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Chris

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  1. Please stop tagging me in this thread - there's lots of people making suggestions in lots of different places and I do my best to stay on top of it all, but I've got a lot of different things to manage and work on so my time is limited. It's not fair on other forum posters who are also making suggestions to send me notifications about one particular thread (or it'll just encourage everyone to tag me in every thread, which I definitely don't want either). Anyway, which number 3 are you referring to? Several people have posted lists of suggestions in this thread at this point.
  2. This is a stability and minor balance fix that we're pushing out to all players on our default Steam / GOG / Epic branches. The consolidated changelog for this update is below, representing all changes from Milestone 2.17 to Milestone 2.19 on our Experimental branch. We will be continuing to patch Milestone 2 to fix any stability issues that people encounter so please continue to report any issues! (we're working on a fix for soldiers getting stuck in the recovering state right now) Balance / Gameplay Changes: Reduced the manufacture times of all aircraft equipment. Reduction is greatest for the starting items (where it is close to 50%). Stun Gun is now correctly sellable / transferrable. Reload time for Sidewinders and other light missiles in air combat reduced from 6 seconds to 3 seconds. Added "Planned Loadout" label when viewing unassigned soldiers, and added a pop-up notification to explain the concept (which is that soldiers only claim items when assigned to a dropship, so unassigned soldiers instead have a "planned" loadout) as this was confusing many players. This feature exists so soldiers will automatically return all items to the stores when removed from a dropship for any reason (e.g. getting wounded), but will still remember their previous loadout and automatically try to re-equip it if reassigned. Bugfixes: Fixed a crash that would occur on the Geoscape if you ended a month with negative cash balance due to upkeep costs. Fixed a crash that would occur if you tried to drag a "ghost" item on an unassigned soldier back into the base stores. Fixed a crash that could occur at end of turn after manually reloading an Advanced Laser Weapon. Fixed a crash that could occur if you failed in an assault against a Landed UFO, then later attacked a Crash Site from the same UFO. Fixed a crash caused by players putting ^ characters in soldier names and then attempting to start a tactical mission (this character is no longer permitted in names). Fixed the Phantom interceptor not regenerating its own basic armour unless it has an Armour item equipped. Fixed several issues with building adjacency bonuses that could occur when building upgrades happened, which caused them to be lower than they should. Fixed aircraft losing their firing targets (and therefore refusing to fire missiles) if you clicked on the targeted UFO a second time. Fixed Automed Unit regeneration incorrectly occurring after bleeding wounds inflicted damage. Fixed soldiers with the combat shield not using the correct animation set if their other hand has a melee weapon or is empty, as opposed to carrying a pistol. Fixed fleeing soldiers visually carrying their primary weapon as they run, even though they'd already dropped it. Fixed buildings in destroyed bases still costing upkeep. Fixed various sections of the text incorrectly displaying in English even when you had a different language enabled. Fixed ammo quantity for equipped weapons on the Soldier Equip screen not being shown. Fixed the Cleaner Soldier autopsy research report showing the interrogation image instead. Fixed the Rescue VIP missions displaying the objective "Make contact with VIP" when the VIP now starts under your control already. Fixed various UI issues that could occur if you destroyed a lab / workshop in a base, and tried to go down to 0 scientists or engineers. Fixed an issue where manually reloading a weapon with an empty clip in the tactical inventory would give you back the old clip with 0 shots. Fixed a minor bug that could cause soldiers who had been hit with several attacks to sustain extra bleeding wounds. Fixed stacked containers having an upper container with a destroyed state that could be left hovering in mid-air. Fixed the air combat target image for each interceptor not always updating correctly at the start of the battle. Fixed a minor issue in the tutorial where the Soldier Equip screen was interactable even though it shouldn't be. Fixed a number of visual issues with walls / props in the underground military base tileset that would occur when those assets were partially in the shroud.
  3. 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! Changes: Added "Planned Loadout" label when viewing unassigned soldiers, and added a pop-up notification to explain the concept (which is that soldiers only claim items when assigned to a dropship, so unassigned soldiers instead have a "planned" loadout) as this was confusing many players. This feature exists so soldiers can automatically return all items to the stores when removed from a dropship for any reason (e.g. being wounded), but will still remember their previous loadout and try to re-equip it if reassigned. Fixed a crash that could occur if you failed in an assualt against a Landed UFO, then later attacked a Crash Site from the same UFO. Fixed aircraft losing their firing targets (and therefore refusing to fire missiles) if you clicked on the targeted UFO a second time. Fixed Automed Unit regeneration incorrectly occurring after bleeding wounds inflicted damage. Fixed soldiers with the combat shield not using the correct animation set if their other hand has a melee weapon or is empty, as opposed to carrying a pistol. Fixed buildings in destroyed bases still costing upkeep. Properly fixed the issue with advanced laser weapons potentially causing crashes at end of turn when manually reloaded.
  4. Thanks. Yeah, we're aware of this one. Unfortunately we can't figure out what's causing it, and we can't fix it until we know the cause. If you have any information about what you were doing before the bug happened then that might help us track it down. Do you use the Shift move path shot preview functionality a lot? A previous version of this bug was linked to that.
  5. Thanks. 1) should be fixed in our next major update, 2) I've fixed just now by updating the achievement to read "hostile units", and I'll fix 3) to refer to hostile units too. 4) is intended behaviour.
  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! Changes: Reload time for Sidewinders and other light missiles in air combat reduced from 6 seconds to 3 seconds. Fixed a crash that could occur at end of turn after manually reloading an Advanced Laser Weapon. Fixed various sections of the text incorrectly displaying in English even when you had a different language enabled. Fixed an issue where upgrading to advanced workshops / labs could cause you to lose the adjacency bonuses. Fixed ammo quantity for equipped weapons on the Soldier Equip screen not being shown. Fixed the Cleaner Soldier autopsy research report showing the interrogation image instead. Fixed the Rescue VIP missions displaying the objective "Make contact with VIP" when the VIP now starts under your control already. Fixed various UI issues that could occur if you destroyed a lab / workshop in a base, and tried to go down to 0 scientists or engineers. Fixed an issue where manually reloading a weapon with an empty clip in the tactical inventory would give you back the old clip with 0 shots. Fixed a minor bug that could cause soldiers who had been hit with several attacks to sustain extra bleeding wounds. Fixed stacked containers having an upper container with a destroyed state that could be left hovering in mid-air. Fixed the air combat target image for each interceptor not always updating correctly at the start of the battle.
  7. Thanks. Weirdly enough I can't reproduce this from the save you provided, but the logs are helpful. We're releasing an update onto Experimental today that we think might fix this.
  8. Thanks. I think we've identified the crash now - it's linked to reloading an advanced laser weapon. We're working on a fix. (The "resolve_layers" file isn't something we need though, that's something that we use when a map isn't loading for some reason. The saves and the output.log are the critical things we need!)
  9. Thanks for all the posts and feedback, we'll pass this on to the translator and fix what we can.
  10. Hmm, I'm guessing that Ausputzer translates as "sweeper" rather than "cleaner" then, given the football reference?
  11. We should be fine - as part of their attempts to calm the situation they made a very public promise you could keep using the terms of service of the current version you're using if you wanted (and tbh legally it'd be difficult for them to change that even if they wanted to). Unity 2022 is the last version before their revenue share model kicks in so X2 is fine.
  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! Balance / Gameplay Changes: Reduced the manufacture times of all aircraft equipment. Reduction is greatest for the starting items, where the reduction is just over 50%. Stun Gun is now correctly sellable / transferrable. Bugfixes: Fixed a crash that would occur on the Geoscape if you ended a month with negative cash balance due to upkeep costs. Fixed a crash that would occur if you tried to drag a "ghost" item on an unassigned soldier into the Armory. Fixed an issue where soldiers could get stuck in the "Recovering" state. Created a custom character blacklist for the text input fields in the game, as putting ^ characters in soldier names will cause the game to crash loading a tactical mission. Fixed the Phantom interceptor not regenerating its own basic armour unless it has an Armour item equipped. Fixed several issues with building adjacency bonuses that could occur when building upgrades happened, which caused them to be lower than they should. Fixed fleeing soldiers visually carrying their primary weapon as they run, even though they'd already dropped it. Fixed a minor issue in the tutorial where the Soldier Equip screen was interactable even though it shouldn't be. Fixed a number of visual issues with walls / props in the underground military base tileset that would occur when those assets were partially in the shroud.
  13. Hi - sorry, Kouki is misunderstanding what you're saying. The greyed out equipment for Unassigned soldiers represents a loadout preview - it's them "remembering" their previous loadout. However, the items themselves aren't actually equipped (which is why they're greyed out). Wounded soldiers or any soldier removed from the dropship for any reason automatically release their items for other soldiers to use, but they'll try to equip them again from the base stores if you put them back in the dropship. So it's not a bug, but I can see how it could be confusing.
  14. Destroying cover and destroying walls are somewhat different things though. I think it's important to give players tools to remove walls from the very outset because it hugely increases the opportunities for cool plays, but that doesn't necessarily mean I'm against making certain types of cover robust enough that they can't be removed with a single demo grenade.
  15. So broadly speaking I'm happy with the balance of all the "main" weapon types, including the LMG. People will frequently say one type of weapon is weak but then I'll hear another player say the same type of weapon is actually really strong, and I think a lot comes down to playstyles. The HEVY is an exception there, although I'm still not entirely sure what changes I want to make to it. But I don't really agree that all heavy weapons are entirely useless. I'd also rather not nerf the demolition grenades (the eventual goal is to fold the remote detonation mode of the C4 into the demo grenades, then remove the C4 entirely). Being able to destroy the scenery easily opens up so many tactical options that I don't really want gated behind heavy weapon soldiers - it's a fun mechanic that makes the game far more interesting. The answer is probably to make the HEVY stronger rather than taking anything away from demo grenades. As for the point about high Strength being a boring choice in the game because of the new Heavy Armour checkbox - I'd like to hear other people's opinions on this. I think there's definitely diminishing returns to high Strength, but choosing between heavy armour, an extra magazine, a demo grenade or a stun baton etc is quite a big choice when soldiers don't have huge Strength. Especially when you're using advanced weapons with smaller clips in them. But I'm happy to listen to what the community thinks about it. For the air combat - there has been a balancing pass done on the air combat now. We are continuing to work on the balance and will revamp the visuals, and maybe add some new equipment too, but you can certainly see the outlines of system by now. So feel free to give feedback on how we should improve it. Although we're already looking into reducing the build times for aircraft equipment. The damage on air combat weapons is already a random range now (50%-150% per shot, like in ground combat). Hit chances are supported but don't work well mechanically, particularly with missiles and other projectiles that score hits based on physical positioning / evasion, so they're all set to 100%. We did experiment with a system where aircraft took a long time to repair (in fact they still take much longer than in X1) but I don't think even one person said they enjoyed it, and we got loads of complaints about repair times being too long! One thing we could potentially try here is to break up the UFO "waves" where the UFOs spawn in large groups roughly every couple of weeks, and just have a couple of UFOs spawning every 4-7 days. Then you're much more likely to encounter a situation where your plane is damaged and you can't send it up again. But it does mean you game will be continuously interrupted by UFOs spawning, which really started to annoy me in the late-game in X-Com.
  16. I'm putting this update out on both our standard branches and the Experimental branch, as the previous Stable update contained a serious bug we need to fix. Bugfixes: Fixed a bug where attempting to start a VIP rescue mission would cause the game to crash. Fixed a crash where wounded soldiers could incorrectly end up assigned to a dropship and then sent to a mission.
  17. Does the cancel moves button on the tactical inventory allow you to get the TUs back from unloading weapons?
  18. Thanks - you’re correct, this is an error from a previous milestone that I’ll get fixed in the next patch.
  19. Hello everyone - we've reached the end of November, so it's time for our monthly development update. This month has been fairly intense but once again the project has made good progress. Milestone 2: The biggest news this month has been the official release of Milestone 2, our first major update since our Early Access launch. I discussed the many upgrades made in Milestone 2 in our previous update so I won't cover them again, but getting everything ready for this release took up most of the month. Our thanks go out to all the testers who were reporting bugs and giving gameplay feedback on the Experimental branches over the past couple of months, as it has been incredibly valuable! Broadly speaking, all this testing meant Milestone 2 launched in pretty good shape - but we've already patched a few major bugs and put out a fix for the funding situation being overly restrictive on the easier difficulty settings. We're continuing to monitor stability and balance issues, so please do let us know if you're encountering problems and we'll consider further patches! Milestone 3: Although Milestone 2 is barely out the door, we're already hard at work on Milestone 3. This update contains the alien Cruiser UFO, which is crewed by aliens carrying deadly Fusion weapons. If you can successfully capture one of these Cruisers, you can unlock the final interceptor and dropship aircraft, plus another tier of infantry weapons and an upgrade for the MARS that turns it into a hovertank. We'll also be continuing to work on the alien AI and the air combat, and we're hoping to add various minor community-requested features into this update too (e.g. the ability to autosell "junk" items after combat). Finally, we're expecting Milestone 3 will have significantly improved loading times compared to earlier versions of the game! Unity 2022 Upgrade: These faster load times will be happening partly because we're in the process of upgrading from Unity 5.5 to Unity 2022. We've already done the necessary technical work for this, but there's always teething issues with a major engine upgrade, so I expect we'll have to spend a couple more weeks fixing things up before things are fully back to normal. Players should see faster load times and better performance when this work is complete, along with proper support for multiple monitors and borderless windowed mode etc. It will also make development work more efficient, as the codebase compiles much more quickly etc. Finally, it'll also bring us one step closer to mod tools - as some of the work we'll be doing upgrading our internal editor tools could be re-used to create a more effective mod editor. I think I'll wrap things up there. If all goes well, we might have an early prototype of Milestone 3 ready for people to play on the Experimental branch by mid-December (if not, it'll be early January). Thanks for reading!
  20. 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 a patch for our recent Milestone 2 update that attempts to address some balance issues, and fix a few bugs. Balance / Gameplay Changes: Soldiers once again only drop their Primary weapon if they Panic. VIP should now start under the player's control on the Extract VIP missions. Starting funding increased by $500k on all difficulties except Commander. Base monthly funding increased by ~10% per region, which increases the post-expenses monthly income by ~20% at the start of the game. Monthly funding multipliers for Recruit difficulty have increased from 1.2x to 1.25x, and have decreased from 0.9x to 0.8x for Commander difficulty (so funding remains similar to the current build on Commander). Alien weapons recovered from the battlefield now award 1 Alloy each instead of 2 Alloys, and the Alloys awarded from capturing UFOs have been reduced by 20%. Scout UFO now awards slightly more Alenium when captured. Bugfixes: Attempted to fix a display bug that could occur if players have two monitors, and have their second display set as their primary monitor in Windows. Fixed the UI not updating correctly if you switch a HEVY out of the Primary slot, causing the new weapon to display like it was loaded with HEVY ammo. Zombies (and other units that are immune to stun damage) now display a "0" above their heads when they would normally suffer stun damage.
  21. Yeah, it's on the public early access branches now. And sure, you're welcome to do a video on the changes if you'd like to!
  22. We can either drop just the Primary, the selected weapon, or both weapons. Dropping only the selected weapon is way easy for people to game (they'd always switch at end of turn), and I feel like dropping the Primary weapon only is a bit silly in some circumstances (like Shield + Pistol). So I decided on the other option. If people feel this change negatively impacts the game we can always change it back. I'm not too bothered either way; I just think dropping both makes most sense.
  23. Our first major Early Access update to Xenonauts 2 has now officially been released - please be aware that this update breaks existing save games, but if you want to keep playing your existing campaigns please switch to our Legacy branches where you can keep playing Milestone 1 (instructions on how to do so here!) We've made a LOT of changes to the game, but I'll highlight the most important improvements here with a little developer commentary! Cleaner / Early Mission Rework: A lot of players mentioned that the pacing in Milestone 1 felt off. Many people liked the addition of the Cleaners, but felt they were barely involved in the game. They didn't feel threatening, and their whole storyline could be completed in as little as two or three missions. This contributed to an overall feeling of being rushed through the game content. We've extended the playable time to 200 days by adding additional content to the beginning of the game. Most of this is related to the Cleaners, with a number of extra tactical missions and mission types being added to make the most of the unique opportunities provided by having an alien-aligned human faction in the game. The storyline of the game has been rewritten to reflect this. We've returned the player to being a silent protaganist, and introduced The General (the predecessor of the Commander) as antagonistic character that appears in the tutorial and the first mission. The early game now has a bit more of a narrative punch than it did previously, and it's worth replaying the tutorial if you're interested in the lore. The entirely new mission types include Rescue Soldiers, Convoy Ambush and Rescue VIP, but in general we've created a larger pool of Cleaner missions (with more map variants) that can be randomly chosen. You'll now spend more time fighting the Cleaners, but there should be enough variety that it does not become boring or repetitive! Panic & Funding Rebalance: On harder difficulty settings, Milestone 1 had an issue where the player was forced to spend a large amount of their income building new bases and aircraft right from the very beginning of the game - otherwise Panic would rapidly get out of control, either causing you to lose the game directly or causing your funding to drop significantly. There was therefore only one "correct" way to play the strategy layer, which made the game less fun. We've made several changes that give players more initial flexibility. Panic now drops by 10% per region at the end of each month, and funding is now no longer affected by Panic level (provided you haven't lost the region). Of course, expanding early is still a very strong strategy - but you can now experiment with other options too. Probe UFO: As the "Cleaner phase" at the start of the game is now quite a lot longer, we had to push back the point where the Scout UFO began to spawn. This meant we needed to add a new UFO to the early game that didn't produce crash sites or unlock too much advanced technology. The new unmanned Probe UFO appears in the very early stages of the game. This small UFO does not create crash sites, but instead creates wreckage that awards a small amount of Alloys when shot down. Because it is relatively weak, we also use it as an early-game escort craft once larger UFOs start to appear. Aircraft Payload System & Air Combat: In Xenonauts 2 we want the aircraft equipment loadouts to be more varied and flexible than they were in Xenonauts 1, giving the player more space to customise their aircraft to fight in different ways. Interceptors no longer have fixed weapon slots that can only take particular types of weapons. Instead, they can now carry a much wider variety of weapons and equipment - but they have to respect a total Payload limit (i.e. equipment weight). There's also been a significant amount of balancing work done on the air combat itself, making the difficulty curve of the invasion fairer and making the air combat battles themselves more engaging. "Heavy" Soldier Armour Variants: One of the less cool things in Milestone 1 was that you could research advanced new armour types and then discover that many of your soldiers just weren't strong enough to use it (the Guardian was the worst offender here). Conversely, stronger soldiers had little opportunity to carry heavier armour beyond equipping the armour plate module (which filled backpack space). Each type of soldier armour in the game now has a "heavy" variant that is enabled by a checkbox. This provides extra armour, but also adds extra weight (and usually reduces Accuracy slightly). This gives the player more choice when equipping their soldiers, and allowed us to consolidate the starting Tactical Suit / Defender Armour into a single item. Civilian AI Improvements: Players frequently complained about how incredibly dumb / suicidal the civilians were in Milestone 1, so we decided to fix this. We fixed several bugs that were interfering with the AI (which should make all AI units a bit more effective) and then we worked on the civilian AI specifically, to make them behave in a more realistic manner. This work also lays the foundations for further AI upgrades in Milestone 3. CHANGELOG - Gameplay Changes: Economy: Cash can now go negative on the strategy layer due to upkeep / wage costs. If you have negative funds after receiving your monthly income for two consecutive months, you lose the game. Funding is no longer dependent on Panic level (unless the region is actually lost). The starting base has one less Hangar and one less Angel interceptor. Aircraft are slightly more expensive to build, and you now have to pay for their equipment items indvidually. Cost for constructing new bases has been reduced from $750k to $500k. Soldier cost increased from $10k to $20k. Upkeep on base structures and aircraft increased by 50%. Upkeep costs for upgraded buildings (e.g. Alenium Generators) reduced to match those of their basic equivalent. Slightly updated the construction cost and sell prices of all manufactured soldier weapons. Shotguns and Rifles are now slightly cheaper, Gauss weapons are more expensive, and Lasers & Gauss weapons have higher starting sale prices. Alien Invasion: Panic now falls by 10% of the current total in each region at the end of the month. Shooting down a UFO now reduces Panic by -1, rather than -2. The Cleaner Base no longer continually spawns Panic-raising anomalies on the Geoscape until destroyed. Instead, the Cleaners generate regular tactical missions on the Geoscape that will raise Panic if you do not complete them (these stop when the Cleaner Base is destroyed). Most alien activity now occurs a couple of weeks later than it did in Milestone 1, as this makes space for the extra Cleaner missions. There's a couple of extra early-game research projects to fill this space. The new Probe UFO is the first type of UFO to spawn. It is unmanned and so does not generate crash sites, and is weak enough that even a basic Angel can take it down relatively easily. Because the player only starts with one Angel and missiles / torpedoes now need to be researched, Scout UFOs are quite a lot more dangerous than they were in Milestone 1. Air Combat: All aircraft equipment now has to be built individually for your aircraft, rather than being unlocked as a global upgrade. Most weapon damage values have been changed to take into account the new slot system on the interceptors. Updated the stats on most UFOs and updated their weapon loadouts, including adding a new "hunter-killer missile" weapon to some types of UFO. Missiles and Torpedoes are no longer starting items and need to be researched. Added two new equippable items for aircraft - Armour and Fuel Pods. The UFO health balancing system that would occur based on the number of aircraft in your squadron has now been disabled, as it seemed too easy to exploit. Damage dealt by UFOs is now modified by the difficulty setting, ranging from 80% of normal on Recruit to 120% of normal on Commander. The autoresolve damage of certain weapons is now reduced against targets that can evasive roll, as the autoresolve formula could generate some strange results where powerful but easily dodged weapons were involved. All UFOs now use a dynamic battlefield in the air combat, where it moves based on the position of the main UFO. This prevents them flying off the map entirely. When an interceptor runs out of fuel and chooses to retreat from combat, it now does the updated Retreat action where it escapes after 3 seconds (rather than the old retreat action where they need to fly to the edge of the map). Heavy Armour: All soldier armours now have a "Heavy Armour" checkbox that increases the protection offered at the cost of additional weight and a small Accuracy reduction. Defender Armour has been removed, as it is now the heavy variant of the starting Tactical Armour. Armour Plate modules have been removed, as this new system makes them redundant. Tech Tree: Added a number of new projects related to the new content in this patch. All research projects should now have research text, and various existing projects have been edited to reflect the updated story. Autopsies are no longer autocomplete missions, and can be researched after completing Xenobiology. Completing an autopsy research unlocks "Corpse Analysis" engineering projects for that alien species. This consumes corpses to provide a 10% and eventually a 20% damage bonus against that type of alien. Assault Shield upgrade project has been moved earlier in the tech tree, and now unlocks at a similar time to Guardian armour. Weapons & Equipment: Modules can now be moved around inside the backpack, and dropped / picked up from the ground in battle. Ammo loaded into weapons now has weight. We have therefore also reduced the weight of all weapons by roughly the weight of their default ammo clip. Rebreather module added as a starting item. This makes units smoke immune. Stun Baton is now a starting item. Stun Baton and Combat Knife are now 3x1 items rather than 3x2. Machinegun ammo is now 2x1 rather than 1x1. Machineguns now require 51% TU to fire the 3-round burst, not 50%. HEVY now uses %-based fire modes, like all other weapon types. HEVY has been reduced in weight. HEVY grenades no longer inflict reduced damage if they miss the target and detonate beyond the maximum range of the gun. HEVY Smoke Rounds no longer destroy enemy armour. Added unique artwork for the HEVY Alenium / Fusion grenades. Added unique artwork for all the different Gauss weapon ammo magazines Tactical Combat: Civilian AI has been updated to make them less suicidal. Crouching now provides a 10% Accuracy bonus, but only 10% defensive bonus (down from 20%). Units have their Accuracy reduced by 0.25% for each 1% of missing Health. This also includes soldiers who are sent into battle not fully healed! Stun Damage now heals more quickly (the greater of 25% of current Stun HP, or 5 HP). On Xenonaut Base Defence missions, the player is now given vision on all alien units after 10 turns. Time Units costs for fire modes now have a minimum of 1 Time Unit, as hugely overloaded soldiers were able to fire their weapons an unlimited number of times. Time Units are no longer refunded if an overweight soldier drops an item to reduce their TU penalty, as this permitted an exploit where units could use multiple 51%+ TU actions per turn. However, overweight TU penalties are only applied when you close the inventory screen so you're free to shuffle items about as long as the weight is at acceptable limits when you close the screen. Fleeing units now drop their Secondary weapon in addition to their Primary. Berserking will now always choose a random inanimate object as a target if no alien is nearby, and the soldier may recieve some bonus TU that allows them to fire more than normal if they berserk. Laser weapons now have significantly reduced recoil compared to kinetic weapons for flavour reasons. Grenades now always damage shields if the unit carring the shield is in the blast radius. Shields will offer protection from grenade damage, but only if they're facing towards the tile where the grenade exploded. Jetpack move costs have been increased slightly, which means soldiers will now only use the jetpack if they cannot walk the path instead. Increased the damage multiplier required to gib units with a normal attack from 2x their maximum health to 2.5x their max health. Accuracy of Rifle burst fire modes has been increased from 40 to 45. Tactical Aliens: Secton Psionic Triangulation now triggers when Sectons are near Psyons, rather than near other Sectons. This means they're less deadly if you encounter them in a group in early missions but equally threatening once Psyons start appearing. Reapers now have 70TU (from 60) and 75 Reflexes (from 50). Sebillian Bravery increased to 70 (from 50). Wraith Strength reduced to 55 (from 60) and Bravery increased to 60 (from 50). Servitor weapon has been reduced from 70 Suppression to 30 Suppression. Increased alien HP to counterbalance the corpse analysis damage increase. Early-game aliens have no increase, mid-game aliens get +10% HP, and late-game aliens get +20% HP. Usability / Visual Changes: Strategy: The icon for the Skyhawk dropship has been updated so it doesn't look like it is flying backwards. Mission briefings now accurately display the turn limits / reinforcement timers for timed missions, even when this value is modified by the difficulty setting. If you have multiple soldiers selected on the Soldier screen, clicking either the Loadout dropdown or Role dropdown will attempt to assign the new value to all selected soldiers. The soldier portrait is now shown on hover on the Soldier screen soldier list. On the Soldier Equip screen, if you drag an item out of a slot and drop it into empty space, it now disappears and returns to the base stores rather than snapping back to its previous location. The "Items Arrived" popup will now split the list by base if items simultaneously arrive at multiple bases. The Damage value for weapons on their tooltip is now modified by the ammo loaded (e.g. the HEVY shows 0 damage if loaded with smoke rounds). The equipment selection menus on the Aircraft screen have been updated so they size themselves dynamically, which means they can display more weapons without having issues. The "Commence Research" button on the Research screen is now visually disabled if you have no research available. There's now a +5 Turn mission timer option for people who wanted more than +3 but less than +99. Tactical Soldier Inventory: You can now scroll through soldiers using the left / right arrows, or by pressing the number hotkeys. Scrolling past a vehicle without an inventory (e.g. MARS) now simply skips past it, rather than closing the inventory screen. Added a "Reset Item Moves" button that resets all item moves and refunds all TU spent. Added a new line that shows the current TU of the soldier. Improved the way items stack when dropped on the ground (usually by a dead combatant). Tactical: Added a 3D model for a military officer. One variant of this is used for The General in the ATLAS Base mission, while another is used for the Cleaner Leaders on VIP Elimination missions. Units will now automatically path to the intended location if using a melee weapon or placing C4 from more than one tile away. Updated the Combat Shield animations so it is held straight (especially when crouching). Updated the human Pistol animations, making it more obvious that the unit is armed with a pistol rather than being unarmed. Move paths for jetpack-equipped soldiers now display properly. Fixed various issues with the TU reserve system (which can be accessed by right-clicking the various weapon fire modes). The orange TU reserve overlay is now shown on the soldier minitabs at the top of the screen when TU are being reserved by a soldier. Combat Shields now play an appropriate impact sound if hit by enemy fire, and a destruction sound if destroyed. They also play a spark visuel effect if they absorb all the damage, rather than a blood splatter. C4 now shows its blast radius once laid if you hover over the detonator, and will display a "Are you sure?" popup if you try to detonate it with a unit in the blast radius. Using Tab or Next Soldier to cycle through your soldiers now works correctly with soldier number 10 (who was previously being placed last). The combat camera zoom now switches between five preset distances, and the alt+scrollwheel zoom shortcut should now work correctly. The 3D models of dropped items are now placed within the tile to look like they are laying on the ground. Weapons in the hands of dead bodies are now also hidden (as those weapons are being shown as an item on the ground). Throwing a grenade through a window now shatters it. Healing stun damage with a medikit now displays "Stun: -X" rather than "Stun: X", as some people thought the medikit was causing stun damage. Fixed several visual issues with the Alenium Generator objects in the Xenonaut Base defence missions. Bugfixes: Strategy / General: Fixed a cursor offset bug that could occur if you tried to switch Xenonauts 2 between multiple monitors with different screen resolutions. Fixed various issues with the following achievements: First Contact, Counterfire, Unfriendly Fire, Welcome To Earth, Future Warfare. Fixed surviving soldiers being labelled as "Wounded" rather than "Survived", and not showing a recovery time. Fixed a bug where you could go overcapacity when hiring scientists / engineers if you had space free at a different base. Fixed various visual issues with the hair / jaw of certain soldiers and the collars of certain types of armour. Removed the "do you want to save?" popup on quit if the player is playing Iron Man mode. Fixed an incorrect error message when trying to build the Gauss Blaster without completing Accelerated Cannon first. Fixed the visual highlight when hovering over the names of unassigned wounded soldiers. If you get the "You have some empty slots in the dropship!" message when trying to launch a dropship, clicking the Assign Soldiers button now leaves you on the assignment screen so you can do the assignment (previously it incorrectly used Auto-Fill and launched the dropship). Time estimates for research / engineering projects that are not in progress should now always be consistent, as previously they could change by up to an hour (depending if you were closer to the start or end of the current hour). Fixed a typo on the Xenonaut base defence mission briefing. Tactical Combat: Fixed smoke and suppression damage incorrectly passing through undamaged solid walls or closed doors. Fixed Combat Shields not functioning correctly or displaying correctly if picked up off the ground. Fixed the Secton glowing eyes that indicate Psionic Triangulation being active not triggering correctly. Fixed aliens and humans being revealed if they are stunned when the player does not have line of sight on them. Fixed dead soldiers sometimes surviving even when the player has a 0% survival chance. Fixed moving items around the inventory incorrectly not deducting TU in some cases. Fixed units being able to shoot themselves when using Ctrl+Shift to preview move & shoot actions. Fixed various issues that would occur when you pick up and drop corpse items, as sometimes the game was not properly reflecting the new location of the body (both visually and mechanically). Fixed units not playing their death animation correctly if they are stunned, then revived, then stunned / killed again. Fixed fleeing units dropping their weapons but their 3D model not updating to show they are now unarmed. Fixed revived units still visually holding the weapon they were carrying when they were stunned, despite them being unarmed and the gun being on the floor. Fixed HEVY soldiers incorrectly using 1-handed weapon animations if they switch to a pistol and then back to the HEVY. Fixed the 3D models of items on the ground not being removed if an explosion destroys those items. Fixed a misleading error message about uncrouching. Fixed blood puddles not correctly hiding when you changed camera level. Fixed camera incorrectly snapping to an alien the player cannot see going through a teleporter. Fixed an issue where an unloaded weapon would display 0/0 ammo, rather than 0/X. Fixed melee weapons causing the target to play their injury sound twice. Fixed the player gaining 50 Alenium simply by visiting an Alien Base and aborting the mission. Fixed hitbox issues with the main door on some of the larger UFOs (from Observer up). Fixed an issue with the Observer UFO sometimes having invisible terrain objects near its front door. Fixed destroyed doors in the Alien Base maps still showing the open / close door icon. Fixed the Electroshock Rifle having the incorrect silhouette in the minitabs at the top of the screen. Fixed melee attacks not causing units to rotate to face the attacker. Fixed AI units that are able to crush objects by walking through them absolutely trashing the interior of their UFO / base as they patrol around. Fixed teleporters triggering if you do not deliberately end your move on them. Fixed the Flares not appearing for a soldier if you Tab to them after having a vehicle selected. Camera Rotate buttons are no longer reversed, and now show the correct keyboard shortcut keybinds on the tooltip. Fixed the click hitbox on the "Visible Enemy" head icons being too large. Fixed there being a floating walkable tile in the air next to the caravans on the Desert maps. The radar and other large props in the Xenonaut base (like base defence turrets) can no longer be walked inside once they'd taken enough damage. Pressing C when a unit is in motion will correctly queue up a crouch icon (as if you clicked the Crouch button). Fixed the generators in the Xenonaut base defence Generator Room not allowing units to path through them once destroyed. Fixed the human Combat Shield jetpack animations so the shield doesn't clip through the body at a 90-degree angle when in flight. Fixed an issue where the Cyberdrone frontal shield was not correctly being destroyed by explosives. Fixed some issues with the dockyard warehouse rollerdoor being able to get into a broken state once opened. Fixed the petrol station columns still being 100% blocking in their destroyed states. Park trellises no longer block vision, as they're clearly transparent. Fixed smoke tiles being visually duplicated (so looking much thicker) after loading a saved game.
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