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Chris

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Everything posted by Chris

  1. Chris

    Lift Button

    Thanks. You're playing V15.2 though, right? Unfortunately there's a bug in V15.2 where the teleporters just don't work - it's fixed in V15.3 onwards. Any unit that ends their movement on a teleporter should be automatically transported to the corresponding teleporter, so if everything is working correctly they should be quite easy to use and no UI buttons are needed.
  2. Yeah, to be honest you're not really meant to be playing that far into the tech tree. We'll hopefully be replacing the X1 Shrike with an entirely new design for the Pegasus, and I'm still not sure exactly what we'll do with the Valkyrie. You're still right that the Pegasus having 16 soldier carrying capacity is incorrect, though - it should be 12 like you say. I'll change that in the hotfix. Thanks.
  3. Chris

    UI/UX discussion

    I think more people will start posting in this thread (or others like it) in the coming few months, as the pool of testers right now is pretty small - it's basically limited to Kickstarter backers, and not many people have mantained their attention for the two years since the Kickstarter given the game only recently became properly playable. Usability issues become much more important once the game can be played. Anyway, thanks for the additional suggestions. The stuff we'll want to address in the short term is the Combat Shield not displaying its HP and the LOS disappearing when you press V. The latter is just a bug we'll have fixed in the next hotfix, and the former is a little UI thing we forgot to implement. We'll also be looking into the camera / hidden movement issues as part of our work on the next build. The other two are interesting ideas but are definitely new ideas rather than better ways of displaying the current information. I don't think they're particularly hard to do, actually, it's just a question of designing the UI for them and seeing if we have time to include them. But I'll make a note of them because they are improvements I would like to include in the game in an ideal world.
  4. Hmmm. There's meant to be something set up in the UFO map that stops that from happening, so that's something we'll need to take a look at - hopefully a quick fix though. Thanks for the post and screenshot.
  5. Yeah, the AI is very dumb at the moment. It's something we'll start working on once the game is stable and we've ironed out the worst of the usability issues!
  6. This is the third hotfix for Beta Build V15 that we released last week - lots of fixes here, plus a rework of the training system so it actually functions properly now. You'll need to be on the Experimental Branch to access the build. We will likely be releasing a fourth hotfix for V15 next week but we're going to slow the pace down a bit now and limit our changes specifically to bugfixes rather than also including gameplay improvements and new content like we have in these three hotfixes. Aside from an issue with planes flying the wrong way near the edge of the map (which will be fixed in the next hotfix), we've fixed all the major bugs in the game that we know about. Things should hopefully be relatively stable and playable now. EDIT - there's actually one specific bug we need help tracking down. Please read the additional details at the bottom of the post to see how you can help! Bugfixes: Fixed an issue where red error text flashes up in the bottom left corner every time the player moved a soldier in the tactical combat. Fixed an issue where teleporters wouldn't work in the tactical combat. Fixed the bug where certain role loadouts would become empty if a soldier with that role died in battle. MARS / ARES is no longer invisible. More heavily armoured versions of the ARES no longer use the placeholder Hyperion asset from X1. Attribute numbers on the Soldier Equip screen now correctly increase as soldiers improve their stats. Strength is now correctly increased by training. The engineering projects that require an Alloy Forge now function correctly when you build one. Shipping containers now correctly block shots entirely (previously they only had a 50% block chance, allowing you to shoot through them). Alenium Reactor now displays the correct image when constructed. Fixed some mis-set text in one of the UFO bombing run geoscape log anomalies. Sebillian Brutes should hopefully now fire their weapons much more often, as they barely fired them at all before. Gameplay Updates: Base Defence missions have been disabled because there's a bunch of issues associated with them we haven't had time to fix, the most notable one being that you'll lose any workshop-constructed weapons or armour that you use on that mission. We'll bring them back in V16 once we have them working better. Soldier stats are now capped at 100. Updated the text on the Region Panic Critical and Region Lost notification pop-ups on the Geoscape. Unit dropshadows should now show inside UFOs. Gun Drones now cast shadows onto the tile they are actually in, rather than an adjacent tile. Fixed a couple of small issues with the floor tiles for the Scout and Destroyer UFOs. Engineering screen now defaults to the first valid project category rather than displaying all of them. The base defence turret upgrade engineering projects now have a clearer name. Desert, UFO interior and alien base ground tiles now correctly display the damage overlays when they take damage. Added a few more aliens to each standard Alien Base mission. Andron plasma cannon projectile now has a plasma explosion graphic rather than a standard explosion. Balance Changes: Training experience is now gained much more slowly, and all attributes are increased via training at an equal rate. Your soldiers won't all be Colonels six weeks into the game any more. The relationship between weapon penetration and armour hardness has been simplified a little, at least for now. This should make aliens like Androns and the Sebillian Brute a bit less resistant to basic Ballistic weapons. The range of grenades has been increased by 3 tiles. The Accelerated Cannon (Aircraft) now consumes Alien Magnets to build like other Accelerated weapons, rather than Alien Alloys. Platesuit (Undersuit) now weighs 4 instead of 10. EDIT BUGFIX: The bug that we're struggling to fix is an issue that happens in the tactical combat where the shroud will not clear when your soldiers look at it. This starts to happen part-way through a mission and players can work around it by saving the game and loading the save, after which the shroud will work normally. The problem for us is that because loading a save game fixes the problem, it's very hard for us to reproduce the bug. If any players encounter this issue then please give us the following things: The save game from the end of the previous turn The save game from the start of current turn The output logs A quick description of which soldier you were using when you first noticed the problem, and what actions you had performed that turn before the bug appeared Hopefully with that information we can reproduce the issue and fix it!
  7. The changelogs for new builds are posted in this forum: https://www.goldhawkinteractive.com/forums/index.php?/forum/7-release-announcements/ OK, so are you talking about the alien plasma weapon research not unlocking projects here, or the human plasma weapons research? One of the things we changed recently is that research projects themselves and their research text / image pop-ups are now seperated out, so if a research project completes and doesn't display an image and some text then it might mean the pop-up hasn't been set correctly. I think that's what happened in the second bug you posted up - the items you brought back triggered an autocompleted research, but the image / text was set up incorrectly so you only saw the "research completed" popup that comes afterwards. Do you remember what the previous mission was?
  8. Thanks. I can't check that file because it's from V15.2 rather than V15.3, but is the project being unlocked a project that you've already completed? Or is it a project that appears in the Research screen that you just can't begin? When you say plasma weapons, do you mean the human or alien plasma weapons? That one is actually not a bug - maybe it's confusing, but we provide that popup so players are reminded that the research is completed and they should go to the screen to set a new research project.
  9. Ooops, looks like I made a mistake setting those tiles up. Thanks for letting me know, I'll get it fixed!
  10. Thanks. Yeah, we don't have a rigged model for the Exosuit armour yet - the male soldier is wearing a placeholder model, which is T-posing because it hasn't been rigged to work with animation yet, and the female soldier just doesn't have a model. We'll get one done before Early Access!
  11. None of the units have much AI at the moment, but when we do the proper AI the civilians should act in a much more sensible way!
  12. Chris

    [V15.3 General] Terror mission

    Thanks. Yeah, I've not balanced Terror missions yet - I've not actually even created proper maps for them. Maybe I should remove them until V16. Anyway, you definitely shouldn't be losing your manufactured items at the end of the mission, so I'll look into why that's happening. I didn't realise the mission was an automatic loss if all the civilians were killed, either. That's probably not a good thing to have in the game.
  13. Thanks. Yeah, I can reproduce this crash from the save - I guess something is going wrong because there's hangar space at the second base but not at the first space, but the engineers are only at the first base and not the second base. We'll get this fixed for the next hotfix!
  14. Chris

    xenonauts info

    Thanks - yeah, that's a good idea. We tend to post on the Xenonauts 2 Steam page but not very often on the Xenonauts 1 page, and you're right that we probably should do that once in a while. Especially when this game is so delayed Thanks for the kind words about our work, I'm glad you're enjoying the stuff we make!
  15. Chris

    Aircraft Screen Tool Tip Suggestion

    Thanks. Yeah, we've been meaning to do this for a while - I'll have a chat to the coders and see how easy it is to do. If it's easy then we really should bump the priority of this issue up because I'm aware there's currently no way to see the stats of any of the aircraft equipment in the game.
  16. Haha, thanks for the report. The fix for your cowardly pilots will be arriving in V15.4!
  17. Thanks. If you see it again please provide the saves and logs - might help us figure out what's causing it! Thanks. Seems like this bug is going to be a real pain to track down. I can't reproduce it by playing around either - but maybe we can piece it together from the logs you provided and that save you just gave us. We'll take a look on Monday unless anyone can come up with a reproducible case.
  18. Thanks. Yeah, I get the crash too. We'll take a look at that and get it fixed for V15.4.
  19. OK - so when I deleted the entire Xenonauts 2 folder from the file system manually and then reinstalled the game, it worked fine. I suggest you try the same, as the autoupdate / uninstall functionality of GOG / Steam doesn't always completely clear out the folder and if there's any old files left then it can interfere with the loading process. So try deleting the whole folder manually and see if that fixes things for you?
  20. Thanks. So that's a really weird one - I've downloaded V15.3 from GOG and although it doesn't crash the build does freeze up at 99% when loading. I've got no idea why that might happen though because it's exactly the same set of files that were uploaded to Steam and work fine there. I'll do some more testing and see if I can figure out what the issue is.
  21. What if a player wants to move the radar from one part of the base to another, but wants the second radar operational before they demolish the first one? Anyway, the game doesn't stop you doing non-optimal things anywhere else - it's possible to fill the entire building grid with labs if you want, even though there'd be no point doing it. I don't see why Radars should be a special case provided the player is notified that it will have no effect.
  22. Thanks. I think this is an issue with the asset bundles with this specific build, because the build I made more recently worked fine even though there were no changes. Not sure what exactly went wrong but I think it'll display normally after the next hotfix.
  23. That's not a bug - you expand radar ranges by building more advanced radars now, not by building additional radars of the same type. Guess we should add a pop-up notifying the player of this if they try to build additional radars.
  24. Chris

    Suggestion: Adjacency Bonuses to Rooms

    I totally agree - this is actually something we already have planned, potentially even for the next major version of the game (V16). Whether we see it before Early Access or shortly afterwards just depends on how many bugs we have to find and fix first!
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