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Posts posted by Chris
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On 7/28/2024 at 10:17 AM, gG-Unknown said:
Can you fix the information on After-Mission briefing panel that way, it changes " Killed in Action" vs "Missed in Action" accordingly ?
e.i. when soldier is left behind (dead, unconscious, whatever), then After Mission briefing panel should say MISSED IN ACTION, not KILLED IN ACTION as it is now.
Best would be, add (spawn) a dog-tag to the place where soldier is turned into red pudding, so he can get properly KIA by returning his dog-tag home.
https://en.wikipedia.org/wiki/Dog_tag
All this support my previous recommendation:
KIA - honour + xp_recycle
MIA - shame
Thanks
Yeah, we'll get the text to show MIA when appropriate.
EDIT - actually, there's a discussion to be had about when MIA should be shown. I think if the soldier is confirmed dead then he's shown as KIA even if his body isn't recovered at the end.
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1 hour ago, Bernie22405 said:
I thought it was my job as mission commander to decide what equipment my troops need for a mission? Where does "supposed to" come in on that?
If automed is only going to heal 20% of what it used to heal, for an unspecified number of turns, then I want a medkit for the heavy healing and automed becomes a bandaid dispenser to take care of bleeders that need all their movement points that turn to not become toast. They might still have heavy damage to heal on the next turn but at least they won't bleed out after getting out of Dodge.
Yeah, this is the idea. The automed module is valuable because it'll heal bleeding wounds immediately without costing TU (although it'll eventually heal units back to full health if you wait long enough). But you'll still want a few proper medikits around to quickly heal soldiers who have been badly hurt.
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18 hours ago, Xeferah said:
It might be. I'm gonna do some tests this evening, see if I can get soldiers to turn on just spotting enemies. For shots I'm sure off, but I think it was also just on spotting enemies, but I'm gonna test that this evening.
Actually, I did find a bug - thanks for flagging it up. It seems like if a rotation reveals an enemy then you get charged the TU for the entire planned rotation, even though the soldier will stop turning at the point they spot the enemy. This can cause you to lose a few extra TU.
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On 7/26/2024 at 4:20 PM, ih8nixon said:
Problem:
Phantom interceptors have a base armor of 5. After air combat this armor won't be replenished during the aircraft's is repair and rearm.
Phantom's equipment [Fusion Lance] [Fusion Lance] [Fuel Pod] [Empty]
Work around: During aircraft and repair phase I can equip 'Reinforced Plating' on the plane. Then the armor will start to replenish. Once the level of armor is above 5 I can unequip the 'Reinforced Plating' and the plane will have its base armor as 5/5.Haven't tried with the Gemini yet.
Thanks - do you have a save I can look at? Was this campaign started in 4.19?
Do you remember if this plane has done anything unusual in its lifetime? Has it been shot down, or transferred to another base, etc? Basically there's a hidden item on the plane that has provides the regeneration that has somehow become unequipped, and I need to figure out how.
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3 hours ago, Xeferah said:
I'm still trying to find an exact replica, but I can confirm for sure that units turn when they get hit during running. Will try to create a good example in-game with screenshots.
Ah - yeah, units will always rotate towards the target if they take damage (X-Com games have always done that). Is that what the issue is?
Because that's a slightly different issue to units turning when they spot enemies. That would be definitely be a bug. The issue above is a design question, really. I guess maybe we could limit that to only occuring during the enemy turn.
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15 hours ago, Ziran said:
Well my next mission was abduction vs the "wraith" (ghostly blue soldiers, my first encounter with them). It was basically mission impossible. I abandoned this game and will wait for future patch to try again. The wraith did not have super reaction fire but they were sniper like accurate and deadly (they were carrying rifles when I looked at one dead body). Combined with dispersed nature of abduction points, tight time limit it was not a mission one could win.
Again, without a save there's not much I can do here. Either some weirdness has happened because I changed the difficulty-level accuracy modifiers and it's caused a bug in existing campaigns, or you're finding the game much harder because you've increased the number of aliens in the game (or you've just had a lot of bad luck). But I can't tell without loading a save from your campaign. The damage numbers for the alien weapons are unchanged, and their accuracy has been reduced overall.
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6 minutes ago, Ziran said:
The aliens are utterly ludicrously accurate with their weapons now in tactical battles of 4.20. Particularly starting in month 3. They also reaction fire with absurd frequency. It is making the tactical battles almost unplayable. The damage has also appeared to have increase across the board for all aliens and soldiers (by at least 50%). The patch notes implied alien weapons were nerfed. I think you got the polarity wrong with your changes as they were massively buffed. I liked the balance of tactical battles better before these changes.
It is very common now for sniper to shoot an alien way across the screen (20+ tiles) only for the wounded alien to return fire and insta kill sniper as reaction fire (no such thing as alien sniper rifle that I have seen yet in loot just cleaner SMG and magnetic rifles)
The destroyer UFOs (month 3) appear to be nerfed somewhat. A single angel interceptor with basic equipment now usually downs one with 5-10% HP left.
I have not reached month 3 before 4.20 but starting then we also get UFOs flying in pairs which a single angel cannot handle.
The grenade launcher is not completely useless now and I have successfully taken it for outside battles. Its capability of indirect fire is actually almost necessary now since shooting full HP alien results in death by reaction fire.
In my 4.20 game I have taken increased enemy soldier population and 125% funding (from base soldier difficulty). I am starting to regret this decision as every battle is a bloodbath now with swarms of aliens that shoot nuclear bullets with 0.001MOA accuracy. I had some battles where I lost 6 out of 9 soldiers (particularly timed ones where I have to rush and take risks)
The only outright bug (small UI one) I noticed is that in save game screen if there are enough saves to fill up the screen you cannot scroll down all the way to the bottom. The name of the last save is always cut of by half. Notice attached screen shot. I highlighted the problem save in yellow.
What version of the game are you comparing the accuracy to? Milestone 4.16/4.18?
Do you have a save from one of the battles where the aliens are making crazy accuracy shots?
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Balance Changes:
- We've re-applied a couple of balance changes that were meant to be included in the 4.19.0 patch, but didn't actually made it in! (see below)
- Secton Psionic Triangulation ability now grants +30 Accuracy when active (previously +50).
- Automed Module now heals +5HP a turn (previously +25HP). It is therefore still excellent for healing Bleeding Wounds, but it does not make Medikits completely redundant.
Bugfixes:
- Fixed a bug where soldiers and equipment were incorrectly being recovered after losing a mission (which could cause soldiers to survive the battle despite their corpses being outside the dropship / recovery area).
- Fixed a purple error texture on the damaged state of some of the sandbags in the ATLAS Base map.
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23 hours ago, Skitso said:
I have reported this issue some while ago. Check here:
We looked at that and it seems like the user right-clicked just after the alien was spotted, which is what caused that soldier to turn and lose TU.
There's not much we can do about that, really. If we blocked clicks for a period after an interruption people would have problems with the game not feeling responsive.
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On 7/24/2024 at 10:55 AM, Xeferah said:
This is most likely intentional, but for my gameplay I started to notice it getting annoying: I use the preview mode to determine how to run and what weapon to use, which fits exactly within my TU budget. And while the soldier is running, he spots and enemy and stops in it's tracks (so far, so good) and then TURNS to the enemy! But now I have to spend TU to turn back, which leaves me with not enough TU to finish the planned action.
Spotting the enemy and stopping, that's fine, but please let the character not turn automatically, as it can sometimes really screw up the planned action.On 7/24/2024 at 11:21 AM, Skitso said:I've noticed this too. Definitely not intended.
Thanks. This isn't intentional and should be reported as a bug if you can figure out what's happening.
Basically, interrupting a movement by spotting an alien should never cost you TU. Your soldier shouldn't rotate towards any aliens it spots, and it shouldn't need to anyway - by definition they already should be facing towards the alien when they spot them. So something is going wrong here.
I'll ask Koki to take a look at it too, but if you guys find a reproduction case or have screenshots / saves then let me know.
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Balance Changes:
- Accuracy values for all aliens has been reduced by roughly 10% overall, and enemy Accuracy modifiers have been reduced to 0.8x on Recruit difficulty (from 0.85x), and increased to 1.3x on Commander (from 1.2x). Overall, this means enemies have roughly the same Accuracy on Commander difficulty, roughly 10% less Accuracy on Soldier and Veteran, and 15%-20% less Accuracy on Recruit difficulty.
- Wraith Accuracy has been reduced by a little more than the other aliens, as their base Accuracy was so high.
- Secton Psionic Triangulation ability now grants +30 Accuracy when active (previously +50).
- Automed Module now heals +5HP a turn (previously +10HP). It is therefore still excellent for healing Bleeding Wounds, but it does not make Medikits completely redundant.
- Cleaner Accelerated Rifle is no longer slightly more accurate than the human equivalent.
- One Cyberdrone has been removed from the early Psyon terror sites / retaliation missions (so you now face 1 Cyberdrone on Recruit / Soldier, 2 on Veteran, and 3 on Commander.
Bugfixes:
- Fixed a bug where certain mechanical units would not disappear correctly when killed (most frequently enemy Sentry Guns in the Cleaner Base).
- Fixed a bug where the Combat Shield would sometimes not disappear visually when destroyed.
- Fixed the Servitor playing a human injury sound.
- Fixed the Servitor's body not disappearing when destroyed.
- Fixed an issue where tooltips would spawn more quickly than they should in some situations (which could be quite annoying).
- Fixed interceptor evasive roll travelling further than intended if time was set to pass at 2x speed.
- Fixed a UI issue where it was possible to unintentionally transfer soldiers back to their own base.
- Fixed a bug where you could sometimes be unable to rotate the camera after loading a save.
- Fixed an issue on one of the Dockyard maps where there were some missing concrete walls on the water edge tiles.
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50 minutes ago, Xeferah said:
I'm not convinced that commander does not need some minor tweaks though. I mean, sometimes soldiers die in 1 hit when an enemy shoots through 5 tiles of smoke, while being crouched. Now I'm sure that one tile of smoke reduces aim by 20%, so 5 tiles should be -100%. Add in the fact that even with the best armor, it's still possible to get 1-shot, this does not add a "fun" layer to the game. Sure, it happens, but it happens often. Not once every 10 battles, but more like once or more per battle, especially with sectiods and psyions. It even happened with wraiths one time, through 5 tiles of smoke. It could be a bug of course, but I think it has to do with the multiplier on commander (125% aim modifier).
I think the calculation does something like this: aim at 100%, commander difficulty brings it to 100 x 1.25 = 125. Add in sectoid +50 bonus, now it's 175 aim. Add high cover at 40% and 5 tiles of smoke and you are still left with a 25% chance to be hit. Is this intentional, or should the calculation be like this:
100% aim, add +50 bonus, now at 150 aim. Add 40% cover and 5 tiles of smoke, that's 10% chance to hit. Commander difficulty would bring it to 10 x 1.25 = 12,5% chance to be hit.
I'm just curious, which one is correct and is it intentional? I see some alien shots where I think "This is bullshit", but I'm not sure if it's intentional.Yeah, Commander may need some changes too. But given it is still clearly possible to win the game on Commander (even using only 12 soldiers apparently), I don't want to nerf the top-end experience without having played it much myself. So I'll hold fire on that for now.
However, the accuracy bonus affects the base stat of the alien - sectons only have like 45 Accuracy now. So it'd be 1.3 * 45 = 58.5, plus 50 for Psionic Triangulation gets you to 108.5, multiplied by whatever fire mode is being used on the weapon. Then you take off cover and smoke. So the values aren't quite as high as you're saying - but Psionic Triangulation may still need a bit of a nerf anyway. +50 might be a bit excessive.
As for the shooting paths, the cone is slightly wider than perfectly diagonal when shooting around a corner. It's just a quirk in the way the tile grid works.
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You've got to remember that difficulty settings have a multiplicative effect on the amount of balancing required. Pretty much every mission has 3 or more alien species / teams that could spawn for them, and there's four different difficulty settings already. That means there's 12 possible ways that mission can be experienced already, and it's very difficult to stay on top of it as is - it seems like Sebillians are relatively quite a bit weaker than Wraiths, for example.
If you add three settings for the troop numbers you can bring to battle, you're talking about nearly 40 possible configurations for a single mission.
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On 7/19/2024 at 7:01 PM, cerwad said:
Ok i managed to reproduce it twice.
My guys are on their third mission in a row.
The bug report is at the end of the second mission (third mission impending)
What i have confirmed : Ammo and armor replenished if partially used (for ex a shield at 50 hit points in the next mission has 160 hit points)
The grenades seem to disappear but from the wrong guys. For example :
Lauren Brown at end of mission :
Lauren Brown start of third mission 2 more grenades and 1 smoke :
Before :
After : 2 more grenades and one smoke
But some guys start with less grenades that they had for some reason
And the HP are wrong ! Lauren did not take more damage after the screenshot but she lost 25 HP at the start of the third mission why ?
Thanks. Yeah, the game doesn't save the state of specific items - so if a shield or armour survives the battle, it has full HP next battle again. That's not idealy, but it's quite a major thing to add to the game and it's probably not worth the trouble.
The grenades and ammo being redistributed isn't a bug exactly, as the system just collects all the items at the end of the battle and distributes them around your soldiers as fairly as possible based on what you left the base with. But I'll ask the programmers how possible it is to try and remember the existing loadouts so we just share out the items recovered from dead soldiers, and don't actually take items off the surviving soldiers to give to their friends.
As for the HP loss, it's because soldiers become wounded on the strategy layer equal to the lowest HP level they suffered in battle (if you keep it as the maximum HP level, they'll never end up badly wounded). But I'll see if maybe we can apply this only when they return to base rather than immediately.
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We've now released another stability fix for Milestone 4 that fixes several more crashes / hangs. If you encounter further issues, please continue to report them and we'll continue to fix them for you.
We've also been collecting player feedback since our balance patch last week, and it seems the general opinion is that the game is remains a little too hard - with the most common issues being that aliens feel too accurate, and a few specific missions (such as early Psyon / Wraith terror missions) just have too many enemies. We'll be releasing another balance patch to address this soon - but these changes will be felt more on the lower difficulty settings, as we believe Commander difficulty should remain a challenging experience.
Changes / Bugfixes:
- Fixed the issue in the tutorial where the Cleaners were sometimes not reaching their intended positions, causing the tutorial to fail.
- Fixed a crash that could occur due to enemy overwatch fire.
- Fixed an AI hang that could occur during enemy overwatch fire.
- Fixed an AI hang that could occur during the AI turn during enemy movement.
- Fixed a crash that could sometimes occur on the Geoscape when transferring items / staff / aircraft between bases.
- Another attempt to fix the reinforced shield engineering project not unlocking correctly (from Ultradense Alloys).
- Fixed an instance where grenades would sometimes not explode when thrown, which would happen if the soldier rolled a miss and they scattered into an invalid location.
- Fixed some flickering walls on one of the Cleaner Data Raid maps.
- Fixed some issues with demolition grenades not showing their fire tiles correctly when targeting fences.
- Added updated translation files for most non-English languages.
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Again, thanks for the feedback everyone. I'll probably be making another round of balance tweaks for 4.19, mostly looking at the overall enemy accuracy levels on everything but Commander and maybe making that first terror site a bit less dangerous when facing Psyon or Wraith teams.
I'll bear the other feedback in mind for Milestone 5, as we're a bit limited in terms of what we can change as part of a hotfix for Milestone 4.
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On 7/21/2024 at 10:08 AM, gG-Unknown said:
soldier miss 20 tiles, shoot under his own feet to explode himself
Chriss, would you be so kind and reveal mechanics of scatter ?
table, formula whatever. For grenades, grenade lunchers, and reguler direct fire.
Thanks
Thanks. I think I've already explained this once, but it's pretty straightforward - the game rolls to hit based on the hit chance shown on the cursor. If you hit, the shot goes where indicated. If you roll a miss, the shot will deviate so it doesn't hit the intended target. The maximum deviation is about 40 degrees in each direction, so it goes within an 80 degree arc from the front of the soldier. If that miss shot encounters a prop along the path, it rolls to see if it hits is based on the stopping chance of that prop - and if it hits it, then the grenade stops and explodes on the previous tile.
That's probably what's happened in the attached video, although I'll have to check a bit to see. I think it missed and scattered through the tree clump to the right, which it hit, so the grenade fell to the ground and exploded. If that's what happens, the bug is that the treeclump should have been discarded as adjacent cover and you shouldn't be able to hit it.
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Changes / Bugfixes:
- Fixed an AI hang that could occur during enemy reaction fire.
- Fixed a crash that could occur when transferring aircraft between bases.
- Fixed an instance where grenades would sometimes not explode when thrown, which would happen if the soldier rolled a miss and they scattered into an invalid location.
- Another attempt to fix the reinforced shield engineering project not unlocking correctly (from Ultradense Alloys).
- Updated the Spanish and Korean translations.
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7 hours ago, dskamper said:
crashed while in geoscape wasn't doing anything
Thanks - do you have any save games / logs we can look at? (details on where to find them here)
Does the crash keep happening, or were you able to play further into the game after the crash happened?
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1 hour ago, cerwad said:
I sent my team to do a mission On their way back they had enough time to hit a landed abductor so i sent them there without getting back to base first (only a few hours were remaining)
I was really (pleasantly) surprised to see that they all had their armor, ammo and equipment back. I don't think this should happen their equipment should not replenish itself midflight.
The wounded stayed wounded though.
Could you post up a save game from just before the end of the first mission if you have one?
Things like ammo and grenades shouldn't be replenished - the only exception is that a gun gets one free clip if it would otherwise start the mission empty. But it sounds like more than that is happening here.
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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Changes / Bugfixes:
- Added updated translation files for most non-English languages.
- Fixed a crash that could occur due to enemy overwatch fire.
- Fixed a hang that could occur during the AI turn.
- Fixed the issue in the tutorial where the Cleaners were sometimes not reaching their intended positions, causing the tutorial to fail.
- Fixed some flickering walls on one of the Cleaner Data Raid maps.
- Fixed some issues with demolition grenades not showing their fire tiles correctly when targeting fences.
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6 hours ago, warlord4107 said:
Once I changed to the legacy version it gave me 3.5 million at the rookie level but if I attempt to customize anything the game locks up now
Can you try this? You might have some old files from an old campaign that are causing problems. The game certainly shouldn't be locking up when you try to change the customisation options. It seems to work fine for me on GOG Galaxy too.
As for the soldier being kicked off the dropship - as Skitso says, is this for a Rescue Soldiers mission, or when the dropship lands back from the ATLAS base mission? Did the soldier take damage during the last combat?
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2 hours ago, madvitale said:
How about a simple HELP screen? Don't see one. New to this game (1 day) so maybe I missed it.
My specific issue is in turning the soldiers to face the way I want them to. Can't get that to happen consistently or easily and is Very Frustrating.
Did you play the tutorial? That should have explained it was right-click to rotate.
If you knew that already, was there a particular place where you found it wasn't working reliably.
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On 7/4/2024 at 12:36 PM, Nils said:
- In tactical combat, I would like to see the killcount of my soldiers for this mission and in total (i.e. in the inventory menu)
- When in geoscape mode and an enemy ufo shows up and I choose intercept, the screen shows up where I can choose which aircrafts I want to use. Deselecting aircrafts by clicking on the picture would be really great (right now I have to click the correct aircraft in the list below)
- I would like to have saved loadouts for interceptors similar to my soldiers (already suggested it, i think it would be so much qol especially in the later game)
Thanks. Yeah, 1 and 2 should be easy to do (although we'd probably use right-click for deselect) for the aircraft. 3 is a bigger feature but I'll bear it in mind for future.
alenium and alloy production bug
in Xenonauts-2 Bug Reports
Posted
Hey - thanks for the bug report. It looks like you've hacked your game to increase your money, right?
That tends to introduce bugs and we can't really offer support to players who are doing that (you can always increase the starting / monthly funds in the campaign settings if you want more money without the risk of bugs).