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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 build is our candidate for promotion to the main Steam branch tomorrow, unless we find anything show stopping. This is shorter than our usual testing time for a candidate, but this build has been up since last Friday with only relatively minor changes and so is looking good. Really the main feature is the new loading screen, as introducing other major changes might risk introducing instability. Fixes: - The blast from an explosion should now continue to expand past a wall if it destroys that wall (i.e. a fence won't save you from C4 anymore) - Aircraft now correctly grant the player their sell value on decommissioning - Fix to prevent grenades (and jetpack soldiers) from flying over the walls in Xenonaut/Alien bases Additions: - New Loading Screen! It looks nice and has tips! There are a couple of presentation bugs with it we are fixing (it sometimes displays the old "TURN X" screen) - Sentinel armour now has animated sprites for when using the jetpack - All remaining wall tiles for the Xenonaut base have been painted over, have damage states etc... Balance: - Reduced the quantity of Alien Alloys granted from crashed UFOs by about 50% - Reduced the initial number of UFOs per wave from 4 to 3, and the maximum number from 8 to 6 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.