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Xenonauts-2 Closed Beta Build V15.4 Hotfix Released! (Experimental Branch)

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This is the fourth (and likely final) hotfix for Beta Build V15. You'll need to be on the Experimental Branch to access the build.

Unless we've accidentally introduced new bugs into the game with this update, this hotfix should fix all the major gameplay bugs in V15 that we're aware of. The one we're not completely sure about is the "shroud not clearing in ground combat" issues - we've made a fix that might have fixed it, but we're not completely sure. Please let us know if you encounter that bug in V15.4!

Assuming no further updates are required we're going to compile a "release" version of this build and put it on the default Stable branches on Steam / GOG. This version of the game has far less logging in it than the builds on the Experimental branches (which means it'll be harder to track down bugs) but the load times and performance should be significantly improved. 

Bugfixes:

  • Probably (?) fixed the bug where shroud would sometimes stop clearing during a mission.
  • Fixed a crash that could occur during the alien turn as a result of Xenonaut reaction fire.
  • Fixed a crash that would occur when you tried to build an aircraft in the workshop when you had multiple bases in existence and no hangar space at the first base.
  • Fixed aircraft sometimes flying the wrong way on the Geoscape instead of towards their intended UFO target.
  • Fixed UFO hulls sometimes not hiding correctly after loading a save game.
  • Fixed line of sight not immediately updating after walls etc have been demolished.
  • Duration time of aircraft being constructed in base with no engineers now shows "no engineers" rather than 250 million hours.
  • Fixed some soldiers having blank Armour / Undersuit values when returning from a mission.
  • UFO outer hulls are no longer destructible, which should fix instances where you are able to path through them after they have taken damage.
  • Reaper zombies no longer appear as pink error models.
  • Fixed the closed abode windows so that units cannot move or shoot through them.
  • Fixed some concrete paving tiles that would disapear from the map if destroyed.
  • Pressing "V" no longer permanently removes the fog of war from a map.

Gameplay Updates:

  • Added a little more description to the pop-ups you get when you click on a Geoscape Command Center to make it a bit more obvious what that system does.
  • Added extra tooltips to various parts of the game, including the air combat UI, the new campaign screen, and the pop-ups when a squadron intercepts a UFO.
  • Reaper zomies are no longer suppressable.
  • Pegasus can now only carry 12 soldiers.
  • Arid grass ground tiles now display the destruction overlays.
  • Fixed some z-fighting on the outer wall of one of the Farm barns.

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Duration time of aircraft being constructed in base with no engineers now shows "no engineers" rather than 250 million hours.

Who knows? Maybe if we leave that pile of bolts there long enough it'll coalesce into an interceptor. It's the only way to explain how the DC-10 came to exist.

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If you have time I am curious about the fix for the shroud clearing. Was it another unrelated part of the game unexpectedly interacting with it or did you just add some checks in or?

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Begunn Testing the new Version. I´m at the Beginning, but I must say, the Map Loading is like I remember from the older Beta-Versions before (incl. Beta 13).

Yep there are mor tooltips, but the Tooltip in the Air-Fighting-Screen have to be reworked. Haven´t a picture there now, but some new Tooltips have to be reworked for readability (Air Fighting Map f. e.).

Edited by Alienkiller

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On 12/2/2020 at 9:57 PM, odizzido said:

If you have time I am curious about the fix for the shroud clearing. Was it another unrelated part of the game unexpectedly interacting with it or did you just add some checks in or?

We think it might have been a multithreading issue where the shroud was being calculated on a second thread, particularly if multiple soldiers were moving at the same time. If that second thread didn't complete its task properly then you could potentially end up in situation where the shroud system broke - which would also explain why it wasn't reproducible through a fixed set of actions in the game. Fingers crossed its fixed, anyway. We've not heard the issue mentioned recently!

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