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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. Now that V20 Stable is out we are continuing our polishing, balance and content completion work with more experimental builds, leading up to release. This new build contains a few fixes, but the main addition in the inclusion of a batch of balance changes I've been working on. These were previously available as a mod and have all been merged into this build, with some extra ones, except for the new reaction fire system. That was prototype code and will take some time to implement it in-game properly. Fixes: - Crash for Aircombat Autoresolve feature fixed (game crashed when player lost and destroyed no UFO) - Autoresolving an aircombat now uses weapons from all aircrafts, instead of just the first one - Fixed a bug allowing you to walk through certain rock formations in the Middle East tileset - Fixed Shrike walls being passable when it was facing NE - Fixed bug that would switch soldiers while scrolling the soldier list in the soldier equip screen - Fixed inability to spawn when using the Valkyrie - Target name in launch interceptors dialog fixed (says Alien base instead of showing coordinates; translates "waypoint" and city names) - Alien missions now don't spawn any event over lost continents. - Alien bases are built only on non-lost continents, and (if possible) on continents that don't have one yet - Fixed minor issue with airliner destroy events (sea and land strings were swapped) Additions: - Geoscape UFO icons now display whether the UFO in question has escorts - Added sprites for Xenonaut soldiers using the assault shield with all armour combinations - Added sprites for Xenonaut soldiers using the Alien plasma cannon with all armour combinations - Air combat auto-resolve defeat image added (still has a scaling bug atm) - Added a slight time variation to when UFOs that are part of a single wave spawn - Number of player bases capped at 9 - If an aircraft does not have enough fuel to reach a target, it will now say "No Range" in the ETA column of the launch list - Created extra small variants of "small" ground combat maps for light scouts Balance: - "Veteran" difficulty level is now the "standard" difficulty in game data; it uses the unmodified values specified in the configuration files (previously "Normal" did this) - Alien weapons no longer cause overdamage - Updates to UFO turn rates and weapons arcs/speeds so that later UFOs remain dangerous - Capturing a landed UFO should now grant 3x the Alenium/Alloy resources than the crashed version of the same craft - Added Alenium and Alien Alloy rewards for shootong down fighter and bomber UFOs (bombers are particularly lucrative!) - Changed the soldier carry capacity formula to 10kg + 0.25*str, from 20kg * 0.2*str - Moving a tile now costs 3 TU instead of 4, other action costs (shooting aside) reduced in line with this - New soldiers start with 35-70 in most stats, instead of 45-55 - Cover effectiveness reduced by 25% - Weapons have a much tighter accuracy spreads between zoom levels, all of which are clustered around 100 accuracy - TUs now capped at 80 instead of 99 - Alien weapons made more accurate - Reduced alien sight ranges to 18 - Reduced chance of Xenonauts panicking - Combat Shields now have 60HP but provide 80% protection from 90 degrees in front, and 60 protection for 180 degrees. Assault Shields have 120HP. - Upgraded armour on vehicles to increase survivability somewhat - Rebalanced the number of aliens on missions somewhat - Soldier carrying capacity has been rebalanced to reduce it You can post comments on the build here, or for more in-depth discussion please use the "Beta" sub-forum. 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. These are quite major changes to the gameplay, so please give them a try before you raise any complaints about them.
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