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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. As it has been a while since we've done a new experimental build this one has quite a few changes. The biggest ones are probably the changes to the reaction fire system, the new terror site maps, changes to AI behaviour (so many they have their own changelog section!) and a significant improvement in the speed of alien turns. The new loading screen also makes a return (hopefully working better now!). Not much in the way of balance changes, but that will probably change for the next build. Also please keep an eye out for any "black square" tiles during ground combat in this build - this is a side effect of the compression algorithm we ran of the tile images. I think I got them all, but if you see any just post them up in the experimental bugs forum and I'll fix them. Fixes: - Fixed Reapers not being properly centred on the camera when moving/attacking - Right clicking on the Ground Combat UI no longer also causes units to turn - Fixed cash getting drained when trying to build an item with only 1-2 available engineers - Equipping Predator armour will no longer destroy already equipped incompatible weapons - Fixed various instances of incorrect UFO placement on new Light Scout maps - Alien missions can no longer occasionally be detected before they spawn - Fixed Barracks and Stores screen backgrounds not upgrading - Fixed potential saved game corruption when a soldier had a corpse in their inventory - It is now possible to apply a medical kit to a stunned soldier - The force fire (Ctrl) mode should now highlight units in preference to terrain - Finally, a proper fix for the soldiers coming back from battles with 98% health! - Androns now leave scrap metal when over-killed, instead of a human corpse - Added spectres for crouched Reaper animations - Changed weapon order in armoury panel so it is consistent between weapon tiers - Using a Fury to intercept an aircraft no longer displays the Auto-resolve option - Using Singularity Torpedoes now depletes the players stock of them - UFOs that grant items immediately on destruction (fighters, bombers) no longer do so if over-killed - Compressed more game tiles, saving a few hundred more megabytes of disk space Additions: - Re-introduced new loading screen - Reduced the length of time the alien turns take by removing various hidden delays, as much as a 60% reduction - Added all new Terror Site maps for the standard Town set. -- There are now 3 maps for each of small, medium and large Terror sites -- Aliens are distributed in these maps further from the player spawn, which means they are less "rushy" - The latest aircraft missile/cannon type should now always be added to all interceptors on unlock - Implemented multipliers for Xenonauts aircraft speed/range per difficulty level (small differences for now) - Enabled new reaction fire system -- Units can now keep taking reaction shots (losing initiative with each) until out of TU or until their initiative drops below that of their target - Added inventory corpse tiles for Harridan and Wraith rank variants - Updated Autoresolve images for the air combat - Added interrogation images for the aliens - Adjusted "Bezerk" unit target selection - Fixed Ground Combat UI sometimes crashing after loading AI: - AI will now end turns looking in the direction they predict to be attacked from - Civilians and friendly soldiers should no longer enter UFOs - AI is no longer afraid of smoke - Units will get into cover if they run out of AP to shoot - Turn costs now taken into account in pathfinding - Re-introduced ProbabilisticSearch, which allows the AI to guess where enemies might be (less psychic now) Balance: - Re-added elevated soldier starting stats (they were accidentally removed) - Soviet Town tileset expanded to cover more of the planet (will now be a more generic "cold city" tileset) 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.
  2. hi. I'm East asia of the steam user. my English is immature. sorry. I bought Xenonauts Through Steam. but Where is receiving V21 Experiment 2 patch? my steam Xenonauts is still V20 hotfix. I don't know Where is receiving V21 Experiment 2 patch. Please tell me where V21 Experiment 2 patch. thanks.
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