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Chris last won the day on September 4
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Another small hotfix for the 7.27.x builds. Bugfixes: Screen shake from firing weapons now works correctly when toggled on - this got broken when we added the settings option for screen shake around launch. Obviously, if you find this annoying you can just toggle it off! Fixed a rare crash that could occur during the AI turn in tactical missions, sometimes triggered if an unconscious unit was being carried in a soldier's inventory. Fixed some further localisation fixes, including a few broken code tags that were causing error text to occasionally show in Spanish and Korean.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Another small hotfix for the 7.27.x builds. Bugfixes: Fixed a bug where the Supporter effects would sometimes display an error string rather than the actual effect. Fixed some potential crash issues with the inventory drag-and-drop system (usually occurs on the Soldier Equip screen). Fixed the Operations Points number on the strategic operations button hover state being wrapped in brackets.
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Another hotfix has been released onto the main Xenonauts 2 branches for everyone to play. We're hoping this is our final hotfix for this series of builds, as this fixes the two remaining reproducible crashes in the game and has made several improvements to the Mod Manager panel. We are working on a larger update in the background, and we should have some more to say about that soon! Game Updates: Updated the visuals / layout of the Mod Manager panel to make it easier to use. The Mod Manager panel now shows more extensive details when there is an issue with a mod, including: Each enabled mod has a red or green circle next to it. Green indicates no problems, whereas red indicates an issue with dependencies, conflicts or versions. Viewing the mod shows the required game version, and any other mods required to make the mod function (dependencies). Any problems are highlighted in red. A new section for "Conflicts" has been added, which indicates when multiple enabled mods are attempting to edit the same file (if this occurs, the changes from the mod that is lower in the list are discarded). When in "Developer Mode", the Conflicts section lists additional information on the conflict so mod creators can easily debug potential issues with their mods. Bugfixes: Fixed a crash that could occur at the start of a tactical mission, or more rarely on the strategy layer - essentially it would happen if you tried to reload a save within a certain time after a "character conversation" occurs (when the Chief Scientist and Operations Director talk about something). Updated the way the game reads save games so that corrupted (or very old) save games existing in the save game directory can no longer cause crashes when the game tries to read the directory. Fixed a mod-related crash that could occur on the Mod Manager panel if in "developer mode" and template patches were interacting with other modded templates / patches. Fixed a Dockyard Battleship UFO map that had a spawn point inside the outer hull of the UFO, which could make any alien that spawned there impossible to kill. Fixed an issue where the first loading screen tip you saw would always be the same after starting / loading a game (although future ones would randomise correctly). Fixed a few more broken translation strings recently reported by users.
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Yeah, the system doesn't work that great right now - basically after the mission all the items are gathered up and transferred to the strategy layer, and then in squad number order the soldiers try to fill their pre-mission loadouts from that item pool. It means soldiers later in the squad order are often left with no consumables while those at the start have more than their fair share. We've had a task open to fix it for quite a while now but there's always been more important things to do instead,
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is hopefully the final build in the 7.27.x series of minor updates and if all goes well we'll release it onto the public branches early next week. Also, we should be putting out a few more details on what we're currently working on in the next few weeks! Bugfixes: Fixed a crash that could occur at the start of a tactical mission, or more rarely on the strategy layer - essentially it would happen if you tried to reload a save within a certain time after a "character conversation" occurs (when the Chief Scientist and Operations Director talk about something). Fixed a Dockyard Battleship UFO map that had a spawn point inside the outer hull of the UFO, which could make any alien that spawned there impossible to kill. Fixed an issue where the first loading screen tip you saw would always be the same after starting / loading a game (although future ones would randomise correctly). Fixed a few more broken translation strings recently reported by users. Added translated strings for the new mod manager UI panel strings.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is a minor update that is designed to tidy up a few issues with the mod manager panel to make life easier for those working on mods. Bugfixes: Updated the visuals / layout of the Mod Manager panel to make it easier to use. The Mod Manager panel now shows more extensive details when there is an issue with a mod, including: Each enabled mod has a red or green circle next to it. Green indicates no problems, whereas red indicates an issue with dependencies, conflicts or versions. Viewing the mod shows the required game version, and any other mods required to make the mod function (dependencies). Any problems are highlighted in red. A new section for "Conflicts" has been added, which indicates when multiple enabled mods are attempting to edit the same file (if this occurs, the changes from the mod that is lower in the list are discarded). When in "Developer Mode", the Conflicts section lists additional information on the conflict so mod creators can easily debug potential issues with their mods.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Bugfixes: Updated the way the game reads save games so that corrupted (or very old) save games existing in the save game directory can no longer cause crashes. Fixed a mod-related issue with template patching, where the game would crash in some incorrect circumstances when in development mode and template patches were interacting with other modded templates / patches.
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A small hotfix for 7.27.3 has been released onto both the main branch and the Experimental branches. This is primarily intended to fix an AI bug that had been introduced in the previous build. Bugfixes: Fixed an AI issue that was causing enemy units not to act every other turn on some missions. Fixed some minor inverse kinematics (animation) issues when a combat shield was destroyed.
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We've now released v7.27.3 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: The Laser Weapons research entry has been updated so the displayed damage multiplier is now 120% rather than 135%, which accurately reflects the pre-upgrade damage values of Laser weapons. The research text has also been updated to better hint at the possibility of future upgrades. Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date. Generally speaking our "major version" patches should not break mods - so a mod made in V7 should work in all versions of post-release V7. The game now only generates a warning if we move onto the next major version (e.g. V8). Bugfixes: Fixed a bug preventing users uploading mods to Steam Workshop via the game. Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down. Fixed a rare crash that could occur when moving items in the Armory. Fixed a rare crash that could occur on UFO interception. Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen. Fixed a rare crash that could occur during the AI turn when enemy units were moving. Fixed a rare AI hang related to overwatch fire against mind-controlled units. Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load. Fixed transparent items like abduction tubes rendering below the shroud in some circumstances. Fixed an issue where sometimes the mission briefing lines would fail to render correctly. Fixed the jungle map stone walls having issues with their colliders.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Bugfixes: Fixed a rare crash that could occur on UFO interception. Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen. Fixed a rare crash that could occur during the AI turn when enemy units were moving. Fixed a rare AI hang related to overwatch fire against mind-controlled units.
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Thing's I'd like to see after finishing X2 a couple times.
Chris replied to x60mm's topic in Xenonauts-2 General Discussion
Thanks, it's great to hear that you enjoyed the game so much. Yeah, it probably won't take 11 years for the next batch of Xenonauts content to arrive - the X2 engine is a much more stable foundation than what we were using for X1 By the way, there is already a setting in the gameplay options that allows you to control the camera rotation if you find the fixed 90-degree angles a problem. Your second point is something that has been raised a lot in player feedback, too, and we'll be taking some steps to fix that issue with DLC in the future. For point 4), were there any specific items that you can remember caused you problems by not having a 3d model? -
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Bugfixes: Fixed a crash that could occur in the tactical layer if a Xenonaut was mind controlled, then another Xenonaut was killed, then mind control wore off (this crash was introduced in 7.27.0 so was never in the main build).
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Bugfixes: Fixed a bug preventing users uploading mods to Steam Workshop via the game. Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Gameplay Changes: The Laser Weapons research entry has been updated so the displayed damage multiplier is now 120% rather than 135%, which accurately reflects the pre-upgrade damage values of Laser weapons. The research text has also been updated to better hint at the possibility of future upgrades. Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date. Generally speaking our "major version" patches should not break mods - so a mod made in V7 should work in all versions of post-release V7. The game now only generates a warning if we move onto the next major version (e.g. V8). Bugfixes: Fixed a rare crash that could occur when moving items in the Armory. Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load. Fixed transparent items like abduction tubes rendering below the shroud in some circumstances. Fixed an issue where sometimes the mission briefing lines would fail to render correctly. Fixed the jungle map stone walls having issues with their colliders.