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Chris

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Everything posted by Chris

  1. Thanks. I think the reason why Skitso is coming across as defensive here is because people who haven't played the game often complain about it being the exact same thing as X1 with very minor changes, while people who have actually played the game generally tend to be happy with how significant the changes are. Honestly, I think you're probably smart to wait until the game comes out of Early Access to play it because that's when it'll give you the best experience, and I appreciate you showing your support for the team in the meantime by buying it anyway, so thanks for that. But just bear in mind that reading a list of changes really doesn't give much of a feel for the scope of the changes. As for your suggestions - we've got a few of them already (memorial screen and training center), and depending on what you mean by "more customisation" we may add that before launch too. However, while it's possible we'll lean more into the roleplaying aspect of the soldiers in future expansions, remember that classic X-Com games work on a much larger scale than moden XCOM games, and when the player is bringing squads of 12 or 16 soldiers into battle (rather than squads capping out at 6) and frequently taking heavy casualties it can rapidly get tiresome to have to manage traits and stress etc for each individual soldier as well as their stats. I know this because we actually had a basic Stress system in the game, but I disabled it for that reason. Potentially it's fine for a DLC because then players who want that level of detail can voluntarily opt into it. But forcing it on everyone seems like a bad idea; it runs the risk of making X2 a very hardcore game and limiting our audience.
  2. Hi - we've attempted a fix for this issue in the latest Experimental build (3.5.0), would you mind testing to see if it has fixed it for you? The save game you provided above should be fixed if the fix has worked.
  3. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This hotfix addresses a few bugs we introduced in our last Experimental hotfix, as well as several additional bugs in the current public builds. Bugfixes: Fixed a bug where players were unable to hire scientists / engineers in some circumstances. Fixed a bug where unassigned soldiers could display the incorrect armour name in the armour dropdown - e.g. be visually equipped with the Warden Armour, but the dropdown would read Tactical Armour. Fixed soldiers being unable to crouch if another soldier was already moving. Updated the code so that if you press the Crouch button when a soldier is moving, they will try to crouch at the end of their move. We've now capped this to one attempted crouch action, so pressing the button multiple times will no longer waste TU by queueing up crouch / uncrouch actions. Fixed being unable to disable the air combat Afterburners / Retreat buttons during the initial deployment phase. Fixed movement / turning not being interrupted when sighting an enemy if you were doing it as part of a grenade throw action (it worked fine when firing a weapon). Fixed the visual flicker that would occur after finishing an air combat battle as the cities briefly appeared on the map and then hid themselves. Fixed the tactical UI displaying a white soldier portrait outline if you have no soldier selected (usually occurs if the selected soldier is killed). Fixed the Cleaner HQ mission sometimes not revealing immediately when you reach 100% on the progress tracker. Fixed the soldier minitabs at the top of the tactical UI not showing the number of USB sticks on the tile of an unconscious soldier (like it does for dead soldiers). Fixed a Boreal log pile that had a graphical glitch with one of the logs. Attempted Bugfixes: These bugs appear hardware linked and none of the dev team can reproduce them, so we're relying on affected users to let us know whether the fixes worked! Attempted a fix for the issue some people are experiencing where the exterior walls of the office on the Cleaner Data Raid missions display black. Attempted a fix for the entire screen going black when a unit fires a weapon in the tactical combat (this is the bug that could be fixed by disabling the "camera shake" setting).
  4. Thanks for letting us know. It's likely to be some complication with the recent upgrade to Unity 2022, I'd guess. We fixed a couple of related bugs in the 3.3.0 update a couple of days back but if you're still experiencing it now then obviously we've missed some other examples of it. Could you please switch to the Experimental branch and see if you're still experiencing the issue? Instructions on how to change here. If so, then can you send us over some information? Firstly, check if the game is producing any output.log files. Details on how to find them here. Can you also grab the file from here: %USERPROFILE%\AppData\LocalLow\Goldhawk Interactive\Xenonauts 2\Player.log That should hopefully give us some idea of what the issue is. Probably best to email me those files at chris@xenonauts.com so I don't miss them.
  5. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Another quick batch of fixes for Milestone 3 while we continue to work on Milestone 4. Gameplay Changes: Mentarch can now be suppressed again. However, it now has 80 Bravery instead of 50 Bravery so it is harder to suppress than it was in Milestone 2. Added correct white silhouette images for the MARS vehicle weapons (used in the unit minitabs at the top of the tactical UI). Bugfixes: Fixed a crash that could occur when quickly switching between the aircraft screen and another strategy screen. Fixed the player being able to hire more engineers / scientists than their workshop / lab capacity should allow if you have excess lab capacity free at a secondary base. Fixed the soldier portraits on the Soldier Equip screen sometimes disappearing. Fixed the aircraft transfer duration repeating after completion and taking twice as long as intended. Fixed an issue when completing an engineering project on the 5th or 6th base, which would take you to the workshop screen for the 4th base instead. Fixed the heal animation not displaying properly.
  6. Yup, that's likely to be at least part of it - but that's then extremely similar to the Predator armour from X1, so we're considering all the available options.
  7. Unfortunately I can't reproduce it. It's "fixed" if I load the save from the end of turn 5, and if I load the save at the start of turn 5 then I'm not sure how to reproduce it. If I go into the room then everything works fine. It's possible it happened during the AI turn earlier in the mission, but it's hard to know.
  8. Thanks. I'll take a look at them tomorrow and see if any of them have a reproduction case.
  9. We've now released our Milestone 3.3.0 patch onto our standard Steam / GOG / Epic branches, which fixes several stability issues that existed in 3.0.9. We'll be releasing another small patch containing further bugfixes onto the Experimental branch in the next few days, so please continue to report any bugs you encounter! Balance Changes & Gameplay Updates: Added the soldier nationality flag to the tactical UI. Actuator module now weighs 5 (rather than 12), and grants +20 Strength (rather than +25 Str). This makes it slightly better at increasing carrying capacity, and helps avoid the situation where soldiers near the 100 Strength cap would get little or no net carrying capacity increase from equipping it. Added an additional five waves of UFOs after the game content ends, so players have more time to experiment with their new equipment if they want (unfortunately this change may only take effect for new campaigns created in patch 3.3.0 onwards). The "ghost" soldiers that are added to your squad on the Soldier Rescue mission will now fill empty slots in your dropship if possible, rather than always going in slots 7-9 (and removing any soldiers already in those slots). The extraction region for the dropships is now a bit more generous - it includes the side doorways etc, rather than only counting the interior of the cargo hold. Stalker Armour tooltip now displays the "cloaking field" effect with hyperlink that explains what it does. Bugfixes: Fixed an immediate lockup some players were getting when booting up the game. Fixed doors being opened under the shroud incorrectly being visible again. Fixed an issue where equipment on dead Xenonauts was not being recovered from alien bases (and the Cleaner HQ), even if you won the mission. Fixed the conversation not triggering when you see The General for the first time in the ATLAS Base mission. Fixed players being able to assign wounded soldiers to the dropship via the assignment menu that is generated when double-clicking an empty dropship slot. Fixed players being able to bypass the dropship vehicle limit using the same assignment menu mentioned above. Fixed the green deployment tiles still being present if you loaded a save game from Turn 1 in a mission that has a deployment phase. Fixed the heal animation from the automed unit (and possibly also Sebillian regeneration) being incorrectly offset. Fixed text rows displaying much smaller / larger than intended when clicking and dragging them (e.g. in the engineering queue, or a soldier in the dropship soldier list) unless you were playing on a 1080p screen. Fixed a crash that could occur when a patrolling dropship is ordered to go to a mission site. Fixed an AI hang that can occur if a unit is blocked by a Xenonaut standing behind a door. Fixed an issue where unassigning a soldier with heavy armour from the dropship could allow you to double-press the Heavy Armour button, and get the soldier into a broken state. Fixed some Cleaner missions sometimes spawning after the Cleaner HQ had been destroyed. Fixed certain sloped roof tiles incorrectly being destroyed. Fixed the Servitor sometimes playing a movement sound that does not end. Fixed the base icon not being removed from the Geoscape if the base is destroyed by aliens. Fixed the data raid objective text being broken in Spanish. Fixed a desert map not containing reinforcement move nodes. Fixed a dockyard map where aliens can spawn inside the UFO hull. Fixed a dockyard map where a ladder had been placed at the incorect height. Fixed some pillars that were blocking movement in Western Town maps. Fixed a minor issue with the Abductor UFO hull hitbox in tactical missions, as it could sometimes block shots that did not appear to be passing anywhere near the UFO. (Hopefully) fixed the bug where ground tiles around the UFO were sometimes revealed from the shroud on night missions, right from the very start of the mission. (Hopefully) fixed an issue where players would be unable to zoom the Geoscape / Air Combat camera using the mousewheel if they also had a touchscreen peripheral plugged in.
  10. The final mission isn't finished yet, so I'm not really sure what's gained by doing this? I added an extra five waves of UFOs in 3.1.0 so there's a bit more playtime compared to the current public build, and if I add any more it'll just be the same thing over and over until the timeline runs out.
  11. I'll be releasing a fix for this tonight, hopefully - but you can switch to the Experimental builds if you want to play now, as it should be fixed there already.
  12. I'm not sure this is the right save, as all your soldiers are grouped together before going through the doors in that save? Anyway, thanks for reporting this everyone. As Von_Emmy says, this bug happens when a door somehow gets stuck in the opposite state to what it's meant to be - and I think it's fixed when loading a save game? In any case, to fix it we're going to need to find a save where we can reproduce the bug occurring (it's one of those awkward ones where a save after it happens isn't that useful to us). We'll keep an eye out at this end too, but if you come across one in your playtesting then please let us know!
  13. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! We're hoping that this hotfix is a little more stable than the previous two, which both introduced serious new bugs (alongside fixing various issues). If testing suggests we've got on top of the stability issues then we'll release this onto the main Steam / GOG branches next week. Bugfixes: Fixed a loop in the pathing system that would cause the game to crash with an "out of memory" error in various situations. Fixed soldier hair sometimes not appearing correctly in tactical missions. Fixed a number of issues related to the shroud / fog of war, including it not revealing properly in some instances. Fixed an issue where equipment on dead Xenonauts was not being recovered from alien bases (and the Cleaner HQ), even if you won the mission. (Hopefully) fixed the bug where ground tiles around the UFO were sometimes revealed from the shroud on night missions, right from the very start of the mission. Fixed another instance where players could sometimes not boot into the Main Menu. Fixed an issue where players would be unable to zoom the Geoscape / Air Combat camera if they had a touchscreen peripheral plugged in. Fixed a minor issue with the Abductor UFO hull hitbox in tactical missions, as it could sometimes block shots that did not appear anywhere near the UFO.
  14. Hello everyone - we've reached the end of the month, so it's time for another progress update on Xenonauts 2! Milestone 3 Release: The biggest news in February was the release of Milestone 3, which launched in conjunction with a Steam promotion and contained many significant upgrades and improvements to the game. We were concerned there might be stability issues arising from our migration to Unity 2022, but in general the release went smoothly. This is in no small part due to the many people who helped us by testing the build on the Experimental branch, so a huge thankyou for that! However, most of our time over the past couple of weeks has still been spent fixing bugs reported by the commmunity. Over the past couple of weeks we've released a couple of patches onto the Experimental branch, and if testing doesn't reveal any further bugs then we'll release them onto the main Steam / GOG branches some time next week. Milestone 4 Planning & Harvester UFO: Our next big update will be Milestone 4, which we're expecting to have ready for early testing on the Experimental branch in roughly six weeks. This will be another major content update centered around the introduction of a new UFO, in this case the Harvester - the penultimate alien craft in the game (the Battleship is the largest UFO and is due in Milestone 5). We're therefore already working on the content necessary for this. Aside from the obvious work required for adding and balancing a new UFO, there's quite a bit of extra work required here because the Harvester is so much larger than the Abductor and Cruiser UFOs that it requires an entirely new set of maps. We're aiming to have three new maps per biome for this UFO, which means a total of about 25 new maps will also be added in Milestone 4. Androns & Updated Aliens: Milestone 4 will also see the re-introduction of the Andron alien race. We removed these prior to our Early Access launch because the models and animations looked pretty bad, but we've now created a new set of models / animations for them. I think they've come out well, and are now some of the best-looking aliens in the game. In gameplay terms these remain heavily armoured, fearless robotic enemies, but unlike in previous incarnations they now carry standard alien weapons (either rifles or machineguns) rather than having an integrated cannon arm - this makes it much easier for players to gauge how much threat any Andron unit poses, because you can now actually see the gun they're using. We're also likely to revisit a few of the existing aliens before Milestone 4 arrives and either retexture them or update their animations, as some of the aliens definitely look better than others right now! Colossus Battlesuit: The most important research project unlocked off the Harvester is the Colossus Battlesuit, the "ultimate" suit of armour available to the player, so this is something else we'll be looking into this month. We want this to be a powerful asset that offers exceptional protection, but not something you want to equip on literally every soldier in your team - so it needs some disadvantages to go alongside its strengths. I've not yet decided exactly how this will be done yet, so hopefully we'll have more details for you in the next update once we've had a chance to test some of our ideas! That's all from me for now. As always, thanks for reading, and I'll be writing another update at the end of next month!
  15. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Note this build is NOT AVAILABLE ON GOG, as they are once again having server issues and we're unable to upload it to their systems. Balance Changes & Gameplay Updates: Added the soldier nationality flag to the tactical UI. Stalker Armour tooltip now displays the "cloaking field" effect with hyperlink that explains what it does. Actuator module now weighs 5 (rather than 12), and grants +20 Strength (rather than +25 Str). This makes it slightly better at increasing carrying capacity, and makes it more useful for soldiers that are close to the Strength cap. Bugfixes: Fixed soldiers being bald in tactical missions (a bug introduced in our last hotfix). Fixed the camera sometimes being unresponsive after loading a save game. Fixed a crash that could occur when a patrolling dropship is ordered to go to a mission site. Fixed an AI hang that can occur if a unit is blocked by a Xenonaut standing behind a door. Fixed an issue where unassigning a soldier with heavy armour from the dropship could allow you to double-press the Heavy Armour button, and get the soldier into a broken state. Fixed some Cleaner missions sometimes spawning after the Cleaner HQ had been destroyed. Fixed certain sloped roof tiles incorrectly being destroyed. Fixed the Servitor sometimes playing a movement sound that does not end. Fixed the base icon not being removed from the Geoscape if the base is destroyed by aliens. Fixed the data raid objective text being broken in Spanish. Fixed a desert map not containing reinforcement move nodes. Fixed a dockyard map where aliens can spawn inside the UFO hull. Fixed a dockyard map where a ladder had been placed at the incorect height. Fixed some pillars that were blocking movement in Western Town maps.
  16. Being able to see the Strength value of the soldier here would have been quite helpful! The carry capacity formula is simple, and is 30 + 1 for every point of Strength the soldier has. Strength is capped at 100, so the most you can have is 130 Carry Capacity. Part of the problem here is that you're putting an item that gives +25 Strength onto a unit that looks like it already has 85 Strength, so the excess 10 Strength is wasted. Then because the module weighs 12, you're only effectively getting +3 carrying capacity. Part of this is a balance issue; I think I'll reduce the Actuator to give +20 Strength but only have 5 weight. But exceeding 100 Strength still won't be possible as there's a lot of things in the game that assume a soldier caps out at 100 Strength.
  17. Thanks. Yes, there's not currently seperate models for each armour variant - we might look at that in a few months once we're certain the equipment won't change any further.
  18. Thanks for the replies. Do you happen to have any touch peripherals plugged in? The plugin we're using might have an issue with that overriding the scrollwheel input. We'll take a look at adding a keybind for the scrolling.
  19. Thanks, but this isn't a bug - shotguns fire shells that contain three pellets each, so each shot is only one ammo (unlike other weapons which fire multiple bullets in a burst, where that number of bullets is removed after firing a burst). Maybe a bit confusing but this is how the weapons work in real life.
  20. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! Balance Changes & Gameplay Updates: Added an additional five waves of UFOs after the game content ends, so players have more time to experiment with their new equipment if they want (unfortunately this change may only take effect for new campaigns created in 3.0.10 onwards). The "ghost" soldiers that are added to your squad on the Soldier Rescue mission will now fill empty slots in your dropship if possible, rather than always going in slots 7-9. The extraction region for the dropships is now a bit more generous - it includes the side doorways etc, rather than only counting the interior of the cargo hold. Bugfixes: Attempted to a fix an immediate lockup some players were getting when booting up the game. Fixed doors being opened under the shroud incorrectly being visible again. Fixed the conversation not triggering when you see The General for the first time in the ATLAS Base mission. Fixed players on non-1080p screens potentially getting duplicate radar circles when placing new bases towards the edge of the map. Fixed players being able to assign wounded soldiers to the dropship via the assignment menu that is generated when double-clicking an empty dropship slot. Fixed players being able to bypass the dropship vehicle limit using the same assignment menu mentioned above. Fixed the green deployment tiles still being present if you loaded a save game from Turn 1 in a mission that has a deployment phase. Fixed the heal animation from the automed unit (and possibly also Sebillian regeneration) being incorrectly offset. Fix text rows displaying much smaller / larger than intended when clicking and dragging them (e.g. in the engineering queue, or a soldier in the dropship soldier list) unless you were playing on a 1080p screen.
  21. Yeah, we can't really add any more vertical space. The only possible space is the right hand side of the soldier role line; I guess with icons we could maybe have an indicator for it. Something like this:
  22. Yes, I've been thinking about turning the "Recovered Items" list into a "Mission Rewards" list and adding the Panic changes etc to it. I don't think it's worth adding a seperate list for recovered materials though; it'd take up too much screen estate and Alloys and Alenium are usually listed at the top anyway. I'd like to include unit specific kill counts but there's literally no space for it once you take into account the maximum length of certain strings like the soldier name.
  23. Thanks for the feedback. Changing difficulty on the fly is a bit technically challenging, but we're looking at adding more variety and the alien base doors are also on our "to fix" list. Apologies if you felt misled about the amount of content in the game. It's closer to 60% of the game in Milestone 2, and we have tried to flag it up on the store page, but yeah - it's never nice when people are disappointed. This will only be an issue for a couple more major updates though, and I'm glad you've enjoyed what you've played so far!
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