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Posts posted by Skitso
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1 minute ago, Von_Emmy said:
You are right about that, but but "gG-Unknown" ain't wrong either.
For v3.0.0 they made the following changes to the Abduction missions but seemingly forgot to change the mission briefing accordingly:Abduction missions:
- Abduction missions no longer end immediately when the abduction tubes disappear; the mission will now continue until all alien forces are eliminated (effectively these are now deathmatch missions with a time-limited optional objective). This change was made because many players reported that the abrupt ending of the mission in previous versions could feel quite jarring.
- You still gain Alien Alloys for each abduction tube you disable, but now you also gain -1 Panic in the local region for each surviving civilian that you released.
- The timer on abduction tubes has been reduced by 2 turns (from 8 turns to 6 turns).
- There's now a teleport animation when the tubes disappear.
Hmm, there's no mention of changes to the victory conditions however. So I would think the minimum of 5 tubes is still in the game.
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Had the grenade 0% hit chance bug again. One of my troops fell unconscious just before but that's the only out of the ordinary thing happening that I can remember. Hitting ESC fixed the issue as before.
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Again, excellent idea! Hope this gets implemented.
Related: I hope the loading screen background image is changed to something more fitting as the old Skyhawk one looks bad now that the briefing window blocks it almost completely.
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Excellent idea! Hope this gets implemented. Would also like an option to remove even the MISS! feedback for those who wish to have perfectly clean hud.
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This is fixed in the 3.04 I think.
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54 minutes ago, gG-Unknown said:
They changed the mission design, becouse Z-gen customers would feels uncomfortably under stress of failure caused by limited time.
SO it is not a bug. it is intended.
Wrong. It states in the mission briefing that at least 5 civilians need to be rescued to win the mission. This is not reflected in the on screen objectives.
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Stress could be nicely tied into units' bravery stat: each completed mission decreases units' bravery value, while resting at the base recovers it slowly back to normal. This way more brave soldiers would also be more resilient to the effects of stress and stressed soldiers would be more likely to break while on the mission.
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sometimes MARS wheel tracks run all the time, even when it's stationary. Loading a save game removes the issue.
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Sell junk button tags captured Mentarch as junk before I've interrogated it.
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If you right click to an unit in the bottom left list in the Armory to remove an unit from the Skyhawk, autofill button doesn't always appear until you left click the empty space again. This doesn't happen every time, but repeatedly removing units and filling the slots will make it happen sooner than later.
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I just realized the update has reset my auto-save preferences.
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Almost every Xenonaut unit is bald in the tactical combat view, regardless of the hair style and color in the portrait image.
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Sebillian healing animation is seen through shroud. Also, it's played sometimes in locations where the self-healing sebillian was before moving. Sorry, no save for this.
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@Chris
Autosave each turn is disabled on 3.03 experimental.EDIT: Oops, no, the update has just reset my save options.
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If the Geoscape map is zoomed in when you build a base, clicking the map to scroll it commences the building immediately.
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Controlling Xenonaut units has become slightly janky after 3.0 update. Haven't been able to pinpoint the issue more precisely yet, but it seems often that right after the unit has finished the movement, the next click is not registered by the game. Pressing C to crouch, right click to rotate or just clicking to a tile is just not registered and it makes playing the game feel more unresponsive than before.
EDIT: It might be tied to a movement action that reveals new ground from the shroud.
EDIT 2: Just load a save and make a move shown in the screenshot. Try to crouch (press C) as soon as the unit stops it's movement.
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Launch mission, click immediately Soldier positions and the Skyhawk is empty.
EDIT: 2 non-bug things concerning the same screen:
- Soldier positions screen should have the launch and abort launch buttons too.
- Soldier positions button has "abort launch" tool tip
Just load the save, launch the mission and go to the Soldier positions page.
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Had A blast door go out of sync in Atlas Base. It seemed to open at the end of my turn and it was repeatable. But when I walked through it the next turn it glitched and opened again so it was only visual.
Unfortunately saving and loading fixed the issue, so no save for this. It was only one door, so I'll attach an image in case it might be some kind of a map setup issue.
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When a Xenonaut unit moves, the soldier's green selection square moves along with the moving soldier. I'm not sure if this is intentional, but at least it wasn't like that before and I don't like the change - looks crap.
[3.03 experimental - Tactical] Slight jankyness right after movement
in Xenonauts-2 Bug Reports
Posted
Day later: fixing this should be high priority. Super annoying.