Chris Posted May 13, 2014 Share Posted May 13, 2014 This is an experimental build - to access it, please read the instructions / warnings in this thread. This is a full-on update that, sadly, breaks save games. It is not the biggest update ever, but includes a fix to the accuracy formula that should make cover significantly more useful than it has been in the last couple of builds and then end of the alien "teleport" behaviour. There's been a lot of balance changes recently thanks to this build and the previous two hotfixes, so people's thoughts on the current state of the balance would be appreciated. CHANGES: - The main menu screen now has some animation on it - We have changed the shooting formula again: it is now taken from any part of the shooting tile to the centre of the target tile, rather than vice versa. This should make cover more effective. - "Command" tiles are now active on UFO missions, so aliens will hold specific places in the UFO. This has not been rolled out to all UFOs, but some aliens should now hold the rear room of the Scout. - If a category on the Workshop screen contains no buildable projects, it is now greyed out - Removed unused Workshop categories - The default base structure is now the radar, which is a 1-tile building - Projectiles slowed down again slightly - Vehicle projectiles now match speeds of infantry weapons BALANCE: - Foxtrot chassis has had autoresolve value increased from 0 to 200 - Aliens less likely to target civilians and friendly forces relative to Xenonauts BUGFIXES: - "Teleporting" aliens should no longer teleport - There should be less being shot from beyond visual range. We've fixed an AI error and stopped dead aliens providing minor LOS to their team - Invisible railcars in the Soviet tileset should once again be visible - Psionic notifications no longer have a black border that made them very difficult to read - Damaged Carrier UFO main door no longer appears closed when it is actually open - Tooltips now appear for weapons on the Soldier Equip screen even if you have 0 of them in the stores - You can no longer send an empty dropship on the final mission and CTD the game Bugs we are working on: - Fire cursor bug: the fire cursor is not appearing correctly at the moment. We've discovered this is caused by the tile atlases, but we're just trying to figure out why. - Hidden Movement screen covers up actions: this is particularly nefarious for psionic powers and Xenonaut reaction fire. We've got save games for both and are looking into fixing them. - Night time detection ranges: the "alien detected" icon appears when the aliens aren't visible on night missions, which we're looking into (along with other night mission LOS errors). - There is always Josh Eales: Josh Eales will soon no longer appear in every single game. Enjoy him while you can. If you have comments on the game balance, please put them in the threads below: Ground Combat: http://www.goldhawkinteractive.com/forums/showthread.php/9972-Ground-Combat-Balance-V22-Experimental-8?p=110143#post110143 Geoscape: http://www.goldhawkinteractive.com/forums/showthread.php/9973-Geoscape-Balance-V22-Experimental-8?p=110144#post110144 Quote Link to comment Share on other sites More sharing options...
StellarRat Posted May 13, 2014 Share Posted May 13, 2014 Anything you can tell us about psionics changes/fixes that are in the works? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted May 13, 2014 Share Posted May 13, 2014 There is always Josh Eales: Josh Eales will soon no longer appear in every single game. Enjoy him while you can. Oh man, that isn't a bug! That's a recurring character! Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 13, 2014 Share Posted May 13, 2014 Nice list of improvements! Keep up the good work. Couple of weeks left. Quote Link to comment Share on other sites More sharing options...
Alexandre Lange Posted May 13, 2014 Share Posted May 13, 2014 I get Ryan Quinn (always with the same portrait) in ALL and EVERY game I start! Quote Link to comment Share on other sites More sharing options...
Skitso Posted May 13, 2014 Share Posted May 13, 2014 Ryan Quinn? Yeah, that sounds familiar too! Quote Link to comment Share on other sites More sharing options...
Guyver Posted May 13, 2014 Share Posted May 13, 2014 I get Ryan Quinn (always with the same portrait) in ALL and EVERY game I start! i love him! it's one of the my most precious soldiers! Quote Link to comment Share on other sites More sharing options...
Chris Posted May 13, 2014 Author Share Posted May 13, 2014 Anything you can tell us about psionics changes/fixes that are in the works? Currently all the changes we intend to make have been made, except for possibly making Mind Control troops unable to attack in the turn that they are Mind Controlled. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted May 13, 2014 Share Posted May 13, 2014 (edited) Currently all the changes we intend to make have been made, except for possibly making Mind Control troops unable to attack in the turn that they are Mind Controlled.Thanks! That means that none of the possible changes discussed in the Alien Psionic Powers Discussion were implemented other than the ones you posted at the beginning plus making sure the LOS stuff was working correctly, right? Edited May 13, 2014 by StellarRat Quote Link to comment Share on other sites More sharing options...
Veggetossj Posted May 13, 2014 Share Posted May 13, 2014 How about the UFO's that decrease funding by 50K per event triggered? Quote Link to comment Share on other sites More sharing options...
drizzt99 Posted May 13, 2014 Share Posted May 13, 2014 Are all my saved games lost due to this upgrade? I had a GREAT game going on... Quote Link to comment Share on other sites More sharing options...
StellarRat Posted May 13, 2014 Share Posted May 13, 2014 You didn't read the first post did you? Chris - "This is a full-on update that, sadly, breaks save games." Quote Link to comment Share on other sites More sharing options...
llunak Posted May 13, 2014 Share Posted May 13, 2014 Are all my saved games lost due to this upgrade? I had a GREAT game going on... I managed to load the previous games by changing their header (older save files start with 'onexF', current starts with 'onexG'), seems to work fine so far. Quote Link to comment Share on other sites More sharing options...
Alexandre Lange Posted May 13, 2014 Share Posted May 13, 2014 Ryan Quinn? Yeah, that sounds familiar too! He is the Matrix Agent Smith among Xenonauts. Quote Link to comment Share on other sites More sharing options...
dpelectric Posted May 13, 2014 Share Posted May 13, 2014 Are all my saved games lost due to this upgrade? I had a GREAT game going on... Don't go through Steam or any other service you may be using. Load your saved game directly from your hard drive. Quote Link to comment Share on other sites More sharing options...
Amaror Posted May 13, 2014 Share Posted May 13, 2014 Bugs we are working on: - Fire cursor bug: the fire cursor is not appearing correctly at the moment. We've discovered this is caused by the tile atlases, but we're just trying to figure out why. - Hidden Movement screen covers up actions: this is particularly nefarious for psionic powers and Xenonaut reaction fire. We've got save games for both and are looking into fixing them. - Night time detection ranges: the "alien detected" icon appears when the aliens aren't visible on night missions, which we're looking into (along with other night mission LOS errors). - There is always Josh Eales: Josh Eales will soon no longer appear in every single game. Enjoy him while you can. Wait, what's with the vision bug were aliens were able to target your guys with psionics with no LOS. Quote Link to comment Share on other sites More sharing options...
UmberSkies Posted May 13, 2014 Share Posted May 13, 2014 Wait, what's with the vision bug were aliens were able to target your guys with psionics with no LOS. That isnt a bug, that is intentional. Psionics have an area of effect. The closer you are, the more likely you are to be affected. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted May 14, 2014 Share Posted May 14, 2014 I need to say thank you for this build. Right now V22 is pretty stable and fast. Congrat Quote Link to comment Share on other sites More sharing options...
legit1337 Posted May 14, 2014 Share Posted May 14, 2014 Erm... Is the startup screen supposed to look like this? Exiting and restarting does not fix. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted May 14, 2014 Share Posted May 14, 2014 Erm...Is the startup screen supposed to look like this? [ATTACH=CONFIG]3683[/ATTACH] Exiting and restarting does not fix. I'm no doctor, but I'd say there's something wrong here. And since I don't want to clutter the thread with useless posts, I'll give what advice my limited knowledge allows, and suggest using the "verify integrity of game cache" button on steam. That button has solved more problems than I've known I've had. Quote Link to comment Share on other sites More sharing options...
legit1337 Posted May 14, 2014 Share Posted May 14, 2014 I'm no doctor, but I'd say there's something wrong here.And since I don't want to clutter the thread with useless posts, I'll give what advice my limited knowledge allows, and suggest using the "verify integrity of game cache" button on steam. That button has solved more problems than I've known I've had. This issue only appeared this patch, but I will try verifying the files on my computer. Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted May 14, 2014 Share Posted May 14, 2014 - The default base structure is now the radar, which is a 1-tile building What does this mean? I assumed it mean that the "command center" structure would be removed, or that a new base would have only a radar and the command center could be built later, but I just started building a second base and this is not the case. Quote Link to comment Share on other sites More sharing options...
legit1337 Posted May 14, 2014 Share Posted May 14, 2014 Verifying the integrity of game cache does not fix the main menu problem. Anyone else experiencing this? Quote Link to comment Share on other sites More sharing options...
UmberSkies Posted May 14, 2014 Share Posted May 14, 2014 What does this mean? I assumed it mean that the "command center" structure would be removed, or that a new base would have only a radar and the command center could be built later, but I just started building a second base and this is not the case. I could be mistaken, but it seems that when you go to the over view of your base, the facility that is automatically selected is the radar, rather than the hanger as it used to be. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted May 14, 2014 Share Posted May 14, 2014 Verifying the integrity of game cache does not fix the main menu problem. Anyone else experiencing this? Go to asset folder, look for backgrounds folder and go to Main menu. Delete "animation" folder. Run xenonauts Quote Link to comment Share on other sites More sharing options...
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