Jump to content

Search the Community

Showing results for tags ' experimental build'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Calendars

  • Community Calendar

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 3 results

  1. Hi guys, I have the default Steam game version. There is also a Community Edition version. There is also an Experimental branch. I wonder what is the difference between all these games, how are they connected? It appears to me as they are independent branches but it's not clear when they had been forked and what was the list of changes since then for each of them. What was the idea behind each branch? What are the plans for each branch? Thank you. P.S. Oh my, I see there are also mods (like XENOPHOBIA), so it's getting even more complicated here! Is there any central point for a newcomer, where all possible directions (editions and mods) are being introduced?
  2. I have just made our first experimental build, V19, available to opt into via Steam. First, a word of caution. This build WILL cause any saved games you have made with the first Steam build to become obsolete - the game simply cannot load saves from the earlier version. The branch is also likely to be unstable due to new code being added. If you are enjoying a playthrough of the game you should not opt into this new build until you are ready to start over. In order to access the experimental build, you need to open your Steam library, right click on Xenonauts and click on properties. Click the Betas tab in the properties window that appears, enter the code "XenoExperiment" and click "Check Code". When that is validated, use the drop down box on that same page to select "Experimental - Latest changes, unstable" and then click Close. If this does not appear, restart Steam. Steam will then download the updated files for the new build, and you can begin playing. It's worth noting you can opt to go back to the non-experimental build if you want, using the same drop down box in the Betas tab. I'm not sure how often we are going to do the experimental builds yet, but uploading a new one every two weeks is probably a good target. There is a special sub-forum for bug reports from Experimental builds, the link being at the bottom of this post. We have been busy bees in the last couple of weeks, so here's the change log for you all: Fixes - C4 timers fixed when game is saved/loaded - Flashbangs should no longer affect NPCs on the other side of a wall from them - Audio volume during alien turn should be quiet during hidden movement, normal at other times - AI can no longer "see" and shoot outside their intended range by "guessing" extremely accurately - Removed code accidentally granting AI units TUs they shouldn't have (this caused lots of shooting while suppressed) - Fixed a couple of Ground Combat crashes relating to reloading pistols using quick slots and clearing inventories at the end of the mission - Corrected weapon stats on Geoscape to reflect current weapon values - Corvette UFO hull should now be properly hidden before its door is opened - Defensive aliens will now stay within the UFO - Unit suppression icons are now unaffected by darkness - AI units no longer "pirouette" at the start of their turn - Loading mods should be working again (mods folder moved to "assets") - Aliens should no longer spawn in base walls - Explored terrain in night missions will no longer be completely black - Fixed an issue that would give "missed" shots a significant chance to still hit their initial target - Fixed Shrike Terror site crash - Alien Leader interrogations no longer require unattainable research (now require Officer interrogation) - Fixed Buzzard armour mis-set sprites with stun baton - Enabled correct new burst fire sound for human plasma cannon - Fixed an issue where the Battleship could spawn with no aliens - Fixed name display of Alien Battle Rifle for research projects - Correctly setup many of the petrol station tiles, which were previously incorrect - Jumping through walls by vaulting over low cover next to a wall should no longer be possible - Significant under-the-hood changes to how items under FOW are handled, you should no longer see fire/smoke on top of FOW - Altered Landing Ship UFO submap to reduce instance of Xenonauts getting too close to the base of it and graphically clipping - Fixed Xenonaut base corner sprites so they are not permeable to shots - Fixed mission end smoke (explosives) crash - Fixed medical kit healing number Additions - Xenopedia now fully populated with first draft - New drone autopsy images - Medium and heavy drones now explode violently on destruction (careful now) - More painted over tiles for the town tileset - More soldier portraits in the general pool - More tiles and props for the Soviet tile set - Androns and medium/heavy drones now "move" at a slower rate (animation only) - Added some Italian regiments for soldier backgrounds (Giovanni at work) - The damage done to a unit will now display over it when hit (this is disabled for aliens on Veteran and above difficulties) - Added a selection of new community maps - Reworked alien turn and hidden movement screens Balance - Implemented new alien count per UFO type (4 for Light Scouts up to 16 for Battleships) - Grenades, Rockets and Alien Plasma Cannon shots no longer lose damage over range - Strength based maximum grenade throwing range implemented (5 tiles + 10% soldier strength) - Xenonaut vehicles made significantly tougher (x2!) - Xenonaut vehicles have slightly more AP - Shotgun BUFF - Fairly significant reductions in the effectiveness of Xenonaut weapon suppression power across the board - Damage of all Xenonaut precision rifles boosted a little - Precision rifles no longer have their 20AP aim level, so they are now in line with other weapons in having 3 aim levels - Alien Plasma Cannons deal slightly more damage - Reaction fire potential of MGs and precision rifle doubled (MGs probably still won't react due to burst fire bug though) - Sebillians now have the same visual range as Xenonauts (an increase for them) - Foxtrot interceptor weapon load reduced I will refresh the GC balance discussion post tomorrow. I am still in the grisly guts of the first pass at balancing the Geoscape, I hope it will at least be done by the next experimental build. If you experience any issues with the new experimental build, please post them in the Experimental Build bug forums: http://www.goldhawkinteractive.com/forums/forumdisplay.php/20-Experimental-Build-Bug-Reports UPDATE: I just (17/06) released a minor revision which fixes the medical kit bug and the explosives crash. It also adds some major changes to the alien turn/hidden movement screen.
  3. Hello! Would someone kindly tell me whether I'm stupid? It appears the only way for me to access the experimental build is to welcome the grey bloated devil into my home - surely there's another place to download this content, right?
×
×
  • Create New...