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Milestone 5.1.0 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 please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!

This is a quick update intended to fix many of the most serious stability / game issues reported in Milestone 5, plus a few other relatively quick fixes for more minor issues. We'll release another hotfix later this week, so please keep reporting any bugs you encounter!

Gameplay Changes:

  • The Panic penalty for completing a UFO Crash Site after that UFO type has been delegated has been replaced with an Operations Point cost, which ranges from 35 (Scout) to 120 (Harvester) - hopefully this helps the system feel more like a cost than an outright punishment.
  • This penalty is now displayed in red text rather than green text.
  • Request Alloys and Request Alenium strategic operations are now only available from Phase 2 onwards.
  • The cost of a strategic operation now renders on one line when hovering over the button.
  • Updated the roadmap UI element to reflect the new content added in Milestone 5.

Bugfixes:

  • Fixed certain tactical missions hanging on the loading screen at 90% loaded (this was due to map corruption and affected the Boreal, Farm, and Western Town biomes).
  • Fixed a crash that would occur when the Scout UFO Delegation popup should appear - most frequently this would occur after the Funding Report on Day 60, but could also occur when a dropship returns to base after finishing a Scout UFO mission.
  • Fixed a crash that would occur whenever a UFO or mission containing a Sebillian Elite would spawn on the Geoscape (due to a corrupted unit loadout).
  • Fixed tactical mission saves becoming corrupted as soon as a civilian had evacuated from the map (sadly this doesn't fix the corrupted saves, but it will stop the corruption happening in future).
  • Fixed a crash that would occur if you blew up an enemy unit on a roof with grenades.
  • Fixed the Raise Funds strategic operation not working correctly.
  • Fixed Engineer Supporters incorrectly displaying text saying they boosted Research project speed (rather than Engineering project speed).
  • Fixed The General providing +10 Cleaner Network Progress if captured during the first mission, causing the UI for the Network Progress to appear when it should not. Instead, he now reduces Doomsday by -10.
  • Fixed the player needing to pay monthly wages for the 15 soldiers in the recruitment pool.
  • Fixed a Cleaner soldier incorrectly surviving a sniper shot during the tutorial.
  • Fixed a Cleaner incorrectly killing your soldier with reaction fire during the retreat at the end of the tutorial.
  • Fixed the game showing a Unity logo splash screen instead of the Goldhawk / Hooded Horse logos.
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The Doomsday bonnus - penalty for each crahed UFO is controversial.

30% penaty for failed abduction site, means, player is pushed to a gameplay which is series of flawless victories. I do not  like this settings.

I hoped, that Xeno2 is a dark game, where player fights by tooth and nails to tha last breath. Experiance los of soldiers, is forced to do hard decisions (dilema in the original meaning, where non of the options is bright and clean). It means player is in the position off underdog most time of game play. It means, mission should be lost, some mission where you just run away to save at least some resources.

 

The new Domsday mechanic with massive penalty for failure, means - save scum, means no experiance of  lost missions, the feeling of desperate fight is removed by design.

Not good.

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4 hours ago, gG-Unknown said:

I hoped, that Xeno2 is a dark game, where player fights by tooth and nails to tha last breath. Experiance los of soldiers, is forced to do hard decisions (dilema in the original meaning, where non of the options is bright and clean). It means player is in the position off underdog most time of game play. It means, mission should be lost, some mission where you just run away to save at least some resources.

And there are people like me who want to lose zero soldiers across the entire campaign, no impossible decisions, and generally a flawless path to victory.

Ideally the game should be flexible enough to support both our gameplay styles.

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14 hours ago, gG-Unknown said:

I hoped, that Xeno2 is a dark game, where player fights by tooth and nails to tha last breath. Experiance los of soldiers, is forced to do hard decisions (dilema in the original meaning, where non of the options is bright and clean). It means player is in the position off underdog most time of game play. It means, mission should be lost, some mission where you just run away to save at least some resources.

I'm with you on this one.  Xenonauts 1: CE eventually had commander iron man that hurt pretty good!  I have high hopes for Xenonauts 2.  This milestone just started, maybe after tweaks/rebalancing the game will allow for more nuance and challenge.

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