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V25.4 Experimental Released (Closed Beta)


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You'll need to be part of our Steam Playtest or on the Experimental Branch to access the build. This update does break saves so if you want to continue your V25.3 playthrough then please switch over to the Experimental Legacy branch (just called "Legacy" branch if you're part of the Playtest).

The community has reported a LOT of issues since we started the open beta and this build fixes many but not all of them. We've been concentrating on the critical bugs and the ones that are easiest to fix. Therefore if you reported a non-gamebreaking bug in V25 that isn't fixed, there's no need to report it again if you encounter it in V25.4 (we've likely just not had time to fix it yet).

Balance / Gameplay Changes:

  • Strategy:
    • Added new artwork for the Xenonaut Base biome preview image
    • Added new artwork for the Electroshock Grenade, the Tactical Module, Automed Module, Advanced Tactical Module, Sentinel Module, and all four tiers of soldier Armour Plates
    • Smoothed some of the research out between the Observer and the Abductor:
      • The vehicle Advanced Rangefinder and the TU-boosting soldier Servo Module have been removed.
      • The Stealthsuit is now unlocked from the Abductor.
      • The surgical tables on the Abductor now unlock the Advanced Medikit and Automed Module (assuming you've not already unlocked them from the Sebillian Interrogation).
      • Improved Lasers now unlocked from Alien Plasma Weapons rather than Alien Electronics.
    • Re-enabled storage capacity on bases. Your base starts with 150 storage capacity and each item fills 1 storage capacity, except Alloys and Alenium which fill 0.1.
    • Soldier Training Rate now increases when you complete an alien Interrogation research project
    • The game end hard timer has been replaced by a series of orbital bombardments that occur every 20 days, starting on day 320. The first causes 25 Global panic and each subsequent bombardment increases this by +5.
    • Reduced the overhaul time for aircraft that have been shot down from 14 days to 10 days
    • Difficulty settings now control the starting region Panic, which was previously 25 in all regions. It is now:
      • Recruit: 10
      • Soldier: 25
      • Veteran: 40
      • Commander: 50
    • Medical Center now provides +25% soldier survival rate instead of +30%, and the base survival rate is set by difficulty setting:
      • Recruit: 25
      • Soldier: 15
      • Veteran: 10
      • Commander: 0
    • Reaper Zombies now take Stun Damage. If stunned, they immediately hatch into a Reaper.
    • Fixed a crash when you tried to start the Vehicle Plasmas engineering project
    • Fixed a crash when trying to transfer items between bases once Laser weapons were unlocked
    • Fixed a crash returning to the Sell Items panel when on the Transfer Items panel
    • Fixed a crash on strategy linked to Iron Man mode.
    • Fixed the Advanced Tactical Module not unlocking properly
    • Fixed various duplicated workshop projects or other projects that should not be unlocking
    • Fixed various workshop projects that shouldn't be repeatable (mostly soldier module projects)
    • Fixed Fusion weapons not firing in combat due to incompatible ammo
    • Electroshock weapons now live under the Equipment tab of the Armory, like stun weapons do
    • Updated sell value on Alien Psi-Amp
    • Fixed incorrect capacity tooltip on the Living Quarters (they only add +10 Personnel Capacity each)
  • Air Combat:
    • Aircraft now display their names in the air combat
    • Abductor cannon now deals greater damage and has a faster fire rate
  • Tactical Combat:
    • We now have support for altering the number of aliens in a mission based on the difficulty level. I've only set this up for the Cleaner missions and alien missions up to about day 60 (e.g. Scouts and Destroyers), but the formula is roughly:
      • Recruit: 20% fewer aliens
      • Soldier: 10% fewer aliens
      • Veteran: unchanged
      • Commander: 20% more aliens
    • Fixed a crash that would occur after enemies threw grenades.
    • Fixed a crash that would occur when you tried to change camera level after some alien attacks.
    • Stealthsuit now has 28 Armour rather than 20 and costs more to build (as it has been moved further up the tech tree).
    • Sebillian regeneration no longer triggers if they are dead or unconscious.
    • Secton Psionic Triangulation no longer stacks in such a way that they gain enormous amounts of Accuracy in some situations.
    • Fixed a bug where weapons carried into battle in the backpack would act as if they were not loaded with ammo.
    • Stun Baton / Stun Gun now have 25 Armour Penetration, rather than 999 Armour Penetration.
    • Alien Grenade reduced from 80 damage to 70 damage, Alien Fusion Grenade reduced from 150 damage to 90 damage.
    • You can no longer deploy in Hangars on base defence missions
    • The animated screen walls inside UFOs now disappear when destroyed
    • Alien Bombs are no longer crushable
    • Fixed the local forces in terror missions looking like Xenonauts
    • Fixed local forces getting invisible armour bonuses as the game progressed, making them extremely tough.
    • Fixed the MARS Laser Cannon leaving behind a weird laser trail on impact
    • Fixed a visual issue with the Guardian torso image if the soldier had a jetpack
    • Reduced volume on Xenonaut base blast doors

Visual / Interface Changes:

  • Fixed various issues in the Hit Chance element shown in the bottom right of the tactical screen when planning a shot.
  • Weapon tooltips now display the "Hit Bonus" value, which shows the hit bonus gained for each tile the shooter moves closer to the target.
  • Weapon tooltips now correctly display their shot capacity.
  • Updated building tooltips to be more informative.
  • Fixed a bug where all cities were sometimes visible on the Geoscape after returning from an air combat battle.
  • All distance / speed values for Geoscape units and radars have been unified. Previously the speed of an aircraft displayed three different values when on the Geoscape, on the Aircraft screen, and in the Xenopedia, which were all using a different scale to the radar ranges.
  • The Geoscape pop-up for a tactical mission appearing now automatically slows time to the slowest setting.
  • Pressing Enter on the save game screen will save and close
  • Pressing the quicksave button now pops up a "Quicksaving..." toast
  • Load Game screen no longer incorrectly "remembers" the save game previously selected if you close and re-open the panel
  • Save Game screen save list can now be sorted by the headers, and sorts save games by original creation time rather than creation time of the file (relevant for cloud saves or copied saves)
  • Fixed a crash that would occur if you set the "Controls Information" setting to "3 Missions".
  • Fixed an issue when the Soldier Equip armory would sometimes not refresh when it should.
  • Fixed various typos
  • The Geoscape objectives now stack properly if there's more than one
  • Fixed the research screen scrollbar
  • Electroshock grenade now displays its Stun Damage and EMP Damage, and has a description.
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3 hours ago, Chris said:

Soldier Training Rate now increases when you complete an alien Interrogation research project

That's a great way to encourage doing interrogations!

I also like the new/updated difficulty effects. I do wonder if the starting panic isn't a bit on the high side now though.

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14 hours ago, Jet Jaguar said:

Awesome and thanks for the update! I just wanted to show this potential bug off so maybe it can be hot fixed, the starting panic at Veteran seems to be 60 instead of 40 for Veteran difficulty, this doesn't seem intended correct? image.thumb.png.6b1cfa63c3e3ed4d6de234d474fc19b8.png

Ugh. Yeah, I need to hotfix this. Someone (probably me) left something enabled that is just adding +20 Panic to the player at the start of the game, and maybe every month too. I'll get that out later today.

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  • 2 weeks later...
  • Chris changed the title to V25.4 Experimental Released (Closed Beta)

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