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Chris last won the day on April 30
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[7.22.1 - General] Stalker Armor doesn't show jetpack.
Chris replied to Shotcrete's topic in Xenonauts-2 Bug Reports
Thanks. This bug doesn't seem linked to the jetpack itself, it seems to be linked to the fact the unit has 0 TU. If their TU is refreshed then they path normallly. I'll chat to the programmers about it. -
[V7.21.3 - General] All saved games are gone
Chris replied to Bald-boy's topic in Xenonauts-2 Bug Reports
Hey - hmmm, I guess it depends how you're getting the game onto GeForce now. Are you putting your games onto GeForce Now via your Steam account? If so we could probably put an older version of the game on a branch for you to play, or maybe you could use the command line arguments to set the updated file path? Let me know what your setup is anyway. -
Thanks. This looks like an issue with the game loading files - does it happen if you start a fresh campaign? The issue might also go away if you do a hard reinstall of the game, as it's perhaps caused by a corrupted file:
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Thanks. Do you have a controller plugged in, or any other input device? That's often the cause of UI input issues. Although I guess it'd be strange that this happens sometimes and not other times if so!
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Another hotfix for v7.21 to address ongoing crashes related to players having old saves in their save directory. This should fully fix the issue, but if not, players can always manually delete old campaigns from their save directory while they wait for another patch (any campaign folder that doesn't have a string of numbers at the end of the name can be deleted). Changelog: Another fix to prevent saves from several years ago causing crashes when scanning the save game folder.
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This is a quick hotfix for the v7.21.3 build released yesterday. It fixes the crashes from loading desert biome tactical saves, and the issue where the Load Game panel would display a blank list for 30+ seconds (making people think their saves were gone) if you had large numbers of Early Access saves. If you played a lot during Early Access, it might be worth cleaning out your save game folder to prevent issues in future - click the button on the Main Menu screen marked "Local Folder" and go to the /Saves/ folder. You should be able to delete any folder that doesn't have a string of numbers appended at the end, as they will be from before our 1.0 release! Changelog: Re-enabled the Crash Bug Reporter pop-up screen on startup after a crash. Fixed an issue where large numbers of old saves from the early stages of Early Access would cause the Load Game panel to show a blank list for 30+ seconds, making players think their saves had been lost. Reverted a fix to the desert bushes that was causing desert biome tactical saves to crash on load if they were made in v7.20.4 or earlier. The downside of this fix is that any desert tactical saves made in the last 24 hours will now be broken (but obviously that's the lesser of two evils). If you're getting this crash, please just load the pre-mission strategy save and restart the mission and everything will work fine. If you're playing Iron Man and you're unable to continue your campaign, please make a bug report and we'll manually fix your save for you. Added updated translation strings and some improvements to the non-English loading screen trips.
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We've now released v7.21.3 onto the main branches, and the consolidated patch notes for 7.21.0 to 7.21.3 can be found below. The biggest change is the update to the save game location in order to properly support Cloud Saves across different devices, platforms and services. Save Files & Cloud Saves Migration: Xenonauts 2 currently uses two possible user data locations that are chosen automatically largely based 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 (which are sometimes using different locations from one another) or who are playing on GOG or Epic (as these services only support a single Cloud Save location). We are therefore unifying the user data into the path shown below. You can access this directory easily via the new "Local Folder" button we've added to the Main Menu screen. C:\Users\<user>\AppData\LocalLow\Goldhawk Interactive\Xenonauts 2\Saves\ When you start v7.21.3 for the first time, it will automatically copy all your existing user data to the new location (rhe old files will not be deleted). 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 both if you want). If you are manually setting a custom save path in the startup arguments, none of this will 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: 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 worked for most but not all situations). 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 update is only accessible by switching to our Experimental branches (instructions on how to do so here). There was a slight mix-up on builds at our end last night, and we released v7.22.0 onto Experimental rather than v7.21.4. These patch notes therefore contain all the changes from v7.22.0 and v7.22.1. Balance Changes: Reduced miss shot deviation by about 20% for the average shot, and 40% for the maximum deviation shot. This means you're no longer able to hit a diagonally adjacent soldier on a miss if you're shooting directly forward. Humans can no longer use alien grenades. Set the Western Town restaurant exterior wall pillars to not block movement, or offer cover (they're too small to realistically do either). Changes & Bugfixes: The game now indicates on the Campaign Victory screen if you were playing Ironman mode (it puts it in brackets after the Difficulty Level if so). Fixed a rare Geoscape crash that could occur if a UFO took off at the exact moment a nearby radar structure finished contruction. Fixed a crash that could occur when loading a tactical save on particular maps. Fixed a crash that could occur loading a save made after a Cyberdrone exploded. Fixed a rare crash that could occur when an AI unit suffered a morale break. Attempted fix for the interior walls of the Western Town restaurant building appearing black on AMD cards, or on Linux. Fixed the game detecting the same object twice when clicking an icon on the Geoscape, and asking you to choose from a list that contains two identical entries. Fixed the Engineering Capacity slider on the Manage Engineers screen not displaying correct numbers if you have more Engineers than you have Workshop space available. Fixed unique upgrade projects in the Engineering queue of a destroyed base becoming being permanently inaccessible to the player. Fixed tooltips showing an error if they are linking a hotkey that the player has unbound. Fixed the reload quick button always showing, even when the soldier doesn't have a clip available to reload their gun with. Fixed smoke being unable to spawn on certain water edge tiles. Fixed dead bodies on the ground showing damage numbers if hit by bullets. Fixed the Colossus Power Fist being dropped on the ground when the wearer is killed or stunned. Various fixes to support modding. Fixed the Tooltip Lock / Unlock Time settings being controlled by the wrong slider if accessed from the Main Menu. Fixed various missing / incorrect button tooltips. Fixed the game automatically rebinding keybinds on startup that had been intentionally left unbound. Removed the Roadmap button on the Main Menu, as it is no longer relevant. Various translation fixes.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). 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.