Chris Posted April 15, 2014 Share Posted April 15, 2014 The instructions for accessing Experimental builds can be found in this thread. Please also read the warnings in that thread! You've got me for the build release today, just like old times! This build contains some new features and a bunch of new fixes, but theoretically does not break saves from the previous build (not tested that extensively). CHANGELOG: Additions: - Tooltips updated for all weapons to reflect new weapon stats and roles - Combat shields now take overdamage, so any excess damage once a shield is destroyed is applied to the soldier that was holding it - Final mission artwork now complete - Cleaned up the tiles directory and copied all “shared” props into the correct directories, ready for the super turbo-speed loading time boost (due in a couple of days) Bugfixes: - Fixed a crash tied to reaction fire - The ground has been enlarged so combat shields can now be dropped - Line of sight issue within UFOs has been fixed which allowed players to see through walls / floors when they first opened the main door of the UFO. - Fixed the roof sprites on various buildings so they should now correctly hide the interiors without hiding the roof - AI units set to Passive scripts should be less aggressive, reducing the “alien zerg rush” tactics from the previous few builds - AI units in the Command room should no longer be completely stationary in all circumstances General Fixes: - Enlarged UFO clickboxes on Geoscape - Singularity Cannon inventory image no longer stretched / warped - Armour selection dropdown now scales with screen height. - Xenopedia updates for accuracy - Removed "purchase cost" line from Xenopedia aircraft entries - Insane description no longer states compulsory Iron Man - Arctic nissen hut doors fixed to be passable when open / damaged - Updated background colour of vehicle tiles on Vehicle Equip screen - Updated vehicle screen arrows - Assault Rifles default to single shot rather than burst fire mode Balance: - Lowered suppression on Light Drones from 100 to 60, upped damage to 15 damage and lowered mitigation to 15 (from 70) - Non-target units now have a flat 25% Stopping Chance, rather than the strange scaling value before. This means you will no longer end up with a net penalty for increasing accuracy in some situations. Quote Link to comment Share on other sites More sharing options...
Akrakorn Posted April 15, 2014 Share Posted April 15, 2014 Glad to see updates rolling so fast, Chris. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 15, 2014 Share Posted April 15, 2014 Nice to see the assult rifle and AI updates, those were a couple of my own pet hates. - Cleaned up the tiles directory and copied all “shared” props into the correct directories, ready for the super turbo-speed loading time boost (due in a couple of days) Made me chuckle a little that the super turbo-speed boost hasn't quite got here yet, must be running a little slow. Just me? OK then... Quote Link to comment Share on other sites More sharing options...
Chris Posted April 15, 2014 Author Share Posted April 15, 2014 It's actually already here, but as Aaron's taken today off (like the dastard that he is) I couldn't actually add it to the build. Quote Link to comment Share on other sites More sharing options...
Hairyscreech Posted April 15, 2014 Share Posted April 15, 2014 Good lord, you allow your staff days off? What kind of communism is this? Quote Link to comment Share on other sites More sharing options...
Caaygun Posted April 15, 2014 Share Posted April 15, 2014 (edited) theoretically does not break saves from the previous build (not tested that extensively) Just loaded the last GC save from the last build following the good news, guess what? the Chinook is nowhere to be found on the map! Where it once landed was completely walkable by my guys. Will just restart, as it seems that the new build might cause other such 'side-effect bugs' on saves made in last build, that will make it difficult to identify them being caused by the latest build when reporting. Edit: Here's how the Autosave from the mission start looks: Hilarious! Edited April 15, 2014 by Caaygun Quote Link to comment Share on other sites More sharing options...
Chris Posted April 15, 2014 Author Share Posted April 15, 2014 It may only be for that particular GC mission though. Who knows? But yes, if you're going to be diligently reporting bugs then it's best to start over again. Maybe we'll look at providing some saves from a bit deeper into the game for people to play. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 As Chris said - it loaded correctly in next GC. Maybe we'll look at providing some saves from a bit deeper into the game for people to play. Would be nice - if next build will destroy saves it would be hard again to start all over. I think most of us can reach laser tech easily and up to Corsairs at least. So a save from plasma era and some Maruaders would be nice. Quote Link to comment Share on other sites More sharing options...
Caaygun Posted April 15, 2014 Share Posted April 15, 2014 Yea, if you want more testing of later game, we'll play your or another players saves. Release is getting close and there were still remaining crash issues last build mostly from early game testing alone. I can only go up to plasmas and leaders between builds. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 I am happy to see, that aliens from UFO - including officer moves towards exit, unfortunately berserk is still foobared and isn't LOS Quote Link to comment Share on other sites More sharing options...
Hairyscreech Posted April 15, 2014 Share Posted April 15, 2014 Actually some later game saves would be really good from both a bug testing and a balance testing pov. In terms of balance it would be good as at the moment we don't really know just how advanced we are supposed to be when various aliens start showing up. If we have a plasma era "ideal" save then we can exclude the variability of playing style and tech advancement from the GC balance. Personally i have never managed to get past plasma between builds due to work and other things so plasma era sounds good to me. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 The Zerg rush is still in effect. Upon entering the UFO (landingship) all the units from upper deck just rush down. Strangely officer and his guard rushed out of UFO as soon as I was closing in the UFO itself. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted April 15, 2014 Share Posted April 15, 2014 Ran into a bug a couple times with this new release. Grenades that were thrown from the quick grenade slot sometimes aren't thrown, but the TUs are still consumed. Both times so far it's happened in the doorway of a Light Scout, once with a flashbang and once with an Alenium grenade. I've had flashbangs work fine in the doorway of a LS before, so it doesn't happen all the time, at I haven't tried throwing a grenade that's in a soldier's hand. Quote Link to comment Share on other sites More sharing options...
Larus Posted April 15, 2014 Share Posted April 15, 2014 I'm having the problem that the Alien turns take now much longer when assaulting bigger ships like carriers. The duration is increased about 3 times and I have to wait about 3-6 min. It seems to be at worst against Ceasan. Might just be a personal problem but I guess I inform you anyway Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 Ran into a bug a couple times with this new release. Grenades that were thrown from the quick grenade slot sometimes aren't thrown, but the TUs are still consumed. Both times so far it's happened in the doorway of a Light Scout, once with a flashbang and once with an Alenium grenade. I've had flashbangs work fine in the doorway of a LS before, so it doesn't happen all the time, at I haven't tried throwing a grenade that's in a soldier's hand. I've reported grenade bug - it's only when you're crouching, at least for me. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted April 15, 2014 Share Posted April 15, 2014 I've reported grenade bug - it's only when you're crouching, at least for me. Cool. Sorry for stepping on your toes, I guess. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 Cool. Sorry for stepping on your toes, I guess. You didn't - just informed you about it. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 15, 2014 Share Posted April 15, 2014 The Zerg rush is still in effect. Upon entering the UFO (landingship) all the units from upper deck just rush down. Strangely officer and his guard rushed out of UFO as soon as I was closing in the UFO itself. And thats bad? What you want standing still units like older versions? Quote Link to comment Share on other sites More sharing options...
silencer Posted April 15, 2014 Share Posted April 15, 2014 Let me bring a quote and an example - AI units set to Passive scripts should be less aggressive, reducing the “alien zerg rush” tactics from the previous few builds This says there should be less zerg rush. So yeah it's bad - why? Read on. Upon entering the Landingship for example, all the aliens from upper floor move down and their passive AI makes 5 out of 7 do nothing except take position and rely only on reaction fire. Which is bad. I'm guessing that it should be like 3-4 aliens should move down the floor and exchange fire, while others hunker down on the upper floor. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 15, 2014 Share Posted April 15, 2014 Let me bring a quote and an exampleThis says there should be less zerg rush. So yeah it's bad - why? Read on. Upon entering the Landingship for example, all the aliens from upper floor move down and their passive AI makes 5 out of 7 do nothing except take position and rely only on reaction fire. Which is bad. I'm guessing that it should be like 3-4 aliens should move down the floor and exchange fire, while others hunker down on the upper floor. That can be easy moddable adding "shoot" precondition to the xml code line in behavior. I miss read that part silencer, my fault. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 15, 2014 Share Posted April 15, 2014 As others have said, I think it'd be a great idea to provide some later-game saves. I would imagine the first half of the game has been play-tested much more extensively than the second Quote Link to comment Share on other sites More sharing options...
Troublechuter Posted April 16, 2014 Share Posted April 16, 2014 Looks pretty good so far! My only remaining gripe is that there are still some tiles that seem like they should be walkable, but aren't. I.e, the flowerbeds you get around some houses. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 16, 2014 Share Posted April 16, 2014 Post tiles like that in the forum created for that purpose and they will be fixed. Preferably with a screenshot at least. Quote Link to comment Share on other sites More sharing options...
Doomsdayman Posted April 16, 2014 Share Posted April 16, 2014 (edited) I had 3x when the game freezes when its the aliens turn. Also why can't you shoot when flying with a flying suit? Something that I should have asked since v21 . And I saw aliens shooting normal plasma with a plasma cannon. Edited April 16, 2014 by Doomsdayman Quote Link to comment Share on other sites More sharing options...
Orangehat44 Posted April 16, 2014 Share Posted April 16, 2014 the buzzard suite has 2 handle/control sticks that your soldier holds on to ( I assume thats how he controls his flight) so no equipment can be used when hes flying cause hes using his hands to fly. Quote Link to comment Share on other sites More sharing options...
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