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Chris

Xenonauts-2 Closed Beta Build V19.1 Hotfix Released! (Experimental Branch)

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This hotfix addreses various issues in Beta Build V19 but you'll need to be on the Experimental Branch to access the build.

    Gameplay / Balance Updates:

    • Added a new "undersuit" (I'll probably rename this slot to "special") called the Target Aid which is unlocked alongside the Platesuit and provides +5 Accuracy.
    • All game settings have been cleared and reset to default for all players. This is because the new tooltip options were missing in earlier versions, so all their values were set to 0, which led to tooltips appearing after 0 seconds of hovering over things (which made tooltips very annoying in some circumstances).
    • Aircraft now have a 72 hour arrival time after being purchased on the strategy layer.
    • Units now only fall unconcious if their accumulated Stun Damage exceeds their modified maximum HP, rather than their current HP. Under the previous system normal damage was far too effective at stunning units, whereas now inflicting damage on a unit will weaken them and make them easier to stun but they won't fall unconscious unless you inflict a reasonable amount of stun damage on them too.
    • Reaper zombies now count towards mission completion; previously you would win the mission even if there were zombies still alive on the map.

    Fixes & Gameplay Updates:

    • Tactical Combat - fixed a crash that would occur if you tried to load a save game containing Reaper zombies.
    • Tactical Combat - the thick underground base blast doors no longer auto-close at end of turn if there is a unit standing in their path.
    • Tactical Combat - fixed some instances where the game would pop up red error text in the bottom left of the screen.
    • Tactical Combat - Reaper zombies now take three turns to hatch (they were hatching after one turn previously).
    • Tactical Combat - Reapers can no longer gib their victims if their melee attack scores a critical hit, meaning there's always a corpse left behind to turn into a zombie.
    • Tactical Combat - stunned / dead units no longer show stun damage numbers from smoke at the end of turn.
    • Tactical Combat - gibbed corpses should no longer reappear as normal corpses at end of turn.
    • Tactical Combat - local forces are no longer always marked as KIA after a battle.
    • Tactical / Strategy - Xenonaut weapons no longer start without any ammo if you send a combat team to a second mission site without first returning to base.
    • Strategy - pressing Escape now once again brings up the game menu.
    • Strategy - you can no longer assign soldiers that are at other bases to dropships using the new soldier assignment menu.
    • Strategy - the soldier assignment menu now also shows the soldier role.
    • Strategy - empty dropship slots now display the dropship in the background.
    • Strategy - the Guardian Armour now visually has a helmet.
    • Strategy - the soldier transfer panel no longer displays text that is way too long for the available space.
    • Strategy - fixed a bug that was prefering soldier transfer displaying the errors correctly if a soldier could not be transferred.
    • Strategy - soldiers killed by Reapers no longer display their name as "Reaper Zombie" on the memorial screen.
    • Strategy - fixed some building tooltips displaying the wrong values.
    • Strategy - the bases and aircraft squadrons on the Geoscape now all use the new font.
    • Air Combat - moved a tooltip that could obscure the time buttons.

    Please let us know if you encounter any further issues with V19.1 as we will continue to make additional fixes as required.

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    On 6/1/2021 at 7:20 PM, Chris said:

    whereas now inflicting damage on a unit will weaken them and make them easier to stun but they won't fall unconscious unless you inflict a reasonable amount of stun damage on them too.

    Can you tell in more detail what is meant by the word "weaken"? Will they get more stun damage?

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    On 6/3/2021 at 9:50 AM, MrAlex said:

    Can you tell in more detail what is meant by the word "weaken"? Will they get more stun damage?

    When a unit takes damage, their max HP is lowered a a % of the damage taken (this is why you can't heal all the damage taken from a shot). This therefore makes it easier to stun the unit because their modified max HP is now lower.

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