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Milestone 1.32 released! (Experimental)


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This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

Usability Improvements:

  • On the Soldier Equip screen, if you drag a new weapon on top of an existing weapon, the game will automatically swap out all ammo clips for the previous weapon with those used by the new weapon.
  • Clicking the soldier minitabs at the top of the screen now correctly shows the position of the unit, even if they are unconscious.

Balance Changes:

  • Melee weapons no longer ignore combat shields.
  • Updated the move cost of several types of movement so soldiers choose more logical paths through the map:
    • Opening doors now costs 4TU rather than 3TU
    • Vaulting costs 5TU rather than 4TU
    • All jetpack movement costs +1TU per tile, so units will land and walk rather than flying along at ground level
  • Alenium Generator upgrade project now costs $200k instead of $500k
  • The construction time of all upgraded base structures is now the same as the basic version of the structure.

Bugfixes / Other Changes:

  • Fixed a rare crash that could occur if you tried to overwrite an existing save game.
  • Fixed a crash that could occur when rebinding keys in a non-English language.
  • Fixed an issue we introduced recently where Ctrl "force fire" for weapons would frequently not respond to mouse clicks.
  • Fixed rotating when shooting incorrectly not costing TU on Veteran and Commander difficulties.
  • Fixed soldiers not training Strength in the Training Room.
  • Fixed upgrading a building reseting the construction time of any buildings of that type currently under construction.
  • Fixed soldier inventory Time Unit move costs not working properly. This system has now been rewritten so it should now always provide the correct cost (let us know if not).
  • Fixed an ordering issue when tabbing through soldiers in the tactical combat which would place soldier 10 at the very end of the soldier list.
  • Fixed the "stores full" check that blocks engineering work not triggering correctly if you built or demolished a Storeroom. It will now detect both of these actions correctly.
  • Destroyed bases no longer count towards the base limit, which means players are no longer inexplicably blocked from building a sixth base if they lose one during a campaign.
  • Destroyed bases no longer show their radar range on the Geoscape once the Radar is upgraded.
  • Alenium and Alloys are no longer listed twice in the recovered items at the end of missions.
  • Soldier inventory screen in tactical combat now shows Max HP as the modified max HP, not the unmodified HP (so it now shows the correct value if you go into battle with a wounded soldier).
  • Fixed dead MARS units showing a full health bar on the post-mission debrief screen.
  • Fixed the empty UOO-1 research popup appearing at day 300.
  • Laser Recharge engineering project no longer has a tooltip.
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