Jump to content

Chris

Administrators
  • Posts

    10,942
  • Joined

  • Last visited

  • Days Won

    499

Posts posted by Chris

  1. 58 minutes ago, Rakiii said:

    I am veteran of X-com style games and I have played tons of old UFO, X1 and X2.

    I have  played X2 on Commander difficulty (3.0 version) and been enjoying game so far but I think this game has a lot more potential.

     

    Gameplay

    Pretty solid and classic. I like new UI and every small QoL features.

    I would prefer smaller group of soldiers (maybe 8-10-12). It´s easier to handle them.

    Having 16 in Pegasus seems a bit too much ... but ok:)

     

    Music / Sound

    I know you are working on those for 4.0 so will comment on it later.

     

    Graphics and performance

    Longer loading times are quite annoying but I see you are working on it.

     I haven´t seen any major bugs or freezes wich is really good for EA phase.

     I have to say I loved maps in X1 much more (especially with CE map pack). Specific art style and all little details were lovely.

     The current maps are rather small (which is not the biggest issue) but little dull and boring. I miss all little details, objects and more detailed textures. 

     

    Progress / game pacing

    I would prefer a bit slower pacing and more UFO activities overall.

    I see UFO´s are coming in waves and it´s not a bad thing but I would prefer more randomness here. There are many days without any activity and the opposite.

     

    I would also love more variety in enemies and their ranks with possibility to interrogate them and gain access to specific tech (their pilot could know how to fight them effectively, their engineer should have access to their main tech, ... )

    X-div did great job here.

    Research could be tied to interrogating specific aliens (their engineer, medic, leader, ... )

    You could also get specific parts from their UFO´s (not just alenium and alloy) and use them to build more advanced crafts.

                                                                                                 

    Economy 

    I have no problem with game being hard on this difficulty but having all the time tight budget without possibility of making just researched things is quite annoying.

     I would prefer UFO invasion being more intensive but without $ limiting.

     I can accept lower starting budget but I think that every successful action (shooted down UFO, completed mission,... ) should have positive effect on monthly funding.
    (bigger threat eliminated = higher fundings - small UFO - 10k, Bomber 50k, ... etc  and same would go with panic level).

    It would also work on terror missions too (XDIV did great job here). You would earn higher funding (from region) for each rescued civil / military unit (let say each rescued one 20k ).

    Also all changes in funding should be visible on global map (like in X1, x-division etc ) and pls remove funding cap (it´s quite frustrating doing well but getting nothing as reward)
    Diminishing returns on funding would be better than just capping it.

     

    Aircombat  

    I can see some improvements over X1 (customization of aircrafts, UI ) but i would prefer more variety in UFO´s, their weapons and tactics.

    Also balance seems OFF (in favour of players). 

    You just need to load enough torpedos / missiles and destroy UFO from a far without much problem.ove implementation made in X-division. It´s close to perfect.

    Real UFO invasion with great variability (you need different tactics, aircrafts there to succeed)

                   

    In short UFO´s should have higher ranges, more hp, antimeasure systems.

    It would be cool to fight more advanced versions of crafts you have met before (aliens should improve their ships / tactics too ).

    I know some players don´t like this aspect of the game but you can make an easier combat for them (in settings).

     

    I would also prefer new tech having some drawbacks to force players make a decisions.

    f.e. Fusion torpedo would have higher damage but less range or ROF etc.

    Phantom x Gemini - Phantom being faster and more agile but Gemini being stronger with more hp and being able to equip more weapons and things like that.

    I think this principle should work across different tech.

     

    Weapons / Equip

    I would prefer more variety in weapons and their stats and new tech not just being better version of the old.

    I see you have changed reaction modifiers on weapons (all weapons have 1.0 now) but I am not fun of this change.

    It makes machine guns too strong while defending lines.

     

    The weapons are also too strong to remove cover (especially against UFO´s door, ... )

     

    Basic weapons 

    I miss classic rocket launcher (with different rockets)

    New "multi rocket launcher" would need some love. It should cost lower TU for such low damage.

     

    Laser weapons

    Removes cover / armor too easy

     

    Other

     

    Mars / Ares is cool and all but I still miss old tank and other vehicles

    Pls bring more variety (cars, tanks, mechs, .. )

    Maybe the best ship could carry them? (instead of 16 troops)

     

    AI improvements

    AI seems improved but the civilians are still doing strange things.

    I would imagine most of the civils would crouch in the corner inside the current building and wait for rescue (if they know the truth)
    I think civils and military forces and police should crouch and hide behind obstacles / near corners etc.
    I also think police and especially special forces (soldiers, ... ) should be well equiped (tactical suit, balistic shields, good guns ) and not be just chicken flying around ....

    I think the reward for dealing with enemy forces (especially in the Terror missions) could be based on rescued people but it needs better AI.


    Missions

    I would add more variety in missions in general.
    Btw I had three VIP missions in a row and not a single transport.

    Also more UFO related missions other than just Base attack, Terror mission / crashed UFO and elimination

    What kind of missions?

    - What about infiltrating and stealing data from an alien base / centrum

    - Searching for specific UFO based on radar transmission (would need upgraded radars) -- > shoot it down or wait for UFO landing and capture their leader / important scientist then who we can interogate for more techs etc.


    Extract VIP missions:

    Good small changes but general reward is meh
    I know it will give information leading to HQ but smth extra would be cool.
    Maybe some info leading to special tech or smth

    Eliminate VIP mission:

    There´s also no extra reward. What about some 200k $ cash or smth.

     

    There could be side quest / missions that would lead to special reward (extra $, special tech, ...]

     

    Others
    I have no problem with soldiers getting XP slower but I don´t think such super secret organisation wouldn´t afford better soldiers.

    At least give us option to hire more experienced soldiers for higher price.
    I also think that starting soldiers shouldn´t be all novices (maybe 50% of them)

     

    Thank you for reading:)

    Thanks - appreciate your thoughts, I'll go through them today / tomorrow as I work on the balance pass for Milestone 4!

  2. On 5/3/2024 at 12:56 AM, Heffe said:

    Hi all - 

    Long, long time player of the og XCOM games here (specifically UFO Defense and TFTD), going back into the 90s. Loved those games. Haven't played the newer XCOM games or Xenonauts 1, but I decided to go out on a lark and pick up Xenonauts 2, as it looks great. Turns out, it's a great game! Just made it to the endgame message and really enjoyed my time playing, and as a result, I figured I'd stop by and leave some feedback. 

    Gameplay

    Overall really solid. Really harkens back to the old school games, with some really great quality of life upgrades such as being able to see at a glance how many TUs your guys will have left after a shot, or knowing the percent chance to hit after a movement before you even move. That system felt really natural and user friendly. Geoscape is really cool, though it did tend to skip a little bit when dragging the focal point between hemispheres. Tactical combat is excellent. Even tactical air combat felt really nice. Overall, I'd give it an 8/10.

    Sounds

    Really enjoyed the soundwork as well. Could always be better, but I didn't notice anything really lacking. 8/10

    Music

    Music felt great. Atmospheric. 9/10.

    UI

    Especially for experienced gamers, the UI feels natural and all makes sense. 10/10.

    Technical performance

    I only encountered a single noticeable bug through my playthrough, and that was when one of my agents was stuck in an "Airborne state" while healing and I could never get access to him again. He was good too, so it was a bummer. Not super impactful though. There were some other stuff that's clearly not fleshed out yet due to the next milestone not having been hit yet - missing images, missing descriptions, etc. 7/10.

    Timeline and Progress

    This is the area that really messed me up. I decided to play on a normal start to dip my feet in, and I found the timeline to suffer from some of the same challenges as earlier versions. First, research progress combined with limited capital doesn't really allow for advanced interceptors by the time you start encountering better UFOs. Same thing with upgrading to Gemini fighters. By the time I hit about six months in game, I already had 3 bases up, but not nearly enough alienum to provide me with enough materials to build more than a small handful of advanced fighters, and certainly not enough to equip the fighters, my troopers, get base upgrades, etc. That felt pretty rough. By the time I hit the endscreen, most of my fighters were still Angels, and they simply had no chance of competing against the waves of 1 large cruise w/ 2 interceptors. Every UFO spotted was either that make up, or a bomber, or some other equally large UFO flanked by two interceptors. In short, I got to a point where I had to start making my own alienum just to be able to get enough to get adequate weapons on my fighters or to build more fighters. This was after I was already taking every possible crash site and mission, and scrimping what little alienum I managed to salvage. 

    In addition, the endgame started seeing waves of UFO's similar to the above. I'd have 4 UFO groupings all hit at once all around the planet. They'd buzz around between my bases pinging my radar, but I wouldn't have the ability to down them. Then after a few days of this, they'd leave, and I'd have a window where zero UFOs would appear. Something felt very programmatic about this and it took away from the gameplay. Four waves of 3 UFOs each for a few days, then like 8 days without a single sighting. Over and over again. This pattern should be tweaked so that singular UFOs or other UFO groups still appear, even into the endgame. 

    Regarding researching, it felt great overall, but I couldn't help but wonder if it could use some editing. Normal weapons felt good. Even advanced weapons felt good. Same with Laser weapons. But I couldn't afford the materials to be able to upgrade to Gauss. And by the time I did I already had researched Fusion, but couldn't afford that either. I believe a lot of that came down to base expenses and funding - by endgame I had 4 bases to ensure adequate world coverage, but the costs to maintain them would leave me with only an extra million per month. I'm no expert, but I felt like I was defending the earth and my rewards for doing so actually felt as though they got worse the longer I played. Something felt off about that. 

    5/10

    Overall

    8/10

    Overall I really enjoyed the game, and can't wait for it to make it to v1.0. Some really compelling gameplay here that's a ton of fun. I do wish there would be a lot of tweaks made to timeline and progress, but outside of that I was having a blast. I realize that a lot of the more hardcore gamers here will probably tell me I need to git gud and I clearly didn't know what I was doing. Maybe they're right - maybe I'm just old and don't have the skills I used to. But I have beaten the old school XCOM games so I feel like I at least understand the basics of what's supposed to done. And I'd argue that this makes me closer to the "average" gamer when it comes to being able to review the game, rather than someone who's already a die hard fan of Xenonauts 2 and knows all of the minor tips and tricks. 

     

    Anyway, hope you enjoyed reading this. Again, I can't tell the team enough how much fun I had playing the game. I wish you all the best in your quest toward full release!

    Thanks for the feedback - always good to read people's thoughts on the game, and we'll be working hard to continue improving it during the rest of Early Access :)

    The balance in the later parts of the game is definitely a bit dubious at present and is something we'll hopefully be improving in the next major update - but it's an ongoing process, and we'll probably only have it nailed down shortly before final launch (as repeatedly playing into the late game is quite time consuming).

  3. Hello everyone! April is now over and it's time for our monthly Xenonauts 2 progress update.

    Milestone 4:
    We've now done the bulk of the work on Milestone 4 and we've started internal testing on the updated campaign. Assuming there's no major issues we'll probably be releasing an early version of the build to the public early next week to get feedback - but initially this will be on our Protoype branches, as the build is currently too rough even for the Experimental branches. After a couple of weeks of polish the build should migrate to the Experimental branches, and hopefully into full public release on the normal Steam / GOG / Epic branches by the end of the month.

    Aside from the headline features for the build (Androns and the Harvester UFO for the aliens, the Colossus Battlesuit for the humans) we've got a long list of changes that should continue to improve the usability, balance, performance and stability of the game!

    Sound Design:
    Last month we brought an experienced sound designer onto the team to work on the game audio, as earlier in development we hadn't had the time and funds to give it the attention it deserved. Audio is sometimes an unappreciated part of game development, as the benefits of good sound effects can be quite subtle but are nonetheless very important.

    This month we've updated the strategy UI, creating nicer sounds for the standard click / hover / error actions and then adding new clips so give subtly different feedback for different actions a click can cause (like confirming an action, closing a window, opening a tooltip, etc). There's still a bit more work to be done on the UI sounds, but after that we'll be moving onto the tactical combat sounds and trying to give the different alien species a bit more character.

    As a side-effect of this process, we've also noticed various places the game didn't have sound but needed it. Some of these are already fixed in Milestone 4, e.g. now Medikits and the Automed Unit play a sound when healing a unit, and melee weapons play a sound if they miss the target.

    Levels & Environment Art:
    As Milestone 4 contains over thirty new maps, we've also brought on a fulltime freelance environment artist to help us improve the variety and quality of our tactical environments.  We worked on an assortment of smaller tasks last month ranging from improving the ATLAS Base command room assets (wall screens and the command table) to fixing up some of the assets for the Alien Base maps, but once those were complete we began to focus on the Farm biome.

    Our plan is to add some new terrain objects and update some of the ground textures for the Farm to try and make the maps feel a bit more like a real agricultural environment, and then we'll be moving onto the Tropical biome to do the same thing (as there's not really enough tiles to do the inhabited areas of the Tropical maps properly right now). Once that's done, we'll be able to move onto our final biome - the Soviet Town terror maps!

    Alien Crews:
    This month we updated the crews for all the various UFOs / alien ground missions to ensure there was a steady escalation of new enemies throughout the campaign. The addition of Androns means we now have enough units to group the alien races together, so each species now has a dedicated secondary support unit and a terror unit.

    As part of this task we've added "heavy" variants of the Mentarch, Servitor and Cyberdrone that are tougher and have more powerful weapons, which start appearing towards the end of the campaign. We'll be adding new artwork and 3D models for these units in the next month or two.

    General Improvements:
    We've also made an assortment of improvements to other parts of the game. The air combat now supports weapons that are capable of shooting down missiles and we've added a new late-game escort UFO that provides an alternative to the alien Interceptor. We've added support for transferring scientists and engineers between bases. We've added a new soldier module that gives soldiers a 180-degree vision arc. We've made further improvements to the loading times, added many small usability features, and added various small new bits of content to the game.

    So overall it's been a busy month for us, with lots of good progress made. Thanks for reading and we'll hopefully have Milestone 4 in your hands soon!

    • Like 8
  4. On 4/28/2024 at 8:00 PM, herebeweeb said:

    Description: getting a Time Units penalty (e.g. from picking up a body from the ground) makes the game resets the calculation of used time units of that soldier, allowing for further actions that would not be possible otherwise, like taking a shot or throwing a grenade.

    What happened: I moved a soldier to a body, picked it up and noticed that I could throw a grenade or take a shot using very few Time Units.

    Further information: It does not matter how many time units the soldier have used before receiving the penalty, the new time units is what is used as parameter to calculate the cost of an action. I attached a save file of the autosave of the start of the turn; a manual save after picking up a body; and the only log file I could find.

    user_day_44_vip_extraction_manual_save-4.json 1.75 MB · 1 download resolve_layers.log 7.92 MB · 0 downloads auto_groundcombat_turn_5_start-140.json 1.71 MB · 2 downloads

    Thanks. We weren't able to reproduce this at our end though - can you reproduce this reliably? Do you have more detailed reproduction steps we could follow?

    EDIT - actually, misunderstanding at our end. We've found the issue and we'll get it fixed!

  5. 8 hours ago, Bloodwolf said:

    Hello Team,

    Just installed the game. Played the tutorial and then 1 cleaner mission. One of my tanks had his shield destroyed and he got beaten up quite a lot. He didn't die, but I had to heal him and remove a bleeding debuff.

     

    The transport ship returned to base but this soldier got stuck forever in "Airborne" status.

    PJaHpiE.png

     

    I've gone ahead and played a few more missions and he's always airborne even tho he's not on any ship. I can edit his equipment but I cannot change his loadout. He is also not clickable on the left, which makes him un-dismissable and un-transferable.

     

    Any ideas?

    Hey - thanks for this. As Koki said, the saves would be very helpful here. Was the Cleaner mission you played the Rescue Soldier one? Maybe this guy got left behind on that mission if you recovered more soldiers than you had space in the dropship for.

  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!

    A few more fixes for bugs, including the "bald soldiers" bug that reappeared in the previous experimental build. This is hopefully now the final update needed for Milestone 3!

    Bugfixes:

    • Fixed some soldiers being bald in combat missions. This bug has reoccured several times now due to Unity shenanigans, so we've entirely rewritten the system responsible to ensure it stays fixed - but please let us know if this has caused any further bugs!
    • Fixed an issue where the three "On Mission" soldiers would get permanently stuck in the dropship after returning to base if you flew to a Soldier Extraction mission site, then aborted the mission and returned to base.
    • Fixed pressing Esc on the Transfer Items screen not returning to the Geoscape like it does on other strategy UI screens.
  7. 17 hours ago, Gam said:

    Hi Chris,

    Just checking in as usual every 2 years, any plan to make custom translations? I'm still available for an Italian one.

    Cheers

    Hey Gam - so the official translations are now under the control of our publisher, unfortunately. I don't think they're planning to do an Italian one.

    If you wanted to do another volunteer translation then that should be possible once our mod tools are out; all the text strings are in one .csv file and it could be distributed via a mod / Steam workshop.

  8. We've now released our Milestone 3.8.0 patch onto our standard Steam / GOG / Epic branches, which fixes several more stability and gameplay issues.

    Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter.

    Gameplay Changes:

    • Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them.
    • Secton eyes now glow when Psionic Triangulation is active.
    • Fixed large amounts of text not appearing correctly in Chinese languages.
    • Fixed a large number of text lines being vertically misaligned in non-English languages.

    Bugfixes:

    • Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them.
    • Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa).
    • Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items. 
    • Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier.
    • Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting.
    • Fixed some display issues users could experience if using multiple monitors while mirroring one of them to different screen.
    • Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
    • Like 1
  9. 18 hours ago, spiderangel said:

    In the game when i started the mission of rescuing 3 soldiers (i think second or third mission) that were being chased by cleaners i aborted the mission after the drop ship arrived.

    Later on i couldn't start the mission again because my drop shop always had those three soldiers in the drop with (on mission) beside their names

    Thanks. I've been able to reproduce the issue of the soldiers remaining in the dropship once it returns to base if you abort the mission once you reach the mission site, which is probably the cause of this bug. We'll get it fixed.

    The posts Koki linked above would be useful for any further bug reports though!

  10. 8 hours ago, Chrome1 said:

    Being a dev myself, is there anything I can do to help this and other recurring bugs?

    Thanks for the offer. Unfortunately there's not really much you can do to help besides making sure your bug reports have all the required info when necessary (logs / saves) so we have all the info we need to fix the issues as quickly as possible. I didn't need any more info in this case, but I'm sure as a dev you know what's needed to make your life easier! :)

  11. 17 hours ago, SoftwareSimian said:

    11 months after my original post it's "still on the to-do list" ?

    Is it a particularly complex issue?

    One of our junior coders investigated it a few weeks back and it's not a straightforward fix, so it'll require our tech director to sit down for at least a couple of hours and figure out what the issue is - and his time is usually spent on the highest priority issues we have on any given day.

    This bug is only classed as medium priority; how long ago you reported the bug doesn't really factor into that. It's likely to be addressed once all the game content is in place.

    • Like 1
  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!

    This update just contains a few more minor fixes, and we'll likely be releasing this onto the main branch on Monday if it proves stable (or releasing 3.8.0 if not).

    Bugfixes:

    • Fixed being able to heal alien units (this allowed players to get into a few situations that could allow crashes).
    • Prevented the player from healing an unconscious unit if there is another unit stood on their tile, as that would lead to two units occupying the same tile.
    • Fixed the Western Town restaurant interior walls appearing black on some systems.
    • Fixed the soldier HP bar that is shown on hover on the Dropship soldier arrangement screen showing inconsistent values when you switch between soldiers.
    • Fixed some ladders on some of the new Polar maps not being climbable.
    • Thanks 1
  13. 2 hours ago, kimdownunder said:

    So, today I opened the game and all my saves have gone. It was working last night, 4 April. No updates today, so why is this happening??? Several weeks of play LOST. :( 

    It's not something that Xenonauts 2 has done. For some reason your PC will have removed the files from the save directory, which is in My Documents/My Games/Xenonauts2/.

    Some other users had an issue with this a while back and it turned out to be a setting on their computer. I can't remember exactly what it was, but I think it was maybe OneDrive syncing options? Or maybe some kind of antivirus software has quarantined them because it thinks it is dangerous?

  14. 11 hours ago, fisheye said:

    When I hover my mouse on a soldier in Armory screen, I see a small portiat of a soldier on the left, which is nice. I had problems understanding what the green bar below soldier's photo is. I would guess it's health, but is it? I've noticed a bug where this "health" will sometimes show different values based off whether I have my mouse on soldier above or below AND then navigate to this particular soldier. I don't know how to reproduce it, altough the "bugged" soldier always shows this behavior, but not every soldier show different "HP" value when navigating from top/bottom neighbor.

    Yeah, it shows soldier health. Sounds like it's bugged though - if you figure out anything consistently wrong then just post it up here!

    I'll take a look at it myself later today if I get a chance and see if I can see anything wrong.

  15. On 4/1/2024 at 10:54 AM, Boar Head said:

    I'm starting to enjoy the game quite a bit but I can't help but feel a bit concerned regarding how rudimentary and poor the game's logic still is when it comes to what it considers as cover. See the image below, my soldier is aiming over some waist high objects at a Cleaner. The box is next to him so the game goes "Ok, you're good there, no way that's blocking the shot oh but what's this? There is a waist high wall adjacent to that box and you are NOT next to it therefore, it might block your shot".

    It's just a bit frustrating that even with the game's upgrade to 3D from X1, though obviously an immense improvement, there is still stuff like this that just doesn't make any sense and pulls me out of the experience. If the Cleaner in the image was crouching then maybe I'd see why there'd be a chance for the shot to get blocked but he's standing up 2 feet away from my soldier and he's completely exposed from the torso up, the box nor the wall should count as cover.

    Are there any improvements or fixes being worked on for things like this? Or is it just going to be something I have to put up with as long as I play this game? I think a basic fix would be to somehow take into account distance and whether or not the target is crouched behind partial cover objects. It might already work like this, I don't know, but I think waist high objects should only provide half their cover bonus if the target is standing, just to alleviate the issue a bit (So that in the situation depicted in the image below for example, there would at least only be a 20% chance of the shot getting blocked rather than a whopping 40%). 

    When it comes to the distance, I think waist high objects' cover bonus should vary highly depending on the distance between the shooter and the target. Obviously if I'm standing next to their cover, it should work as it does now, no way the shot is getting blocked. But I don't think it needs to immediately be considered a full low cover block the instant there is an extra tile in the way. It should be like a 5% chance for the shot to get blocked, then increment that slowly the larger the distance. I think overall that would make low cover way more interesting and also only reserve shots blocked by low cover in those types of situations as utter catastrophes rather than common occurrences.

    (With the stuff I've mentioned here, the situation below would make the waist high wall a 2.5% chance that my shot gets blocked, 5% divided by 2 due to the target standing).

     

    I hope this feedback makes some sense and I hope I didn't come off as too presumptuous, I'm not a game dev of course so maybe you guys have some good reasons for why things work the way they do but I personally feel like the changes I've mentioned above would make the game way more satisfying and "logical". Thanks for taking the time to read!

    20240401111354_1.jpg

    Thanks for the feedback. I think you've found a bug in the game there - if there's a string of adjacent cover with the same or less stopping chance than the original adjacent cover (i.e. the box), then it should all be ignored. In this case that means the wall should be ignored because it's adjacent to the box, which is correctly being ignored.

    However it doesn't seem to be working here for some reason, so we'll take a look at what's going on.

  16. Hello everyone - hope you all had a good Easter! It's time for our monthly update on the progress we've made on Xenonauts 2.

    Milestone 3 Patches:
    A lot of our time has been spent fixing bugs in Milestone 3 recently, with five patches being released in the last month. Many of these issues were minor problems caused by our Unity 2022 upgrade, but there's also been fixes for various older bugs and some improvements made to the foreign language translations of the game too. These updates should have collectively improved player experience quite a bit.

    One highlight was finally finding a fix for a long-standing bug that turned the screen black whenever any unit fired a weapon. This bug only affected a small number of users and there was a workaround (disabling the "camera shake" setting), but it made the game basically unplayable for anyone who did not know that - so it's definitely a relief to have it fixed!

    New Maps & Environments:
    We've also been hard at work on the content for Milestone 4, and the new maps needed for the largest UFO crash sites are the biggest component of this. These are progressing well - we're aiming to have 3 large maps per biome when Milestone 4 comes out, and we're about 80% of the way there now. In addition to this, the update will also contain numerous new Alien Base maps that were made the previous month.

    Furthermore, a new environment artist contractor has joined the team to help us improve our existing environments and eventually finish off the Soviet Town biome that we plan to add to the game before final release. We've already updated the command room in the ATLAS Base map so it more closely resembles what we have in our artwork (with a command table and proper wall screens), and now we're working on some underground earth textures for use in the Alien Base maps.

    I'm planning on using these to address one of the gameplay issues with the Alien Base maps - that all the walls are indestructible (even the ones between rooms). Under this new setup all walls will be destructible, so it'll be possible to destroy both internal walls and the external ones around the edge of rooms. Doing this will reveal the earth tiles behind the walls, and these themselves will also be destructible.

    This should allow more realistic gameplay where powerful weapons and explosives will be able to gouge holes in the walls, and theoretically it would also allow players to dynamically "mine" through the earth and breach other rooms if they sufficiently powerful weapons. Be aware this idea is still at the testing phase so I can't promise it will definitely work as planned... but all our testing so far looks good!

    Alien Visual & Audio Improvements:
    Our updated Androns have now been finished and will be marching into battle against humanity in Milestone 4. We've also retextured the basic Sectons, as these are the first aliens that new players encounter but previously had fairly basic textures. We're currently retexturing the Wraiths so their basic non-combatants have a simple military uniform rather than being completely naked, and this month we'll be creating an additional Wraith variant with heavier armour that will appear towards the end of the game.

    We're also in the process of hiring a contract audio engineer to improve the game's sound design in general, which will include creating some new sounds for the aliens to try and give them a bit more character (like new injury / death sounds, or unique footsteps etc).

    Smaller Improvements:
    We've also completed several small features this month that were requested by the community. Firstly, the dropship screen (where you can position your soldiers within the dropship) now shows the soldier role icons on the green soldier tiles, making the process much more straightforward than it was previously.

    Secondly, we've finally got "destruction linking" working properly, which allows us to have walkable tiles placed on top of large multi-tile objects like shipping containers and have them remove themselves if the underlying object is destroyed. This means there's now a lot more objects in the game that allow you to land on top of them and walk around (shipping containers, caravans, buses, certain fuel tanks, etc), and fewer cases of aliens mysteriously standing in mid-air on invisible tiles.

    Work was also done on the end of turn camera, which now better shows regeneration healing and Bleeding Wounds damage on any visible units at end of turn. We also rewitten the item assignment logic that occurs after a completed mission, because players were getting some strange loadout problems when running a second mission with the same dropship (some weapons not starting with a clip loaded, etc), which was just down to the primitive way in which the game assigned items to your soldiers if there wasn't enough to equip the whole squad.

    Finally, a surprisingly popular request was an upgrade for the basic Combat Knife weapon that is available for your soldiers, so we've designed an upgraded Energy Knife that will unlock off Alien Electronics and should allow the weapon to remain relevant for much longer.

    Conclusion:
    That's everything for this month - lots of smaller tasks that together represent good progress on the project. Hopefully we'll have an early version of Milestone 4 out for testing on the Experimental branch later this month!

    • Like 4
  17. 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!

    Bugfixes:

    • Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them.
    • Secton eyes now glow when Psionic Triangulation is active.
    • Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them.
    • Fixed some display issues users could experience if using multiple monitors while mirroring one or them to different screen.
    • Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
    • Like 1
  18. We've now released our Milestone 3.6.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.3.0.

    Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter.

    Balance Changes & Gameplay Updates:

    • Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2.
    • Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI).
    • Wraith autopsy research project no longer incorrectly awards $100k on completion.
    • Fixed soldiers being unable to crouch if another soldier was already moving.
    • Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions.

    Bugfixes:

    • Fixed the entire screen permanently going black when a unit fires a weapon in the tactical combat for some players. This bug was linked to the "camera shake" setting, and some users had disabled that setting as a workaround - if so, you should now be able to re-enable it.
    • Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen.
    • Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination).
    • Fixed an AI hang that could occur during the enemy turn in the tactical combat.
    • Fixed the exterior walls of the office on the Cleaner Data Raid missions displaying black on some systems.
    • Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base.
    • Fixed the heal animation not displaying properly.
    • Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing.
    • Fixed the aircraft transfer duration repeating a second time after completion, taking twice as long as intended.
    • Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead.
    • Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour.
    • Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial aircraft deployment phase.
    • Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon).
    • Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves.
    • Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker.
    • Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers).
    • Fixed a Boreal log pile that had a graphical glitch with one of the logs.
    • Like 1
  19. 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!

    Bugfixes:

    • Fixed large amounts of text not appearing correctly in Chinese languages.
    • Fixed a large number of text lines being vertically misaligned in non-English languages.
    • Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa).
    • Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items. 
    • Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier.
    • Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting.
  20. The stats are low for gameplay reasons; it's important to have space to grow. If you start with skilled soldiers then it removes a large amount of progression from the game, and would make it less fun.

    However, the stats of starting soldiers will be something that can be modded when we get the mod tools done, so if you'd prefer to play the game a different way you will be able to do so.

  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!

    Another few fixes for crashes and hangs identified by the community in 3.5.0.

    Bugfixes:

    • Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination).
    • Fixed a crash that could occur at the end of turn in a tactical mission when a unit is killed by reaction fire with certain AI actions still queued.
    • Fixed an AI hang that could occur during the enemy turn in the tactical combat.
    • Wraith autopsy research project no longer incorrectly awards $100k on completion.
    • Like 1
  22. 2 hours ago, tacostan said:

    Wow, I've figured out the issue, in your last post you made me realize I am supposed to wait for the helicopter to actually move to the base in the overworld map, I had been clicking on the ATLAS base after the soldier equip screen and pressing launch combat team which causes the crash because we've already done that step? 

    I just waited for the chopper to get to the mission and the game is running fine, the crash just comes from the mission not being locked out while soldiers are moving to it.

    Haha, well I'm glad you've figured the issue out!

    Well done for finding a hidden crash in the game, we'll get that fixed in the next patch so it doesn't affect anyone else :)

×
×
  • Create New...