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  1. Build V17.91 has been released. This post will be updated as things progress. At present: The auto-updater versions are available for Premium Pre-Orderers. There's a glitch affecting the Standard branch which I'm trying to resolve. The standalone versions are available on Desura (probably best to download these). The Mac / Linux versions will be ported if the build proves stable (V17.9 did not) This is mostly a stability update, rather than one that adds a bunch of new features. I'm not convinced the auto-updater is working properly so please try the standalone if possible, or in your bug reports at least mark which version you are using. Here's the changelist: BUGFIXES: Launcher load-up crash should be fixed. If it is still crashing on loadup, you can use the -novideo tag as a workaround (we'll see if we can put together a batch file for you guys to use). You can now save / load the game on the Geoscape. You can now save / load the game on the Ground Combat. When you load a Ground Combat save game, all the men and aliens are no longer crammed in the top left corner of the map. When you load a Geoscape game, you no longer get the "new technology available" popup. Hidden Movement should correctly show projectiles now, so your troops will no longer be gunned down without you being able to see it. Corvettes and other large UFOs no longer give ludicrous amounts of alloys when captured. You can no longer place base buildings outside the base grid area. The Sebillian Light Scouts still aren't spawning crew, despite my best efforts to fix it. As a result, I've disabled all Sebillian Light Scouts, so all Light Scouts will have Caesan crew (none of which should be empty). UPDATES / BALANCING: Overlay tiles are now supported. This means the car parks around all of the drosphips have been removed and their shadows will overlay onto whatever terrain they are placed on. There are a few new maps. The Western Town terror site has been updated significantly, and the Soviet Town terror site now has a work in progress map. Alien bases also have a map now. There's a new Corsair interceptor Xenopedia image. The rocket sprite has been replaced with a smaller and better version. The sight ranges of Caesan aliens have been reduced by 1 to 19. This is one greater than a soldier wearing Basic Armour, but 1 less than a Hunter armoured car. All alien weapons have received a 10 point accuracy deduction. The Alien Plasma Rifle has been reduced to 0 mitigation, so it will usually not 1-shot a soldier wearing Jackal combat armour (though it should still instakill a soldier with Basic armour). The Jackal has been reduced in cost to $40,000. Shotgun range reduced by 1 to 7, damage increased to 65 and mitigation reduced to 0. This is a net increase to its close-range firepower. The "kinetic" resistance of Hunter and Jackal armour has been boosted significantly. This makes your armoured car and Jackal-armoured troops much less vulnerable to early-game friendly fire damage, but still just as vulnerable to alien plasma fire (which uses "energy" resistance). Finally, it should be noted that this build does not use any kind of compression so is about 135,000 files. I'm pretty sure that either our file archiving system or or tile atlases have caused a lot of the texture issues in the last build, and I'm wondering if they may also be behind our invisible civilian bug. Therefore this build is uncompressed and we'll see how that affects these issues. In terms of balancing, I've not done too much of that this week. So once the Corvettes start arriving, my current balancing runs out and you're on your own. From what I understand, the Desura guys are at GDC so I don't know if authorisation is going to be particularly quick.
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