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Chris last won the day on April 15
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Just another quick hotfix to address a crash affecting a few players. Gameplay Changes: Fully fixed the timing issue that was causing some tactical missions to crash when returning to the strategy layer (the fix for this in 7.20.3 on the main branch fixed it in most but not all situations).
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Just a quick hotfix to address a crash in the most recent patch. Gameplay Changes: Fixed a crash that could occur when returning to strategy after a tactical mission.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). No new changes here, we just accidentally failed to merge in the changes from 7.20.3 when we compiled this build! Gameplay Changes: Merged in the fixes from 7.20.3 that we had accidentally left out of this build.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). As well as a number of general fixes, this update has made several important changes to the save game location in order to properly support Cloud Saves across multiple devices, and to ensure that they always work properly on GOG and Epic. This process definitely needs testing, and if you see any weird behaviour then please report it - we want to make sure everything is working perfectly before we roll this change out to everyone! Save Files & Cloud Saves Migration: Xenonauts 2 currently uses two possible user data locations that are auto-detected based largely on operating system, as newer Windows versions put our default /Documents/My Games/ location within OneDrive and this can cause stability issues. Unfortunately, having two user data locations can cause issues for people trying to play the game across multiple computers (sometimes they are saving to different locations) or who are playing on GOG or Epic (as these services only support one Cloud Save location). We are therefore unifying the user data into the path shown below. You can access this directory easily via the new "Saves" button we've added to the Main Menu screen. C:\Users\<user>\AppData\LocalLow\Goldhawk Interactive\Xenonauts 2\Saves\ When you start v7.21.0 for the first time, it will automatically copy all your existing user data to the new location. The old copies will not be deleted, but will no longer be used. However, if you have files in both of the old user data locations, the game will instead show a popup that allows you to select which of the folders you want to migrate (you can choose to select both). A couple of other quick notes: While this build is on the Experimental branches, cloud saves will no longer work for GOG users (we can't update the Cloud Saves path to the new location until this version goes live for everyone). If you are setting a custom save path in the startup arguments, this will not occur and the game will continue using your existing custom path. Gameplay Changes: Fixed a crash that would occur if you put JSON files that weren't saves into the game save directory. Added a new Xenopedia popup of Accelerated Weapons. This is unlocked from Alien Magnetic Weapons, but doesn't popup by default - it just appears in the Xenopedia to make comparison with other weapon tiers easier (previously there was no dedicated entry for them). The Delegation Cost for launching a UFO mission is now shown on the Launch Combat Team button when viewing the mission information. This cost isn't actually deducted until you fly to the crash site and start the mission, but we still think this is the most useful place to show it! Missions that do not use a dropship (Base Defence, UOO Sabotage, UOO Bridge Assault, etc) now use a more intelligent system to populate the suggested soldiers. Instead of purely populating the squad by rank, they now copy the assignments from the dropship at the base where possible and then autofill any gaps with other soldiers based on their rank. Selecting an aircraft in the air combat by clicking on it will now correctly update the selection on the aircraft infopanels on the right hand of the screen. Made the Ballistic Pistol 3d model a bit larger so it's more readable when a soldier or civilian is carrying a pistol. Balance Changes: Fixed an error in the Cleaner Data Raid mission which led to all of the starting enemies having SMGs. A portion of them will now be equipped with rifles, and some will have body armour alongside their SMGs. The Defender now spawns one wave earlier as a lone UFO on Air Superiority mission (replacing similar missions that feature Fighter UFOs). This allows players to shoot them down and get Defender UFO research. Previously they were first spawning as escort craft for older UFOs that had usually already been delegated, which was an issue because you needed to win the crash site to get the research (or wait until you saw a Defender as part of an air superiority mission). Using the HEVY will now grant Accuracy progression as long as there is a hostile target within the blast radius of the planned shot. Strategy Bugfixes: Fixed being unable to change base selection on the Soldiers screen. Fixed an error in the Suppression tooltip that incorrectly stated that units would immediately lose 50% of their TU and all of their Reflexes, as in reality it's the opposite - they lose all of their TU, and 50% of their Reflexes. Fixed the Mind Control tooltip claimining that Suppression removes Mind Control. Fixed the Regeneration tooltip incorrectly only referring to Sebillians (as Eternals also have the ability). Fixed the Soldiers count on the Main Base screen incorrectly also including vehicles. Tactical Bugfixes: Improved the camera tracking for reaction shots to fix various instances where only the target was shown (even though it would be possible to also show the shooter by moving the camera slightly). Fixed AI units not respecting objects tagged as "Do Not Crush", which was causing Androns and Cyberdrones to wreck the inside of their own UFOs when moving around. Fixed an issue in the shot hit chance info panel (bottom right of the UI) that listed the Wraith's Cloaking Field ability too high up the calculation order, which led to the maths not making sense. Fixed the Colossus being given a second Power Fist in their secondary slot on ENDGAME part 2. Fixed one of the footstep sounds having a slight "clicking" noise at the start. Fixed another instance of the move path generating a purple missing path error. Fixed the soldier name drawing below the portrait in the tactical AI (could be relevant for long vehicle names). Fixed the Colossus losing the louder and stompier footstep sound effects when the Automed upgrade was equipped. Fixed the little decorative bushes in the Desert biome triggering the "half cover" indicator on the cursor even though they have a 0% stopping chance. Fixed walkable meta tiles on top of shipping containers remaining behind after the shipping container was destroyed.
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This is our second major patch since release, and it contains the fixes from 7.20.2 and 7.20.3 rolled together into a single update. The consolidated patch notes can be found below. This update should not break save games, but in the unlikely event you do suffer a crash after loading a tactical save after the update then please try loading a pre-mission strategy save and starting the mission again. Gameplay Changes: You can now double click on a soldier on the Dropship soldier arrangement screen to be taken to the Armory view for that soldier. Updated the translation files to fix more translation errors. Balance Changes: You can once again revive unconscious soldiers with a medikit. This is actually a bugfix, but I'm listing it here because it has big gameplay ramifications! Automed Module (both the standard version and the Colossus variant) now only heal 3 Stun Damage per turn, rather than clearing all Stun Damage each turn. The Colossus: Ultradense Plating upgrade engineering project no longer requires the Alien Fusion Weapons research to construct, just Ultradense Alloys (which brings it into line with what the Vanguard Armour research text suggests). Strategy Bugfixes: Fixed a crash that could occur if you were deleting save game files. Fixed a crash that could occur in the Armory if items glitch and get stuck while being dragged around. Fixed a crash that could occur on the Geoscape after both the interceptor and the UFO are destroyed. Fixed a crash in the pre-mission soldier equip screen for the UOO missions that would occur if you double clicked the "Quantum Gateway" dropship name in the bottom right. Fixed a crash that could occur when placing the Access Lift for a new base. Fixed a rare crash that could occur on the strategy layer caused by a corrupted tactical mission. It would manifest as a sudden (seemingly random) crash on the Geoscape. Fixed it being possible to remove soldiers from airborne dropships (leaving them permanently stuck in the "Airborne" state) by double clicking the Armory soldier list to bring up the assignment menu, and then trying to replace a soldier in the dropship. Fixed the Stalker Stealth Armour incorrectly not showing the jetpack on the soldier paperdoll when equipped. Fixed existing base buildings that had been upgraded by an engineering project not charging upkeep costs (newly built ones worked as normal). Fixed a situation where you could be on the Game Menu (Esc) after an air combat, but be unable to interact with any of the buttons. Fixed the "all Colonels on a team" achievement triggering if the team consisted of only vehicles. Fixed the Data Raid mission briefings incorrectly saying the rewards were 0-200 Operation Points (it's actually 0-100). Fixed the Eternal Observation research project not increasing the Training Rate, despite the description claiming it did. Fixed a variety of tooltips either having typos, having misleading information, or not existing. Tactical Bugfixes: Fixed a crash that would occur if you lost ENDGAME part 2. Fixed a crash that could rarely occur when loading a tactical save after having a "character conversation" play at the start of the mission. Fixed a crash that could occur at the end of the ATLAS Base mission. Fixed being unable to revive unconscious soldiers with a medikit. Fixed an AI hang that could occur if an alien that had mind controlled a Xenonaut fell unconscious during the alien turn. Fixed mind controlled Xenonauts continuing to attack like a hostile unit until end of turn if they were released from mind control during the alien turn (e.g. if the alien was killed by reaction fire). Fixed mind controlled Xenonauts being able to fire their weapons even if they had no ammo in them. Fixed units being able to pass through walls if there was an open door "on top" of it (i.e. sharing the same tile edge). Fixed some roof edge tiles not properly causing units to fall if they were destroyed. Fixed the teleporters costing 0 TU to activate manually if you right-clicked the exit teleporter rather than the one the soldier was standing on. Fixed the camera not following the teleported soldier when you right-clicked the teleporter to manually teleport. Fixed an issue where a teleporter would trigger if a soldier stood on it attempted to make a move that included a turn, but did not actually have enough TU to move off the teleporter, and so only did the turn action. Fixed Reapers not spawning on the tile where the Zombie they hatched from just died. Fixed an error in the alien spawning logic that could cause Symbiotes to spawn on the other side of solid walls from the impact point of the projectile that spawned them. Fixed the Reaper Alpha corpse item being too large for the ground area, which meant that if you picked it up you couldn't put it down again! Fixed the Advanced Medikit not playing a "heal" sound when used (like the standard Medikit does.) Fixed some instances where fire tiles could end up floating in the air (which would occur if they were spawned by an explosion that also destroyed the roof tiles they were spawning onto). Fixed a dockyard warehouse roof destruction edge frill spawning misaligned. Fixed one of the alien props (the purple couch thing) z-fighting with the floor on the upper levels of UFOs.
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Full playthrough feedback
Chris replied to Ogilvy the Astronomer's topic in Xenonauts-2 General Discussion
Thanks for the thoughts. There's a few interesting points in there that I'd not considered before, and in general I think your feedback mirrors what other players have said - the first third of the game is the strongest, and it gets a bit less varied and interesting (and also easier) as the game goes on. We can make some improvements to things just by tweaking the numbers, but yeah I think we're going to need to ensure any DLC we release are focused around maintaining a decent supply of interesting new content and / or enemy abilities in the middle and later stages of the game. -
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Changes: Fixed a rare crash that could occur on the strategy layer caused by a corrupted tactical mission. It would manifest as a sudden (seemingly random) crash on the Geoscape. Fixed a bug that make certain ground tiles non-walkable (generally around the edges of rooms). This was blocking the tactical section of the tutorial, making base defence missions a problem, etc. Updated the translation files to add in translations for the new text added in 7.20.2, and to fix more translation errors.
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Hey - our tech director is on holiday today so I can't ask him if that's the correct link or not, but I think it is. Have you seen this page specifically? https://github.com/GoldhawkInteractive/X2-Modding/wiki Best thing to do is to join our discord and join the modding channels as there's several active modders in there. If it does turn out the modding documentation is out of date, please post a message there (or here) just highlighting what is out of date because most likely he just missed something he was meant to update.
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Constant popping sounds in tactical mode
Chris replied to Xayrlen's topic in Xenonauts-2 Bug Reports
Sorry for the slow reply here. We did watch your video and puzzled over it a bit, and eventually after a bit of testing we figured out the issue. It's in one of the dirt footstep sound effects, which we'll fix in our next patch. -
[V7.19 - Ground Combat] Teleport doesn't waste any action points
Chris replied to Valex's topic in Xenonauts-2 Bug Reports
Ah, sorry, I misunderstood what you wrote first time. My fault, your explanation was pretty clear but I just misread it. Yes, you're correct - this is a bug, but it actually should already be fixed in the latest build currently on the Experimental branch (v7.20.2). -
7.19 Ground Combat Crash cant progress game
Chris replied to MagonIV's topic in Xenonauts-2 Bug Reports
The build v7.20.2 is out on the Experimental branch now - see if that fixes your problem! -
Thanks for the bug report. This will probably be because the most recent update fixed some bugs in certain maps, and unfortunately updating a map breaks any tactical saves from that particular map. Sounds like you've already found the fix though - restarting the mission from the strategy layer allows you to play as normal
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is our second major post-release stability patch, containing a large number of fixes and improvements to the game. As there are a lot of changes we'll be giving this an extended run on the Experimental branch before we release it to the public! (If you're wondering about the version number, 7.20.0 and 7.20.1 were internal test builds that were never released!) Gameplay Changes: You can now double click on a soldier on the Dropship soldier arrangement screen to be taken to the Armory view for that soldier. Balance Changes: You can once again revive unconscious soldiers with a medikit. This is actually a bugfix, but I'm listing it here because it has big gameplay ramifications! Automed Module (both the standard version and the Colossus variant) now only heal 3 Stun Damage per turn, rather than clearing all Stun Damage each turn. The Colossus: Ultradense Plating upgrade engineering project no longer requires the Alien Fusion Weapons research to construct, just Ultradense Alloys (which brings it into line with what the Vanguard Armour research text suggests). Strategy Bugfixes: Fixed a crash that could occur if you were deleting save game files. Fixed a crash that could occur in the Armory if items glitch and get stuck while being dragged around. Fixed a crash that could occur on the Geoscape after both the interceptor and the UFO are destroyed. Fixed a crash in the pre-mission soldier equip screen for the UOO missions that would occur if you double clicked the "Quantum Gateway" dropship name in the bottom right. Fixed a crash that could occur when placing the Access Lift for a new base. Fixed it being possible to remove soldiers from airborne dropships (leaving them permanently stuck in the "Airborne" state) by double clicking the Armory soldier list to bring up the assignment menu, and then trying to replace a soldier in the dropship. Fixed the Stalker Stealth Armour incorrectly not showing the jetpack on the soldier paperdoll when equipped. Fixed existing base buildings that had been upgraded by an engineering project not charging upkeep costs (newly built ones worked as normal). Fixed a situation where you could be on the Game Menu (Esc) after an air combat, but be unable to interact with any of the buttons. Fixed the "all Colonels on a team" achievement triggering if the team consisted of only vehicles. Fixed the Data Raid mission briefings incorrectly saying the rewards were 0-200 Operation Points (it's actually 0-100). Fixed the Eternal Observation research project not increasing the Training Rate, despite the description claiming it did. Fixed a variety of tooltips either having typos, having misleading information, or not existing. Tactical Bugfixes: Fixed a crash that would occur if you lost ENDGAME part 2. Fixed a crash that could rarely occur when loading a tactical save after having a "character conversation" play at the start of the mission. Fixed a crash that could occur at the end of the ATLAS Base mission. Fixed being unable to revive unconscious soldiers with a medikit. Fixed an AI hang that could occur if an alien that had mind controlled a Xenonaut fell unconscious during the alien turn. Fixed mind controlled Xenonauts continuing to attack like a hostile unit until end of turn if they were released from mind control during the alien turn (e.g. if the alien was killed by reaction fire). Fixed mind controlled Xenonauts being able to fire their weapons even if they had no ammo in them. Fixed units being able to pass through walls if there was an open door "on top" of it (i.e. sharing the same tile edge). Fixed some roof edge tiles not properly causing units to fall if they were destroyed. Fixed the teleporters costing 0 TU to activate manually if you right-clicked the exit teleporter rather than the one the soldier was standing on. Fixed the camera not following the teleported soldier when you right-clicked the teleporter to manually teleport. Fixed an issue where a teleporter would trigger if a soldier stood on it attempted to make a move that included a turn, but did not actually have enough TU to move off the teleporter, and so only did the turn action. Fixed Reapers not spawning on the tile where the Zombie they hatched from just died. Fixed an error in the alien spawning logic that could cause Symbiotes to spawn on the other side of solid walls from the impact point of the projectile that spawned them. Fixed the Reaper Alpha corpse item being too large for the ground area, which meant that if you picked it up you couldn't put it down again! Fixed the Advanced Medikit not playing a "heal" sound when used (like the standard Medikit does.) Fixed some instances where fire tiles could end up floating in the air (which would occur if they were spawned by an explosion that also destroyed the roof tiles they were spawning onto). Fixed a dockyard warehouse roof destruction edge frill spawning misaligned. Fixed one of the alien props (the purple couch thing) z-fighting with the floor on the upper levels of UFOs.
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We've released our 7.19.2 patch onto the main Steam / GOG / Epic branches, which contains the fixes from 7.19.1 and 7.19.2 rolled together. Essentially it re-introduces the localisation improvements that were lost when we rolled back to 7.19.0 while also fixing the crash that made 7.19.1 unplayable. Gameplay Changes: Fixed a crash that could occur if the user visited the Soldier screen either due to a "soldiers arrived" popup message, or if they viewed the Soldier Recruitment tab and then switched back to the Manage Soldiers tab. Large number of localisation fixes and improvements. Fixed the soldier list on the Soldier screen re-ordering itself after a soldier was fired or transferred.