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Chris

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Posts posted by Chris

  1. 22 hours ago, Melee said:

    Using the attached save I moved the pistols behind the geminis (by dragging with mouse) and then changed to a different screen and then back to engineering. This was done several times.

    bug_report_2025-05-19-08h48_st_5.32.0_user_f11_0.zip 17.08 MB · 1 download user_day_302_manual_save_3-575.json 1.29 MB · 1 download

    Thanks. I've had a look at it and it seems like if you drag it a bit too far and the item has to "snap back" into position at the bottom of the list, the change isn't saved. If you move it carefully and don't go beyond the list area then the change is saved correctly. We'll get it fixed.

  2. 13 hours ago, Melee said:

    There's also the opposite issue where a UFO will be fully revealed before anybody gets within visual range.

    [m5.32.0] Harvester LoS.png

    If you encounter repro steps for this, it'd be much appreciated. The bug has been in the game for a while but we've always struggled to pin it down.

    It usually seems to happen at night, but that doesn't seem to be the case here as your unit doesn't seem to have a flare. Looks like the night time issues might be caused by Wraiths inside the UFO acting as light sources which allow you to see the entire UFO from further away, as if there was a flare inside the UFO.

    If you encounter any further issues that don't match that explanation, please do let us know.

  3. 3 hours ago, Melee said:

    Loading "user_day_283_los_test_2-527.json" submitted above in m5.32.0, Balazova can run up to the cruiser as shown below - the black area in front of her is a cruiser.

    [m5.32.0] Cruiser LoS.png

     

    However, if Mason approaches from closer to the front of the UFO it becomes visible at distance as show below.

    [m5.32.0] Cruiser LoS 2.png

    Thanks. Yeah, I was looking into this one today. Looks like our initial diagnosis was wrong, this looks to me like an issue with the actual Cruiser sub-map where the "reveal" tiles aren't visible if you approach from the rear of the UFO. I think I'll be able to fix it for Milestone 6.

  4. 7 hours ago, Melee said:

    I reloaded the submitted saves (with m5.32.0) and the issues persist.

    Ugh, that's not good news. Thanks.

    If you continue to play over the weekend then please let us know if you see further instances of the bug occurring (I guess it's possible that the issue persists in a save game but is fixed more generally), but we'll take another look at the issue on Monday.

  5. 3 hours ago, Skitso said:

    Great improvement! 

    Now you could really push alien base enemy numbers higher as players are able to make multiple assaults there.

    To be clear, the alien crews don't re-randomise to have other races after a battle like was happening previously. However, casualties suffered by the aliens are still reset after a battle to prevent the missions being cheesed.

    • Like 1
    • Thanks 1
  6. 15 hours ago, Jack30Rack said:

    I just did a clean install. Its still doing it unfortunately. Pretty much every tactical mission I play will crash, terrors and night missions just seem to do it more often. But RTX 4080 Super, i9 14900k. Running on min graphics and limiting to 60 frames. Still dropping frames and crashing on enemy/friendly turns. drivers up to date. It'll play KCD2 on ultra with no problems. But it definitely feels like a stability issue. Crashes can happen on any enemy's turn, on the reload it might make it through that enemy's turn when it does the same exact action. 

    Thanks for the info. I also noticed the game dropping frames when I loaded your save game too, when the gas grenade exploded or when Xenonauts were killed, etc. That's something we'll be looking into in the next few weeks, I think it's because some of the new AI calculations aren't very well optimised. That's unlikely to be related to the crashes though.

    Anyway, we'll do our best to get this sorted out for you, although it might take a bit of back-and-forth to figure out the issue. It's actually good news that the game is crashing so consistently for you because it should make it easier to find and fix the problem.

    It'd be great if you could switch onto the Experimental branch and see if that crashes for you (instructions on how to switch below). If it does crash, please attach the new crash dump - the experimental builds have extra logs that may give us some more information on what's going wrong.

     

  7. 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!

    Gameplay Changes:

    • Alien Base missions will no longer re-randomise the map and aliens present if you abort a mission and return to that same particular base.
    • On the Experimental branch, the game has now been set to crash immediately when the game UI gets into a corrupted state. Previously the game would not crash immediately, but the corrupted UI would sometimes lead to further problems that eventually do cause a crash (at which point it is very hard to identify the original source of the corruption). Hopefully this will allow us to find and fix those issues.

    Bugfixes:

    • Fixed an AI turn crash that could occur if an evacuating civilian was mind controlled before they evacuated.
    • Fixed pressing Space on the Geoscape not correctly centring the camera on the map like it used to.
    • Attempted a fix for areas of the map and UFOs sometimes not revealing from the shroud when you move soldiers.
    • Fixed a minor issue where partially visible multi-tile objects could sometimes be incorrectly hidden after loading a save.
    • Like 1
  8. On 5/3/2025 at 4:36 PM, MarcelBru said:

    Update @Chris
    Using ghidra, I was able to disable the error message using jumper insertion. The game then proceeds to show a little Unity launching window that crashes without any stdout/stderr. I guess the drivers on Debian really are incompatible with Unity right now. Could you maybe tell me which beta to select to return to the patch before? Many thanks!

    Hi, sorry for the slow reply - what I needed to know is what patch you're talking about. We're constantly releasing new patches for the game on different branches so I don't know where it broke for you.

    I'm assuming you're playing on the standard Steam branch. I'm guessing you want to revert to the older Milestone 4 builds, rather than an older version of Milestone 5? In that case, you can switch to the Legacy beta branch and that will contain the final version of Milestone 4.

  9. 15 hours ago, Jack30Rack said:

    This is one of many, Was probably worse on 5.3 than 5.31. But the game is very unstable and crashes during most friendly/enemy turns. I just reload the end of turn save and try to luck my way through. It seems to happen more frequently during terror or night missions.

    bug_report_2025-05-14-14h55_gc_5.31.0_unhandled_exception_1.zip 12.03 MB · 1 download

    Thanks. This is a bit strange - I've loaded all five of the save games in the bug report (they're all different Turn 1 End saves for the terror mission) and I'm not getting the crash at all. I'm testing this in the standard Steam version, which is presumably the same version you're using?

    You're saying you get the crashes frequently? You'd definitely expect the game to crash if you loaded the save and pressed End Turn five times?

    We're looking into the logs to see if we can try and figure out what the issue is. However, I'd definitely try to do a clean reinstall of X2 and see if that helps (back up your save games first). Instructions on that are here: 

     

     

  10. On 5/12/2025 at 11:59 AM, Melee said:

    Description: Guardian: Protection project returns to active project after reordering behind other projects.

    What Happened: Didn't think the 12 extra base weight of upgraded guardian armor was worth it and moved the project behind two gemini aircraft to finish later, but the change doesn't stick.

     

    user_day_297_manual_save-559.json 1.24 MB · 2 downloads

    Thanks for the bug report. We can't reproduce this from the save, so I think this is one of many symptom of a bug where the UI gets into a broken state but doesn't crash the game - which means players can carry on playing and eventually more and more things break (usually the game crashes eventually).

    In the next Experimental build we're going to try to set the game to crash immediately when it gets into that state. Hopefully that might provide some additional information on what the original cause of these issues are.

    Also - the next hotfix will hopefully include a fix for that LOS issue you had with the Cruiser hull. It'd be great if you could test your saves again when it comes out and see if the issue remains (I'll probably remind you in the other thread too, so this is just in case I forget).

  11. On 5/12/2025 at 8:22 PM, kuraipies said:

    Resetting the game save doesn't work so I'm sending the game save. After resetting the game everything goes back to normal.

     

    iron_man-554.json 1.27 MB · 1 download

    Thanks. Sorry, I'm a bit confused by your last post - do you mean that reloading the save doesn't fix the issue, but if you completely restart the game and then load the save then it works fine? That's interesting if so.

    We've looked into your saves but again we can't reproduce the issues you're experiencing. We think what might be happening is something is happening to get the game into a broken state, but the game doesn't crash immediately. You then continue playing and start experiencing these strange issues you've been reporting.

    In the upcoming Experimental build (hopefully releasing this evening) we're going to set the game to crash immediately if it gets into a broken state. Maybe that'll help us catch the original issue.

  12. This is another hotfix for Milestone 5 that fixes a couple of gameplay issues. We're still tracking a small number of stability issues in Milestone 5 and will continue to release patches when we have fixes for them.

    Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

    Gameplay Changes:

    • Quantum Teleportation research now correctly requires you to complete a Destroyer UFO (or more advanced UFO type) mission to unlock. Previously it was unlocking too early.

    Bugfixes:

    • Fixed another crash that could occur in the AI turn during tactical combat.
    • Fixed being able to see through some of the interior walls in the entry room of one of the Cruiser UFO variants,
    • Like 1
  13. On 5/8/2025 at 4:09 PM, kuraipies said:

    Steps what happened.

    1. Upgrading the guardian armor.

    2. Putting it on a soldier, which made him practically disappear and only his head was visible and the inability to equip a module, e.g. healing or improved aiming. 3. the ability to equip the heavy armor variant multiple times by checking and unchecking the box, which increased the penalty to movement points. This seems to be a one-time problem after upgrading the armor in the next campaign, I will try to repeat it.

    Thanks, we'll take a look.

  14. On 5/7/2025 at 9:35 AM, Melee said:

    Description:  Soldier cannot see into the blackness.

    What Happened:  The righteous light of crusader Mjr. Laura Mason cannot penetrate the evil alien darkness.  Alien cloaking tech?

    [m5.30.0] Blackness.png

    user_day_283_black_hole-518.json 4.45 MB · 1 download

    Thanks. I also thought we'd fixed this. Do you have the saves from the start of the turn / end of previous turns?

    Also, are you still using the machine you were using when you we having the tutorial issues? I wouldn't be surprised if the LOS not correctly updating was in some way tied to PC speed / framerate, so if you are using a relatively slow machine then that's useful information.

    We'll be looking into this next week, as our Technical Director is off for the next couple of days.

  15. On 5/3/2025 at 1:06 PM, Sackmandan said:

    Program crashed between turns. 'Saving game' still visible in top right corner.

    Thanks. We looked into this bug but the crash was masked by another crash in the error reporting system, which we fixed in the latest Experimental build.

    Please report this crash again if you continue to get it - we should get more information on the cause next time!

  16. 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!

    Gameplay Changes:

    • Quantum Teleportation research now correctly requires you to complete a Destroyer UFO (or more advanced UFO type) mission to unlock. Previously it was unlocking too early.

    Bugfixes:

    • Fixed another crash that could occur in the AI turn during tactical combat.
    • Fixed being able to see through some of the interior walls in the entry room of one of the Cruiser UFO variants,
  17. This is another hotfix for Milestone 5 that fixes a couple of gameplay issues. We're still tracking a small number of stability issues in Milestone 5 and will continue to release patches when we have fixes for them.

    Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

    Bugfixes:

    • Fixed yet another way where soldiers could suffer a permanent accuracy reduction from being wounded in the tactical combat.
    • Fixed a crash that could occur during the AI turn in tactical missions.
    • Attempted a fix for certain UFO interior walls being invisible in crash sites but still present in gameplay terms, which was caused by Cyberdrones being killed in the UFO crash and exploding before the battle begun (causing them to destroy nearby walls before they had been properly initialised).
  18. On 5/2/2025 at 12:53 PM, gG-Unknown said:

    According to  briefing :

    image.png.261339012a48858a129dc91d43f46dd5.png

    Revealing aliens by a "security camera" system, acitvates when  no alien in the room.

    Well, if the alien is in the lower room, ( the room with 4 teleports under the Command centre) then it is not enabled.

    FIX : Make sure that activation area for revealing aliens is The Base Command Centre Room OR re-word the briefing to something like " if no aliens in the base command or nearby, then "

    Yes, this change would make sense. We'll do it for Milestone 6.

  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!

    Bugfixes:

    • Fixed yet another way where soldiers could suffer a permanent accuracy reduction from being wounded in the tactical combat.
    • Fixed a crash that could occur during the AI turn in tactical missions.
    • Attempted a fix for certain UFO interior walls being invisible in crash sites but still present in gameplay terms, which was caused by Cyberdrones being killed in the UFO crash and exploding before the battle begun (causing them to destroy nearby walls before they had been properly initialised).
  20. 1 hour ago, MarcelBru said:

    Dear Goldhawk Team,

    I love your games and am currently on the latest Steam build. Unfortunately, the latest patch has led the infamous "Failed to initialize graphics. Make sure you have DX11" bug to appear. I am on Debian Linux and have tried

    - Proton experimental, hotfix and 10

    - nvidia 535.216.01 up to the latest 575 drivers (that came out very recently)

     

    I cannot play Xenonauts 2 atm since playing in D3D really isn't an option. I am aware that this is a Unity bug, I just wanted to let you know that us Debian users cannot play your game atm.. maybe you can see if Unity patches this one? Maybe give them a call?

    Many thanks!

    Hi,

    Thanks for notifying us. Although Xenonauts 2 doesn't support Linux, we'll still try and help our Linux users if we can. When you say "the latest update" do you just mean Milestone 5 (rather than a specific hotfix for Milestone 5)? Did Milestone 4 work fine then?

    Is that error message common for people trying to play Unity games on Debian? I'm not that familiar with Linux gaming myself.

    • Like 1
  21. 8 hours ago, gG-Unknown said:

    Wow, are you saying that company is in chaos? You dont have any Q/A rules, no BugTracking system and responsibility for a task is also missing. That is a bit worrying.

    People here on forum are trying help. Would you spend some of your time to clear/answer the  unanswered bugs reports ?

    Due to chaos it happens,:

    • some time that a bug reported as fixed is not, then it is even more difficult to recognise,
    • if the bug is in the queue,
    • or is not in the queue because of missing Bug Tracking system,
    • or was fixed only partially
    • or was fixed but  wrong way so it still exist.
    • Not mentioned bugs which are coming back periodically so it is not clear if it was ever  fixed or it is  re-apper again.

    Thanks

    Just to be clear - we do appreciate all the bug reports you (and many others) make, and every bug report is read and most are discussed by the development team in our daily meetings.

    You’ll probably see us make some mistakes due to the volume of bug reports we get, but that doesn’t mean reports are being ignored or the company is in chaos. In an ideal world we’d have more staff to provide more fixes and transparency around bug reports, but sadly we have to do the best we can with the resources we have available (and I think we do pretty well with what we have).

    • Like 1
  22. 8 hours ago, gG-Unknown said:

    Wow, are you saying that company is in chaos? You dont have any Q/A rules, no BugTracking system and responsibility for a task is also missing. That is a bit worrying.

    People here on forum are trying help. Would you spend some of your time to clear/answer the  unanswered bugs reports ?

    Due to chaos it happens,:

    • some time that a bug reported as fixed is not, then it is even more difficult to recognise,
    • if the bug is in the queue,
    • or is not in the queue because of missing Bug Tracking system,
    • or was fixed only partially
    • or was fixed but  wrong way so it still exist.
    • Not mentioned bugs which are coming back periodically so it is not clear if it was ever  fixed or it is  re-apper again.

    Thanks

    Where did I say that? I'm saying that a programmer might have accidentally put a completed task in the Milestone 6 lane instead of the lane for whatever hotfix he committed that work on, because we're all very busy and constantly switching branches.

    I don't have time to go back and look up exactly where the commits went and when they happened, or personally notify you when the bug you reported is fixed.

    I see three bug bug reports where the user has not been given a reply to their initial post in the last two pages (fifty reports), and both of those are less than 24 hours old. Those reports have all been generated in the last two weeks, and we'll have had similar numbers coming in from Discord and Steam and some via email too. On average it's something like 15 bugs we have to deal with every working day.

    I think you're reading way too much into the fact that one fix ended up in the wrong lane.

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