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Everything posted by Chris
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New versions almost always break save games, I'm afraid. Debug version is still the old version without the hotfix. Your choice
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Narath - yeah, I've chatted to Desura and the email will be spent to you irrespective of whether you've claimed the Desura key or not. All - I've got something in mind for the Premium people, but it will take a while to come to fruition. So forget I said anything about that for the next three months or so.
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I'm currently off visiting my family on a ten day mini-holiday. The internet isn't great here so I'm not going to be releasing any major new builds until I'm back home (which will be a week today), but I'll continue to package up the latest fixes so we can give them a trial run before updating Desura. It's helpful if you guys keep reporting bugs in this build, as work shouldn't grind to a halt on Xenonauts despite me being away. On the programming side of things, being able to assign the coding team bugs is a nice easy way to keep everyone busy and keep improving the game without requiring too much input from me. So, hotfix #2 for Build V18 is here. This requires V18 to work and includes Hotfix #1 too. https://dl.dropboxusercontent.com/u/26290309/V18hotfix2.zip To use it, just unzip the file into the /xenonauts/ directory and overwrite the files. CHANGELOG: All fixes from V18 Hotfix 1 Hopefully the aliens shooting through solid walls issue should be fixed Hopefully the invisible civilian issue should be fixed UFO walls and floors should no longer disappear on loading a save game Landing ships should no longer sometimes be empty when shot down The two auto-generated crash sites in the first week should no longer be empty There should be less freezes in the Hidden Movement screen The Chinook range has been extended a bit, so hopefully it now should have global range You can no longer "scan" a UFO with the crosshair to reveal aliens inside it from outside Incendiary damage (most explosives except grenades deal incendiary damage) now do double damage against terrain, but normal damage against units...so rockets are better at clearing terrain now! Let me know how it works and report any major bugs you find in it please!
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[V18.1 Tactical] Xenonaut Ogrins
Chris replied to Okim's topic in Xenonauts Bug Reports / Troubleshooting
Ah, you're right. These animations haven't been post-processed so they're still at original render size. We'll get that fixed up for the next build. -
[V18 hotfix 1] Getting stuck inside wall
Chris replied to kigurai's topic in Xenonauts Bug Reports / Troubleshooting
Can't replicate him getting stuck, but the wall sprite was mis-set and will be fixed in the next version. -
I did answer this question in another thread yesterday, but appear to have lost it. If anyone knows where it is then please link it so Amorale can read my reasoning:)
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We'll probably add some flat accuracy bonus code at short range to make missing at short range less likely. Even the shotgun has about a 50% chance to hit at point blank, which seems wrong.
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With Xeno you generally have to play in a window to be able to capture screenshots / video I think. Stupid engine.
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Incidentally, while there are mythical creatures called Furies that were similar in many ways to harpies, the interceptor was actually named after the emotional state (though the double meaning does make it sound more menacing and was a factor in the naming too). But the primary meaning is more like "rage", because it represents the fury of humanity unleashed on the aliens. So yeah, it's important not to leap to conclusions about meanings in advance. Also, I don't want the organisation to be named anything other than the "Xenonauts" either; it should be a translation rather than a re-imagining of the lore.
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Hopefully, yes. It'll just be sent to your email address I think.
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Yup, the V18 autoupdater version has this included.
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Yeah we can provide those when needed. I've still got the files laying about on my PC.
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Nah, we made them researchable primarily because then people get a research pop-up on it, allowing us to give them a bit of guidance on what it does and how to use it. It's most important for the Foxtrot but it's just helpful in general. EDIT: Also, why would humans have armour that works against alien weapons until they've researched the alien weapons? Ballistic armour isn't much use against plasma weapons, so you've got to find a material that will protect you first. Your UFO disassembly system is also hassle. Some people would rather be playing the ground combat or learning about the aliens rather than messing about with disassembling a UFO in the workshop. I certainly would. You may not, of course, but to me it just seems a bit needless and I think other people would feel the same way. If I'm not sure something will definitely be an improvement over the way the old game did it, I'm not going to put it in the game. Particularly as the workshops are already busy early-game due to the aforementioned researchable early game items.
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Question Regarding Alien Species
Chris replied to Assoonasitis's topic in Xenonauts General Discussion
"Season". Like Julius Caesar. Actually I guess that's more See-zan, but the difference between the "s" and "z" is minimal. -
So the issue is that the first cursor option is 1HP for 5TU rather than 5HP for 9TU? If so then that'll definitely happen if your units have 6TUs or 8 TUs as they don't have enough TU to do that 9TU option. If it's happening with the soldier having more than 9TU then it's a bit of an issue, unless the extra TU are going to be consumed moving to the target in order to heal him. Do you have any reproduction steps for getting this to occur above 9TU in the soldier with the medikit?
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Interesting point, a333 - Xenonauts is just the combination of the latin for "alien" and half the word generally associated with space travel. So presumably the rear half of whatever the word in Russian for "cosmonaut" with the prefix for alien added. Maybe?
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Well, OK. It was just an example, as I only speak one language. But the point still stands - it's worth thinking about what the best name would be to sum up what the alien is meant to represent, rather than just doing a literal translation. Anyways, I'll try to finish up the early game research stuff in the next couple of weeks so you guys can work on that. We'll be doing a Steam demo that'll contain up to Wolf armour in it (so Corvette UFO) and obviously we'll need to replace all the placeholders for that. I think once that is done, the early game text shouldn't change too much.
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[v18] Hidden Movement lockup
Chris replied to Orangehat44's topic in Xenonauts Bug Reports / Troubleshooting
Lt_Parsons, you're a star. Thanks.