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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!

    This is the second Milestone 5 STABLE "release candidate" build, but we're actually aware of one crash we've not yet had time to fix so we'll probably hotfix again on Monday. However, please do report any bugs you encounter so we can get a good feel for the current stability of the game!

    Changes:

    • Killing a Psyon providing a Psionic Triangulation link to a Secton now suppresses the Secton, rather than causing a morale break (e.g. flee / panic / berserk). This should be easier to understand, and should actually provide the player more tactical benefits.
    • Set up the indestructible outer walls in the alienbase biome to display an invulnerable bare earth wall after being "destroyed".
    • Updated the skybox on the UOO-1 missions.

    Bugfixes:

    • Fixed a rare hang that could occur during the AI turn.
    • Fixed destroyed shipping containers still blocking grenade throws.
    • Fixed some visual issues / erroneous black squares appearing around the edge of the space station model on the UOO-1 Bridge Assault mission.
    • Fixed shroud issues around the edge of the UOO-1 Sabotage issues (where you couldn't reveal the rear sides of railings on the edge of the map).
  2. 2 hours ago, Charon said:

    Since the forum is overrun by bots, i thought it would be a good idea to increase the security checks to have new users posts being verified by staff before being shown to other people. This includes X1 and X2 threads.

    I tried changing the signup question a few days ago but it didn't help. I've actually just turned off new registrations entirely for a bit. The problem with having new posts require verification is that so many bots are spamming the forum that posts from anyone who isn't a bot would be completely lost and I'd have hundreds of spam posts to sort through each day.

    I'll re-enable registrations some time next week. Maybe the spam campaign would have stopped by then. If not, we'll have to think again.

    • Like 2
  3. 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 the first "release candidate" build for Milestone 5, and if we don't encounter any major issues then we'll release it to the standard branches next week as the Milestone 5 STABLE version. Please do report any bugs you encounter so we can make an informed decision about stability!

    Gameplay Changes:

    • The strategy layer should now be properly deterministic, so if you load a save and choose not to reset the game seed then events should play out the same way every time. This may prove useful for tracking down some of the more elusive strategy bugs!
    • Cursor snapping to the top of objects (cliffs, shipping containers, etc) has been disabled. In a future update we'll enable it for cliffs only, as it worked great on cliffs but not so well with the shipping containers.
    • Outer walls of alien bases are now indestructible again, as we ran into quite significant problems trying to add the earth tiles to the upper levels of the alien base maps.
    • Units now suffer 25% max HP damage, and 10% max HP in Stun Damage for each level they fall after the floor beneath them is destroyed. 
    • Minor adjustments to the invasion to make retaliation / resupply / construction / terror UFOs a bit stronger. There should also be fewer Destroyers once Observers and Abductors start spawning.
    • Added artwork for the UOO-1 Sabotage and UOO-1 Bridge Assault research projects.
    • Further translation updates.

    Bugfixes:

    • Fixed a crash that would occur after a Xenonaut base is destroyed if there was an aircraft present that was repairing itself.
    • Fixed a crash in the soldier inventory screen if the user was playing in Polish and activated a particular tooltip.
    • Fixed a number of connected line of sight issues - e.g. shroud not revealing correctly, doors sometimes disappearing entirely when opened, soldiers stopping movement even when not revealing an enemy, etc.
    • Fixed a bug where newly built bases would incorrectly start with only 1 of certain infinite quantity items (advanced aircraft missiles, advanced aircraft armour, etc).
    • Fixed the Doomsday Counter tooltip showing incorrect values for the number of active supporters.
    • Fixed open barn doors not correctly blocking vision etc.
    • Fixed an issue with Mind Control that meant Psyons were using it less frequently than they should have.
    • Fixed the outer walls of the UOO Bridge Assault mission being destructible.
    • Fixed some shipping containers not displaying the units stood on top of them when the camera was at ground level.
    • Fixed the Geoscape map not wrapping correctly on rightward movement.
    • The War Machine achievement now correctly reads "Equip a soldier with Vanguard armour" for all translated languages.
    • Like 2
  4. 14 hours ago, cwamartin said:

    I assume you have raided every type of UFO? There are new research subjects for each type you raid.

    If you have, I also encountered a bug whereby after you do the research on UOO1 which allows you to do the first mission on it, the option to redo the mission disappears and the option to do the second mission does not come up even after you do the second Uoo1 research project.  If that happens there is no way to complete the game.  I did complete it once so it can be done - i.e. the gameplay has now all been coded for it - but it seems that there are still bugs that can prevent you getting there.

    I have started a fresh campaign with the latest release to see if that helps, but I haven't got as far as the initial UOO1 research yet.

    There's a bug that's going to be patched today where if you didn't win the UOO-1 Sabotage mission pretty soon after Phase 4 starts, the second UOO plot mission won't unlock. I imagine that's probably what happened to you!

  5. 22 hours ago, endersblade said:

    I totally get where you're coming from.  But the problem is, I feel like you're catering to the wrong crowd.  Those of us who are veterans of this genre, (albeit probably the minority, so I understand why you would focus on the majority) understand that these games aren't meant to be short.  But people who either started with Firaxis XCOM/XCOM2/Chimera Squad (gods forbid...) and wanted to test this one out come here not realizing that they aren't the same game.  There's a reason the Long War mods are so popular, and it's because of people like me lol.  This shouldn't be the kind of game you sit down to and complete inside of a couple of hours.  It should be something you come back to several times over the course of several days.  A 'grand' strategy game, if you will.  We are fighting a war of attrition against an alien menace hellbent on taking our planet from us.  This isn't Independence Day where a couple of ships get taken out inside of a week, it's a full on invasion.

    I'm not saying this needs to happen now.  I understand and fully support the road map you guys are on, as the content and patches are coming out at a phenomenal rate.  I'm just hoping either you guys DO release that Extended Mode, or a modder makes a Long War mod for this game...

    Maybe I'm just expecting too much.  It has just always bugged me that tech can be fully skippable, considering we honestly don't have that many branches to research, and the Firaxis games just feel rushed.  The originals technically did too, but we weren't fighting against a doom counter, and we could play for as long as we wanted.  Xenonauts 1 almost does this, but the number of ships that start showing up after a while just get unmanageable, and ratings start tanking.  While not having an actual Doom Counter, you will lose if you play too long.

    Yeah, but remember Xenonauts 2 already isn't a game you can complete in a couple of hours. If you're assuming that each mission takes only 15 mins (which is a bit of stretch once you get past the early missions) then that's still 8.75 hours for a campaign spent just on the tactical map. Realistically each campaign is an absolute minimum of 10 hours, and for a lot of people it's in the 15-20 hour region. It's already a long game, even if you win your first campaign - much longer than the first game was.

    However once the mod tools are out I can almost guarantee someone will immediately make a longer and expanded version of the campaign and everyone will be happy. The type of people who like Long War are a pretty small subset of the people who buy these types of games, but they're hugely overrepresented in terms of the active community and people who are interested in making mods!

    • Like 2
  6. That's kinda intentional though. You could research laser weapons right out the gate in the original X-Com and you're not necessarily expected to take both Lasers & Accelerated weapons. It's a tough balancing action because if we give people options to skip tech (like the engine upgrades for interceptors etc) then some people feel like there's too much tech coming all the time, and if we make it a linear progression then other people feel like the tech tree is too boring and there's no choices.

    Fundamentally the issue is a campaign is already about 35-ish missions from start to finish. That's a long game in most people's books, and I don't think we can make it any longer without turning off the majority of the playerbase.

    Yes, we could make an official "long" version of the game but it'd take a pretty significant time investment from the dev team when we've got other things to be working on, and it's a real pain to maintain two different versions of the game once it's complete (tbh it's already a pain to balance the four difficulty settings). That's why developers usually leave this sort of hardcore mode to modders.

  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!

    We're aware of a number of other bugs in the current version and we're working on patching them as soon as possible.

    Gameplay Changes:

    • Added artwork for the Waveform Analysis and UOO-1 Analysis research projects.
    • Strategic Operations buttons now correctly go into the cooldown state immediately after being used.
    • All Geoscape timers now display "1 day" rather than "0 days" when the timer goes below 24 hours.

    Bugfixes:

    • Fixed an issue where the UOO-1 Bridge Assault mission would not unlock correctly if you did not complete the UOO-1 Sabotage mission quickly enough. This may not fix games where you are already past that point - if you have a save from before day 283 (which was the cut-off point) then I'd roll back to that and do the Sabotage mission immediately!
    • Fixed a crash that would occur at end of turn if a Reaper zombified a civilian who was crouching (as zombies are not permitted to crouch).
    • Fixed certain alien base double blast doors autoclosing after units move through them.
    • Fixed the external walls of the UOO-1 Bridge Assault mission being indestructible.
    • Fixed air combat autoresolve treating fuel inconsistently with manual air combat, and forcing planes to retreat in some circumstances where they could fight in the manual combat.
    • Fixed the shroud drawing over fire and the human laboratory tubes.
    • Fixed a couple of texture errors on the human Fusion Pistol and Fusion LMG weapons.
    • Fixed a visual issue on the Arid cliffs.
  8. On 3/15/2025 at 11:13 AM, Skitso said:

    Units on higher floor are invisible if camera is not set on that level. I'm pretty sure this has been a "forever issue", but reported it just in case.

    image.thumb.jpeg.b92e2eea22b1779e948930bcb5ea8162.jpeg

    This issue is tied to a larger issue with how roofs and other vision blocking elements currently work. I've discussed this earlier with @Chris via Discord and he then commented it's a work in progress and that my explanations about the issues and possible solutions for it were a "fair point" and that "he'd need to think about it". I also posted a suggestion regarding this in the Discord suggestions:

    https://discord.com/channels/702822278148390983/1347171088056062023

    This is fully intended in general, except in the specific case of shipping containers and cliffs. Basically the rule is that if you can see the floor tiles on which the unit is standing, the unit should be visible.

    We'll take a look at the shipping containers.

  9. 12 hours ago, Csatrad said:

    Game crash on enemy turn after poping a civ in revealed fog of war newest patch

    A continued game saved on tactical map, played straight after the patch.

    bug_report_2025-03-12-22h48_gc_5.16.0_unhandled_exception_0.zip 14.5 MB · 1 download

    Thanks - unfortunately this is because of the update breaking tactical saves. Could you restart the mission from strategy? Everything should work fine then.

  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!

    This patch contains quite a few balancing changes and it might cause some weirdness in campaigns from 5.15.0. If that happens to you, I've set 5.15.0 live on the Experimental Legacy branch so you switch back to it and finish your campaign.

    Balance Changes:

    • Rebalance of Operation Points values. You start with more OPs and lower Doomsday, but Supporters now cost about 60% more (a basic supporter is now 250 OP rather than 150 OP, etc). Strategic operations now have longer cooldowns, and Request Alenium has been buffed a little.
    • Phase 4 (and the Orbital Bombardment mechanic) has been moved forward about one month, and the first Harvesters have been moved forward two weeks. However, the second UOO-1 mission can now not be unlocked until roughly a month after Phase 4 starts. This improves the pacing at the end of Phase 3, which previously had about a month of dead time immediately followed by two UOO-1 missions in quick succession (causing a very short Phase 4).
    • Xenobiology research now also requires Waveform Analysis research to unlock.
    • Added an engineering project which allows Phantom interceptors to be upgraded to the speed of Gemini interceptors.
    • Added a Corpse Analysis project for the Eternals.
    • Construction times increased on Gemini / Pegasus aircraft, and on Gauss / Fusion weapons.
    • Cruiser UFOs now have a slightly lower top speed, as Phantoms could often struggle to catch them.
    • Interceptor UFOs now have a much higher turning rate and turn acceleration.

    Content Changes:

    • Added translations for most of the new Milestone 5 text.
    • The region information minibars on the Geoscape (that show the Supporters) are now hidden until Operation Points are unlocked after the ATLAS Base mission.
    • Updated the various Geoscape objective strings to fit the new story research chain.
    • The second UOO-1 mission now has much clearer objective text that includes the timing of the enemy reinforcements, plus a custom "end mission" effect that reflects the fact the space station is exploding.
    • The "Sell Junk" button in the base stores is now disabled if there's no junk to sell.
    • The "region bonus unlocked" popups now display a more informative text line about what you've unlocked.
    • Removed the duplicate "Eternal Interrogation" project unlocked after capturing an Eternal, as it didn't do anything (the Eternal Observation project worked as intended and is still in the game).
    • Reworked one of the Cruiser UFO interior variants to improve gameplay.
    • UFOs now contain the final props for the Alien Singularity Core and Alien Antigravity Generator, which are both also now animated.
    • Added artwork for the Request Alenium strategic operation, so each strategic operation now has unique artwork.
    • Added artwork for the Andron Praetorian corpse.
    • Added correct preview artwork for the Fusion Grenade engineering project.
    • Fixed some typos in the Operation Endgame research project.
    • Set the AI to avoid crushing various types of alien walls that Androns were previously just smashing through for convenience.
    • The  campaign defeat / campaign victory screens now play their custom music correctly.
    • Added injured / wounded text colouring on the Soldier screen soldier list.

    Bugfixes:

    • Fixed a crash that could occur in the AI turn of the tactical combat linked to Mind Control.
    • Fixed the alien base large doors incorrectly autoclosing when a unit tries to move through them, and fixed the MARS being unable to path through them.
    • Fixed the Orbital Bombardment timer (the UI element in the bottom left) not visually updating after the UOO-1 Sabotage mission is completed, and then disappearing entirely after the first bombardment occurs.
    • Fixed the ammo capacity tooltip being broken when comparing items on the Soldier Equip screen.
    • Fixed fast interceptors getting locked into a pattern of overshooting UFOs when speed is flowing at max speed and failing to engage them.
    • Fixed the Doomsday Counter tooltip bugging out if the Doomsday daily gain turned negative.
    • Fixed Androns crouching after spawning as reinforcements (they shouldn't be able to crouch).
  11. Just so everyone is clear - the plans for the air combat are not massive gameplay changes. It's bringing in the new UI and the tutorial, which will keep the same basic mechanics but will make everything look much more polished. There's going to be a few smaller changes to the mechanics but they're minor ones.

    We're obviously not going to cut out the air combat. It's connected to loads of other parts of the game; it'd probably be more work to remove it than to finish it.

    • Like 2
  12. On 3/7/2025 at 5:52 PM, Bud Svencer said:

    Thanks. This is because this save is corrupted - you need to go back to an earlier save before you completed any of the Corpse Analysis engineering projects (as these corrupted the game).

    Once you've done that you can continue playing, and the fix means that Corpse Analysis projects will not cause corruption any more.

  13. Not everything that isn't visually perfect is AI art. Lots of artists work with photobashing, where they grab photo references and paint over them. If they're pulling together multiple photos then the vanishing points often don't match (and even the best artists often get the vanishing point wrong anyway, as they're only human). In the second image the dubious vanishing point is forced by the UI.

    There's a few suspicious things with the first image that I'll speak to the artist about, although I'm not necessarily convinced AI is responsible. I doubt either of the other two have any AI in them from what I've seen of the WIP versions.

    • Thanks 1
  14. 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:

    • Fixed a crash that would occur accessing the Soldier Equip / Base Stores / Aircraft Equip screen after you'd completed a Corpse Analysis engineering project that marked the corpses as "Junk". Unfortunately, we can't fix corrupted saves here - you'll need to revert to a previous save from before you completed the Corpse Analysis project.
    • Fixed an issue where Biters could spawn on the other side of walls from the impact point.
    • Fixed the Aerial Warfare project not giving a "project available" popup when it is unlocked.
    • Fixed the Pegasus doors misbehaving.
    • Fixed the colour-coding for wounded / injured soldiers in the bottom left soldier list on the Soldier Equip screen, as it was getting out of sync in some situations.
    • Fixed the Rush Replace aircraft button having unreadable black text rather than white.
    • Updated the styling of the Doomsday counter tooltip to make it a bit more readable.
    • Added artwork for the Andron Praetorian corpse.
    • Like 1
  15. Hello everyone - we're now into March, so here's our regular update on what we got done during February!

    image.jpeg

    Milestone 5 Progress:
    As always, our focus has been on getting Milestone 5 ready for public release. I said in the last update that we're hoping to do this in March and we're still on track for that, although the exact date depends on how smoothly the bugfixes go over the next few weeks - we're expecting mid-March if all goes smoothly, and late March if we run into issues.

    In coding terms, a lot of this month was spent ironing out gameplay / stability issues and tidying up some loose ends regarding new features added in Milestone 5, so although our programmers have done a lot of work there's not much in the way of exciting new headline additions for me to talk about here. However, we did find a few days to improve the shooting path calculations in the tactical combat so the permitted fire paths better match what the player would expect, particularly around doorways and corners, as community feedback suggested this area needed more polish (turns out the system had a couple of subtle bugs that needed fixing).

    Writing & Art:
    Last month was a big month on the writing front - the writing in the game is now largely complete. This means that all research projects now have research text, the phase briefings have been revised, more tactical missions have introductory character conversations, and there should be a more consistent narrative thread running throughout the whole game. Hopefully it's now much clearer why all the factions in the game are acting the way they are.

    Finishing this allowed us to send all the new game text off for translation, and we should have localised text in Milestone 5 in the next week or two (which was one of the main barriers to the public release).

    We've added some new illustrations to the game over the past month, most of which are just adding flavour art to the new UI popups related to the new Geoscape mechanics in Milestone 5. In our recent 5.13 Experimental update we also added unique illustrations for three of the five strategic operations (which should make it easier to tell them apart) and we're expecting to have the remaining two done shortly.

    Community Suggestion Review:
    Once Milestone 5 is done we'll be starting work on Milestone 6, which should be our final major update before then 1.0 launch. Alongside the last remaining features on our roadmap (Air Combat Revamp, Ending Cinematic, Soviet Town Biome, Mod Tools) we've been reading through the many, many community suggestions that have been posted on Steam, our Discord and our forums during the Early Access period.

    We're now reviewing all these suggestions as a team and looking at which ones we can include in Milestone 6. Although we can't add every suggestion to the game, there's a lot of good ideas here and we want to thank everyone who has given us feedback and suggestions during development - we may not always have responded immediately, but we did read them all eventually!

    That's everything for this update - thanks for reading, and hopefully we'll have a big announcement in the next few weeks about the public release of Milestone 5!

    • Like 5
    • Thanks 1
  16. 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:

    • Blast doors in the military base biome can no longer be manually closed. They now act like alien base doors - once opened, they remain open until the start of the next player turn.
    • ENDGAME part 1 alien reinforcements now spawn on a 3-turn cycle (rather than a 2-turn cycle).

    Bugfixes:

    • Fixed the air combat autoresolve causing a hang on the Geoscape.
    • Fixed a crash related to alien mind control.
    • Fixed being unable to path through multi-tile doors without needing to open them first.
    • Fixed multi-tile doors incorrectly closing after every use, requiring soldiers to waste lots of TU when going through them.
    • Fixed ENDGAME part 1 mission objectives incorrectly reporting that the enemy reinforcements would be coming a turn later than expected.
    • Fixed Abduction Tubes drawing under the shroud again.
    • Fixed an issue where the teleport particle effect on enemy reinforcements on UOO / Endgame missions was incorrectly playing after they had spawned and run off into the shroud.
  17. 6 hours ago, SoftwareSimian said:

    Injured soldiers are supposed to show white if healthy, pink if slightly hurt and red if badly hurt. It used to in v4, but in v5 it seems randomly inconsistent. See attached screenshot -- one soldier with 15% health is appropriately red, but another with 10% health is white.  In another case 63% and 86% are pink but 76% is white.

    20250304230250_1.jpg

    20250304230250_crop.jpg

    A save would be very helpful if you have one! :)

  18. 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:

    • Added unique art for the first two strategic operations (Raise Funds, Reduce Tensions).
    • We've made a number of fixes / updates to the shooting mechanics, which should hopefully reduce instances where shot paths seem to pass through solid walls or at unrealistic angles through doors or around corners etc. 
    • Open doors now act as physical objects that block movement, vision and shooting. Units pathing through an open door (not an open doorway) will automatically close it so they have a clear move path.
    • Weapons now have a minimum fire range in the air combat, which compensates for the fact that weapons actually fire from the center point of all aircraft / UFOs. This shouldn't have much of an effect on Xenonaut interceptors (basically their weapons can no longer attack if the target is past the nose of the interceptor), but it should make a big difference against large UFOs with powerful frontal weapon - previously these would fire as soon as an interceptor flew across the centerpoint of the UFO (usually because the interceptor overshot when approaching from behind), dealing massive instant damage that was impossible to evade.
    • Completing the Corpse Analysis engineering projects will now mark the appropriate corpses as "junk" on the Base Stores screen.
    • The Panic bar is not shown on the Geoscape region info pop-up in Phase 1 any more. It appears in Phase 2 when the Panic mechanic is introduced.
    • The Capture Resources / Eliminate VIP mission briefings now correctly refer to bonus Operations Points, rather than Doomsday decreases. The Cleaner Leader on the Eliminate VIP mission now grants 30 Operations Points if stunned and captured alive.
    • Cyberdrones should actually now be unable to perform reaction fire.
    • Alien Magnetic LMG now has a 3d model that matches the 2D art.

    Bugfixes:

    • Fixed a crash that could occur after killing an alien unit that mind controlled your soldier.
    • Fixed a crash that could occur after the UOO-1 Sabotage mission.
    • Fixed a rare crash that could occur if an offscreen bullet hit a target while the camera was still trying to pan to track it.
    • Fixed a bug where strategic operations could get stuck in the cooldown state.
    • Fixed a bug where AI units would go into "combat mode" on sighting a dead enemy unit. We think fixing this may help address the alien units in terror missions being incredibly aggressive, as those maps contain lots of civilians and even a dead civilian would trigger the alien to think it was in active combat.
    • Fixed a bug where certain aliens (e.g. Psyons, Reapers) had issues climbing ladders, sometimes ending up hovering in the air or stuck inside walls. 
    • Fixed the wage expense for scientists / engineers being incorrect on the Hire Scientists / Engineers screen after having unlocked the appropriate region bonuses.
    • Fixed the Phase 4 timer ("UOO-1 Completion") being set to finish at the wrong point.
    • Fixed some non-functional teleporters in one of the Cruiser UFO map variants.
    • Fixed one of the Battleship UFO map variants having missing internal walls in one section of the Battleship.
    • Another attempt at fixing the issue where enemy units are revealed when you move a unit in the deployment phase before the Cleaner Base mission.
    • Fixed the "release captured civilians [x/10]" objective always being ticked in an Abduction mission, rather than only becoming ticked when you'd opened all the tubes.
    • Fixed Cleaner reinforcements getting stuck in one of the boreal VIP extraction map.
    • Fixed a number of visual issues with the white walls in the UOO-1 Bridge assault mission.
    • Fixed the alien grenades and MARS Smoke Launcher having projectiles that did not match their art.
    • Like 1
  19. On 2/24/2025 at 5:43 PM, Suroubureau said:

    So I'm at day 195, UOO-1 is just finishing, and then the timer reaches zero, and disappears. No bombardment, no mission, no progress. Already did the research for it. Or maybe I was just impatient? I waited until around day 211, after the monthly report. (I had this in another game last week in 5.11, i waited until day 242, then the new update made me restart.) A lot of things happen in my save this day, constructions finishing, research being done. Thought maybe something messes with the triggers, but even if I cancel everything, the same thing (nothing) happens.

     

    user_day_195_manual_save-11.json 732.18 kB · 1 download

    Thanks. The timer was just set incorrectly and finished too early, it's actually at about day 280 where the next phase begins. We'll fix that in the next hotfix.

  20. 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!

    Please note this update breaks save game compatibility. If you want to keep playing on the previous version, it's available on the Experimental Legacy branch. We apologise for this and understand it's frustrating to have to restart a playthrough, but some of the bugs in previous versions could permanently corrupt campaigns and we're getting a lot of "false" bug reports that result from people continuing to play corrupted campaigns. This is wasting player time while also making it harder for us to identify and fix the "real" bugs.

    Thanks for bearing with us while we get stability under control.

    Gameplay Changes:

    • UFOs should now regenerate 1 Armour per hour on the Geoscape if damaged but not destroyed (they already regenerated HP).

    Bugfixes:

    • Fixed an end-of-turn crash in the VIP Elimination / VIP Escort mission.
    • Fixed a crash that could occur when launching aircraft or assigning a new target to aircraft.
    • Fixed the post-UOO mission issues with soldiers getting stuck in the "Airborne" state again, as the issue was still affecting some users.
    • Fixed the Raise Funds strategic operation sometimes getting stuck in cooldown mode.
    • Fixed an issue with save games not always recording the game state correctly with regards to funding / Operations Points.
    • Fixed Iron Man mode not correctly saving on exit.
    • Fixed shooting through round corners allowing too wide a shooting angle in some circumstances.
    • Fixed the Servitor pausing for too long before attacking.
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