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V19 Experimental Build 4 available!


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Firstly, if you do not know how to access the experimental branch on Steam, please read the instructions (and warnings!) in this thread. All saved games from earlier versions (including experimental versions) are incompatible, attempting to load them will cause problems.

The main focus of this build, and the reason we put it out ahead of the normal biweekly schedule, is to fix the major crash bugs introduced in the last experimental build. However, we have also included a range of new features, fixes and improvements including some nice UI helpers for the ground combat and the introduction of differentiated stats between the alien races.

Here are is the changelog:

Fixes

- Fixed crash when attacking Alien bases

- Fixed crash after winning multi-UFO air combat battles

- Player should no longer be able to throw grenades through the roof or floor of building/UFO

- Fixed internal issue to do with line of sight logic after save/load

- Camera during AI turn should no longer focus the "hidden movement" screen on the location of the "hidden" movement

- Camera should also not jump around so erratically when following shots (more camera changes to come, not done yet!)

- Removed ability to shoot through certain walls in the Landing Ship

- Game will now also remember the single/burst firing mode selected on a per soldier basis

- Fixed some research projects being mis-categorised (e.g. Jackal armour under "Equipment")

- Reaper attacks no longer use the Psionic attack sound/graphic (new effect is just a placeholder for now)

- Fixed Soviet town terror site being missing a Valkyrie spawn location

- Fixed damaged Scout UFO hull position

Additions

- Medical kits now display the current/max health of the target soldier on their crosshair

- Grenade trajectories completely reworked so player can now throw them over large obstacles

- Aiming grenades/explosives in the GC now displays a radius indicating areas that receive at least 25% of the full damage from the explosion

- Rapid-fire/Pulse projects for laser, plasma and MAG weapons have been combined into a single larger project

- Reaper Alphas now have a different colour scheme to differentiate them from regular Reapers

Balance

- Caesan Psion troops now show up in UFOs from Corvette onwards

- Psions have been reduced in stats to make them fit in with earlier tiers of troops better, they have the "fear" and "hallucination" psionic attacks

- Caesan Leaders now have the "fear" and "mind control" powers, while officers have "fear" and "hallucination"

- Introduced race specific differences between alien types in ground combat

-- Caesans have better reaction shot chances, and earlier Psionics as above

-- Sebillians are lightly armoured, have more AP and worse reaction shot chances

-- Androns have very high bravery, and are heavily armoured (Androns will eventually be outright immune to suppression)

-- Harridans are more accurate in general, and have exceptionally good chances for reaction fire

- Due to the above changes, human rifles, precision rifles and the heavy weapons all now have some level of armour penetration power

- Gas grenades now cause less stun damage per turn, and less initial stun damage. The gas they produce is also less opaque, so reduces accuracy less than a normal smoke grenade

- Stun rockets do slightly less initial damage, and also had their gas damaged reduced along with the stun grenades above

- Stun batons had a significant stun damage buff, from 55 to 80

- Air combat light missiles now turn more slowly, which should prevent them hitting evading UFOs in head/tail on intercepts

- Carbines and shotgun have had their TU costs for non-burst fire modes reduced by 5 to make them a little more useful in mobile work

- C4 now does slightly more damage, has a wider blast radius and a larger suppression radius

Please post your comments on the build here. If you encounter any bugs please post them in the experimental build sub-forum of the bugs forum. I will post new threads in the beta forum shortly for in-depth discussion of the current Geoscape and Ground Combat balance, but feel free to post brief opinions here too.

Edited by Aaron
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Downloading now,

a lot of nice things in the new build :)

Hope the crash after base defense was fixed too.

Steam under heavy load, first try was strange... after update Launcher showed ver 19.3 and not 19.4

Deinstalled and installing 4.2 GB again.

Edited by Redbull102
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Downloading now,

a lot of nice things in the new build :)

Hope the crash after base defense was fixed too.

Steam under heavy load, first try was strange... after update Launcher showed ver 19.3 and not 19.4

Deinstalled and installing 4.2 GB again.

text on launcher not updated, in game i saw features from 1st post

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You may need to exit the game and restart it. Steam is a bit slow in understanding when to update the game :P.

ofc i restarted geme\steam etc check cashe. launcher say game ver 19.3 but it already updated to 19.4

Edited by Duke
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*Moved this over from the discussion forum, sorry lol*

Sounds great!

Thanks for all your hard work.

And we understand bugs and crashes are to be expected, we know you work hard to make your Experimental builds as playtestable as possible.

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I am the best at updating the launcher. Stand by.

*laugh*

Dont worry you're only human...*thinks*...unless you're really an Alien that created a Planetary Defense Simulator Game to crush our souls so that when you really do attack we'll give up easier.

"Real life Xenonauts screw that crap just surrender!"

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1) Several crashes after sniper shots (have to restart steam servise after crash cause it was saying that xenonauts is still running)

2) Aliens-shoot-through-walls bug is back (got killed through concrete wall without it being damaged) and this one is really annoying.

3) Medpack bugs are back - during one turn all medpacks were broken, just wasn't able to use any.

4) (?) Supressed aliens are still able to use burst fire (or was it intended to be so?)

Edited by grimtoyz
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" Grenade trajectories completely reworked so player can now throw them over large obstacles

- Aiming grenades/explosives in the GC now displays a radius indicating areas that receive at least 25% of the full damage from the explosion"

Yes, yes, yes! :D

HUUUUUUURAY!! FINALLY!!! THANK you SO MUCH!

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Overall 19.4 seems quite a solid step forward(apart from the debateable indesctructable fighters,but we all have to admit that its a secondary game objective and devs cant satisfy everyone).Air combat seems to be working ok and its fair once you start use these rolls and fire missiles in rows and not simultaneously.Grenade tweaks and marked blast radius,add up to tactical experience.Well done on this one!

Some new or not quite new notes/bugs from my experience with 19.4 so far..

1)Minor gfx glitch when you look at a ufo from outside sometimes you see the inner objects above their "roof"

2)Game crashes sometimes after a ground mission,about 10 secs after you enter geoscape

3)Throwing a grenade through a door(when your toon stand outside) the grenade will go to the roof of the targeted ground tile.

4)Aliens start shooting through walls again,but thankfully didnt notice that for the aliens guarding the ufos

5)Randomly geoscape button-icons stop responding

6)Dmg from shooting an enemy through a window seems quite low.

7)Tactical combat need this "miss from a tile distance" formula fixed..Aim should be better for trained soldiers shooting a 2-meter tall alien from 1-2 tiles away..Distant shots should miss quite often(apart from super time unit comsuming sniping shots)..Cover seems to work simple,but solid in tactical experience. I believe tweaking the firing weapon formulas will start to shape the tactical concept behind xenonauts.

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