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V1.5 Experimental promoted to Steam Stable!


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Our last V1.5 Stable Candidate has been on the Experimental branch for a week and nobody has reported any show-stopping bugs, so we've now promoted it to the Stable branch on Steam and activated Steam Workshop for everyone.

We have also started work porting V1.5 to Mac / Linux and are also preparing the non-Steam versions for Desura, Humble Store and GOG. The official launch announcement for V1.5 Stable will happen when all of that has been completed and the new version of the game is accessible to all.

The community contributed greatly during the development process and many contributed still more after release. I'd like to give specific thanks to Solver and llunak for their work as Community Coders and to Skitso, Max_Caine and Kabill for their mapping / modding. Many others also deserve a mention but I must omit them for the sake of brevity!

IMPORTANT INFORMATION:

BRIEF CHANGELOG:

  • Steam Workshop & better mod support has been added
  • An epilogue from the Chief Scientist has been added to the victory screen
  • 70 community maps bundled with the game as an optional mod (must be activated in the launcher)
  • Air combat now has time acceleration buttons
  • Line-of-sight system for soldiers significantly improved
  • Cover indicators added to the ground combat
  • Late-game alien psionics now less unfair
  • Units behind walls / props are easier to see
  • Soldiers now get a nationality flag
  • Money made less tight on easier difficulty settings
  • Fixed a lot of crashes / hangs and made a lot of usability improvements

DETAILED - NEW FEATURES / CONTENT:

  • Steam Workshop: The game is now fully compatible with Steam Workshop. If you subscribe to a mod on Steam Workshop it'll download and update automatically and can easily be activated / deactivated in the game launcher. Of course, you can still manually install mods without Steam Workshop if you want.
  • Modular Mod System: Previously mods would be incompatible with one another if they both changed the same file (even if they changed different parts of it), but the modular mod system allows them to interact safely. Of course, you still won't be able to combine contradictory mods; e.g. longer weapon ranges and shorter weapon ranges, but things are much more flexible than before.
  • Victory Epilogue: We had a lot of complaints about the previous ending being anticlimactic, so we've added an epilogue on the victory screen in the style of a research report from the Chief Scientist that fills in a few more details about what happens after the final mission.
  • Skitso's Community Maps: There's already well over a hundred maps in Xenonauts, but we get a lot of requests for more variety so we included the most popular community map pack with the base game. Skitso has hand-made over 70 new maps for the game and you can enable his map pack through the Mod Launcher button of the game launcher if you want to use them. While we can't guarantee the quality of non-official maps, a lot of people speak very highly of the Skitso's work.

DETAILED - GAMEPLAY / BALANCE TWEAKS:

  • Line of Sight Update: The line of sight algorithm in the release game had some oddities in it, particularly with regards to height levels / elevation. The new system should be less frustrating for players.
  • Alien Psionics Update: Mind Control and Berserk / Hallucinate were not a great deal of fun to play against, making late-game a bit of a chore. We've made a few changes:
    • Berserk / Hallucinate actually had a bug that meant it always targeted friendly soldiers over enemies and empty tiles, making it much more effective than it should be at killing your soldiers. This bug has now been fixed.
    • Mind Control was so deadly because a MC’ed soldier would immediately get all their TU back even if they had 0 TU when MC'ed. This has been fixed, so the player now has a turn to flee from / stun / kill a controlled soldier before he opens fire on the rest of your team. He is returned to your control as normal after the second alien turn (during which he has full TU to spend), thus he is still only gone for one player turn.
  • Air Combat Autoresolve Changes: The air combat autoresolve formula has been tweaked slightly. There should be less instances where the results make little sense, and heavy torpedoes have been made somewhat less effective against escorted UFOs. We think these changes are an improvement but we'll consider reverting them if people find they've changed the game balance too much.
  • Morale System Update: When a unit suffers a morale event like panic or fleeing, they regain a large amount of morale to prevent low-bravery soldiers being locked in a cycle of chain-panic. Previously this was applied immediately, but this led to confusion when a player clicked on a panicking soldier and found they seemingly had almost full morale. Anyway, this morale regeneration is now applied at the end of the turn so panicking soldiers will correctly show the morale they had at the point they panicked.
  • Bleed Damage: Bleed damage now occurs at the end of the player turn, rather than the start of the player turn. This eliminates the situation where a soldier survives a shot from an alien weapon but then dies from bleeding damage at the start of the following turn, before the player actually has an opportunity to heal the bleeding wound.
  • Shield Primary Only: You can now only place combat shields in the Primary weapon slot. This fixes a number of animation issues as well as preventing enterprising players from dual-wielding shields (this is not intended behaviour).
  • Shields Shield Better: Shields work fine for the soldier holding them, but previously they were no good at shielding units standing behind the shielder. This has now been changed so both humans and aliens are much more likely to hit a shield trooper if they are firing them "through" them to hit another target.
  • Quantum Cryptology Centre Info: This now provides a detailed breakdown of the alien races in a UFO (e.g. "6 Sebillian, 4 Reaper") rather than just listing the primary race for the UFO ("10 Sebillian") as it did previously.
  • Updated Soldier Loadouts: The basic soldier loadouts have been updated, mostly to feature more grenades. With only basic armour soldiers previously had plenty of unused carrying capacity.
  • Easier Finances At Lower Difficulties: Inexperienced players often complained Xenonauts was too hard even on Easy, largely because the financial game punishes you so hard with upkeep costs for building too many bases / interceptors. We’ve therefore reduced maintenance for buildings and aircraft by 25% on Easy and 10% on Normal difficulties.

DETAILED - GEOSCAPE / AIR COMBAT INTERFACE:

  • Base Radar Range Preview: You now get a preview of all three possible radar ranges (i.e. with one to three Radar Arrays) when placing a base, rather than just the minimum radar range.
  • Interceptor Info Updates: The log under the Geoscape now includes information on the status of your interceptors, displayed in green. This will tell you when a plane has finished repairing / re-arming / refuelling etc.
  • Air Combat Time Buttons: The Geoscape time buttons now also appear in the Air Combat, allowing time to be sped up if desired.
  • Alien Base Size: There are three different sizes of alien base in the game, but previously there was no way of knowing how large a facility you were attacking. They are now labelled as an alien outpost, base or fortress.
  • Click Masks: We've enlarged the click masks of various Geoscape objects to make clicking on things a bit easier.

DETAILED - GROUND COMBAT INTERFACE:

  • Quicksave: You can now Quicksave the game by pressing F5.
  • Cursor Cover Indicators: You now get cover indicators on your mouse when you mouse over a tile. This should make it a bit more obvious what protection is offered by a tile before you decide to move your soldier there.
  • Cursor Transparency: The mouse now makes walls / props semi-transparent when you mouseover them, which allows much easier selection of units behind walls and generally better visibility of the battlefield.
  • Hide Walls / Prop Mode: Clicking the Toggle Roof button now cycles through some additional modes. The first makes all walls and props on the level semi-transparent and the second hides them entirely, leaving only units and the ground tiles. Both are useful if you need to see "hidden" units.
  • Smart Soldier Cycling: You can press Tab to cycle through the soldiers on your team. However, you can now also press Shift + Tab to mark a soldier as “done” and remove from the cycling queue for that turn.
  • Grenade Throw Paths: Grenades now show a predicted throw path. This often goes into the layer above (as they arc) which can be viewed by changing the camera level upwards.
  • Nationality Flags: The community came together to draw and implement national flags for every soldier nationality in the game, so now all the soldiers show their national flag on their info panel when in combat.
  • Burst Fire Cycling: If a weapon is capable of burst fire then burst mode can now be accessed through the standard right-click shot cycling, rather than having to switch to burst mode on the UI.
  • Reload TU Costs Shown: The reload TU cost of weapons has been added to their tooltips, as we totally forgot to display this information anywhere in the game (oops).

DETAILED - BUGFIXES:

  • Lots of crashes and general fixes were made that don't affect overall gameplay but will improve stability
  • Fixed a lot of sprite issues, including missing fire animations, the inability of flying units to rotate properly and instances where aliens magically turned into Caesan non-combatants due to missing animations
  • Harridans should no longer fly inside the walls of Carrier UFOs and snipe at you
  • All medals now correctly grant bravery when received
  • You can no longer assign / unassign soldiers to airborne dropships (sorry!)
  • We've fixed several instances where equipment could disappear from your base stores
  • Rocket launchers no longer occasionally forget the type of rocket they are loaded with and wind up with a bog-standard HE rocket instead
  • We've reduced the file count in the game down from 65k to 45k, which should make installing the game faster and help Steam download issues

There's also quite a large number of fixes that are too minor too even make it into the detailed changelist, but that should give you a good overview of what's changed in V1.5. We're not planning any additional content or DLC for Xenonauts, but we will of course fix any crash bugs that are introduced by the V1.5 patch.

We'll be formally announcing some new games this year, so if you're keen to hear about them when we do please sign up for the Goldhawk mailing list here: http://eepurl.com/4FKe9

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deleted - qn answered

Nice to see so much love and support for Xenonauts. It has supassed UFO: enemy unknown as my favourite game now ;-). I hope it has made you a lot of $ Chris, because as well as what you wanted, you also listened to what we wanted too. If this project is anything to go by your next will be a success too.

Edited by ooey
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Thank you so much! I registered just to make this post. These fixes and tweaks are outstanding and I look forward to experiencing them. As mentioned above, if this game and the work you have done with it is any indication of the work you'll put into your next game, I really look forward to seeing what the next one has.

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I've been paying attention to this for a long time, and I am happy to finally see this come to fruition in the official sense.

This is some real dedication that is unfortunately rare for most game developers -- not only did Goldhawk set out to fix their problems, but they actually cooperated with their community. This is unprecedented, and I am extremely impressed!

Got a question, though. When the Mac/Linux versions are all finished, will there be some kind of big announcement about it? Perhaps a sale? Something to spread the word about the big update?

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Hey Chris!

Congratulations on getting v1.5 out. Do you have any plans to fix windowed mode at 1920x1200 / 1920x1080 for native 1920x1200 screens? Right now, we can't play either resolution (1200 or 1080) in windowed mode, even if the option is checked in the launcher. The engine forces full-screen.

Anyway, thanks for the release!

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Thanks for the comments, all. Yes, there will be an announcement to go with the official release of V1.5 because over Christmas Xenonauts also passed the 100,000 sales milestone and that seems worth announcing too :)

@agris - we'd fix it if we could but unfortunately it's an engine issue we have no control over, if either dimension in the game resolution is the same as the monitor's default resolution then it just defaults to fullscreen.

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This game deserves more than a 'mere' 100,000 sales. Anyway, looking forward to the gog release of v1.5. I have V1.05 but the save is probably incompatible with v1.5 so I will have to start again :-( (but it will be enjoyable to do so :-)).

Does anyone play on Insane ironman mode? Veteran ironman is taxing enough!

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This is some real dedication that is unfortunately rare for most game developers -- not only did Goldhawk set out to fix their problems, but they actually cooperated with their community. This is unprecedented, and I am extremely impressed!

This ^. This kind of approach seems to be working for Frontier Developments (Elite) too. Now if only Russian developers (such as Gaijin) would take note; their public relations is abysmal which is a shame, because they have a good product in War Thunder.

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To be fair it becomes much harder to do as you become a larger company and have, say, a million players; even if your decisions only annoy 0.1% of your playerbase that's still 1,000 angry people descending on your forums.

There's also no way an important decision-maker in the company can interact with tens of thousands of people on a regular basis, so you end up with community managers doing the work but unable to do anything other than toe the offical line.

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Yes, but there are some very fundamental problems with War Thunder at the minute that the majority of players have been going on about for ages (game-killers, basically). Whoever is in charge gives the impression that they just don't seem to care. And like I said, Frontier Developments are big now and they are very good with player interaction as are you (maybe they are an exception?).

It is clear that you wanted Xenonauts to be the best it can be, because you were such a fan of the original yourself. You didn't have to provide us with this official v1.5 update (everything was working fine) yet you have done so. So kudos to you, and I think you will find that the majority of the community you have created here will stick with you because it seems you are actually making games that people want. I wanted this so much more than the re-imagining of xcom by friaxis, and, like so many others, I have not been disappointed.

Edited by ooey
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Hi all ! (yeah, first post on the forum :))

It's really a great news, that I was expecting a lot ! Some months ago, I bought the game and began to play it with 1.09 (and it was great), and soon learned that there will be a 1.15 "final" version which will include some of CE Mod ideas, and fixes more bugs... So I decided to wait for it before playing the game again (to fully enjoy it for the first "big" playthrough), and now is the time ! (well, as soon as the patch will be available on GOG ^^)

Seeing the changelog (and having tested the CE mod), the wait was worth it.

The game is really awesome, and it deserves lot of success. As much as you and your team ! Seeing the high quality of the game (and how it is great to play), the updates/polishing you made, the talk with the community... You haven't rushed anything (even for the final 1.15), made a game with passion... Great work, thanks a lot for it, and thanks for your polishing/fixes/updates etc.

I'm definitively looking for your studio and his future projects :D (especially your big game)

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Yesterday I tried playing via steam and found something odd in the very first crash-site mission: portion of a building did not fit on the map, and that missing portion happened to have the stairs to the second floor... Is this a bug or a feature of crash-site missions with very small alien crafts? I'm attempting to attach the save file:

[ATTACH]6090[/ATTACH]

Anyway, having killed many hours on v1.07 some time ago, back then I already thought it was an excellent reincarnation and an improvement over the original XCOM. Many thanks to all the developers - looking forward to the final release!

Cheers,

Dmitri

missing_stairs.sav

missing_stairs.sav

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