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Milestone 2.11 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!

We're planning to release Milestone 2 onto the standard branches next week. If all goes well this may be the final Experimental build for Milestone 2, so please give it a test and let us know if you encounter any issues! This update breaks save games so if you want to keep playing 2.10, please do so on the Experimental Legacy branch.

Balance / Gameplay Changes:

  • Convoy Ambush and Extract VIP tactical missions now support all potential biomes, rather than always using a fixed map. We've therefore added 12 new maps to the game to allow this.
  • Added research text to the Mantid Interrogation and the Wraith Interrogation. This means all research projects now have research text (although I need to do a quick second pass on a handful more before I call this work totally done).
  • Updated the stats of various aliens to better match their lore:
    • Reapers now have 70TU (from 60) and 75 Reflexes (from 50). They were previously quite weak, but let us know if this makes them overpowered.
    • Sebillian Bravery increased to 70 (from 50).
    • Wraith Strength reduced to 55 (from 60) and Bravery increased to 60 (from 50).
  • The game now displays "Game Loss" as a failure effect on the initial ATLAS Base Reclaim mission.
  • You can no longer access the VIP's inventory on the VIP rescue missions.
  • Revised some of the objective text lines (that appear in the bottom left of the Geoscape) to reflect changes to the research tree.
  • Aircraft screen now has tooltips for the Weight Capacity and Hardpoint Capacity.
  • Beards should no longer disappear when you equip the heavy armour on soldiers.
  • Fixed some issues with the dockyard warehouse rollerdoor being able to get into a broken state once opened.
  • Fixed the petrol station columns still being 100% blocking in their destroyed states.
  • Park trellises no longer block vision, as they're clearly transparent.
  • Fixed a typo on the Xenonaut base defence mission briefing.
  • Time estimates for research / engineering projects that are not in progress should now always be consistent, as previously they could change by up to an hour (depending if you were closer to the start or end of the current hour).

Bugfixes:

  • Fixed an issue where soldiers that have been removed from dropship (due to injury or being MIA on a mission) are added back in with a broken loadout (this could cause crashes in some circumstances).
  • Fixed an issue where the game would fail to boot for people using the save game folder directory override.
  • Fixed some Landed UFOs never taking off again.
  • Fixed the Ammo Recharge upgrade for the Lasers leaving them with no ammo.
  • Fixed an issue where a soldier caught in multiple simultaneous explosions (e.g. several vehicles chain-exploding) would sometimes only suffer damage from one of them.
  • Fixed surviving soldiers being labelled as "Wounded" rather than "Survived", and not showing a recovery time.
  • Fixed smoke tiles being visually duplicated (so looking much thicker) after loading a saved game.
  • Fixed the sorted column header still being selected on the Soldier screen when you leave the screen and re-enter.
  • Fixed the mods panel buttons all generating unnecessary popups.
  • Updated the weight icon on the Aircraft loadout screen to be correct.
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The alien changes make sense. By the way, can you increase servitor's TU but decrease suppression rating a little? At 70 x 10 suppression rating it suppresses regardless of distance and bravery, which is a bit silly. By comparison, laser lmg has 23 suppression damage, 3 times less.

Edited by Grobobobo
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Actually, How does bravery interact with suppression? That's never really explained anywhere. Is bravery your suppression hp and every time a shot goes by you it gets decreased by the suppression value of the projectile? Is it more like a % reduction? What exactly does it mean to have 70 bravery?

Edited by Grobobobo
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