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V21 Experimental 1 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.

Now that V20 Stable is out we are continuing our polishing, balance and content completion work with more experimental builds, leading up to release. This new build contains a few fixes, but the main addition in the inclusion of a batch of balance changes I've been working on. These were previously available as a mod and have all been merged into this build, with some extra ones, except for the new reaction fire system. That was prototype code and will take some time to implement it in-game properly.

Fixes:

- Crash for Aircombat Autoresolve feature fixed (game crashed when player lost and destroyed no UFO)

- Autoresolving an aircombat now uses weapons from all aircrafts, instead of just the first one

- Fixed a bug allowing you to walk through certain rock formations in the Middle East tileset

- Fixed Shrike walls being passable when it was facing NE

- Fixed bug that would switch soldiers while scrolling the soldier list in the soldier equip screen

- Fixed inability to spawn when using the Valkyrie

- Target name in launch interceptors dialog fixed (says Alien base instead of showing coordinates; translates "waypoint" and city names)

- Alien missions now don't spawn any event over lost continents.

- Alien bases are built only on non-lost continents, and (if possible) on continents that don't have one yet

- Fixed minor issue with airliner destroy events (sea and land strings were swapped)

Additions:

- Geoscape UFO icons now display whether the UFO in question has escorts

- Added sprites for Xenonaut soldiers using the assault shield with all armour combinations

- Added sprites for Xenonaut soldiers using the Alien plasma cannon with all armour combinations

- Air combat auto-resolve defeat image added (still has a scaling bug atm)

- Added a slight time variation to when UFOs that are part of a single wave spawn

- Number of player bases capped at 9

- If an aircraft does not have enough fuel to reach a target, it will now say "No Range" in the ETA column of the launch list

- Created extra small variants of "small" ground combat maps for light scouts

Balance:

- "Veteran" difficulty level is now the "standard" difficulty in game data; it uses the unmodified values specified in the configuration files (previously "Normal" did this)

- Alien weapons no longer cause overdamage

- Updates to UFO turn rates and weapons arcs/speeds so that later UFOs remain dangerous

- Capturing a landed UFO should now grant 3x the Alenium/Alloy resources than the crashed version of the same craft

- Added Alenium and Alien Alloy rewards for shootong down fighter and bomber UFOs (bombers are particularly lucrative!)

- Changed the soldier carry capacity formula to 10kg + 0.25*str, from 20kg * 0.2*str

- Moving a tile now costs 3 TU instead of 4, other action costs (shooting aside) reduced in line with this

- New soldiers start with 35-70 in most stats, instead of 45-55

- Cover effectiveness reduced by 25%

- Weapons have a much tighter accuracy spreads between zoom levels, all of which are clustered around 100 accuracy

- TUs now capped at 80 instead of 99

- Alien weapons made more accurate

- Reduced alien sight ranges to 18

- Reduced chance of Xenonauts panicking

- Combat Shields now have 60HP but provide 80% protection from 90 degrees in front, and 60 protection for 180 degrees. Assault Shields have 120HP.

- Upgraded armour on vehicles to increase survivability somewhat

- Rebalanced the number of aliens on missions somewhat

- Soldier carrying capacity has been rebalanced to reduce it

You can post comments on the build here, or for more in-depth discussion please use the "Beta" sub-forum. 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. These are quite major changes to the gameplay, so please give them a try before you raise any complaints about them.

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First mission was touch and go but everyone made it back.

4 riflemen and 4 snipers. Seb Guard right outside the front of the dropship. First Rifleman auto's at him and misses but they all land close to him, amazing luck to avoid reaction fire. Second guy does the same, hits once and suppresses him and saves my bacon. Could have easily have been 2/3 guys dead right there.

Next guard I take out after he misses a guy and the third one hiding in the ship gets captured with flashbangs! I had everyone at the door and used the first guy to throw a smoke causing the seb to miss his reaction shot. All the guys after that just threw in flashbangs, after 4/5 he went down. All my guys had a little bit of damage on them (5pts or so each) but otherwise unscathed.

Off to a good start then, all downhill from here I bet.

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Hi all, loving the game and the new balance changes. I downloaded V21 Experimental 1 from steam, but all my soldiers still have starting stats between 45-55. The other changes have taken effect, such as 3 TUs to move instead of 4, and the startup window shows the proper version as V21 Experimental 1.

Does anyone else still have soldier starting stats between 45-55? Thanks.

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Hi all, loving the game and the new balance changes. I downloaded V21 Experimental 1 from steam, but all my soldiers still have starting stats between 45-55. The other changes have taken effect, such as 3 TUs to move instead of 4, and the startup window shows the proper version as V21 Experimental 1.

Does anyone else still have soldier starting stats between 45-55? Thanks.

http://www.goldhawkinteractive.com/forums/showthread.php/8727-Ground-Combat-Balance-Discussion-Build-V21-Experimental-1!?p=97428#post97428

Looks like an error. Apparently soldier costs are free also, which is probably another 'developer test aid' that managed to sneak in accidentally.

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The pacing feels much better with the new changes.

Alien plasma seems to have gotten much, much stronger. I've lost about 20 soldiers now and each one has been a one-shot kill. No wounded at all. Plasma has even cut straight through 4 combat shields and instantly killed the bearers.

There is a weird delay or hang-up every time a xenonaut is killed and the animation plays late.

Condors bought after the explosives upgrade are coming in with the default sidewinders equipped.

A pair of scout tanks assisted in a base defense mission. One died, but was still in my garage after the mission. Another survived with 3 hp. I brought the tank on my next mission and it still had 3 hp. My garage wasn't damaged during the base defense mission, so why wasn't my tank repaired?

Xenonaut base doors are stuck shut for the rest of the mission if aliens die in them.

Edited by KateMicucci
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- If an aircraft does not have enough fuel to reach a target, it will now say "No Range" in the ETA column of the launch list

Perhaps make it say "One-way range" if the aircraft has enough fuel to reach the target, but not enough to make it back even if no time is spent in combat.

Of course (as with No Range) there will be edge cases because the alien ship moves while you fly towards it, and also because combat takes time, but it would still be a nice benchmark.

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1st mission, one lone alien, hides under cover, runs out, kills one of my guys. And again. And again.

My guys cannot hit the alien because there's a 100 block from the spaceship, which makes no sense to me from the map.

THREE GUYS HIT THE ALIEN AT VERY CLOSE RANGE IN ONE TURN AND HE IS 'SUPPRESSED'.

Pathfinding seems weird. I had guys just not be able to move.

Think I'll sit this version out.

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Can somebody explain what is happening here?

My shield now dissolves if the trooper is fired upon.

I have a alien shoot a shielded trooper dead while it was 6 squares beyond detection, and the kill was 12 squares beyond that. A little bit over the top wouldn't you say?

Also aliens were able to kill all of my troops outside of the craft with reaction fire only ??????

I think it's time to try the game on easy. This is Xcom-EU all over again.

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A pair of scout tanks assisted in a base defense mission. One died, but was still in my garage after the mission. Another survived with 3 hp. I brought the tank on my next mission and it still had 3 hp. My garage wasn't damaged during the base defense mission, so why wasn't my tank repaired?

Pretty sure that bug's related to any equipment used in base defense. In the previous version, I noticed troops not rearming after a base defense. I had one soldier that ended the first base defense with five shotgun shells remaining, and at the start of the next, he started the fight with those same five. It might be a similar bug.

Re:Shields: Pretty sure they only have an 80% chance to block a shot from head on. Probably should be bumped up considering they only have 60hp now.

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could anyone tell me where to download this patch ? My steam only update vesion at “V20 Stable Hotfix 2 Released! ” and which version I should to paly v20 STABLE or V21 Experimental? I an really confuse between two vesion game,sorry my english skill,but I think V21 is a testing version right? And I relly don't want lost my save files。。。。。confused:

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