Chris Posted February 11, 2020 Share Posted February 11, 2020 This is the second hotfix for Beta Build V11 we released last week. You'll need to be on the Experimental Branch to access the build. Changelog: Fixed a crash that would occur during the alien turn in ground missions. This was happening because a specific type of Wraith had an invalid clip loaded into its weapon, and it would crash the game if it tried to attack. Fixed the issue where modular armour was reset after every mission. MARS should no longer gain rank or skill-ups in combat. Armour modules for humans like the Rebreather should no longer appear for the MARS. Soldier paperdoll image is no longer blocking interaction with a slice of the Primary / Secondary / Armour UI panels. If a soldier gets promoted in battle, the promotion text is now highlighted in orange. If a UFO with escorts appears on the Geoscape, the main UFO now appears as the central of the three icons rather than off to the side. Gameplay Updates: UFO weapon damage has been slightly increased, except for the weapons that can be dodged using Evasive Roll which have had their damage greatly reduced. This hopefully makes equipping some of your Falcons with heavy armour a more sensible choice. MARS is now cheaper and tougher - it costs $100k instead of $200k, and has 100HP instead of 80HP. UFO walls are no longer crushable by the MARS, but some additional freestanding walls in various maps now can be crushed. Tactical Armour is now named the Tactical Suit. Please continue to report any bugs you encounter in V11 on our dedicated bug report forums, and please give any thoughts on the game balance in this thread. We'll most likely release another hotfix later in the week too, as we've either seen or heard reports of other issues in the game that will need fixing! 1 Quote Link to comment Share on other sites More sharing options...
Acosta Posted February 12, 2020 Share Posted February 12, 2020 You guys are awesome, keep up the great work! Quote Link to comment Share on other sites More sharing options...
Emily_F Posted February 13, 2020 Share Posted February 13, 2020 On 2/11/2020 at 10:46 PM, Chris said: Fixed the issue where modular armour was reset after every mission. This one is still broken. Quote UFO walls are no longer crushable by the MARS, but some additional freestanding walls in various maps now can be crushed. Oddly, it can go through walls but it can't go through a wooden fence . Quote MARS is now cheaper and tougher - it costs $100k instead of $200k, and has 100HP instead of 80HP. Which makes it now the same price as a combat shield. Is the shield meant to cost $100k?? 1 Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted February 13, 2020 Share Posted February 13, 2020 (edited) The Shield bases on the Alien-Materials, which means they are the first Things you can do like the Ionised Aircraft-Armor. And Prototypes are not cheap, as we all know in RL. 100.000 $ or so for both are a very fair price in Xenonauts 2. The MARS instead is a Special-Variant from an existing Assisting-Vehicle from the Army (Recon) or Bomb-Squads (mechanical Arm). So the changing the Funktion to a Multi-Tasking-Vehicle costs a little. 100.000 $ / Vehicle are a fair price for that too. Edited February 13, 2020 by Alienkiller 1 Quote Link to comment Share on other sites More sharing options...
Chris Posted February 14, 2020 Author Share Posted February 14, 2020 On 2/13/2020 at 9:47 AM, Emily_F said: Which makes it now the same price as a combat shield. Is the shield meant to cost $100k?? The combat shield is an unlimited quantity unlock, isn't it? i.e. you get an unlimited number of Combat Shields on completion? Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted February 14, 2020 Share Posted February 14, 2020 Nope Chris, the Combat Shield has to build seperately for 100.000$ each. If it should like the Ionised Aircraft-Armor / upgraded Kevlar-Vest then you and your team have to check this. Should be a small thing to fix. Quote Link to comment Share on other sites More sharing options...
Chris Posted February 14, 2020 Author Share Posted February 14, 2020 Yeah, then it's a bug. I'll change it to be unlimited quantity for the hotfix. Quote Link to comment Share on other sites More sharing options...
Solver Posted February 14, 2020 Share Posted February 14, 2020 Maybe hold off on that and just drop the price? Combat shields have been limited items for a long time. At least going back to v7. Never crossed my mind that it might be a bug, and I actually consider it among the best minor changes in X2. Shields were very good in X1, and still are, giving them a cost feels fair. Quote Link to comment Share on other sites More sharing options...
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