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Chris

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Posts posted by Chris

  1. 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!

    Although we're approaching the public release of Milestone 6, we're not going to hit our target of releasing it this week. There's still a number of issues of varying severity we need to clear first, as we want to ensure the basic release is (reasonably) polished. Hopefully it won't be too long, but there's a couple of potentially quite thorny issues that may delay things if they take a while to fix.

    Balance Changes:

    • Cleaner base mission made a little easier as it was quite tough for when it appeared. Fewer of the Cleaner Soldiers now have body armour, and the Cleaners with Accelerated Rifles are now less likely to use them in burst fire mode (previously even a single Cleaner could have massive damage output if RNG was in their favour; it's now a little more predictable).
    • Enemy Sentry Guns are now able to move.
    • Fire arc of missiles in the aerial combat has been reduced from 180 degrees to 150 degrees.

    Changes:

    • Tactical: added a new 3D model for the variant of the Cleaner Soldier with body armour, so there's a visual distinction between the normal and armoured ones.
    • Tactical: added a new melee animation for the Colossus.
    • Tactical: fixed several issues with the Sebillian grenade throw animation, and slightly improved the Sebillian runcycle and Andron fire animations. Sped up the MARS move animation a bit.
    • Tactical: some more tile fixes / improvements for the Soviet Town biome.
    • Air Combat: clicking and dragging the background to move the camera no longer counts as a click (so it won't change the target / move destination of the selected plane).
    • Air Combat: the current formation becomes deselected when you move a plane, allowing you to press the button again to reset your planes into their original positions.

    Bugfixes:

    • (Hopefully) fixed a crash that could occur after killing a Cyberdrone.
    • Fixed a hang that would occur if you pressed the Abort Launch button on the dropship screen while the "select soldiers" panel is active.
    • Fixed there being black ground tiles around the dropship in certain types of missions (e.g. Ambush missions).
    • Fixed local AI soldiers moving one tile at a time during the AI turn.
    • Fixed the MARS / ARES not correctly despawning after being destroyed.
    • Fixed the pathing system trying to path soldiers through the solid side walls of the blast doors on ATLAS / Cleaner Base missions.
    • Further tutorial fixes to ensure none of the Cleaner soldiers get stuck trying to move to their intended positions in the tactical section of the tutorial.
    • Fixed some unrevealed tiles and map edges on the ambush maps.

     

  2. 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!

    We're not expecting to add any additional content to Milestone 6 at this point, and we're hoping to release this onto the public branch towards the end of this week (assuming we can fix the remaining bugs we're working through, and not too many more bugs are encountered). So please do let us know if you encounter any serious problems while playing!

    Bugfixes:

    • Fixed a crash that would occur if you hovered over a weapon tile in the tactical combat (i.e. when the weapon tooltip would spawn).
    • Fixed aliens with burst fire weapons (Servitors, Cyberdrones, Sebillians, etc) being unable to attack.
    • Fixed the tutorial getting stuck in the air combat interception section due to the afterburners toggle not working correctly.
    • Fixed a number of outdated text strings (such as the Agent Interrogation stating that it provides +150 OP, rather than +50).
  3. 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!

    As mentioned in the previous patch notes, this update breaks save games. If you want to continue playing your 6.14.0 saves then that build is available on the Experimental Legacy branch.

    We're not expecting to add any additional content to Milestone 6 at this point, and we're hoping to release this onto the public branch towards the end of next week (assuming we can fix the remaining bugs we're working through, and not too many more bugs are encountered). So please do let us know if you encounter any serious problems while playing!

    Balance Changes:

    • We've made a number of changes to the Doomsday values in Phase 1, which have been aimed at making the early game a little more forgiving and better emphasising success in tactical missions rather than relying on the player assassinating Infiltrators:
      • Doomsday now starts at 30 (Recruit/Soldier), or 40 (Veteran/Commander).
      • Infiltrators now generate +0.5 per day rather than +1, but there is now a baseline Doomsday gain of +1 or +2 (depending on difficultly setting). Overall, Doomsday generation per day has been decreased by -1 on all difficulty settings (counterbalanced by eliminating an infiltrator only reducing the Doomsday gain by -0.5 rather than -1).
      • Winning a Cleaner mission now grants you -25 Doomsday. In some cases this is a significant increase.
      • Cleaner Data items from Data Raid / Eliminate VIP missions are now worth +5 Operation Points each (not +10).
      • Extract VIP missions now have the VIP carrying a briefcase item that contains investigative data on the Cleaners. Successfully extracting it grants +50 OP.
      • Phase 1 Abduction missions now only generate +2 Doomsday for each civilian abducted by the aliens (reduced from +3). 
    • The following changes have been made to Supporters:
      • All supporters now grant -1 Panic in their local region at the start of each month from Phase 2 onwards.
      • Security supporters grant -1 Doomsday per day in Phase 1, and -1 Panic in each region at the start of each month in Phase 2. This is in addition to the bonus above, and the Elite Security supporter grants -2.
      • Infiltrators generate +2 Panic per month in their local region from Phase 2 onwards.
    • The VIP in Eliminate VIP missions is now less aggressive, so he will not push forward out of the building he spawned in.
    • We've reduced the number of enemy spawn points near the target soldiers on Rescue Soldiers missions, as it was too common for them to start surrounded by enemies and fighting for their lives.

    Changes:

    • Added the three large Soviet Town terror maps.
    • Updated the destruction states on various Soviet Town tiles to improve their visuals.
    • Units now play their damage animation when hit by a stun baton.

    Bugfixes:

    • Fixed a random crash that could occur during tactical missions on Soviet Town biome.
    • Fixed a crash that could occur on the soldier equip screen when moving items around.
    • Fixed a crash that could occur when arranging soldiers in the mission launch screen (if you clicked the dropship name while on a mission using the teleporter device).
    • Fixed the various tutorial progress issues, which would often also cause crashes when trying to complete the tutorial.
    • Fixed the air combat deployment zone becoming almost invisible at the start of some interceptions.
    • Another attempt at fixing shroud / fog of war not being visible inside UFOs.
    • Fixed the Gemini's max speed incorrectly being reduced after you completed the Angel Engine Upgrade engineering project.
    • Fixed enemy Sentry Guns showing as visually destroyed (but still actually being alive) after taking more than 50% damage.
    • Fixed there being a noticeable delay when units reacted to being hit by a stun baton.
    • Like 2
  4. 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!

    The minimum save version in this build has been increased, but it should not break save games created in the last couple of versions. This is intended to break campaigns started back in around 6.9 that did not survive the move to our more recent patches, as I'm not sure we can keep trying to patch those

    Please note that the next update we do (probably in a couple of days) will again break save game compatibility, so it's probably not a good idea to start a new campaign in this version!

    Balance Changes:

    • Normal Security Supporters now only grant -1 Panic per month, as previously they gave -2 (which was the same as the Elite). However, there is a bug here that the supporters only grant local panic reduction, not in each region. This will be fixed in the next version (which will break save games).

    Changes:

    • Some more visual fixes for the Soviet Town factory building walls.

    Bugfixes:

    • Fixed shields not blocking shots at all.
    • Fixed the crash when you unassign one of the target soldiers in the Soldier Rescue mission from the dropship (should really be fixed this time).
    • Fixed a crash that could occur at end of turn on the Soviet Town maps.
    • Fixed a crash that could occur when destroying particular walls on the Soviet Town maps.
    • Fixed the weapon tooltip Armour Destruction value being broken.
    • Fixed some of the issues with unrevealed objects inside UFOs partially drawing above the shroud.
  5. 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!

    Balance Changes:

    • Xenonaut Shields now only offer 100% protection in the frontal 90-degree arc. Their protection linearly drops off from 100% down to a minimum of 20% as the angle approaches the edges of the frontal 180-degree arc.

    Changes:

    • Various visual updates to the new ARES model to reintroduce the engine glow and heat haze etc.
    • Soviet Town terror sites now have Alenium Bombs like the Western Town maps do.
    • Updated the "wingover" icon in the air combat interface.

    Bugfixes:

    • Fixed a crash that could occur at end of turn in the tactical combat on the Soviet Town biome.
    • Fixed a crash clicking the supporter regions / supporter icons on the Geoscape if you loaded an old save from 6.10.0.
    • Fixed a crash during the tutorial.
    • Fixed the Cleaners getting stuck while moving into position in the tutorial.
    • Fixed the ARES weapons being invisible.
    • Fixed the MARS tracks flickering during the fire animation, and if the vehicle moved more than one tile.
    • Fixed fire / smoke effects sometimes spawning in the very corner of the map, rather than their intended tile.
    • Another attempted fix for the camera sometimes incorrectly snapping to a moving unit after you've manually taken control of the camera (which should stop any attempted camera tracking).
  6. On 9/26/2025 at 4:35 PM, berk said:

    During my last playthrough in Milestone 5 (Veteran difficulty), Xenonaut vehicles had no armour hardness, even with fully upgraded armour, which made them very flimsy against alien fusion weapons, and they would almost always die in 2 shots, even with the heavy plating option checked. I don't know if that was an oversight or an intended feature, but they felt way more viable when I modded them to have similar hardness to soldier armour of the same tech tier.

    Also, flat TU modifiers from Vanguard armour (positive modifier) or heavy vehicle plating (negative modifier) did not affect firing costs. This allowed soldiers with sniper rifles or machine guns to fire twice in the same turn(machine gunners with maxed strength ironically had more firepower in Vanguard armour than in Colossus armour) and hurt the firepower of heavily armored vehicles (if they had a cannon they couldn't fire an aimed (56% TU) and a normal (40% TU) shot in the same turn, and if they had rockets they couldn't fire 2 normal shots (50% TU) in the same turn).

    Additionally, it felt like suppression inflicted by xenonaut weapons didn't scale enough with higher tech tiers, if it scaled at all. In the early and midgame, I could suppress aliens even with rifles, but in the late game a 10 round fusion machine burst at medium range very often failed to suppress an alien, allowing it to return fire and send my Colossus armoured soldier to the med bay for 2 weeks. Shock grenades became the only reliable way to suppress enemies.

    Furthermore, Androns were weak overall, and didn't feel like a formidable terror unit. They often stood in the open and had a permanent aim bonus against them, but their stats were lacking across the board, and failed to make up for their weaknesses. Even Praetorian Androns weren't able to stand up to gauss or fusion weapons and often went down in one or two hits. They were much easier to face than wraiths or servitors.

    Finally, explosives with high armour destruction were a very hard counter to Cyberdrones, because they damaged both their standard armour and their frontal armour at the same time. Once you had fusion explosives, all it took was one grenade launcher shot to strip most of their armour, allowing you to easily gun then down with any weapon from the front, instead of having to engage with their sound sensor mechanic(or at least having to fire more than one armor destroying explosive at them before going for the kill).

    These were the features that felt most off-putting to me, and I hope they get addressed.

    Thanks for the feedback. To answer a few of the points:

    • You make a good point about the lack of hardness on vehicle armour, that's just an oversight on our part. I'll get that fixed in the next update.
    • The Vanguard TU modifiers issue is a known problem and is on our fix list, we've just not got round to it yet. I hadn't realised it affected the MARS too though. Maybe I'll bump the priority up a bit.
    • Yeah, the suppression values don't scale at all. However, nor does the alien Bravery. So I'm surprised that it becomes harder to suppress enemies as the game goes on - the fundamental calculation should stay the same (other than enemies like Sebillians are harder to suppress than say Sectons, but that's true right from the early stages of the game).
    • I can't actually remember if I buffed Androns in M6 or not, actually. I'll keep an eye on it.
    • Yeah, this is sort of the bonus of taking the HEVY (or grenades). They make Cyberdrones much easier to deal with. Perhaps the armour destruction values are a bit too high on the fusion explosives though.
  7. Hello everyone - we're now into October, so here's our monthly development update covering everything we worked on over the past month.

    soviet_town.png

    Milestone 6:
    After releasing Milestone 6 onto the Experimental branches last month, we continued to release updates for it this month. Having completed all three of the remaining gameplay tasks on our Early Access roadmap, we're now focused on stability and bugfixes.

    We're still aiming to have the full release for Milestone 6 in the next two to three weeks - although estimating how many bugs our testers will find (and how long it'll take us to fix them) is tricky, so that date may move if we encounter a lot of problems!

    Ending Cinematic:
    The first completed item on our roadmap was the ending cinematic, which is a short epilogue cutscene in the same style as the opening cutscene. This has now been fully implemented in the game and plays after completion of the final mission. There's not really much more to say here, but I hope players feel it's a fitting way to close out a successful campaign.

    Air Combat Tutorial & Gemini:
    Next was the "Air Combat Update" roadmap item, which contains all our previous work on the air combat interface refresh (plus the new side-on art for all the aircraft weapons) and now also contains the air combat tutorial. This has been integrated into the existing tutorial, and is aimed to be a brief explanation of the key interception combat mechanics, giving the player just enough information that they can figure out the rest by themselves.

    The Gemini interceptor has also had a bit of a refresh over the past couple of months, having morphed from a fighter that simply had better stats than its predecessors to a craft capable of performing some unique combat maneuvers. We recently added the "wingover" manevuer for that aircraft, which flips the plane through 180-degrees and can be rather helpful in a dogfight. This should help keep the tech progression interesting.

    We'll continue to tweak and refine the gameplay and balance of the air combat in Milestone 7, but we're now relatively happy with the overall state of the air combat.

    Soviet Town Biome:
    The final completed item on our roadmap was the Soviet Town biome - an alternate biome for terror missions that is used in certain parts of the world. Adding a new "town" biome always takes a long time, but I'm pleased with the way it has come out. There's a nice contrast between the Western Town, which is mostly commercial buildings, and the Soviet Town being a mixture of residential, government and industrial buildings. That should help keep Terror missions feeling fresh.

    At present we've only added the five small Terror maps to the game, but the remaining three medium Terror maps are mostly complete and should be fully finished in the next week or so.

    Miscellaneous:
    We've also added a few other smaller pieces of content this month. There's three extra strategy and three extra tactical music tracks (which almost doubles the amount of music in the game), plus updated models for the MARS and ARES vehicles, and some Xenopedia rewrites to reflect the new mechanics and gameplay changes added recently. And, as always, there's a long list of minor improvements that are too small to be worth mentioning.

    I think that's everything. Thanks for reading, and I'll be writing another post in a month's time - hopefully talking about the successful release of Milestone 6!

  8. 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!

    We decided not to release 6.11.0 last night due to discovering another serious bug during our testing, so we fixed that and skipped straight to 6.12.0.

    Changes:

    • Added a new combat maneuver for the Gemini interceptor: the wingover (which is effectively an instant 180-degree spin).
    • Gemini now plays a little "teleport" visual effect when it performs any combat maneuver, as it performs them all instantly.
    • Added updated 3d visuals for the advanced MARS weapons. The upgraded rocket pods now have unique visuals that reflect the upgraded rockets too.
    • Slightly updated the air combat UI so it's more obvious which of the aircraft infopanels on the right is currently selected.
    • Added some new sound effects to the air combat cannon weapons.

    Balance Changes:

    • Upgraded vehicle armour now has scaling Hardness values in the same way infantry armour does, which should make vehicles much more resilient in the mid / late game.
    • Melee units are now more aggressive. This should make Reapers more likely to aggressively close, rather than passively milling around.
    • Improved the way that the AI handles burst fire weapons, which fixes various instances where Sebillians and enemy Sentry Guns would not fire their weapons despite having a relatively good shot available.

    Bugfixes:

    • Fixed a crash that would occur at the end of a combat mission if you loaded a save during that mission.
    • Fixed a crash that could occur if a terror site spawned in certain locations on the Geoscape.
    • Fixed a bug where killing Infiltrators would not reduce the daily Doomsday gain.
    • Fixed an issue where if a unit was given an attack order when moving, it would sometimes run back to the start of their move instead of attacking.
    • Fixed an issue where Psyons would sometimes shoot Xenonauts dead immediately after Mind Controlling them.
    • Fixed the aircraft weapon tooltip incorrectly displaying a "0" value for all missile Turn Rates.
    • Fixed a small timing issue at the end of the ending cinematic.
    • Fixed the MARS / ARES and the Mentarch movement animations sometimes taking too long to finish playing the movement sound and begin the next action.
    • Fixed some mis-set translation strings for the Chinese translations.
  9. 44 minutes ago, Rakiii said:

    Yeah, same for me on Commander.

     

    5 hours ago, chacineiro said:

    Killing infiltrators is not reducing doomsday per day counter, mine stays at +7 on veteran no matter how many I kill. And its not just a visual thing, it really increases by 7 every day, making the early game very problematic.

    Captura de tela 2025-09-30 120359.jpg

    Ugh, yeah, that's a big bug. Thanks. We'll get that fixed tomorrow.

  10. On 9/23/2025 at 11:21 AM, squeezechart said:

    Here you go. I updated the NVIDIA driver already to version 580.97 DCH and Win 11 has Auto HDR enabled

    DxDiag.txt 148.89 kB · 1 download

    So our tech director took a look at this and this was his feedback (mixed in with a few generic recommendations). Just to be sure, you previously played X2 on the same machine and didn't suffer these problems before Milestone 6?

     

    Observations:
    When TDR tried to recover the GPU/driver, an allocation failed (system/VRAM/pagefile resource exhaustion is a strong candidate)

    Disk C: Only 9.4 GB free of ~975 GB. Pagefile heavily used (25.6 GB in use).
    → Critically low free space + large pagefile usage = classic setup for STATUS_INSUFFICIENT_RESOURCES.

    HAGS (Hardware‑Accelerated GPU Scheduling): Enabled for NVIDIA; Intel reports “AlwaysOff”.
    → Mixed HAGS state across hybrid adapters is a known source of instability on some systems.

    What might be failing?

    Resource exhaustion during or right after a TDR attempt

    The consistent 0xC000009A strongly implicates insufficient system resources (pagefile/commit, kernel paged pool, or VRAM budget) while the graphics stack was trying to recover.

    The 9.4 GB free on C: The OS can’t grow the pagefile, write dumps, or satisfy DXGI paging pressure → recovery failure → BSOD 0x116.

    Hybrid graphics + HDR + mixed HAGS state = fragile path

    The game likely renders on the NVIDIA dGPU but presents through the Intel iGPU. With HDR enabled, composition uses expensive swapchains and sometimes Multi‑Plane Overlay paths.

    HAGS on NVIDIA + “AlwaysOff” on Intel can yield driver timing mismatches that surface as TDRs on some systems.

    VRAM pressure at 4K

    6 GB VRAM + 4K + HDR + modern post‑FX can exceed budgets; when DXGI eviction/commit can’t find room (and the pagefile can’t back it), allocations fail → 0xC000009A.

    Overlay hooks (NVIDIA overlay, Broadcast, Discord, Steam, RivaTuner, etc.) can worsen stability on hybrid/HDR paths.

    Potential fixes:

    • Increase free disk space to about 40-60gb.
    • Try disabling HDR temporarily (Settings → System → Display → HDR → off
    • Disable HAGS (Settings → System → Display → Graphics → Default graphics settings → toggle Hardware‑accelerated GPU scheduling Off → reboot)
    • Apparently reported on MSHybrid laptops as a cause of bsod
    • Force the game to run on the Nvidia dGPU
    • Settings → System → Display → Graphics → Add Xenonauts2.exe → Options → High performance (NVIDIA GPU).
    • In NVIDIA Control Panel → Manage 3D settings → Program Settings → add Xenonauts2 → High‑performance NVIDIA processor.
    • Disable overlays & captures/filters. (GeForce experience game overlay off, steam overlay, discord overlay off
    • Try forcing DirectX 11 on Unity -force-d3d11 as a commandline
  11. 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!

    Unfortunately this update once again breaks save game compatibility, so I've moved 6.9.1 to the Experimental Legacy branch. It's annoying we have to keep doing this, but this time it is because we needed to update the way the Infiltrators worked to properly switch from Doomsday to Panic generation in Phase 2. This fixes the issue of massive unexplained Panic gain at the end of each month (which was being caused by a bug with the Infiltrators).

    Changes:

    • The ending cutscene has now been added to the game.
    • The Soviet Town biome has been enabled. For now we've only added 5 Small Terror maps, but we'll also add three larger maps in the near future.
    • Added a campaign option for the UFO Delegation system, so players can disable if it they want. Note that this also disables the monthly funding increase that occurs when you delegate a UFO, so you'll have lower monthly income than a normal player in exchange for the ability to run more crash site missions.
    • Added three additional strategy layer and three more tactical mission music tracks, going from three to six tracks in each section of the game.
    • Infiltrators now correctly display that they generate +1 Doomsday per day in Phase 1, then switch to +2 Panic per month in Phase 2.
    • New models have been added for the MARS / ARES, and for the Mantid alien.
    • You're now able to fire cannons and perform Evasive Roll while retreating in the air combat, and the tooltip for the Retreat button has been updated to reflect the new retreat mechanics for this Milestone.
    • The air combat UI has been updated so that the selected aircraft now shows a selection ring at all times, as previously it was a little difficult to spot which aircraft was actually selected.
    • The Operation Point generation UI in the bottom left now correctly shows decimals.
    • Rewrote a number of Xenopedia entries to reflect mechanical changes made in Milestone 6 (e.g. dropship capacity, Gemini jump capability, Endgame teleporter, etc). The Gemini and Pegasus entries have been rewritten entirely.
    • Updated the Boreal sawmill to have some additional window variants.
    • Improved the destruction state on the ATLAS Base command room table.

    Balance Changes:

    • Commander difficulty: enemies now have a 1.1x Accuracy modifier (down from 1.3x) and there are now 7 starting Infiltrators (down from 8). Although Commander is supposed to be difficult, the Accuracy bonus in particular seemed to be so high that you couldn't play the game "properly" that difficulty setting due to aliens basically being able to ignore key game mechanics like cover / smoke due to having such high hit chances. We'll think up a better way to increase difficulty instead.
    • Mimics now grant a minor Panic decrease if shot down in Phase 2, like other UFOs.
    • ENDGAME mission now supports 4 vehicles (previously 3). 
    • Pegasus dropship now supports 3 vehicles (previously 4).
    • A couple of changes to make Psyon / Secton crews a bit less common in the early stages of the game - firstly, the initial Destroyer (which spawns near your base) now always contains Sebillians. Secondly, the third Abduction Site now always contains Wraiths.

    Bugfixes:

    • Fixed a crash when hovering over certain tooltips in German language.
    • Fixed a crash that would occur if you tried to remove the target soldiers from your dropship when preparing for a Rescue Soldiers mission.
    • Fixed a crash that could occur when loading a manual save made immediately after an air combat battle.
    • Fixed a crash that would occur at the end of the UOO Bridge mission if you loaded a save during that mission.
    • Fixed a bug where Infiltrator Supporters were causing +4 global panic per month each, rather than +2 panic in their local region.
    • Fixed a number of issues with the obstruction shader (shown when a unit is behind an object) not correctly drawing over the shroud.
    • Fixed the aircraft information panel on the Launch Aircraft panel being hidden or misaligned on non-1080p resolutions.
    • Fixed grenades and explosives applying damage through indestructible floors (such as within UFOs).
    • Fixed an issue where it became impossible to heal an unconscious soldier, or move into their tile.
    • Fixed a bug where completed non-repeatable research projects triggered by sellable items (mostly Autopsies and Observations) would incorrectly trigger a "new project available" pop-up when recovering more of the trigger item.
    • Fixed Wraith units flickering during their injury / death animation if they had their cloak active.
    • Fixed Sebillians T-posing before and after their melee anmation.
    • Fixed a bug where units transformed into Reaper Zombies would spawn a corpse (despite the zombie being their corpse).
    • Fixed the player not getting a "VIP spotted" toast if the VIP was spotted during the enemy turn.
    • Fixed soldiers spawning off-center from their teleport pads on the UOO Bridge Assault mission.
  12. 7 hours ago, silencer said:

    Yes, because there were like 4-6 events of UFO flying, one in Australia, SE Asia, and one in NA but the panic in NA went up to 90 on day 98. As far as I saw, 1 "event" raised 1-2 panic in region where it wasn't flying. But really getting 40 levels of panic in 8 days it's quite silly. Shooting down 3 UFOs only reduced this by 6 points. So by the time I will get something in NA they will say bye bye.

     

    Yeah, it's quite possible the panic damage is overtuned and needs to be reduced. We're currently looking into it. But talking about it in the bug forums just leads to confusion and wastes developer time, as we had staff looking into your save trying to figure out what had caused the Panic to increase (because it seemed like you were trying to report a bug).

  13. 16 hours ago, silencer said:

    In day 105 in my campaing panic suddenly in 10 days spiked from 50 to 80! in all continents. If we do not have whole map cover that's a little silly

    user_panic-9.json 642.57 kB · 1 download

    Is this a bug report? It's a bug if Panic has gone up without any obvious explanation.

    If you've failed a ground mission or some UFOs have caused a lot of Panic damage because you haven't shot it down, that's also fine - but you need to talk about it in the balance discussion threads instead. 

  14. 19 hours ago, squeezechart said:

    Hi there, I have checked my system and there are no minidumps. The Event Viewer shows entries in application, here's what I've got:

    restarts.evtx 68 kB · 1 download

    Thanks. This error code appears to mean that the graphic card is timing out, which isn't an issue we've seen with other users. It might sound like a basic solution, but I'd try updating your graphics card drivers and see if that helps?

    Could you also load up dxdiag (just type it into the Run field in the start menu) and export your system specs?

  15. On 9/20/2025 at 5:34 PM, Phygnis said:

    Hello Team,

    I'm not quite sure if it's a bug ,a new mechanic or just me but, it's seem that for each new month i've got a panic increase for every continent (Something like +10 to +20),

    I've done 2 games in Veteran :

    1st Game : Day 121 (end of the first month of invasion), 5/6 Continent over 100,

    2st Game : Day 151 (end of the second month of invasion), Asia is gone and the rest is to be gone next month ^^',

    I'm very surprise because on [Exp 6.8] i didn't have too try hard to maintain order on Earth,


    I will drop the 2 saves below, tell me if you need anything else 

    Thanks by advance :)

    Note 1: Look like the UFOs generate panic globally, instead of the continent affected by their actions (But maybe it's was already the case before)

    Note 2 : 1st Game -> irom man 300       2nd Game -> iron man 320

    1st_Game.png

    2nd_Game.png

    iron_man-300.json 562.13 kB · 1 download iron_man-320.json 647.73 kB · 0 downloads

    Thanks. This isn't actually a bug - each UFO anomaly causes both a local Panic increase and a smaller global Panic increase. 

    There's a lot more UFOs in Milestone 6 though, so this might be a bit unbalanced. Feel free to add your thoughts to one of the balance threads in General Discussion about the topic if you want, as I'll be reading through them and doing another playthrough shortly. I'm surprised Panic has got so high by only day 150.

  16. On 9/20/2025 at 10:08 AM, Skitso said:

    user_mars_corpse-1.jsonMARS Corpse is invisible (it's in the tile with the cursor here:)image.thumb.jpeg.94a3699743a98b51be786cd52d58d581.jpeg

    This is more complex to fix than you'd think, as the "corpse" we have for the MARS is a big object and would look like it interferes with the gameplay when corpses actually do not. So I think we'll just leave it for now.

    I will increase the weight of the MARS / ARES corpse though, as they're not really meant to be something a soldier can pick up.

  17. 7 minutes ago, silencer said:

    So that still stand 0 for victory is not a minimum outcome. Getting penalty for not rescuing is very bad calculation because that's double the malus. Because A) You don't have points for rescuing and B) you get penalized for not rescuing. Therefore TRUE victory reward is -30%-30%. If you rescue 5 you get no deduction which may lead to  day 20 game over due to doomsday.

    For true 0-30% it should be:  No bonus for rescuing, but penalty for not rescuing, therefore still rescuing a civilian nets you some reduction. That is if base reduction is 30% not 0%.

     

    I don't have a save anymore but here are SS.

    Before mission

    image.thumb.png.7f9a0820237e0ddb0e5d1a87fd2a6725.png

     

    Last turn: 

    image.png.20e92045e32c867475f829ee80d4e6c0.png

    True outcome:

    image.png.79b7945f09e56509c161ff20c9ba6559.png

     

    DD after mission

    image.png.791ba074024424c0200ce6008c58c3ea.png

    Yes, you’re right the victory rewards are actually -30 to +30. I’ll update that.

    I’m guessing the reason you got +9 in your mission rather than +12 is because the aliens killed one of the freed civilians, so they don’t count as abducted or rescued (so effectively just +3 rather than +6).

  18. 1 hour ago, silencer said:

    Victory condition still has incorrect values. It says 0-30% reduction which is false, unless you provide me with proper math.

    Rescuing 5 civilians nets you total 0% of reduction, because the 5 abducted counter that. I've rescued 7 civilians on my first abduction which gave me 9% reduction, that means 4.5% per civilian (counted as 5 = 0% bonus, which I guess is wrong math too). So the math doesn't add up for me (had 32% before mission, 23% after)

    10 civilians to rescue. 1 civilian is 4.5% percent - thats 45% total, but if you rescue 5 and the total should be 30% then it should be 3% per civilian. So if it is 3% per civilian then resucing 7 should be 30% - 9% = 21%. So my reduction should be 21% not 9%

    This also means on victory you still can get doomsday increase if you rescue less than 5 civilians despite the game says rescuing civilians is optional 

    You need to provide the save from the final turn for us to be able to double check the maths, really.

    It’s +3 for any rescued civilians, and -3 for any abducted civilians. If the aliens have killed any released civilians then you don’t get credit for them, and if you’ve blown up any abduction tubes then those civilians don’t count as abducted.

    Yes, if you go to an abduction site and kill all the aliens but don’t rescue any of the civilians you still win the mission and recover their equipment, but don’t get any Doomsday benefits for doing so.

    EDIT: the maths looks correct to me, anyway. If you free 7 civilians then you get +21 for that, but you also suffer -9 because the aliens successfully abducted 3 civilians (which totals to +12). Effectively each civilian rescued improves the situation by +6, but it starts from -30 (which is what you’d get if you didn’t do the mission at all).

  19. 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 the game crashing if you tried to initiate an air combat battle with only one interceptor present (which would happen for every early-game interception).
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