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Chris

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Posts posted by Chris

  1. 1 hour ago, Ataraxia Mechanica said:

    Trying to pull a sneaky on me ain't ya, almost sold it

    image.png.55c2f6dbf3a74c38fb6d73e874355924.png

    auto_strategy_after_combat-193.json 917.02 kB · 0 downloads

    It's actually fine - just having the item unlocks the research and once unlocked you can complete it even if you've sold the unit.

    We might change that in the future but right now there's no way to mark an item as junk once a project is complete. It's either junk or not.

  2. This is a minor patch for the previous version that contains an important (potential) bugfix.

    Gameplay Changes:

    • Attempted to fix an issue with the second part of the Phase 2 popup (The Xenonaut Initiative) not triggering correctly. This occurs three days after the first part of the Phase 2 popup (The Transmission), and if it does not trigger then the regional Panic mechanic does not unlock correctly. Basically, if you're past day 61 and there isn't a little red bar running underneath the Supporter icons for each region, then the project has failed to trigger!
    • Removed some extra line breaks on the first part of the Phase 2 popup description, and the Phase 3 popup description.
  3. 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!

    Thanks to everyone who continues to test and report bugs in this milestone. We'll be releasing another hotfix tomorrow before we shut down for Christmas, so please do report any further bugs you encounter! 

    Gameplay Changes:

    • Updated the weapon configuration on the Battleship UFO so its frontal weapon is angled directly forwards and cannot rotate, and the two side-firing turret weapons have narrower rotation arcs.
    • The roof tiles on the desert buildings have temporarily been made indestructible again, as there's a visual issue where they don't disappear if destroyed.

    Bugfixes:

    • Fixed a crash that would occur at the end of the tutorial, or at the end of tactical combat missions.
    • Fixed a crash that could occur in the tactical combat when either friendly or alien units were moving.
    • Another fix for the 90% loading screen bug. Please continue to report any further instances of this issue - I'm pretty sure we've got all the corrupted maps fixed now, but I said that after the last hotfix too!
    • Fixed the Operations Points value (and daily OP gain) showing incorrect values due to a quirk in the translation system. 
    • Fixed the Phase 2a and Phase 3 popups incorrectly showing the text from Phase 1.
    • Fixed the post-mission debrief screen incorrectly showing all units (including the MARS) gaining +2 Strength / Bravery, even if they did not.
    • Fixed smoke and poison gas not being able to spawn on tiles containing combatants.
    • Fixed being unable to load HEVY ammo by dragging it over the weapon on the Soldier Equip screen / tactical inventory.
    • Fixed the "project available" pop-up sometimes incorrectly being shown before the linked Xenopedia research popup.
    • Fixed lost funding regions not losing their red border if they are brought back below 100 Panic and resume funding the Xenonauts.
    • Fixed the Scientist supporters not displaying a label on the region info panel.
  4. 1 hour ago, spolokh said:

    Jus started a new game and found that power generators provides only 40 power  and no adjusency bonus applied. As far as I see starting power at first base is 180. *0 is from access lift as I understand, and 100 is for 2 generatore. In description it says that there should be 20 power supplied as adjucency bonus. Additionally any new generator built provides only 40 power and still no adjucency bonus

    Is it an expected beviour?

    Thank you

    user_start-1.json 395.56 kB · 0 downloads

    One thing that we need to fix is that starting construction on a new Generator will immediately give you the additional Power, but the extra power from the adjacency bonuses doesn't arrive until the Generator actually finishes building. Does that explain the problem you're having?

    • Like 1
  5. 24 minutes ago, Emily_F said:

    I had the injured soldier shown in the pic.  The medikit won't work.  I tried using the Alt-Shift-U cheat code and it gives me the HP=1000 but doesn't fix the bleeding wounds.  There was also an error message but it was too quick to get a pic. 

    image_2024-12-19_151641591.png

    user_cant_use_medikit-4.json 2.38 MB · 0 downloads

    Thanks. Hmm - probably best not to use that cheat then. Just use T to give units full TU and then you can usually engineer a situation where they can be healed.

    I suspect what's happened here is that now the unit is at max HP, it's not possible to heal them any more - but it's quite a low priority fix because you can only get into that situation by using the cheats.

  6. 2 hours ago, Xeferah said:

    I'm doing the tutorial, game difficulty is commander.

    - the cleaners have health numbers, those should be off on commander. I don't know if this is intended to be seen in the tutorial?

    image.thumb.png.1056b85799e18ae42167ebd4c0aabebc.png

    - the abort mission button has the wrong text

    image.thumb.png.0d25925515ed34ab8d855f60b1ca8539.png

    - while having the Tutorial Complete message, I was still able to click on the Abort Mission button. This caused a crash. Crash report included.bug_report_2024-12-19-13h16_wn_5.2.0_unhandled_exception.zip

    - the first mission, I cannot close the door manually

    image.thumb.png.d9c614802a83843c765eb53ed5bcbf66.png

    - from the patch notes: "Suppressing a unit now reduces their Reflexes by 50%, which makes them easier to hit with melee weapons." I don't think this works as intended, see next two screenshots. First regular melee attack preview, second when the commander is suppressed.

    image.thumb.png.6df27c01227e8e586cb2244ec9b47dd2.png

    image.thumb.png.f0f1c2f193621e6b66ee95d448affe26.png

     

    - another crash, report added: bug_report_2024-12-19-13h58_wn_5.2.0_unhandled_exception.zip

    That's it for now, more coming.

    Thanks. A few of these are intentional - the tutorial always shows HP numbers, and the blast doors aren't manually closable right now.

    I think the reflexes suppression penalty is working now though? It's reduced the enemy Reflexes to -25 in that case.

    I'll fix the issue with the incorrect tooltip on the abort button.

    Can you give me a bit more details on how you got the crash at the end of the tutorial? You just pressed Esc with the finish tutorial popup present?

    • Like 1
  7. 4 minutes ago, Razorsharp said:

    I legitimately can't play Xenonauts 2 because of it. It's the coolest looking armor and... i can't get it, and it's just there, being teased. I think it's the Local forces armor

    I want to buy the game, i want to play it, but i can't... is there a way i can just replace the basic Xenonauts armor with this one instead of adding it as a new variant, which i assume is even more complicated?

    for-the-love-of-all-thats-holy-is-there-a-way-i-can-get-mod-v0-8v2w4g38ot7e1.thumb.webp.0e1c6f3497126268719fae8fbb797775.webp

    That's just the Guardian armour - it unlocks off Destroyer UFOs / UFO Hull Plating research.

    • Haha 2
  8. 1 minute ago, Divisible by Zero said:

    Does anyone know of a save  download or a way to change save versions so that we don't have to replay the early game every time we update? I would like to try some of the later game content but find that by the time i have progressed passed early game, there is a version revision and my save is no-longer compliant. 

    I have played through the early game almost a dozen times but rarely get to the later content before update?

    Thanks

    There's not really any hack here - it's best either to play the Stable version (Milestone 4) which won't change at all, or wait until this weekend / early next week when we'll be going on our Christmas holidays and the updates will stop for a couple of weeks.

    The early days of any new Milestone usually involve almost daily updates because people find so many bugs. The pace slows down once the major stability issues are sorted out.

  9. 2 hours ago, svidangel said:

    Cross linking:

    Progress bar clearly still can show up in 5.1.0

     

    General seems to be fixed since 5.0.0, capturing ONLY the general results in no cleaner progress bar in 5.1.0!

    However, capturing a basic cleaner agent in the first ATLAS base mission still results in a 1% cleaner bar showing up - which is what is seen in the second link above.

    Thanks. Yeah, you're correct. That's now fixed in 5.2.0.

  10. 3 hours ago, Ilicius said:

    Description: Cleaner network progress on bottom of Geoscape map stucked.

    What Happened: Cleaner network progress stopped progressing and get stucked at 13%. Later I get found Cleaner base, so it's clearly progressing, it's just isn't shown.

    image.png

    Thanks. This won't appear if you start a new campaign in 5.2.0 - it only appears because capturing certain types of Cleaner was previously giving you Network Progress when it was not meant to!

  11. 7 hours ago, Ilicius said:

    Description: All regions are named "NAM" at bottom of map screen.

    What Happened: Exactly what you were doing before the bug occurred - for instance, if you were shooting at an alien then it helps to tell us things like what alien you fired at, which weapon you used, and whether you were using any special fire mode (e.g. were you holding down Ctrl, or just hovering the mouse over the alien?)

    Further information: Same issues appear in all saves. Restart of game didn't helped. Noticed it today, so it's most probably related to latest patch.

     

     

     

    Screenshot.png

    Thanks. This should be fixed in 5.2.0!

  12. 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!

    This update does not break save games, but we would recommend starting a new campaign if possible. Although we can fix bugs, in many cases we can't undo corruption that might have been caused in existing campaigns!

    Gameplay Changes:

    • Added new injury / death sounds for the Symbiote.
    • Electroshock Baton now does 30 Stun Damage, which is a 50% increase over the Stun Baton (previously they did the same).
    • The Interceptor UFO now has 20 Armour instead of 2 Armour.

    Bugfixes:

    • Fixed some more instances of the 90% loading screen freeze bug (it should now be completely gone),
    • Fixed a crash that would occur if you fired the Fusion Rockets on a MARS / ARES.
    • Fixed soldiers suffering a permanent -50% Reflexes modifier when suppressed (this was only intended to last one turn).
    • Fixed a tactical combat crash that could occur in certain circumstances when soldiers were moving.
    • Fixed the Reduce Panic strategic operation not working correctly.
    • Fixed a number of text display issues introduced in the previous hotfix, including all regions displaying as "NAM" and the game over screen displaying "null" everywhere.
    • Fixed capturing Cleaner Soldiers or Cleaner Agents incorrectly revealing the Cleaner Network Progress UI element.
  13. 47 minutes ago, John111122233 said:

    its now stuck in a loop, trying to reload the strategic map, but wont

    Thanks. This seems to affect any mission that existed on the Geoscape when you update from 5.0.0 to 5.1.0 - if you have any earlier strategy saves it should be fine. Or I think you can load the post-mission save and that should also be fine :)

  14. 26 minutes ago, Lore said:

    https://drive.google.com/file/d/146yd0SwkAkRFeqczfRGqDmYjWWTWU9L1/view?usp=sharing

    Link to bugreport above. Sent dropship to my first alien base. After loading the teleporter room i see perhaps two of my soldiers, mission complete sign and game partially freezed.

    Thanks. This seems to affect any mission that existed on the Geoscape when you update from 5.0.0 to 5.1.0 - if you have any earlier strategy saves it should be fine. Or I think you can load the post-mission save and that should also be fine :)

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