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Found 2 results

  1. Some impressions with current release. Played first mission. Local forces have downed a UFO. Geoscape time speed not slowed when "Local Forces down UFO" popup occurs resulting in instant Charlie arrival and "Engage Enemy" screen when selecting "Send Forces" popup. Very jarring to go from Geoscape full speed to Charlie landed and ground combat started and no option to equip soldiers if the player has not already done so or even see where the UFO is on the Geoscape. Love how aliens seem much more mobile in ground combat. !!Hidden movement screen showing during soldier reaction fire and hiding the action.!! LMG's seem really weak. I pair a LMG and sniper together and LMG was not able to connect with any shot while sniper connects consistently. I also frequently see a lower chance to hit when crouching with LMG as opposed to standing. I'm never sure when to crouch them or when to stand them. LMG doesn't seem to suppress very well or destroy cover very effectively or hit the alien, so seems pretty weak. Very hard time infiltrating Light Scout UFO. 3 Ceasans inside. I saved scummed a dozen times to try to take the UFO without a slodier loss. Flashbangs not suppressing very well at all. I've thrown up to 3 in before aliens suppressed but lose a soldier each toss due to reaction fire. Tried smoke outside UFO and alien reaction fire targets my soldiers in smoke but I cannot target out of smoke. Tried smoke inside UFO and can stand next to alien and not be able to target them. Tried hiding my soldiers around the corner outside the UFO door and tossing flashbangs in from farther away but still no suppression and get reaction fire on each toss. Very difficult time cracking the Light Scout this build. One save scum the aliens came out of the ship! Very awesome to see them kill me that way, haha! I did not have shields this mission. Perhaps they are necessary. I also love the increased difficulty of infiltrating the UFO. The previous build it was simply open door, toss flashbang, run up to suppressed alien and shoot them. I also love, love, love the aliens coming out of the ship that one time. That was awesome and resulted in 2 soldier deaths and 2 alien deaths from my soldier reaction fire. Not acceptable losses but very cool!
  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. This build is simply an update to the last stable candidate with all the fixes we have made over the last few days. There will probably be a couple more bug fixes tomorrow morning, but those are likely to be the only changes before we promote to Steam. Here's the changelist: Fixes - Fixed a crash when a soldier threw both a stun grenade and smoke grenade in the same turn - Fixed un-detonated grenades not being preserved on save/load - Disabled aircraft relocation when not in Ready status (refuelling, repairing, airborne..) - Resync'd all remaining animation sprites for Wraiths, Reapers and Praetors - Check on setting a new objective: avoid setting an objective which was supposed to come before the current one - Geoscape reset view to normal on game loading - Fixed several issues with aircombat autoresolve: -- Applied the recent crash fix to the autoresolve code (was only applied to normal combat) -- Fixed incorrect interceptors status being displayed on the dialog when player won -- Fixed player escort craft not being sent to recovery state Additions - Xenopedia updates Balance - UFO fighters/light scouts will now no longer try to evade cannon fire - Increased accuracy of civilians from 20 to 50 (this may have been causing the bug where they refuesed to shoot) - Re-enabled recoil on machine gun type weapons; this causes an accuracy penalty if your soldiers strength is below the recoil number. Starts at 65 and goes up to 75
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