Chris Posted March 4 Posted March 4 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: The Psyon "Mesmerise" ability no longer checks against Morale, as it would very rarely succeed in M6. It now checks against Bravery, using a random 100 roll against this formula: (Bravery - 25) x 2. Effectively this means soldiers have 2% resist chance against Mesmerise for each point of Bravery above 25, and they become entirely immune to Mesmerise at 75 Bravery. Sebillians and Androns now have 40% resistance against Energy and Kinetic weapons respectively, rather than 50%. We've also fixed a bug where Sebillians were incorrectly set as being resistant to Thermal (i.e. explosive) damage rather than Energy damage. We've added a semi-placeholder update to the Geoscape UI background, as we need to update the background art to better integrate the region information bars that were added with the supporter system. The Colossus Automed System now has a placeholder visual appearance change when activated (a couple of the tubes turn green). We'll replace this with something "proper" once the art is done. Made another tweak to the tactical mission load speeds, as the previous set of fixes weren't giving the expected performance increases. This change should realize more of those load speed improvements. Bugfixes: Fixed a crash that could occur in the tactical combat if certain roof tiles were destroyed. Fixed various small memory leaks that could potentially cause crashes during extended play sessions. Fixed another set of places where dynamic text was showing ERROR messages instead of displaying correctly. If you see any of these issues in the English version of 7.5.0 then please do report it, even if it has been reported previously - we think we've fixed all known instances of this error text appearing in the game. Fixed the tutorial being broken (only in English-language versions of the game so far). Fixed an issue where soldier actions (especially move+shoot planned actions) would sometimes be interrupted by enemy overwatch that would then not occur. Fixed the Colossus Automed System incorrectly healing the armour HP rather than the soldier's HP. Fixed some roof tiles on the Western Town office building not disappearing correctly when destroyed. Fixed some Boreal sawmill upper level tiles having visual issues. Fixed a bug where a particular type of internal office wall would move one tile sideways when entering its damaged state. Fixed a bug where one row of roof tiles might not be correctly hidden when the rest of the roof was hidden. Fixed zombified civilians being able to "escape" the battlefield if they accidentally wandered onto the mission evac area. Fixed a minor judder on the Research screen when the scientist character is animating in from the right of the screen. Fixed the Main Menu mods button having the incorrect toolltip. 2 Quote
Solver Posted March 4 Posted March 4 4 hours ago, Chris said: Fixed the Colossus Automed System incorrectly healing the armour HP rather than the soldier's HP. That's the sort of bug I would have been tempted to leave in, as a hint the expensive battlesuit is considered more important than the rookie within it. Quote
fusion-waffle Posted March 4 Posted March 4 (edited) 5 hours ago, Solver said: That's the sort of bug I would have been tempted to leave in, as a hint the expensive battlesuit is considered more important than the rookie within it. Farewell, brief window of v7.3.0 -- v.7.4.0 when colossus soldiers could run active armour tank builds! 20 hardness + 80 armour HP + armour self-repair in combat is a solid combo. Reminded me a little of Natural Selection (the FPS/RTS half life mod from 25 years ago) --- IIRC you could have a marine in heavy armour taking point, supported by team mates making field repairs to the heavy armour with their hand held welders. Suppose in some other universe, the armour self-repairs were kept, one (quite mean) way to balance it could have been to make colossus soldiers impossible to heal during combat missions (either by automed or by their comrades using medkits). Could justify it as the soldier / pilot is sealed inside the suit, they're bleeding out but it's not possible to get the suit open without the engineering team. Edited March 4 by fusion-waffle Quote
Skitso Posted March 8 Posted March 8 (edited) 11 hours ago, CaptainSPrice said: @Chris When Stable version release? it's gonna be the 1.0 release, so when they have it locked down, I'm sure you'll hear about it. They'll probably release a launch trailer, have press coverage etc. It's a super important milestone, so they will want to make it as perfect as possible. That said, I would guess 2-4 months from now. Edited March 8 by Skitso Quote
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