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Chris

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Chris last won the day on February 20

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    Project Lead, Xenonauts

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  1. Hi - actually, since Milestone 7 will become the 1.0 version of the game so there's a chance that Milestone 7 saves will be compatible with the final version. However it's difficult to say because save games sometimes get broken during the Experimental testing version due to new features or major bugfixes, although we try to avoid doing it whereever possible. So the safest thing to do is to wait. But if you wait another few weeks the game will hopefully be stable enough that the saves will not get broken again. @Alienkiller please don't misinform people about this. Milestone 7 is the final update in Early Access!
  2. 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 soldiers being unable to equip certain items in the primary / secondary slot. Disabled a map that was causing crashes for the Cleaner Base mission. We'll fix and reintroduce the map next week, Fixed various places where text was throwing code errors and not displaying correctly.
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  3. 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! Balance / Gameplay Changes: The light variant of Xenonaut armour now grants roughly 65% of the armour of the Heavy Armour variant (except for the basic Tactical Armour), rather than 50% as in previous versions. Reverted Combat Shields to 100% effectiveness on Veteran and Commander difficulties. This change was originally made to address how powerful the shield & pistol combo was when given to the entire team. After some more testing, we decided that it wasn't quite overpowered enough to warrant a second shield nerf (after Milestone 6 reduced their side protection), so we've returned to the previous values. Cost of the Identify Recruits strategic operation reduced to 35 OP, and cooldown reduced to 1 day. In a future patch we'll set this operation up to decrease in cost by 1 OP per day, so you effectively retain your free monthly soldier pool refresh but also have the opportunity to refresh more often if you spend OP to do so. Colossus should now be able to place items it cannot use in its Primary / Secondary slot into its backpack. Set up the Secondary soldier inventory slot to display grey when the Colossus Power Fist is equipped in it, indicating that it cannot be unequipped. Added a slight visual trail to alien Symbiotes when they are being shot at you. Bugfixes: Fixed the game crashing when trying to load a tactical autosave. Fixed two different crashes that could occur at the end of a tactical battle. Fixed another way of getting the Rescue Soldiers preview soldiers stuck in your dropship if you cancelled the mission preparations, which would cause a crash when you tried to use the dropship. Fixed LMGs not having both burst fire modes. Fixed certain Research projects (like Laser Weapons) incorrectly showing a quantity number after their title. Fixed there being a minor dark flicker on the Geoscape after a dropship reaches a mission site.
  4. Thanks for the suggestion. No, I don't see this as a controversial request. We've tried to leave the Commander's identity ambiguous where possible, as you've already noted. Which specific places make it obvious the Commander is male? You're not mixing up the General and the Commander, are you? That said, I don't think we've got much scope to fix things up prior to launch - but you never know.
  5. If you're reporting this sort of thing we ideally need a save game, as the ambient sounds are chosen based on the map settings.
  6. So it's an intermittent issue? Does it only affect vehicles, or all units on that screen?
  7. Thanks, yeah, it seems like a lot of objects are missing destruction scripts. I'll fix this in the next update.
  8. Thanks. We'll get this fixed.
  9. Looks fine to me when I load the save. What resolution etc are you playing on?
  10. This seems to work fine for me, both in Unity and in the Steam game. Can you double check you're experiencing an issue in that save?
  11. Thanks. Unfortunately this is just a result of the new shader that makes the smoke / fire correctly draw over the shroud, we're not going to be able to fix this (it's better than the alternative).
  12. I'll look at the cost for the bases when I do a proper playthrough of the game, but for most players we're talking about 200-300 OP cost for building bases across the entire game. We could reduce it to 50 OP per base but it feels a bit strange that getting a new base would require the same OP investment as finding a few new soldiers, so 100 seems a more appropriate number. All this is all in the context of probably the most common balance complaint in Milestone 6 being that players got way too many OP way too quickly, so part of the intention of the balance pass has been to add more OP costs into the game. Maybe the changes take that too far, but people aren't going to know that from the patch notes alone. As for the soldier recruitment mission, it's very difficult to combine the monthly refresh with the new operation unfortunately - it'd suck if you spend OP recruiting new elite soldiers in your suggestion, and then the month end refresh clears the pool a few days later and replaces it with standard soldiers instead (especially for newer players who don't actually know there's a month end refresh). So I think you need to stick with one or the other. Anyway, we're already planning to make the cost of the mission slowly reduce over time, which will probably help a lot with this issue.
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