Jump to content

Chris

Administrators
  • Posts

    11,419
  • Joined

  • Last visited

  • Days Won

    587

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!

    Gameplay Changes:

    • End of turn autosaves are now enabled by default, and we've cleared all existing user settings to ensure this feeds through. We're going to keep this enabled for a few weeks because we're getting a lot of end-of-turn bugs reported that we can't track down because we don't have an appropriate save. If you find these extra saves annoying, you can manually disable them in the game settings.
    • The camera is no longer forcibly locked to moving soldiers - the camera will now only move / change height level if the moving soldier is selected and the player is not manually moving the camera. This should hopefully remove the annoying camera lock while still allowing the camera to track soldiers in situations where the player would want it to happen (going through teleporters / climbing up onto roofs / etc). Please let us know if there's still situations where the camera is behaving awkwardly!
    • Combat shields no longer take damage when the soldier carrying them walks through poison gas.
    • Added new artwork for the Alien Singularity Core research project.
    • Sped up loading times when loading a mid-mission tactical save.

    Bugfixes:

    • Fixed the previous Experimental version being unable to load tactical saves from 5.26.0.
    • Fixed a crash that could occur when loading a tactical mission.
    • Fixed shot modifiers (heavy armour penalty, injury accuracy reduction) sometimes being double applied.
    • Fixed the Sebillian heal animation playing on aliens that aren't visible.
    • Fixed transferred soldiers not being able to change armour if the type of armour item in their planned loadout is not present at the new base.
    • Fixed the soldier HP bar for wounded soldiers on the Soldier Equip screen incorrectly rounding up, so showing some soldiers at full HP when they were still slightly injured.
    • Fixed some of the objective text for the UOO Sabotage and UOO Bridge Assault missions not correctly disappearing after completion of those missions.
    • Fixed the MARS showing age as -1 years.
  2. On 4/11/2025 at 3:31 AM, delor said:

      Hopefully this isn't just me not understanding a mechanic- I posted about it in General Discussion and nobody showed up to correct me- but...

     

    Description

      Fighting cyberdrones for the first time in my Milestone 5 campaign, I'm seeing inconsistent health and armor damage when attacking them with laser rifles.

     

    What Happened

     

      Shooting at cyberdrones with laser rifles, I'm seeing inconsistent health and armor damage.  There's two components, and potentially two bugs here, but what I'm seeing is:

    1) Sometimes when I shoot a cyberdrone with a laser rifle, it does 0 health AND 0 armor damage, and sometimes it does damage it normally.  Notably, I've also never observed armor damage but not health damage.  It feels like it happens more often as the cyberdrone's remaining armor is higher, to the point that I loaded and repeated this repeatedly for about three hours to try to get a better bug report and didn't see any armor or health damage on a full-armor cyberdrone until the very end of the testing.

    2) At one point, I had a cyberdrone down to 0 blue (frontal?) armor and 8 gray armor, and when I shot it with laser rifles I would see very low health damage (0-8) and no armor damage.  (almost like armor that had been destroyed was still applying?)  This happened across at least a half-dozen hits.

      I'm not sure what frontal armor arc to expect from the cyberdrone (assuming this is the mechanic for blue armor?) but shots taken have pretty much all been from the front- most 0-30 degrees, a few a bit past 45, maybe a single shot over 90.  I've also shot the drone with my accelerated rifle and laser sniper, and with those weapons each time both armor and health damage was inflicted.

     

    What I Expected To Happen

    Normal armor behavior where armor is reduced every hit and health is reduced by whatever damage is rolled minus the armor.  (and penetration, but laser rifles have 0)

    If there's an added exception I'm unaware of "if damage is mitigated to 0, no armor damage occurs" this could explain #1, although the fact that I've never seen the accelerated rifle fail to do damage would be a bit odd in this case.  I didn't get as many hits with the accelerated rifle to test with because most of my guys are using laser rifles and laser snipers, but I did score a non-trivial number of hits with the accelerated rifle over the course of the night.

     

    How To Re-Create

    Hopefully, you can just shoot at cyberdrones with laser rifles and the benefit of the dev console and see this.  (for #2, maybe manually set frontal armor to 0 and then save/load from that state?)

     

    I don't have a save for #2- that happened fairly early on when I was still thinking "I don't understand this mechanic" instead of "maybe this is a bug?" but for #1, I've also attached a save you can play with if it helps.  Have Pavel Lebedev move forward to the point where he has 37 AP left, crouch, and take a shot at the cyberdrone.  Repeat and you should be able to see a mix of misses, no armor/health damage, and some damage.  (the bug isn't nearly that finicky to re-create; I spent 3 hours playing with my saves on this mission and saw 0 damage/armor damage from many, many different positions)

     

    Further Notes

    Speculation on issues #1: Weapons with 0 armor penetration do no damage or armor damage when armor mitigates the randomized damage below 0?

    Speculation on issue #2: At 0 frontal armor (maybe only after a save/load?) cyberdrones are receiving full damage reduction for that armor?

    auto_groundcombat_turn_2_start-211.json 3.09 MB · 1 download

    Sorry for not replying to this earlier. Thanks for the thorough testing. We'll be looking into this at some point in the next few weeks, it's just been pushed back a bit because there's some more urgent stability issues we're dealing with at the moment.

  3. 2 hours ago, gG-Unknown said:

    //My comments in Italic blue

    It shouldn't be taking so much damage on impact, and it shouldn't be taking damage on movement either. // as long as Xeno-soldiers gets same dmg for impact AND movement, for sake of consistency make it all the same. Items and living things should get damage the same way. Ideally in the natural ratio (1:10 OR 1:5).

    " Living things gets 10 dmg, items gets 1dmg, it is the same for hit or movement. "

    Living things gets ten times more than items. Methods of dmg are the same. It is Game rule in one sentence, easy to remember for player. All combat Xeno combat mechanic is simple, dont deviate from the course.

    The damage calculation for armour seems fine for the initial impact, it seems to do 3 damage to tactical armour on impact. Maybe the armour you're testing has a resistance value too. // I tested on Guardian armour. Calculation for armour is not fine for initial impact see above. I am sorry to disagree with you, I would better see very simple one sentence  rules. Apply dmg or not. Some items could have immunity to Chemical dmg (colossus is made of alien alloys and sealed?), but I would not go into % resistance stuff. It is can of worms. 

    I think it's fine for the initial explosion to cause armour damage but then the gas itself not to cause armour damage when you move through it. The grenade might contain more than just gas. // no, it is not. There is an electric grenade which cause  two effects, but both effects are  instant and work on different target typess. Do not complicate things that a grenade has an explosive  part AND damage over time part. On top ech part of attack apply on different targets differently. That is possible for games like Baldurs Gate3 where player is expected to spend 300 hours by learning base rules. I can only highlight KISS again. Keep It Stupid Simple.

    I'll set poison gas to have a higher priority than smoke. // that is very simple solution which would work, yes. Certainly do it. In case you get more time, even after  release, it  will be nice to develop proper multi-enviroment hazard system with interactions. Like fire  can ignite gas :-]

    Again, this is mostly your personal opinions on game balance rather than bugs.

    It's not a bug if I decide that a grenade has both a shrapnel element and a poison element to it, and it's not a bug if you take more damage from being caught in an exploding gas grenade blast than you do from walking through one tile of gas, and it's not a bug if there's no simple rule that the armour destruction is a fixed percentage of the raw damage. You can post your opinions on that sort of thing in the balance threads if you want, but please don't fill up the bug threads with it.

    The grenade explosion itself does 15 damage and causes 3 armour destruction. The poison gas inflicts 10 damage when it spawns into a tile, and for each tile a unit passes through. It also inflicts 20 damage if you remain in the tile at end of turn.

    There's clearly a problem with shields, as you've already reported. Thinking more about it, you probably took 2 armour destruction because the grenade didn't hit dead on your soldier, and the damage drop-off reduced the inflicted armour destruction. So the only actual bug I can see is that combat shields should be immune to the poison gas (but not the initial 15 damage caused by the grenade).

    • Sad 1
  4. 1 hour ago, gG-Unknown said:

    True. Medkit removes all negatives at once for price of TU. Therfore  MedKit do not work as  replacement of gas mask.

    Automed activation costs  zero TU. Automed should work as Healing over time device. Each turn it heals a bit of something, >>> slow regen. I dont think that automed is hi tech replacement of gas mask.

    While I do see your point, it doesn't entirely replace the gas mask, because it doesn't prevent taking conventional damage from walking through poison.

    But in either case, this is a balance issue rather than a bug - healing clears all accumulated stun damage, so the system is working as intended.

    • Sad 1
  5. On 4/21/2025 at 8:16 PM, gG-Unknown said:

    Table in the right down corner (my favourite part of the game recently) shows bonuses and penalties in various way,

    Multiplicative adjustment is easy,   for few educated people, or a veteran gamer.

    BUT, but ...  for many people toady is beyond capabilities understand that:  minus ten percent is equal to multiply 0,9

    For this reason, you probably start to add percentage expression to help players with various background. I agree, good choice.

    BUT, but ... it would be better to use still the same format. Currently some adjustment has explanation some dont, on top, some explanation use sign minus some dont. Current status is very confusing. See the screeshot  : (40%) means minus forty, and (-10%) means minus ten.

    Solution >>>> Each multiplicative adjustment should contain parentheses with a % number. In case of penalty use sign minus, in case of bonus use sign plus.

    So the format should always be:

    Numberx AdjustmentString (+/- number %)

    1,22x Bonus Multipl (+22%)

    0,22x Penalty Multipl (-78%)

     

    I would also omit ending zero, it is les numbers optically. Instead of x0,10 I would reccomend x0,1

    image.thumb.png.6c22d8f2da667f0e0de63942b5cc3c87.png

    Yes, we do need to unify this a bit. Thanks for the reminder.

    • Thanks 1
  6. 13 hours ago, gG-Unknown said:

    I was lucky to capture Alien gas grenade today, so I can throw  it and test.

    Here is current behaviour  which is highly irregular,  I cant say bugged because I see it as prototype.

    version 5.25.2 Stable

    • on impact takes 18HP from shield AND 10 HP shield for each tile
    • on impact takes 2 HP from body armour AND 0 HP for each tile
    • on impact takes 10HP of life mask-less soldier AND 10 HP of life for each tile
    • if soldier has a shield then gas has no impact effect on armour (crazy)

    Positives:

    • blast radius is lower >>> 2,5 tiles good !
    • smoke interference is 10% per tile good! but it could be even less, try 7%

     

    For some reason, grenade says that Armour destruction is 3 which is not the case.

    For some reason, grenade says that damage is 15 Chemical which is not the case.

    Easiest method how to nullify gas is throw a smoke. Simple and stupid. Apparently current system only apply one environment effect on tile, so when smoke replace gas, soldiers are safe.

    ========================

    All my previous recommendation are still valid. PLUS

    1.  gas dmg to armour and shield have to be independent. Shield can not block gas !
    2. environment effects needs a system which allows stacking so tile with smoke AND gas AND fire is possible

    Thanks. Yeah, you're right there's something strange going on with the way poison gas interacts with combat shields. We'll get that fixed. It shouldn't be taking so much damage on impact, and it shouldn't be taking damage on movement either.

    The damage calculation for armour seems fine for the initial impact, it seems to do 3 damage to tactical armour on impact. Maybe the armour you're testing has a resistance value too.

    I think it's fine for the initial explosion to cause armour damage but then the gas itself not to cause armour damage when you move through it. The grenade might contain more than just gas.

    I'll set poison gas to have a higher priority than smoke.

  7. 15 hours ago, gG-Unknown said:

    It could be  a bug, or weird intended  feature, or a balance issue. Feel free to move this post to proper section.

    AutoMed module heals unlimited amount of stun dmg per turn. As result it replaces a MedKiit AND Gas mask. e.i. soldier do not need gas mask because all stun dmg from one turn is healed. Nothing accumulates.

    FIX:

    1. Automed heals Bleed OR HP OR stunHP, one negative effect per one turn. It happens in given priority Blood highest, stunHP lowest

    2. Automed  heals the same amount of HP OR stunHP in one turn.

     

    Best to mention this in the balance thread - I don't think it's a bug, because any healing also heals all stun damage?

  8. On 4/17/2025 at 5:42 PM, Danny Poppe said:

    Thanks for reporting this. It seems like this bug has happened because earlier in the campaign, you tried one of the UOO missions and either failed the mission or aborted it? There was a bug in an earlier version of the game (now fixed) that could break campaigns if you did that, and it looks like that's what's causing this crash.

    If that's not what has happened then please let us know and we'll look into it further.

  9. On 4/21/2025 at 4:00 AM, Melee said:

    Description: 4th paragraph, second sentence - extra "began".

    What happened:  "Hoping to establish further contact with the aliens, EXDEF began the vast job of constructing the gateway began almost immediately."

    Further Information: Also, it isn't obvious "Cleaner Device  (Plot)" research item is "Quantum Teleportation research" objective.

    Thanks, I've fixed that now.

    BTW, the Cleaner Device project isn't the Quantum Teleportation research. They're different objectives linked to different projects, so if they're displaying incorrectly then let me know - but I had a quick look and it seems to be set up correctly.

  10. On 4/17/2025 at 6:26 PM, Volbunbo said:

    At this point, the crash occurs even after reloading and the game just crashed on me during load - this time with the red exclamation mark on the logo, however.

    bug_report_2025-04-17-19h22_gc_5.26.0_unhandled_exception_0.zip 9.81 MB · 1 download

    Thanks. I've also tried to reproduce this from your saves and I can't do it either, so this is very strange - as Kouki said, it'd be very useful if you could switch to the Experimental branch as then hopefully we'd get more information about exactly where the crash is happening/

  11. 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 soldiers initially being invisible after moving up a level via a teleporter.
    • Fixed various visual issues with the Western Town biome, the largest being the long-running issue with the restaurant interior walls rendering black. However, there were several other (more subtle) rendering issues in this biome that we've also fixed that should clean up the visuals of Terror Sites.
    • Fixed there being some "holes" in the walls of alien bases (this was just one particular wall tile not rendering correctly).
    • Fixed some issues with the walls flickering in certain Farm barn buildings.
    • Removed a filing cabinet that was obstructing an office window (but still allowing you to shoot through it) in a particular terror map.
    • Fixed an issue with the text for a certain Geoscape anomaly in the German translation.
  12. This is another hotfix for Milestone 5 that fixes a few crashes and other gameplay issues. As always, we're monitoring the bug report forums and we'll continue to release hotfixes for crashes and gameplay issues reported by players.

    Changes:

    • All aliens in the Terror Site around day 70 should now use Magnetic weapons (previously a couple of aliens were incorrectly using Plasma weapons).
    • Made some small changes to the Endgame part 2 mission, ensuring the outer walls of the mission are indestructible and placing earth tiles in any of the internal voids in the map. Also fixed some misaligned floor tiles. These map changes mean that any existing save games from Endgame part 2 will now be broken!

    Bugfixes:

    • Fixed a crash that could occur when a Servitor fell down a level while also trying to perform autoheal.
    • Fixed the Autopsy: Symbiote research project not unlocking correctly.
    • Fixed the "Recovering" state of wounded soldiers incorrectly displaying as "<1 Day" in some situations.
    • Fixed the western town double-sided chair tiles not correctly disappearing when destroyed.
  13. On 4/15/2025 at 8:18 PM, Melee said:

    5.26.0 - No tutorial. I let it run for a few seconds after tutorial geoscape loaded, then Alt-F4'd.

    output.log 1.07 MB · 2 downloads

    We've had a look at the logs and the cause isn't really obvious. As we're not really sure where to start with the a fix, we've decided not to spend any more time on trying to fix it - if it doesn't appear in the Release branches, and only appears on slow machines, it's quite a low priority bug.

    Thanks for all your testing on this bug, we appreciate it a lot.

  14. On 4/9/2025 at 4:08 AM, delor said:

    Should be an easy one to re-create: If you've got a sniper who hasn't moved yet and mouse over a tile to move to and hold SHIFT to predict a hit chance on an enemy from that tile, the predicted chance includes the no-move bonus even though when you move there the hit chance won't have it anymore.

    Hi - thanks for this bug report. We looked into it today but we couldn't reproduce it, as everything seems to work as intended. Could you provide a save or reproduction steps on what you did to get the bug?

  15. 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!

    Changes:

    • All aliens in the Terror Site around day 70 should now use Magnetic weapons (previously a couple of aliens were incorrectly using Plasma weapons).
    • Made some small changes to the Endgame part 2 mission, ensuring the outer walls of the mission are indestructible and placing earth tiles in any of the internal voids in the map. Also fixed some misaligned floor tiles. These map changes mean that any existing save games from Endgame part 2 will now be broken!

    Bugfixes:

    • Fixed a crash that could occur when a Servitor fell down a level while also trying to perform autoheal.
    • Fixed the Autopsy: Symbiote research project not unlocking correctly.
    • Fixed the "Recovering" state of wounded soldiers incorrectly displaying as "<1 Day" in some situations.
    • Fixed the western town double-sided chair tiles not correctly disappearing when destroyed.
    • Like 2
  16. On 4/14/2025 at 1:24 AM, Melee said:

     

    4.27.0 Experimental 01.AVI 160.25 MB · 3 downloads   5.0.0 Experimental 01.AVI 192.57 MB · 3 downloads  

     

    4.27.0 has tutorial.

    5.0.0 does not.

    Video of each from old camera.

    Thanks. I'll be pushing an updated version of the game to the Experimental branch later today. Once I do, it'd be great if you could test that and post up the logs when you have - we've added a bunch of extra logging that might help us debug where the issue is occurring.

  17. 7 hours ago, Melee said:

    Yes, text is fixed in 5.25.1+.  Some of the single line dialog borders don't display like they were scaled to zero width from a larger resolution original. He's aware and said it would be hard to fix many months ago and to remind him closer to launch. It's throughout the game.

    Below are some easy examples of buttons and a tooltip missing bottom border line.

     

    m5.25.2 border missing 2.png

    m5.25.2 border missing.png

    m5.25.2 missing border 3.png

    Yeah, it's still on my radar, thanks.

  18. 22 hours ago, Melee said:

    Test Methodology:

    A. Uninstall 5.25.2 Experimental within GOG Galaxy and close Galaxy.

    B. Manually delete Xenonauts 2 folder and *.JSONs in My Games\Xenonauts 2\Settings.

    C. Install 5.25.1 Release/Stable within GOG Galaxy and close Galaxy.

    D. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.

    E. Step 'D' repeated 5 times.  Tutorial appears 5 times (Yay!)

    F. Start GOG Galaxy and revert to 5.24.0 Release/Stable and close Galaxy.

    G. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.

    H. Step 'G' repeated 5 times.  Tutorial dialog appears 5 times (Yay!)

    I. Start GOG Galaxy and update to 5.25.2 Release/Stable and close Galaxy.

    J. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.

    K. Step 'J' repeated 5 times.  Tutorial dialog appears 5 times (Yay!)

    L. Start GOG Galaxy and update to 5.25.2 experimental and close Galaxy.

    M. Start Xenonauts 2 from desktop shortcut. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.

    N. Step 'M' repeated 5 times.  Tutorial dialog fails to appear 5 times (BOO!)

    O. Start Steam and install Legacy 5.15.0 Experimental and leave Steam running.

    P. Start Xenonauts 2 from 'Play' button within Steam. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.

    Q. Step 'P' repeated 5 times.  Tutorial dialog fails to appear 5 times (BOO!)

    R. Install Steam Legacy 4.27.0 Stable.

    S. Start Xenonauts 2 from 'Play' button within Steam. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.

    T. Step 'S' repeated 5 times.  Tutorial dialog appears 5 times (Yay!)

    U. Install Steam 5.25.2 Experimental.

    V. Start Xenonauts 2 from 'Play' button within Steam. Select 'New Game' once Main Menu loads. Select 'Begin Campaign'. Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears. Alt-F4 to exit game.

    W. Step 'V' repeated 5 times.  Tutorial dialog fails to appears 5 times (BOO!)

     

    Conclusions:

    Tutorial dialog appears in stable builds but not experimental builds. Previous shortcut/GOG results with 5.24.0 stable did not repeat.

    It would be helpful if game's Main Menu version text indicated Experimental or Stable and GOG version text Release was consistent with https://www.goldhawkinteractive.com/forums/index.php?/forum/7-xenonauts-2-releases-patch-notes/ Stable descriptions.

    I would be curious if tutorial dialog appears in 4.27.0 Experimental and this experimental/stable behavior was introduced in early m5.x.y as I don't recall encountering this last campaign of 5.0.0 Experimental.

    Thanks, that's very helpful. I've put version 5.0.0 and version 4.27.0 experimental up on the testing branch - I'd also be curious to know if this issue existed in Milestone 4, or whether it was introduced with Milestone 5.

    BTW, you can tell if a build is an Experimental build or not by whether it has the text "development" in the bottom right hand of the screen. If it does, it's an experimental build.

    Just to be clear, when you say "Allow cinematic to run and strategy layer to load until 'Welcome to Xenonauts 2' tutorial dialog appears" do you genuinely mean that the first tutorial popup that says "welcome to Xenonauts 2" doesn't appear for you? Because in our testing that appears at 00:00:28, so we were assuming you were talking about not getting the Radar Range popup or the stuff to do with Geoscape Anomalies etc. Could you just clarify exactly where it fails?

  19. This is another quick hotfix for Milestone 5, fixing a second pathway for the Reflexes bug to occur that we missed in the last hotfix.

    Bugfixes:

    • Fixed a second variant of the bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes), causing the temporary debuff to become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered this reduction with a patch, as the bug overwrites their original stat value - sorry about that!
  20. That's an entirely different artist to the ones you've complained about previously, though, and that specific piece of art was painted two years ago (prior to the Early Access launch), back when AI image generation was very primitive.

    Which kinda illustrates the point I'm making - not every issue you see with a piece of art is because it's been generated by AI. Sometimes artists cut corners, sometimes they make mistakes, sometimes they just aren't technically capable enough to get everything in a scene perfect. In this case that's just the artist's style, which you can also see on all the interrogation art. He's a very talented artist (especially with biological creatures) but he's not great at industrial design, which is why the computer stuff at the top looks a bit weird.

    • Thanks 2
  21. 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! This is another quick hotfix for Milestone 5, fixing a second pathway for the Reflexes bug to occur that we missed in the last hotfix.

    Bugfixes:

    • Fixed a second variant of the bug where soldiers could permanently lose stats if a player loaded a tactical save in which their units had temporary debuffs from being Suppressed (Reflexes), causing the temporary debuff to become permanent. Unfortunately it's not possible for us to fix soldiers that have suffered this reduction with a patch, as the bug overwrites their original stat value - sorry about that!
  22. 18 hours ago, skaianDestiny said:

    Please correct me if I'm wrong, but does the Alien Antigravity Unit research project art have elements of genAI images used in the background? There's small bits of inconsistency that have never been present in any other Xenopedia illustration that are hallmarks of genAI images. Which would be a real shame, given the Xenopedia art has always been some of my favorite parts of the game given how well made they are and their quality.

    I'd very much prefer to be jumping at shadows, but the background still would be way too rough compared to every other illustration once I started scrutinizing it that I would suggest another go at refining it.

    It's not AI-generated. The artist has just painted over a 3d render of the in-game prop and placed it in front of the updated research UI background.

    13 hours ago, Skitso said:

    Yeah, I've seen a lot of evidence of AI generated elements in the more recent art. 

    No, you haven't. You're just making assumptions.

    • Like 1
×
×
  • Create New...