Chris Posted May 1, 2014 Share Posted May 1, 2014 This is a hotfix for Experimental 6 that fixes some issues and does some light rebalancing: Fixes: - Units can no longer be shot through walls if they are standing next to them - Crouching units are no longer 4x harder to hit if crouching (unfortunately this causes an issue where crouched units are MUCH harder to shoot over than they should be, but we're working on fixing that too) - The PersistentLOS issue with the juddering walk and bad alien detection on night missions should be fixed, so it has been re-activated Changes / Balancing: - Corvettes have been pushed back to ticker value 150 (before V22.6 they were at 200) - We've improved some of the AI turn processing to speed up turns a bit Quote Link to comment Share on other sites More sharing options...
Malthus Posted May 1, 2014 Share Posted May 1, 2014 (edited) - Crouching units are no longer 4x harder to hit if crouching Had an update in Steam 17:32. Started a new game and had no chance to hit the last sebillian that was crouching in his crashed scout. I stood next to him and had a 0% chance to hit him with a ranged weapon. Didn´t try anything like hitting him with the rifle, but shouldn´t be important anyway... Edit: Now I tried to melee him. Every hit on "m" was a success. Should buy my soldiers swords and shields then Edited May 1, 2014 by Malthus Quote Link to comment Share on other sites More sharing options...
Caaygun Posted May 1, 2014 Share Posted May 1, 2014 See here: Thread: [e22.6 hf] Crouch bug again Quote Link to comment Share on other sites More sharing options...
Chris Posted May 1, 2014 Author Share Posted May 1, 2014 Can you just try starting a new game to see if the same thing happens? Quote Link to comment Share on other sites More sharing options...
Caaygun Posted May 1, 2014 Share Posted May 1, 2014 It is a new game I started with the hotfix. Quote Link to comment Share on other sites More sharing options...
bbob75 Posted May 1, 2014 Share Posted May 1, 2014 I have the same problem , last crouching alien has a 0 % hit chance, rockets do damage but they also destroy the loot And yes, I have started a new game with the hotfix. Quote Link to comment Share on other sites More sharing options...
Malthus Posted May 1, 2014 Share Posted May 1, 2014 Started a new game for the second time. Same problem with crouching in the ufo. Quote Link to comment Share on other sites More sharing options...
hoogin Posted May 1, 2014 Share Posted May 1, 2014 I have the same problem. With the crouching aliens inside the UFOs. 0% hit chance. 1 alien outside with the same problem until he moved. Then he crouched again and I had a terrible chance of hitting but not 0%. Quote Link to comment Share on other sites More sharing options...
OmegaLykos Posted May 1, 2014 Share Posted May 1, 2014 (edited) Bad news: Short of breaking out the stun batons and liberal use of stun grenades while entering the UFO - my guys can't hit anything either. Also, Aliens seem perfectly capable of hitting each other while trying to hit my squad... or is that good news? Good news: You've potentially stumbled upon a great basis for an X-Com style Star Wars game... now if we just had some stormtrooper armor. Also, quick question, Are hay bails supposed to block LOS or no? because they aren't - not even the really tall ones or the really high stacks of of them and for the life of me I can't remember if they used to or not. Edited May 1, 2014 by OmegaLykos Quote Link to comment Share on other sites More sharing options...
kabill Posted May 1, 2014 Share Posted May 1, 2014 Also, quick question, Are hay bails supposed to block LOS or no? because they aren't - not even the really tall ones or the really high stacks of of them and for the life of me I can't remember if they used to or not. They did, and they still do according to their spectres (100% stopping chance, 0% visibility). So if they're not, its a bug I think. Quote Link to comment Share on other sites More sharing options...
Guyver Posted May 1, 2014 Share Posted May 1, 2014 (edited) Good news: You've potentially stumbled upon a great basis for an X-Com style Star Wars game... now if we just had some stormtrooper armor. that made me laugh quite hard! Edited May 1, 2014 by Guyver Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted May 1, 2014 Share Posted May 1, 2014 Thanks for the hotfix. Is possible to rollback tho Exp 5 LOS tarheting system? Is hardcoded? Can be removed optional? Quote Link to comment Share on other sites More sharing options...
kabill Posted May 1, 2014 Share Posted May 1, 2014 Thanks for the hotfix. Is possible to rollback tho Exp 5 LOS tarheting system? Is hardcoded? Can be removed optional? Do you mean the Persistent LoS mode? If so, you can turn that off in config.xml (change the variable for PersistantLoS to '0'). Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted May 1, 2014 Share Posted May 1, 2014 Do you mean the Persistent LoS mode? If so, you can turn that off in config.xml (change the variable for PersistantLoS to '0'). The shooting around corners and cover calculations Quote Link to comment Share on other sites More sharing options...
kabill Posted May 1, 2014 Share Posted May 1, 2014 Ah, sorry. Misunderstood. Don't know. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted May 2, 2014 Share Posted May 2, 2014 Ah, sorry. Misunderstood. Don't know. Dont worry Mr Kabill there is no problem, your only willing to help Quote Link to comment Share on other sites More sharing options...
Selgald Posted May 2, 2014 Share Posted May 2, 2014 I have the problem that everyone inside an UFO has 0% hitchance, once they go outside it works again. Meele works. Happens with a new game. Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 2, 2014 Share Posted May 2, 2014 The persistentLOS still doesn't quite work like it should in night missions. Some parts of the visible area aren't updated in realtime when xenonauts are advancing, but rather only at the beginning of next turnl. Here's an example: Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 2, 2014 Share Posted May 2, 2014 (edited) Aliens don't seem to use the new aiming system properly. I just had a caesan standing in a doorway and shooting bursts for two turns only to hit doorframe in the adjacent tile. EDIT: Can't quite put my finger on it, but the alien accuracy in general seems a bit strange and bad after recent updates... Edited May 2, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
Bat_trapper Posted May 2, 2014 Share Posted May 2, 2014 It keeps crashing whenever I try to do a corvette mission. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted May 2, 2014 Share Posted May 2, 2014 Suddenly, after a crash with explosives the game no longer can't be launched. The game enter to the main menu and the collapse. Any idea for this problem? Quote Link to comment Share on other sites More sharing options...
kabill Posted May 2, 2014 Share Posted May 2, 2014 (edited) Aliens don't seem to use the new aiming system properly. I just had a caesan standing in a doorway and shooting bursts for two turns only to hit doorframe in the adjacent tile. EDIT: Can't quite put my finger on it, but the alien accuracy in general seems a bit strange and bad after recent updates... Have hardly played the latest build at all, but I had kind of the same feeling. Something definately felt odd, anyway. The persistentLOS still doesn't quite work like it should in night missions. Some parts of the visible area aren't updated in realtime when xenonauts are advancing, but rather only at the beginning of next turnl. Also saw this, but on a day mission. Out of wonder, Skitso, did your soldier in the image you showed suffer reaction fire? The time I saw this, my soldier had just been shot at with reaction fire and I'm wondering if that's the issue. Edited May 2, 2014 by kabill Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 2, 2014 Share Posted May 2, 2014 (edited) Can't remember, but at least in night missions it happens all the time so it's easy to reproduce. Just move a lone xenonaut in the darkness and the path he moved is left visible until end of the turn. It seems only thing that is updated in real time is the light around the unit. Edited May 2, 2014 by Skitso Quote Link to comment Share on other sites More sharing options...
kabill Posted May 2, 2014 Share Posted May 2, 2014 Fair enough. Sounds like it was coincidence then. Quote Link to comment Share on other sites More sharing options...
Chris Posted May 2, 2014 Author Share Posted May 2, 2014 Yeah PersistentLOS doesn't work like it should on night missions, you are correct. We will be releasing a new build as soon as we can get the "shooting in UFO" bug fixed too. Out of interest, are people still getting the invisible fire cursor / grenade cursor bug? I can't reproduce that at the moment. Quote Link to comment Share on other sites More sharing options...
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