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Chris

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Everything posted by Chris

  1. Thanks. We don't really own the translations of the game - all we do is pass the issues / suggestions onto the localisation team at our publishers, and if we've replied to your posts previously then we will have done that. I don't speak German so I don't know if "Autopsie" is more correct than "Ausputzer", I have to rely on them to make that decision and update the files if necessary. Although in this case Google translate suggests it's a pretty clear error that they've ignored so I'll flag that one with them again. However, any known issues where the German translation was showing non-translated English strings and the various issues where the translated text strings are too long and overflowing into other lines etc have now been fixed. Those are the issues we do have control over; we don't need to understand a foreign language to fix them. EDIT - I've looked into this, and the issue has already been fixed. The problem is you're continuing an old campaign where the old incorrect text has already been saved into your save game. If you start a new campaign the text will be correct.
  2. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Changes: Fixed some additional mod loading bugs. Added a few more translaltion strings.
  3. Dren has already answered some of these points, and it's worth saying that there's a Settings option to turn off any reaction fire that has a chance of hitting friendlies. I just wanted some clarification on a couple of the points you raised: Consider allowing positioning of squad in the soldier tab. You can only do that while starting mission. I always start in the soldiers tab to fill the ship and select the right roles for each soldier. Then go into inventory of each unit. When a new mission starts, there is no link to soldier tab. Can you explain these in a bit more detail? What are you trying to achieve and what would you like done differently? There's a good chance the game already supports what you want to do, but it's not always obvious to us what the player is trying to do and how they are trying to achieve it (because there's more than one path for assigning / moving soldiers in dropships etc).
  4. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Changes: Fixed a bug where air combat autoresolve would regularly time out and result in a draw. Added a "changelog" for modders that lists the changed files in each version of the game, which should make it easier for modders to track while files they need to update after each new release. This can be found at Xenonauts2/Assets/Assets/xenonauts/changelogs/
  5. Yeah, it's a fair point - but we didn't want to complicate aircraft repair by making it something that needed to go in the engineering queue, which is why this discrepancy exists (although maybe it would have been a cool thing to do). Glad the game works well for you!
  6. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Gameplay Changes: Improved the visual rendering of fire / smoke where it comes to shroud. The fire / smoke now draws under the shroud where they overlap, rather than entirely removing the shroud where they overlap as they did previously. Various changes and improvements to the air combat: Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute. Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle. Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right. Aircraft with afterburners active will no longer attempt to match speeds with their target UFO and will continue to close until the afterburners are disabled. This should make the basic Angel vs Observer fight easier, as the Angels would previously stop closing as soon as they entered maximum cannon range - but as soon as you disabled afterburners so they could actually attack, you would only get a few shots away before the Observer escaped from cannon range. Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle. It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work). Bugfixes: Fixed a crash on the Geoscape multi-select UFO popup (if multiple units are very close together) that could occur if you were clicking the OK button repeatedly. Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props). Fixed the Cyberdrone front armour HP not updating when it takes damage. Fixed several related bugs that sometimes permitted "miss" shots / grenades to pass through the floor without hiting anything. This was particularly noticeable for explosive weapons, as it could cause them to occasionally not detonate. Fixed grenades exploding on top of shipping containers being unable to damage the container. Fixed the "open Steam Workshop" button on the Mod Management panel not working properly. Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it). Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus. Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen. Fixed weapons having different positions on the Aircraft paperdoll image depending on whether you placed them in the left or right slot of a paired slot (they now always use the values of the left slot). Fixed some more misaligned text fields in the French translation.
  7. We've now released v7.24.2 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: We've fixed a bug that was causing the Monthly Funding Modifier difficulty setting to not work properly - previously, all difficulty settings were getting 100% of the normal funding. As fixing this bug would affect game balance, we've adjusted the previous (nonfunctional) values as follows: Veteran and Commander balance remains unchanged (now 100% funding). Soldier gets 10% extra funding (110%), and Recruit gets 25% extra funding (125%). This change will only affect new campaigns. Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons: Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles. Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did. Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil). Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages. Added a description to the Colossus Armour, as it did not have one (unlike the other armours). Added some extra information to Laser weapon tooltips so it's more obvious that they have an Accuracy bonus and are better at destroying terrain. Removed dependencies on manifest bundles, which should make life easier for modders! Bugfixes: Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play, Fixed there being a brief white flash in the UI when you open a Supporter or Strategic Operation UI panel as the image loads in. Fixed a bug where the campaign "Monthly Funding Modifier" difficulty setting was not working correctly. Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended. Fixed soldier arrival notification not having a scrollbar, which means the popup could go off the bottom of the screen if you hired lots of soldiers at once.
  8. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). If no bugs are encountered over the weekend then we'll be releasing 7.24.2 onto the stable branches next week. Gameplay / Balance Changes: Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons: Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles. Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did. Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil). Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages. Added a description to the Colossus Armour, as it did not have one (unlike the other armours). Bugfixes: Fixed a crash that would occur if you cancelled an engineering project that was constructing an interceptor.
  9. Glad you enjoyed the game! Interestingly, there's very little market for this sort of game on console. If you ignore the fact that it'd actually be quite hard to port because the control system and UI is fundamentally designed for mouse and keyboard, I've been reliably informed that a successful strategy game launching simultaneously onto consoles alongside its PC launch would expect to get about 12%-14% of its PC sales across all the consoles COMBINED (and we wouldn't be doing a simultaneous launch so we'd get less). So it ends up being a lot of effort for not very much money. Our publishers did actually evaluate trying to port to consoles but decided it just didn't make sense, even though they've got links to a good porting studio!
  10. Thanks. Have you ever used mods in this campaign? The code looks a bit unusual. It's apparently trying to load something that doesn't exist.
  11. We've now released v7.23.4 onto the main branches, This is a quick hotfix for the existing 7.23.2 Stable build to fix an annoying bug. Bugfixes: Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play,
  12. Thanks, we think we've found the issue. We'll release a patch for it tomorrow.
  13. Thanks. yeah, the "US English" is still actually UK English. We are eventually planning to do a proper pass where we translate into US English.
  14. Steam Cloud should do it automatically if you're playing on Steam - is it not working for you?
  15. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). We're expecting to release 7.23 onto the public branches tomorrow unless this small update causes any unforseen problems. Bugfixes: "Firing" a MARS / ARES on the Soldier screen now sells the vehicle, and prevents the vehicle being added to the soldier hire pool like a fired soldier is. This fixes a crash that would occur if a player tried to hire a MARS / ARES from the soldier hire pool. Fixed some bugs in mod loading linked to the new manifest changes made in the last patch.
  16. Yeah, there's two cases where you don't get a crash site: 1) it's a type of UFO that spawns wreckage rather than a crash site, like a Fighter or Bomber UFO. But then you'd see a wreckage site on the map so it's probably not that (especially as Destroyers do create crash sites). 2) if you shoot down the UFO over water, including inland water like lakes, you don't get a crash site - but the game should warn you with a "Are you sure?" popup if you try to engage a UFO over water. So if you did shoot it down over water and you weren't warned, that would be a bug in the game.
  17. Thanks. Koki has given you a save that'll hopefully allow you to continue your campaign, but hopefully we can use this opportunity to fix the bug. There's two things that would be really helpful: 1) Could you go to your local data folder, which is "%USER%\AppData\LocalLow\GoldhawkInteractive\Xenonauts 2\" and attach the file called "Player-prev.log" please? Because of a sequencing issue with the F11 reports we actually need the previous player log from the one that it put in the zip files. Keep that folder open too, as we'll use it in part 2. 2) There's a special version of the game with more logging and error tracking on the "development" Steam branch - would you mind switching over to that and then doing the F11 again? Once that's done, continue running the game till it locks up - at that point it'd be great if you could find the /logs/output.log file in the folder from step 1) and attach that too. Hopefully that'll tell us what is going wrong. The bug is a bit hard to track because we can't reproduce it at our end, and it causes a lockup rather than a crash so it doesn't trigger some of the crash detection stuff we usually rely on. So it's great to have someone who is repeatedly encountering the bug on the forums
  18. Thanks. It's probably something to do with the Epic achievements that were enabled in the most recent patch. I'll revert back to 7.22.3 while we debug it. EDIT - ugh, the Epic backend is down so I can't revert. I'll try again in an hour. Sorry about this - the fact Epic doesn't support experimental branches like Steam or GOG means we can't test stuff on Epic very easily! EDIT 2 - if anyone on Epic is affected by the issue, you can fix it by going to your install directory and renaming the folder /Xenonauts2_Data/ to be /Xenonauts2-Game_Data/ and it'll work. We'll patch this ourselves when the Epic servers are back up.
  19. Thanks. Well, I'm glad you were able to sign up - the forums have pretty tight security now because we get a flood of AI spambots otherwise. Seems like Discord is much easier to use these days. It'd be great if you could post up the whole bug report file (from the /BugReports/ folder) if you get one generated on crash, or you can press F11 to make one. If I can get a save I'm happy to return to strategy so you can continue playing. This bug is one that very small numbers of people have been encountering for a while but we've never really been able to reproduce it. It'd be great to fix it. Does it happen to you every time you load into that particular mission? If so then maybe we can finally track it down with your help.
  20. We've now released v7.23.2 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: Epic Store now has support for achievements. It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button. Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU). Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so effectively you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible. Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like. Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground. Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashes with the Steam Overlay shortcut. Bugfixes: Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats). Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys. Fixed another rare strategy crash. Fixed an AI crash that could occur during base defence missions. Fixed an AI hang if a mind controlled soldier was killed by reaction fire. Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes. Fixed miss shots being able to pass through walls in some circumstances. Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path. Fixed being unable to target small enemies who were stood on top of teleporter pads. Fixed some small errors in the Hit Chance UI panel in the bottom right. Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen. Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list. Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade). Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project). Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base. Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse" Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy. Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed. Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200). Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead. Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity. Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit). Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
  21. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Gameplay Changes: We've fixed a bug that was causing the Monthly Funding Modifier difficulty setting to not work properly - previously, all difficulty settings were getting 100% of the normal funding. As fixing this bug would affect game balance, we've adjusted the previous (nonfunctional) values as follows: Veteran and Commander balance remains unchanged (now 100% funding). Soldier gets 10% extra funding (110%), and Recruit gets 25% extra funding (125%). This change will only affect new campaigns. Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended. Added some extra information to Laser weapon tooltips so it's more obvious that they have an Accuracy bonus and are better at destroying terrain. Removed dependencies on manifest bundles, which should make life easier for modders! Bugfixes: Fixed all remaining known translation issues. If you see any issues in any translations, please report them so we can fix them! Fixed there being a brief white flash in the UI when you open a Supporter or Strategic Operation UI panel as the image loads in. Fixed a bug where the campaign "Monthly Funding Modifier" was not working correctly. Fixed soldier arrival notification not having a scrollbar, which means the popup could go off the bottom of the screen if you hired lots of soldiers at once.
  22. Hover your mouse over the Easy Aiming and Low Recoil text in the top right of the Laser Weapons Xenopedia entry and it explains exactly what they do. The Accuracy bonus also shows in the game when you try and use the weapon. Laser weapons have half the recoil of other types of weapon, which it says in the Xenopedia and is actually also shown in the tooltips. Yes, I do remember you as being a long time forum member - which is why I'm surprised that you seem to have immediately jumped to the conclusion that the development team couldn't be bothered to finish the game, rather than trusting us. But if you want to end your campaign then that's your choice. Anyway I think this conversation has highlighted to me that we need to flag the information about the aim bonus in multiple places - we can add it to the weapon tooltip description text, and probably in the main body of the research text too. You're probably not the only person who hasn't realised that they can hover over the info in the top right.
  23. No offence taken. Tell you what - the current plan is for a couple of DLC packs to expand the game over the next year or so. Drop me a message or email when one or both of them are out and I'll give you a key for them to compensate you for buying a game you couldn't play, and to give you a reason to start a fresh campaign.
  24. There's lots of differences between them. Did you not read the Xenopedia article that came with the Laser weapons? Lasers have an aim bonus, but it's dependent on the accuracy of the soldier (it's greater for soliders with lower Accuracy) so we can't show it in the tooltip because it's not a fixed amount. The guns also behave quite differently because Lasers have a tiny ammo capacity, but can be upgraded to have recharging ammo clips. They also have the same base damage but get an upgrade that increases it. Lasers also have much better armour destruction. Basically Accelerated Weapons are a cheap upgrade that is initially just as good as Lasers. But Lasers get stronger with more research so they're a better long-term investment, despite initially being more expensive.
  25. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). We're expecting to release 7.23 onto the public branches tomorrow unless this small update causes any unforseen problems. Bugfixes: A small fix for the output.logs being written to the wrong location in some instances.
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