Jump to content

Search the Community

Showing results for tags ' v20 stable candidate 2'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting


  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me





Found 2 results

  1. This is a small update to Hotfix 1, fixing a few remaining issues within Hotfix 1: - A crash associated with destroyed alien bases spawning invalid supply missions is fixed - Valkyrie spawn maps are no longer comprised of black tiles that units cannot walk on - Sebillian Guards no longer incorrectly spawn in the Light Scout That is all. It shouldn't break save games so give it a test and let us know if there are any more game-breaking bugs in the build. We have made more fixes in the interim but we're saving them for the Experimental builds as they have the potential to cause additional issues, or are hard to separate out from the balance changes I've made recently. Barring any major disasters, this version will be moved to the Stable Branch shortly and the Experimental branch will be reclaimed for my balance patches. PS - I'm having a weird issue on my work PC for the Steam builds where the Main Menu screen isn't working. Let me know if that manifests in this build somehow.
  2. Firstly, if you do not know how to access the experimental branch on Steam, please read the instructions (and warnings!) in this thread. All saved games from earlier versions (including experimental versions) are incompatible, attempting to load them will cause problems. We have resolved the major bugs discovered in the candidate from yesterday, and included a few fixes too. If all goes well this build will be pushed directly to the main Steam branch in the next few days. Fixes: - Fixed the problem where starting a game, exiting, then starting a new one would cause your starting base to be wrong (and then caused many other problems) - Fixed a freeze on the Geoscape that sometimes occured when UFOs spawned and the player has lost the funding of a continent - Fixed the number of "Unassigned" soldiers being calculated incorrectly when waiting for new hires to arrive - Unassigned soldier category now accessible correctly when soldiers are en-route to base - Crash when using Soldier Equip screen for secondary base with troops en-route fixed - Updated the "dropship crashed" popup - Fixed not being unable to scroll the GC view with the arrow keys after reaction fire, AI turn, etc. until mouse was moved - Fixed light sources being updated during the day as if it were night (performance improvement only, no gameplay effect) - Fixed the game getting stuck if you crouched a soldier who was in the middle of another animation - Fixed an issue where both human and alien units could move through props if their destination was set before they revealed an obstacle in their path - Fixed an issue where the game would sometimes display a black "TURN X" screen after loading a game - Fixed explanatory tooltips for ground combat displaying before the GUI has properly initialised Additions: - Moved a large number of hard coded strings into strings.xml (For translations) - Added a load of new tips for the loading screen Please post your comments on the build here. If you encounter any bugs please post them in the experimental build sub-forum of the bugs forum. Please use the beta forum for in-depth discussion of the current Geoscape and Ground Combat balance, but feel free to post brief opinions here too. Also it is my last day in the office today, so have a good holiday everyone and I will see you all in January!
  • Create New...