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  1. 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. This new build doesn't have quite as many new things in it as usual, but we are releasing it early so as to fix a few important issues, before we start integrating some big AI changes - during which we won't be able to do a new release for a week or so. The major fix is to aliens shooting through UFO walls - note that the aliens are still able to shoot through UFO floors; we know this is annoying but it will be fixed, the cause is just different from the shooting through walls bug. Chris and our Geoscape programmers have also been doing lots of work cleaning up the new UI, which had quite a few rough edges - I should warn you this is still a bit of a work in progress, so you may see glitches; it's OK to report these as bugs though, just to make sure we catch them. Also worth noting that I have now finished all the maps for the "crash site" style missions - so any feedback on them in the beta forum would be much appreciated. The only maps left to do now are terror mission and alien base attack mission maps. Here are the changes: Fixes: - Fixed two issues that could allow weapons to penetrate through UFO hulls (does not fix shooting through floors!) -- First was an issue to do with blocking shots that travel between diagonal tiles -- Second was an issue with the updated accuracy formula where a wall would reduce the chance to hit to zero, but then the close range bonus would override that - Fixed the way jetpack animations are displayed (they now display the full take-off/land animation before moving) - Removed the blue tint from "stunned" units - this was a debug tool, your are meant to find out by checking their corpse - Enabled an animation for healing soldiers - Jetpacks now display their take-off/land animations correctly, completing them before moving - Fixed various minor issues with props such as fences and concrete barriers - Fixed missing shotgun death animation for the basic armour type - Buildings can now be demolished while still under construction - Tiles which are flat on the ground and passable no longer go transparent when a unit stands behind them - Stunned units are no longer blue tinted - Colour corrected desert rock sprites to match mesas - Fixed bug where saving the game during the "deployment" phase of a mission could grant the player a free turn Additions - All the maps for the Desert tileset have been overhauled, with multiple new maps added to each -- There are now 3 maps each for small (light scout, scout and corvette) medium (corvette, landing ship and cruiser) and large (cruiser, carrier and battleship) map types -- Each map has more variety in randomised UFO and dropship placement -- A number of new building submaps have also been added for additional level variety -- Please give feedback on how you find them! - An animation now plays to indicate when a unit is healed - Reworked Geoscape popup alerts to match new UI style - Many adjustments and improvements to the main menu UI - Soldiers will now no longer take reaction shots that have a greater than 10% chance of hitting their comrades Balance - Continent maps adjusted so fewer Desert and more Middle East style missions spawn (previously there was too much Desert) - Alien grenades have been updated with stats more in line with other grenades, they also no longer deal stun damage 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. I will post new threads in the beta forum shortly for in-depth discussion of the current Geoscape and Ground Combat balance, but feel free to post brief opinions here too.
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