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fusion-waffle

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Everything posted by fusion-waffle

  1. Description performance - during player turn, sometimes game briefly (<0.2s?) stutters (i.e. freezes dropping a few frames) after explosions destroy terrain Off the top of my head, there are 3 things during player ground combat turn that can make the game noticeably stutter blowing up terrain (particularly taking out walls leading to large line of sight changes) ; when planning soldier movement after clicking on a far away tile, sometimes there are freezes (assume pathfinding logic?) ; that 360 degree vision item -- i stopped using it after trying it once in v6.x as it seems to make the game noticeably stutter whenever a soldier wearing it moves / turns This is focusing on the first one - blowing up terrain. This isn't new to v7.6.0. This issue doesn't have any negative impact on gameplay, but on the off chance there's a low-effort low-risk way to reduce the duration of these stutters (or eliminate/mask them entirely), maintaining a smoother frame rate might make the game feel better to players. But I'm guessing this may not be the simplest thing to improve in a limited amount of schedule! Blowing up the terrain is a great feature, a useful tactic & a lot of fun! What Happened Here's a couple of artificial examples, where I'm intentionally throwing demo charges at things I expect to lead to changes in line of sight etc: Example a) blowing open wall in terror site, revealing new alien 2026-03-10-terror-site-demopack-stutter-example-trimmed.webm Example b) blowing open corner of cleaner VIP warehouse 2026-03-10-cleaner-vip-warehouse-demopack-stutter-example-trimmed.webm The game does seem to freeze briefly (i assume it is busy recalculating line of sight & updating other internal data structures?) when the demo packs land, before the result of the explosions is rendered. If the game is running at 30 fps, maybe it's only rendering 1 frame in this period versus the usual 6 frames or so. Further Info Please see attached for a f11 zip file for example b: bug_report_2026-03-10-18h26_gc_7.6.0_user_f11_0.zip I doubt this is the most extreme example producing the longest stall.
  2. Description performance - during enemy activity, outside of periods where enemies are visible & being animated, FPS sometimes drops to 1-4 FPS vs normal 45-60 FPS This isn't specific to v7.6.0, it's been this way for a while. What Happened As an arbitrary example of a large ground combat mission, here's a late game battleship crash site. Xenonauts have mostly cleared the ground floor of the UFO. The upper two UFO floors are still full of aliens. If we end turn, the game pauses a bit to save (OK), then it displays the enemy activity banner for a while. No aliens are visible, so there's no enemy activity to actually animate. But during this enemy activity period, before saving again, the game's FPS often drops to 1 - 5 FPS. Typically I see FPS of around 45-60 during player turns. Low FPS during enemy activity while no action is visible doesn't have any negative impact on gameplay, but if framerate could be stabilised (optimise it? do less work per simulation update before giving the renderer a turn?), it might make the game feel smoother to players if it didn't visually stutter as much during "enemy activity" phase when there's no animated action for the camera to follow, to break up all the (i assume) AI planning work. Thank you for the earlier work fixing memory leaks in v7.4.0 & v7.5.0, that was a major improvement in stability on these bigger maps & during longer play sessions. Further Info Arbitrary example of a battleship UFO crash site in progress -- please see f11 bug report zip: bug_report_2026-03-10-17h44_gc_7.6.0_user_f11_0.zip On my machine, if I right click on end turn, the FPS will regularly drop to < 5 FPS during parts of the enemy activity phase.
  3. Game version: v7.6.0 Description: cleaner base - targeting reticle for sentry gun becomes untethered from world location of sentry What Happened: 2026-03-10-v7-6-0-cleaner-base--sentry-glitch-again-trimmed.webm Further Info: Is it reproducible from loading the f11 save? no Is it reproducible if you replay the mission from the start? ??? not tested, but i often don't see this issue on the first 1-2 sentries when playing this mission, so maybe that'd work. Please see f11 bug report zip: bug_report_2026-03-10-13h24_gc_7.6.0_user_f11_0.zip
  4. Description Cleaner base gateway room - orange consoles have pink tint (& z-fighting?) when destroyed What Happened Further Info Please see f11 bug report zip: bug_report_2026-03-10-13h31_gc_7.6.0_user_f11_2.zip This visual glitch isn't new in v7.6.0. If its not immediately reproducible: I'm playing from linux through steam Proton. It looks like you fixed that other z-fighting issue in arboreal biome barn roof -- nice one! -- so hopefully whatever machine was able to reproduce that z-fighting can reproduce this one.
  5. wraiths & sebillians will absolutely throw grenades at you. Cluster up your troops, leave a few wraiths & sebillians unsuppressed & see what happens. For best results, cluster up low-HP xenonauts behind a bus when there are wraiths nearby.
  6. Yeah -- I had to improve my skill at the game & strategic decisions to be able to win on Veteran, but after figuring that out, the jump from Veteran to Commander was not a big one. The v7.5.0 gameplay change reworking Psyon mesmerise was a good idea -- I've only just reached Psyons in my current campaign (cleaner base), and the very first Psyon I encountered mesmerised one of my soldiers . A++++, would be mesmerised again. It doesn't really increase the difficulty much, once a player has figured out how to play the game reasonably well those Psyons will usually be getting suppressed or killed before they get a chance to mesmerise. I'm not sure if buffing the Eternal's mind control would increase difficulty much overall -- Eternals are quite easy to suppress & by the time eternals show up you already have fusion weapons, and if you can get a shotgunner / machinegunner within striking distance for a point blank attack there's a pretty good chance you can kill it by attacking with 1 soldier. The most reliably challenging battle is probably UOO-1 bridge assault, it depends a little on which tactics you use & luck (e.g. if a stray fusion round accidentally breaches the main room before you were planning to) -- that one can sometimes produce situations where you can see as many aliens as there are xenonauts! The other kind of mission that I've found can be very challenging are mid-game terror sites, although there is a lot of variability. Of all the missions, for me these are the ones that are most likely to result in a full squad wipe, or retreating with surviving soldiers and losing the mission after a half squad wipe. I've gotten a bit more skilled in handling these now, if you identify that you are getting outnumbered on too many fronts, it is often possible to retreat from one front and consolidate your remaining forces -- blocking line of sight with buildings & using smoke. Sometimes that's enough to turn a likely defeat into a win. But you need to realise this is happening & act very decisively. These difficult terror site battles are very memorable: One terror-site against reapers, sebillians & mantids with bio-rilfes. Reaper numbers got out of control after they murdered all the civilians. Then pressure from sheer number of aliens (reapers, sebillians spraying & constant mantid sniping spawning biters) was too much to handle, lost about half the squad then ran away. Memorable mission! I'm hoping to encounter a repeat of this, with the new 7.x bio-cannon for even more irritating biter pressure, but haven't quite had that happen yet. The potential is there! One terror-site against Pysons, the first time in campaign that mind-control Psyons appeared. Suffered a few early casualties. Then spiralled and suffered more casualties, with an uncontrolled mind-control Psyon who got behind my lines wreaking havoc. Was down to two xenonauts, Decided to try to recover all the fallen bodies before evacuating, one soldier on overwatch, the other hauling the corpses and guns. Then lost another xenonaut, only one left. Final xenonaut, who had picked up a laser machinegun after the heavy was killed early in the mission, killed the last alien and barely managed to salvage a win. Very memorable!
  7. Yes, this was all with v7.5.0. Aha! Figured it out: if you open the xenopedia using the button from the geoscape, it works as expected and there are no errors ; however if during a tactical combat mission you hit escape and then open the xenopedia from the main menu, then you see these errors Later in this campaign, after updating to v7.6.0, the errors are still present but only when opening the xenopedia from the main menu, not opening it from the geoscape. These errors appear for other kinds of alien weapons as well: mentarch & sebellian melee attacks
  8. Some players over on the steam discussion boards report that repeated save/loading can work around some instances of this issue, but not always. I speculate this hang is likely a regression introduced by one of the AI enhancements & bug fixes included in v7.6.0 -- this one sounds particularly suspicious: Maybe it can get stuck having a good hard think, continually replanning. edit: here's another example of the issue, game stuck during "friendly activity", turn 1 of terror site: bug_report_2026-03-09-14h49_gc_7.6.0_user_f11_0.zip
  9. Weirdly, I had another look at the alien lifeform xenopedia entries later in this same campaign, still running v7.5.0, and the errors are no longer visible. So, there might be something odd going on.
  10. Description dynamic text error - assault shield upgrade has error for reflex mod property What Happened Another one that evaded the v7.5.0 dynamic text fixes:
  11. Description Scout UFO crash site, farm biome - destroyed wall near animal pens grants no LOS What Happened Further Info Please see attached f11 bug report zip: bug_report_2026-03-08-09h48_gc_7.5.0_user_f11_1.zip
  12. Description dynamic text error messages - some Xenopedia entries for alien weapons show dynamic text errors for fire mode TU cost information What Happened
  13. Description Suppressed, smoked mentarch spends turn rotating to face away from xenonauts & stare at corner of UFO. What Happened First UFO crash site of campaign (mantids, arctic biome). Xenonauts have just breached the UFO: thown flashbangs, rushed and shotgunned the last mantid, thrown a smoke to provide the suggestion of cover against Mentarch plasma fire. Unexpected AI behaviour: on the subsequent alien turn, Mentarch rotates on the spot to look at the X in the corner of the UFO. In detail: Before alien turn (shown in screenshot) Mentarch can see 6-7 xenonauts in its 90 degree FOV cone It's in a very rough board position. But, if it ended its turn without doing anything, with this facing, then: it may have enough TUs for a plasma overwatch shot - to take down a Xenonaut with it even if it doesn't have enough TUs for a snap shot, the player doesn't know that, so by threatening overwatch it may force out a another flashbang After alien turn Mentarch rotates on the spot to stare at the X in the corner of the UFO Mentarch can now see 0 xenonauts in its 90 degree FOV cone. It's now in a truly horrible board position. Philosopher Mentarch: if Xenonauts invade your UFO, but you can't see them, are they really there? bug_report_2026-03-08-07h54_gc_7.5.0_user_f11_0.zip Further Info Please see attached f11 bug report: bug_report_2026-03-08-07h54_gc_7.5.0_user_f11_0.zip This AI behaviour seems reproducible, or at least not uncommon. When I loaded the prior end of turn save after seeing this play out the first time, the Mentarch made the same bad move.
  14. Description started custom difficulty campaign with 10 Starting Infiltrators but actually got 0 Infiltrators on day 5 What Happened Started a new campaign, custom difficulty, commander but with extra hard economic difficulty settings (minimal cash, minimal income, minimal OP income, max starting infiltrators) At start of day 5, the "Infiltrators Activated" popup appears, but we got 0 infiltrators, vs the expected 10 starting infiltrators Advancing time for a few more days doesn't help. Further Info Please see attached f11 bug report zip: bug_report_2026-03-07-14h52_st_7.5.0_user_f11_0.zip
  15. Welcome! Thanks for going to the effort of signing up & reporting this issue. This is the old xenonauts 1 bug report forum, but it looks like you're having an issue with Xenonauts 2? If you're still having the problem with the game crashing, and the recent v7.4.0 & v7.5.0 updates released by the devs havent fixed it, try posting in the Xenonauts 2 bug report forum: https://www.goldhawkinteractive.com/forums/index.php?/forum/33-xenonauts-2-bug-reports/
  16. Inspired by Vojevoda's recent comment Problem Statement Fuel pods don't seem very useful. Fuel pods are already coded, work reliably & even have their own fancy paperdoll art added in Milestone 7. Maybe a small balance tweak could make them viable more often! Suggestion Increase the fuel pod range buff from +20% range to something much larger, say +40% or +50% (or even +100%) Would this be too strong of a buff? There is only a limited time during a campaign where fuel pods are useful -- once a player has built 2-3 bases with full interceptor squadrons, there is little need for long range flights. In contrast, aircraft armour is always useful, particularly on harder difficulties when UFO weapon damage is increased. Fuel pods are potentially very useful toward the end of phase 1 & start of phase 2 when a player is trying to defend 2 continents against UFOs from a single base Even if fuel pods increased range by +1000%, using them still has risks: the player may find their interceptors out of position, on the other side of the world, and unable to shoot down a UFO that wanders near their main base. Or worse, out of position & unable to defend against a retaliation UFO. Or defeated in combat because they couldn't also equip armour. Working Assumption The current value of +20% range was set as a rough guess. I'm assuming it hasn't been arrived at after fierce debate & expert players demonstrating that fuel pods with +30% range lets you win the campaign with your 1 starting X-25 Angel. I searched this forum & didn't find prior discussions about fuel pods.
  17. Another anecdote, after a second V7.x campaign, still on Commander difficulty Pressure from doomsday in phase 1did not feel so severe. Not sure what the cause of this was, maybe a few things went well Better strategic decisions? (I focused on getting security supporters, and also got a couple of security supporters) Better luck with early security supporters being priced on sale at a discount? Better results on average in early ground missions for incremental economy & OP bounties? By day 68, doomsday was reduced to +0.5 / day with 3 security supporters & a couple of intelligence supporters By day 81, doomsday was reduced to -1.5 / day after also picking up the elite security supporter at a bargain price. Looking back, getting the elite security supporter late in phase 1 is probably not necessary, might have been better to pick something else. Similarly to the previous campaign, there was basically no Panic pressure a few causes primarily: xenonauts did well at the air war & ground combat. basically shot down nearly all the UFOs & won all the ground missions the strategy of recruiting many security supporters during phase 1 to avoid losing to doomsday has the consequence that you then have large negative monthly panic income for the rest of the campaign New thought re: balance Security supporters being both useful in phase 1 (doomsday reduction) & still somewhat useful in phases 2+ (panic reduction) makes recruiting them in phase 1 a simple decision. Maybe the decision could be made harder (more interesting) for experienced players if doomsday-reduction security supporters were somehow made worse in the mid & late game. So, you want to recruit just enough doomsday-reduction security supporters to not die in phase 1, but not so many that you over-invest in surviving phase 1 All that said, the campaign does already have difficulty sliders, when I try a new campaign I might dial up some of the economic/difficulty strategy settings so its even harder than the Commander preset. Taking a step back, it's probably better to tune the balance of Commander to be challenging but winnable for players who have won a campaign or two on moderate difficulties (say after 80-100 hours in game) rather than trying to make Commander a serious challenge, with a significant chance of losing, for folks who already have won multiple Commander campaigns.
  18. Description When roof of alien bunkers destroyed by detpacks, 1 tile border of roof displays as solid despite being destroyed What Happened During Endgame #1 mission, Xenonauts threw fusion detpacks on roofs of alien bunkers, many holes were created, aliens fell down holes, much chaos & hilarity. This 1 tile width border around edge of bunker roof is displaying as solid, but: cannot move onto it, can jetpack over it, can shoot through it, etc). Further Info Please see attached f11 bug report zip: bug_report_2026-03-05-19h17_gc_7.5.0_user_f11_0.zip
  19. Description minor map glitches - battleship crash site - can see terrain from floor below through fog of war & walls outside of LOS flash visible when using scrollwheel What Happened Clearing first battleship crash site of campaign, arid biome. Issue 1 of 2: damaged terrain on second deck is visible in the black fog of war of third deck. Issue 2 of 2: when mouse wheel is used to switch visible height level, walls that are outside of LOS and should be hidden by fog of war are briefly shown on screen Here's a brief recording showing both issues 2026-03-05-battleship-crash-site-arid-visual-glitches-trimmed.webm edit: bonus 3rd issue, when the captain's room is breached, scrolling up to view the next height level shows the top of the globe hologram thing: Further Info Please see attached f11 bug report zip: bug_report_2026-03-05-14h08_gc_7.5.0_user_f11_0.zip
  20. Description some tiles either side of battleship front door aren't walkable, but look like they could be This isn't really a bug, but if it's possible to tweak this without breaking anything, it'd make the entrance less awkward to navigate. What Happened Battleship crash site #1, arid biome, Xenonauts wanted to stack up either side of the door, it looks like there's enough space, but the 3 tiles either side arent walkable. The external hull of the UFO does curve out but i don't think xenonauts would be tall enough to bump their heads. Further Info Please see attached f11 bug report zip: bug_report_2026-03-05-10h36_gc_7.5.0_user_f11_0.zip
  21. Description When aliens move and then suffer reaction fire, but do not get suppressed, they often end their turn without doing anything. In comparison, xenonauts who are hit by reaction fire during the player's turn do not lose TUs & are are able to continue their turn unless they are killed/suppressed. I'm assuming the rules are the same for the aliens, but maybe they're not. Or maybe the rules are the same but the alien AI reacts weirdly in some situations and decides to halt. This behaviour is quite common from well before v7.5.0,, so I'm guessing this is intended, a kindness that the game offers to make combat easier for players. But in the off chance it is a defect, here's an example featuring a Reaper Alpha: What Happened Day 324, during terror site mission, western town biome. Aliens fielded a mix of sibellians, bio-cannon mantids (yay!) and reapers. Toward the end of the battle, there's a few reapers & reaper alphas left. Xenonauts end turn with a bunch of TUs for reaction fire. A reaper alpha starts around 10-12 tiles away across a courtyard from a bunch of xenonauts, it takes 1 step forward, suffers 1 shot of reaction fire from Richter who is crouching behind the fountain. The reaper alpha does not get suppressed, but then ends its turn without doing anything. Presumably it has enough TUs left to attempt to close the distance and melee? Or run away to break line of sight and try to flank? Further Info Please see attached f11 bug report zip -- I've attempted to distil it down to be reproducible-ish. Load the f11 save then hit end turn. bug_report_2026-03-05-08h00_gc_7.5.0_user_f11_3.zip the encounter is semi-reproducible, although the bullet spray varies each time it is replayed I had to disable shotgun reaction fire as it'd sometimes kill the reaper alpha outright -- so that only Richter (behind the fountain) has reaction fire enabled on the pistol
  22. The issue isn't specific to this phantom upgrade, it seems like it can happen when attempting to build any engineering project after producing alloys/alenium. I was hitting it frequently in the late game while playing V7.4.0, after producing resources and then trying to build interceptors / vanguard armour / misc fusion guns. Over on the steam discussion boards, VDmitry has another report of this issue, when trying to build an ARES: ([7.5.0] - couldn't build due not enough resources but I had them)
  23. Farewell, brief window of v7.3.0 -- v.7.4.0 when colossus soldiers could run active armour tank builds! 20 hardness + 80 armour HP + armour self-repair in combat is a solid combo. Reminded me a little of Natural Selection (the FPS/RTS half life mod from 25 years ago) --- IIRC you could have a marine in heavy armour taking point, supported by team mates making field repairs to the heavy armour with their hand held welders. Suppose in some other universe, the armour self-repairs were kept, one (quite mean) way to balance it could have been to make colossus soldiers impossible to heal during combat missions (either by automed or by their comrades using medkits). Could justify it as the soldier / pilot is sealed inside the suit, they're bleeding out but it's not possible to get the suit open without the engineering team.
  24. Description visual glitch - colossus armour not rendered in combat when soldiers equipped with colossus + automed system Same issue has been called out by a couple of other players in the steam xenonaut 2 discussion boards: VDmitry posted "[7.5.0] - something wrong with Colossus armor" in steam xenonaut 2 discussion board experimental bug report sub forum " Colossus armor is not visually displayed on the tactical view on the person." "Person wearing [Colossus armour] somehow gets opportunity shots" - maybe a separate issue? Hunter left similar comment on the steam discussion thread for the Milestone 7.5.0 Released announcement ("BUG: Colossus Automed System suit texture on units in battle dont appear only the normal armor, After 7.5 it the armor texture dosent show on units.") What Happened Continued v7.4.0 campaign after updating to v7.5.0 patch. During next mission (terror site), all three heavies equipped colossus + the fixed automed system. Now the fixed automed system indeed stops bleeding & heals at end of turn, but the visuals have regressed: This visual glitch only seems to happen when the colossus automed system is equipped -- colossus soldiers without the automed system are rendered as expected . Further Info Please see f11 bug report zip: bug_report_2026-03-05-04h53_gc_7.5.0_user_f11_0.zip
  25. Description UOO-1 Bridge Assault - some red aliens leave corpses named as "elite" not "praetorian" What Happened After bridge assault firefight, xenonauts were looking for valuable alien junk to loot & carry out. I was assuming that they only get to keep what they carry when teleported out before UOO-1 blows up, but it seems like they get all the loot, as if they cleared a crash or terror site! I noticed that some red alien corpses are named "praetorian" while others are named "elite". I assume since 7.0.0 where the alien ranks were reshuffled, all red aliens should be praetorian Further Info Please see attached f11 bug report zip toward end of bridge assault fight, there's a few red corpses to sample bug_report_2026-03-04-21h23_gc_7.5.0_user_f11_0.zip note: I played this mission with v7.4.0, but this bug report zip has been exported after the game updated to v7.5.0. Thank you all for another patch!
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