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Everything posted by Chris
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Thanks. This isn't really a bug and is better posted in the balance threads in future, but I guess we can discuss it. If you roll a hit with the HEVY, the shot always goes exactly where you aimed, so 87% accuracy isn't relevant to how much you miss by. It just means you've got an 87% chance of the shot not scattering at all. If you don't score a hit, obviously the grenade needs to be able to scatter a fair distance otherwise the grenades are still going to catch the target in the blast area and even a 1% hit chance shot still ends up being a hit almost every time. So it's finding a balance between not having miss shots look and feel stupid to the player, and not having the HEVY be overpowered. Did the grenade actually scatter 90 degrees from the target? If the target was North the shot went dead East? Because it's shouldn't be possible for a shot to scatter that much.
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[4.2.12 stable - tactical] Does the enemy know where we are?
Chris replied to Tom Pouce's topic in Xenonauts-2 Bug Reports
I don't believe so. But if you see it happen, please post up the save game and explain why you think it's unfair - that way we can check and see if the AI is actually cheating. -
Thanks. I imagine I can fix the first bug fairly easily but for the other two we really need save games.
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This is a very small update for our recent Milestone 4 Stable release which fixes another crash, and adds some more research text. Fixes & Changes: Fixed a crash that could occur when trying to commence certain Terror Site missions (due to a corrupted dishwasher tile that appeared in certain maps). Added research text to the Harvester UFO Xenopedia project.
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This is a small update for our recent Milestone 4 Stable release, which fixes a few small bugs that were mostly caused by an export error in our translation files. Fixes & Changes: Fixed non-English languages suffering from any text longer than a couple of paragraphs being abruptly cut short. Fixed a crash when trying to access the Soldier Equip screen when playing in French. The Reaper Alpha now drops normal Reaper corpses that can be used in the Reaper Corpse Analysis proejcts. Fixed the "soldier done" green tick in the UI to use filtering, so it looks less pixelated if you're not playing on a 1080p screen.
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Our Milestone 4 update to Xenonauts 2 has now officially been released! This update will break existing saved games, but if you want to keep playing your existing campaigns please switch to our Legacy branches where Milestone 3 is still available (instructions on how to do so here). We will be monitoring bug reports closely over the next couple of weeks, and we'll investigate and hotfix any issues raised by the community - so please do report any bugs you encounter! Developer Commentary & Key Changes This update is a big one - it adds a new UFO, a new alien race, a new suit of Xenonaut soldier armour, many new maps, and probably the largest update to the game balance since the game released. It is still not yet possible to complete the campaign (that's planned for Milestone 5), but the game now contains every UFO type except for the Battleship! Please let us know what you think about the game balance in Milestone 4 in the dedicated Milestone 4 Balance & Feedback thread, as we'll be considering community feedback while we work on Milestone 5! Harvester UFO The Harvester is the sixth largest of the seven UFO types that can create Crash Sites, with only the Battleship (which is arriving in Milestone 5) being larger and more powerful. It is primarily a transport craft that replaces the Abductor UFO on most mission types, but in addition to the normal beam weapons it also fires homing missiles similar to those used by the Observer UFO. In the tactical combat it has two interior variants and can hold a sizeable crew of well-equipped elite aliens. Androns Androns are robotic alien soldiers with a lot of Armour but average Hit Points that accompany Wraith crews on Terror Sites and on Abductor-class UFOs and above. Although they are very tough, they are vulnerable to EMP damage or anything that can break their armour. Androns were in some of the (pre-Early Access) Kickstarter builds of Xenonauts 2, but their original models / animations didn't look particularly good and they had integrated arm-cannon weapons that were difficult for players to identify. We're much happier with the updated models and animations, and since the new Androns carry weapons in the conventional manner it's now much easier to spot which ones have Fusion weapons! Colossus Battlesuit The Colossus Battlesuit was originally intended to be the "ultimate" Xenonaut soldier armour, but we subsequently decided it would be better to swap it with the Exosuit (which has now been renamed the Vanguard Battlesuit). The hulking Colossus is therefore the first (and most primitive) iteration of battlesuit technology, offering excellent protection but suffering from several major limitations that do not affect the more advanced Vanguard. In gameplay terms, the Colossus offers very high Armour and grants the user 100 Strength, but reduces the wearer's Vision Range by -3 tiles and their Reflexes by -20. It is also only able to wield Machine Gun-type weapons, and cannot use grenades or equip modules. When the Vanguard becomes available, the Colossus can be upgraded in the Workshop to further improve its Armour. The idea is that a handful of Colossus suits could remain viable in the final stage of the game, where they can be used as specialised heavy assault units. Game Rebalance We've completely rebalanced the strategy layer and the UFO crews for Milestone 4 to respond to player feedback. There were frequent complaints that Milestone 3 was too stingy with funding once you got past the midpoint of the campaign, making it difficult to build the advanced interceptors required to defend the world. This should now be fixed, and funding is now once again linked to regional Panic - but most events that affect Panic (both positively and negatively) now also have a small global effect on Panic. This means Panic will not rise so quickly in undefended regions if you are doing a good job of protecting other parts of the world. Interceptor equipment is now available in unlimited quantities once researched (with engineering projects globally upgrading these items into improved versions once researched). The community feedback from Milestone 3 was overwhelmingly that having to build individual weapons and armour items for your aircraft felt too heavy on the micromanagement, but we also found that it discouraged many players from experimentating with different aircraft loadouts. This change should therefore give players more freedom to experiment with different tactics in the air combat. Finally, we've also smoothed out the difficulty curve for both the air combat and the tactical combat, as there were several spots where it could feel rather unfair. To maintain the challenge in the later stages of the campaign, we've rebalanced the alien mission crews and added more powerful "heavy" variants of several existing units like the Mentarch, Servitor and Cyberdrone. You can see from the full changelogs below that we've changed a LOT of things - in general, we think Milestone 4 should be a better balanced and more enjoyable player experience than previous version of the game were! BALANCE CHANGES: Strategy: Added Harvester UFO. Added Colossus Battlesuit soldier armour. This offers excellent protection, 100 Strength, and the ability to smash through walls like a vehicle. However, it also reduces the wearer's Reflexes and Vision Range, and can only wield certain weapons. Added Sentinel Module, which grants soldiers 180-degree vision cones. Added Reinforced Shield, which is the final upgrade for the Combat Shield and Assault Shield. Added Energy Knife weapon, which is an upgraded version of the Combat Knife. Added new Corpse Analysis engineering projects for the Servitor, Cyberdrone and Andron enemies. 50% of your funding is now modified by the Panic score in local regions, and shooting down UFOs now grants a small global Panic reduction in addition to the larger local Panic reduction. This restores the link between funding and managing Panic levels, but ensures you do not need to immediately rush interceptor coverage across the whole globe on higher difficulty settings. The invasion has been tweaked so that the player needs to run fewer missions in the first couple of months of the campaign. The appearance of Scout UFOs and Destroyer UFOs has been moved forward slightly, and the Cleaner Base is discovered a little later. This means the time spent using each tech tier of equipment is spread more evenly. Base structures are now more expensive in general, and the Medical Center and Training Room are now much more expensive. Aircraft now take longer to build and are more expensive, and have reduced fuel range on the Geoscape. However, their equipment is cheaper (see below) and they now refund 50% of their construction cost when sold. Aircraft equipment is no longer individually constructed in the workshop. Starting equipment and weapons are unlimited quantity, and these can be globally upgraded to higher tiers via engineering projects. Two additional placeholder plot objectives added to the campaign: capture an alien officer, and capture an alien leader. These will be replaced in Milestone 5, but for now they just increase monthly funding when completed. You no longer pay upkeep costs on aircraft that are still under construction, or queued in the engineering project list. Air Combat: We've tweaked the stats of several UFOs downwards to account for the fact they appear a little earlier in the game. Hunter-Killer missiles on the Observer and Abductor now inflict less damage, and are slightly less maneuverable. The difficulty modifier (set on the Campaign Settings) was previously broken, but will now correctly increase / decrease the damage inflicted by UFO weapons. Fixed a bug where the autoresolved air combat was previously still using the UFO HP / Armour modifiers based on the number of interceptors used (making UFOs easier if you had 1 plane, and harder if you had 3). Tactical Combat: Added new Andron alien units, plus more powerful variants of existing units in the later stages of the campaign (Heavy Mentarch, Heavy Servitor, Heavy Cyberdrone, and Reaper Alpha). Melee weapons no longer have a 100% hit chance against aliens. The base hit chance of melee weapons is about 60%, and this is increased or decreased based on the difference between the attacker's Reflexes and defender's Reflexes (so the hit chance against inanimate objects remains 100%). Additionally, performing melee attacks on hostile targets now grants progress points towards increasing Reflexes. You can no longer heal enemy units, as this allowed players to get into several potential crash situations. As they cannot be healed, unconscious aliens no longer suffer damage from any Bleeding Wounds they have prior to being stunned. The civilian / local forces turn now occurs before the alien turn, which means it's now possible for the local forces to heroically save your troops from being killed by aliens. Stunned Xenonaut soldiers equipped with an Automed Unit will now automatically revive themselves when it triggers at end of turn. MARS and other robotic units no longer suffer Accuracy reduction due to injury. ARES now has 100HP instead of 80HP. This means it has the same base HP value as the MARS, but it has stronger armour which makes it tougher overall. Various updates made to the alien invasion: The aliens in each UFOs / ground missions have been updated to improve consistency. There are now three main alien races (Psyons, Sebillians, Wraiths) with different supporting units for each species - although in Alien Base missions you can encounter enemies of any type. Abduction missions now contain Cleaners as well as aliens until the Cleaner HQ is destroyed. The number of aliens is reduced if Cleaners are present, but overall the missions get slightly easier once the Cleaner HQ is destroyed. The aliens in the Cleaner HQ mission no longer have Plasma weapons unless it's past day 120, as this was unlocking the corresponding tech earlier than expected. Various updates made to weapons and armour: Stalker Armour cloaking field defensive bonus reduced from -2 Accuracy to -1.5 Accuracy per tile. Non-sniper weapons now generate a bit more of their hit chance from proximity, meaning they have a higher hit chance at close range (generally about +10%) but a lower hit chance at long range. Pistol - range reduced from 12 tiles to 10 tiles but short range bonus increased from 2.25% to 4%, and accuracy multiplier reduced by 5% on each fire mode. Overall this makes the pistol more deadly, but at the cost of 2 tiles of range. Shotgun - range reduced from 10 tiles to 9 tiles but short range bonus increased from 6.25% per tile to 7.5% per tile. Slight nerf to firing costs, which have increased to 30% and 43% (from 28% and 40%). Rifle - increased short range bonus by 0.5% per tile for 20 tiles, decreased Accuracy multiplier by 5% on each fire mode. Machineguns- significantly buffed as they no longer lose Accuracy after the soldier has moved for the first time each turn. Same changes to short range bonus vs Accuracy multiplier as the Rifle. Sniper Rifle - this weapon has not changed. HEVY Launcher - this weapon has been significantly buffed. It 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 where the ceiling limits the range). The scattering on missed shots has been updated to ensure they don't always catch the target in the blast area, but it's still much more likely to happen than when it was a direct-fire weapon. Combat Knife - increased damage by 10%, and reduced its weight so it is no longer heavier than the pistol. Stun Gun - reduced the suppression to 15 (from 23) Various updates made to specific aliens: Androns have been added to the game. These formidable robotic alien soldiers have very high armour but relatively low HP, cannot be suppressed, and appear as support units for Wraiths on Terror missions and inside larger UFOs. Wraith "Cloaking Field" ability now reduces the shooter's Accuracy, rather than inflicting a flat penalty on overall Hit Chance. This means Hit Chance gained from proximity is unaffected by Cloaking Field, and weapons with a naturally low hit chance per shot (e.g. machineguns) are no longer disproportionately affected compared to single-shot weapon types. Wraith HP values have been reduced by 20%. Sebillian Time Units increased to 75 (from 60), and Reflexes increased to 50 (from 25). Psyon Officers and Psyon Leaders are now equipped with a Psi-Amp weapon, which acts like a Plasma Pistol Pistol but completely ignores armour. We'll likely expand this in Milestone 5 so Bravery or Morale offer some kind of defence against it. Various updates made to specific missions, generally to improve the rewards offered or make time limits a bit less punishing: Alien Base missions are now always treated as night missions. The spawn regions on Ambush missions have been reduced by 3 tiles, so you can't spawn quite as close to the Cleaner convoy. The soldiers you are rescuing in the Rescue Soldier missions are now each also carrying a Briefcase of Money item (value: $50,000). All Abduction missions now have a base duration of 7 turns (the first mission previously had 6, all others had 8) Eliminate VIP missions now have 2 turns longer before enemy reinforcements arrive, and they now give a $200k rewards for victory. VIP Extraction missions now have 1 turn longer before enemy reinforcements arrive, and have 1 fewer enemy. They also now give a $200k reward for victory. Cleaner Base mission now awards 50 Alloys and 50 Alenium on completion. Cleaner reinforcements now spawn with 50% Time Units, instead of zero Time Units. Cleaner reinforcements now escalate more quickly, with subsequent waves of reinforcements coming 3 turns after the first reinforcements and having twice as many enemies (this is to discourage people from spawn camping them). GAMEPLAY / CONTENT CHANGES: Strategy: General: Added a new "bug reporter" tool which you can access by pressing F11. This will create a .zip file which contains all recent logs and saves, and can easily be attached to any bug report on the Discord or our forums to ensure we have all the information we need to find the issue. General: Added a small checkbox on the tactical mission loading screen that sets the game to auto-launch into the tactical combat once loading is complete (rather than waiting for you to press Begin Mission). The checkbox setting is persistent between missions. General: Added a significant number of new sound effects to various parts of the strategy layer. General: Added art for the Probe UFO and Nanofabrication research projects. General: Added a black background to the strategy UI that will be revealed if people play on ultra-ultra-widescreen monitors (i.e. anything more than 21:9 aspect ratio). Geoscape: Funding Report expanded to show the "base funding" value for each region, plus the funding modifier driven by the Panic level in that region. Any missions / research projects that increase monthly funding now list values as increases in terms of base funding (the amount you'll actually get at month end varies based on the Panic in each region). Geoscape: After completing a Corpse Analysis engineering project which unlocks further engineering projects, the popup now offers to take you to the Engineering screen rather than the Research screen. Geoscape: Added a kill count for each soldier on the post-mission debrief screen (each kill shown as an alien skull) Base: Added the building tooltip to the constructable buildings list. Base: The Training Rate value now shows decimals where appropriate, as each Interrogation increases the rate by 0.5. Base Stores: Alien Psi-Amp, Alien Grenades and Alien Advanced Grenades are now marked as Junk item for sale purposes. Research: Fixed the Xenopedia entry for the Scout UFO incorrectly reporting it was Evasive. Aircraft: The generic soldier icons on the dropship soldier arrangement screen have now been replaced by soldier role icons, which should make it much easier to tell your soldiers apart. Aircraft: Increased the size of the aircraft hardpoint equipment menu so you can see more available items at once. Aircraft: When viewing a dropship, the soldier list now increases in size as the dropship capacity increases (rather than a scrollbar being added). Aircraft: The "Choose Aircraft Name" panel now has a cancel button, and can be closed by pressing Esc. Aircraft: Updated the tooltip on button confirming aircraft relocation. Soldier Equip: Injured soldiers and wounded soldiers now use different colours, making the two states easier to distinguish between. Soldier Equip: Right-clicking a soldier in the Unassigned soldier list will now automatically assign them to an available slot in the dropship (i.e. the inverse of the right-click fast unassignment you can do on the list of soldiers assigned to a dropship). Soldier Equip: Updated the tooltip on the Select Soldier button shown on empty dropship slots. Soldier Equip: Fixed the Vanguard (Exosuit) light / heavy armour paperdoll variants not being consistently positioned. Soldier Equip: The "War Machine" achievement now unlocks from equipping the Vanguard Battlesuit rather than the Colossus. Soldier Equip: When players attempt a second mission without the dropship first returning to base, surviving soldiers receive equipment using the round robin method (assuming there is not enough to go around). Previously the first soldier would take all items set in their loadout, then the second would take all the items in their loadout, etc - which would cause problems if there wasn't enough items to go around (e.g. the first soldier would be issued mulitiple ammo magazines, but the last soldier wouldn't even get one to load into their weapon). Soldier Equip: Several updates to make soldier planned loadouts (i.e. the loadouts of soldiers that aren't in the dropship) more intuitive and useful: A pop-up message is now generated if you assign new soldiers to the dropship and the base stores does not have enough items to fill their planned loadout (which leads to soldiers not having some items equipped). Item quantities on the Soldier Equip screen now display as "X / Y" where X is the number currently in the base stores, and Y is the total number you own (including any equipped on your soldiers). You can now drag items into planned loadouts even if the base stores contains 0 of those items. Air Combat: Tthe first interceptor is now automatically selected when you begin a battle. The rotation arc for UFO weapons that are capable of rotating is now displayed. Hovering over either Evasive Roll button now displays a "ghost" plane that shows where the interceptor will end up. Different UFOs / aircraft may now have different cooldowns for evasive roll. The sizes of UFOs in the air combat has been updated to improve their relative scale. Tactical Combat: Almost 40 new maps have been added to the game (~30x Harvester Crash Site maps, 5x Alien Base maps, 1x Cleaner Base map, 1x Cleaner Data Raid) Further improvements have been made to the AI. Additionally, armed civilians should no longer be interested in going inside UFOs. Disabled various doors from autoclosing (UFO doors, alien base doors, blast doors in Xenonaut / Cleaner bases) as a temporary fix for the issue where the visual open / closed state of doors gets out of sync with their actual open / closed state. Cover objects with walkable floor tiles on top (shipping containers, caravans, buses, etc) are now linked in terms of destruction, which means destroying the object will remove the walkable tiles. Units stood on these tiles will fall to the ground. The Toggle Roof button is now functional and the visual behaviour of roofs has changed. Now roofs are shown by default, and will hide automatically when a soldier gains vision over any tile inside the building (previously roofs would always be hidden if you had the camera at level 1). After clicking the Toggle Roof button, the roof visibility will be forced on. Updated the way mouse targeting works when units are on top of objects that you cannot go inside (e.g. cliffs, shipping containers) so that you don't have to move the camera up to their level to click on them. Updated the camera behaviour when enemy reinforcements arrive - it now scrolls through any newly spawned enemy units. Updated the camera behaviour at end of turn when bleeding wounds, regeneration or the Automed Unit is being used - the camera will now scroll through all affected units in turn and show any healing or damage effects. When in grenade / medikit targeting mode, the game will no longer preview the portrait / stats of other soldiers when you hover over their minitabs at the top of the screen (because doing this cancelled the grenade / medikit use). Soldiers marked as "done" for the turn in the tactical combat now have a green tick below their minitab. 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). Improved the auto-pathing when using a melee / heal item on a target several tiles away, so it correctly finds the shortest path and doesn't get confused by intervening walls. Improved the path prediction code to prevent situations where the move path would show soldiers being able to move a shorter distance than they were actually able to. Abduction tubes now play the teleport animation and teleport sound when they disappear midway through an Abduction mission due to the timer expiring. Climbing a ladder now plays footstep sounds. Melee attacks now occur more quickly after the player clicks the attack button. Sped up Mentarch firing animation. The Valkyrie dropship now has side doors which automatically open as units pass through them (this does not cost TU). As they have windows, they do not block vision - but they do stop alien reaction fire hitting soldiers still inside the dropship! Stopped open Xenonaut Base / ATLAS Base blast doors triggering the shut door icon, which blocks other click commands. All walls within the Abductor UFO are now destructible. Optimised the cabbage fields in the Farm maps Various small visual updates: Updated 3d models for the basic Secton and Wraith aliens, and new models for the human Fusion Pistol, Fusion Shotgun and Fusion Sniper Rifle. Updated environment art for the command room in the ATLAS Base mission, adding a proper command table and wall screens that better resemble those on the main menu artwork. Updated the art on the Fusion Charge so it glows fusion green rather than plasma blue. Slightly updated the Gauss Shotgun art so it's easier to differentiate at a glance from the Gauss Rifle. Retextured all the various roller doors in the game, and removed all the static roller doors in the Western Town and replaced them with roller doors that can be opened. Fixed z-fighting issues with some of the ATLAS base corridor tiles and the fog of war shader. Fixed some alignment issues for the wall corner tiles in the Xenonaut Base / ATLAS Base map Fixed a visual issue on one of the Western Town petrol station buildings BUGFIXES: Strategy: Geoscape: Fixed the mission information UI incorrectly displaying some dummy information if you have built a Quantum Array. Geoscape: Fixed an issue where redirecting an aircraft in flight would not spawn the multi-select box if you clicked a target in close proximity to another possible target. Geoscape: Fixed some issues to do with the UFO take-off process that should help avoid the situation where a UFO spends days flying around the map while repeatedly taking off and landing. Geoscape: Aircraft icon no longer disappears if aircraft circumnavigates the map more than once in a single direction Geoscape: Fixed clicking-and-holding to move map while in base construction mode acting placing the base when you release the mouse. Geoscape: Fixed the nightshadow not extending all the way to the bottom of the map. Geoscape: Destroyed Xenonaut bases no longer prevent the player building another base nearby. Research: Fixed in-progress research projects not showing a duration if the remaining time was between 23 and 24 hours. Base Stores: Fixed pressing Esc on the Transfer Items screen not returning to the Geoscape like it does on other strategy UI screens. Soldiers: Fixed there being spots in the Soldier list where the mouse scrollwheel would not allow you to scroll the list. Soldier Equip: Guardian "Heavy Armour" module now correctly remembers whether it was enabled or disabled when changing armour (like the heavy armour modules for other armours do). Soldier Equip: Fixed wounded soldiers in the dropship visually having no armour while travelling back to base. Soldier Equip: Fixed the flicker that would occur in the bottom left list before you access the screen for the first time. Soldier Equip: Fixed this screen starting with the the Equipment tab selected in the Armory, not the Weapons tab. Soldier Equip: Fixed custom loadout names not having a maximum length (now limited to 20 characters). Soldier Equip: Fixed players being unable to save loadout changes if all they changed was toggling the Heavy Armour toggle on / off. Aircraft: Fixed the soldier HP bar that is shown on hover on the Dropship soldier arrangement screen showing inconsistent values when you switch between soldiers. Aircraft: Fixed the inverted keybinds when scrolling through different aircraft. Aircraft: Fixed a bug where the topbar would be hidden if you built a new base and then went directly to the Aircraft screen. Misc: Fixed a few strings that were not being correctly translated. Air Combat: Fixed a crash in the air combat that could occur if you accidentally right-clicked on one of the Evasive Roll buttons. Fixed the air combat maps sometimes containing aircraft deployment regions that don't disappear when the battle begins. Fixed the Air Superiority achievement not unlocking correctly if you were using air combat autoresolve. Tactical Combat: Fixed grenades sometimes not inflicting any damage on terrain when they hit the middle of a large object (such as a clump of trees). Fixed an issue where the you would get vision into the UFO at the start of the turn if the door had started open, even though it then automatically closed itself. Fixed the Western Town restaurant interior walls appearing black on some systems. Fixed the adjacent cover system not correctly disallowing other adjacent cover of similar stopping value. Fixed unconscious civilians / local forces being treated as dead in the mission debrief. Fixed unconscious soldiers with bleeding wounds not taking bleed damage. Prevented the player from healing an unconscious unit if there is another unit stood on their tile, as that would lead to two units occupying the same tile. Fixed another example of soldiers being able to occupy the same tile and get stuck inside each other. Fixed an AI issue with Reapers preventing them from attacking in some circumstances. Wraith active camo ability is no longer reset to being active when loading a saved game. Secton Psionic Triangulation glowing eyes can no longer be seen in the shroud in some circumstances. Secton Psionic triangulation no longer incorrectly triggers off other Sectons in some circumstances. Fixed Psyon Mesmerize incorrectly triggering if a shot misses, hits an explosive object and kills the Psyon. Fixed some mission types not generating autosaves on the first turn. Fixed an AI hang that could occur when an alien unit capable of crushing walls encounters a unit on the other side of the wall Fixed an issue where zooming in / out using the keyboard keys could be too fast if you held down the keys. Fixed some ladders on some of the new Polar maps not being climbable. Fixed the unpathable cliffs on the Polar extraction / ambush maps. Fixed some misaligned road tiles in one of the Cleaner Data Raid missions. Fixed several issues with the Ambush mission trucks having incorrect loot amounts in certain maps. Fixed the large 4x2 oiltank not being correctly removed when destroyed. Fixed being able to see dead bodies inside the crashed UFO in the shroud before the UFO itself becomes visible. Fixed the abduction tubes on Abduction missions being visible in the shroud. Fixed TU reserve mode being left enabled on a weapon after a panicking soldier drops it Fixed TU reserve mode being visually disabled after enemy overwatch occurs Fixed an issue where a teleporter doesn't trigger due to enemy reaction fire occuring as a unit steps onto a teleporter, but the camera still moved up to the higher level as if it had. Fixed an issue where recovering the body of a dead soldier wouldn't also recover the equipped armour on that body (this only applies on lower difficulty settings where armour is not destroyed on death). Fixed the Cleaner reinforcements coming one turn too early for the linked conversation on the Cleaner Data Raid missions. Fixed an issue where the three "On Mission" soldiers would get permanently stuck in the dropship after returning to base if you flew to a Soldier Extraction mission site, then aborted the mission and returned to base. Fixed the camera panning from the dropship objective to the spawn position of your squad on VIP extraction missions also incorrectly happening after loading a save game. Fixed instances where units suffering TU penalties due to insufficient carrying capacity would also have their weapon TU fire costs reduced. Fixed pressing Esc while hovering over an enemy in tactical combat not opening the game menu. Fixed missions incorrectly ending immediately when spawned enemies still remain alive (e.g. Reapers spawned from Zombies). Fixed some flickering on the Cruiser UFO's hull dropshadow. Fixed an issue with the landed Abductor hull that allowed you to see through the hull and reveal the interior from certain angles. Fixed zombified civilians / local forces soldiers not using the zombie animations. Fixed the damaged particles on the yellow power generators displaying strange visual effects when targeted. Fixed abduction tubes continuing to play their humming sound even if they had teleported away due to the mission timer expiring. Fixed freed civilians on Abduction missions not being counted in the post-mission Debrief line about surviving civilians. Fixed VIPs being given flares in night missions. Fixed the teleport animation being visually stretched.
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Hello everyone - this is the balance and feedback thread for our full Milestone 4 release. I've created this so that people can post up any thoughts and feedback they have while playing through Milestone 4 so we can take it into consideration while we work on Milestone 5. Let us know what you think works well, and works badly. Please do not use this thread to post up bugs, as we've got a dedicated subforum for those - we should reply to bug reports within one working day if you post in the correct channels, whereas we might not notice bug reports posted here!
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Yup, this is a feature that has been added in Milestone 4 which will be released on the default branches shortly.
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Milestone 4.12.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
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! Fixes & Changes: Removed the "Heavy Fighter" UFO, and replaced it with the Interceptor (which it was intended to be an alternate variant of). Increased the Hardness on the Colossus from 15 to 20. Fixed Sentinel module having 270-degree vision instead of 180-degree vision, and the tooltip description incorrectly saying it had 360-degree vision. Fixed various "screen" walls inside UFOs incorrectly being crushable by vehicles. Added updated translations for Simplified and Traditional Chinese. -
Milestone 4.11.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
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! Fixes & Changes: Added research text for the Alien Psi-Amp project. Added updated translations for the various non-English languages. Fixed a crash that could occur at random on the Geoscape when UFOs were flying around. Fixed a crash that could occur when starting air combat. Disabled various doors from autoclosing (UFO doors, alien base doors, blast doors in Xenonaut / Cleaner bases) as a temporary fix for the issue where the visual open / closed state of doors gets out of sync with their actual open / closed state. -
Thanks. We'll look into this. Just to check, this didn't happen in a pre-existing campaign immediately after the 4.10.0 update, did it?
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Thanks. We'll look into this. Just to check, this didn't happen in a pre-existing campaign immediately after the 4.10.0 update, did it?
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Milestone 4.10.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
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! Fixes & Changes - Strategy: Fixed a crash on the Geoscape that could occur when saving after an air combat battle. Fixed aircraft missiles / torpedoes being available immediately after completing the Aerial Warfare research project (rather than after the Aircraft Missiles engineering project). Fixed aircraft missiles and fusion lances appearing twice in the weapon list once the appropriate engineering projects had been completed. Wraith Cloaking Field tooltip now correctly shows -1.5 Accuracy per tile rather than -2. Slightly updated the Gauss Shotgun art so it's easier to differentiate at a glance from the Gauss Rifle. Fixed a few typos in research project names and research text. Fixes & Changes - Tactical: Andron Elites (the weaker green ones) have had their Armour reduced to 35 (from 50). Fixed Servitors not spawning. Fixed the Cleaner Soldiers on the first Abduction site being unable to attack, and carrying an extra (non-functional) submachine gun. Fixed the "reinforcements arrived" conversation being out of sync on the Eliminate VIP (Cleaner Leader) missions. Fixed explosions for the HEVY sometimes spawning in the wrong place (in the middle of the screen). Improved the aiming of the HEVY, so the soldier now fires the weapon upwards to reflect the arced path the projectile actually takes. Units now play injury sounds when hit with a Stun Baton. Fixed zombified civilians / local forces soldiers not using the zombie animations. Fixed damaged palm trees on the Western Town biome being invisible when in their damaged state. Fixed some solid wall corners on one of the ATLAS Base maps that you could see / shoot right through as if they weren't there. Fixed the damaged particles on the yellow power generators displaying strange visual effects when targeted. "War Machine" achievement now refers to the Vanguard Battlesuit rather than the Colossus. -
We're going to be in it, yeah, as our publisher helps run it. I'm not sure exactly what's being done though, we're just concentrating on working on the game at the moment
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Question is, was it the same map Skitso is talking about? With lots of palm trees around the edge?
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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! Bugfixes: Fixed a crash that would occur when you completed the "Alenium Warheads" engineering project. Fixed an AI hang that could occur in the alien base. Fixed the confirmation dialog not closing if you tried to sell an aircraft that was under construction. Fixed visual flickering (z-fighting) issue on certain parts of a desert VIP extraction map. Fixed the Automed Module tooltip displaying an unnecessarily long Effect string instead of "Regeneration (25HP)".
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I’m on holiday until next week so there won’t be any fixes on this stuff until next week, but it does seem like the Servitors not spawning is indeed a bug. Regarding the overly easy intel gather map, can you please attach some screenshots and maybe a save so we can easily identify which map you’re talking about?
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Autopsies unit stats and difficulty modifer
Chris replied to silencer's topic in Xenonauts-2 General Discussion
No, they don’t. I’ll add it to our to-do list. -
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,
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[m4.5.0 - Ground Combat] Laser rifle will not reload.
Chris replied to Melee's topic in Xenonauts-2 Bug Reports
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. -
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!