Chris Posted February 12 Share Posted February 12 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! Gameplay Changes: Added a progress bar for the Doomsday counter. Removed the enforced camera tracking for moving soldiers. Wraith and Eternal cloaking field ability now triggers when a unit takes damage, but deactivates when they next take damage (and then reactivates if they take damage again, etc). Reduced the Daily Increase for the strategic operations. Increased the cost of the Reduce Tension and Reduce Panic strategic operations. The Intelligence Supporters now give +2 OP per day, with the Elite one giving +4. Vehicle Cannons now cost slightly more Alloys and Alenium to upgrade. Updated the descriptions of the alien interrogation / corpse analysis projects to reflect they now grant +10% damage. The alien crews on the ENDGAME mission now change depending on difficulty setting. The previous crews were used for Veteran difficulty, and there will be fewer enemies on easier difficulties and more if you're playing on Commander. Fixed some typos on the Supporter Information UI element, and the ATLAS Base mission intro conversation. Bugfixes: Fixed the Eternal Interrogation not unlocking after you capture an Eternal. This should fix existing saves - just load the save and accelerate time on the Geoscape, and it should unlock after an hour or two. Fixed a crash that would occur if you gibbed a Biter with an explosive. Fixed a crash that could (very rarely) occur when moving from the Geoscape to a tactical mission. Fixed another instance of the 90% loading hang (affecting certain Terror maps). Fixed soldiers not showing their Wounded / Injured durations on the mission debrief screen. Fixed an issue in alien base / underground base missions where sometimes areas that shouldn't be visible would get revealed. Fixed the first Destroyer UFO not spawning near the player's base. Fixed the Data Raid mission rewards not accurately reflecting the rewards you could earn from the mission. Fixed the Geoscape timers not correctly disappearing when they reached zero (only affected campaigns started in 5.8.0). Fixed the abduction tubes incorrectly displaying beneath the shroud / fog of war. Fixed the tooltip for the Doomsday Counter. Fixed the Laser / Gauss / Fusion turrets not having a tooltip. Fixed the mission briefing screen appearing for a split-second when loading the Main Menu after booting the game. Fixed a fog-of-war issue with the water on the Polar / Dockyard maps. Fixed enemy unit healthbars being revealed in Cleaner Base mission if you move a unit during the deployment phase (fixed for real this time). Fixed the Chinook roof being set one level too low. Fixed the Chinook dropshadow being missing. Fixed several tiles in the Boreal maps that were protruding into neighbouring tiles, which could cause visual issues. Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted February 12 Share Posted February 12 (edited) 46 minutes ago, Chris said: Wraith and Eternal cloaking field ability now triggers when a unit takes damage, but deactivates when they next take damage (and then reactivates if they take damage again, etc). I like the oposite cmouflage activation for wright. I am not sure about on and off mechanic. Add this : activated camo reduces spot range by another tile (or two). Target for this change is fallowing behaviour : after hit, alien activates camo, player sees his shadow form. for two second, then spot range cams into play, and alien dissapear for good. Proper wright moment - now you see me, now you dont.Spooky. Edited February 12 by gG-Unknown Quote Link to comment Share on other sites More sharing options...
pwd Posted February 12 Share Posted February 12 Can't see the wraith toggle being better than the cloaked until damaged behaviour. That was fun and felt like it made sense. Toggle sounds more simplistic to deal with and would feel arbitrary. Likewise can't see change in type of fire by cyberdrone being an improvement (away from scattered grenades). Both sound like things to make battles easier and more homogenous. More fun to deal with a variety of enemies requiring different tactics. It's fun to pick out the biggest threats and respond accordingly. Quote Link to comment Share on other sites More sharing options...
Chris Posted February 12 Author Share Posted February 12 Yeah, but then all the different types of Wraith look identical because they're all cloaked, which means it's impossible to tell the different ranks apart. Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 12 Share Posted February 12 (edited) 16 minutes ago, Chris said: Yeah, but then all the different types of Wraith look identical because they're all cloaked, which means it's impossible to tell the different ranks apart. I wouldn't sacrifice tactical gameplay just to help players identify different ranks. I feel them being uncloaked at first was enough and also don't like the new on/off idea. Have you considered a different kind of cloak visual effect that would make it easier to identify different ranks? Or what about cloak being active for the remaining of a turn and then turn off? That would make more sense IMO... Edited February 12 by Skitso Quote Link to comment Share on other sites More sharing options...
Donny Posted February 12 Share Posted February 12 I think this patch may have messed up operations... I believe it did so in my game at least. For no discernible reason when I went to buy a supporter I couldn't. I heard the sound effect but no points were spent and I didn't get the supporter. I then tried the funding operation and that one took my points but I didn't receive any money and the amount it could earn didn't refresh to 500,000. I tried all the other operations and remaining supporters and the results were the same; operation points are just worthless to me now. At first I thought it was because I entered phase 3, but then I tried reloading to a previous save and the same issue occurred when I tried to buy a supporter that I was able to buy before. Then I realized that it may have been the patch. My game crashed before I had the operation problem and then steam started to update Xenonauts; I let the update finish and then resumed the campaign from my latest save, and maybe 5 minutes later I try to spend my operation points on a supporter and that's when I first encountered the bug. 1 Quote Link to comment Share on other sites More sharing options...
Chris Posted February 13 Author Share Posted February 13 1 hour ago, Donny said: I think this patch may have messed up operations... I believe it did so in my game at least. For no discernible reason when I went to buy a supporter I couldn't. I heard the sound effect but no points were spent and I didn't get the supporter. I then tried the funding operation and that one took my points but I didn't receive any money and the amount it could earn didn't refresh to 500,000. I tried all the other operations and remaining supporters and the results were the same; operation points are just worthless to me now. At first I thought it was because I entered phase 3, but then I tried reloading to a previous save and the same issue occurred when I tried to buy a supporter that I was able to buy before. Then I realized that it may have been the patch. My game crashed before I had the operation problem and then steam started to update Xenonauts; I let the update finish and then resumed the campaign from my latest save, and maybe 5 minutes later I try to spend my operation points on a supporter and that's when I first encountered the bug. Can you post a bug report with a save game? We'll take a look at it tomorrow morning. 2 hours ago, Skitso said: I wouldn't sacrifice tactical gameplay just to help players identify different ranks. I feel them being uncloaked at first was enough and also don't like the new on/off idea. Have you considered a different kind of cloak visual effect that would make it easier to identify different ranks? Or what about cloak being active for the remaining of a turn and then turn off? That would make more sense IMO... We can always change it back, it doesn't take long to edit. But I think it flicking on / off probably gives the most overall tactical options if set up correctly. Anyway, we'll see what people think when they've had a chance to play with the new setup. Quote Link to comment Share on other sites More sharing options...
gG-Unknown Posted February 13 Share Posted February 13 (edited) 3 hours ago, Skitso said: I wouldn't sacrifice tactical gameplay just to help players identify different ranks. I feel them being uncloaked at first was enough and also don't like the new on/off idea. Have you considered a different kind of cloak visual effect that would make it easier to identify different ranks? Or what about cloak being active for the remaining of a turn and then turn off? That would make more sense IMO... Camo for a turn (or two) sound more realistic. Perhaps it consumes energy based on capacitors, or the device heats up so it require cool down. A technical explanation of alien technology. I think, if this combined with my idea of strongly reduced spot range, that will create nice spooky wright. Idealy, when camo is on, then wright uses diffrent AI aproach, defensive. To take better positon, get cover, find friends. This would open gameplay to actually use win condition " Hold UFO main room for 3 rounds" becouse of wright are lurking around. 1 hour ago, Chris said: We can always change it back, it doesn't take long to edit. But I think it flicking on / off probably gives the most overall tactical options if set up correctly. Anyway, we'll see what people think when they've had a chance to play with the new setup. YES please. Current on and off mechanic is pure artificial solution without any lore. It is just bad. I have played Pilars of Ethernity for few hours, then I found that developers made "creative" combat system full of similar artificial solutions. Like - sabre type weapon has higher armor penetration than axe type weapon. Half-swording technique can be done with shield or even dual wielding while bonus apply on both blades. And so on and so forth. These kind of solution makes sense on your spreadsheet, but for gamers is disaster. Wraight On - Off activated by hit is one bad thing. Shotgun range shorter than pistol second. Grenades all same weight with exception of c4 charge which is overweight and not able to throw. Those are easy to edit, would you please ? Edited February 13 by gG-Unknown 1 Quote Link to comment Share on other sites More sharing options...
pwd Posted February 13 Share Posted February 13 13 hours ago, Chris said: Yeah, but then all the different types of Wraith look identical because they're all cloaked, which means it's impossible to tell the different ranks apart. Sounds good to me? Why does it have to be possible to tell different ranks apart while they're cloaked? 1 Quote Link to comment Share on other sites More sharing options...
Xeferah Posted February 13 Share Posted February 13 1 hour ago, pwd said: Sounds good to me? Why does it have to be possible to tell different ranks apart while they're cloaked? I also think the old system of cloak activated on the start of the turn, till hit, is the best solution. It encourages different types of play, instead of shoot them all: you might need snipers specifically because of the higher hit chance, or throw grenades to get them to decloak. And it's not like the aliens die in a single grenade blast or so, so you still have all the chances you need to identify the ranks. But why would I need to identify the ranks really? I guess I must have forgotten that certain ranks are for missions? At the end of the map, I always try to capture as many aliens as possible, as they sell for more, so it was never an issue for me. 1 Quote Link to comment Share on other sites More sharing options...
Skitso Posted February 13 Share Posted February 13 The whole point of the cloaking field is to make the unit using it harder to spot. Why should we be able to be tell units rank when it's active? 1 Quote Link to comment Share on other sites More sharing options...
scorpiosd Posted February 13 Share Posted February 13 (edited) 20 hours ago, Donny said: I think this patch may have messed up operations... I believe it did so in my game at least. For no discernible reason when I went to buy a supporter I couldn't. I heard the sound effect but no points were spent and I didn't get the supporter. I then tried the funding operation and that one took my points but I didn't receive any money and the amount it could earn didn't refresh to 500,000. I tried all the other operations and remaining supporters and the results were the same; operation points are just worthless to me now. At first I thought it was because I entered phase 3, but then I tried reloading to a previous save and the same issue occurred when I tried to buy a supporter that I was able to buy before. Then I realized that it may have been the patch. My game crashed before I had the operation problem and then steam started to update Xenonauts; I let the update finish and then resumed the campaign from my latest save, and maybe 5 minutes later I try to spend my operation points on a supporter and that's when I first encountered the bug. Same problem . Also when I place mouse over to recruit influencer to get more OP it only says 1+. I tried a new game and all give at least 2+. Edited February 13 by scorpiosd Found new info Quote Link to comment Share on other sites More sharing options...
Gregor911 Posted February 13 Share Posted February 13 I would say MŚ 4... Wraith cloac was good mechanic. I would iven like a imrovent for Wraith cloak from midel to late game. Alsow maybe ading mele game for wriths with adwance cloak and som sord of alien mele weapon and a cibernetic leags ading extra speed and ability to jum over obsticels Quote Link to comment Share on other sites More sharing options...
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