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Posts posted by Chris
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1 hour ago, ih8california said:
Chris, are you talking about weapon slots or hardpoint values for each weapon type? My point was to increase the available hardpoints (not physical weapon slots) on geminis or am I misunderstanding how that works?
And if no to the increase hardpoints, could we at least get a reduction in evasive roll cooldown for the gemini?
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.
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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.
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17 hours ago, Skitso said:
Hmmm, yeah. I guess you are right. I'm looking at the issue with a too narrow field of vision it seems.
The other question is how many crash sites you run - do you run all of them?
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1 hour ago, CaptainSPrice said:
Thanks. We'll worry about what happens after release once we get there though
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22 minutes ago, Nils said:
I produced the shielded plating in my workshop but i cannot find it in the aircraft drop down menu. There is still ablative plating to use.
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?
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On 6/5/2024 at 8:55 PM, Grobobobo said:
bug_report_2024-06-05-21h51_gc_4.4.1_user_f11.zip
A bit of a nitpick, and not nearly as egregious as other things ai has done, but this psyon has ended a turn in this position without shooting once. If he can't shoot the sniper due to ranges/stealth armor aim reduction, then he should at least try to go back inside so he's not as exposed. If he can't have the TU's to do so, then he shouldn't peek in such a position in the first place.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).
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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!
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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!
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.
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41 minutes ago, Skitso said:
Yeah, the issue I have is that by the time I unlock the first two advanced manufactures (warden and accelerated), I've already collected so much alloy, that I don't need to take the amount I have in any consideration, and can just build pretty much all I need or want to.
This is the first time player needs to use alien materials and it's an important moment where the game should teach about manufacture costs and also establish how expensive and important alien materials are in winning the war. So limiting alloys until a little further would improve the gameplay by forcing the player to make more choises that matter, make the alloys feel more special and rare lore wise, while also teaching the player better about alien material usage.
If the destroyers bring the project numbers up, let's push alloys from there on forward. Let the player starve for alloys until then
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.
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4 hours ago, Nils said:
I experienced performance issues.
It happens on maps with big ufos especially when my squad is near the ufo and when i am fast forwarding the movement ("space"-key).
My PC hardware is up to date.
- I also experienced some 0-damage shots on aliens and also from aliens on myself, even when there is no armor on the target. It happens extremly rare, but it does.
Happened with laser- and with fusionweapons
Can anyone confirm this?
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.
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24 minutes ago, Melee said:
Description: Cleaner HQ mission does not yield $600,000 additional funding.
What Happened: Someone is skimming. Comparing pre- and post-Cleaner HQ mission funding reports does not indicate a $600,000 difference.
As shown in the images, the difference is $1,949,380 - $1,581,980 = $367,400 (odd value).
Regional allocation of a $600,000 total increase should be $100,000 per region, if distributed evenly.
Actual distribution is:
North America – $112,680 - $44,280 = $68,400
Soviet Union – $61,620 - $11,020 = $50,600
Europe – $118,720 - $36,120 = $82,600
Asia Pacific – $84,120 - $29,520 = $54,600
Latin America – $88,520 - $32,920 = $55,600
Africa – $88,520 - $32,920 = $55,600auto_strategy_after_combat-29.json auto_strategy_before_combat-28.json auto_groundcombat_turn_70_start-334.json
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.
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4 hours ago, SoftwareSimian said:
I got something new from an Alien Base mission. It has no description in the post-mission summary.
Also when I get back to base, I now have a <blank> item in Storeroom. Whatever it is, it's flagged as "junk" when use the Sell Junk button.
I thought maybe since it was new and exciting it would trigger some research project, but it did not.
auto_groundcombat_turn_10_start-951.json auto_strategy_after_combat-190.json
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.
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18 hours ago, Nobody6 said:
While arraing my soldiers in the dropship earlier I noticed, that I'm often unable to differentiate between the weapons they are holding (especially for the better ones). My solution is to look at highlight in the soldiers list on the left. However this list only shows 11 entries, so there is an up to 32% chance I still can't tell a soldiers role.
However, there is plenty of space (marked area in the screenshot) to extend the list to show all soilders.
Alternatively (if you don't want to change the size of the window, e.g. for estectic reasons) I suggest an auto-scroll mechanism, so that the highlighed soilder is always in focus.
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!
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12 hours ago, Warie_W00kie said:
Popped when 100% is reached.
Thanks, just a typo at my end. I'll get that fixed.
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On 6/4/2024 at 12:16 PM, Warie_W00kie said:
Sorry I didn't realize it until I completed the mission... It was day 57 turn 7 (1 Cleaner and 1 Psyon remaining on map).
bug_report_2024-06-04-04h08_st_4.3.0_user_f11.zip auto_groundcombat_turn_7_start-208.json
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
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13 hours ago, Adamantium said:
I unlocked the Fusion Lance and can't equip it, still have gauss cannon only.
Also: I played on and unlocked the laser, because I didn't feel the need to get it before - and now I can choose between Laser and Gauss - don't know if that is intentional or not, just wanted to let you guys knowThanks. 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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This is a small patch for the 4.4.0 release from a few hours ago, fixing a balance issue with the aircraft equipment weights and a few other small improvements.
Changes:
- Aircraft lance weapons reduced from 8 payload capacity to 6 payload capacity.
- Performing melee attacks on hostile targets now grants progress points towards increasing Reflexes.
- The new "loading complete" sound is now played when you load into tactical combat, whether you press the Begin Mission button or use the auto-start toggle.
- The Training Rate value on the Base screen is now shows decimals where appropriate, as each Interrogation increases the rate by 0.5.
- When viewing a dropship on the Aircraft screen, the soldier list now increases in size as the dropship capacity increases (rather than a scrollbar being added).
- Added a new 3D model for the Fusion Pistol.
- Reduced the volume on the new Geocsape base construction sound.
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Increasing the UFO stats doesn't really address that sort of balance issue though - if shotguns were overpowered, it wouldn't be a good idea to fix it by buffing the HP of all aliens. That would just make all other weapons non-viable and ensure everyone had to use shotguns all the time.
Hardpoints are a way to potentially deal with the issue, yes - although the Angel having 3 and the Phantom having 4 is already the setup, isn't it?
Anyway, give things a bit of a test once the Lances are patched and feel free to comment on the issue in the balance thread.
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The Laser Lance values should also have been reduced back down to 6 weight too, but I missed that change. I'll get it patched in shortly.
Basically we experimented with weapons needing more payload as their tech level increased, but decided it was a bad idea and reverted the change - but I forgot to change back the increased interceptor payload limites. I'm happy to consider increasing that payload on the interceptors ... but the problem I'm concerned about is the Angel feeling great at that payload capacity, but then the Phantom and Gemini not really being a significant improvement because the Angel can already carry most loadouts.
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2 hours ago, Rakiii said:
- Returned the interceptor power generation values to what they were in Milestone 3 (10 for Angel, 13 for Phantom, 15 for Gemini).
Ok but pls change Laser Lance back to 6 equip points.
- UFOs that are shot down immediately inflict no Panic, as before
I would like to know what actions reduce panic and increase funding now.
I am confused ...
I also think changes in funding should be visible on global map (same as X1)
We've moved the Global Panic caused by a UFO finishing it's mission successfully onto the anomalies, which means that UFOs gradually inflict Global Panic as they fly around generating anomalies rather than it all happening at once at the end of the mission. I'll update the patch notes to explain that better.
Yeah, I'll fix the Laser Lance in the next patch then.
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11 hours ago, Nils said:
I don't know if anyone has already mentioned this but on a ground mission when a civilian is killed, the game tells us every turn, that this civilian is bleeding out.
Maybe you can switch of this message.
Thanks. That should now be fixed in the patch I released a few hours ago.
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May has been another month of progress for Xenonauts 2. We released the first experimental version of Milestone 4 a couple of weeks ago, an update which brings a lot of new improvements and features to the game. You can read the initial (very long) changelog here, but our work isn't complete yet - we'll be continuing to add new content and fix bugs until we feel the update is ready for general release on the standard Steam / GOG / Epic branches.
As always, we greatly appreciate the feedback from members of our community who have played the new version. This help has been invaluable in finding and fixing bugs, and ironing out problems with the game balance. We've got most of the stability issues under control now, which means it's a good time for anyone interested in playing the Experimental build to dive in - and please let us know any thoughts or issues with the game balance in the dedicated Milestone 4 Balance thread!
Campaign Balance & Stability:
Over the last month we spent a great deal of time playing the campaign in an attempt to get the game balance into reasonable shape before the Experimental release. This seems to have paid off, with the update getting a positive reaction from the community so far. There's not really space to go into specifics about what we've changed (we've tweaked the numbers in a LOT of different places), but the overall difficulty progression and campaign pacing should feel smoother than in previous versions.We've also spent a lot of time fixing bugs. Most of the crash bugs in Milestone 4 have now been fixed, and we're continuing to work through fixes for the other bugs introduced by the new content. In addition to this, we've been working through our backlog of historical bugs (some of which date back to the original Early Access launch), and we've now fixed quite a few of the more serious historical issues too.
New Content:
We added new content in a few areas last month. Our new sound designer provided a number of new sounds for various parts of the game, such as the soldier equip screen where moving weapons and equipment in soldier inventories previously played no sound. There's now unique sounds for picking up and putting down all sorts of items (also played when switching weapons in the tactical combat), which makes the screen feel much more satisfying to use.We've also added some new 3D models for certain alien variants, some of the human Fusion weapons, and some new terrain pieces for the Farm and Tropical biomes (although these won't appear in the game until Milestone 5). Our level designer has also continued to create new maps for the game; I think we're getting to a pretty good place in terms of map variety now.
As per usual, we've added a number of small usability features too - but there's too many of those to list, and individually they're not that exciting. Hopefully you'll notice one or two when you next play the game though!
Finally, there's a new bug reporting tool in Milestone 4 that makes it easier for players to report bugs, which can by accessed by pressing F11 and appears automatically after a crash. This just provides a handy zip file of all the files we need to track down bugs, which should make squashing the remaining bugs in the game more straightforward!
Conclusion:
Our priority for this month is to finish up Milestone 4 and push it out for general release - although we're exactly sure when this will happen, because a lot depends on what feedback we get from our testers and how many bugs we need to fix. However, we'll let everyone know as soon as we're able to set a launch date!-
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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!
Gameplay Updates:
- The Colossus Armour and Exosuit armour have been swapped around in the tech tree, and their stats and construction cost have been updated accordingly. There is now also an upgrade project for the Colossus unlocked from the Harvester UFO which allows you to improve their armour, which keeps them semi-relevant into the endgame (although the Exosuit is much better general-purpose armour).
- We've moved the Global Panic caused by a UFO finishing it's mission successfully onto the anomalies, which means that UFOs gradually inflict Global Panic as they fly around generating anomalies rather than it all happening at once at the end of the mission.
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Made several changes to the way Cleaner reinforcements work on the Data Raid / Eliminate VIP missions to discourage people spawn camping the reinforcements:
- Enemy reinforcements now spawn with 50% Time Units, instead of zero Time Units.
- Cleaner reinforcements now escalate more quickly, with subsequent waves of reinforcements coming 3 turns after the first reinforcements and having twice as many enemies.
- Mission briefings should now specify accurate values for what turn the reinforcements arrive, and the "enemy reinforcements have arrived" dialogue conversations should now trigger on the correct turns.
- The first Destroyer to spawn on the Geoscape now always contains Sebillians.
- Returned the interceptor power generation values to what they were in Milestone 3 (10 for Angel, 13 for Phantom, 15 for Gemini).
- ARES now has 100 HP rather than 1200 HP, as I made a typo in the last build.
- When in grenade / medikit targeting mode, the game will no longer preview the portrait / stats of other soldiers when you hover over their minitabs at the top of the screen (because doing this cancelled the grenade / medikit use).
- Updated the art on the Fusion Charge so it glows fusion green rather than plasma blue.
- Slight damage increase (~10%) on the Combat Knife and Energy Knife.
- Panic reduction for winning a Terror Site reduced to -10 local Panic from -20 local Panic.
- Alien Psi-Amp is now marked as Junk on the stores screen.
- Briefcase of Money item now has an image, and is a 4x3 inventory item that weighs 10.
- Added some new sounds for construction of a base on the Geoscape, and for demolishing base structures.
Bugfixes:
- Fixed a crash that could occur when you tried to throw a grenade with a Colossus soldier.
- Fixed a crash that could occur if you destroyed a shipping container with a unit on top of it.
- Fixed selling a dropship causing the player to lose all items equipped on soldiers assigned to that dropship.
- Fixed an issue with the Laser: Recharge project not correctly upgrading the ammo in the planned loadouts of Unassigned soldiers.
- Fixed the "Eternal Interrogation" research project unlocking after you completed the Alien Leader interrogation, even if you had not captured an Eternal.
- Fixed soldiers that already died of bleeding wounds continuing to take damage and trigger info toasts at the start of each round.
- Fixed players being unable to save loadout changes if all they changed was toggling the Heavy Armour toggle on / off.
- Fixed the Shielded Plating aircraft armour item incorrectly using the Alloy Plating item art.
- Fixed abduction tubes continuing to play their humming sound even if they had teleported away due to the mission timer expiring.
- Fixed freed civilians on Abduction missions not being counted in the post-mission Debrief line about surviving civilians.
- Fixed some broken floor tiles on the ATLAS Base 3 map.
- Fixed the Harvester UFO hull dropshadow darkness being inconsistent between the landed and crashed variants.
- Fixed there being no sound played when you demolished a building that was under construction.
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15 hours ago, SoftwareSimian said:
I unlocked the two upgrades (from Alien Plasma research) around turn 156. I have savegames from 154 (Alien Plasma research in progress, neither project done of course), and 158 (Recharge upgrade done, Damage upgrade not done). Hope that helps.
Nothing unusual happened that I remember. All the laser weapons were built before the upgrades. Possibly some of the equipped (or virtually-equipped) laser ammo somehow is missing the upgrade?
user_day_154_manual_save-61.json user_day_158_manual_save-63.json
Thanks. Yeah, we've been able to reproduce it now - we'll get it fixed shortly.
Milestone 4.6.0 Released! (Experimental)
in Xenonauts-2 Releases & Patch Notes
Posted
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:
Bugfixes: