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Xenonauts-2 Closed Beta Build V6.3 Hotfix Released! (Experimental Branch)


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We've just released what we hope is the final hotfix for Beta Build V6. This is only on the Experimental Branch and if you want to access it you need to opt into the Experimental Branches (click the previous message for instructions).

Bugfixes:

  • Fixed a crash that could occur if you laoded a save made while a hidden Alien Base existed on the Geoscape
  • Fixed a bug in the suppression system that was causing weapons not to apply suppression if they missed the target (making suppression largely useless)
  • Xenonaut Base Defence missions have been patched out because they're not yet ready for testing
  • Wraiths with pistols (inside UFOs) should no longer be T-posing
  • Fixed a bug where items recovered from previous ground combat missions would appear to have $0 sell value
  • Fixed a bug where the Converted Plasma Rifle would spawn the wrong ammo in the ground combat, causing it to not work correctly
  • Removed a test map containing a blockout of a new dropship type that was occasionally appearing in the standard map rotation
  • Mantids now have unique corpses / stunned bodies with the appropriate names, although these still use placeholder Sebillian art for now
  • Attempted to fix the lakes being bright pink in the Boreal maps
  • Attempted to fix a weird texture error on the Farm roads
  • You can now use any character you like in a Base name

Balance Changes:

  • As weapons now apply suppression on misses as well as hits, weapons like the LMG are now significantly better at suppression than before
  • Grenade throw cost increased to 25TU, from 15TU
  • Ballistic Rifle / SMG - Single shots now cost 12/18/24 TU instead of 14/20/28 TU, with the most accurate fire mode dropping to 120% Accuracy from 130% Accuracy. Burst fire now costs 25TU instead of 30TU.
  • Ballistic LMG Accuracy increased to 45%, from 35%
  • Large Psyon Accuracy decreased from 70 to 65, small Psyon accuracy unchanged
  • Small Sebillians down to 70HP from 100HP, large Sebillians down to 160HP from 180HP
  • Small Sebillian Accuracy increased to 60, from 55
  • Sebillian energy resistance increased to 30%, from 0%
  • Wraith Accuracy increased to 75, from 60
  • Wraith Reflexes increased to 70, from 50
  • Wraith energy resistance dropped to 0%, from 50%
  • Mantid Accuracy increased to 65, from 60
  • Reaper Accuracy increased to 90, from 60
  • Androns now carry a version of the Alien Plasma Rifle that has a blast radius
  • Alien Plasma Rifle damage reduced to 55, from 60
  • Alien Magnetic Rifle now fires 3 shots with each attack, weapon accuracy halved and damage reduced to 30 from 45
  • Alien Magnetic LMG now fires 6 shots and has accuracy increased to 50% from 30%, damage reduced to 30 from 50

If all goes well we'll be pushing this build onto the Stable branch later this week, so please let us know if you encounter any problems with it!

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4 hours ago, Chris said:
  • Alien Magnetic Rifle now fires 3 shots with each attack, weapon accuracy halved and damage reduced to 30 from 45
  • Alien Magnetic LMG now fires 6 shots and has accuracy increased to 50% from 30%, damage reduced to 30 from 50

I am probably being totally blonde here, but doesn't that make the mag weapons not much better than ballistic weapons? I gave up with these back in V5 as they seemed a bit pointless. Am I missing something?

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