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Chris

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Posts posted by Chris

  1. 36 minutes ago, pwd said:

    Noticed that my two secondary bases had 20 alloys and 4 or 5 alenium for no apparent reason. Just hangars, turrets, generators and radars there so I'm not sure of a legitimate source of them. 

    This usually happens because the aircraft there have shot down UFOs that create auto-recovered wreckage. It's either sent to the closest base, or the home base of the interceptors that shot it down (can't remember off the top of my head).

  2. It's the end of the year and time for our monthly Xenonauts 2 development update. A quick one this time, though, as I'm currently on holiday!

    Milestone 5 Release:
    The biggest news this month is that we released the initial Milestone 5 prototype on the Experimental branch on the 13th December. Although we did a lot of internal testing prior to releasing the prototype, it still ended up being very unstable (probably because we were still adding new features the night before release).

    As the studio closed for Christmas on the 20th Dec, we then worked long hours to try and get the prototype into a more stable state before the holidays. After five hotfixes (including a festive Christmas Eve update) we managed to deal with most of the critical issues, leaving the prototype in much better shape. However, we're already aware of a number of bugs that we need to look at in January.

    We'll also be adding a lot more content to Milestone 5 next month - as mentioned in previous updates, the initial prototype contains quite a lot of placeholder assets that we need to finish or replace before Milestone 5 is released on the standard branches.

    Thanks once again to everyone who has taken the time to report bugs or give us feedback. If anyone wants to offer further thoughts, we've created an official Milestone 5 feedback thread that can be used to keep it all in one place.

    UFO Delegation:
    One change in Milestone 5 proved controversial, which was the "UFO Delegation" feature. Basically, this is triggered after completing two Crash Sites of a particular UFO type, and it gives you a permanent monthly funding increase - but also imposes an Operations Point cost if you complete further Crash Site missions of that particular UFO type (there is a lore justification for this, but for the sake of brevity I won't explain it here).

    We introduced this change because the player shoots down a lot of UFOs during the course of the game, and unfortunately there's two opposing (but equally valid) playstyles regarding the Crash Sites produced. The first group of players will happily fight every single tactical mission that spawns on the Geoscape, which can easily be 30+ Crash Sites over the course of a single campaign (making the game much longer). The second group of players is happy to fight one or two Crash Sites of a particular UFO type to see the new content and unlock the associated research, but find it repetitive to do more than that.

    It's extremely difficult to balance the game to account for both these playstyles, as it either ends up too easy for the people who like to complete every Crash Site (as they have way too much money / resources) or too tedious and grindy for the people who prefer to complete only one or two per UFO (as they're forced to complete every crash site to avoid money / resource shortages). The delegation system was our attempt to support both sides by reducing the potential rewards for fighting lots of identical Crash Sites - players can still do it if they choose, but they gain less of an advantage than they did previously.

    We've already listened to community feedback on this point (the Operations Point cost was previously a Panic penalty) and we'll continue to do so. Much like we added options for people who wanted to disable turn timers on tactical missions, if necessary we're prepared to add an optional "extended" mode that fully removes delegation and is balanced around the player completing every Crash Site. However, this won't be possible until the game balance for the "normal" campaign is locked for final release in Milestone 6, as keeping an additional game mode updated while balance is still in flux would take up lots of development time.

    So if you see people getting upset about this topic, please point them at this post. I think most people will find the new system an improvement overall, but we'll continue to support those who would prefer to play without it.

    Conclusion:
    That's everything from me. The first of us will be back at work on Thursday and we'll be at full strength on Monday 6th, so expect the patches and updates for Milestone 5 to resume next week.

    I'd like to close by thanking everyone for your support during 2024 - this game genuinely wouldn't be possible without our community. I hope you all had a wonderful Christmas and have a happy New Year!

    • Like 3
  3. On 12/25/2024 at 10:09 AM, Morgus said:

    Hello,

    I have a bug to report for Milestone 4.27.0

    I destroyed a container and yet I can't pass through it on the floor level, the ladder leading to the top didn't get destroyed and I can still climb it while I can actually shoot through it

    image.png?ex=676d29be&is=676bd83e&hm=759

     


    image.png?ex=676d2a87&is=676bd907&hm=9ef470694b083cb78d2ea1d0dcc84af020a5d93177b8f79b0b3f3e34f91865db&

     

     

    image.png?ex=676d2aab&is=676bd92b&hm=c85a2898ed57c5a312efee2919026ca69884897582549b9304cd3e39f5889fb4&

    Thanks. This bug should (hopefully) be fixed in Milestone 5!

  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!

    We're technically shut down for Christmas, but this is another quick patch to fix a few crashes the community has encountered (although there's a few more on our radar that will need to wait until January).

    Merry Christmas everyone!

    Bugfixes:

    • Fixed a crash during the AI turn when an alien unit crushes a terrain object.
    • Fixed another crash during AI turn during alien movement.
    • Fixed a crash that could occur due to alien reaction fire.
    • Colossus can now carry Gauss LMG ammo.
    • MARS / ARES / Sentry Guns no longer suffer damage from poison gas.
    • Fixed the Supporter Info element showing "null" as the title line for the supporter effects section.
    • Like 1
  5. 15 hours ago, Grobobobo said:

    Some final thoughts:

     

    • The battleship mission is too easy. You will be engaging them maxed out, and the units aren't any stronger than the one on the harvester. In xeno 1 they had a unique tier of elites, here they don't. Also, every battleship i fought was a sebilian one.
    • Eternal should probably always survive the battleship crash, hunting one for interrogation proved to be really annoying because he kept dying.
    • Electroshock grenades are still pretty op for both capture and suppression purposes.
    • Vanguard armor makes sebilian's gas grenades pointless. intentionally clumping  so they grenade you instead of shooting you becomes very beneficial. I think the blast radius should pierce more armor, or just deal slightly more damage.
    • I did not get an opportunity to do a landed ufo ONCE.
    • I Only fought androns in special missions. do they even spawn on ufo's?
    • I wish there was some more weapon variety among aliens. the sebilian mg's and mantids gun were nice (although the latter gets completely replaced) but in x1 there was also an alien sniper, alien shotgun, and an alien cannon (we could an alien gas cannon or something to make rebreather more relevant)
    • sebilian's mg x3 burst takes 45% tu's but they do not shoot AT ALL when suppressed. is that intentional?
    • I have a lot to say about the air game, but I don't think you're focusing on it now so I won't bother.
    • Reapers are complete pushovers, and they only have 2 tiers of units.
    • I wish there were more abduction missions, and an alien version of extract vip mission in the mid-late game.
    • The continent supporter bonuses are not balanced at all. -30% global upkeep vs slightly better recruits is pretty funny.
    • The aliens stopped mind controlling supporters as soon as phase 2 starts. wish there was a bit more of a back and forth there
    • Collosus armor is crap (especially compared to predator's glory days) it does not offer any offensive bonuses, and the defensive bonus isn't worth much because of how much armor destruction fusion weapons have.
    • Wish there was a late game upgrade for stalker armor just like there is for collosus.
    • What the hell does mind war even do? there isn't an explanation for it and I didn't see any effect.
    • The smoke grenades aren't worth using anymore. I used them like twice before completely dropping them from loadouts. This is because the game's extended LOS makes them a lot less needed in general, but also because the smoke effect and radius is just much lower compared to the first game. they just kinda suck now, ESPECIALLY since thermal charges and HEVY let you alpha strike any alien you see.
    • Mars and ARES have one viable loadout where they kick ass, but they suck with every other loadout. The rocket launcher, autorifle, and smoke launcher need some serious buffs.
    • The rifle and MG burst still kinda suck for actually killing stuff, the. 40% base accuracy is way too low even at point blank, you get like 55% cth at 100 accuracy.

    Thanks. Lots of useful stuff here.I picked out and fixed several of these things already and I’ll revisit this when I do my next balancing pass in January.

  6. 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 shutting down for Christmas today, so this will probably be our last hotfix until early January. We haven't had time to fix everything that has been reported but hopefully the build is now fairly stable and you guys can play a bit over the holidays - please do continue to report any bugs you encounter and we'll get back to fixing them in January!

    Bugfixes:

    • Fixed a crash that could occur when attempting to manually save the game.
    • Fixed Phase 5 not actually stopping the Orbital Bombardment.
    • Re-exported the text strings in the game. This should fix out-of-date text, such as the Generator building incorrectly displaying that it provided +50 Power when it now gives +40 Power.
    • Fixed an issue where the shroud or line of sight could take 10+ seconds to update if you moved / rotated a soldier immediately after an explosion.
    • Fixed a number of non-functioning teleporters in the UOO-1 Data Raid mission.
    • Fixed the Sebillian Leader T-posing if they were killed on impact in a UFO Crash Site.
    • Eternals can no longer be killed on impact in a UFO Crash Site.
    • Fixed the bodies of aliens that had been killed on impact in a Harvester Crash Site being placed on the empty mid-level of the UFO.
    • Fixed there being an invisible and indestructible tile on the bridge of the Harvester that blocked shooting and movement.
    • Fixed the spawn room for the UOO-1 Bridge Assault mission so soldiers will all spawn inside the intended room, and there's no props for them to end up embedded inside (we'll properly fix this in January, but this should make it playable now).
    • Fixed the boss alien not spawning in the correct spot on the second part of the ENDGAME mission.
    • Fixed a number of walls in the second part of the ENDGAME mission incorrectly being crushable but not destructible, causing some weird behaviour. All the internal walls in the map should now be crushable and destructible, whereas those around the edge should not be crushable nor destructible.
    • Fixed the alien plants in the white command areas displaying as pink error textures.
    • Fixed the Reinforced Shield incorrectly using the Combat Shield 2D inventory artwork.
  7. 7 hours ago, herebeweeb said:

    First abduction mission on day 11 had no enemies. The first time the mission was loading, I exited the game by Alt+F4 because I had to do some work-related stuff. I boot the game three days later, load before the mission, start it, play and the mission ends after the abduction timer runs out. There were no enemies whatsoever. I don't think that is supposed to happen.

    I noticed that the (auto) savefile before the mission was on version 5.0.0, but the savefiles on the missions are at version 5.3.1. It seems that the Alt+F4 happened during or caused a crash as I noticed there is a bug_report zip of that day in the BugReports folder, but it has only a single file. I'm attaching both zips.

    bug_report_2024-12-20-10h50_st_5.3.1_user_f11.zip 5.26 MB · 0 downloads bug_report_2024-12-17-09h56_wn_5.0.0_unhandled_exception.zip 1002 B · 0 downloads

    Hi - were you carrying on an older save? If you created the campaign in 5.0.0 then any missions on the Geoscape when you updated to the new version will have no aliens in them. 

    You should be able to continue playing if you load an earlier save, or the post-mission save. However, personally, I'd just restart a fresh campaign in 5.3.1 to make sure things are as stable as possible!

  8. 1 hour ago, John111122233 said:

    tried to reload a stun gun

    Thanks - can you attach saves / logs please? There's details in the sticky thread at the top of this forum. Or you could attach the F11 error dump logs.

    The snippets of error text aren't that helpful by themselves! :)

    • Like 1
  9. 10 hours ago, Ataraxia Mechanica said:
    • Description: Enemies corpses spawn on layer 3 of the harvester (where there are no ship floors) and shows up when the ship is revealed
    • Further information:
      • Happened on both my harvester missions, seems to be pretty easy to trigger
      • image.thumb.png.3b1401cb7c4b3821c6481d716830f1f6.png

    user_day_288_crash_site_manual_save-28.json 4.28 MB · 0 downloads auto_groundcombat_turn_1_start-655.json 4.27 MB · 0 downloads

    Thanks, I'll get this fixed.

  10. 12 hours ago, Ataraxia Mechanica said:

    As shown on the image, one of the teleporters on the left side of the spawn doesn't work, and the two teleporters in the building on the left side connect to each other instead of the one on the upper floor.

    Image

    Changed the image to an external hosting side because I can't figure out how to add spoiler to it

    Ah, thanks. Yeah, I'll get that fixed.

    You should just be able to paste / drag images into the text entry field to attach them.

  11. This thread is intended for players to post their thoughts and experiences with Milestone 5. It'd be great to hear what people think of the new mechanics and the current state of the game - what they find fun, and what you'd still like to see improved.

    Similarly, we'd like to hear thoughts about the game balance - if there's any parts of the game or specific enemies or items that feel overpowered or underpowered, post them up for discussion here.

    In order to keep the thread on-topic, please try not to make general gameplay suggestions for entirely new features here (suggesting amendments for things already in the game is fine).

  12. 2 hours ago, Emily_F said:

    Nah, it's deffo a bug.  I just went to use a medikit on this guy who's down to 38HP and it says it will heal him zero HP.  No cheat used. 

    user_day_30_crash_site_medikit-5.json 2.41 MB · 0 downloads

    I've tried loading that save in Unity and in the Steam build itself and in both cases I'm able to heal both the soldiers in that save who are at 38HP.

    If it is a bug, it's one that is cleared by loading a save, so if you see it again please do the full F11 error report and maybe mention any further relevant information that might have affected the situation!

  13. 1 hour ago, Ataraxia Mechanica said:

    Trying to pull a sneaky on me ain't ya, almost sold it

    image.png.55c2f6dbf3a74c38fb6d73e874355924.png

    auto_strategy_after_combat-193.json 917.02 kB · 0 downloads

    It's actually fine - just having the item unlocks the research and once unlocked you can complete it even if you've sold the unit.

    We might change that in the future but right now there's no way to mark an item as junk once a project is complete. It's either junk or not.

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