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Posts posted by Chris
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
This is a quick update intended to fix many of the most serious stability / game issues reported in Milestone 5, plus a few other relatively quick fixes for more minor issues. We'll release another hotfix later this week, so please keep reporting any bugs you encounter!
Gameplay Changes:
- The Panic penalty for completing a UFO Crash Site after that UFO type has been delegated has been replaced with an Operations Point cost, which ranges from 35 (Scout) to 120 (Harvester) - hopefully this helps the system feel more like a cost than an outright punishment.
- This penalty is now displayed in red text rather than green text.
- Request Alloys and Request Alenium strategic operations are now only available from Phase 2 onwards.
- The cost of a strategic operation now renders on one line when hovering over the button.
- Updated the roadmap UI element to reflect the new content added in Milestone 5.
Bugfixes:
- Fixed certain tactical missions hanging on the loading screen at 90% loaded (this was due to map corruption and affected the Boreal, Farm, and Western Town biomes).
- Fixed a crash that would occur when the Scout UFO Delegation popup should appear - most frequently this would occur after the Funding Report on Day 60, but could also occur when a dropship returns to base after finishing a Scout UFO mission.
- Fixed a crash that would occur whenever a UFO or mission containing a Sebillian Elite would spawn on the Geoscape (due to a corrupted unit loadout).
- Fixed tactical mission saves becoming corrupted as soon as a civilian had evacuated from the map (sadly this doesn't fix the corrupted saves, but it will stop the corruption happening in future).
- Fixed a crash that would occur if you blew up an enemy unit on a roof with grenades.
- Fixed the Raise Funds strategic operation not working correctly.
- Fixed Engineer Supporters incorrectly displaying text saying they boosted Research project speed (rather than Engineering project speed).
- Fixed The General providing +10 Cleaner Network Progress if captured during the first mission, causing the UI for the Network Progress to appear when it should not. Instead, he now reduces Doomsday by -10.
- Fixed the player needing to pay monthly wages for the 15 soldiers in the recruitment pool.
- Fixed a Cleaner soldier incorrectly surviving a sniper shot during the tutorial.
- Fixed a Cleaner incorrectly killing your soldier with reaction fire during the retreat at the end of the tutorial.
- Fixed the game showing a Unity logo splash screen instead of the Goldhawk / Hooded Horse logos.
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2 hours ago, Skitso said:
Ah, I should have known better.
I just cleared my saves folder completely, so unfortunately I don't have it.
Fortunately it's easy to repro. As far as I know, starting a cleaner HQ mission and just changing unit positions in the deployment phase triggers it every time.
It's fine - as you say, it's easy enough to repro. We'll get it fixed.
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On 12/15/2024 at 6:52 PM, Melee said:
Description: The tutorial doesn't progress the first run after game is installed.
What Happened: Upgraded from 4.27 to 5.0 via GOG Galaxy. Started a new game with tutorial enabled. When the strategy layer loaded the tutorial dialogs didn't appear and the clock was stopped. Only actions to exit were to skip tutorial or end process. The game speed buttons didn't work. I then uninstalled the game via Galaxy, manually deleted the Xenonauts 2 folder, and then reinstalled it via Galaxy. Started a new campaign with tutorial enabled and same no progress. I then started a new campaign without tutorial enabled which worked. I then started a new campaign with tutorial enabled which now seems to work.
Thanks. We'll keep an eye out for this.
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On 12/15/2024 at 7:51 AM, svidangel said:
Thanks. This is a new game mechanic, but it's not well explained yet - basically those types of UFO are revealed once they start causing damage. I need to add some method of explaining that to the player.
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On 12/15/2024 at 8:11 AM, svidangel said:
Not sure if it is important or common, but in the tutorial run through I had the following happen which had never happen before.
1. Congratulated for killing all enemy units without killing all enemy units.
2. "Move soldier to spot to end tutorial" followed by the soldier dying on the way to reaction fire.
Not game breaking or anything but a little weird for new players maybe.
Thanks. I'll get that fixed.
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1 hour ago, Warie_W00kie said:
I'm not criticizing the reasons, I am criticizing the solution and how it's implemented right now.
This is the same issue in Xenonauts 1 more than 10 years ago.
If I remember correctly, the solution is not perfect but worked out. On the latest MS4 build, I was under the impression that the pacing and the gameplay was pretty on point. This just seem like a complete change of direction from "We're almost to the end game guys!" to "clearing a crash site has the same consequence as ignoring a terror mission". I'm all for making the game less grindy but so far the only thing this mechanic did for me is hit F4 and wait for the next thing I get to do. Maybe I'll see the point of this when more improvements/adjustments come along, but right now I''m not a fan.
I'm really digging the changes to Sebilian and Mantids so far: the LMG / gas grenade and Symbiote launcher compliment their fighting style while creating another dynamic to tactical combat. Looking forward to end game!
I think MS4 probably felt largely on point for you given your playstyle - most of the balancing feedback comes from the more hardcore players who tend to hang out on the forums and discord, so previously the game was balanced towards fighting lots of crash sites. I don't think it was necessarily as enjoyable for people in the other camp, but we do need to bear them in mind too.
Having pondered it a little, I do think one of the suggestions @Skitso made above might be an improvement - changing the penalty from Panic to Operations Points, so it's effectively another "purchase" with your free strategy points rather than inflicting Panic. Not sure if that'll make you feel any better about it, however, as it's still a form of punishment.
Yeah, this problem has been around for a very long time. It's more pronounced in X2 though because the game is quite a bit longer, and X1 was essentially balanced around the idea of doing 1-2 Crash Sites per UFO anyway - fighting more than that did make the game easier than it should have been.
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In the long term I might add a mode that removes delegation and significantly increases the cost of everything, but there's not too much point thinking about that until the "standard" balance is locked in. There'll be way too many difficulty settings / game setting combinations to balance against otherwise.
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3 hours ago, Rakiii said:
I don´t think punishing players for playing the core of the game is a good idea anyway. I would instead reward the players who "share" crash sites with the local government a bit more and give them not only cash but some portion of alenium/alloys too.
The solution based on your reaction time suggested on discord was also interesting.
https://discord.com/channels/702822278148390983/1134121337544245248/threads/1317956059767509092
2 hours ago, Warie_W00kie said:Are you able to see the panic go up and down during the playthrough? Mine is stuck at 50.
While I really like many of the additions on MS5, I just can't wrap my head around this one. Battlescape is a core mechanic of the game and the challenging combat a big reason why this game is fun, why punish the player for this? It doesn't make sense narrative wise either; the Xenonauts program is funding nations' solution to the alien threat, why would they compete with it this way? Keeping resource away from Xenonauts is what the Cleaners and the aliens want!
The reasons were outlined in the patch notes. Lots of players don't want to fight every single crash site because they find it repetitive and grindy, and really there's no way to balance their experience against that of people who want to fight every crash site. Either I force them to fight every single mission by setting cash and resource prices based on everyone fighting 4+ crash sites of each type, or I make the game incredibly easy for everyone who does get all the extra resources for the fighting all the crash sites. This is the only way I can see to split the difference.
This is especially true given how many people are saying I should add more UFOs to the game, or make it longer - a campaign is already at least 29 missions if you capture each UFO type twice.
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2 hours ago, PawelT said:
Game crashes after dropship reaching base.
Iron man
bug_report_2024-12-16-15h47_st_5.0.0_unhandled_exception.zip
Thanks. Yeah, I can reproduce this from your save - we're working on a fix for this now!
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2 hours ago, Nexira said:
On just after you get told the xenonauts are now official, and the panic tooltip pops up, the game inevitably crashes. Ive tried multiple times and ways to get past this, loading pretty far back, going into the event at lowest speed, etc. it is a pure dead end. I have the tutorial/tooltips disabled, if that might be relevant.
IMPORTANT NOTE ABOUT THIS SAVE:
this save has been cheated in, cheatmode is enabled, and i did the thing where you edit the sale price of an item, sell a few, then edit it back after that. I wanted to get as far in as fast as possible because someone else said there was an inescapable dead end when the invasion started, but they didnt report it. So i didnt want to waste time getting there. If that means this bug report cannot be used to fix it, let me know and i can try to get there legitimately.
There is another person who commented that the funding report on day 60 in the steam discussions is a crash for them, i dont know if this is related.
bug_report_2024-12-16-09h05_st_5.0.0_unhandled_exception.zip bug_report_2024-12-16-09h06_st_5.0.0_unhandled_exception.zip
Thanks, Yeah, we're working on the day 60 crash now so hopefully we'll have it fixed soon.
It's generally not great in bug reports if you've got edited money but I think it's fine in this case, as the bug is affecting so many people we know it hasn't been caused by people modding the game! I appreciate you flagging the issue in advance though.
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1 hour ago, SpringHeeledJosh said:
As above, return from I think third UFO crash site mission, CTD as soon as transport reaches main base. Things I can think of:
1) First encounter with Psyons, 1 captured and 2 corpses according to mission report
2) I believe this was my second Scout so could be the unlock for local forces to clear them
bug_report_2024-12-16-15h27_st_5.0.0_unhandled_exception.zip
Thanks. Yeah, I can reproduce this from your save - we'll take a look.
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41 minutes ago, John111122233 said:
hi, the raise fund ops dont seem to do anything in milestone 5?!
Thanks. Yeah, we can reproduce this bug - we'll get it fixed ASAP.
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On 12/15/2024 at 2:48 AM, jackbou said:
Whenever I try to load a save, it crashes, and this bug has seriously affected the game experience,
and I hope the production team can fix it as quickly as possible(I'll package the bug file into a zip package and put it below)
I can't believe I flashed back so many times in such a short period of time last night
bug_report_2024-09-27-14h05_gc_4.26.0_unhandled_exception.zip
Thanks for the bug report - but please put any further bug reports in the Bug Reports subforum.
We're already working on this fix, but you should expect to find lots of bugs in early versions of any experimental version!
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On 12/15/2024 at 10:05 AM, CaptainSPrice said:
Leaving save file below = game just turn off and 0 logs.
Thanks. Yeah, I can reproduce this. We'll take a look!
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21 hours ago, agentjose1 said:
Thanks. We're looking into this at the moment!
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20 hours ago, MrLLMD said:
Game running on max speed, pop up had just indicated a new engineering project was starting but otherwise apparently random CTD
bug_report_2024-12-15-17h42_st_5.0.0_unhandled_exception_2.zip
Thanks. Sadly there's no data in the bug report file (I assume you're playing on Iron Man because there's a bug with that) but we're working on several Geoscape crash bugs today, so hopefully this will get fixed in the next patch!
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15 hours ago, 2257tempest said:
Thanks. I can reproduce this - we'll take a look at it in the next few days (it's possibly linked to the fact you've hacked the money amount).
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On 12/15/2024 at 9:49 AM, Herr Kodax said:
Hello,
Since I did not see something like this listed as a feature, I assume it is a new bug, so here goes:
In the armory screen I used to drag smoke grenades to the HEVY equipped by my grenadier so he would start the mission loaded with smoke grenades instead of HE. The carry weight would also go down since smoke grenades are lighter than HE ones.
In the newest version it does not work. When dragging the smoke grenades it looks like a screen flashing for a split second, and the HEVY is not loading,.
Thanks. Yeah, this is a bug. We'll look into it once we've got the crashes fixed.
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On 12/15/2024 at 12:39 PM, Skitso said:
When a research project is completed, a "new projects available" screen is displayed first, then select a new research and only after that you get the research report from the completed project. Shouldn't it be the other way around? First the completed project report, after that you select a new one?
Yeah, it's a bug. If you see a repro case, let me know.
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22 hours ago, Quambo said:
The Progress for discovering the Cleaner Base seems to be stuck at 10% even after finishing the Data Heist Mission or capturing Cleaner Leaders.
Thanks. This mechanic isn't meant to be in the game any more - the bug is just that capturing The General in the first mission gives you +10% to Cleaner Progress when it shouldn't. We'll get that fixed.
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18 hours ago, MrLLMD said:
Entering ground combat with landed Observer, mission would not load and forced to quit with alt+f4
Mission loaded correctly 2nd time on loading from Autosave though animation appeared to freeze several times briefly on loading screen
bug_report_2024-12-15-18h27_wn_5.0.0_unhandled_exception.zip
Thanks. We're looking into this problem now!
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15 hours ago, Warie_W00kie said:
Soldier 1 throws grenade on armored Cleaner followed by soldier 2 doing the same. CTD after Cleaner went pink mist.
bug_report_2024-12-15-13h06_gc_5.0.0_unhandled_exception.zip auto_groundcombat_turn_4_start-122.json
Thanks. Yeah, we can reproduce this. We'll get it fixed.
My thoughts of the milestone 5 (ongoing)
in Xenonauts-2 General Discussion
Posted
Having half the items (rounded down) taken by the local region is an interesting idea, yeah. It would require some coder time, though, so it's probably not something we can implement until after Christmas given we'll be spending this week fixing up bugs.