Jump to content

Chris

Administrators
  • Posts

    10,942
  • Joined

  • Last visited

  • Days Won

    499

Everything posted by Chris

  1. Thanks. Yeah, I think that's exactly what's happening. We'll get that fixed.
  2. Thanks. The game content ends at day 180 right now, but unfortunately the popup that tells you this was broken for a few days. We'll be adding more content as we update the game throughout Early Access!
  3. Thanks guys, we can reproduce the bug and we'll be looking into it tomorrow.
  4. Hi - can you tell me specifically what research / engineering project you're talking about? There's no project called "electronic" so I don't know what the issue is yet.
  5. This is an update for the default Steam / GOG / Epic branches that contains all the fixes from versions 1.26 to 1.28 which have been tested on the Experimental build. The combined changelogs are shown below: Gameplay: Using shot preview move (Ctrl+Shift) no longer causes significant performance problems. Various smaller performance updates to both strategy and tactical layer (although these are unlikely to be noticable in an Experimental build due to the extra logging reducing overall performance) Added a "mission briefing" button to the Geoscape info panel for a tactical mission, which shows you the mission briefing on the strategy layer. Cleaner SMGs and Cleaner Accelerated Rifles are now recoverable and usable (by popular demand). The intro cinematic and the game mechanic popups are now enabled at the start of each campaign, regardless of whether the tutorial is enabled or not. Xenonaut Sentry Guns can now open doors, but are unable to crush objects. Reduced the spawn rate of Cleaner anomalies at the start of the game. Tooltips have been added for the various stat columns on the Soldier Recruitment panel. Snowmobiles should now explode when destroyed. Stalker Stealth Armour now displays as Gas Immune in Xenopedia. When hovering the cursor over the base icons in the top right, the base name is now displayed instantly rather than after a short delay. When hovering the cursor over a soldier in the vertical list on the dropship soldier arrangement screen, the popup showing their face / equipment is now show instantly rather than after a short delay. Key Fixes: Fixed a bug where the day 180 "Content Complete" popup was not being shown, and the game loss conditions were not triggering if you lost enough regions. Fixed a crash that could occur if you tried to begin a crash site mission when there was a wreckage site also present on the Geoscape. Fixed a bug that could cause multiple popups to spawn when intercepting UFOs or sending a dropship to a tactical mission. In both cases this could cause crashes. Fixed a crash that could sometimes occur during the alien turn if the aliens were using hovering units like Servitors. Fixed two rare crashes that could occur in the Soldier Equip pool due to corrupted Kickstarter backer soldiers. Fixed a rare crash that could occur if you built over 50 planes. General Fixes: It's no longer possible to find undiscovered Cleaner Cells / Bases / etc by clicking on a UFO or mission that has spawned near to where they are hidden. Fixed grenades / aircraft missiles not properly upgrading if you skip the Alenium project and go straight for Fusion. Aircraft will now start to immediately repair Armour after being upgraded. Fixed the tactical soldier inventory incorrectly charging TU for you to pick an item up and then put it back in the same spot. Fixed the tactical soldier inventory incorrectly forgetting to charge TU if you moved the same item multiple times. TU costs for abilities are now rounded up rather than down. This fixed some odd situations where it was occasionally better to have fewer TU. It should no longer be possible to use a jetpack to fly between rooms in the Alien Base, or to jetpack through the roof of the Dragonfly dropship. Fixed an issue where it was not possible to redirect a dropship in flight to a landed UFO site. MARS vehicles now correctly display their names in the tactical combat. Disabled the day 300 Orbital Bombardment research report (which wasn't supposed to be in the game). Psyon VIP on Cleaner Cell missions no longer reports recovering both a Stunned Psyon and a Cleaner VIP if captured alive. Stalker Stealth Armour no longer shows the hair of soldiers floating inside their helmet. Dead Cyberdrones should no longer appear to be alive again after loading a save. Fixed some terrain objects in the Xenonaut base showing a bright pink error texture when destroyed. Fixed the Boreal sawmill building roofs so they correctly disappear if destroyed. Fixed typos in the strategy tutorial, Frag Grenade tooltip, and Ballistic Weapons and Fighter Datacore research text. Fixed the Engineering recruit panel having tooltips referring to scientists instead of engineers. Fixed a text overflow issue in the soldier memorial screen. Cleaner ballistic rifles no longer have an additional 5-round burst. Bomber UFO no longer incorrectly referred to as "medum-size" in Xenopedia. HEVY now displays its damage type as Thermal on tooltips. Tactical Inventory no longer incorrectly refers to the Tactical Vest as the Belt. Rush replace on aircraft now correctly costs the listed amount of money. Fixed an issue where you could drag any type of ammo onto any weapon on the Soldier Equip screen and it would accept it. MARS now correctly displays its name in the tactical combat. Fixed some Xenopedia / tooltip typos.
  6. Thanks. I appreciate you taking the time to write it all out. I've skimmed this but will read it properly next week when I start work on our next balance patch. Being able to revive soldiers is intentional, so I think the point raised is a sensible one. Not having any TU at all is a wee bit harsh given they've got no equipment.
  7. There's unlikely to be an official Ukrainian translation, but we are planning to make the translation tools available with the mod tools so anyone can translate the game into their own language.
  8. There shouldn't really be abilities that take exactly 50% TU for that reason - they should cost either 49% or 51% (or however far you need to go to avoid this happening). Grenades for example cost 51% to throw so no soldiers should ever be able to throw two in one turn.
  9. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This contains a few additional fixes for 1.27 before it (hopefully) goes out on the main branch. Gameplay Changes: Fixed all types of ammo appearing under the "Equipment" tab of the soldier equip screen. It's no longer possible to find undiscovered Cleaner Cells / Bases / etc by clicking on a UFO or mission that has spawned near to where they are hidden. Added a "mission briefing" button to the Geoscape info panel for a tactical mission, which shows you the mission briefing on the strategy layer. Tooltips have been added for the various stat columns on the Soldier Recruitment panel. Fixed an issue where it was not possible to redirect a dropship in flight to a landed UFO site. Snowmobiles should now correctly explode when destroyed. Cleaner ballistic rifles no longer have an additional 5-round burst. Tactical Inventory no longer incorrectly refers to the Tactical Vest as the Belt. Stalker Stealth Armour now displays as Gas Immune in Xenopedia. Bomber UFO no longer incorrectly referred to as "medum-size" in Xenopedia. HEVY now displays its damage type as Thermal. When hovering the cursor over the base icons in the top right, the base name is now displayed instantly rather than after a short delay. When hovering the cursor over a soldier in the vertical list on the dropship soldier arrangement screen, the popup showing their face / equipment is now show instantly rather than after a short delay. Fixed a text overflow issue in the soldier memorial screen.
  10. Thanks. Hmmm. So the issue is that all the ground tiles are rotated 90 degrees for some reason. Did you happen to start that mission in 1.26 or 1.25 and then load it up in 1.27? EDIT - yeah, looks like you started it in 1.26. It's probably just because of something in the update process then. If it happens in any future missions then let me know!
  11. It's not intentional, no. It's going to be fixed when we do the AI revamp during Early Access.
  12. Thanks for the feedback everyone. I'll give the full thread another read when I do my first balance patch, which is likely coming next week. @bonerstorm you've got some interesting suggestions but a lot of your posts seem to be claiming that your tactics are the ONLY possible way to play the game, which doesn't seem true at all from both my own experience and what I've seen of streamers playing it. Going for the Dragonfly early and not researching armour is certainly a valid tactic, but plenty of people do fine with the basic dropship and better-equipped soldiers. What difficulty level are you playing on?
  13. Hi - happy to look into this. Can you switch to the Experimental branch and then see if that works? If it continues crashing, can you post up the output.log so we can see what's causing the crash? The info on how to switch branches and where the logs are are in the stickies at the top of the forum.
  14. Interesting that it doesn't work for you but does for Cohali. Would you mind letting us know your new chosen directory? There's definitely nothing in the /saves/ folder? It must be able to write to the directory or the game wouldn't be able to start. EDIT - oh, it's probably related to another bug. There's probably two folders in your chosen directory, one called "Xenonauts 2 Editor" and one called "Xenonauts 2". If you copy the contents of the first one into the second one all your saves should come back.
  15. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Gameplay Changes: The intro cinematic and the game mechanic popups are now enabled at the start of each campaign, regardless of whether the tutorial is enabled or not. Cleaner SMGs and Cleaner Accelerated Rifles are now recoverable and usable (by popular demand). Xenonaut Sentry Guns can now open doors, but are unable to crush objects. TU costs for abilities are now rounded up rather than down. This fixed some odd situations where it was occasionally better to have fewer TU. Reduced the spawn rate of Cleaner anomalies at the start of the game. Key Fixes: Fixed a pathfinding crash that had been introduced in 1.26, which usually crashed during the AI turn but also could affect the player. Fixed a bug that could cause multiple popups to spawn when intercepting UFOs or sending a dropship to a tactical mission. In both cases this could cause crashes. Fixed a crash that could occur on the Soldier Recruitment panel due to a corrupted Kickstarter backer soldier. Fixed a bug where the day 180 "Content Complete" popup was not being shown, and the game loss conditions were not triggering if you lost enough regions. General Fixes: Fixed grenades / aircraft missiles not properly upgrading if you skip the Alenium project and go straight for Fusion. Fixed the tactical soldier inventory incorrectly charging TU for you to pick an item up and then put it back in the same spot. Fixed the tactical soldier inventory incorrectly forgetting to charge TU if you moved the same item multiple times. It should no longer be possible to use a jetpack to fly between rooms in the Alien Base, or to jetpack through the roof of the Dragonfly dropship. MARS vehicles now correctly display their names in the tactical combat. Disabled the day 300 Orbital Bombardment research report (which wasn't supposed to be in the game). Psyon VIP on Cleaner Cell missions no longer reports recovering both a Stunned Psyon and a Cleaner VIP if captured alive. Stalker Stealth Armour no longer shows the hair of soldiers floating inside their helmet. Dead Cyberdrones should no longer appear to be alive again after loading a save. Fixed some terrain objects in the Xenonaut base showing a bright pink error texture when destroyed. Fixed the Boreal sawmill building roofs so they correctly disappear if destroyed. Fixed typos in the strategy tutorial, Frag Grenade tooltip, and Ballistic Weapons and Fighter Datacore research text. Fixed the Engineering recruit panel having tooltips referring to scientists instead of engineers.
  16. Thanks. I think that's the default Unity logs though rather than the Xenonauts 2 ones - were you looking in /My Documents/My Games/Xenonauts 2/Logs/ ?
  17. Ideally I need you to attach the whole file in a forum post. You can just drag the files into the text box and they'll upload - and the saves related to the crash would be great too. Then I can just download them and investigate it at my end.
  18. Can you please read the two stickied threads at the top of the forum? I'm happy to help you but you need to provide the saves and logs we need, otherwise we can't get any useful info about the crash.
  19. I'm not sure that's necessarily helpful, because the average player may not be aware that there's six funding regions and so the total funding gained is $240k. Neither method is perfect but I went for the one I thought would confuse new players less.
  20. Thanks. I'll get this fixed. Yeah, the move paths are also messed up but they'll take a little longer to fix unfortunately, but that's on our to-do list.
  21. Thanks. We need to hire a replacement animator but I'll note this down as something for them to fix!
  22. Thanks. Can you confirm you're playing on Milestone 1.25 or higher? This should be fixed in that version. The version number is in the bottom left of the Main Menu screen.
  23. So I just tested this and it seemed to work OK - I dropped a couple of laser sniper rifles on the floor and the game gave me them back after winning. If you've got a save I'll happily take a look at them. Are you sure they didn't get blown up by explosives while on the ground?
×
×
  • Create New...