Jump to content

Chris

Administrators
  • Posts

    11,280
  • Joined

  • Last visited

  • Days Won

    555

Posts 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!

    We're shutting down for Christmas today, so this will probably be our last hotfix until early January. We haven't had time to fix everything that has been reported but hopefully the build is now fairly stable and you guys can play a bit over the holidays - please do continue to report any bugs you encounter and we'll get back to fixing them in January!

    Bugfixes:

    • Fixed a crash that could occur when attempting to manually save the game.
    • Fixed Phase 5 not actually stopping the Orbital Bombardment.
    • Re-exported the text strings in the game. This should fix out-of-date text, such as the Generator building incorrectly displaying that it provided +50 Power when it now gives +40 Power.
    • Fixed an issue where the shroud or line of sight could take 10+ seconds to update if you moved / rotated a soldier immediately after an explosion.
    • Fixed a number of non-functioning teleporters in the UOO-1 Data Raid mission.
    • Fixed the Sebillian Leader T-posing if they were killed on impact in a UFO Crash Site.
    • Eternals can no longer be killed on impact in a UFO Crash Site.
    • Fixed the bodies of aliens that had been killed on impact in a Harvester Crash Site being placed on the empty mid-level of the UFO.
    • Fixed there being an invisible and indestructible tile on the bridge of the Harvester that blocked shooting and movement.
    • Fixed the spawn room for the UOO-1 Bridge Assault mission so soldiers will all spawn inside the intended room, and there's no props for them to end up embedded inside (we'll properly fix this in January, but this should make it playable now).
    • Fixed the boss alien not spawning in the correct spot on the second part of the ENDGAME mission.
    • Fixed a number of walls in the second part of the ENDGAME mission incorrectly being crushable but not destructible, causing some weird behaviour. All the internal walls in the map should now be crushable and destructible, whereas those around the edge should not be crushable nor destructible.
    • Fixed the alien plants in the white command areas displaying as pink error textures.
    • Fixed the Reinforced Shield incorrectly using the Combat Shield 2D inventory artwork.
  2. 7 hours ago, herebeweeb said:

    First abduction mission on day 11 had no enemies. The first time the mission was loading, I exited the game by Alt+F4 because I had to do some work-related stuff. I boot the game three days later, load before the mission, start it, play and the mission ends after the abduction timer runs out. There were no enemies whatsoever. I don't think that is supposed to happen.

    I noticed that the (auto) savefile before the mission was on version 5.0.0, but the savefiles on the missions are at version 5.3.1. It seems that the Alt+F4 happened during or caused a crash as I noticed there is a bug_report zip of that day in the BugReports folder, but it has only a single file. I'm attaching both zips.

    bug_report_2024-12-20-10h50_st_5.3.1_user_f11.zip 5.26 MB · 0 downloads bug_report_2024-12-17-09h56_wn_5.0.0_unhandled_exception.zip 1002 B · 0 downloads

    Hi - were you carrying on an older save? If you created the campaign in 5.0.0 then any missions on the Geoscape when you updated to the new version will have no aliens in them. 

    You should be able to continue playing if you load an earlier save, or the post-mission save. However, personally, I'd just restart a fresh campaign in 5.3.1 to make sure things are as stable as possible!

  3. 1 hour ago, John111122233 said:

    tried to reload a stun gun

    Thanks - can you attach saves / logs please? There's details in the sticky thread at the top of this forum. Or you could attach the F11 error dump logs.

    The snippets of error text aren't that helpful by themselves! :)

    • Like 1
  4. 10 hours ago, Ataraxia Mechanica said:
    • Description: Enemies corpses spawn on layer 3 of the harvester (where there are no ship floors) and shows up when the ship is revealed
    • Further information:
      • Happened on both my harvester missions, seems to be pretty easy to trigger
      • image.thumb.png.3b1401cb7c4b3821c6481d716830f1f6.png

    user_day_288_crash_site_manual_save-28.json 4.28 MB · 0 downloads auto_groundcombat_turn_1_start-655.json 4.27 MB · 0 downloads

    Thanks, I'll get this fixed.

  5. 12 hours ago, Ataraxia Mechanica said:

    As shown on the image, one of the teleporters on the left side of the spawn doesn't work, and the two teleporters in the building on the left side connect to each other instead of the one on the upper floor.

    Image

    Changed the image to an external hosting side because I can't figure out how to add spoiler to it

    Ah, thanks. Yeah, I'll get that fixed.

    You should just be able to paste / drag images into the text entry field to attach them.

  6. This thread is intended for players to post their thoughts and experiences with Milestone 5. It'd be great to hear what people think of the new mechanics and the current state of the game - what they find fun, and what you'd still like to see improved.

    Similarly, we'd like to hear thoughts about the game balance - if there's any parts of the game or specific enemies or items that feel overpowered or underpowered, post them up for discussion here.

    In order to keep the thread on-topic, please try not to make general gameplay suggestions for entirely new features here (suggesting amendments for things already in the game is fine).

  7. 2 hours ago, Emily_F said:

    Nah, it's deffo a bug.  I just went to use a medikit on this guy who's down to 38HP and it says it will heal him zero HP.  No cheat used. 

    user_day_30_crash_site_medikit-5.json 2.41 MB · 0 downloads

    I've tried loading that save in Unity and in the Steam build itself and in both cases I'm able to heal both the soldiers in that save who are at 38HP.

    If it is a bug, it's one that is cleared by loading a save, so if you see it again please do the full F11 error report and maybe mention any further relevant information that might have affected the situation!

  8. 1 hour ago, Ataraxia Mechanica said:

    Trying to pull a sneaky on me ain't ya, almost sold it

    image.png.55c2f6dbf3a74c38fb6d73e874355924.png

    auto_strategy_after_combat-193.json 917.02 kB · 0 downloads

    It's actually fine - just having the item unlocks the research and once unlocked you can complete it even if you've sold the unit.

    We might change that in the future but right now there's no way to mark an item as junk once a project is complete. It's either junk or not.

  9. This is a minor patch for the previous version that contains an important (potential) bugfix.

    Gameplay Changes:

    • Attempted to fix an issue with the second part of the Phase 2 popup (The Xenonaut Initiative) not triggering correctly. This occurs three days after the first part of the Phase 2 popup (The Transmission), and if it does not trigger then the regional Panic mechanic does not unlock correctly. Basically, if you're past day 61 and there isn't a little red bar running underneath the Supporter icons for each region, then the project has failed to trigger!
    • Removed some extra line breaks on the first part of the Phase 2 popup description, and the Phase 3 popup description.
  10. 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!

    Thanks to everyone who continues to test and report bugs in this milestone. We'll be releasing another hotfix tomorrow before we shut down for Christmas, so please do report any further bugs you encounter! 

    Gameplay Changes:

    • Updated the weapon configuration on the Battleship UFO so its frontal weapon is angled directly forwards and cannot rotate, and the two side-firing turret weapons have narrower rotation arcs.
    • The roof tiles on the desert buildings have temporarily been made indestructible again, as there's a visual issue where they don't disappear if destroyed.

    Bugfixes:

    • Fixed a crash that would occur at the end of the tutorial, or at the end of tactical combat missions.
    • Fixed a crash that could occur in the tactical combat when either friendly or alien units were moving.
    • Another fix for the 90% loading screen bug. Please continue to report any further instances of this issue - I'm pretty sure we've got all the corrupted maps fixed now, but I said that after the last hotfix too!
    • Fixed the Operations Points value (and daily OP gain) showing incorrect values due to a quirk in the translation system. 
    • Fixed the Phase 2a and Phase 3 popups incorrectly showing the text from Phase 1.
    • Fixed the post-mission debrief screen incorrectly showing all units (including the MARS) gaining +2 Strength / Bravery, even if they did not.
    • Fixed smoke and poison gas not being able to spawn on tiles containing combatants.
    • Fixed being unable to load HEVY ammo by dragging it over the weapon on the Soldier Equip screen / tactical inventory.
    • Fixed the "project available" pop-up sometimes incorrectly being shown before the linked Xenopedia research popup.
    • Fixed lost funding regions not losing their red border if they are brought back below 100 Panic and resume funding the Xenonauts.
    • Fixed the Scientist supporters not displaying a label on the region info panel.
  11. 1 hour ago, spolokh said:

    Jus started a new game and found that power generators provides only 40 power  and no adjusency bonus applied. As far as I see starting power at first base is 180. *0 is from access lift as I understand, and 100 is for 2 generatore. In description it says that there should be 20 power supplied as adjucency bonus. Additionally any new generator built provides only 40 power and still no adjucency bonus

    Is it an expected beviour?

    Thank you

    user_start-1.json 395.56 kB · 0 downloads

    One thing that we need to fix is that starting construction on a new Generator will immediately give you the additional Power, but the extra power from the adjacency bonuses doesn't arrive until the Generator actually finishes building. Does that explain the problem you're having?

    • Like 1
  12. 24 minutes ago, Emily_F said:

    I had the injured soldier shown in the pic.  The medikit won't work.  I tried using the Alt-Shift-U cheat code and it gives me the HP=1000 but doesn't fix the bleeding wounds.  There was also an error message but it was too quick to get a pic. 

    image_2024-12-19_151641591.png

    user_cant_use_medikit-4.json 2.38 MB · 0 downloads

    Thanks. Hmm - probably best not to use that cheat then. Just use T to give units full TU and then you can usually engineer a situation where they can be healed.

    I suspect what's happened here is that now the unit is at max HP, it's not possible to heal them any more - but it's quite a low priority fix because you can only get into that situation by using the cheats.

  13. 2 hours ago, Xeferah said:

    I'm doing the tutorial, game difficulty is commander.

    - the cleaners have health numbers, those should be off on commander. I don't know if this is intended to be seen in the tutorial?

    image.thumb.png.1056b85799e18ae42167ebd4c0aabebc.png

    - the abort mission button has the wrong text

    image.thumb.png.0d25925515ed34ab8d855f60b1ca8539.png

    - while having the Tutorial Complete message, I was still able to click on the Abort Mission button. This caused a crash. Crash report included.bug_report_2024-12-19-13h16_wn_5.2.0_unhandled_exception.zip

    - the first mission, I cannot close the door manually

    image.thumb.png.d9c614802a83843c765eb53ed5bcbf66.png

    - from the patch notes: "Suppressing a unit now reduces their Reflexes by 50%, which makes them easier to hit with melee weapons." I don't think this works as intended, see next two screenshots. First regular melee attack preview, second when the commander is suppressed.

    image.thumb.png.6df27c01227e8e586cb2244ec9b47dd2.png

    image.thumb.png.f0f1c2f193621e6b66ee95d448affe26.png

     

    - another crash, report added: bug_report_2024-12-19-13h58_wn_5.2.0_unhandled_exception.zip

    That's it for now, more coming.

    Thanks. A few of these are intentional - the tutorial always shows HP numbers, and the blast doors aren't manually closable right now.

    I think the reflexes suppression penalty is working now though? It's reduced the enemy Reflexes to -25 in that case.

    I'll fix the issue with the incorrect tooltip on the abort button.

    Can you give me a bit more details on how you got the crash at the end of the tutorial? You just pressed Esc with the finish tutorial popup present?

    • Like 1
  14. 4 minutes ago, Razorsharp said:

    I legitimately can't play Xenonauts 2 because of it. It's the coolest looking armor and... i can't get it, and it's just there, being teased. I think it's the Local forces armor

    I want to buy the game, i want to play it, but i can't... is there a way i can just replace the basic Xenonauts armor with this one instead of adding it as a new variant, which i assume is even more complicated?

    for-the-love-of-all-thats-holy-is-there-a-way-i-can-get-mod-v0-8v2w4g38ot7e1.thumb.webp.0e1c6f3497126268719fae8fbb797775.webp

    That's just the Guardian armour - it unlocks off Destroyer UFOs / UFO Hull Plating research.

    • Haha 2
×
×
  • Create New...