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Everything posted by Chris
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Milestone 4 Balance & Feedback thead!
Chris replied to Chris's topic in Xenonauts-2 General Discussion
Again, thanks for the feedback everyone. I'll probably be making another round of balance tweaks for 4.19, mostly looking at the overall enemy accuracy levels on everything but Commander and maybe making that first terror site a bit less dangerous when facing Psyon or Wraith teams. I'll bear the other feedback in mind for Milestone 5, as we're a bit limited in terms of what we can change as part of a hotfix for Milestone 4. -
[4.18 Ground Combat] Grenade louncher scatter is still wild
Chris replied to gG-Unknown's topic in Xenonauts-2 Bug Reports
Thanks. I think I've already explained this once, but it's pretty straightforward - the game rolls to hit based on the hit chance shown on the cursor. If you hit, the shot goes where indicated. If you roll a miss, the shot will deviate so it doesn't hit the intended target. The maximum deviation is about 40 degrees in each direction, so it goes within an 80 degree arc from the front of the soldier. If that miss shot encounters a prop along the path, it rolls to see if it hits is based on the stopping chance of that prop - and if it hits it, then the grenade stops and explodes on the previous tile. That's probably what's happened in the attached video, although I'll have to check a bit to see. I think it missed and scattered through the tree clump to the right, which it hit, so the grenade fell to the ground and exploded. If that's what happens, the bug is that the treeclump should have been discarded as adjacent cover and you shouldn't be able to hit it. -
Milestone 4.18.0 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! Changes / Bugfixes: Fixed an AI hang that could occur during enemy reaction fire. Fixed a crash that could occur when transferring aircraft between bases. Fixed an instance where grenades would sometimes not explode when thrown, which would happen if the soldier rolled a miss and they scattered into an invalid location. Another attempt to fix the reinforced shield engineering project not unlocking correctly (from Ultradense Alloys). Updated the Spanish and Korean translations. -
Thanks - do you have any save games / logs we can look at? (details on where to find them here) Does the crash keep happening, or were you able to play further into the game after the crash happened?
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Could you post up a save game from just before the end of the first mission if you have one? Things like ammo and grenades shouldn't be replenished - the only exception is that a gun gets one free clip if it would otherwise start the mission empty. But it sounds like more than that is happening here.
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Milestone 4.17.0 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! Changes / Bugfixes: Added updated translation files for most non-English languages. Fixed a crash that could occur due to enemy overwatch fire. Fixed a hang that could occur during the AI turn. Fixed the issue in the tutorial where the Cleaners were sometimes not reaching their intended positions, causing the tutorial to fail. Fixed some flickering walls on one of the Cleaner Data Raid maps. Fixed some issues with demolition grenades not showing their fire tiles correctly when targeting fences. -
Can you try this? You might have some old files from an old campaign that are causing problems. The game certainly shouldn't be locking up when you try to change the customisation options. It seems to work fine for me on GOG Galaxy too. As for the soldier being kicked off the dropship - as Skitso says, is this for a Rescue Soldiers mission, or when the dropship lands back from the ATLAS base mission? Did the soldier take damage during the last combat?
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Did you play the tutorial? That should have explained it was right-click to rotate. If you knew that already, was there a particular place where you found it wasn't working reliably.
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Thanks. Yeah, 1 and 2 should be easy to do (although we'd probably use right-click for deselect) for the aircraft. 3 is a bigger feature but I'll bear it in mind for future.
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HEVY rocket vs grenade louncher
Chris replied to gG-Unknown's topic in Xenonauts-2 General Discussion
Ah yeah, the description is indeed out of date. Thanks. I'll get that fixed. -
Could you explain the first problem a little more? Is the dropdown on the New Campaign screen just not working for you? I just tested it in the Steam version and it seemed to work for me.
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We've released an update for Milestone 4 that addresses several balance complaints users have been reporting, as well as fixing a number of bugs. Although we're now focused on Milestone 5, we'll continue to investigate and fix any serious bugs players encounter in Milestone 4 - so do please report any issues you experience! The consolidated changelog from versions 4.13 to 4.16 can be found below. As always, a big thanks to everyone on our Experimental branches who helps test these builds before gneral release! Balance / Gameplay Changes: Strategy: Added research text for the Ultradense Alloys and Biosurvey Array research projects. The player's base funding now passively increases by roughly ~$120,000 per month, split across the six funding regions. This should help ease the mid-to-late game funding issues (unfortunately this change may only take effect in new campaigns). Reinforced Shield now unlocks properly from Ultradense Alloys. Tactical Combat: We've removed grenades from all types of Wraith except Wraith Leaders and Wraith Officers to reduce enemy grenade spam. In Milestone 5 we'll add a small chance that standard Wraiths can also spawn with a grenade so the player will still have to consider the possibility, but recent AI upgrades coupled with every Wraith having a grenade had made them much more dangerous than intended. Guardian armour now offers 15 Armour, and +15 more with heavy armour (previously it was 12, with +12). Exosuit armour now offers 25 Armour and +25 with heavy armour (previously 25, and +18). Colossus armour now offers 40 Armour (previously 30), and when upgraded it has 70 Armour (previously 60). Significantly reduced maximum miss deviation on the HEVY Launcher. Stun Gun now gets +6% hit chance for each tile closer than max range (previously +4.5%) Electroshock Pistol now does 40 EMP damge (up from 35), and Electroshock Rifle does 50 EMP damge (up from 40). Electoshock Grenade EMP damage reduced to 45 (from 50) Updated Electroshock Pistol / Rifle so they have broadly the same accuracy and fire modes as a standard Pistol or Rifle (this is a slight buff), but their range remains as before (i.e. shorter than a standard pistol / rifle). Cleaner SMG range reduced to 16 tiles (previously 20). Increased Armour Destruction on Reaper melee attacks to 15 (from 5). Sentinel Module now has a 360-degree vision arc (and the item tooltip reflects this). Added a death sound for the Servitors so they no longer scream like humans. The crosshair / crosshair text now always draws on top of any text displaying the stopping chance of intervening objects along a shot path. Bugfixes: Strategy: Fixed an issue where moving items in the soldier inventory could lead to "ghost" temporary duplicate items being created, which could cause crashes if interacted with. Fixed aircraft once again not regenerating inbuilt armour unless they had extra armour equipped. Fixed replacing a weapon on the soldier equip screen not also updating the ammo clips if the weapon in question was an upgraded Laser. Fixed the game incorrectly showing the "quicksave completed" popup if you quicksaved with another pop-up open (as that will prevent the quicksave being made). Fixed the Fusion Lance engineering project not being cancellable. Air Combat: Fixed multi-shot UFO weapons in the air combat (e.g. on Cruisers) continuing to fire the remainder of the burst even if you pause the game, or destroy the UFO. Tactical Combat: Fixed a hang on the AI turn that could hardlock the entire game. Fixed occasional crash linked to firing the HEVY Launcher. Fixed grenade throw mode sometimes getting stuck displaying a 0% hit chance. Fixed Secton eyes always glowing purple when the unit is moving, even if Psionic Triangulation is not active. Fixed an AI bug that could sometimes cause AI units to move to a good attacking position and then just not fire their weapon. Fixed an issue with the Harvester UFO on Dockyard maps where certain interior tiles could end up not being walkable (these were shipping containers by incompletely deleted by the UFO when it spawned). Fixed a number of gameplay issues in the Tropical maps - e.g. there were a number of vegetation items in our newer maps that wouldn't remove properly if destroyed, and it was also possible for units to walk on the swamp water tiles if they were damage. Fixed a bug where the player was not being given notifications when alien units suffered a morale break and panicked, fled or berserked if they were not directly in the vision cone of a Xenonaut soldier. This "fixes" a bug where suppressed Sectons were still performing overwatch fire - what is actually happening here is that they're suffering a morale break after the death of a nearby Psyon and are berserking, but the game wasn't giving a notification.
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Thanks for the bug report. I can't seem to reproduce this though. Would you mind telling me how you can do it - which save you load, and whether you do anything else before you press End Turn?
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Milestone 4.16.0 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! Changes: Fixed multi-tile doors (ATLAS Base, Alien Base, UFO main doors etc) blocking movement after being opened. Significantly reduced maximum miss deviation on the HEVY Launcher. Fixed occasional crash linked to firing the HEVY Launcher. -
Milestone 4.15.0 Released! (Experimental)
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, that was mentioned in the feedback thread and I think it's a good idea. We'll probably add one in Milestone 5. -
V4.12.2 plane original armor not being fixed
Chris replied to kyu bey's topic in Xenonauts-2 Bug Reports
Thanks. This will be fixed in the next hotfix. -
Milestone 4 Balance & Feedback thead!
Chris replied to Chris's topic in Xenonauts-2 General Discussion
Thanks for the feedback everyone, it's really useful stuff. I'm making some balance changes as a result of this feedback which will arrive in the next hotfix, and there's plenty of things to think about for Milestone 5 too. The Wraiths doing less grenade spam is already out on the Experimental branch. I agree about the missions in the second half of the game being a bit repetitive, but that's something we'll be looking at in Milestone 5. I'll be tweaking a number of weapons in the upcoming hotfix, and making advanced Xenonaut armour offer a bit more protection. I'm also going to set Xenonaut funding to passively increase by +$20k per region per month (so +$120k per month total), which should help the mid-to-late game funding situation being so tight. -
[v4.12.2 - Ground Combat] Various map errors
Chris replied to Nobody6's topic in Xenonauts-2 Bug Reports
Thanks. I've fixed most of the map errors now and those fixes will be included in the next patch. What difficulty are you playing on? The enemies get a significant accuracy buff if you're playing on Commander, and a reasonable accuracy buff on Veteran. Also, remember that shots only count the one highest intervening cover item - so if there's a 50% blocking item, you can add as many 40% blocking items into the shot path as you like and the accuracy will only be reduced by 50%. -
Milestone 4.15.0 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! Changes: The player's base funding now passively increases by roughly ~$120,000 per month, split across the six funding regions. This should help ease the mid-to-late game funding issues (unfortunately this change may only take effect in new campaigns). Guardian armour now offers 15 Armour, and +15 more with heavy armour (previously it was 12, with +12). Exosuit armour now offers 25 Armour and +25 with heavy armour (previously 25, and +18). Colossus armour now offers 40 Armour (previously 30), and when upgraded it has 70 Armour (previously 60). Stun Gun now gets +6% hit chance for each tile closer than max range (previously +4.5%) Electroshock Pistol now does 40 EMP damge (up from 35), and Electroshock Rifle does 50 EMP damge (up from 40). Electoshock Grenade EMP damage reduced to 45 (from 50) Updated Electroshock Pistol / Rifle so they have broadly the same accuracy and fire modes as a standard Pistol or Rifle (this is a slight buff), but their range remains as before (i.e. shorter than a standard pistol / rifle). Cleaner SMG range reduced to 16 tiles (previously 20). Increased Armour Destruction on Reaper melee attacks to 15 (from 5). The crosshair / crosshair text now always draws on top of any text displaying the stopping chance of intervening objects along a shot path. Reinforced Shield now unlocks properly from Ultradense Alloys. Bugfixes: Fixed a crash that could occur on completion of a tactical mission. Fixed a crash that could occur when trying to load an older campaign into version 4.14.0. Fixed being unable to reload weapons in the tactical inventory if you were playing a campaign that was started prior to version 4.14.0. Fixed an issue where units could move diagonally through multi-tile doors without opening them. Fixed a number of gameplay issues in the Tropical maps - e.g. there were a number of vegetation items in our newer maps that wouldn't remove properly if destroyed, and it was also possible for units to walk on the swamp water tiles if they were damage. Fixed aircraft not regenerating inbuilt armour. -
How do you deal with enemy grenades?
Chris replied to Token's topic in Xenonauts-2 General Discussion
The amount of grenade spam you'll be facing will be reduced in the next patch too. -
[V4.13.0 - Reasearch/Engineering] Reinforced Shield missing
Chris replied to Warie_W00kie's topic in Xenonauts-2 Bug Reports
Thanks, I'll get this fixed. -
[v3.8.0 - Ground Combat] Event Camera Focus Bug
Chris replied to Nobody6's topic in Xenonauts-2 Bug Reports
Thanks. We've not had a chance to look at the 5:4 aspect ratio issues yet, but it's on our to-do list. -
V4.12.2 0% grenade hit rate & crash when multiple people moved
Chris replied to kyu bey's topic in Xenonauts-2 Bug Reports
Thanks for submitting the bug report, we're looking at it now. Unfortunately we can't reproduce the bug at our end - would you be able to test and see if you can reproduce the crash from your saves please?