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Chris

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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 note they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Bugfixes:

    • Selling an aircraft now returns any equipped items on that aircraft to the base stores, rather than just deleting them.
    • Secton eyes now glow when Psionic Triangulation is active.
    • Fixed a situation where players could interrupt alien reaction fire, causing them to gain control of the alien unit that had been trying to attack them.
    • Fixed some display issues users could experience if using multiple monitors while mirroring one or them to different screen.
    • Attempted to fix panning the camera in the air combat being broken if users were using mouse and keyboard while also having a touchscreen or touch peripheral plugged in.
    • Like 1
  2. We've now released our Milestone 3.6.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.3.0.

    Although our primary focus is working on the next major update (Milestone 4) we will continue to fix and patch Milestone 3, so please do report any bugs or issues you encounter.

    Balance Changes & Gameplay Updates:

    • Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2.
    • Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI).
    • Wraith autopsy research project no longer incorrectly awards $100k on completion.
    • Fixed soldiers being unable to crouch if another soldier was already moving.
    • Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions.

    Bugfixes:

    • Fixed the entire screen permanently going black when a unit fires a weapon in the tactical combat for some players. This bug was linked to the "camera shake" setting, and some users had disabled that setting as a workaround - if so, you should now be able to re-enable it.
    • Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen.
    • Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination).
    • Fixed an AI hang that could occur during the enemy turn in the tactical combat.
    • Fixed the exterior walls of the office on the Cleaner Data Raid missions displaying black on some systems.
    • Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base.
    • Fixed the heal animation not displaying properly.
    • Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing.
    • Fixed the aircraft transfer duration repeating a second time after completion, taking twice as long as intended.
    • Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead.
    • Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour.
    • Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial aircraft deployment phase.
    • Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon).
    • Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves.
    • Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker.
    • Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers).
    • Fixed a Boreal log pile that had a graphical glitch with one of the logs.
    • Like 1
  3. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Bugfixes:

    • Fixed large amounts of text not appearing correctly in Chinese languages.
    • Fixed a large number of text lines being vertically misaligned in non-English languages.
    • Fixed another way in which the blast doors in the ATLAS base mission could get out of sync, and appear visually open when actually being closed (or vice versa).
    • Fixed planned soldier loadouts (on unassigned soldiers) not reflecting changes to soldier stats that will be caused by equipped items. 
    • Fixed double-clicking on a soldier in the list on the Soldier Equip screen not allowing you to replace them with a different soldier.
    • Fixed the "custom" button on the campaign settings menu remaining selected if you change back to a different difficulty setting.
  4. The stats are low for gameplay reasons; it's important to have space to grow. If you start with skilled soldiers then it removes a large amount of progression from the game, and would make it less fun.

    However, the stats of starting soldiers will be something that can be modded when we get the mod tools done, so if you'd prefer to play the game a different way you will be able to do so.

  5. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Another few fixes for crashes and hangs identified by the community in 3.5.0.

    Bugfixes:

    • Fixed a crash if you try to launch an aircraft that is already airborne (it now correctly redirects to the new destination).
    • Fixed a crash that could occur at the end of turn in a tactical mission when a unit is killed by reaction fire with certain AI actions still queued.
    • Fixed an AI hang that could occur during the enemy turn in the tactical combat.
    • Wraith autopsy research project no longer incorrectly awards $100k on completion.
    • Like 1
  6. 2 hours ago, tacostan said:

    Wow, I've figured out the issue, in your last post you made me realize I am supposed to wait for the helicopter to actually move to the base in the overworld map, I had been clicking on the ATLAS base after the soldier equip screen and pressing launch combat team which causes the crash because we've already done that step? 

    I just waited for the chopper to get to the mission and the game is running fine, the crash just comes from the mission not being locked out while soldiers are moving to it.

    Haha, well I'm glad you've figured the issue out!

    Well done for finding a hidden crash in the game, we'll get that fixed in the next patch so it doesn't affect anyone else :)

  7. 22 hours ago, tacostan said:

    I've attached both files, hopefully they help Id really like to give the game a shot haha

    output.log 7.57 MB · 1 download steam_autocloud.vdf 51 B · 1 download

    Hey - sorry you're having problems. This is a really strange crash. We've not seen it reported before and there's a lot of people playing the game, so it's a bit puzzling. A few quick questions:

    • Are you playing on Steam?
    • Are you playing the tutorial each time?
    • Are you literally just fast forwarding time to the ATLAS Base mission and then clicking those two buttons? You get to the stage where you see the soldier equip screen, then it crashes immediately when you press the button to left click to launch the dropship?

    Also, the game should be capped at 300FPS - do you know how you're managing to get 784FPS? Have you got anything unusual set up there?

    Probably best to try a clean reinstall too, in case there's an issue with the game files or your settings files: 

     

  8. 6 hours ago, xnaout said:

    Would be cool to have a bit more in-depth story and mission variety with some interesting characters.

    Its not fair to compare it with Xcom2 which had 100x the budget, but it would be nice to have the ability to save and recruit some unique characters, have more story missions with boss fights etc.

    I mean, its good for one run, but not much in terms of replayability currently.

    The XCOM2 comparison is also a bit misleading because it was actually pretty dull on release - they added most of the fun stuff you're talking about in the expansion or in DLCs. And as I said in the other thread, you can be a bit more creative in DLC content because players can opt-in to it rather than it being compulsory for everyone.

    I thought the Chosen (and to a lesser extent the alien leader) boss fights were a really cool addition to XCOM2, but personally I'm not a fan of the story expansions. To me they hurt replayability rather than help it - they were generally static maps, whereas other missions and the boss fights all played out differently on a second or third playthrough because so much of the game is randomly generated. I found story content fine for the first playthrough, then it became really repetitive - even cool missions like the Chryssalid mission in the XCOM1 expansion.

    To some extent the replayability of X2 is going to come down to how much you like the minute-to-minute gameplay, right? Story is only ever good for the first playthrough, and after that it's just down to how much you enjoy fighting tactical battles. Which is why we've been concentrating on adding many more types of tactical mission to the game, etc.

    • Like 1
  9. We're not planning on adding a traitor mechanic, no. I do have potential ideas for there being a traitorious funding region which I might explore in an expansion pack, because I think it'd make the second half of the game more interesting, but I'm not sure it's suitable for the base game.

    Something like the Nemesis system (or what XCOM 2 does with the alien leaders and Chosen) is also something I'd potentially consider. Having unique alien leaders that give unique equipment if killed is relatively simple (although it does require quite a few extra art assets); it might even be something we add to the base game once the rest of the content is in place.

    • Like 2
  10. These missions definitely do need more work, yes. However we've implemented new AI for the aliens on these missions where they'll be searching through your base for targets more aggressively and that'll be arriving in Milestone 4, so I think we'll see how that works before we make any further changes.

  11. 35 minutes ago, compass said:

     

    I have a significant issue with how throwables are functioning at the moment, and I hope this is a bug that can be fixed.

    Whenever a soldier throws, for example, a grenade over any obstacle, there's a chance to fail. The UI indicates that the object is the reason behind the diminished chance of success. Thus, one would expect the obstacle to be the point of failure, or the point where the throw starts to go wrong—perhaps a bit short, a bit long, not straight, or whatever the case may be.

    However, what happens is the soldier just drops the grenade at their feet. If you choose a tile right next to where you wanted and the obstacle is no longer in the throwing arch, the chance of success is now 100%.

    The grenade should NOT just drop at the soldier's feet.

     

     

    image.png

    Hmmm - that's a bug, then. Basically the calculation should be that the grenade scatters a certain distance in a random direction and then tries to travel down the new path, checking whether it hits any objects along the way. Potentially what's happening is that it's scattering far enough to the left that the soldier is hitting the doorway / wall immediately in front of them (which has a 100% block chance and will look like the soldier dropped the grenade at their feet), but that certainly shouldn't always happen.

    And yes, you're probably right that the "misses" should be divided into a miss caused by a fundamental mis-throw by the soldier, and a miss that would have otherwise hit were it not for an intervening object. In the latter case then the grenade should impact on the intervening object. In the case above the hit chance without the intervening missiles would be about 95% so yeah, it would make sense for the vast majority of misses to hit the missiles instead.

    I'm happy to look at some save games if you have them where the throws aren't behaving sensibly. Just create a bug report and attach them. 

    • Like 1
  12. 2 hours ago, xnaout said:

    Most of the game you are in battles, like 80-90% of the time, I think we really should get some quality of life and role-playing features for soldiers:

    • Traits that you can gain in battles (including PTSD from battles that you can heal)
    • Training ground for soldiers to train their skills
    • Randomly generated background stories for soldiers
    • Bar/Canteen for soldiers where you can view fallen soldiers (same as in Xcom2)
    • More customization for soldiers
    • Unique characters that you can save or recruit
    • New soldiers types - pilots for aircraft
    • Etc.

    I mean, you can get Xenonauts for 5 eur right now, there is no point of doing the exact same copy with very minor improvements and variations. 

    You wont achieve Xbox2 wotc success, but its a good chance to achieve a solid second place instead of a solid 6/10.

    Thanks. I think the reason why Skitso is coming across as defensive here is because people who haven't played the game often complain about it being the exact same thing as X1 with very minor changes, while people who have actually played the game generally tend to be happy with how significant the changes are.

    Honestly, I think you're probably smart to wait until the game comes out of Early Access to play it because that's when it'll give you the best experience, and I appreciate you showing your support for the team in the meantime by buying it anyway, so thanks for that. But just bear in mind that reading a list of changes really doesn't give much of a feel for the scope of the changes. 

    As for your suggestions - we've got a few of them already (memorial screen and training center), and depending on what you mean by "more customisation" we may add that before launch too.

    However, while it's possible we'll lean more into the roleplaying aspect of the soldiers in future expansions, remember that classic X-Com games work on a much larger scale than moden XCOM games, and when the player is bringing squads of 12 or 16 soldiers into battle (rather than squads capping out at 6) and frequently taking heavy casualties it can rapidly get tiresome to have to manage traits and stress etc for each individual soldier as well as their stats. I know this because we actually had a basic Stress system in the game, but I disabled it for that reason.

    Potentially it's fine for a DLC because then players who want that level of detail can voluntarily opt into it. But forcing it on everyone seems like a bad idea; it runs the risk of making X2 a very hardcore game and limiting our audience.

  13. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

    This hotfix addresses a few bugs we introduced in our last Experimental hotfix, as well as several additional bugs in the current public builds.

    Bugfixes:

    • Fixed a bug where players were unable to hire scientists / engineers in some circumstances.
    • Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour.
    • Fixed soldiers being unable to crouch if another soldier was already moving.
    • Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions.
    • Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial deployment phase.
    • Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon).
    • Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves.
    • Fixed the tactical UI displaying a white soldier portrait outline if you have no soldier selected (usually occurs if the selected soldier is killed).
    • Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker.
    • Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers).
    • Fixed a Boreal log pile that had a graphical glitch with one of the logs.

    Attempted Bugfixes:

    These bugs appear hardware linked and none of the dev team can reproduce them, so we're relying on affected users to let us know whether the fixes worked!

    • Attempted a fix for the issue some people are experiencing where the exterior walls of the office on the Cleaner Data Raid missions display black.
    • Attempted a fix for the entire screen going black when a unit fires a weapon in the tactical combat (this is the bug that could be fixed by disabling the "camera shake" setting).
    • Like 2
  14. 7 hours ago, Trophallaxis said:

    So, I've played xenonauts 2 a lot least year, and then let it rest a bit to wait for updates. In the meantime, I got myself a new computer and now I find that the game doesn't start anymore either from Steam or directly clicking the exe file.

    The game launches, I get the chopper splash screen loading the main menu, but it's stuck at 0% and nothing happens, the game hangs. It doesn't even quit from steam properly, even if I close it through the task manager Steam thinks it's still running. I have to restart to get clear - really tedious.

    I've tried doing a reinstall, I've also tried manually deleting the game, I have two drives, I've tried running the game from both. Still no Idea what's wrong.

    Specs:

    CPU: AMD Ryzeb 9 7900, GPU: AMD Radeon RX 6800, 32 GB RAM

    Could someone please help me out a bit here? Thanks a lot!

     

    Thanks for letting us know. It's likely to be some complication with the recent upgrade to Unity 2022, I'd guess. We fixed a couple of related bugs in the 3.3.0 update a couple of days back but if you're still experiencing it now then obviously we've missed some other examples of it.

    Could you please switch to the Experimental branch and see if you're still experiencing the issue? Instructions on how to change here.

    If so, then can you send us over some information? Firstly, check if the game is producing any output.log files. Details on how to find them here.

    Can you also grab the file from here: %USERPROFILE%\AppData\LocalLow\Goldhawk Interactive\Xenonauts 2\Player.log

    That should hopefully give us some idea of what the issue is. Probably best to email me those files at chris@xenonauts.com so I don't miss them.

  15. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

    Another quick batch of fixes for Milestone 3 while we continue to work on Milestone 4.

    Gameplay Changes:

    • Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2.
    • Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI).

    Bugfixes:

    • Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen.
    • Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base.
    • Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing.
    •  Fixed the aircraft transfer duration repeating after completion and taking twice as long as intended.
    • Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead.
    • Fixed the heal animation not displaying properly.
    • Like 1
  16. On 3/11/2024 at 2:29 PM, skaianDestiny said:

    For disadvantages, perhaps it only has the dexterity for heavier weapons? So you'll still need lighter armor for utility stuff or things that don't require an HMG. 

    Yup, that's likely to be at least part of it - but that's then extremely similar to the Predator armour from X1, so we're considering all the available options.

    • Like 1
  17. We've now released our Milestone 3.3.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.0.9.

    We'll be releasing another small patch containing further bugfixes onto the Experimental branch in the next few days, so please continue to report any bugs you encounter!

    Balance Changes & Gameplay Updates:

    • Added the soldier nationality flag to the tactical UI.
    • Actuator module now weighs 5 (rather than 12), and grants +20 Strength (rather than +25 Str). This makes it slightly better at increasing carrying capacity, and helps avoid the situation where soldiers near the 100 Strength cap would get little or no net carrying capacity increase from equipping it.
    • Added an additional five waves of UFOs after the game content ends, so players have more time to experiment with their new equipment if they want (unfortunately this change may only take effect for new campaigns created in patch 3.3.0 onwards).
    • The "ghost" soldiers that are added to your squad on the Soldier Rescue mission will now fill empty slots in your dropship if possible, rather than always going in slots 7-9 (and removing any soldiers already in those slots).
    • The extraction region for the dropships is now a bit more generous - it includes the side doorways etc, rather than only counting the interior of the cargo hold.
    • Stalker Armour tooltip now displays the "cloaking field" effect with hyperlink that explains what it does.

    Bugfixes:

    • Fixed an immediate lockup some players were getting when booting up the game.
    • Fixed doors being opened under the shroud incorrectly being visible again.
    • Fixed an issue where equipment on dead Xenonauts was not being recovered from alien bases (and the Cleaner HQ), even if you won the mission.
    • Fixed the conversation not triggering when you see The General for the first time in the ATLAS Base mission.
    • Fixed players being able to assign wounded soldiers to the dropship via the assignment menu that is generated when double-clicking an empty dropship slot.
    • Fixed players being able to bypass the dropship vehicle limit using the same assignment menu mentioned above.
    • Fixed the green deployment tiles still being present if you loaded a save game from Turn 1 in a mission that has a deployment phase.
    • Fixed the heal animation from the automed unit (and possibly also Sebillian regeneration) being incorrectly offset.
    • Fixed text rows displaying much smaller / larger than intended when clicking and dragging them (e.g. in the engineering queue, or a soldier in the dropship soldier list) unless you were playing on a 1080p screen.
    • Fixed a crash that could occur when a patrolling dropship is ordered to go to a mission site.
    • Fixed an AI hang that can occur if a unit is blocked by a Xenonaut standing behind a door.
    • Fixed an issue where unassigning a soldier with heavy armour from the dropship could allow you to double-press the Heavy Armour button, and get the soldier into a broken state.
    • Fixed some Cleaner missions sometimes spawning after the Cleaner HQ had been destroyed.
    • Fixed certain sloped roof tiles incorrectly being destroyed.
    • Fixed the Servitor sometimes playing a movement sound that does not end.
    • Fixed the base icon not being removed from the Geoscape if the base is destroyed by aliens.
    • Fixed the data raid objective text being broken in Spanish.
    • Fixed a desert map not containing reinforcement move nodes.
    • Fixed a dockyard map where aliens can spawn inside the UFO hull.
    • Fixed a dockyard map where a ladder had been placed at the incorect height.
    • Fixed some pillars that were blocking movement in Western Town maps.
    • Fixed a minor issue with the Abductor UFO hull hitbox in tactical missions, as it could sometimes block shots that did not appear to be passing anywhere near the UFO.
    • (Hopefully) fixed the bug where ground tiles around the UFO were sometimes revealed from the shroud on night missions, right from the very start of the mission.
    • (Hopefully) fixed an issue where players would be unable to zoom the Geoscape / Air Combat camera using the mousewheel if they also had a touchscreen peripheral plugged in.
    • Like 1
  18. On 3/9/2024 at 3:45 AM, CompoTheSmoggie said:

    Chris,

    Can we get an extension (pretty) please on the final alien spawns days counter please, or do away with it altogether?

    I noticed after about day 420 that there were no more spaceships appearing and I couldn't find any alien bases, as I was eventually catching up with budgeting money and manufacturing enough alien alloys and alerium to make the pegasus dropship, fusion weapons and ares platforms.

    I know the End Game part of the game isn't done yet, so is the plan to run the UFO's up until the player completes the End Game Mission?

    Many thanks,

    Compo.

    The final mission isn't finished yet, so I'm not really sure what's gained by doing this? I added an extra five waves of UFOs in 3.1.0 so there's a bit more playtime compared to the current public build, and if I add any more it'll just be the same thing over and over until the timeline runs out.

  19. 2 hours ago, Rufh said:

    When creating a new game (freshly installed game from GOG) with standard options (no change) the loading screen load then stuck at 79%.

    I wait for several minutes but the loading is never finished.

    I can't play the game.

    I'll be releasing a fix for this tonight, hopefully - but you can switch to the Experimental builds if you want to play now, as it should be fixed there already.

  20. 14 hours ago, WhoCares said:

    I have also a door issue in the alien base, but it is different. The door is closed but the Xenonauts can walk through it as if they are ghosts.

    See game save, just pick a soldier that has not moved yet and make him reach the others beyond the closed door straight ahead. output.logoutput.logoutput.log

    user_day_166_alien_base_manual_save-4.json 2.55 MB · 1 download

    I'm not sure this is the right save, as all your soldiers are grouped together before going through the doors in that save?

    Anyway, thanks for reporting this everyone. As Von_Emmy says, this bug happens when a door somehow gets stuck in the opposite state to what it's meant to be - and I think it's fixed when loading a save game?

    In any case, to fix it we're going to need to find a save where we can reproduce the bug occurring (it's one of those awkward ones where a save after it happens isn't that useful to us). We'll keep an eye out at this end too, but if you come across one in your playtesting then please let us know!

  21. 3 hours ago, zardoz2206 said:

    the bug is precisely that you get the not enough search facility (or engineer facility) message with plenty of living space.

     

    chris is supposed to have changed that

     

    i can also provide a save in which you can buy whatever number of those you want.

     

    Thanks. If you could provide a save for both situations that'd be great.

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