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V19 Experimental Build 6 hotfix 2


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Sergey has come through with another good batch of fixes, and they are pretty crucial ones so I am doing a hotfix again. This will probably be the last one for experimental build 6. Saved games from previous experimental build 6 games should still work with this.

Fixes:

- FIXED HIDDEN MOVEMENT POPUP ALWAYS VISIBLE OH YEAH (sorry this took so long, my fault for not checking the release executable as well as debug)

- Fixed hypervelocity weapons being blocked by overlay tiles and doors

- Fixed door blocking reaction fire for aliens

- Critical Xenopedia updates (not critical, fyi)

- Escorted UFO crash fixed temporarily by disabling UFO escorts (the fix for this won't be ready for at least a week, so I figured it best to work around it for now)

- Disabled the Hallucination Psionic power

EDIT: The original change to disable escort UFOs was not working, so I've deployed a new one via Steam.

Edited by Aaron
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The Xenopedia updates are just me making progress editing the existing text so it reads better. For the translator types on the forum, if you open the file in Excel the lines highlighted in green are "final". Hopefully they'll all be done for V19 Stable.

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- Escorted UFO crash fixed temporarily by disabling UFO escorts (the fix for this won't be ready for at least a week, so I figured it best to work around it for now)

So no escorts at all? I dont get any crash because of escorts so when does this happen exactly? (escorts is 1 ship and 2 fighters together right?)

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The Xenopedia updates are just me making progress editing the existing text so it reads better. For the translator types on the forum, if you open the file in Excel the lines highlighted in green are "final". Hopefully they'll all be done for V19 Stable.
Speaking of which, how long until all the research short descriptions (on the research screen itself) are finished? I still have several with #### as the description.
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Running my first mission after update, I had a very odd situation.

I was breaching a Corvette, and I had a Flashbang in my grenade slot, tossed it into the 2nd room...and most of my soldiers died in the explosion, lol.

That soldier had a C4 in their inventory, and the blast radius, smoke and damage indicated it was a C4 blast.

I was quite shocked to see a flashbang fly through the air and wipe out all but 3 of my soldiers.

I had not used C4 in that mission, and I had used several Flashbangs, and they were otherwise working correctly.

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That's the way it's supposed to be. Use grenades, C4, or rockets to blast them.

Huh. You right, grenades working. Thank you.

But I think must be some warning or "lock" sound when user try to open locked door. It's give advise to use grenades for some not smart users like me :-)

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Huh. You right, grenades working. Thank you.

But I think must be some warning or "lock" sound when user try to open locked door. It's give advise to use grenades for some not smart users like me :-)

Don't feel bad, it took me a while to figure the door wasn't going to open. There ought a "locked" symbol or something. By the way, C4 is the most effective way to open them. It only takes one charge. With rockets sometimes it takes two. I haven't tried grenades yet.
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That's the way it's supposed to be. Use grenades, C4, or rockets to blast them.

Are you certain about that? The only time I've encountered "locked" doors during base runs are when aliens have shot the door a bit, but not enough to destroy it. I've even opened doors and closed them, then they got shot and wouldn't open back up.

Your workaround is correct, of course. At that point there's nothing to do but blow em open.

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Wresting some control of the alien doors from Xenonauts makes some degree of sense anyway.

Alien: Okay, we managed to survive the human's wave of bullets. Prepare to blast the fools who still linger at front of the door!

Xenonaut Private: Unfortunately for you, we have brought our uber-hacker that will allow us to close your futuristic UFO door from outside without having direct access to the control room! Even better, each of us have super-strength enough to forcibly close the massive steel gate with our bare fist!

*foosh*

Alien: FFFFFFFF

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Are you certain about that? The only time I've encountered "locked" doors during base runs are when aliens have shot the door a bit, but not enough to destroy it. I've even opened doors and closed them, then they got shot and wouldn't open back up.

Your workaround is correct, of course. At that point there's nothing to do but blow em open.

Well, it's possible they F'ed up their own doors. I didn't really notice that. Either way, there is a great deal of satisfaction when you blow the door up and a couple aliens on the other side eat a slab of metal the size of small car. I have yet to see one survive being behind the door. They like to hang around the doorways and try to ambush you by suddenly opening the door, taking a couple steps and firing. That's another good reason to blow them instead of just opening them. My standard loadout includes lots of C4 when I'm assaulting a base.
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Base doors should not be "locked", we wouldn't do that for the simple reason you could get totally stuck for lack of explosives; must be a bug of some sort. Interesting bug in that it gives me some ideas though...

Also, about the "random" C4 explosion, I think I know what might have happened there: if you click on C4 and set the timer, but then cancel the throw, the timer actually keeps counting down... this is a bug, but it's also pretty hilarious.

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Base doors should not be "locked", we wouldn't do that for the simple reason you could get totally stuck for lack of explosives; must be a bug of some sort. Interesting bug in that it gives me some ideas though...

Also, about the "random" C4 explosion, I think I know what might have happened there: if you click on C4 and set the timer, but then cancel the throw, the timer actually keeps counting down... this is a bug, but it's also pretty hilarious.

I think the doors get locked if an alien shoots it. It gets broken.

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