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Chris

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  1. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This is a small patch for 1.32 that fixes a couple of bugs played have encountered. Changelog: We've removed the "swapping weapons swaps out the ammo" feature on the soldier equip screen, as that was causing issues where weapons were not swapping correctly. That will return in the next patch once we've had a chance to correct that issue. Fixed another crash that could occur when you tried to initiate air combat if you had merged two airborne squadrons together using the Launch Aircraft panel. Quantity buttons in various parts of the game (Base Stores, Engineering, etc) now increase in quantity automatically if you press and hold them, rather than you having to click them every time.
  2. This is a little surprising, to be honest. The vehicle explosions only inflict 60 damage (except the snowmobiles which did 100 until I just fixed that) - which is quite a bit, but the Exosuit should provide good protection against it. The problem is that if it reduces the unit to 0 HP then they're gibbed, because it is explosive damage. So a unit on 5HP would be gibbed if they took even 6HP of explosive damage once their armour was taken into account. But the Exosuit offers 35HP of protection so a 61HP soldier shouldn't be killed by an exploding pickup. A snowmobile would have done it, but if the pickup is doing it then that's a bit concerning.
  3. Hi - this is a really strange bug then. I've just downloaded the game on GOG and it doesn't seem to crash either on the Experimental branch or the standard branch for me - and I tested three times on the standard branch. Does it crash every time for you on the normal branch? The sequence of actions during the enemy turn should be slightly different each time and I was wondering if that made a difference? Anyway, at least you can continue your playthrough by playing on the Experimental branch. You can just take a save after the mission and then switch back to the normal branch. But it's hard for us to fix the crash without getting the logs from the Experimental branch where the game isn't crashing, so I'm not sure there's anything we can do here. But if the issue turns up again please let us know!
  4. Hi - thanks for the bug report, sorry to hear you're having issues. Would you mind providing a save game for us to check the issue in? I can't reproduce it in a fresh campaign. The save game folder is /My Documents/My Games/Xenonauts 2/Saves/ and it'd be helpful to get a save before and after the dropship is moved, if possible.
  5. 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! Usability Improvements: On the Soldier Equip screen, if you drag a new weapon on top of an existing weapon, the game will automatically swap out all ammo clips for the previous weapon with those used by the new weapon. Clicking the soldier minitabs at the top of the screen now correctly shows the position of the unit, even if they are unconscious. Balance Changes: Melee weapons no longer ignore combat shields. Updated the move cost of several types of movement so soldiers choose more logical paths through the map: Opening doors now costs 4TU rather than 3TU Vaulting costs 5TU rather than 4TU All jetpack movement costs +1TU per tile, so units will land and walk rather than flying along at ground level Alenium Generator upgrade project now costs $200k instead of $500k The construction time of all upgraded base structures is now the same as the basic version of the structure. Bugfixes / Other Changes: Fixed a rare crash that could occur if you tried to overwrite an existing save game. Fixed a crash that could occur when rebinding keys in a non-English language. Fixed an issue we introduced recently where Ctrl "force fire" for weapons would frequently not respond to mouse clicks. Fixed rotating when shooting incorrectly not costing TU on Veteran and Commander difficulties. Fixed soldiers not training Strength in the Training Room. Fixed upgrading a building reseting the construction time of any buildings of that type currently under construction. Fixed soldier inventory Time Unit move costs not working properly. This system has now been rewritten so it should now always provide the correct cost (let us know if not). Fixed an ordering issue when tabbing through soldiers in the tactical combat which would place soldier 10 at the very end of the soldier list. Fixed the "stores full" check that blocks engineering work not triggering correctly if you built or demolished a Storeroom. It will now detect both of these actions correctly. Destroyed bases no longer count towards the base limit, which means players are no longer inexplicably blocked from building a sixth base if they lose one during a campaign. Destroyed bases no longer show their radar range on the Geoscape once the Radar is upgraded. Alenium and Alloys are no longer listed twice in the recovered items at the end of missions. Soldier inventory screen in tactical combat now shows Max HP as the modified max HP, not the unmodified HP (so it now shows the correct value if you go into battle with a wounded soldier). Fixed dead MARS units showing a full health bar on the post-mission debrief screen. Fixed the empty UOO-1 research popup appearing at day 300. Laser Recharge engineering project no longer has a tooltip.
  6. Thanks. Apologies for the slow reply, appreciate you giving us your thoughts!
  7. @Oskimi thanks for your thoughts, I've given them all a read now!
  8. The Wraith enemies are capable of teleporting in Xenonauts 1, so it could have been one of them?
  9. Thanks for the report. I can't reproduce this from the save file you provided though (even if I revert back to 1.30). Can you still reproduce it? If so, would you mind switching to the Experimental branch and grabbing the logs?
  10. Every new Milestone will break saves. All the current updates are all for Milestone 1, but as soon as Milestone 2 arrives it'll break saves (although you can continue playing Milestone 1 for a while on the legacy branches if you want).
  11. Thanks. Are you playing in a non-English language? (I'm guessing Russian?) We'll get this fixed. In the meantime I think you can rebind the keys fine if you set the language to English, and then set the language back to whatever you want to use.
  12. You can change to the legacy branch if you want to switch back to 1.30. But before you do that, two things: 1) Can you please attach the output_log and saves from the directory mentioned in the sticky thread at the top of the forum? The ones you've attached there look like the Unity logs, which aren't the ones we need. 2) Can you try going to the game options and disabling "camera shake" and see if that corrects the problem?
  13. This is a very minor update which simply adds a little more guidance to the Cleaner Cell missions, as player feedback suggests this can be a difficulty spike for unfamiliar players. It will initially be released on the Experimental branch but it's such a simple change I'll likely post it out on the Stable branches within a few hours too. Changelog: The description of the Cleaner Cell mission now makes it more obvious that this mission requires a well-equipped team of soldiers. The mission briefing and introductory conversation for the Cleaner Cell now highlights that the VIP is inside the "largest building".
  14. This is a stability update for the default Steam / GOG / Epic branches that contains all the fixes from the 1.31 versions which have been tested on the Experimental branch. Changelog: Fixed the crash that could occur after a UFO gets stuck on the Geoscape (these are resupply missions for Alien Bases). Fixed a crash that could occur when starting air combat if the leader aircraft of a three-plane squadron had been split off and the remaining two planes attempted to start another combat. Hopefully fixed the "terrain not disappearing when destroyed" issue properly now. If you continue to encounter it then please let us know! Dropship auto-fill button now obeys the Vehicle Capacity rules for the dropship. Engineering Screen - the quantity arrows for the projects now update correctly if you add a new project and can no longer afford to add more quantity to existing projects. You no longer get a building complete notification for buildings in destroyed bases. If playing Iron Man, the game no longer always quits to Main Menu rather than giving you the option to quit to Desktop too. The "Captured VIP" item in the base stores is now hidden, as it's a research trigger item (and you still also get the Captured Psyon item). Fixed the region highlight outline for Soviet Russia being misaligned in some cases. Fixed the newlines in the "Base Destroyed" loss condition text. Fixed the game showing incorrect values in the Xenopedia for the MARS and Sentry Gun stats. Fixed the Cleaner SMG and Accelerated Rifles being equippable by vehicles. It's now possible to shoot through the glass doors in the desert trailer park houses. Pillars are now crushable (which means the MARS can move diagonally through fences).
  15. 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! Changelog: Fixed the crash that would occur when an aircraft returned to base after a mission (which was introduced yesterday).
  16. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This is a small patch for 1.31 that fixes a couple of other bugs that were introduced a couple of weeks back in version 1.29. Changelog: Hopefully fixed the "terrain not disappearing when destroyed" issue properly now. If you continue to encounter it then please let us know! Fixed a crash that could occur when starting air combat if the leader aircraft of a three-plane squadron had been split off and the remaining two planes attempted to start another combat.
  17. Can you try switching to the Experimental branch and see if it works please? We fixed a crash that might be this in 1.31!
  18. Sure, we'll try to get this fixed. Can you try switching to the Experimental branch and then getting the logs for us? Details for how to switch branch are attached below, and there's a sticky about the logs at the top of this forum.
  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! Gameplay / Balance Changes: Fixed the crash that could occur after a UFO gets stuck on the Geoscape (these are resupply missions for Alien Bases). Dropship auto-fill button now obeys the Vehicle Capacity rules for the dropship. Engineering Screen - the quantity arrows for the projects now update correctly if you add a new project and can no longer afford to add more quantity to existing projects. You no longer get a building complete notification for buildings in destroyed bases. If playing Iron Man, the game no longer always quits to Main Menu rather than giving you the option to quit to Desktop too. The "Captured VIP" item in the base stores is now hidden, as it's a research trigger item (and you still also get the Captured Psyon item). Fixed the region highlight outline for Soviet Russia being misaligned in some cases. Fixed the newlines in the "Base Destroyed" loss condition text. Fixed the game showing incorrect values in the Xenopedia for the MARS and Sentry Gun stats. Fixed the Cleaner SMG and Accelerated Rifles being equippable by vehicles. It's now possible to shoot through the glass doors in the desert trailer park houses. Pillars are now crushable (which means the MARS can move diagonally through fences).
  20. Ah, thanks. Yeah, it's referencing the wrong template there. I'll get that fixed.
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