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V22 Experimental 9 Released!


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You know the drill by now: this is an experimental build - to access it, please read the instructions / warnings in this thread.

This build is mostly bugfixes and balance changes. It contains all the changes from the reverted hotfix and more besides, but should be more stable because it is a complete update including all of the assets.

CHANGES:

- Heavy Plasma Xenopedia entry updated to reflect it is no longer the alien equivalent of a shotgun

- Removed some blocking tiles on the Shrike sub-map

- Landing Ships now create Terror Sites; smoothing the progression between Corvettes and Cruisers

BALANCE:

- MAG weapons now require the Alien Battle Rifle research, first encountered in Carriers

- Reduced Alien Alloys and Alenium gained from non-crash site UFOs (i.e Fighters etc) by 30%

- Foxtrots can now solo Scouts, so lone Foxtrots are more relevant early-game

- Airliner Shot Down events cause less damage to country relations

- Slowed down the game progression speed a bit more on Easy and Normal

- Condors no longer have any sell value

- All UFOs of Landing Ship size and above have had their crews reduced and their AI scripts mixed up a bit

- Caesans no longer bring more than two psionic units to a battle (Battleships previously contained up to six)

- Cruiser and Battleship Terror Sites have reduced numbers of aliens, and less aggressive aliens

- Reduced protection of all Xenonaut armour by 10

- Alien Heavy Plasma damage reduced by 10, mitigation increased by 20 (making the Wolf less amazing)

- Rifle ranges reduced from 30 to 20 for each tier

- Reduced suppression radiuses on alien weapons

- Light Drones now have 80HP instead of 50HP

- Fixed some map issues with misaligned buildings and tiles that are not appearing

- Local forces now get laser weapons earlier, roughly when you get plasmas

BUGFIXES:

- Fixed crash when killing aliens in previous Hotfix

- Fixed crash when killing second UFO escort if one was already killed in an earlier combat

- Units can no longer end up incorrectly filling two tiles

- We've made some changes to the Hidden Movement code so it should no longer cover up either Xenonaut reaction fire or aliens using psionics on your soldiers. If you see that this is still happening, please let us know.

- Your fire cursors should now have reappeared.

- Vehicle weapon upgrades no longer block access to previous weapons

- Flares no longer reveal aliens if your units do not have LOS on the area

- Radar building no longer displays (+X%) if you do not have a radar at the base

- Fixed the Advanced Medikit showing inconsistent graphics when equipped

- There is no longer always Josh Eales.

Overall, these should make the progression of the game a bit smoother. I've been playing the game pretty much continually over the past week and I think it is coming together well, but the difficulty curve was a bit haywire in the previous build. Getting Wolf armour made your troops very difficult to kill in the early-mid game, but then when Cruisers arrived the sheer numbers of aliens made the missions extremely difficult.

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

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That pretty cool.

Is it possible for us to collect these on their deaths and bring them back to base? or will they be different from our own laser weaponry?

Do you mean: can we gratuitously murder local friendly forces and steal their stuff? :P

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Nice Patch, only Thing i hope its not a Problem was the reduced rifle range.

Brilliant i found this changes:

(you realy playd the game and get the Point)

- All UFOs of Landing Ship size and above have had their crews reduced and their AI scripts mixed up a bit

- Caesans no longer bring more than two psionic units to a battle (Battleships previously contained up to six)

- Cruiser and Battleship Terror Sites have reduced numbers of aliens, and less aggressive aliens

Thx too that you FIX this annoing Bug that late game 90% of all Aliens have AOE Weapons. I was not so far in the game like bevor, but atm its well balanced, the Aliens use different weapons.

I cant wait Play the new Terror sites, hopefully i like them now.^^

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Nice, there's some good balance fixes and overall, the game sounds pretty darn solid. Btw, Chris, are you still reviewing the LoF symmetry issue? I know you feel it works as intended, but it just... well, you know... doesn't. ;)

Edited by Skitso
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- Reduced protection of all Xenonaut armour by 10

...(making the Wolf less amazing)

Really? What for was that.. Wolf armor was never amazing - Plasma Rifles could easily kill soldiers in Wolf Armour - and the time to get Sentinel armor is very far.

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Really? What for was that.. Wolf armor was never amazing - Plasma Rifles could easily kill soldiers in Wolf Armour - and the time to get Sentinel armor is very far.
I agree. I think the game is plenty hard enough. My guys get one shotted/bursted with frightening regularity.
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I agree. I think the game is plenty hard enough. My guys get one shotted/bursted with frightening regularity.

I thought that the one-shotting was happening a lot before, but this is kind of silly now. Coupled with corners only sometimes providing protection and the increased number of aliens in maps, soldiers die at an alarming rate in the mid game.

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I agree. I think the game is plenty hard enough. My guys get one shotted/bursted with frightening regularity.

Hmm, not for me (veteran). As soon as I get Wolf, I more or less expect that my soldiers can survive one hit. I'm not sure if and how often they get one-shot, but I'm rather sure it's less often than not. It definitely feels more safe than the OG (where no armour made one safe).

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Has something been done to aliens reaction fire on the very first turn?

My Shrike pilot was smart enough to land it right in the face of an Andron Warrior with a Plasma Cannon aimed at all the soldiers bunched up inside the Shrike (tee-hee). And it took a lot of shooting to take the Andron down, but it actually didn't fire at all. I even saved that for checking, and it has TUs, it just doesn't seem to react, even if I make a soldier walk towards it. (The save is http://ge.tt/17bHcbh1/v/0 if somebody feels like checking, and it needs the usual http://ge.tt/17bHcbh1/v/0 loaded first to avoid a crash.)

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Has something been done to aliens reaction fire on the very first turn?

My Shrike pilot was smart enough to land it right in the face of an Andron Warrior with a Plasma Cannon aimed at all the soldiers bunched up inside the Shrike (tee-hee). And it took a lot of shooting to take the Andron down, but it actually didn't fire at all. I even saved that for checking, and it has TUs, it just doesn't seem to react, even if I make a soldier walk towards it. (The save is http://ge.tt/17bHcbh1/v/0 if somebody feels like checking, and it needs the usual http://ge.tt/17bHcbh1/v/0 loaded first to avoid a crash.)

I believe the game was changed so the Xenonauts always get a full move before the aliens can fire. People were complaining about getting wiped on the first turn when they were basically helpless.
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I believe the game was changed so the Xenonauts always get a full move before the aliens can fire. People were complaining about getting wiped on the first turn when they were basically helpless.

No, it must have been the plasma cannon. I definitely got fired at already while disembarking in V22.8.

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