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Chris last won the day on November 4
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Project Lead, Xenonauts
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We've pushed out a new update that reverts the Unity 6.6 upgrade from our previous build (7.28.0), as a small number of users were experiencing issues with starting the game. There were no gameplay changes in this build or the previous one, so effectively the game remains the same as it was in 7.27.13 before the upgrade. If for any reason you continue to experience issues with the game after this patch, the specific pre-upgrade build (7.27.13) is available on the "legacy_v7" Steam branch for anyone to use if needed. The Unity 6.6 versions are still active on the Experimental branch, and we'll try and figure out what might have been causing the startup issue for those affected (we need the 6.6 upgrade to support our upcoming mod tool release). If you were one of the users affected by the startup issues, it would be great if you could create a bug report here on the forums so we can investigate. Please grab the crash report zip file from the /BugReports/ folder in the user directory - there's a button on the Main Menu marked "Save Directory" which will take you there!
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We've just released a new version of Xenonauts 2 where we have upgraded from Unity 2022 to the more modern Unity 6.6 version. There are no gameplay changes in this update - it should just run a little faster, and be more future-proof. Please let us know if you encounter any problems with this build (a quick post in our Steam sub-forum for bug reports would be great), However, nothing serious has come up in our internal testing or the public testing on the Experimental branch, so hopefully it won't cause players any issues.
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We've just released a test build of Xenonauts 2 onto the Experimental branch where we have upgraded from Unity 2022 to the more modern Unity 6.6 version. This update is only accessible by switching to our Experimental branches (instructions on how to do so here). There are no gameplay changes in this build, and we intend to leave it for a few weeks before we start testing our v8 builds to see if the Unity upgrade causes any unforseen issues. Our internal testing hasn't turned up any problems, but we need to test it on a wider range of hardware before we commit to the upgrade (which will arrive as part of our upcoming v8 patch).
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Although we weren't planning to patch 7.27 again, we decided that fixing a loading hang that could occur if a Battleship UFO crashed in a particular biome was important enough to warrant anotherr quick hotfix! Changes: Fixed a bug that was preventing players from loading into two of the Dockyard Battleship UFO maps (the game would just get stuck at 90% loaded). Made a small change to the opt-in analytics crash reporting, as it was incorrectly flagging users as having a modded game even if all their mods were disabled.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Changes: Fixed a bug that was preventing players from loading into two of the Dockyard Battleship UFO maps (the game would just get stuck at 90% loaded). Made a small change to the opt-in analytics crash reporting, as it was incorrectly flagging users as having a modded game even if all their mods were disabled.
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Sorry I didn't reply to this earlier - basically the main reason why there's no stairs or slopes in tactical maps is because vision and shooting between different height levels is a bit janky. It's not so bad when you're transitioning fully between the ground and one level higher, but you'd get a lot of weird cases if a soldier was halfway up a slope and so they had their head in one level and lower body in another. What level are they on at that point? Logically they should be on the upper level because that's where their eyes and guns are, but then nobody would be able to shoot their lower body. It's stuff like that. We should have made the simulation more granular when we started development, but it's too late to change it now (and we were having performance issues with the sheer number of tile points being rendered when development began, and vertically subdividing each level further would have made that exponentially worse). Maybe we'll fix it eventually but it's quite a thorny design and implementation problem.
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[Vx7.27.12 - Air Combat] Smoothness of scaling
Chris replied to leha's topic in Xenonauts-2 Bug Reports
Yeah, I think this is an issue with the zoom settings. I'll update them in the next major update (v8). -
We've released one more small update for the 7.27.x series of builds, which adds a few new translation strings and makes a small but useful improvement to the tactical UI when using upgraded laser weapons. We expect this to be the final 7.27.x hotfix as we are not aware of any further crashes or localisation issues in the game - so if you encounter any, please do report them! As mentioned previously, we are quietly working on a larger v8 patch that contains quite a few upgrades - you'll hear more about that soon! Gameplay Changes: Weapons that regenerate ammo (i.e. the upgraded Laser weapons) now show the number of shots they are regenerating next to their ammo counter in the tactical UI - e.g: 5/5 (+1) Added translations for a few additional missing text strings (e.g. the updated Laser weapon tooltip descriptions).
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[v7.27.7 tactical] missing details about kills and medals
Chris replied to st3fan21's topic in Xenonauts-2 Bug Reports
Thanks for the comment. I'm 90% sure we fixed the issue where stunned units were not counting as kills (looks like in 7.19.0), so let me know if that's not working for you! We'll bear in mind the suggestion about total killls and medals, although the tactical inventory is a bit short on space relative to some of the other screens. -
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). These are the final two small fixes for 7.27.11, and if no further issues are reported by the community then this will be the final hotfix before our larger v8 update. Changes: Weapons that regenerate ammo (i.e. the upgraded Laser weapons) now show the number of shots they are regenerating next to their ammo counter in the tactical UI. For example: 5/5 (+1) Added translations for a few additional missing text strings (e.g. the updated Laser weapon tooltip descriptions).
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We've released another collection of bugfixes for Xenonauts 2, fixing another three crashes and addressing the "Operations Points Available" popup after the ATLAS Base mission not being translated (a bug which had been introduced a few weeks ago), along with some other more minor fixes. Another update is planned in the next week to fix a few additional (but minor) translation issues. As mentioned previously, we're working on a larger patch and we'll have an announcement related to that at some point in the near future. Gameplay Changes: 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. If you find this annoying, you can toggle it off in the options. Bugfixes: Fixed a crash that could occur at the end of tactical combat if a player manually aborted the mission just before it automatically transitioned back to strategy, causing the game to run two parallel loading threads. 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 potential crash issues with the inventory drag-and-drop system (usually occurs on the Soldier Equip screen). Fixed a bug where the Supporter effects would sometimes display an error string rather than the actual effect. Fixed the Operations Points number on the strategic operations button hover state being wrapped in brackets. Fixed the "Operations Points available" popup after the ATLAS Base mission not being translated. 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 7.27 as we've identified another crash bug and dealt with a recently-introduced translation bug. We're planning on releasing this build onto the main branch on Monday unless further issues are identified! Bugfixes: Fixed a crash that could occur at the end of tactical combat if a player manually aborted the mission just before it automatically transitioned back to strategy, causing the game to run two parallel loading threads. Fixed the "Operations Points available" popup after the ATLAS Base mission not being translated.