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Chris

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Everything posted by Chris

  1. This is more complex to fix than you'd think, as the "corpse" we have for the MARS is a big object and would look like it interferes with the gameplay when corpses actually do not. So I think we'll just leave it for now. I will increase the weight of the MARS / ARES corpse though, as they're not really meant to be something a soldier can pick up.
  2. We fixed a bug where crouching soldiers could shoot through other crouched soldiers. You have to be standing to shoot over the heads of crouched units / the MARS.
  3. Yes, you’re right the victory rewards are actually -30 to +30. I’ll update that. I’m guessing the reason you got +9 in your mission rather than +12 is because the aliens killed one of the freed civilians, so they don’t count as abducted or rescued (so effectively just +3 rather than +6).
  4. You need to provide the save from the final turn for us to be able to double check the maths, really. It’s +3 for any rescued civilians, and -3 for any abducted civilians. If the aliens have killed any released civilians then you don’t get credit for them, and if you’ve blown up any abduction tubes then those civilians don’t count as abducted. Yes, if you go to an abduction site and kill all the aliens but don’t rescue any of the civilians you still win the mission and recover their equipment, but don’t get any Doomsday benefits for doing so. EDIT: the maths looks correct to me, anyway. If you free 7 civilians then you get +21 for that, but you also suffer -9 because the aliens successfully abducted 3 civilians (which totals to +12). Effectively each civilian rescued improves the situation by +6, but it starts from -30 (which is what you’d get if you didn’t do the mission at all).
  5. 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 the game crashing if you tried to initiate an air combat battle with only one interceptor present (which would happen for every early-game interception).
  6. Thanks. I'm making a patch for this crash now, it should be live in an hour or two!
  7. 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! Unfortunately this update breaks save game compatibility - the bug where the Battleships were not spawning in Phase 5 can't be fixed in existing campaigns. I'll put 6.8.0 on the Experimental Legacy branch so people can continue playing it, but you'll need to capture the Eternal on the UOO Bridge Assault mission alive if you want to complete the game. Changes: The Air Combat section of the tutorial has now been added to the existing tutorial. Added the final side-on art for the aircraft weapons in the air combat UI. Added an explanatory popup when the first UOO mission is unlocked, explaining you need to click the new button to launch the mission (as people often don't notice it). Added a new blast door variant on the Xenonaut Base mission which can be manually opened like other types of door, and does not autoclose at end of turn. Set various glass doors to smash like windows when shot through. Balance Changes: Autopsy projects now autocomplete after Xenobiology has been researched. Colossus Power Fist now has +20 Accuracy to compensate for the Colossus Reflexes penalty. Stealthsuit heavy armour variant now reduces Accuracy by -3 (previously 0). Some changes to the UOO Sabotage mission: The enemies on the UOO Sabotage mission now all have Fusion weapons (as the player has already encountered enemies with Fusion weapons at this point). One Heavy Cyberdrone has been removed from the mission crew. The central building should now contain aliens again. Bugfixes: Fixed a crash that would occur if you used startWithCheats.bat and pressed H during a tactical mission. Fixed Battleships not appearing in phase 5. Fixed shroud and fog of war not appearing inside UFOs. Fixed being unable to heal unconscious Xenonauts in some situations. Fixed Sentry guns sometimes visually appearing to be destroyed, but still being alive. Fixed Endgame part 1 map starting with the Chinook dropship present. Fixed an AI issue where enemies were strongly discouraged from moving through closed doors. Fixed laser weapons snapping back to view the shooter when firing at targets at long range. Fixed the subtitles not appearing over the intro cinematic. Fixed a text error in the Aircraft Weapon tooltip (the Lock Time line), Fixed autoclosing blast doors in ATLAS / Cleaner Base closing even if there was an AI unit stood in the doorway. Fixed some frill offset issues in the Western Town store map.
  8. I'm guessing you're playing a campaign you started a while ago? The Gemini seems to go 4,500KM in a fresh game. Maybe I patched that after you started that campaign. The battleship bug will be fixed for new campaigns in the next patch - but hopefully Koki can fix your current save so you don't waste this one.
  9. Unfortunately I think this is something that must have happened to campaigns that were already in progress when we made this patch; I've tested it in a fresh game and they seem to work fine.
  10. I'll keep an eye on it when I do my next playthrough.
  11. Hey - the logs for this crash report are showing a crash when you're accessing the cheat panel. Are you playing the game with cheats enabled? Seems like if you press H with cheat mode enabled then the game crashes.
  12. Whatever the eventual changes to Biters are, the reasons for this particular nerf are still valid. Soldiers are frequently hit by Biters during overwatch fire, and if that happens then if they perform any action (including moving) then they're liable to be attacked by the Biter because it spawns with enough TU to reaction attack immediately. It's silly to have a situation where the optimal course of action can be to do nothing with your remaining TU (i.e. don't try to deal with the threat) so you don't eat an extra melee attack. Plus if we're spawning a unit mid-way through a turn, I think it's only fair to give the player the rest of their turn to deal with it before it starts attacking them.
  13. 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! Changes: Biters, Zombies and Reapers should now spawn with 0% Time Units. This means if they are spawned during the player's turn (e.g. Biters spawned from overwatch fire), you don't have to worry about them attacking your units until the end of your turn. Made the keybindings for the tactical combat "Soldier Rotate" and "Interact With " editable, as currently both are bound to RMB. Bugfixes: Fixed a crash related to the Cyberdrones. Fixed an AI hang that could occur after an AI unit fell from a collapsed floor. Fixed an AI hang that could occur if two enemy units got stuck on the same tile. Fixed being unable to build Advanced Gauss Weapons after running the engineering upgrade project (only existing weapons were being upgraded, not future ones).
  14. Thanks. Yeah, we know about this one - we'll hopefully have it fixed in the next week or two.
  15. Thanks. Yeah, I know what's causing this. I'll get it fixed.
  16. 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 the game crashing after various types of tactical mission by temporarily reverting the change to make autopsies autocomplete. We'll take a look at a proper fix next week that will allow us to re-introduce this change without the crash. Fixed the upgraded Guardian Armour incorrectly being much heavier than the standard Guardian Armour.
  17. 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! Changes: Alien autopsy research projects now autocomplete once Xenobiology has been researched. Capturing The General alive on the ATLAS Base mission now only grants +100 Operations Points on research (down from +150). Colossus Armour now makes the wearer immune to suppression. Colossus Armour now has a new secondary melee weapon available called the Power Fist. For now, you'll have to manually equip this and the animations / art are placeholders (and it won't appear in existing campaigns), but it's effectively a free Energy Knife that doesn't weigh anything. Basic Cyberdrone now only fires 2 shots (down from 3), but damage increased to 50 per shot (from 40). Heavy Cyberdrone still fires 3 shots. Bugfixes: Fixed a crash that would occur on the UOO Sabotage mission when the reinforcements started spawning. Fixed the Reaper Zombies incorrectly spawning a new Reaper every turn once they time out. Fixed some issues with the camera focus when firing shots at long range. Fixed vehicles always being illuminated on night missions, and the corner tiles on the ATLAS mission being visible even without line-of-sight. More assorted map fixes.
  18. 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! Changes: Fixed the Supporters incorrectly offering a much smaller funding increase than in earlier versions. Fixed the game not correctly returning to the Main Menu after showing a Game Over screen. Fixed the starting Angel interceptor needing Armour unequipped / reequipped for it to function properly (for a second time). Fixed the three soldiers in the Rescue Soldiers mission having ballistic rifle ammo in their medikits.
  19. Yeah, we are. I haven't had a chance to properly test it myself in my most recent playthrough so I've not finalised the changes for it yet. No, none of that data has changed. It's likely a bug related to the updated Funding Report. I'll look into it. Well, they've got more range now, which is the main thing. I think giving them a little more flexibility is fine too. Adding damage / penetration is a much bigger deal because it complicates the ratios between different tiers of weapon / enemy. I might buff those things in future but not in my first round of changes. The Wraith Cloaking Field is fine in my opinion. I like that it makes you think about your attack sequencing. I also think the shotgun is fine as is - if anything, it's a bit overpowered. I'm not really interested in mirroring the real-life properties of a shotgun here, because this is a video game and having a weapon that is ineffective against armour would fall apart very quickly in the midgame where most enemies have at least some armour. Everyone would just use a rifle instead (just like in real life). The commonly understood "shotgun" archetype in video games is something that does massive damage at short range by firing multiple smaller projectiles, and our current version works pretty well at doing what people expect while also being a viable primary weapon.
  20. 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! Unfortunately this update breaks save game compatibility, but if you want to continue your 6.4.0 campaign then please switch over to the Experimental Legacy branch. Changes: Added research art for Biosurvey Array research project. Updated the ENDGAME biome art to reflect we now use a teleporter rather than the Pegasus. There's now a dedicated "Supporter" line in the Funding Report that shows the funding received by the Geoscape Supporters. Supporter icons are now darkened when they are in the "replacing" state. Building roofs on the UOO Sabotage mission are now destructible. Balance Changes: Reaper Zombies now only spawn new Reapers if they survive the incubation period, which has been reduced to two turns. Killing the Zombie within two turns of it being spawned therefore prevents a new Reaper from spawning. Sniper Rifles have been buffed and Rifles nerfed slightly, as there were situations where the rifle was a better pick for long-range sniping. The Sniper Rifle now has a longer range, is cheaper to fire, and the penalty for moving has been reduced a bit (but it can still only fire once per turn). Rifle accuracy slightly reduced (by about 5% on a 100% accuracy shot). Sniper Rifle range increased to 26 (from 20). Fire cost of both Sniper Rifle fire modes decreased to 52 / 64 TU (from 56 / 70 TU), Reduced the "no move" accuracy bonus on the sniper rifle by about half, and added a similar amount to the standard fire modes. Essentially this means the weapon is now more accurate if the soldier has moved, and the same as before if the soldier has not moved. Automed Unit is still too much of an autopick item, so the weight has been increased to 12 (from 8) and the healing amount decreased to 3 HP per turn (from 5). It's intended to stop units dying from bleeding wounds, rather than replacing conventional healing items! Wraith Cloaking Field ability now triggers once at the end of a burst, meaning hitting a Wraith with two or more shotgun pellets / machinegun rounds / etc will only change the cloaking state once. Bugfixes: Fixed doors automatically closing after the line of sight updates. This means you should no longer see situations where the front door of a UFO closes at the start of the turn and the aliens inside are still visible in the fog of war. Fixed the game displaying the "UFO Captured by Xenonauts" toast at the end of the mission if the final alien was stunned. Fixed some more visual issues in various maps. Destruction particles should now correctly fall through the gaps between the space platforms on the UOO Sabotage maps. Fixed a bug in the French translation.
  21. It's not intentional, we'll get it fixed in the next week or two.
  22. 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 is a small hotfix for 6.4.0 that should allow people to complete their existing campaigns on the Experimental Legacy branch, as we'll shortly be releasing 6.5.0 which will unfortunately break save game compatibility. Bugfixes: Fixed a crash loading ENDGAME part 2.
  23. Thanks. This error seems like it might be caused by map corruption, which usually occurs if you try to load a tactical mission save after a game update that changes something in that map? Could you try loading the strategy save from just before the mission instead? It should work fine if you do that.
  24. Tactically, or strategically? And you played over the weekend, right? I ironed out a few tactical difficulty spikes in Phase 1 in 6.1 and 6.2, but to me the tactical battles still felt a little harder than M5. It feels quite easy now I'm past day 150 though.
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