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Chris last won the day on June 2
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Project Lead, Xenonauts
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Balance Changes: ARES Strength increased to 100 (up from 50), matching the MARS - this makes burst fire weapons slightly more accurate. The explosions caused by dying aliens (Servitors, Cyberdrones) no longer destroy items on the ground, as a lot of players ended up being confused about why their items had vanished and it was usually because they were caught in an explosion when on the ground after the soldier carrying them had been killed. Damage synchronisation has been added to the ENDGAME first stage 1-tile thick alien building walls. If you blast a hole in these from the outside, the inner wall is now destroyed. If you destroy the thin interior walls, the outer wall is not destroyed (because they're tougher) but a corresponding amount of damage is also applied to them. Gameplay Changes: We've fixed one of the most annoying UI issues in the tactical combat - the entire selection box always drawing above the shroud. It now behaves like it did during most of Early Access, and it will be much easier to see which level the camera / selection box is on when interacting with tiles on the edge of the shroud (or inside UFOs, or the upper levels of alien bases, etc). We've also fixed an issue where projectiles and thrown grenades would be hidden by the shroud, which would cause them to disappear when passing over unrevealed tilles. The rule is now that projectiles / grenades will always be drawn above the shroud if the shooter is visible. The alien spawners on certain missions (UOO Bridge Assault, Endgame) are now no longer hidden by the fog of war once revealed, unlike standard enemy units. Fixed some performance issues with the pre-mission deployment phase on certain missions. We've introduced a JSON patching system to the game, which allows mods / DLCs to edit a specific part of a JSON file in the game without having to edit the whole file. This is important because it means multiple mods will be able to edit the same JSON file without problems (as long as each mod is changing different parts of the file). Bugfixes: We've improved the save system so the game no longer creates corrupted saves due to the save process being interrupted - now if the creation of the save fails (say due to a game crash or PC shutdown happening halfway through the save process), no save file gets created at all. This should improve stability because those corrupted files can themselves sometimes cause problems for the game, as well as causing crashes if the players try to load them. Fixed a save game problem where you could save the game on particular missions after the main objective had been completed - e.g. on the UOO Bridge Assault mission, it was possible to save while the game was doing the post-completion cutscene where the station explodes and your troops teleport away. Trying to load that save would cause a crash. Fixed the player being able to use the strategy screen hotkeys (F1-F9) to move to another screen during the pre-mission soldier equip screen on Base Defence missions, which allowed them to skip the base defence. In the air combat, the UFO charge bar now stops filling when all Xenonaut interceptors have retreated, as it takes a few seconds for air combat to fade out after the battle ends. Previously the UFO could sometimes "jump" to a new location on the Geoscape if the charge bar filled up during this period. Fixed various air combat issues related to the Afterburner / Retreat modes. Unless Throttle Lock is set, Afterburner and Retreat mode will now override any existing speeds manually set by the player and make the aircraft travel at max speed (unless you're using Afterburners and tailing a UFO; then the Afterburners will automatically reduce speed if it would cause you to overshoot the UFO). Fixed Xenonaut interceptors not retreating instantly once they reached the edge of the air combat battlefield. Fixed a situation where Xenonaut interceptors could get stuck at 0 speed when attempting to retreat and reaching the edge of the map while a UFO was chasing them. Fixed mechanical units like the MARS being unable to use teleporters with right-click like normal soldiers can. Fixed an issue where destroying upper level floors on Endgame stage 1 would not always reveal the floor tiles on the level below that should have become visible. Another attempt to fix the black interior walls on the Western Town restaurant buildings (this bug only affects players using AMD cards, or on Linux). Let us know if it works!
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Yeah, this is one of the more common complaints about the game. We've been working to improve it throughout the Early Access period - the initial Early Access launch of the game didn't have the Rescue Soldiers, Convoy Ambush and Rescue VIP Cleaner missions in it, nor either of the UOO missions (there weren't even any phases either), but we added them because people were asking for more mission types. But doing that was very time consuming and we couldn't spend forever in Early Access. The other part of the issue is that many of the mission types don't make sense when the actual overt invasion starts. It doesn't make sense for the aliens to have reinforcements coming once the humans are all aware of the invasion and the Cleaners have been knocked out, except in certain situations like on the UOO space station. So that's sort of why things feel like they end abruptly after Phase 1. But modders could always add the Cleaner mission types to the main campaign for players who don't mind that it wouldn't entirely make sense. Finally, one of the DLC is planned to add a new short sequence of missions in a new environment type for the mid / late game, which will hopefully help fix this issue.
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We've now released v7.25.2 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: Improved the visual rendering of fire / smoke where it comes to shroud. The fire / smoke now draws under the shroud where they overlap, rather than entirely removing the shroud where they overlap as they did previously. Various changes and improvements to the air combat: Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute. Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle. Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right. Aircraft with afterburners active will no longer attempt to match speeds with their target UFO and will continue to close until the afterburners are disabled. This should make the basic Angel vs Observer fight easier, as the Angels would previously stop closing as soon as they entered maximum cannon range - but as soon as you disabled afterburners so they could actually attack, you would only get a few shots away before the Observer escaped from cannon range. Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle. It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work). Added a "changelog" for modders that lists the changed files in each version of the game, which should make it easier for modders to track while files they need to update after each new release. This can be found at Xenonauts2/Assets/Assets/xenonauts/changelogs/ Bugfixes: Fixed a crash on the Geoscape multi-select UFO popup (if multiple units are very close together) that could occur if you were clicking the OK button repeatedly. Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props). Fixed the Cyberdrone front armour HP not updating when it takes damage. Fixed several related bugs that sometimes permitted "miss" shots / grenades to pass through the floor without hiting anything. This was particularly noticeable for explosive weapons, as it could cause them to occasionally not detonate. Fixed grenades exploding on top of shipping containers being unable to damage the container. Fixed the "open Steam Workshop" button on the Mod Management panel not working properly. Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it). Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus. Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen. Fixed weapons having different positions on the Aircraft paperdoll image depending on whether you placed them in the left or right slot of a paired slot (they now always use the values of the left slot). Fixed some more misaligned text fields in the French translation, and a few more minor translation string issues. Fixed some additional mod loading bugs.
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Thanks. We don't really own the translations of the game - all we do is pass the issues / suggestions onto the localisation team at our publishers, and if we've replied to your posts previously then we will have done that. I don't speak German so I don't know if "Autopsie" is more correct than "Ausputzer", I have to rely on them to make that decision and update the files if necessary. Although in this case Google translate suggests it's a pretty clear error that they've ignored so I'll flag that one with them again. However, any known issues where the German translation was showing non-translated English strings and the various issues where the translated text strings are too long and overflowing into other lines etc have now been fixed. Those are the issues we do have control over; we don't need to understand a foreign language to fix them. EDIT - I've looked into this, and the issue has already been fixed. The problem is you're continuing an old campaign where the old incorrect text has already been saved into your save game. If you start a new campaign the text will be correct.
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Dren has already answered some of these points, and it's worth saying that there's a Settings option to turn off any reaction fire that has a chance of hitting friendlies. I just wanted some clarification on a couple of the points you raised: Consider allowing positioning of squad in the soldier tab. You can only do that while starting mission. I always start in the soldiers tab to fill the ship and select the right roles for each soldier. Then go into inventory of each unit. When a new mission starts, there is no link to soldier tab. Can you explain these in a bit more detail? What are you trying to achieve and what would you like done differently? There's a good chance the game already supports what you want to do, but it's not always obvious to us what the player is trying to do and how they are trying to achieve it (because there's more than one path for assigning / moving soldiers in dropships etc).
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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 where air combat autoresolve would regularly time out and result in a draw. Added a "changelog" for modders that lists the changed files in each version of the game, which should make it easier for modders to track while files they need to update after each new release. This can be found at Xenonauts2/Assets/Assets/xenonauts/changelogs/
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Gameplay Changes: Improved the visual rendering of fire / smoke where it comes to shroud. The fire / smoke now draws under the shroud where they overlap, rather than entirely removing the shroud where they overlap as they did previously. Various changes and improvements to the air combat: Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute. Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle. Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right. Aircraft with afterburners active will no longer attempt to match speeds with their target UFO and will continue to close until the afterburners are disabled. This should make the basic Angel vs Observer fight easier, as the Angels would previously stop closing as soon as they entered maximum cannon range - but as soon as you disabled afterburners so they could actually attack, you would only get a few shots away before the Observer escaped from cannon range. Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle. It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work). Bugfixes: Fixed a crash on the Geoscape multi-select UFO popup (if multiple units are very close together) that could occur if you were clicking the OK button repeatedly. Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props). Fixed the Cyberdrone front armour HP not updating when it takes damage. Fixed several related bugs that sometimes permitted "miss" shots / grenades to pass through the floor without hiting anything. This was particularly noticeable for explosive weapons, as it could cause them to occasionally not detonate. Fixed grenades exploding on top of shipping containers being unable to damage the container. Fixed the "open Steam Workshop" button on the Mod Management panel not working properly. Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it). Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus. Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen. Fixed weapons having different positions on the Aircraft paperdoll image depending on whether you placed them in the left or right slot of a paired slot (they now always use the values of the left slot). Fixed some more misaligned text fields in the French translation.
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We've now released v7.24.2 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: We've fixed a bug that was causing the Monthly Funding Modifier difficulty setting to not work properly - previously, all difficulty settings were getting 100% of the normal funding. As fixing this bug would affect game balance, we've adjusted the previous (nonfunctional) values as follows: Veteran and Commander balance remains unchanged (now 100% funding). Soldier gets 10% extra funding (110%), and Recruit gets 25% extra funding (125%). This change will only affect new campaigns. Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons: Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles. Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did. Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil). Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages. Added a description to the Colossus Armour, as it did not have one (unlike the other armours). Added some extra information to Laser weapon tooltips so it's more obvious that they have an Accuracy bonus and are better at destroying terrain. Removed dependencies on manifest bundles, which should make life easier for modders! Bugfixes: Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play, Fixed there being a brief white flash in the UI when you open a Supporter or Strategic Operation UI panel as the image loads in. Fixed a bug where the campaign "Monthly Funding Modifier" difficulty setting was not working correctly. Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended. Fixed soldier arrival notification not having a scrollbar, which means the popup could go off the bottom of the screen if you hired lots of soldiers at once.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). If no bugs are encountered over the weekend then we'll be releasing 7.24.2 onto the stable branches next week. Gameplay / Balance Changes: Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons: Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles. Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did. Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil). Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages. Added a description to the Colossus Armour, as it did not have one (unlike the other armours). Bugfixes: Fixed a crash that would occur if you cancelled an engineering project that was constructing an interceptor.
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Glad you enjoyed the game! Interestingly, there's very little market for this sort of game on console. If you ignore the fact that it'd actually be quite hard to port because the control system and UI is fundamentally designed for mouse and keyboard, I've been reliably informed that a successful strategy game launching simultaneously onto consoles alongside its PC launch would expect to get about 12%-14% of its PC sales across all the consoles COMBINED (and we wouldn't be doing a simultaneous launch so we'd get less). So it ends up being a lot of effort for not very much money. Our publishers did actually evaluate trying to port to consoles but decided it just didn't make sense, even though they've got links to a good porting studio!
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We've now released v7.23.4 onto the main branches, This is a quick hotfix for the existing 7.23.2 Stable build to fix an annoying bug. Bugfixes: Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play,