick living soldiers over dead soldiers (irrespective of their origin), and will prefer your existing soldiers to those you are supposedly trying to rescue. Eliminate VIP mission: On Eliminate VIP missions, the camera will now pan to the VIP and show a message reading "VIP Sighted" when you see the target. It will also show a "VIP Eliminated" or "VIP Stunned" message at the appropriate points. The objectives now show how many turns remaining until enemy reinforcements start appearing. MINOR BALANCE CHANGES: Soldier Progression: We found that soldiers were becoming too strong too quickly in previous builds and this problem was just getting worse as we extended the length of the campaign. We've therefore taken several steps to slow down soldier progression a little: Starting values for soldier attributes are now capped at 65 (previously 70) Starting soldiers are now Privates rather than Corporals. Reduced the speed at which soldiers gain combat experience to about 60% of the previous level. The training speed of the Training Room has been halved (both the starting value and the gain from completing Interrogation projects). However, the soldiers you can rescue on the Soldier Rescue missions now have +3 to all their base stats, in addition to the +3 to all stats they get for being a Sergeant rather than a Private. Strategic Layer Balancing: Duration of crash sites reduced from 72 hours to 32 hours. Reduced the completion time of the initial research project, so you can now begin work on the new research immediately after winning the ATLAS Base mission. Delayed the first possible alien retaliation mission, as it would frequently spawn in the same wave as the first Destroyer (meaning the player had often just fought a battle when it happened and had a damaged squad). Reduced the number of Cleaners in the Cleaner Base to make it a bit more manageable if you manage to unlock it early. Wraith Destroyers now contain 1 fewer enemy. Increased Alloys gained from Observers, Abductors and Cruiser UFOs by 50%. Increased Alenium / Alloys gained from Alien Base missions by roughly 100%. Warden Armour now requires 6 Alloys to build (up from 4). Accelerated Weapons now require more Alloys to build, with the most expensive weapons requiring 6 (up from 4). Laser weapons now require more Alloys and Alenium to build, with the most expensive requiring 6 of each (up from 4). Swapped the Alloys and Alenium cost of advanced building upgrades; these generally now require twice as much Alenium as they do Alloys. Construction time of Radar Array reduced from 20 days to 15 days. Training Center building increased in cost from $250k to $350k. Doubled the duration of Corpse Analysis II engineering projects. Tactical Combat balancing: It is no longer possible to see doors opening or closing under the fog of war, as this made the position of alien units very obvious. These doors will now only visually update when one of your units sees them. Sectons now trigger their Psionic Triangulation accuracy bonus from being near Psyons, not by being near other Sectons. However, if the Psyon is killed (and no other Psyon is nearby) the Secton will now immediately panic and lose all remaining TU. Using a healing item will no longer trigger enemy reaction fire. Medikit weight increased to 25 (from 15). Reaper Zombies now have 70HP (up from 40HP). Mentarch can no longer crouch or be suppressed. Slight Accuracy reduction on MARS Cannon weapons. Alien melee weapons can no longer gib units through overdamage. Enabled reaction fire on the various alien melee weapons (mantids, sebillians, reapers, mentarch, zombies). Air Combat balancing: Alien missiles in the air combat now have a 0.35x damage against units that can do evasive roll; this means alien Fighters and alien Interceptors are now a bit weaker when autoresolving air combat battles. Reduced construction cost of missiles / torpedoes by 20% Reduced upkeep for Angel from $100k to $75k per month Reduced upkeep for Phantom from $150k to $120k per month Bomber UFO weapons updated. The main cannon now fires faster and destroys armour more quickly, and the secondary weapon now has a much smaller fire arc but can rotate to cover the rear and sides (but not the front) of the UFO. Unescorted Bombers are therefore now weaker against agile planes like the Phantom, but keeping away from the rotating turret can be more challenging if there are escort UFOs present. Destroyer UFO increased to 200HP (from 175). Fighter UFO turn rate increased by 50%. Fighter Cannon armour destruction increased to 2-5 (from 0-3). Abductor UFO increased to 275HP (from 250). Abductor Cannon range increased by 10%, armour destruction increased from 1-3 to 3-5, and reload time reduced from 0.75 sec to 0.5 sec. Projectile speed slowed down by 33%. Alien Interceptor Missiles armour destruction increased to 3-7 (from 0-4). MINOR GAMEPLAY / CONTENT CHANGES: Added a number of new maps for Terror Sites / ATLAS Base / Cleaner Data Raid / Convoy Ambush / Rescue VIP missions. Added new 3D models for the Cleaner Accelerated Rifle, Accelerated Shotgun, Accelerated LMG, Alloy Shield, Stun Gun and Stun Baton. Added new 2D inventory tile art for the melee knife and the HEVY Smoke Rounds. Added Fusion weapons to the game. For any Kickstarter backers who saw the old incarnation of these weapons, we've updated the designs of the Shotgun and LMG and also given each weapon a unique ammo battery design. Added proper melee animations for the Mantid and Sebillian units. Units now play an injury sound and injury animation when struck with a stun weapon that does not inflict damage. Soldiers should now hide their carried weapon when performing their ladder climb animation. It is now possible to use any combination of uppercase and lowercase letters in soldier / aircraft / base names. Moved a check that was preventing a player launching an empty dropship from the Launch Aircraft screen to the pre-mission Soldier Equip screen instead (i.e. after you've had a chance to fill the dropship with soldiers). Stopping chance 0% objects are no longer highlighted on the fire path. Added a basic sort order system to the soldier loadout profiles. Units that can crush terrain now do not crush an open double door when they pass through it (most noticable inside UFOs and in Alien Base missions). The MARS now shows a custom "cannot interact" cursor when hovering over a mission objective item (like a computer desk) that soldiers can interact with but vehicles cannot. Double clicking an empty slot on the Soldier Equip screen will bring up the soldier assignment menu directly, so you don't need to select the slot and click the button any more. Clicking a weapon in the soldier inventory on the Soldier Equip screen will select it in the Armory, allowing you to add more ammo quickly (let us know if this ends up being annoying). Set the large rock mesas in the Polar and Desert maps to be significantly tougher, and added proper destruction states to the Polar one. Updated the Soldier Equip screen so items in the inventory and in the base armory panel now both have a slight highlight on mouse hover. There's now a small animation when soldier pawns switch places in the dropship (on the Aircraft screen), which makes it easier to understand what's happening. Added tooltip description text to the Stalker Armour and Exosuit Armour. Improved the performance for the Farm cabbage fields, as some players were experiencing FPS drops there. Updated the sort order on several items in the soldier armory and in the base stores so things are grouped more sensibly. Abduction tubes and the various Stealth unit shaders (Wraiths / Stealthsuit) no longer draw under the shroud. Security guards in the dockyards now have little hats so they don't look quite so much like Cleaners. BUGFIXES: Fixed a crash that could occur if you tried to run a building upgrade project when having a large number of buildings (most commonly occurred with the Gauss Battery Upgrade project). Fixed a bug where the text on UFO information pop-ups was not being displayed for users playing in Chinese / Japanese / Korean. Fixed a bug where Unassigned soldiers are not showing certain items on their paperdoll image on the Soldier Equip screen (jetpacks, MARS weapons, etc). Fixed soldiers sometimes not being removed from the dropship even when reduced to below 50% HP Fixed a bug where the Autofill Dropship button on the Soldier Equip screen could bypass the dropship vehicle limit. Fixed reloading a weapon in the tactical inventory not playing the reload sound. Fixed the tactical camera getting stuck at a weird angle if you were halfway through rotating it and something else tried to take control of the camera (sighting an enemy, etc). Fixed a bug where Senty Guns were incorrectly showing on the Soldier Equip screen in secondary bases (they should only appear before Base Defence missions, as that's the only time they can be used). Fixed a bug where the soldier paperdoll could get blurred if a certain combination of items were equipped. Fixed a bug where the soldier portrait could disappear on the dropship soldier arrangement screen. Fixed the Autofill Drosphip button not appearing immediately if you used RMB to unassign a soldier from a full dropship. Fixed the bug where grenades could get stuck displaying a 0% hit chance. Fixed a bug where units could stand in mid-air at the top of a ladder. Fixed a bug where you could place two soldiers into the same destination tile if one of them was using a jetpack. Fixed a bug where unconscious units could not be revived with a medikit, Fixed a bug where the shoot/move preview hit calculations was not accurately updating the value for Wraith Cloaking Field based on the new soldier location being previewed. Fixed a bug where TU values could end up with a decimal point after a Berserk action. Fixed a bug where suppressing an enemy unit with reaction fire would not stop them finishing their planned movement. Fixed a bug where crouching during the pre-battle deployment phase on cerrtain missions cost TU, and did not refund it if you stood up. Fixed a bug where the crouch keyboard shortcut ("C") did not work during the pre-battle deployment phase. Fixed a bug where the combat shield was not disappearing after being destroyed. Fixed a bug where certain weapons could not be picked up from the ground after being dropped. Fixed certain objective items (mostly the computer desks) being incorrectly rotated in some situations. Fixed the Bleeding Wounds counter being displayed vertically if the unit has more than 10 Bleeding Wounds. Fixed the open door mouse cursor remaining active on the menu if you press Esc while hovering over a door. Fixed a visual issue where the green deployment area tiles could sometimes remain after the end of the deployment phase. Fixed throwing a grenade / flare onto the roof of a building causing windows on the floor below to shatter. Fixed some visual issues with the restaurant sign in the Western Town terror maps. Fixed a number of bugs with the Ultimate Power achievement (bring all Colonels to a mission). Fixed a few types of aliens not correctly showing the red obstruction shading when they are hidden behind an object. Fixed a minor issue with fire paths where shooting round corners was more permissive if you were shooting through an adjacent unit. Fixed a typo in the Electroshock Pistol name. Removed some incorrect tooltips from the Mod Manager panel.
  18. 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 is another quick patch for Milestone 3, as it turned out there were a few more bugs in 3.0.7 that needed fixing before it went public: Balance Changes & Gameplay Updates: Bomber UFO weapons updated. The main cannon now fires faster and destroys armour more quickly, and the secondary weapon now has a much smaller fire arc but can rotate to cover the rear and sides (but not the front) of the UFO. Unescorted Bombers are therefore now weaker against agile planes like the Phantom, but keeping away from the rotating turret can be more challenging if there are escort UFOs present. Doubled the Alenium / Alloys recovered from Alien Base missions, as they were previously very stingy compared to crash sites. Alien missiles in the air combat now have a 0.35x damage against units that can do evasive roll; this means alien Fighters and alien Interceptors are now a bit weaker when autoresolving air combat battles. Added tooltip description text to the Stalker Armour and Exosuit Armour. Bugfixes: Fixed a crash linked to units being zombified by Reapers. Fixed another case where doors could be opened / closed and their visual state would not update correctly. Resized the Abduction tubes so their tops are no longer visible in the shroud.
  19. I am planning to revise the close-range bonuses upwards in the next batch of major balance changes, yes. But I don't think we're ever going to be in a situation where proximity matters more than accuracy (for anyone other than your shotgun soldiers). Also, bear in mind that shotguns display their hit chance per pellet - 86%x3 is actually a 99.7% chance of hitting with one pellet, a 95% chance of hitting with at least two pellets, and a 64% chance of hitting with all three. I don't think the odds sound anywhere near as bad when viewed like that.
  20. Thanks. We'll get this fixed - I don't think it's game breaking though. It only seems to happen if you unassign a soldier that has the Heavy Armour module equipped, and if you reassign that soldier to a dropship and click the button again then it'll return to the normal state.
  21. 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 is hopefully the final build we'll be putting out before the full release for Milestone 3 next week, so please give it a test and let us know if you experience any major bugs! Gameplay & Balance Changes: Reduced the number of Cleaners in the Cleaner Base to make it a bit more manageable if you manage to unlock it early. Delayed the first possible alien retaliation mission, as it would frequently spawn in the same wave as the first Destroyer (meaning the player had often just fought a battle when it happened and had a damaged squad). Mentarch can no longer crouch or be suppressed. Reaper Zombies now have 70HP (up from 40HP). Warden Armour now requires 6 Alloys to build (up from 4). Accelerated Weapons now require more Alloys to build, with the most expensive weapons requiring 6 (up from 4). Laser weapons now require more Alloys and Alenium to build, with the most expensive requiring 6 of each (up from 4). Swapped the Alloys and Alenium cost of advanced building upgrades; these generally now require twice as much Alenium as they do Alloys. Increased Alloys gained from Observers, Abductors and Cruiser UFOs by 50%. Training Center building increased in cost from $250k to $350k. Doubled the duration of Corpse Analysis II engineering projects. Added updated translation files for all supported languages except Japanese and Korean. Improved the performance for the Farm cabbage fields, as some players were experiencing FPS drops there. Updated the sort order on several items in the soldier armory and in the base stores so things are grouped more sensibly. Abduction tubes and the various Stealth unit shaders (Wraiths / Stealthsuit) no longer draw under the shroud. Security guards in the dockyards now have little hats so they don't look quite so much like Cleaners. Bugfixes: Fixed a crash that could occur when Ctrl+Shift shot previewing towards a higher level. Fixed another way that doors could get stuck in a state where they visually looked open or closed, while actually being in the opposite state in game terms. Fixed the AI being unable to attack in certain situations due to a bug that could occur when sighting a Xenonaut at certain angles. Fixed the visual flicker that occurred when adding / removing projects from the Engineering queue. Fixed the end of the move path being sunk into certain types of slightly raised floor level. Fixed the active base changing after recruiting new soldiers on the Soldier screen. Fixed the items on the Stores screen not sorting in the correct order the first time you access the screen after loading a save. Fixed the "enemy has died from their wounds" toast displaying "Name:" before the enemy name. Fixed a visual issue on the UFO HP display text line in the air combat. Fixed Mantids with rifles holding their guns like they were pistols. Fixed the plasma / fusion projectiles having a misaligned particle effect.
  22. Unfortunately this mission got broken during the changes from 3.04 to 3.05, which is why it's crashing - I think you might need to start a new campaign, as it'll work fine in any campaign started in 3.0.5 or 3.0.6. Loading a save from before the mission spawned on the Geoscape might also fix it, but I can't guarantee that.
  23. Hmm - I just tested it myself and getting 3.0.6 worked fine for me. I had auto-updates enabled though.
  24. Yeah, that's now fixed in 3.0.6, I'd forgotten to remove the additional rewards from some of the missions in 3.0.5.
  25. 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! Unfortunately this update breaks saves from prior to the previous build (3.0.5). We do try to avoid this happening where possible but sadly it is sometimes necessary with Experimental builds! Gameplay Changes: Updated some of the Abduction missions so now they all give +20 Panic if you fail / ignore them, and the Panic reduction is always based purely on how many civilians you rescue. Slightly reduced the Accuracy on the MARS Cannon weapons, with the cheapest fire mode having a greater Accuracy reduction but also a slight reduction in TU fire cost. You now get a small notification when an AI unit dies from bleeding damage (as it wasn't always obvious what happened). Alien melee weapons can no longer gib units through overdamage. There's now a small animation when soldier pawns switch places in the dropship (on the Aircraft screen), which makes it easier to understand what's happening. Bugfixes: Fixed some players suffering extremely long load times. Fixed a crash that could occur performing certain movements with a jetpack. Fixed the tutorial not booting up properly. Fixed cancelling a research project causing it to be temporarily duplicated in the project list. Fixed an issue where wounded soldiers (below 50% HP) would be incorrectly classed as injured (above 50% HP), and allowed to remain in the dropship. Fixed several places where shelf tiles were incorrectly blocking movement in the Data Raid office maps, and one place where a parking bay was blocked by an invisible lorry. Fixed the ATLAS Base mission conversation when you spot The General not being triggered correctly. Fixed the tracks on the MARS continuing to spin after it stopped moving. Fixed the MARS sometimes remaining visible after being destroyed. Fixed the deployment zone green tiles sometimes remaining in place for the whole mission instead of disappearing. Fixed Wraiths flickering when running. Fixed occasional white flashes as the soldier portrait images loaded in on the tactical UI. Fixed the Autofill Drosphip button not appearing immediately if you used RMB to unassign a soldier from a full dropship. Fixed the Custom difficulty button on the New Campaign screen not being highlighted when you used custom campaign parameters. Fixed the base navigation menu not updating correctly when you change base. Fixed a typo in the Electroshock Pistol name. Fixed the objective item indicator on the tactical UI soldier minitabs having the incorrect tooltip, and being unable to display double-digit numbers. Fixed the date of death on the Soldier Memorial Screen using the language detected from your operating system location, not the language set in-game.
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