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Chris last won the day on July 3
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Project Lead, Xenonauts
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We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them. Bugfixes: Fixed a rare crash that could occur if a squadron intercepted a UFO at the exact moment it despawned. Fixed significant slowdown occurring when a unit crushed something while moving (most obvious when moving through fields of hay).
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Thanks, appreciate you taking the time to write all that out! I'll read through it and consider your feedback.
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Unknown Persons put trash on these Pages
Chris replied to Ruggerman's topic in Xenonauts-2 General Discussion
They're just spambots. It doesn't seem like there's a lot you can do to defend against them these days now AI tools are so easily accessible. We'll just keep deleting the threads as they pop up for now, but I think we're going to have to make a decision about whether the forums are worth continuing with once X2 is finally released. -
Thanks for the report. Is this reproducible for you? As Koki said, we've now implemented a new bug reporting system which creates zip files with saves and all the logs etc. If you could attach that in future (rather than the older .log method of reporting bugs we used to use) then that'd be really helpful
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Milestone 5.39.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed a rare crash that could occur if a squadron intercepted a UFO at the exact moment it despawned. Fixed significant slowdown occurring when a unit crushed something while moving (most obvious when moving through fields of hay). -
Hello everyone - it's time for our monthly development update! Read on to see what we've been working on in June... New Assets: I mentioned last month that the main focus of Milestone 6 was adding new content to the game, and we continued to add new assets to the game this month. The first of these is the new 3d model for the alien Heavy Servitor unit (which can be seen above), which I think is a nice addition to the game and much more distinct from the basic Servitor than previously. This means we've now added unique 3d models for all of the new alien unit variants added in Milestone 5. Various other new assets were added too: The illustrations for the final cinematic is now complete, and the cinematic is now being put together by the animation team that made the intro cinematic. We added a proper background to the UOO-1 Sabotage mission. The platforms that make up this level were previously floating in empty space, but are now contained within the (fairly elaborate) hull of an alien space station. Work has continued on the new Soviet Town terror biome, which we're hoping to have finished in the coming month. Inventory tile artwork was added for the Alien Bio-Rifle weapon given to the Mantids in Milestone 5. Corpse / stunned inventory art for the new Heavy Mentarch was also added. Air Combat Refresh The biggest code changes this month were to the air combat section of the game, which has had a major interface facelift and several usability improvements. We've only completed part of this visual refresh so far, but next month we'll be updating the background, the battlefield UI and the various combatants with sharper and more attractive replacement graphics to finish the job. The gameplay changes so far have mostly involved adding extra information to the UI - for example, the Evasive Roll buttons now show a cooldown bar overlay so players no longer have to guess how long until the ability is available again. The weapon tiles also show a reload progress bar for similar reasons. We've also made minor tweaks to the control system so it's easier to select aircraft and give them orders. Next month we'll be making some actual mechanical changes, like refining the way speed / acceleration work and switching the interceptor retreat mechanic back to how it used to work in older versions of the game (where aircraft had to reach the edge of the battlefield to retreat). Once all that is done, we'll finally be able to start implementing the air combat section of the tutorial. Launch Aircraft Panel Prior to starting on the air combat, we also made some quick improvements to the Launch Aircraft panel. Hovering over an aircraft in the list now shows a pop-up panel on the left that shows additional information on that aircraft, including its full loadout of weapons and equipment and exact values for HP / Armour / Fuel. If the aircraft is a dropship, it instead shows all the soldiers assigned to it. We made some improvements to the aircraft selection logic here, too - previously this was a bit clunky, and potentially confusing for newer players. Shroud Fixes: Community bug reports for Milestone 5 were much less frequent in June than in previous months, which allowed us to shift our attention towards some long-standing issues with the shroud system in tactical missions. Anyone who has played the game will have encountered these - ranging from objects like cursors / fire + smoke / weapoon projectiles all incorrectly drawing underneath shrouded areas, to more subtle things like us being unable to reveal the rear side of doors in alien base maps. We're hoping to have fixes for some of these issues in the next week or two. However, these are quite thorny problems and there's always a chance it'll take longer! Modding Documentation: The updated Xenonauts 2 modding documentation can be found here: https://github.com/GoldhawkInteractive/X2-Modding/ Again, it's worth mentioning that the average player will struggle to mod the game until we finish the mod tools, which we'll probably start work on after Milestone 6 releases. The documentation will be most useful for C# coders want to do code injection, or intrepid pioneers with a very high tolerance for manually editing JSON files that were never intended to be readable by humans. Milestone 6 Stability Test: Finally, we're planning a stability test for Milestone 6 on the Experimental branch this month - most likely between the 7th-11th July. There's still quite a bit of work to do before Milestone 6 is finished (both in terms of adding content and doing a balance pass), but we'd like to start finding and fixing any major crash bugs while we work towards a "proper" test build for Milestone 6. As always, thanks for reading the update. We'll be back with another at the end of July!
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We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them! Bugfixes: Fixed an issue where the Phase 1 conversation at the start of the game incorrectly triggers twice. Fixed an issue where it could be impossible to throw a grenade (despite having enough TU) if the throw arc was passing through too much smoke. Fixed an issue where the objective "Objective: Complete Quantum Teleportation research" was being displayed even after you completed it. Fixed the rocks in the Endgame surface mission being not visually being removed when destroyed. Fixed an issue in the Japanese translation where OP costs of strategic operations was unclear, as there was no space between the value and the "OP" suffix.
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My Review of Xenonauts 2 Milestone5 [5.38.1]
Chris replied to Wyldefyre_CP's topic in Xenonauts-2 General Discussion
Appreciate you taking the time to write out your thoughts. Glad to hear you enjoyed the experience I'll check back to the thread later this evening and read the less good parts too. -
Milestone 5.38.1 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This is a quick hotfix for 5.38.0 that has no effect on gameplay - it just fixes an issue with the bug reporting system! -
Milestone 5.38.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed an issue where the Phase 1 conversation at the start of the game incorrectly triggers twice. Fixed an issue where it could be impossible to throw a grenade (despite having enough TU) if the throw arc was passing through too much smoke. Fixed an issue where the objective "Objective: Complete Quantum Teleportation research" was being displayed even after you completed it. Fixed the rocks in the Endgame surface mission being not visually being removed when destroyed. Fixed an issue in the Japanese translation where OP costs of strategic operations was unclear, as there was no space between the value and the "OP" suffix. -
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them! Bugfixes: Fixed an issue where UFO crews were not randomising correctly, so you'd keep encountering the same species over and over (usually Sebillians). This behaviour was accidentally introduced a few weeks back in 5.32.0.
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Milestone 5.37.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed an issue where UFO crews were not randomising correctly, so you'd keep encountering the same species over and over (generally Sebillians). -
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them! This update contains the fixes from both 5.35.0 Experimental and 5.36.0 Experimental consolidated together. Bugfixes: Fixed a crash in the air combat that would occur if a Xenonaut interceptor was shot down while you were hovering the mouse over its evasive roll buttons. Fixed what we think is the source of a lot of mysterious crashes on the Armory screen, which seems to be a bug linked to placing HEVY ammo back into weapon selection UI on top of itself, which caused it to get "stuck". Trying to remove the ammo would then cause a chain of things to start going wrong and various parts of the Armory would stop working correctly, but any crash would usually only occur when you tried to leave the screen. Fixed a rare crash that could occur on the Aircraft screen when viewing a dropship and re-ordering the soldier list. Fixed a rare crash that could occur during the autosave process. Fixed an issue where the "New Projects Available" Geoscape popup would sometimes incorrectly appear before the research report that is supposed to trigger it. Fixed a bug where the camera at the start of a tactical mission could end up showing an empty black space (as the camera was incorrectly accepting scroll input under the last few moments of the loading screen). Fixed a bug where combat shields would sometimes not visually disappear from the soldier's model if destroyed. Fixed an issue where moving soldiers would sometimes not interrupt their move correctly after sighting an alien when rotating midway through their movement. Fixed an issue where the HP / Armour bars above the heads of alien units would not appear after loading a save if the camera was above level 0. Fixed some strange UI behaviour that some users reported when they had a controller or joystick plugged in. Fixed an issue where the game would not load correctly for some Linux users.
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Milestone 5.36.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed a rare crash that could occur on the Aircraft screen when viewing a dropship and re-ordering the soldier list. Fixed an issue where moving soldiers would sometimes not interrupt their move correctly after sighting an alien when rotating midway through their movement. Fixed an issue where the "New Projects Available" Geoscape popup would sometimes incorrectly appear before the research report that is supposed to trigger it. Fixed an issue where the HP / Armour bars above the heads of alien units would not appear after loading a save if the camera was above level 0. Hopefully fixed an issue where the game would not load correctly for some Linux users. Hopefully fixed a rare crash that could occur during the autosave process. -
Yeah, the weight still matters.