Solver 168 Posted July 23, 2017 This version is outdated, see announcement for 0.35 instead. Version 0.34.3 of Xenonauts: Community Edition has been released. Installation (Windows Steam users): Switch to the Community branch in Steam by right-clicking on Xenonauts, selecting Properties, going to the Betas tab and selecting Community. No access code is needed. You can enable/disable mods in "Modding Tools" in the game launcher. You can revert to the standard official game by switching back to the NONE branch in Steam. Installation (other users): 1. Download the base mod and the mod package. 2. Launch the old version of the game, install the base mod using Modding Tools. Alternatively: extract the base mod into assets/mods/xce, overwriting everything. 3. Exit the game launcher. 4. Run the new executable from assets/mods/xce. It should display the version 0.34.3. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. What is the relation between X:CE 0.34.3 and Xenonauts 1.6x? The official Xenonauts releases incorporate some features/fixes from an older X:CE version, and some have intentionally not been included. X:CE 0.34.3 should contain all relevant Xenonauts 1.6x fixes and new features. If you already play X:CE, there should be no advantage to switching to Xenonauts 1.6x. X:CE 0.34 can read saved games from Xenonauts 1.5x or Xenonauts 1.6x, but Xenonauts 1.6x cannot read normal X:CE 0.34.2 saved games. Switching option saveCompatibility in assets/gameconfig.xml to "gh15x" before running X:CE should produce saves in a format that Xenonauts 1.5x or 1.6x can read (keep the option as "xce" for normal play, otherwise some new X:CE values may not be kept in save files). Note that Xenonauts 1.6x may still be unable to load such a saved game if it includes objects it doesn't know (e.g. researches from the Lore+ mod, or incendiary grenades from X:CE). Changes from 0.34.2: This version has some stability improvements and updates to the bundled mods. System The game is now large address aware. This allows better stability / performance with very big mods. Sound effects are now stored uncompressed in memory. This only uses a bit more memory but should significantly improve sound-related stability problems, such as freezes due to ambient sounds and similar issues. Bug fixes Corrected loading of psionic defence values in saved games. Fixed the delete button in the modding tools with relation to the Steam Workshop. Prevented a freeze during ground combat if a map with a bugged door is encountered (door that opens into a wall). Fixed loading of some saved games that get corrupted by having incorrectly "cloned" planes. When retaking Xenonaut bases is enabled, fixed problem of that not applying to undefended bases. Fixed some UFO loot in the Furies mod. Modding In config.xml, a variable has been added (MeleeVehiclePriorityModifier) to tweak the priority with which melee aliens attack vehicles. The default value does not change gameplay. Modded Xenopedia screens can now display more information about combat armour suits. Included Mods Xenonauts Fix Pack by Policenaut has been updated with multiple fixes, with credit to Charon. Tropical and Swamp tileset - updated from version 1.6 to 1.61. This version is significantly more stable. 7 Share this post Link to post Share on other sites
Charon 248 Posted July 23, 2017 Much love for you Solver . Share this post Link to post Share on other sites
Raw 1 Posted July 24, 2017 (edited) This patch broke my savegame. Here's a link to the report. LINK. Edited July 24, 2017 by Raw Share this post Link to post Share on other sites
Solver 168 Posted July 24, 2017 The mod pack has been re-uploaded due to the above error - those who downloaded it from here should download again now. Steam fixes this problem automatically. Share this post Link to post Share on other sites
Big Z 10 Posted July 31, 2017 Hot damn, just got the news, and I'm just finishing up a JA2 1.13 run; no respite from grid tactics for me. Share this post Link to post Share on other sites
beamzappa 0 Posted August 26, 2017 Awesome man, thanks Solver! Solver Share this post Link to post Share on other sites
trueman11 14 Posted October 18, 2017 (edited) On 23.07.2017 at 9:59 PM, Solver said: 1. Download the base mod and the mod package. Is this link to the fixed mod package? What is the difference from this? If not the same, why not change it to the fixed one? Edited October 18, 2017 by trueman11 Forgot to insert quote Share this post Link to post Share on other sites
TacticalDragon 13 Posted October 27, 2017 Solver did you have a changelog of new variables that is not contained on old XCE? Check different xml on old XCE is quiet hard. Share this post Link to post Share on other sites
Solver 168 Posted October 29, 2017 This thread is still the best relevant description. Share this post Link to post Share on other sites
desertoth 1 Posted November 2, 2017 (edited) The Restored Community Map Pack in XCE 0.34.3 has significantly less content (in file count and total size, by an order of magnitude) than it did in the previous versions. Does the 0.34.3 version of the RCMP tolerate just being copied over, with overwrite on prompt, or is the old non-overlapping content meant to be discarded (i.e. clean install of the new version)? I ask because it is not mentioned in the update notes, and there might be a different procedure with a map pack compared to the core XCE mods or the Fix Pack. Also, the latest included Fix Pack seems reduced from the standalone 1.41, lacking the former's top-level XMLs except for gas_gc and sounds_gc. Is it not recommended to use the full standalone Fix Pack over the version included in XCE? Edited November 2, 2017 by desertoth Share this post Link to post Share on other sites
Charon 248 Posted November 2, 2017 4 hours ago, desertoth said: Also, the latest included Fix Pack seems reduced from the standalone 1.41, lacking the former's top-level XMLs except for gas_gc and sounds_gc. Is it not recommended to use the full standalone Fix Pack over the version included in XCE? It is not recommended that you use this mod pack at all: Share this post Link to post Share on other sites
desertoth 1 Posted November 3, 2017 14 hours ago, Charon said: It is not recommended that you use this mod pack at all: I should have been clearer. I downloaded the fixed XCE Mod Pack. I'm referring to the Xenonauts Fix Pack bundled within the XCE Pack: Quote Xenonauts Fix Pack by Policenaut has been updated with multiple fixes, with credit to Charon. Is it recommended not to install the stand-alone version of the Xenonauts Fix Pack 1.41 over the version included in the XCE Mod Pack? Share this post Link to post Share on other sites
Charon 248 Posted November 3, 2017 (edited) @desertoth It is not recommended that you come even remotely close to any other version than the 1.41X. So if you have installed the 1.41 delete everything and make a clean install. Dont use any other Fix Packs other than the ones provided by me, or 1.41X ( until @Solver updates the main package ). Edited November 3, 2017 by Charon Share this post Link to post Share on other sites
Grimples 11 Posted November 4, 2017 (edited) Is this version compatible with Win XP or is there a seperate .exe fix like there is for 0.34.2. Edited November 4, 2017 by Grimples typo Share this post Link to post Share on other sites
Solver 168 Posted November 5, 2017 It includes the XP fix so it should run fine. Share this post Link to post Share on other sites
Grimples 11 Posted November 6, 2017 I dont notice any improvements, still the occoasional CTD & the game still locks which i need to alt,ctrl & del to exit. Also now getting crash popups when exitng the game. These are not game breaking problems though as the game autosaves quite often & i also make a lot of saves. Regardless, i thank all involved in the developement of XCE. Share this post Link to post Share on other sites
varangos 10 Posted March 2, 2018 hello,which one mod pack i should use?i see the one in this page and another made by charon. Share this post Link to post Share on other sites
Solver 168 Posted March 2, 2018 Charon's files are correct for 0.34.3. I should fix the discrepancy between the two mod packs, but 0.35 is coming soon anyway. 1 Share this post Link to post Share on other sites
gozer 11 Posted March 14, 2018 On 3/2/2018 at 4:49 PM, Solver said: I should fix the discrepancy between the two mod packs, but 0.35 is coming soon anyway. awesome, any hints about how soon is soon? another question, will 0.34 saves be compatible with new version? I wanted to give Xenonauts another go and I'm wondering if I should wait for 0.35 Share this post Link to post Share on other sites
Solver 168 Posted March 14, 2018 Soon is quite soon I believe I am done with the actual coding, but 0.35 will also feature a newer and more complete French translation that Rodmar18 is currently improving. I don't think you have to wait until 0.35, you can just start a new game. X:CE saves are always compatible, and most of the changes in 0.35 are relevant to future versions of X-Division or some other mods. Other than that, 0.34.3 is very nice and playable. Share this post Link to post Share on other sites
gozer 11 Posted March 14, 2018 cool, thanks for info Share this post Link to post Share on other sites
badon 2 Posted April 14, 2018 I'm surprised nobody has pointed out this problem yet. There are no published checksums or hashes. If your forum has been hacked, I could be installing viruses on my PC when I install the mods. Or, the files could have had errors in the download, resulting in mysterious complaints about non-reproducible bugs. You would think in the year 2018, people would be savvy about things like this... Xenonauts Community Edition 0.34.3 xce-034-3.zip: https://www.virustotal.com/#/file/64a6c1409083ddcb2c464061c02a9209bc04bffd0f61f03d2d12381870a072ba/detection Xenonauts Community Edition Mod Pack 0.34.3 xcemods-034-3.zip: https://www.virustotal.com/#/file/7145e02a61f01d326a78ffe4c092e99780ae57a77cf4e5b9e773d09d5aac56b2/detection Share this post Link to post Share on other sites
Charon 248 Posted April 14, 2018 8 minutes ago, badon said: I'm surprised nobody has pointed out this problem yet. There are no published checksums or hashes. If your forum has been hacked, I could be installing viruses on my PC when I install the mods. Or, the files could have had errors in the download, resulting in mysterious complaints about non-reproducible bugs. You would think in the year 2018, people would be savvy about things like this... X-Division had checksums since day 1. And you should check this too: Share this post Link to post Share on other sites
badon 2 Posted April 14, 2018 1 hour ago, Charon said: X-Division had checksums since day 1. And you should check this too: I'm totally new to Xenonauts, and I'm not sure what those are. Can you explain? On 7/23/2017 at 11:59 AM, Solver said: 4. Run the new executable from assets/mods/xce. It should display the version 0.34.3. Using this launcher, go to Modding Tools and install the mod pack. Say Yes when asked about overwriting mods. 5. You can now play from assets/mods/xce, or optionally copy the files to the main game installation folder. Run which executable? Copy which files? Share this post Link to post Share on other sites
Charon 248 Posted April 14, 2018 Just now, badon said: Run which executable? Copy which files? I think you might ask @Solver. Those are his instructions. Share this post Link to post Share on other sites