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Chris

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Everything posted by Chris

  1. The issue is that your laser rifles actually have two clips inside them due to a bug. You can RMB click in the tactical inventory to unload them, and you'll get two clips out if you do. Then they'll reload as normal. I think this bug is fixed in 4.7.0, although it won't fix existing loadouts. I think if you re-equip the weapons on your loadouts and then save them, it'll fix the issue.
  2. No, they're just unlimited quantity items once researched. You can equip them on your planes immediately.
  3. If you were fighting an Abductor UFO crash site in your save game, then yeah, it's a problem with a corrupted map and it'll work fine if you reload the save on the Geoscape before the mission started. If that's not the situation you were in, please let us know and we'll look into it further!
  4. Thanks. It looks like this is caused by the fact the save game is from an Abductor UFO mission, and we updated the Abductor tiles in the most recent patch so the map is now broken. As you've already discovered yourself, it should work fine if you restart the mission from the Geoscape.
  5. Thanks. Sorry you're having issues. Is this happening on the experimental branch (4.0.7) or the standard Steam branch (3.8.0)? If you could attach the crash report zip (on Experimental) or the output.log and some save games (if you're on the normal branches) then we cantake a look and see why the game is crashing. Details on where to find the logs are in the sticky threads at the top of the forums.
  6. 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! 4.6.0 Reversion & Save Compatibility: We released 4.6.0 on Friday and decided to revert back to 4.5.0 roughly 12 hours later due to stability issues in the save / load system. This update fixes those stability issues and will allow players to continue campaigns from 4.5.0, but unfortunately any saves from 4.6.0 will be broken (which they likely were anyway). Nonetheless, if anyone really wants to continue playing 4.6.0 then they can do so on our Experimental Legacy branches. Due to the reversion, these patch notes also contain the changes that were originally made in 4.6.0. Gameplay Updates: Added research text for the Andron Autopsy research project. Expanded the Funding Report so it shows the base funding level for each region, plus the modifier based on the region Panic. All research projects and missions that increase funding now list these values in terms of base funding (the amount you'll actually get varies based on Panic). UFOs now have a limit on the number of times they can land in a single mission, and fixed some issues to do with the take-off process that should help avoid the situation where a UFO spends days flying around the Geoscape while repeatedly taking off and landing. The minimum hit chance required for units to perform overwatch is now 10% and soldiers will not fire their weapons at targets beyond the maximum range of their weapon (which would inflict reduced damage). Androns and other robotic enemies should now play an appropriately mechanical gib animation if they suffer overdamage. Updated the "construct building" sound on the Base screen. Added a sound effect when launching an aircraft onto the Geoscape. Balance Changes: Colossus Armour now reduces the wearer's Reflexes by 20. Sebillian Time Units increased to 75 (from 60), and Reflexes increased to 50 (from 25). Andron Strength increased to 80 (from 50), Reflexes decreased to 25 (from 50), and TU decreased to 55 (from 60). Stalker Armour cloaking field defensive bonus reduced to -1.5 enemy Accuracy per tile (from -2 per tile). You can no longer complete the Fusion Lance or Shielded Plating aircraft upgrade processes without completing the earlier projects in the sequence (making them consistent with the other aircraft upgrade projects). Bugfixes: Fixed a crash in the load / save system (fix for a bug introduced in 4.6.0). Fixed a crash in the air combat that could occur if you accidentally right-clicked on one of the Evasive Roll buttons. Fixed a crash in the tactical combat that would occur if you pressed Esc while hovering over a grenade tile. Fixed another crash that could occur during the AI turn. Fixed the Abduction mission on day ~55 incorrectly spawning twice. Fixed a visual issue on the soldier equip screen where items in the Primary / Secondary would appear doubled when equipping a new loadout (fix for a bug introduced in 4.6.0). Fixed alien / Cleaner weapons being loaded with duplicated ammo clips, making their weight incorrect if you picked them up in the tactical combat. Fixed the You Sunk My Battleship achievement not unlocking after shooting down a Battleship UFO (which won't arrive until Milestone 5). Fixed some indestructible walls in the Abductor UFO. Fixed an issue with a climbable cliff on a Polar map being too close to a building and causing the pathfinding to think units could walk through the air onto a building roof. Fixed some animation issues with the unarmed Colossus armour.
  7. Thanks. They're not meant to be in Milestone 4, so they've been removed. They'll be back in Milestone 5.
  8. Hello everyone - it's pretty clear that our Milestone 4.6.0 patch on the Experimental branch is actually less stable than the 4.5.0 patch it replaced, so we're temporarily reverting the Experimental branches back to 4.5.0 while we work on some fixes. Apologies to anyone affected by these issues. Please be aware that any 4.6.0 save games will not be compatible with the older 4.5.0 version, so players will either need to revert to an older save from 4.5.0 or wait for us to release 4.7.0 next week if they want to continue an existing campaign. If you do want to continue playing 4.6.0 (and I wouldn't advise this given the number of crashes being reported), then you can still access it on the Experimental Legacy branch.
  9. 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! Gameplay Updates: Expanded the Funding Report so it shows the base funding level for each region, plus the modifier based on the region Panic. All research projects and missions that increase funding now list these values in terms of base funding (the amount you'll actually get varies based on Panic). UFOs now have a limit on the number of times they can land in a single mission, and fixed some issues to do with the take-off process that should help avoid the situation where a UFO spends days flying around the Geoscape while repeatedly taking off and landing. The minimum hit chance required for units to perform overwatch is now 10%, which should go some distance towards stopping units firing at extreme long range. Sebillian Time Units increased from 60 to 75, and Reflexes increased from 25 to 50. Andron Strength increased from 50 to 80, and Reflexes decreased from 50 to 25. Stalker Armour cloaking field defensive bonus reduced from -2 enemy Accuracy per tile to -1.5. You can no longer complete the Fusion Lance or Shielded Plating aircraft upgrade processes without completing the earlier projects in the sequence (making them consistent with the other aircraft upgrade projects). Bugfixes: Fixed another crash that could occur during the AI turn. Fixed alien / Cleaner weapons being loaded with duplicated ammo clips, making their weight incorrect if you picked them up in the tactical combat.
  10. Yeah, it's confusing. I was talking about the hardpoint limit (4) on each plane. That's a reflection of the size of the weapon grid for each aircraft in the Air Combat UI (in the stats area for each plane on the right). Adding more equipment slots would be possible, although you might run into issues with not having enough horizontal space to fit them all in on the Aircraft screen. And if you're limited to an absolute maximum of 4 weapons, a fifth equipment slot might not be very useful. Yes, making the Gemini better at evasive roll is something we're looking at.
  11. Yeah, the problem is that (for now at least) the hardpoint number is a UI limit - there's no way to display more than four weapons in the UI, and cannons / lances are balanced to assume you can have fewer of them than missiles / torpedoes.
  12. The other question is how many crash sites you run - do you run all of them?
  13. Thanks. We'll worry about what happens after release once we get there though
  14. Ah - at the moment it only upgrades the tier 3 plating into tier 4, not all of them. I'll fix that. I guess you still had Ablative Plating when you completed the project then?
  15. We'll check if this is a bug, but that spot the alien ends up in isn't a bad spot - even if we assume 360 degree vision for your soldiers, there's only one soldier with vision on that spot. And I don't think the Psyon will have much chance to hit a Stealthsuit soldier at that range; there's a -31 hit chance penalty there (I need to update that so it works like the Wraith cloaking field now works).
  16. Thanks guys, we'll look into these. The only one I don't consider something that needs fixing is the shield targeting - part of the point of shields is being able to take hits on behalf of other Xenonauts!
  17. 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! Gameplay Updates: The spawn regions on Ambush missions have been reduced by 3 tiles, so you can't spawn quite as close to the Cleaner convoy as you could previously. Increased the size of the aircraft hardpoint equipment menu so you can see more available items at once. Bugfixes: Fixed a crash that could occur during the AI turn when you were fighting Servitors. Fixed a crash that could occur on the Soldier Equip screen when dragging items back onto the base stores panel on the right. Fixed the post-mission debrief screen values for killed aliens / dead Xenonauts / surviving civilians being incorrect after running several missions. Fixed several projects incorrectly unlocking on the Cleaner Base being revealed, rather than when it is destroyed (Cleaner Device research, Nanotech Workshop and Quantum Laboratory engineering projects). Fixed the Fusion Lance not appearing for your aircraft if you complete that project before completing the Laser Lance project. The Laser Lance project can no longer be completed once the Fusion Lance has been finished. Prevented soldiers equipped with jetpacks sometimes being able to move onto the same tile as other soldiers, if both were moving simultaneously. Fixed Cleaner trucks on the Ambush missions incorrectly awarding Cleaner Supplies even if destroyed. Fixed Cleaners still being present on the day 57 Abduction Site if you'd managed to destroy the Cleaner Base before that. Fixed the Captured Wraith Leader item not displaying its name correctly.
  18. Yes, but the issue then is that it becomes completely pointless to build additional Labs early in the game because it'll never be possible to build the stuff you can research, so that can't be the solution we go with.
  19. Does it happen on particular biomes? The farm and the jungle biome are sometimes said to have worse performance than others. The 0 damage shots against enemies with 0 armour are likely to be when units are firing weapons beyond max range. Damage quickly falls off beyond max range, even if you hit the target.
  20. It's fine - we don't need saves in this case. It's just showing the old values before I changed things to be variable Panic-related funding. I need to think about how to display a funding increase when the amount is variable.
  21. Thanks. Turns out that item is the Captured Wraith Leader, the name on the item was just set up incorrectly. I'll get it fixed.
  22. Thanks. Yeah, you're not the only preson to bring this up - you'll be pleased to know we implemented the feature in Milestone 4 a week or so ago!
  23. Yeah, I didn't bother setting up the conditionals on that because I figured nobody would take out the Cleaner Base that fast. Guess I was wrong
  24. Thanks. Yeah, looks like this happens if you do the Fusion Lance project before you do the Laser Lance project. I'll get it fixed.
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