Chris Posted September 5, 2023 Share Posted September 5, 2023 This is a stability update for the default Steam / GOG / Epic branches that contains all the fixes from the 1.32 versions which have been tested on the Experimental branch. Usability Improvements: Quantity buttons in various parts of the game (Base Stores, Engineering, etc) now increase in quantity automatically if you press and hold them, rather than you having to click them every time. 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 another crash that could occur when you tried to initiate air combat if you had merged two airborne squadrons together using the Launch Aircraft panel. Fixed Flashbangs (and other types of grenade) sometimes incorrectly causing suppression through floors / ceilings. 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. Fixed interactive consoles on Cleaner missions showing the gold interactive shader after loading a save, even if they'd already been interacted with. 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. Quote Link to comment Share on other sites More sharing options...
Staffie Posted September 17, 2023 Share Posted September 17, 2023 (edited) has anyone noticed that they are fixing the some bug each patch. If the bugs was fixed why is it getting fixed again the next in the next update patch. and that its been out for some time and have still only do one of the roadmap things. I think this is bad planning on their part Edited September 17, 2023 by Staffie Quote Link to comment Share on other sites More sharing options...
Chris Posted September 18, 2023 Author Share Posted September 18, 2023 15 hours ago, Staffie said: has anyone noticed that they are fixing the some bug each patch. If the bugs was fixed why is it getting fixed again the next in the next update patch. and that its been out for some time and have still only do one of the roadmap things. I think this is bad planning on their part Hmmm, are you getting the Experimental and Stable release threads confused? Every Stable release contains all the fixes from all of the Experimental builds with the same number (e.g. 1.33) so obviously every bug gets listed twice for that reason. Sure, there's one or two bugs where the fixes don't work and we need to re-fix them in the next patch but that only makes up like 1% of our total bugfixes. Quote Link to comment Share on other sites More sharing options...
Staffie Posted October 31, 2023 Share Posted October 31, 2023 OK double check because you call me an idiot and no for six different times the same bug was fix. with six different update numbers Quote Link to comment Share on other sites More sharing options...
Skitso Posted October 31, 2023 Share Posted October 31, 2023 46 minutes ago, Staffie said: OK double check because you call me an idiot and no for six different times the same bug was fix. with six different update numbers Are you ok my friend? I mean you sound really stressed up... 1 Quote Link to comment Share on other sites More sharing options...
Chris Posted November 1, 2023 Author Share Posted November 1, 2023 18 hours ago, Staffie said: OK double check because you call me an idiot and no for six different times the same bug was fix. with six different update numbers I didn't call you an idiot. Please can you show me where we've fixed the same bug six times? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.