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Chris

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Everything posted by Chris

  1. Build V10 is currently being uploaded onto Desura. This will be the Kickstarter Press Build that we'll be sending out to journalists so they can preview the game. Barring any serious crash bugs or things that are affecting gameplay, the .exe files will not change any further between now and the public release build - we may make some balance tweaks, update misaligned / broken tiles and update images, but we won't be making any further changes. This is simply because efforts to fix the bugs can end up causing more bugs, and we have to draw the line somewhere if we want to know we have a stable build for when the Kickstarter goes live. There are a variety of fixes, but here's the headlines: - Hidden Movement loop should be stopped. It was caused by aliens running out of ammo and then trying to fire their weapons anyway. - The Ferret should now have its LOS returned to normal. - The new props for the Industrial tileset have now been painted over in their undamaged forms. - Various mis-set tiles have been updated - Toggle Roof now defaults to being off rather than on, which should reduce confusion - Alien Light Drones (we need to come up with a better name for them than that) now have a less powerful weapon, so they can't one-shot your Ferret any more - Ferrets now have better ballistic armour and are less vulnerable to damage to Xenonaut small arms (friendly) fire - Typos and errors in the Xenopedia have been updated - The Alenium grenade sprites should be displayed correctly - The Basic Armour troops with Shotguns should vault walls correctly - Tooltips in the Air Combat now have appropriate line breaks so are a more reasonable size - Pressing M on the Geoscape no longer nets you $1m - Alenium and Alien Alloys now only sell for $1,000 or $2,000 each instead of 10x that - Alien fighters can now dodge missiles as intended The online manual is starting to take form at http://www.xenonauts.com/manual.html Please give the build a whirl. If there's any bugs, we'll want to know about them before we send it to journalists. Hopefully it'll basically just be a slightly more stable version of V9.5.1 though.
  2. Apparently they can, but they shouldn't be able to. I'm disabling landing for the public build as it seems to be causing some issues.
  3. Yeah the floor tiles for it aren't done yet They'll come in time.
  4. Yes, seeing from level to level hasn't yet been implemented either.
  5. Yeah, then this shouldn't be happening. Reaction fire should only target the unit doing the moving. Obviously the AI is still being coded but it's worth reporting things like this as the underlying assumptions can be wrong sometimes
  6. Scouts shouldn't be able to land. They have a stupid shape with their wings so they only come in crashed variants...so if they're landing, that's a bug.
  7. Yes, that is a bit odd. The UFO is clearly landed rather than shot down. Hmm. I wonder if the game is treating all landed UFOs as crashsites so we can initiate a recovery mission for landed UFOs as well?
  8. We'll be releasing a new update tonight with that bug fixed, you'll be pleased to know.
  9. It's been a problem for a while now. It's something we'll look at properly in beta, although believe me when I say things are much better than they used to be...
  10. OK - I've done the basic summary / overview screens and put together the basic formatting. You can find it here: http://www.xenonauts.com/manual.html Hopefully that gives you some idea of the vibe we're going for. People are welcome to start submitting content for the more detailed screen descriptions? To be honest, writing the manual isn't THAT much of a chore now I've got the formatting sorted out so I'm sure I'll get it done even if nobody has the time to chip in.
  11. I don't really think that has any relevance to us. And asking for too little is obviously worse than asking too much as we don't get ANY money if we ask too much.
  12. I find it amusing this thread has nearly 25,000 views.
  13. The main workaround seems to be to enter your password incorrectly, then click the "Remember Me" box on the screen it takes you to. It remembers you if you do it that way.
  14. It might explain why the crew sometimes don't spawn...
  15. Heh. I'm not sure he'd be the best person to lead the research efforts, given I've only seen him perform one experiment and it didn't turn out particularly well for humanity.
  16. Yeah, right click the slot to choose the grenade type. The AP cost of throwing the grenade with two free hands is more for balance reasons than for realism.
  17. Unfortunately you shot the floor off the Corvette when you shot it down, it seems.
  18. It's not as easy as that, I'm afraid, otherwise we would have done it. There's some complications in the way that that the game loads which means it doesn't work like that.
  19. Yes, I think it'd be useful. I'm sure we'll run the new UI past the forum when we've finished planning out all the screens. That'd be the time to demand we add the finance 1-pager. I imagine it'd take the form of a button on the Geoscape.
  20. Hmm. I'm not sure it's actually possible to have the bullets hit the ground in a realistic way, rather than flying straight then suddenly hitting the ground below them. I'll have to chat to the coders about it. It's not that high a priority right now though.
  21. If they turn into a Caesan when they die, it means their death animation is missing or set incorrectly. If you can describe how they looked before and what direction they were facing, that'd make it easier for us to find the missing sprites. Stick it in a bug report
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