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Posts posted by Chris
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9 hours ago, Ataraxia Mechanica said:
Thanks, the save games are helpful there - I'll try to make sure the big bad boss behaves himself in future!
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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 bug_report_2024-12-17-09h56_wn_5.0.0_unhandled_exception.zip
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!
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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!
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10 hours ago, Ataraxia Mechanica said:
Only seems to happen on this variant of the ship (big rooms instead of tight corridors)
Mouse overed tile is where the invisible object is
Thanks, I'll get that fixed.
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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:
user_day_288_crash_site_manual_save-28.json auto_groundcombat_turn_1_start-655.json
Thanks, I'll get this fixed.
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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.
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.
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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).
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1 minute ago, Grobobobo said:
This is still incorrectly configured - now the battleship isn't firing at all.
Ugh. Can you post up a save game containing the battleship? That'd help me test it quickly.
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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.
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!
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1 hour ago, Ataraxia Mechanica said:
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.
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The cost is applied if you win the tactical mission - it's not applied if you collect the bounty, or if you attempt the tactical mission and fail. As far as I can see, that's displaying correctly?
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1 hour ago, spolokh said:
Additional question - what about power the generator provides itself? It is described 50 power provided, but I see only 40 power added when a new generator places?
thank you
Ah, yeah, that is a bug. The Generator only provides 40 Power so the text is wrong. Thanks.
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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.
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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.
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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
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?
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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.
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.
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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?
- the abort mission button has the wrong text
- 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
- 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.
- 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?
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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?
That's just the Guardian armour - it unlocks off Destroyer UFOs / UFO Hull Plating research.
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3 hours ago, Erumomi said:
Hello,
As the title said, game crashed after swapping c4 from a soldier's backpack to thier offhand. No issues beforehand.
Thanks
https://drive.google.com/file/d/1Yi3sllv3_jIJkLRl6hgxcWDku4GOJdrt/view?usp=drive_link
Thanks. I've sent an access request for the file.
Milestone 5.4.0 Released! (Experimental)
in Xenonauts-2 Releases & Patch Notes
Posted
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: