Jump to content

Chris

Administrators
  • Posts

    11,419
  • Joined

  • Last visited

  • Days Won

    587

Posts posted by Chris

  1. 23 hours ago, Nobody6 said:

    When something unexpected happens (e.g. reation fire) or during the enemy turn, the camera usually shows me what's happening. But sometimes it focuses on the center point between the shooter and the impact point, with both of them being off the screen (usually to the left and right), so I see neither.

    I assume this happens because the game doesn't take the aspect ratio of my screen (5 to 4) or it's resolution (1280x1024) into account.

    Thanks. Yeah, we'll look at this one too, it'll be the same fundamental issue as the other bugs you've reported.

  2. 23 hours ago, Nobody6 said:

    I noticed there is some sort of formation selection at the top left at the beginning of air battles. But I can't really tell, because at least half of it is outside of my screen.

    I assume that the game can't handle my 5 to 4 ratio screen resolution (1280x1024 pixels) properly.

    Thanks. Yeah, I can reproduce this. We'll take a look at this and see if we can fix it - but that's a really awkward screen resolution :)

    Realistically the solution will probably be letterboxing and the top and bottom, and then trying to get the camera to detect things as if you were playing 1280x720 instead.

  3. 23 hours ago, Nobody6 said:

    If you move/scroll the world map towards Asia, the view suddenly jumps. This also happens if you center on something e.g. an UFO. This means that certain areas connot be shown near the middle of the screen. It is also very disorienting.

    Together with another bug, I can only assume that the game makes incorrect assumptions about my screen resolution or aspect ratio, which used to be most popular but is now rare: 1280x1024 (aspect ratio 5:4).

    Thanks - do you have a save game you can send us? And maybe a screenshot to show us what the affected areas are?

  4. 10 hours ago, FreedomField said:

    After completing a data capture mission, the dropship only gets about halfway back to the base before the game crashes. It should be mentioned that I was using cheats: I used cheat engine to give myself more money, and I used cheat commands to finish the mission in one turn. I collected all the data, as well as all the cleaner bodies, if that's relevant.

    Edit 1: I tried redirecting the dropship to see if proximity to the base is having any effect, but it is not. Given that the crash is occurring at exactly 17:00 on day 23 in-game, I suspect that may be the source of the issue. I also tried completing the mission after several turns, and this also had no effect. I will see if aborting the mission changes anything.

    Edit 2: I tried aborting the mission, which did not work. Reloading an earlier save and not going on another ground mission at the window of time in which the crash occurs does not result in a crash. It also shows that at that moment in time, scientists and engineers that had been ordered arrived at their bases, thus it is likely that their arrival while the dropship is airborne is the likeliest cause of the crash.

    bug_report_2024-05-30-00h21_st_4.1.0_unhandled_exception.zip 2.72 MB · 2 downloads

    Thanks, we'll take a look. I think you're correct that it's linked to the engineers / scientists being hired.

  5. 10 hours ago, Ruggerman said:

    I am not sure, if my problem is a setup configuration or a bug, but I can move to cursor around the screen, to click on the troops, and give orders, but when I move the cursor to the edge of the screen to move the frame Up, Down, and Left or right, it does not respond, I have to use the arrow keys to move in those directions.

    Is it a bug, or do I need to change some interface software...!!

    This might also be an issue linked to touchscreens or having touch peripherals plugged in? I think the bug about not being able to place the base is also caused by the same thing.

    You should check the setting that Kouki mentioned in his post above, but if that doesn't fix it then do you have any touch peripherals plugged in?

    If so, does everything work normally if you remove it?

     

  6. 23 hours ago, Rakiii said:

    I have used medkit on injured soldier and he has fallen unconscious.

    I also couldn´t revive unconscious soldier.

    bugReport2024-05-29-11h41-GC-4.0.0-myBugTitle.zip 11.89 MB · 4 downloads

    Thanks. We need a bit more information on this bug though - which soldier was affected? Are you able to reproduce the bug?

    If I load the most recent save there's no stunned soldiers, and if I make one pass out in the smoke then the medikit seems to revive them properly.

  7. 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 Updates:

    • Added extra logging to help us try and fix the issue where people are unable to place the initial base, as we're still trying to diagnose why this is affecting some people.
    • Right-clicking a soldier in the Unassigned soldier list on the Soldier Equip screen will now automatically assign them to an available slot in the dropship (this is the inverse of the fast right-click unassignment you can do when viewing the list of assigned soldiers).
    • There's now a sound effect when soldiers change armour or equip the jetpack / heavy armour modules on the Soldier Equip screen.
    • Updated inventory pick up / drop sounds for the HEVY, Stun Baton and Combat Knife.
    • Improved the path prediction code to prevent situations where the move path would show soldiers being able to move a shorter distance than they were actually able to.
    • Updated the text on the Crash Report panel shown when you start the game up after a crash (previously it was incorrectly showing text from the Bug Report panel, which is similar but not the same).
    • The Bug Report / Crash Report panels now limit the size of Unity crash logs in the zip files to a sensible size.

    Balance Changes:

    • Added another wave of UFOs to the second month as there were long periods without any spawns.
    • Fixed aircraft armour not being available in unlimited quantities.
    • Battleships have been stripped out of the game after the campaign times out at day 320. They'll be arriving properly in our next major update!

    Bugfixes:

    • Fixed the AI overwatch hang linked to Wraiths.
    • Fixed a crash that could occur when arranging soldiers in the dropship prior to the Rescue Soldiers mission.
    • Fixed a crash that could occur when attempting to dismiss soldiers.
    • Fixed the Energy Knife not appearing in the Armory, but appearing in the base stores as a transferrable item (this also fixes a crash on the Stores screen due to transferring an infinite quantity item).
    • Fixed Phantom / Gemini integrated aircraft armour not repairing (unless you also had an additional armour item equipped on the aircraft).
    • Fixed an issue with the landed Abductor hull that allowed you to see through the hull and reveal the interior from certain angles.
    • Fixed some incorrect information being displayed in the bottom right Hit Chance element for melee attacks.
    • Alien Grenades and Alien Advanced Grenades are now marked as Junk item for sale purposes.
    • Updated the Aerial Warfare research project text to reflect missiles / torpedoes are now free, rather than needing to be constructed.
    • Fixed a typo in the Cleaner Agent interrogation text.
    • Fixed a visual issue on one of the Western Town petrol station buildings.
    • Like 3
  8. 8 hours ago, gG-Unknown said:

    1.  it looks to me that you (game design) aim for simple game rules >> low amount of numbers to rememeber.

    2. range is one thing, relation of ranges is another.

    - current game status - pistol has longer effective range than shotgun

    - reality status - shotgun has longer effective range than pistol

    - my reccomendation - for sake of simplicity make both ranges the same. if you believe that is better to keep different range for each weapon, then at least swap ranges.

    Get noticed I do not say a word about number of tiles, but talking relations/ratios of  ranges.

    Yes, that's true. But unless we get around to implementing SMGs for all tiers of weapons, nerfing the range of pistols is actually going to affect quite a few things like shields, LMGs and sniper rifles because then none of them will have access to a secondary weapon that can be used at medium range. Plus also the shotgun would end up being better than the rifle in most situations if it had a longer range than it does now; everyone would just take a combination of shotguns and sniper rifles. So for gameplay reasons we've given pistols a longer range than is realistic.

    12 hours ago, alienman said:

    Yeah, it'll be fixed in the next hotfix.

    • Like 1
  9. On 5/27/2024 at 2:29 AM, Ruggerman said:

    I uninstalled the game, and then reinstalled it, and low and be-hall, it how allows me to place the first base.

    Thank you Chris.

    Out of curiosity, did you just reinstall the game and that fixed it? Or did you also delete the various folders in My Documents too?

  10. Realism is fine where it doesn't conflict with game mechanics or game balance, but when I have to choose between the two I'll always pick making the game fun.

    It's important to ensure the different weapons are useful in different situations, and all the ranges in the game are already incredibly short compared to reality anyway. The maps would need to be huge to model realistic combat ranges.

  11. 8 hours ago, SoftwareSimian said:

    Right now if you look at the soldiers in the dropship you can unassign any of them with a simple right-click on their name.

    I would like to see the inverse, if I'm looking at the list of unassigned soldiers, I would like to be able to right click their name to assign them to the dropship without needing to go through the drop-down. The only gotcha I can think of is if there are multiple dropships at that base with vacant slots, but even in that case I don't see a problem with simply iterating all dropship slots to fill the next-available (if any). If the user really wants to put a specific soldier in a specific dropship they can still use the dropdown. This is just a midpoint between specific assignment and "Auto-fill dropship" which gives me no control over who is selected.

    Yeah, seems like a useful feature and I'm guessing it'd be simple to implement. I'll chat to the coders about it.

  12. 2 hours ago, akhali1 said:

    Hello,

    I have two issues to report regarding research and engineering:

    • A new engineering project became available, but the game offered to take me to the research screen.  I clicked on that and it did actually take me to the research screen (where nothing new was going on).  I have the screenshot of that captured, but not hosted anywhere.
    • I hired/requested a scientist and an engineer at the same time.  I got a notification that I got 2 engineers, the base population shows that I got one scientist and one engineer, but the Research Speed doesn't match to the number of scientists I have (it's one/5% less).  I don't know that it says anywhere on the engineering screen how many engineers you have working on a project ...

    Thanks

    -aram

    Thanks. The first issue should already be fixed in the new Milestone 4 builds on the experimental branches.

    The second issue is a bit trickier - I've just tested it in the game and it seems to work fine, so I'd need a save game (or a video or something) so we could see where things were going wrong in order to fix it. So let us know if you do see it happen again, and attach us any saves from before and after!

  13. 2 hours ago, bv182 said:

    In combat, I sometimes cannot kill a wraith. It doesn't recognize it as an enemy, when I point towards it with a soldier gun.

    It happened in a salvage mission, and again in an alien base mission.

    If you destroy the target via grenades, you can get past the bug. Otherwise the game freezes when it is the enemy's turn.

    I think it had something to do with their cloaking.

    Thanks. Yeah, we're aware of this one - hopefully we'll have it fixed tomorrow.

  14. 3 hours ago, SoftwareSimian said:

    Previously the eyes of Sectons would glow when Triangulation was active. Now it seems they glow all the time, even if no Psyons are around. This screenshot is from the only alien left on the map.

    secton.jpg

    auto_groundcombat_turn_6_end-34.json 1.42 MB · 0 downloads

    Thanks. Seems like the animation is just becoming active when the Sectons are moving. We'll take a look and get it fixed.

  15. On 5/27/2024 at 12:05 AM, Rakiii said:

    First of all ty for update.

    Early impressions (first two months, Commander difficulty):

    I haven´t noticed any crashes or instability so far.

    I have also noticed enemies hit harder and my MARS unit being wrecked like having no armor but I haven´t seen it in the patchnotes (is it intended?)

    It seems they are also more accurate (maybe just my feelings but they hit "everything" even through cover )

    Stunning enemies with baton is much harder now (you can miss some shots here and there). I am ok with this change (hit chance being based on reflexes) but I would reduce TU spent for melee actions (for both knife and baton from 25% > 20% TU)

    I am not sure about changes to funding system (need more time for testing) but I have noticed that base structures cost a lot more money than before but you haven´t mentioned it in the patch notes (just aircraft changes)?

     

    • The invasion has been tweaked so that the player needs to run fewer missions in the first couple of months of the campaign. The appearance of Scout UFOs and Destroyer UFOs has been moved forward slightly, and the Cleaner storyline now takes a bit longer to resolve (over the same number of missions). This means the time spent using each equipment tech tier is more even, rather than having lots of missions fighting with the Warden and Accelerated weapons and then being rushed through the later equipment tiers.

    I am not fun of this change. There are weeks without any activity now. I had just one crash site with Scout UFO (btw full of Servitors) before medium UFO (destroyer) shown.

    Give us more time/missions with basic UFO and cleaners pls. Maybe add some "Scout" UFO variety (light scout, medium scout with different UFO weapons, crew etc ,,,,... )

    I have no problem figting with basic gear or magnetic weapons. Maybe add some possibility to get more advanced versions of them (if you capture specific alien or smth).

    We should have enough time to enjoy our new toys in every phase.

    Good amount of different missions is the way to go:)

    I don't think I've done anything specific that would make the enemies more deadly - not in terms of improving their stats, at least. It's possible the AI improvements have made them more dangerous, or the way I've made the aliens spawn a couple of weeks earlier and reworked the alien crews (in some cases to have more aliens) has caused this. Does it feel too hard now? On Commander the enemies do get a significant Accuracy buff, but I think it has been that way since Milestone 2.

    Yes, I've increased the cost of many base structures, particularly the Medical Center and Training Room. I forgot to include that in the changelogs; I'll update that to make sure it gets captured for the final Milestone 4 patch notes.

    Yeah, the Scout is meant to be a "practice" UFO before the Destroyer starts appearing, and I've moved the Destroyer forwards. I think you're right that there's not enough UFO activity in Month 2 though, looking at the timeline. I might change that slightly, and add another wave in.

  16. On 5/26/2024 at 10:32 PM, stridor said:

    Hello Devs,

    First off I'd like to say, I am loving X2.  Well done! 

    I am 25 hours into my first game on Soldier and other than a few gfx glitches and one restart of game bugs have been not to bad.  However I have attacked the alien base on earth and I can't locate the last enemy, so I can never complete the mission.  Without going back to a save file before I attacked is there a way to fix this?  The mission took an hour or so to play carefully.  Just wondering if there's a way to save my time, especially if I do it all again and the outcome is the same?

    Any tips are appreciated.  

    X2 makes me feel like I was playing XCOM from the 90's!  Much fun.

    STRiDOR

    Thanks for the report, and glad you're enjoying the game so far!

    Yeah, the teleporters not being obvious enough is something many players have struggled with. We ended up adding a little chraacter conversation about them when you do an Observer UFO crash site for the first time, which is usually before you do an Alien Base mission. I guess you haven't done an Observer yet though? We should probably add a backup conversation to ensure people don't end up in your position.

  17. 6 minutes ago, SoftwareSimian said:

    I know melee weapons are no longer 100% hit, rather 60% modified by target reflexes, but anecdotally it doesn't seem to behave as I would expect. I had my soldier standing next to a low-health Secton and tried to stun it. Missed. Again. Again. So I cheated and refilled the time bar. Miss. Miss. Miss. Only on the 7th attempt did my stun baton connect and stun the alien. I don't know what the reflexes of a Secton are, and how the math works out for hit probability, but 14% hit rate seems lower than I think it should be.

    That's interesting. I'd actually noticed something similar when testing a day or two back but I'd chalked it up to chance.

    The hit chance SHOULD be what's printed on the cursor, so maybe I'll give it a more thorough test and check what the numbers being rolled are.

  18. On 5/26/2024 at 11:48 PM, Mardigraz87 said:

    Thanks. We've taken a look at those but we're still not sure what's causing it, because it's only affecting some people and there's nothing in the logs to explain it.

    We're going to add more info to the logs in the next hotfix, but if you get a chance could you try to completely delete your game folder in My Documents/My Games/Xenonauts 2/ and see if that helps? Maybe backup your save games first.

  19. 10 hours ago, Ruggerman said:

    I am unable to build the first Base, I can go through all the lead up store, but when I get to "Place your new Base" nothing happens, and I have to exit via Task Manager.

    Can you try deleting the whole game directory and then reinstalling the game? Details here:

    If not, can you find the output.log file and post it here? details here:

     

     

    • Like 1
×
×
  • Create New...