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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!

    Balance Changes:

    • Accuracy values for all aliens has been reduced by roughly 10% overall, and enemy Accuracy modifiers have been reduced to 0.8x on Recruit difficulty (from 0.85x), and increased to 1.3x on Commander (from 1.2x). Overall, this means enemies have roughly the same Accuracy on Commander difficulty, roughly 10% less Accuracy on Soldier and Veteran, and 15%-20% less Accuracy on Recruit difficulty.
    • Wraith Accuracy has been reduced by a little more than the other aliens, as their base Accuracy was so high.
    • Secton Psionic Triangulation ability now grants +30 Accuracy when active (previously +50).
    • Automed Module now heals +5HP a turn (previously +10HP). It is therefore still excellent for healing Bleeding Wounds, but it does not make Medikits completely redundant.
    • Cleaner Accelerated Rifle is no longer slightly more accurate than the human equivalent.
    • One Cyberdrone has been removed from the early Psyon terror sites / retaliation missions (so you now face 1 Cyberdrone on Recruit / Soldier, 2 on Veteran, and 3 on Commander.

    Bugfixes:

    • Fixed a bug where certain mechanical units would not disappear correctly when killed (most frequently enemy Sentry Guns in the Cleaner Base).
    • Fixed a bug where the Combat Shield would sometimes not disappear visually when destroyed. 
    • Fixed the Servitor playing a human injury sound.
    • Fixed the Servitor's body not disappearing when destroyed.
    • Fixed an issue where tooltips would spawn more quickly than they should in some situations (which could be quite annoying).
    • Fixed interceptor evasive roll travelling further than intended if time was set to pass at 2x speed.
    • Fixed a UI issue where it was possible to unintentionally transfer soldiers back to their own base.
    • Fixed a bug where you could sometimes be unable to rotate the camera after loading a save.
    • Fixed an issue on one of the Dockyard maps where there were some missing concrete walls on the water edge tiles.
    • Like 2
  2. 50 minutes ago, Xeferah said:

    I'm not convinced that commander does not need some minor tweaks though. I mean, sometimes soldiers die in 1 hit when an enemy shoots through 5 tiles of smoke, while being crouched. Now I'm sure that one tile of smoke reduces aim by 20%, so 5 tiles should be -100%. Add in the fact that even with the best armor, it's still possible to get 1-shot, this does not add a "fun" layer to the game. Sure, it happens, but it happens often. Not once every 10 battles, but more like once or more per battle, especially with sectiods and psyions. It even happened with wraiths one time, through 5 tiles of smoke. It could be a bug of course, but I think it has to do with the multiplier on commander (125% aim modifier). 

    I think the calculation does something like this: aim at 100%, commander difficulty brings it to 100 x 1.25 = 125. Add in sectoid +50 bonus, now it's 175 aim. Add high cover at 40% and 5 tiles of smoke and you are still left with a 25% chance to be hit. Is this intentional, or should the calculation be like this:
    100% aim, add +50 bonus, now at 150 aim. Add 40% cover and 5 tiles of smoke, that's 10% chance to hit. Commander difficulty would bring it to 10 x 1.25 = 12,5% chance to be hit.

    I'm just curious, which one is correct and is it intentional? I see some alien shots where I think "This is bullshit", but I'm not sure if it's intentional.

    Yeah, Commander may need some changes too. But given it is still clearly possible to win the game on Commander (even using only 12 soldiers apparently), I don't want to nerf the top-end experience without having played it much myself. So I'll hold fire on that for now.

    However, the accuracy bonus affects the base stat of the alien - sectons only have like 45 Accuracy now. So it'd be 1.3 * 45 = 58.5, plus 50 for Psionic Triangulation gets you to 108.5, multiplied by whatever fire mode is being used on the weapon. Then you take off cover and smoke. So the values aren't quite as high as you're saying - but Psionic Triangulation may still need a bit of a nerf anyway. +50 might be a bit excessive.

    As for the shooting paths, the cone is slightly wider than perfectly diagonal when shooting around a corner. It's just a quirk in the way the tile grid works.

  3. You've got to remember that difficulty settings have a multiplicative effect on the amount of balancing required. Pretty much every mission has 3 or more alien species / teams that could spawn for them, and there's four different difficulty settings already. That means there's 12 possible ways that mission can be experienced already, and it's very difficult to stay on top of it as is - it seems like Sebillians are relatively quite a bit weaker than Wraiths, for example.

    If you add three settings for the troop numbers you can bring to battle, you're talking about nearly 40 possible configurations for a single mission.

    • Like 1
  4. On 7/19/2024 at 7:01 PM, cerwad said:

    Ok i managed to reproduce it twice.

    My guys are on their third mission in a row.

    The bug report is at the end of the second mission (third mission impending)

    What i have confirmed : Ammo and armor replenished if partially used (for ex a shield at 50 hit points in the next mission has 160 hit points)

    The grenades seem to disappear but from the wrong guys. For example :

    Lauren Brown at end of mission :

    20240719192951_1.thumb.jpg.59fba068fa5d294576557ec776c8d196.jpg

    Lauren Brown start of third mission 2 more grenades and 1 smoke :

    20240719194310_1.thumb.jpg.76f0acbdd654c3434f49d9448777308e.jpg

     

    Before :

    20240719192945_1.thumb.jpg.e3b00638a18c147d3ef1a68cfc709e22.jpg

    After : 2 more grenades and one smoke

    20240719194331_1.thumb.jpg.07ea0e871a29d4d8790d4b72eb271545.jpg

    But some guys start with less grenades that they had for some reason

    And the HP are wrong ! Lauren did not take more damage after the screenshot but she lost 25 HP at the start of the third mission why ?

     

    bug_report_2024-07-19-19h27_gc_4.16.0_user_f11.zip 11.18 MB · 0 downloads

    Thanks. Yeah, the game doesn't save the state of specific items - so if a shield or armour survives the battle, it has full HP next battle again. That's not idealy, but it's quite a major thing to add to the game and it's probably not worth the trouble.

    The grenades and ammo being redistributed isn't a bug exactly, as the system just collects all the items at the end of the battle and distributes them around your soldiers as fairly as possible based on what you left the base with. But I'll ask the programmers how possible it is to try and remember the existing loadouts so we just share out the items recovered from dead soldiers, and don't actually take items off the surviving soldiers to give to their friends.

    As for the HP loss, it's because soldiers become wounded on the strategy layer equal to the lowest HP level they suffered in battle (if you keep it as the maximum HP level, they'll never end up badly wounded). But I'll see if maybe we can apply this only when they return to base rather than immediately.

  5. We've now released another stability fix for Milestone 4 that fixes several more crashes / hangs. If you encounter further issues, please continue to report them and we'll continue to fix them for you.

    We've also been collecting player feedback since our balance patch last week, and it seems the general opinion is that the game is remains a little too hard - with the most common issues being that aliens feel too accurate, and a few specific missions (such as early Psyon / Wraith terror missions) just have too many enemies. We'll be releasing another balance patch to address this soon - but these changes will be felt more on the lower difficulty settings, as we believe Commander difficulty should remain a challenging experience.

    Changes / Bugfixes:

    • Fixed the issue in the tutorial where the Cleaners were sometimes not reaching their intended positions, causing the tutorial to fail.
    • Fixed a crash that could occur due to enemy overwatch fire.
    • Fixed an AI hang that could occur during enemy overwatch fire.
    • Fixed an AI hang that could occur during the AI turn during enemy movement.
    • Fixed a crash that could sometimes occur on the Geoscape when transferring items / staff / aircraft between bases.
    • Another attempt to fix the reinforced shield engineering project not unlocking correctly (from Ultradense Alloys).
    • Fixed an instance where grenades would sometimes not explode when thrown, which would happen if the soldier rolled a miss and they scattered into an invalid location.
    • Fixed some flickering walls on one of the Cleaner Data Raid maps.
    • Fixed some issues with demolition grenades not showing their fire tiles correctly when targeting fences.
    • Added updated translation files for most non-English languages.
    • Like 1
  6. Again, thanks for the feedback everyone. I'll probably be making another round of balance tweaks for 4.19, mostly looking at the overall enemy accuracy levels on everything but Commander and maybe making that first terror site a bit less dangerous when facing Psyon or Wraith teams.

    I'll bear the other feedback in mind for Milestone 5, as we're a bit limited in terms of what we can change as part of a hotfix for Milestone 4.

  7. On 7/21/2024 at 10:08 AM, gG-Unknown said:

    soldier miss 20 tiles, shoot under his own feet to explode himself

    Chriss, would you  be so kind and  reveal mechanics of scatter  ?

    table, formula whatever. For grenades, grenade lunchers, and reguler direct  fire.

    Thanks

    Thanks. I think I've already explained this once, but it's pretty straightforward - the game rolls to hit based on the hit chance shown on the cursor. If you hit, the shot goes where indicated. If you roll a miss, the shot will deviate so it doesn't hit the intended target. The maximum deviation is about 40 degrees in each direction, so it goes within an 80 degree arc from the front of the soldier. If that miss shot encounters a prop along the path, it rolls to see if it hits is based on the stopping chance of that prop - and if it hits it, then the grenade stops and explodes on the previous tile.

    That's probably what's happened in the attached video, although I'll have to check a bit to see. I think it missed and scattered through the tree clump to the right, which it hit, so the grenade fell to the ground and exploded. If that's what happens, the bug is that the treeclump should have been discarded as adjacent cover and you shouldn't be able to hit it.

  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!

    Changes / Bugfixes:

    • Fixed an AI hang that could occur during enemy reaction fire.
    • Fixed a crash that could occur when transferring aircraft between bases.
    • Fixed an instance where grenades would sometimes not explode when thrown, which would happen if the soldier rolled a miss and they scattered into an invalid location.
    • Another attempt to fix the reinforced shield engineering project not unlocking correctly (from Ultradense Alloys).
    • Updated the Spanish and Korean translations.
  9. 1 hour ago, cerwad said:

    I sent my team to do a mission On their way back they had enough time to hit a landed abductor so i sent them there without getting back to base first (only a few hours were remaining)

    I was really (pleasantly) surprised to see that they all had their armor, ammo and equipment back. I don't think this should happen their equipment should not replenish itself midflight.

    The wounded stayed wounded though.

    Could you post up a save game from just before the end of the first mission if you have one?

    Things like ammo and grenades shouldn't be replenished - the only exception is that a gun gets one free clip if it would otherwise start the mission empty. But it sounds like more than that is happening here.

  10. 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 / Bugfixes:

    • Added updated translation files for most non-English languages.
    • Fixed a crash that could occur due to enemy overwatch fire.
    • Fixed a hang that could occur during the AI turn.
    • Fixed the issue in the tutorial where the Cleaners were sometimes not reaching their intended positions, causing the tutorial to fail.
    • Fixed some flickering walls on one of the Cleaner Data Raid maps.
    • Fixed some issues with demolition grenades not showing their fire tiles correctly when targeting fences.
  11. 6 hours ago, warlord4107 said:

    Once I changed to the legacy version it gave me 3.5 million at the rookie level but if I attempt to customize anything the game locks up now :(

    Can you try this? You might have some old files from an old campaign that are causing problems. The game certainly shouldn't be locking up when you try to change the customisation options. It seems to work fine for me on GOG Galaxy too.

    As for the soldier being kicked off the dropship - as Skitso says, is this for a Rescue Soldiers mission, or when the dropship lands back from the ATLAS base mission? Did the soldier take damage during the last combat?

  12. 2 hours ago, madvitale said:

    How about a simple HELP screen? Don't see one. New to this game (1 day) so maybe I missed it. 

    My specific issue is in turning the soldiers to face the way I want them to. Can't get that to happen consistently or easily and is Very Frustrating.

     

    Did you play the tutorial? That should have explained it was right-click to rotate.

    If you knew that already, was there a particular place where you found it wasn't working reliably.

    • Like 1
  13. On 7/4/2024 at 12:36 PM, Nils said:
    1. In tactical combat, I would like to see the killcount of my soldiers for this mission and in total (i.e. in the inventory menu)
    2. When in geoscape mode and an enemy ufo shows up and I choose intercept, the screen shows up where I can choose which aircrafts I want to use. Deselecting aircrafts by clicking on the picture would be really great (right now I have to click the correct aircraft in the list below)
    3. I would like to have saved loadouts for interceptors similar to my soldiers (already suggested it, i think it would be so much qol especially in the later game)

    Thanks. Yeah, 1 and 2 should be easy to do (although we'd probably use right-click for deselect) for the aircraft. 3 is a bigger feature but I'll bear it in mind for future.

  14. 14 hours ago, gG-Unknown said:

    in the  HEVY description is written down:

    "The  HEVY is small multi-shot rocket launcher."

    I dont think it  loads rockets, so it rather would  be:

    "The  HEVY is small multi-shot grenade launcher."

    For some  odd reason, HEVY look very, veeeery similar to this GRENADE louncher :

    http://roe.ru/eng/catalog/Security systems/Counterterrorist assets/Close combat assets/6G-30/

    Include pictures and shape of ammo. 

     

    Perhaps you could even copy the  proffesional text  from the web  page:

    Special weapon of mobile assault groups to deliver massive strikes against the enemy, including those located outside the line of sight.

     

    Thanks  for the  fixing the text description.

    Ah yeah, the description is indeed out of date. Thanks. I'll get that fixed.

  15. On 7/11/2024 at 8:11 PM, warlord4107 said:

    Hello  I have 2 major issues in the game not sure if they are bugs or I'm not doing something wrong I played the game over 6 months ago and did not have these issues. 1st one happens when you want to change the amount of money you start with it simple doesn't let you choose 3.5million forcing me to use the easiest level which gives me 3million 2nd major bug when going to load the drop ship when I go to choose the soldier I want on the ship it knocks them off leaving an opening not taking the full number on board. It also won't let you choose which units to put on so I can't even put a Mars unit on once its been built these issues did not exist in the game I played 6 months ago.  Is there a fix coming out or has anyone else seen these issues.

    Could you explain the first problem a little more? Is the dropdown on the New Campaign screen just not working for you?  I just tested it in the Steam version and it seemed to work for me.

  16. We've released an update for Milestone 4 that addresses several balance complaints users have been reporting, as well as fixing a number of bugs. Although we're now focused on Milestone 5, we'll continue to investigate and fix any serious bugs players encounter in Milestone 4 - so do please report any issues you experience!

    The consolidated changelog from versions 4.13 to 4.16 can be found below. As always, a big thanks to everyone on our Experimental branches who helps test these builds before gneral release!

    Balance / Gameplay Changes:

    • Strategy:
      • Added research text for the Ultradense Alloys and Biosurvey Array research projects.
      • The player's base funding now passively increases by roughly ~$120,000 per month, split across the six funding regions. This should help ease the mid-to-late game funding issues (unfortunately this change may only take effect in new campaigns).
      • Reinforced Shield now unlocks properly from Ultradense Alloys.
    • Tactical Combat:
      • We've removed grenades from all types of Wraith except Wraith Leaders and Wraith Officers to reduce enemy grenade spam. In Milestone 5 we'll add a small chance that standard Wraiths can also spawn with a grenade so the player will still have to consider the possibility, but recent AI upgrades coupled with every Wraith having a grenade had made them much more dangerous than intended.
      • Guardian armour now offers 15 Armour, and +15 more with heavy armour (previously it was 12, with +12).
      • Exosuit armour now offers 25 Armour and +25 with heavy armour (previously 25, and +18).
      • Colossus armour now offers 40 Armour (previously 30), and when upgraded it has 70 Armour (previously 60).
      • Significantly reduced maximum miss deviation on the HEVY Launcher.
      • Stun Gun now gets +6% hit chance for each tile closer than max range (previously +4.5%)
      • Electroshock Pistol now does 40 EMP damge (up from 35), and Electroshock Rifle does 50 EMP damge (up from 40).
      • Electoshock Grenade EMP damage reduced to 45 (from 50)
      • Updated Electroshock Pistol / Rifle so they have broadly the same accuracy and fire modes as a standard Pistol or Rifle (this is a slight buff), but their range remains as before (i.e. shorter than a standard pistol / rifle).
      • Cleaner SMG range reduced to 16 tiles (previously 20).
      • Increased Armour Destruction on Reaper melee attacks to 15 (from 5).
      • Sentinel Module now has a 360-degree vision arc (and the item tooltip reflects this).
      • Added a death sound for the Servitors so they no longer scream like humans.
      • The crosshair / crosshair text now always draws on top of any text displaying the stopping chance of intervening objects along a shot path.

    Bugfixes:

    • Strategy:
      • Fixed an issue where moving items in the soldier inventory could lead to "ghost" temporary duplicate items being created, which could cause crashes if interacted with.
      • Fixed aircraft once again not regenerating inbuilt armour unless they had extra armour equipped.
      • Fixed replacing a weapon on the soldier equip screen not also updating the ammo clips if the weapon in question was an upgraded Laser.
      • Fixed the game incorrectly showing the "quicksave completed" popup if you quicksaved with another pop-up open (as that will prevent the quicksave being made).
      • Fixed the Fusion Lance engineering project not being cancellable.
    • Air Combat:
      • Fixed multi-shot UFO weapons in the air combat (e.g. on Cruisers) continuing to fire the remainder of the burst even if you pause the game, or destroy the UFO. 
    • Tactical Combat:
      • Fixed a hang on the AI turn that could hardlock the entire game.
      • Fixed occasional crash linked to firing the HEVY Launcher.
      • Fixed grenade throw mode sometimes getting stuck displaying a 0% hit chance.
      • Fixed Secton eyes always glowing purple when the unit is moving, even if Psionic Triangulation is not active.
      • Fixed an AI bug that could sometimes cause AI units to move to a good attacking position and then just not fire their weapon.
      • Fixed an issue with the Harvester UFO on Dockyard maps where certain interior tiles could end up not being walkable (these were shipping containers by incompletely deleted by the UFO when it spawned).
      • Fixed a number of gameplay issues in the Tropical maps - e.g. there were a number of vegetation items in our newer maps that wouldn't remove properly if destroyed, and it was also possible for units to walk on the swamp water tiles if they were damage.
      • Fixed a bug where the player was not being given notifications when alien units suffered a morale break and panicked, fled or berserked if they were not directly in the vision cone of a Xenonaut soldier. This "fixes" a bug where suppressed Sectons were still performing overwatch fire - what is actually happening here is that they're suffering a morale break after the death of a nearby Psyon and are berserking, but the game wasn't giving a notification.
    • Like 1
  17. 5 hours ago, Skitso said:

    Throwing a demo charge like this and you'll miss two green targeting tiles.

    image.jpeg.984937f72fd3a9568a2b2a7426840aac.jpeg

    That's because the fence absorbs a lot of the blast, isn't it? I assume a unit stood in either of those tiles won't take any damage?

    1 hour ago, gG-Unknown said:

    Missing mechanic is wild.

    I tryed to ask Chriss to discloese how it works, several times, make miss table public, but no response.

    I thing it is bad approach, in general.

    As far as I understand system of miss-hit mechanic it works like this :

    player see 50% chance to hit the tile.

    throw the dice to get a number it it is under 51 then you hit the tile, otherwise you miss.

    Size of miss is defined by a hidden table (or formula) so target closer to max range has also bigger scatter range.

    Which means, example ! ,   in your case, you  can see  50% chance to hit, but if you miss then you  roll another RANDOM chance 1-10 tiles of miss. it  is the size of miss and has nothing to do  with first chance you roll.

    Which means, you can throw at 50% miss scatter 1  tile, then  throw at 98% miss scatter 10  tiles.

     

    Unfortunate system. I think Chriss should  disclose this rrules,  let brainstorm  to improve it.

    That's got nothing to do with the bug being reported.

  18. On 7/13/2024 at 4:08 AM, Token said:

    damn it, seems to be reacuring.

     

    Edit: Guess i should have uploaded the save, sorry.

    A workaround was to trigger the enemies overwatch with a soldier.

    bug_report_2024-07-13-05h07_gc_4.16.0_unhandled_exception.zip 8.29 MB · 0 downloads

    Thanks for the bug report. I can't seem to reproduce this though. Would you mind telling me how you can do it - which save you load, and whether you do anything else before you press End Turn?

  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!

    Changes:

    • Fixed multi-tile doors (ATLAS Base, Alien Base, UFO main doors etc) blocking movement after being opened.
    • Significantly reduced maximum miss deviation on the HEVY Launcher.
    • Fixed occasional crash linked to firing the HEVY Launcher.
  20. 48 minutes ago, Melee said:

    To go along with the electroshock unlock, I think there needs to be an upgraded melee version of the starting stun baton (stun axe/hammer/maul ? Maybe do damage and stun.), otherwise the new reflex-centric units are encouraged to switch to the firearms for better stun damage but now are at an accuracy disadvantage.

    Yeah, that was mentioned in the feedback thread and I think it's a good idea. We'll probably add one in Milestone 5.

  21. Thanks for the feedback everyone, it's really useful stuff. I'm making some balance changes as a result of this feedback which will arrive in the next hotfix, and there's plenty of things to think about for Milestone 5 too.

    The Wraiths doing less grenade spam is already out on the Experimental branch. I agree about the missions in the second half of the game being a bit repetitive, but that's something we'll be looking at in Milestone 5. I'll be tweaking a number of weapons in the upcoming hotfix, and making advanced Xenonaut armour offer a bit more protection.

    I'm also going to set Xenonaut funding to passively increase by +$20k per region per month (so +$120k per month total), which should help the mid-to-late game funding situation being so tight.

    • Thanks 1
  22. 16 hours ago, Nobody6 said:

    I'm going to add numbers here.

    1. Uninstaller.

    I remember reading, that if I run into trouble after doing an update, I should do a clean install and remove settings and stuff.

    So I ran the uninstaller, and it asked me if I wanted to keep my savegames and settings. It also said, that if I chose "no" it would also remove the folder. I clicked "no" and nothing was removed. So either the uninstaller is bugged or the description in incorrect.

    2. Hazmat cleaners.

    You misunderstood. Not through, but over. Lots of half-height cover (logs, 2 windows, maschines, tables, fence/wall). Totally possible to pull such a shot of with high stats - which hazmat cleaners have, I belive. Very annoying when that happens half a dozen times in a row. What surprised me was, that there were hazmat cleaners at all, on a abduction mission! Which was also my first (non-scriped) mission of the campain.

     

    I will check for savegames later.

    Thanks. I've fixed most of the map errors now and those fixes will be included in the next patch.

    What difficulty are you playing on? The enemies get a significant accuracy buff if you're playing on Commander, and a reasonable accuracy buff on Veteran. Also, remember that shots only count the one highest intervening cover item - so if there's a 50% blocking item, you can add as many 40% blocking items into the shot path as you like and the accuracy will only be reduced by 50%.

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