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Everything posted by Chris
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V1.21 Funding Report missing Research amounts
Chris replied to Dren608's topic in Xenonauts-2 Bug Reports
I think these work fine actually, it's just they're not the only thing affecting the calculation. You need to take a save game / screenshot of the Funding Report just before the research completes and then take another one afterwards. You'll see all the regions increase their funding by $40,000 after it completes. But if Panic changes in a region the income will also change accordingly. -
[v1.22 - Geoscape] Bad Grammar in Engineering
Chris replied to KyunKitsune's topic in Xenonauts-2 Bug Reports
Thanks. This is actually intentional, the engineer isn't meant to speak English very well. But I can see the confusion- 1 reply
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[1.16 Ground Combat] smoke spreads through closed ufo doors
Chris replied to Skitso's topic in Xenonauts-2 Bug Reports
Thanks. We'll take a look. -
Thanks. This bug is 10 days old now and it's possible that we've managed to fix this bug since you reported it, but if I load the save everything seems to be fine. The camera controls work fine and the soldier will go Berserk at the start of her next turn and lose all TU (there's no visible aliens so she should shoot at random targets, but we've not implemented that yet). But then she recovers as normal the next turn.
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Can't start a new campaing, loading screen stuck at 76%
Chris replied to TornaSerrallonga's topic in Xenonauts-2 Bug Reports
Hi - sorry for the slow reply, hopefully you've been able to fix this now, but if not that the solution is to go to your install directory and manually delete all the files (don't use GOG Galaxy to uninstall it). If you then reinstall the game it should work fine! -
problème de sauvegarde misa à jour du 23 07 23
Chris replied to fjc72's topic in Xenonauts-2 Bug Reports
Hi - this should be fixed now. If you're still missing saves, please copy all the files from "/My Documents/My Games/Xenonauts 2 Editor/" into the folder at "/My Documents/My Games/Xenonauts 2/" -
[1.16-1.17] Fusion explosives don't work if skipping Alenium
Chris replied to Solver's topic in Xenonauts-2 Bug Reports
Thanks. I'll get this fixed for the next hotfix. -
[27.3] Computer Desks animation Bug after save reload
Chris replied to CaptainSPrice's topic in Xenonauts-2 Bug Reports
Thanks. Yeah, this is a known but but we'll get it fixed. -
Thanks. Sorry for the slow reply, I've been prioritising crash fixes. So I've checked the save and can confirm the problem - it looks like all the missing troops are stuck on a ghost Base Defence mission. I think this is due to a bug we'll have fixed in the next Experimental build where tactical missions could get duplicated sometimes.
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The hit chance is applied both ways - we can increase the block chance of a shield soldier to 100% but then they'll be impossible for your own soldiers to shoot through, which I think people would find annoying. Miss shots can deviate hit the ground but their trajectory is usually pretty flat (or somewhat upwards) so they tend to hit objects or actors instead.
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Hmm, I'm fairly sure that our game isn't capable of causing your system to break like that. If you do do the reinstall, it'd be interesting to hear if Xenonauts 2 crashes less as a result - because I think there's a possibility that your system is having issues and that's what's causing Xenonauts 2 (and the other games) to crash.
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[V1.25 - Aircraft screen] aircraft armor is no applied!
Chris replied to basilika's topic in Xenonauts-2 Bug Reports
Thanks. Yeah, we'll get this fixed. It should work fine once the plane takes off and lands again. -
V1.25 - CTD when transitioning from geoscape to combat mission
Chris replied to Emily_F's topic in Xenonauts-2 Bug Reports
Thanks. This is an odd one because I can actually load the tactical mission fine from save 19 even in the Steam build, so it must have been something that happened in the game prior to the save. Unfortunately the logs won't be that helpful here as the Experimental branch has a non-debug version on it right now due to the save path error, but we'll be putting out another hotfix on Experimental today that will bring them back. If it reoccurs in the future we'll be able to fix it from that. -
[1.25 - Geoscape / Air combat] - Crash after/before intercept
Chris replied to Zen's topic in Xenonauts-2 Bug Reports
Thanks for this. Yeah, right now there's not going to be any logs even on the experimental branch asI had to put a non-debug build there to ensure the save game path issue was fixed. I've loaded the save game and it doesn't crash for me whether I fight or autoresolve both combats, but I think it might be related to another bug that someone else reported yesterday, so hopefully we can get it fixed shortly. -
If anyone is still experiencing this, you just need to copy across the contents of the folder "/My Documents/My Games/Xenonauts 2 Editor/" into "/My Documents/My Games/Xenonauts 2/" and they should all come back.
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You just need to copy across the contents of the folder "/My Documents/My Games/Xenonauts 2 Editor/" into "/My Documents/My Games/Xenonauts 2/" and they should all come back.
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Hmmm. The game is actually set to generate fewer female recruits than male ones, but glancing at a new game I'm wondering if this value has somehow got inverted. There does seem to be more women than men. I'll take a look. EDIT - nah, just looks like random variance. I created four new games which had roughly the right percentages and I think the current one was just an anomaly. The female recruit chance is 25% and you might just be seeing an unusual number of high random rolls.
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Thanks. I think you're maybe looking in the wrong place for the logs though - the ones we need are in /My Documents/My Games/Xenonauts 2/Logs/ and they should only be a couple of mb rather than 150mb (I think you've got the default Unity ones there). If you've not played since the crash then you can just grab them and upload them but if you have then we'll probably need to wait until you next get a crash to investigate.
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Thanks. I'm guessing you're actually on 1.23B at the moment? Because I'm 99% certain this bug is fixed in 1.25, which I'm about to release onto the standard branches for everyone to play. Let me know if it's not fixed once you update.