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Everything posted by Chris
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Again, this is mostly your personal opinions on game balance rather than bugs. It's not a bug if I decide that a grenade has both a shrapnel element and a poison element to it, and it's not a bug if you take more damage from being caught in an exploding gas grenade blast than you do from walking through one tile of gas, and it's not a bug if there's no simple rule that the armour destruction is a fixed percentage of the raw damage. You can post your opinions on that sort of thing in the balance threads if you want, but please don't fill up the bug threads with it. The grenade explosion itself does 15 damage and causes 3 armour destruction. The poison gas inflicts 10 damage when it spawns into a tile, and for each tile a unit passes through. It also inflicts 20 damage if you remain in the tile at end of turn. There's clearly a problem with shields, as you've already reported. Thinking more about it, you probably took 2 armour destruction because the grenade didn't hit dead on your soldier, and the damage drop-off reduced the inflicted armour destruction. So the only actual bug I can see is that combat shields should be immune to the poison gas (but not the initial 15 damage caused by the grenade).
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Milestone 5 STABLE Balance & Feedback
Chris replied to Chris's topic in Xenonauts-2 General Discussion
You already can crush the Symbiotes! -
[5.22+ Ground Combat] Inconsistent bonus/penalty description
Chris replied to gG-Unknown's topic in Xenonauts-2 Bug Reports
Yes, we do need to unify this a bit. Thanks for the reminder.- 1 reply
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Thanks. Yeah, you're right there's something strange going on with the way poison gas interacts with combat shields. We'll get that fixed. It shouldn't be taking so much damage on impact, and it shouldn't be taking damage on movement either. The damage calculation for armour seems fine for the initial impact, it seems to do 3 damage to tactical armour on impact. Maybe the armour you're testing has a resistance value too. I think it's fine for the initial explosion to cause armour damage but then the gas itself not to cause armour damage when you move through it. The grenade might contain more than just gas. I'll set poison gas to have a higher priority than smoke.
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Thanks for reporting this. It seems like this bug has happened because earlier in the campaign, you tried one of the UOO missions and either failed the mission or aborted it? There was a bug in an earlier version of the game (now fixed) that could break campaigns if you did that, and it looks like that's what's causing this crash. If that's not what has happened then please let us know and we'll look into it further.
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Milestone 5.27.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed soldiers initially being invisible after moving up a level via a teleporter. Fixed various visual issues with the Western Town biome, the largest being the long-running issue with the restaurant interior walls rendering black. However, there were several other (more subtle) rendering issues in this biome that we've also fixed that should clean up the visuals of Terror Sites. Fixed there being some "holes" in the walls of alien bases (this was just one particular wall tile not rendering correctly). Fixed some issues with the walls flickering in certain Farm barn buildings. Removed a filing cabinet that was obstructing an office window (but still allowing you to shoot through it) in a particular terror map. Fixed an issue with the text for a certain Geoscape anomaly in the German translation. -
This is another hotfix for Milestone 5 that fixes a few crashes and other gameplay issues. As always, we're monitoring the bug report forums and we'll continue to release hotfixes for crashes and gameplay issues reported by players. Changes: All aliens in the Terror Site around day 70 should now use Magnetic weapons (previously a couple of aliens were incorrectly using Plasma weapons). Made some small changes to the Endgame part 2 mission, ensuring the outer walls of the mission are indestructible and placing earth tiles in any of the internal voids in the map. Also fixed some misaligned floor tiles. These map changes mean that any existing save games from Endgame part 2 will now be broken! Bugfixes: Fixed a crash that could occur when a Servitor fell down a level while also trying to perform autoheal. Fixed the Autopsy: Symbiote research project not unlocking correctly. Fixed the "Recovering" state of wounded soldiers incorrectly displaying as "<1 Day" in some situations. Fixed the western town double-sided chair tiles not correctly disappearing when destroyed.
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We've had a look at the logs and the cause isn't really obvious. As we're not really sure where to start with the a fix, we've decided not to spend any more time on trying to fix it - if it doesn't appear in the Release branches, and only appears on slow machines, it's quite a low priority bug. Thanks for all your testing on this bug, we appreciate it a lot.
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mission terror at crash landing mission
Chris replied to APXAHrEJL's topic in Xenonauts-2 Bug Reports
Hi - are you able to reproduce this crash from any of your saves? We've tried loading them and we can't get it to crash. -
Milestone 5.26.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Changes: All aliens in the Terror Site around day 70 should now use Magnetic weapons (previously a couple of aliens were incorrectly using Plasma weapons). Made some small changes to the Endgame part 2 mission, ensuring the outer walls of the mission are indestructible and placing earth tiles in any of the internal voids in the map. Also fixed some misaligned floor tiles. These map changes mean that any existing save games from Endgame part 2 will now be broken! Bugfixes: Fixed a crash that could occur when a Servitor fell down a level while also trying to perform autoheal. Fixed the Autopsy: Symbiote research project not unlocking correctly. Fixed the "Recovering" state of wounded soldiers incorrectly displaying as "<1 Day" in some situations. Fixed the western town double-sided chair tiles not correctly disappearing when destroyed. -
[m5.25.0 - Geoscape] Objective text runs off screen.
Chris replied to Melee's topic in Xenonauts-2 Bug Reports
Yeah, it's still on my radar, thanks. -
Thanks, that's very helpful. I've put version 5.0.0 and version 4.27.0 experimental up on the testing branch - I'd also be curious to know if this issue existed in Milestone 4, or whether it was introduced with Milestone 5. BTW, you can tell if a build is an Experimental build or not by whether it has the text "development" in the bottom right hand of the screen. If it does, it's an experimental build. Just to be clear, when you say "Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears" do you genuinely mean that the first tutorial popup that says "welcome to Xenonauts 2" doesn't appear for you? Because in our testing that appears at 00:00:28, so we were assuming you were talking about not getting the Radar Range popup or the stuff to do with Geoscape Anomalies etc. Could you just clarify exactly where it fails?
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This is another quick hotfix for Milestone 5, fixing a second pathway for the Reflexes bug to occur that we missed in the last hotfix. Bugfixes: Fixed a second variant of the bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes), causing the temporary debuff to become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered this reduction with a patch, as the bug overwrites their original stat value - sorry about that!
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Milestone 5.25.1 STABLE Released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
That's an entirely different artist to the ones you've complained about previously, though, and that specific piece of art was painted two years ago (prior to the Early Access launch), back when AI image generation was very primitive. Which kinda illustrates the point I'm making - not every issue you see with a piece of art is because it's been generated by AI. Sometimes artists cut corners, sometimes they make mistakes, sometimes they just aren't technically capable enough to get everything in a scene perfect. In this case that's just the artist's style, which you can also see on all the interrogation art. He's a very talented artist (especially with biological creatures) but he's not great at industrial design, which is why the computer stuff at the top looks a bit weird. -
Milestone 5.25.2 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! This is another quick hotfix for Milestone 5, fixing a second pathway for the Reflexes bug to occur that we missed in the last hotfix. Bugfixes: Fixed a second variant of the bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes), causing the temporary debuff to become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered this reduction with a patch, as the bug overwrites their original stat value - sorry about that! -
Milestone 5.25.1 STABLE Released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
It's not AI-generated. The artist has just painted over a 3d render of the in-game prop and placed it in front of the updated research UI background. No, you haven't. You're just making assumptions. -
[5.22+ Ground Combat] Grenade luncher is wierd again
Chris replied to gG-Unknown's topic in Xenonauts-2 Bug Reports
The scatter on the grenade launcher is a bit wild here - it looks like it's shooting about 45 degrees to the right, which is too much. The problem looks much worse because the game traces the path to see what intervening object will be hit, but then it fires the grenade at the tile in front of the intervening object. So instead of looking like the grenade smacks into the wall of a building (hitting it mid-way through the arc), it instead calculates a whole new full arc that ends just in front of the object and never actually hits the intervening object. Fixing that will make a lot of these issues go away, because it'll be obvious what's actually happening. It's just a complicated fix and we haven't had time to do it yet.