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

    Broken Save Compatibility:
    This build contains some changes to the tech tree, so save games from 4.7.0 and earlier are not compatible with this update. If you'd like to continue playing 4.7.0 then it is available on our Experimental Legacy branches (or on GOG you can manually switch to an older build).

    Gameplay Updates:

    • The Exosuit is now called the "Vanguard Battlesuit", and has updated research text that reflects the fact is is now the ultimate armour. The "War Machine" achievement now unlocks from equipping this rather than the Colossus.
    • The Aerial Warfare research project now unlocks an "Aircraft Missiles" engineering project that grants unlimited quantities of the basic missiles and torpedoes, as many players did not realise earlier versions of Milestone 4 gave these items immediately on completion of the research.
    • We've updated the click detection in the tactical combat so UFO hulls no longer block clicks, as it could sometimes be difficult to select soldiers near the UFO in earlier versions of Milestone 4.
    • The cabbage field assets that were causing FPS drops have now been fixed (properly this time). We've also made some performance improvements to the tropical jungle tree clumps.
    • New / improved game assets:
      • Added new research text for the Colossus battlesuit.
      • Added corpse analysis projects for the Cyberdrone.
      • Added new artwork for the Andron and Cyberdrone corpses.
      • Updated the Andron idle animations to look more robotic.
      • Updated the animations for the Colossus battlesuit to make it look more robotic, and made some minor improvements to the model.
      • Added a sound effect when you decomission an aircraft.

    Balance Changes:

      Wraith seemed disproportionately strong compared to the other alien races, so their HP values have been reduced by 20% and their Cloaking Field now reduces Accuracy by -1.5 per tile (rather than -2).
    • Colossus now sets the user to 100 Strength, rather than giving them a +25 Str bonus.
    • Mentarch Corpse Analysis II and both Andron Corpse Analysis projects now require fewer corpses to complete.
    • Weapon balancing:
      • HEVY Launcher is now an arc-fire weapon rather than a direct-fire weapon and now has a maximum range of 25 tiles, which makes it significantly stronger (unless you're indoors). The scatter for missed shots has been updated to ensure they don't always catch the target in the blast area, particularly when shooting at long range.
      • Slightly increased the fire costs on the shotgun (28% TU to 30%, and 40% to 43%).
      • Reduced the range of the pistol from 12 to 10, but boosted hit bonus from +3% per tile to +4% per tile. It's therefore more accurate within 10 tiles, but less accurate beyond that.

    Bugfixes:

    • Fixed several crashes related to Cyberdrones being killed.
    • Fixed another crash related to throwing grenades.
    • Fixed new suits of Colossus armour built after the Colossus Upgrade project still being the old non-upgraded Colossus version.
    • Fixed Andron Praetorians not having visible weapons, having too little armour, and incorrectly looking like the basic Androns.
    • Fixed the game playing some strange "weapon equip" sounds after throwing a grenade.
    • Fixed research projects not showing a duration if the remaining time was between 23 and 24 hours.
    • Fixed the Air Superiority achievement not unlocking correctly if you were using air combat autoresolve.
    • Fixed the Angel incorrectly having an (oversized) F-16 icon in the air combat.
    • Fixed another indestructible wall inside the Abductor UFO.
    • Removed references to the integrated grenade launcher on the Colossus, as it can't actually use grenades,
    • Like 3
  2. On 6/11/2024 at 5:08 AM, Melee said:

    Description: Laser rifle showing 0 ammo will not reload despite having two full ammo magazines and a partial in inventory.

    What Happened:  Tried to reload Kirsenko's laser rifle showing 0 ammo. Get 'Cannot reload when magazine is full' message.

    user_day_140_crash_site_manual_save_cannot_reload-215.json 2.26 MB · 1 download

    The issue is that your laser rifles actually have two clips inside them due to a bug. You can RMB click in the tactical inventory to unload them, and you'll get two clips out if you do. Then they'll reload as normal.

    I think this bug is fixed in 4.7.0, although it won't fix existing loadouts. I think if you re-equip the weapons on your loadouts and then save them, it'll fix the issue.

  3. 14 hours ago, vaBchRog said:

    I purchased a Steam Copy so I could play the Milestone 4 and see what's different.   I have played through several times on the easiest level on my Epic copy.  I received and did the Air Weapons Research.  Went to engineering to start production of some missiles and its grayed out.  Just realized there are no air weapons at all no auto cannon or armor plating are they suppose to be gone in Milestone 4?

    user_day_10_manual_save-1.json 276.96 kB · 0 downloads

    No, they're just unlimited quantity items once researched. You can equip them on your planes immediately.

  4. 5 hours ago, Dronxy said:

    Here I had the same problem

     

    9 hours ago, eamplus said:

    I'm having the same issue, on Alien turn the app just crashes (dies silently). I could probably return to Geoscape and start over, but don't know if it's something with that particular tactical mission or something affecting everything in general.

     

    The stack trace for the latest crash reports this:

     [0x00023] in F:\Jenkins\workspace\X2 (Build)\release-4.x.y\Assets\Code\Screens\GroundCombat\Systems\Animation\Acts\DoorAct.cs:73 
      at Common.Boards.System.DoorAct.OnStarted () [0x0008a] in F:\Jenkins\workspace\X2 (Build)\release-4.x.y\Assets\Code\Screens\GroundCombat\Systems\Animation\Acts\DoorAct.cs:49 
      at Common.Boards.System.Act.PrivateOnStarted () [0x0003f] in F:\Jenkins\workspace\X2 (Build)\release-4.x.y\Assets\Code\Screens\GroundCombat\Systems\Animation\Acts\Act.cs:563 
      at Common.Boards.System.Act.PrivateOnActivated () [0x00001] in F:\Jenkins\workspace\X2 (Build)\release-4.x.y\Assets\Code\Screens\GroundCombat\Systems\Animation\Acts\Act.cs:569 
      at Common.Boards.System.Act.Update (System.Single deltaTime) [0x00063] in F:\Jenkins\workspace\X2 (Build)\release-4.x.y\Assets\Code\Screens\GroundCombat\Systems\Animation\Acts\Act.cs:279 


    And probably has to do with one alien going inside the spaceship. I'm using the experimental branch.

    If you were fighting an Abductor UFO crash site in your save game, then yeah, it's a problem with a corrupted map and it'll work fine if you reload the save on the Geoscape before the mission started.

    If that's not the situation you were in, please let us know and we'll look into it further!

  5. 20 hours ago, Beltorn said:

    Game crashed, apparently, at the end of an alien turn
     

    bug_report_2024-06-11-13h53_gc_4.7.0_unhandled_exception.zip 10 MB · 5 downloads

    Thanks. It looks like this is caused by the fact the save game is from an Abductor UFO mission, and we updated the Abductor tiles in the most recent patch so the map is now broken. As you've already discovered yourself, it should work fine if you restart the mission from the Geoscape.

  6. 12 hours ago, Dronxy said:

    When I finish the mission and the game will return to the world map. The game simply closes. Anyone else having this problem?
    And there's another BUG, when I go to modify the soldier's equipment, it duplicates and crashes. I can't unequip anything else

    Thanks. Sorry you're having issues. Is this happening on the experimental branch (4.0.7) or the standard Steam branch (3.8.0)?

    If you could attach the crash report zip (on Experimental) or the output.log and some save games (if you're on the normal branches) then we cantake a look and see why the game is crashing. Details on where to find the logs are in the sticky threads at the top of the forums.

  7. 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!

    4.6.0 Reversion & Save Compatibility:
    We released 4.6.0 on Friday and decided to revert back to 4.5.0 roughly 12 hours later due to stability issues in the save / load system. This update fixes those stability issues and will allow players to continue campaigns from 4.5.0, but unfortunately any saves from 4.6.0 will be broken (which they likely were anyway). Nonetheless, if anyone really wants to continue playing 4.6.0 then they can do so on our Experimental Legacy branches.

    Due to the reversion, these patch notes also contain the changes that were originally made in 4.6.0.

    Gameplay Updates:

    • Added research text for the Andron Autopsy research project.
    • Expanded the Funding Report so it shows the base funding level for each region, plus the modifier based on the region Panic. All research projects and missions that increase funding now list these values in terms of base funding (the amount you'll actually get varies based on Panic).
    • UFOs now have a limit on the number of times they can land in a single mission, and fixed some issues to do with the take-off process that should help avoid the situation where a UFO spends days flying around the Geoscape while repeatedly taking off and landing.
    • The minimum hit chance required for units to perform overwatch is now 10% and soldiers will not fire their weapons at targets beyond the maximum range of their weapon (which would inflict reduced damage).
    • Androns and other robotic enemies should now play an appropriately mechanical gib animation if they suffer overdamage.
    • Updated the "construct building" sound on the Base screen.
    • Added a sound effect when launching an aircraft onto the Geoscape.

    Balance Changes:

    • Colossus Armour now reduces the wearer's Reflexes by 20.
    • Sebillian Time Units increased to 75 (from 60), and Reflexes increased to 50 (from 25).
    • Andron Strength increased to 80 (from 50), Reflexes decreased to 25 (from 50), and TU decreased to 55 (from 60).
    • Stalker Armour cloaking field defensive bonus reduced to -1.5 enemy Accuracy per tile (from -2 per tile).
    • You can no longer complete the Fusion Lance or Shielded Plating aircraft upgrade processes without completing the earlier projects in the sequence (making them consistent with the other aircraft upgrade projects).

    Bugfixes:

    • Fixed a crash in the load / save system (fix for a bug introduced in 4.6.0).
    • Fixed a crash in the air combat that could occur if you accidentally right-clicked on one of the Evasive Roll buttons.
    • Fixed a crash in the tactical combat that would occur if you pressed Esc while hovering over a grenade tile.
    • Fixed another crash that could occur during the AI turn.
    • Fixed the Abduction mission on day ~55 incorrectly spawning twice.
    • Fixed a visual issue on the soldier equip screen where items in the Primary / Secondary would appear doubled when equipping a new loadout (fix for a bug introduced in 4.6.0).
    • Fixed alien / Cleaner weapons being loaded with duplicated ammo clips, making their weight incorrect if you picked them up in the tactical combat.
    • Fixed the You Sunk My Battleship achievement not unlocking after shooting down a Battleship UFO (which won't arrive until Milestone 5).
    • Fixed some indestructible walls in the Abductor UFO.
    • Fixed an issue with a climbable cliff on a Polar map being too close to a building and causing the pathfinding to think units could walk through the air onto a building roof.
    • Fixed some animation issues with the unarmed Colossus armour.
    • Like 3
  8. 18 hours ago, WhoCares said:

    I am at day 458, and the objective is to capture an Eternal (has been for over 150 days). However, the alien base where one could find the Eternal never shows up. I have seen the Eternal in a previous version, at Milestone 2 if I remember well, so it is coded already. See game saved.user_day_458_manual_save-5.json

    Thanks. They're not meant to be in Milestone 4, so they've been removed. They'll be back in Milestone 5.

  9. Hello everyone - it's pretty clear that our Milestone 4.6.0 patch on the Experimental branch is actually less stable than the 4.5.0 patch it replaced, so we're temporarily reverting the Experimental branches back to 4.5.0 while we work on some fixes. Apologies to anyone affected by these issues.

    Please be aware that any 4.6.0 save games will not be compatible with the older 4.5.0 version, so players will either need to revert to an older save from 4.5.0 or wait for us to release 4.7.0 next week if they want to continue an existing campaign.

    If you do want to continue playing 4.6.0 (and I wouldn't advise this given the number of crashes being reported), then you can still access it on the Experimental Legacy branch.

  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!

    Gameplay Updates:

    • Expanded the Funding Report so it shows the base funding level for each region, plus the modifier based on the region Panic. All research projects and missions that increase funding now list these values in terms of base funding (the amount you'll actually get varies based on Panic).
    • UFOs now have a limit on the number of times they can land in a single mission, and fixed some issues to do with the take-off process that should help avoid the situation where a UFO spends days flying around the Geoscape while repeatedly taking off and landing.
    • The minimum hit chance required for units to perform overwatch is now 10%, which should go some distance towards stopping units firing at extreme long range.
    • Sebillian Time Units increased from 60 to 75, and Reflexes increased from 25 to 50.
    • Andron Strength increased from 50 to 80, and Reflexes decreased from 50 to 25.
    • Stalker Armour cloaking field defensive bonus reduced from -2 enemy Accuracy per tile to -1.5.
    • You can no longer complete the Fusion Lance or Shielded Plating aircraft upgrade processes without completing the earlier projects in the sequence (making them consistent with the other aircraft upgrade projects).

    Bugfixes:

    • Fixed another crash that could occur during the AI turn.
    • Fixed alien / Cleaner weapons being loaded with duplicated ammo clips, making their weight incorrect if you picked them up in the tactical combat.
  11. 1 hour ago, ih8california said:

    Chris, are you talking about weapon slots or hardpoint values for each weapon type? My point was to increase the available hardpoints (not physical weapon slots) on geminis or am I misunderstanding how that works?

    And if no to the increase hardpoints, could we at least get a reduction in evasive roll cooldown for the gemini?

    Yeah, it's confusing. I was talking about the hardpoint limit (4) on each plane. That's a reflection of the size of the weapon grid for each aircraft in the Air Combat UI (in the stats area for each plane on the right).

    Adding more equipment slots would be possible, although you might run into issues with not having enough horizontal space to fit them all in on the Aircraft screen. And if you're limited to an absolute maximum of 4 weapons, a fifth equipment slot might not be very useful.

    Yes, making the Gemini better at evasive roll is something we're looking at.

  12. On 6/5/2024 at 8:55 PM, Grobobobo said:

    image.thumb.png.597daf1315d5880a4ab129a758154845.pngbug_report_2024-06-05-21h51_gc_4.4.1_user_f11.zip
    A bit of a nitpick, and not nearly as egregious as other things ai has done, but this psyon has ended a turn in this position without shooting once. If he can't shoot the sniper due to ranges/stealth armor aim reduction, then he should at least try to go back inside so he's not as exposed. If he can't have the TU's to do so, then he shouldn't peek in such a position in the first place.

    We'll check if this is a bug, but that spot the alien ends up in isn't a bad spot - even if we assume 360 degree vision for your soldiers, there's only one soldier with vision on that spot. And I don't think the Psyon will have much chance to hit a Stealthsuit soldier at that range; there's a -31 hit chance penalty there (I need to update that so it works like the Wraith cloaking field now works).

  13. 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 Updates:

    • The spawn regions on Ambush missions have been reduced by 3 tiles, so you can't spawn quite as close to the Cleaner convoy as you could previously.
    • Increased the size of the aircraft hardpoint equipment menu so you can see more available items at once.

    Bugfixes:

    • Fixed a crash that could occur during the AI turn when you were fighting Servitors.
    • Fixed a crash that could occur on the Soldier Equip screen when dragging items back onto the base stores panel on the right.
    • Fixed the post-mission debrief screen values for killed aliens / dead Xenonauts / surviving civilians being incorrect after running several missions.
    • Fixed several projects incorrectly unlocking on the Cleaner Base being revealed, rather than when it is destroyed (Cleaner Device research, Nanotech Workshop and Quantum Laboratory engineering projects).
    • Fixed the Fusion Lance not appearing for your aircraft if you complete that project before completing the Laser Lance project. The Laser Lance project can no longer be completed once the Fusion Lance has been finished.
    • Prevented soldiers equipped with jetpacks sometimes being able to move onto the same tile as other soldiers, if both were moving simultaneously.
    • Fixed Cleaner trucks on the Ambush missions incorrectly awarding Cleaner Supplies even if destroyed.
    • Fixed Cleaners still being present on the day 57 Abduction Site if you'd managed to destroy the Cleaner Base before that.
    • Fixed the Captured Wraith Leader item not displaying its name correctly.
    • Like 2
  14. 41 minutes ago, Skitso said:

    Yeah, the issue I have is that by the time I unlock the first two advanced manufactures (warden and accelerated), I've already collected so much alloy, that I don't need to take the amount I have in any consideration, and can just build pretty much all I need or want to.

    This is the first time player needs to use alien materials and it's an important moment where the game should teach about manufacture costs and also establish how expensive and important alien materials are in winning the war. So limiting alloys until a little further would improve the gameplay by forcing the player to make more choises that matter, make the alloys feel more special and rare lore wise, while also teaching the player better about alien material usage.

    If the destroyers bring the project numbers up, let's push alloys from there on forward. Let the player starve for alloys until then

    Yes, but the issue then is that it becomes completely pointless to build additional Labs early in the game because it'll never be possible to build the stuff you can research, so that can't be the solution we go with.

  15. 4 hours ago, Nils said:

    I experienced performance issues.

    It happens on maps with big ufos especially when my squad is near the ufo and when i am fast forwarding the movement ("space"-key).

    My PC hardware is up to date.

    - I also experienced some 0-damage shots on aliens and also from aliens on myself, even when there is no armor on the target. It happens extremly rare, but it does.

    Happened with laser- and with fusionweapons

    Can anyone confirm this?

    Does it happen on particular biomes? The farm and the jungle biome are sometimes said to have worse performance than others.

    The 0 damage shots against enemies with 0 armour are likely to be when units are firing weapons beyond max range. Damage quickly falls off beyond max range, even if you hit the target.

  16. 24 minutes ago, Melee said:

    Description:  Cleaner HQ mission does not yield $600,000 additional funding.

    What Happened:  Someone is skimming.  Comparing pre- and post-Cleaner HQ mission funding reports does not indicate a $600,000 difference.

    As shown in the images, the difference is $1,949,380 - $1,581,980 = $367,400 (odd value).

    Regional allocation of a $600,000 total increase should be $100,000 per region, if distributed evenly. 

    Actual distribution is:

    North America – $112,680 - $44,280 = $68,400
    Soviet Union – $61,620 - $11,020 = $50,600
    Europe – $118,720 - $36,120 = $82,600
    Asia Pacific – $84,120 - $29,520 = $54,600
    Latin America –  $88,520 - $32,920 = $55,600
    Africa – $88,520 - $32,920 = $55,600

    Cleaner HQ Finances After.png

    Cleaner HQ Finances Before.png

    auto_strategy_after_combat-29.json 403.67 kB · 0 downloads auto_strategy_before_combat-28.json 401.73 kB · 0 downloads auto_groundcombat_turn_70_start-334.json 1.82 MB · 0 downloads

    It's fine - we don't need saves in this case. It's just showing the old values before I changed things to be variable Panic-related funding. I need to think about how to display a funding increase when the amount is variable.

  17. 4 hours ago, SoftwareSimian said:

    I got something new from an Alien Base mission. It has no description in the post-mission summary.

    Also when I get back to base, I now have a <blank> item in Storeroom.  Whatever it is, it's flagged as "junk" when use the Sell Junk button.

    I thought maybe since it was new and exciting it would trigger some research project, but it did not.

    20240605234454_1.jpg

    20240605234801_1.jpg

    auto_groundcombat_turn_10_start-951.json 3.2 MB · 1 download auto_strategy_after_combat-190.json 947.92 kB · 1 download

    Thanks. Turns out that item is the Captured Wraith Leader, the name on the item was just set up incorrectly. I'll get it fixed.

  18. 18 hours ago, Nobody6 said:

    While arraing my soldiers in the dropship earlier I noticed, that I'm often unable to differentiate between the weapons they are holding (especially for the better ones). My solution is to look at highlight in the soldiers list on the left. However this list only shows 11 entries, so there is an up to 32% chance I still can't tell a soldiers role.

    However, there is plenty of space (marked area in the screenshot) to extend the list to show all soilders.

    Alternatively (if you don't want to change the size of the window, e.g. for estectic reasons) I suggest an auto-scroll mechanism, so that the highlighed soilder is always in focus.image.thumb.png.6b76a5b2e02b5296c5cbf669d009e0f5.png 

    Thanks. Yeah, you're not the only preson to bring this up - you'll be pleased to know we implemented the feature in Milestone 4 a week or so ago!

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