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Chris

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Everything posted by Chris

  1. 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 a crash that could occur starting the Endgame mission (only on Experimental branch). Fixed an AI hang that could occur during the alien turn. Fixed an issue where re-ordering engineering projects would sometimes not save correctly when you exited the engineering screen.
  2. I'm pretty sure Kouki is correct actually. I can't be bothered to switch over to Milestone 5 to test it, but it works exactly like he says in Milestone 6 and we haven't changed the way the sound system works in at least six months, probably more. The AOE range seems to be about 20 tiles. Ambient is the correct designation for a continuous sound like the humming sound for abduction tubes or the engines on parked vehicles. The sound effects are the non-continuous sounds. As Kouki already said, we'll have a think about whether to remove the proximity requirement for these particular sounds in M6. It exists to prevent people scanning the entire map and hearing where all the tubes are in the shroud, but there's probably a better way to handle that.
  3. Please bear in mind that quite a lot of the fixes we make go into Milestone 6 rather than Milestone 5, because for various reasons we're now only putting important bugfixes in the M5 hotfixes. I think it would be best if you don't re-report any bugs you've already reported in Milestone 5 until Milestone 6 arrives (unless it's a bug that has been listed as fixed in the M5 changelogs and the fix hasn't worked, in which case please do tell us). I've just checked and both of these issues are fixed in Milestone 6.
  4. Oh, yeah, I know the problem now. The generators were granting +1 day instead of +5 days, which I've fixed already, but actually I now realise the way I'm tracking them being destroyed doesn't carry through to strategy anyway (I'm using a hidden item to do it, but it's not being recovered because it's a mission where you have to retreat to the dropship). So you got 19 for the computers and +5 for the standard mission victory bonus, and +0 for the generators. I'll have a think about how to fix it properly.
  5. We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them! 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. Bugfixes: Fixed an AI turn crash that could occur if an evacuating civilian was mind controlled before they evacuated. Fixed a crash that could occur during the AI turn in tactical missions. 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.
  6. It's fine - we've now found the bug for night missions. Please report it again if you see it for day missions, but the night missions should be fixed in Milestone 6.
  7. Thanks. I've fixed the issue in #2 now, but there's no bug with issue #1 - there's also a 5 day bonus for winning the mission.
  8. 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.
  9. 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.
  10. Thanks. I've found the issue now, it'll be fixed in Milestone 6.
  11. 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.
  12. This is a quick hotfix for 5.32.0 that fixes a single bug: Fixed a crash that could occur during the AI turn in tactical missions.
  13. 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.
  14. 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.
  15. This issue should hopefully be fixed in 5.32.0 released just now on Experimental, so let me know if you're still experiencing it (it should be fixed even in your existing saves).
  16. 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.
  17. 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.
  18. 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.
  19. 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:
  20. 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).
  21. 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.
  22. 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,
  23. 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.
  24. 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!
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