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Chris

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Chris last won the day on October 20

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    Project Lead, Xenonauts

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  1. 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.
  2. 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.
  3. Thanks for all the reports - don't worry about being annoying, it's useful to have someone reporting all the little issues they encounter!
  4. 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.
  5. So what's the score shown on the Research screen? Because I think this is correct as is, and each base is giving you +108% speed plus a base speed of 100% from the Chief Scientist?
  6. Yeah, I think this is an issue with the zoom settings. I'll update them in the next major update (v8).
  7. 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).
  8. 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.
  9. 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).
  10. 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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  11. 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.
  12. 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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  13. 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.
  14. 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.
  15. 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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