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Xenonauts-2 Closed Beta Build V22.3 Hotfix Released! (Experimental Branch)


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This is another quick hotfix for Beta Build V22. Again, you'll need to be on the Experimental Branch to access the build. If you had a playthrough of the previous hotfix underway then you can continue playing V22.2 on the Legacy Branch if you wish.

  • Fixed a crash that would occur if you tried to transfer interceptors between bases.
  • Fixed a hang that could occur when facing alien drone units.
  • Attempted to fix the end /start of turn crash related to corrupted projectiles. We're unsure if it has worked or not though, because it's very difficult to reproduce.
  • Fixed an issue where the jetpacks were not appearing correctly on the 3D Xenonaut models.
  • Updated the text for the starting Alien Invasion research project.
  • Fixed the dropship being the wrong way round on one of the terror missions.
  • Individual Boreal trees now have 100% stopping chance rather than 40%. This should stop aliens shooting through what appear to be solid masses of trees.
  • Yellow cars in terror sites now correctly disappear when destroyed.
  • Fixed an issue where the save game seed was inconsistent between the game and the save - so loading a save and pressing End Turn would lead to a different sequence of events to what happened in the original game (although the sequence would always be the same every time you loaded the save). Hopefully this will make bug reports better!

Let us know if you continue to experience the tactical combat crash, or any other bugs. This build will be released onto the standard Stable branches once we're happy with the stability.

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Thanks for the new Hotfix. Begunnn a new Test with that Version yesterday asap after downloading.

What you see directly is the Reworked Research-Text Chris mentioned. :) Such an Eyecatcher or such Eyecatchers are cool. Hope to see more of that in V.23, which hopefully comes this Year too.

I was in the last Test on Day 120 or so (4 Month in Game fully playthrough) and got the UFO Design Analysis done, as well as the Skylance-Torpedo, before the new Hotfix here comes out. 

The Bugs others noticed for the Cruiser and Harvester-UFO I haven´t found. The others we have found (CTDs etc.) come very rare, but they came in my Gameplays with V.22.0 to V.22.2 too. The CTD I had and the automatically Upgrade to V.22.3 took the Desicion for me to use the new Version.

 

After a few attempts with the new Version V.22.x, which are sadly only the beginning Parts, I can say following atm:

1. The Standard-Weapons (all Basic Ballistic Weapons) are very easy to upgrade with the Accellerator-Magnets (Pistol, Rifle, Shotgun, Sniper Rifle and LMG) after R & D the Alien Magnetic Weapons. After the very light Refit-Upgrade the still Standard-Weapons then are useable for all [Xenonauts and all Founder-Military]. Here the Game goes in the correct Direction. Let it so like it is now. :)

2. The 2 new light Infanterie-Vests (Plate Suite and the one for better Shooting-Skills) are a nice Side-Effect from the Accellarator-R & D. They are Cheap and Easy to manufacture. In my Eyes a Must have for every Soldier you have. The Shooting-Skill-Vests for the LMG-Soldiers and Shield-Barrier-Soldiers with Pistols. The Plate Suit for all others (Grenadiers, Rifle-Soldiers, Shotgunners and Snipers). Let it so like it is. :)

3. The first 2 new Armors (Defender-Armour with Human Materials) and after some R & D (Warden Combat-Armour with Alien Alloys) are for the LMG-, Shotgunner- and Infantery-Soldiers [6 Soldiers are enough] a very good Upgrade, because they fight in 99 % in the first Line. The normal Rifle-Soldier, Shield-Barrier-Soldier, Snipers and Grenadiers get an lighter and better Armour-Variant later. For the Frontline-Soldiers the 2 Armors are a must have. Let it so like it is. :)

Sadly the normal produced Defender-Armours you can´t upgrade to Warden-Armours. It should be like the Standard-Weapons that allready Produced Defender-Armors get upgraded to Warden-Armors. That will save about 10 or 11 Days of Production, which you can use for the Aircraft-Torpedo, Armor-Upgrades (Vehicle / Fighters) and other important Workshop-Projects that show up.

4. The Standard-Stun Weapons (Stun Baton, Stun Gun and Stun Grenades) are very easy to R & D, because Civilian Models are already on the Market. The Change to get them directly in the Beginning is an correct Step in the right Direction for the Game. They are very usefull against the first Enemys and show the Strenghes / Weaknesses they have against our Enemys. That makes it more exciting to get the Aliens and Enemys from the Beginning (Ceasan [Soldier / Technican / Commander], Sebillian [Soldier / Elite etc.] and Cleaner [similar to Sebillian]) to catch and interrogate after you have done the Ground-Knowledges, which are a lot [f. e. Acceleration-Weapons, Alien Alloys, Autopsies from the catched Aliens]

5. The advanced Radars haven´t to build up extra, now that Point is in the Workshop-Upgrade-Part. Thats a good beginning-Step for more of that [Labs, Workshops, Training, Hangars, Defenses, already build up Fighters / upgradeable Armors of the same Type etc.]. 

Short said: The Resarch and Production-Part goes in with slow and small Steps in the right direction. The daily Money-Production if there are no Projects left or you have not enough Money is an excellent Side-Effect. More of that would be great.

6. The tactical Maps get smaller [outsourcing not relevant Missions to automatically Timed-Clean-Ups] for several Crashsites (f. e. Scout / Fighter / Drones), which save Nerves, Manpower and Healing Time. :cool: Nice Side-Effect: The Loading Times get much faster, the Game more stable (lesser CTDs etc.) and you have more Geoscape-Action. :)

7. The new Enemys called "Cleaners" are very cool too and are very good to come in the Game. An similar Way the UFO ET-Series is going too (with the Invasion from the Alien Mothership). You get the Chance to upgrade your Standard-Weapons and Armors to an light better Level, but you are still underpowerd. The first 6 to 7 Month (181 up to 212 Days) or longer are very very fair to come in.

That I could see in my Tests with the V.22.-Versions already.

 

An first Summarize: In General the Game goes after several Test-Attempts beginning with the first playable Beta-Versions since Beta 16 or 17 with the Ideas from the Testers and the willing Community in the correct Direction. Keep up the good work. The Refited Content we can test here is great, for V.23-Version please more of that Refited Content, fillers for R & D and more intersting stuff. :)

Edited by Alienkiller
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