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Posts posted by Chris
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On 4/21/2025 at 4:00 AM, Melee said:
Description: 4th paragraph, second sentence - extra "began".
What happened: "Hoping to establish further contact with the aliens, EXDEF began the vast job of constructing the gateway began almost immediately."
Further Information: Also, it isn't obvious "Cleaner Device (Plot)" research item is "Quantum Teleportation research" objective.
Thanks, I've fixed that now.
BTW, the Cleaner Device project isn't the Quantum Teleportation research. They're different objectives linked to different projects, so if they're displaying incorrectly then let me know - but I had a quick look and it seems to be set up correctly.
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On 4/17/2025 at 6:26 PM, Volbunbo said:
At this point, the crash occurs even after reloading and the game just crashed on me during load - this time with the red exclamation mark on the logo, however.
bug_report_2025-04-17-19h22_gc_5.26.0_unhandled_exception_0.zip
Thanks. I've also tried to reproduce this from your saves and I can't do it either, so this is very strange - as Kouki said, it'd be very useful if you could switch to the Experimental branch as then hopefully we'd get more information about exactly where the crash is happening/
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Bugfixes:
- Fixed soldiers initially being invisible after moving up a level via a teleporter.
- Fixed various visual issues with the Western Town biome, the largest being the long-running issue with the restaurant interior walls rendering black. However, there were several other (more subtle) rendering issues in this biome that we've also fixed that should clean up the visuals of Terror Sites.
- Fixed there being some "holes" in the walls of alien bases (this was just one particular wall tile not rendering correctly).
- Fixed some issues with the walls flickering in certain Farm barn buildings.
- Removed a filing cabinet that was obstructing an office window (but still allowing you to shoot through it) in a particular terror map.
- Fixed an issue with the text for a certain Geoscape anomaly in the German translation.
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This is another hotfix for Milestone 5 that fixes a few crashes and other gameplay issues. As always, we're monitoring the bug report forums and we'll continue to release hotfixes for crashes and gameplay issues reported by players.
Changes:
- All aliens in the Terror Site around day 70 should now use Magnetic weapons (previously a couple of aliens were incorrectly using Plasma weapons).
- Made some small changes to the Endgame part 2 mission, ensuring the outer walls of the mission are indestructible and placing earth tiles in any of the internal voids in the map. Also fixed some misaligned floor tiles. These map changes mean that any existing save games from Endgame part 2 will now be broken!
Bugfixes:
- Fixed a crash that could occur when a Servitor fell down a level while also trying to perform autoheal.
- Fixed the Autopsy: Symbiote research project not unlocking correctly.
- Fixed the "Recovering" state of wounded soldiers incorrectly displaying as "<1 Day" in some situations.
- Fixed the western town double-sided chair tiles not correctly disappearing when destroyed.
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On 4/15/2025 at 8:18 PM, Melee said:
5.26.0 - No tutorial. I let it run for a few seconds after tutorial geoscape loaded, then Alt-F4'd.
We've had a look at the logs and the cause isn't really obvious. As we're not really sure where to start with the a fix, we've decided not to spend any more time on trying to fix it - if it doesn't appear in the Release branches, and only appears on slow machines, it's quite a low priority bug.
Thanks for all your testing on this bug, we appreciate it a lot.
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On 4/9/2025 at 4:08 AM, delor said:
Should be an easy one to re-create: If you've got a sniper who hasn't moved yet and mouse over a tile to move to and hold SHIFT to predict a hit chance on an enemy from that tile, the predicted chance includes the no-move bonus even though when you move there the hit chance won't have it anymore.
Hi - thanks for this bug report. We looked into it today but we couldn't reproduce it, as everything seems to work as intended. Could you provide a save or reproduction steps on what you did to get the bug?
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2 hours ago, APXAHrEJL said:
Hi - are you able to reproduce this crash from any of your saves? We've tried loading them and we can't get it to crash.
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Changes:
- All aliens in the Terror Site around day 70 should now use Magnetic weapons (previously a couple of aliens were incorrectly using Plasma weapons).
- Made some small changes to the Endgame part 2 mission, ensuring the outer walls of the mission are indestructible and placing earth tiles in any of the internal voids in the map. Also fixed some misaligned floor tiles. These map changes mean that any existing save games from Endgame part 2 will now be broken!
Bugfixes:
- Fixed a crash that could occur when a Servitor fell down a level while also trying to perform autoheal.
- Fixed the Autopsy: Symbiote research project not unlocking correctly.
- Fixed the "Recovering" state of wounded soldiers incorrectly displaying as "<1 Day" in some situations.
- Fixed the western town double-sided chair tiles not correctly disappearing when destroyed.
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On 4/14/2025 at 1:24 AM, Melee said:
4.27.0 Experimental 01.AVI 5.0.0 Experimental 01.AVI
4.27.0 has tutorial.
5.0.0 does not.
Video of each from old camera.
Thanks. I'll be pushing an updated version of the game to the Experimental branch later today. Once I do, it'd be great if you could test that and post up the logs when you have - we've added a bunch of extra logging that might help us debug where the issue is occurring.
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7 hours ago, Melee said:
Yes, text is fixed in 5.25.1+. Some of the single line dialog borders don't display like they were scaled to zero width from a larger resolution original. He's aware and said it would be hard to fix many months ago and to remind him closer to launch. It's throughout the game.
Below are some easy examples of buttons and a tooltip missing bottom border line.
Yeah, it's still on my radar, thanks.
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22 hours ago, Melee said:
Test Methodology:
A. Uninstall 5.25.2 Experimental within GOG Galaxy and close Galaxy.
B. Manually delete Xenonauts 2 folder and *.JSONs in My Games\Xenonauts 2\Settings.
C. Install 5.25.1 Release/Stable within GOG Galaxy and close Galaxy.
D. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.
E. Step 'D' repeated 5 times. Tutorial appears 5 times (Yay!)
F. Start GOG Galaxy and revert to 5.24.0 Release/Stable and close Galaxy.
G. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.
H. Step 'G' repeated 5 times. Tutorial dialog appears 5 times (Yay!)
I. Start GOG Galaxy and update to 5.25.2 Release/Stable and close Galaxy.
J. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.
K. Step 'J' repeated 5 times. Tutorial dialog appears 5 times (Yay!)
L. Start GOG Galaxy and update to 5.25.2 experimental and close Galaxy.
M. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.
N. Step 'M' repeated 5 times. Tutorial dialog fails to appear 5 times (BOO!)
O. Start Steam and install Legacy 5.15.0 Experimental and leave Steam running.
P. Start Xenonauts 2 from 'Play' button within Steam. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.
Q. Step 'P' repeated 5 times. Tutorial dialog fails to appear 5 times (BOO!)
R. Install Steam Legacy 4.27.0 Stable.
S. Start Xenonauts 2 from 'Play' button within Steam. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.
T. Step 'S' repeated 5 times. Tutorial dialog appears 5 times (Yay!)
U. Install Steam 5.25.2 Experimental.
V. Start Xenonauts 2 from 'Play' button within Steam. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.
W. Step 'V' repeated 5 times. Tutorial dialog fails to appears 5 times (BOO!)
Conclusions:
Tutorial dialog appears in stable builds but not experimental builds. Previous shortcut/GOG results with 5.24.0 stable did not repeat.
It would be helpful if game's Main Menu version text indicated Experimental or Stable and GOG version text Release was consistent with https://www.goldhawkinteractive.com/forums/index.php?/forum/7-xenonauts-2-releases-patch-notes/ Stable descriptions.
I would be curious if tutorial dialog appears in 4.27.0 Experimental and this experimental/stable behavior was introduced in early m5.x.y as I don't recall encountering this last campaign of 5.0.0 Experimental.
Thanks, that's very helpful. I've put version 5.0.0 and version 4.27.0 experimental up on the testing branch - I'd also be curious to know if this issue existed in Milestone 4, or whether it was introduced with Milestone 5.
BTW, you can tell if a build is an Experimental build or not by whether it has the text "development" in the bottom right hand of the screen. If it does, it's an experimental build.
Just to be clear, when you say "Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears" do you genuinely mean that the first tutorial popup that says "welcome to Xenonauts 2" doesn't appear for you? Because in our testing that appears at 00:00:28, so we were assuming you were talking about not getting the Radar Range popup or the stuff to do with Geoscape Anomalies etc. Could you just clarify exactly where it fails?
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This is another quick hotfix for Milestone 5, fixing a second pathway for the Reflexes bug to occur that we missed in the last hotfix.
Bugfixes:
- Fixed a second variant of the bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes), causing the temporary debuff to become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered this reduction with a patch, as the bug overwrites their original stat value - sorry about that!
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That's an entirely different artist to the ones you've complained about previously, though, and that specific piece of art was painted two years ago (prior to the Early Access launch), back when AI image generation was very primitive.
Which kinda illustrates the point I'm making - not every issue you see with a piece of art is because it's been generated by AI. Sometimes artists cut corners, sometimes they make mistakes, sometimes they just aren't technically capable enough to get everything in a scene perfect. In this case that's just the artist's style, which you can also see on all the interrogation art. He's a very talented artist (especially with biological creatures) but he's not great at industrial design, which is why the computer stuff at the top looks a bit weird.
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! This is another quick hotfix for Milestone 5, fixing a second pathway for the Reflexes bug to occur that we missed in the last hotfix.
Bugfixes:
- Fixed a second variant of the bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes), causing the temporary debuff to become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered this reduction with a patch, as the bug overwrites their original stat value - sorry about that!
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18 hours ago, skaianDestiny said:
Please correct me if I'm wrong, but does the Alien Antigravity Unit research project art have elements of genAI images used in the background? There's small bits of inconsistency that have never been present in any other Xenopedia illustration that are hallmarks of genAI images. Which would be a real shame, given the Xenopedia art has always been some of my favorite parts of the game given how well made they are and their quality.
I'd very much prefer to be jumping at shadows, but the background still would be way too rough compared to every other illustration once I started scrutinizing it that I would suggest another go at refining it.
It's not AI-generated. The artist has just painted over a 3d render of the in-game prop and placed it in front of the updated research UI background.
13 hours ago, Skitso said:Yeah, I've seen a lot of evidence of AI generated elements in the more recent art.
No, you haven't. You're just making assumptions.
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2 hours ago, Melee said:
On GOG, Experimental goes back to v5.22.2, Legacy to v18.2, Release to v4.27.0.
Ah, so it does. I thought it stored all previous versions.
I've added a new branch called "testing" you can access with the password "goldhawk" that has three builds on it: 5.7.0 / 5.12.0 / 5.20.0
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On 4/9/2025 at 12:56 AM, gG-Unknown said:
I have noticed the wierd misfire again. Check the vid.
The scatter on the grenade launcher is a bit wild here - it looks like it's shooting about 45 degrees to the right, which is too much.
The problem looks much worse because the game traces the path to see what intervening object will be hit, but then it fires the grenade at the tile in front of the intervening object. So instead of looking like the grenade smacks into the wall of a building (hitting it mid-way through the arc), it instead calculates a whole new full arc that ends just in front of the object and never actually hits the intervening object.
Fixing that will make a lot of these issues go away, because it'll be obvious what's actually happening. It's just a complicated fix and we haven't had time to do it yet.
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18 hours ago, Melee said:
So,
Updating GPU to v25.3.1 driver had no effect.
Clean install GOG 5.24.0 Experimental - No Tutorial.
Update to GOG 5.25.0 Experimental - No Tutorial.
Clean install GOG 5.25.0 Experimental - No Tutorial.
Clean install GOG 5.24.0 Stable - No tutorial if launched from shortcut to "C:\Games\GOG\Xenonauts 2\Xenonauts2.exe" starting in "C:\Games\GOG\Xenonauts 2". Tutorial if launched from 'Play' button within GOG galaxy.
Clean install Steam 5.24.0 Experimental - No Tutorial.
Clean install Steam 5.24.0 Stable - Tutorial.
Clean install Steam 5.25.0 Experimental - No Tutorial.
The no tutorial in experimental versions seems to occur when starting game and then immediately creating new campaign once main menu loads. If I then skip out of the non-progressing tutorial and go back to main menu and create a new campaign, the tutorial works.
Thanks, this is really useful information given we can't repro it ourselves. I'm guessing the difference between Stable and Experimental is because Experimental builds have worse performance.
Are your findings with the 5.24.0 Stable on GOG reproducible? Or is is just semi-random on the Stable builds where you get the bug sometimes but not others? I'm a bit sceptical that launching through GOG Galaxy would make any difference.
One thing that would be really valuable if you have time is to revert to a few of the older Experimental versions in GOG and see if you get the same problem? At least then we might have some idea of when the bug was introduced? Was it in 5.12.0? Should be able to zero in on it fairly quickly if you half the version numbers each time.
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3 hours ago, h4r4 said:
Brightness gamma and exposure/ options missing from visual tab...
3 essential general options that cover an entire range of preferences are missing , hopefully the release version will have these available to fiddle with.Yeah, they should be. We've got settings for them but they don't currently affect the UI, we need to fix that up before we can re-enable them. Hopefully we'll get that done for Milestone 6.
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This hotfix for Milestone 5 fixes a serious issue in the game considered urgent, so we're launching it straight onto the normal branches without letting people test it for a few days on the Experimental branches first. There's therefore a higher chance of stability issues than normal - we'll be watching the bug report forums closely over the weekend, so please let us know if you encounter any issues!
The critical bug we're fixing can cause soldiers to suffer permanent stat loss if you're saving / loading during combat, as well as potentially getting stuck in the wounded state on the strategy layer. However, we're also toning down Mind Control and fixing an issue with night missions getting out of sync with the Geoscape night shadow.
Changes:
- Mind Control for Psyons no longer uses squad sight, so Psyons need to get direct vision on a Xenonaut before they can cast the ability (Eternals can still cast Mind Control using squad sight).
- Added new art for the Alien Antigravity Unit research project.
- Added new injury / death sounds for the Eternal.
Bugfixes:
- Fixed a bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes) or taking HP damage (Accuracy), as this caused the temporary debuffs to incorrectly become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered from this issue - sorry about that!
- Fixed the day / night status of a mission on the Geoscape being set when it first spawns, rather than the time when the player actually begins the mission.
- Fixed a bug where smoke tiles and doors would sometimes appear invisible to the player, but still be present in gameplay terms.
- (Hopefully) fixed combat shields sometimes not disappearing when destroyed by enemy fire.
- Fixed the UOO Bridge Assault mission not allowing you to attempt it a second time if you abort the mission.
- Fixed soldiers getting stuck in the "airborne" state if you abort the Bridge Assault mission.
- Fixed the Geoscape objective text going off the edge of the screen on non-16:9 screens.
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Changes:
- Mind Control for Psyons no longer uses squad sight, so Psyons need to get direct vision on a Xenonaut before they can cast the ability (Eternals can still cast Mind Control using squad sight).
- Added new injury / death sounds for the Eternal.
Bugfixes:
- Fixed a bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes) or taking HP damage (Accuracy), as this caused the temporary debuffs to incorrectly become permanent. Unfortunately it's not possible for us to "fix" soldiers that have suffered from this issue.
- Fixed a bug where smoke tiles and doors would sometimes appear invisible to the player, but still be present in gameplay terms.
- Fixed the Geoscape objective text going off the edge of the screen on non-16:9 screens.
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6 hours ago, Melee said:
Also, just to clarify - is the healing itself working correctly? Or are they stuck at 20% health?
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2 hours ago, Melee said:
No I was letting everything progress vanilla on it's own from startup. I tried Soldier and Commander difficulties. I've been Alt-F4'n to exit but the ESC game menu works and the doomsday tooltip works.
What would a character conversion be impacted by hardware-wise. I'm playing on older hardware.
And you can reproduce it every time? Does it happen both on Experimental and the normal branches?
Yes, it's potentially something that's linked to hardware. Koki's PC isn't as powerful as the PCs of the other people on the team that tested it. But then I just fired the game up on my very slow laptop and I couldn't reproduce it there either, so it's probably not purely linked to PC performance.
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Changes:
- Added new art for the Alien Antigravity Unit research project.
Bugfixes:
- Fixed the day / night status of a mission on the Geoscape being set when it spawns, rather than when you actually start the mission (a bug we accidentally introduced in the last hotfix).
- (Hopefully) fixed combat shields sometimes not disappearing when destroyed by enemy fire.
- Fixed the UOO Bridge Assault mission not allowing you to attempt it a second time if you abort the mission.
- Fixed soldiers getting stuck in the "airborne" state if you abort the Bridge Assault mission,
crash bug report
in Xenonauts-2 Bug Reports
Posted
Thanks for reporting this. It seems like this bug has happened because earlier in the campaign, you tried one of the UOO missions and either failed the mission or aborted it? There was a bug in an earlier version of the game (now fixed) that could break campaigns if you did that, and it looks like that's what's causing this crash.
If that's not what has happened then please let us know and we'll look into it further.