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Chris last won the day on May 29
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Project Lead, Xenonauts
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Yeah, there's two cases where you don't get a crash site: 1) it's a type of UFO that spawns wreckage rather than a crash site, like a Fighter or Bomber UFO. But then you'd see a wreckage site on the map so it's probably not that (especially as Destroyers do create crash sites). 2) if you shoot down the UFO over water, including inland water like lakes, you don't get a crash site - but the game should warn you with a "Are you sure?" popup if you try to engage a UFO over water. So if you did shoot it down over water and you weren't warned, that would be a bug in the game.
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Thanks. Koki has given you a save that'll hopefully allow you to continue your campaign, but hopefully we can use this opportunity to fix the bug. There's two things that would be really helpful: 1) Could you go to your local data folder, which is "%USER%\AppData\LocalLow\GoldhawkInteractive\Xenonauts 2\" and attach the file called "Player-prev.log" please? Because of a sequencing issue with the F11 reports we actually need the previous player log from the one that it put in the zip files. Keep that folder open too, as we'll use it in part 2. 2) There's a special version of the game with more logging and error tracking on the "development" Steam branch - would you mind switching over to that and then doing the F11 again? Once that's done, continue running the game till it locks up - at that point it'd be great if you could find the /logs/output.log file in the folder from step 1) and attach that too. Hopefully that'll tell us what is going wrong. The bug is a bit hard to track because we can't reproduce it at our end, and it causes a lockup rather than a crash so it doesn't trigger some of the crash detection stuff we usually rely on. So it's great to have someone who is repeatedly encountering the bug on the forums
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Full Release 7.23.2 STABLE Released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Thanks. It's probably something to do with the Epic achievements that were enabled in the most recent patch. I'll revert back to 7.22.3 while we debug it. EDIT - ugh, the Epic backend is down so I can't revert. I'll try again in an hour. Sorry about this - the fact Epic doesn't support experimental branches like Steam or GOG means we can't test stuff on Epic very easily! EDIT 2 - if anyone on Epic is affected by the issue, you can fix it by going to your install directory and renaming the folder /Xenonauts2_Data/ to be /Xenonauts2-Game_Data/ and it'll work. We'll patch this ourselves when the Epic servers are back up. -
Thanks. Well, I'm glad you were able to sign up - the forums have pretty tight security now because we get a flood of AI spambots otherwise. Seems like Discord is much easier to use these days. It'd be great if you could post up the whole bug report file (from the /BugReports/ folder) if you get one generated on crash, or you can press F11 to make one. If I can get a save I'm happy to return to strategy so you can continue playing. This bug is one that very small numbers of people have been encountering for a while but we've never really been able to reproduce it. It'd be great to fix it. Does it happen to you every time you load into that particular mission? If so then maybe we can finally track it down with your help.
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We've now released v7.23.2 onto the main branches, and the consolidated patch notes can be found below. Gameplay Changes: Epic Store now has support for achievements. It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button. Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU). Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so effectively you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible. Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like. Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground. Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashes with the Steam Overlay shortcut. Bugfixes: Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats). Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys. Fixed another rare strategy crash. Fixed an AI crash that could occur during base defence missions. Fixed an AI hang if a mind controlled soldier was killed by reaction fire. Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes. Fixed miss shots being able to pass through walls in some circumstances. Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path. Fixed being unable to target small enemies who were stood on top of teleporter pads. Fixed some small errors in the Hit Chance UI panel in the bottom right. Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen. Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list. Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade). Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project). Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base. Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse" Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy. Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed. Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200). Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead. Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity. Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit). Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). 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. Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended. 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 all remaining known translation issues. If you see any issues in any translations, please report them so we can fix them! 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" was not working correctly. 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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Hover your mouse over the Easy Aiming and Low Recoil text in the top right of the Laser Weapons Xenopedia entry and it explains exactly what they do. The Accuracy bonus also shows in the game when you try and use the weapon. Laser weapons have half the recoil of other types of weapon, which it says in the Xenopedia and is actually also shown in the tooltips. Yes, I do remember you as being a long time forum member - which is why I'm surprised that you seem to have immediately jumped to the conclusion that the development team couldn't be bothered to finish the game, rather than trusting us. But if you want to end your campaign then that's your choice. Anyway I think this conversation has highlighted to me that we need to flag the information about the aim bonus in multiple places - we can add it to the weapon tooltip description text, and probably in the main body of the research text too. You're probably not the only person who hasn't realised that they can hover over the info in the top right.
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No offence taken. Tell you what - the current plan is for a couple of DLC packs to expand the game over the next year or so. Drop me a message or email when one or both of them are out and I'll give you a key for them to compensate you for buying a game you couldn't play, and to give you a reason to start a fresh campaign.
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There's lots of differences between them. Did you not read the Xenopedia article that came with the Laser weapons? Lasers have an aim bonus, but it's dependent on the accuracy of the soldier (it's greater for soliders with lower Accuracy) so we can't show it in the tooltip because it's not a fixed amount. The guns also behave quite differently because Lasers have a tiny ammo capacity, but can be upgraded to have recharging ammo clips. They also have the same base damage but get an upgrade that increases it. Lasers also have much better armour destruction. Basically Accelerated Weapons are a cheap upgrade that is initially just as good as Lasers. But Lasers get stronger with more research so they're a better long-term investment, despite initially being more expensive.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). We're expecting to release 7.23 onto the public branches tomorrow unless this small update causes any unforseen problems. Bugfixes: A small fix for the output.logs being written to the wrong location in some instances.
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Thanks for the report - this is a strange one, as we can't reproduce it at our end from the save you provided. First thing to say is that this isn't the last mission, You're probably about 75-80% of the way through the game at this point, so if you need us to give you a working strategy save so you can complete the campaign then we can help you with that (if the fixes below don't work). Secondly, there's not a lot useful in the logs that explains what might be going wrong. There's two things you could do that would help out - the first is to switch to the "development" beta branch in Steam, which has a build that contains extra logging. That might give us the info we need to see where the game is crashing. The other thing would be doing a hard delete on the game, which involves going to the game install directory and manually deleting the entire directory, then reinstalling the game via Steam. Sometimes these sorts of issues occur because a file has been corrupted so a full reinstall may fix them.
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There doesn't seem to be any errors in those logs either, unfortunately. Restarting the campaign is as much a diagnosis tool as anything else. If a new campaign works fine then there's some kind of corruption in your campaign. If a new campaign is still crashing then we know it's something connected to your local game files or your system itself, and fixing that would allow you to continue your campaign (although that seems difficult given the logs still don't show anything related to a crash). I do understand the frustration of potentially losing a campaign due to bugs - it happened to me when XCOM 2 launched and it was a proper keyboard-through-monitor moment. All I can do is apologise - the game was stable at launch for the vast majority of people, and it's still not clear to us how your game has managed to get this messed up, but I appreciate that's not going to make you feel any better if you've lost hours of progress and it wasn't your fault. Sorry about that.
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The beta branches should be enabled on GOG Galaxy, but yeah, there's no development build up on GOG (although it does have the Experimental builds if you want them). It's a bit concerning you're not getting a bug report on crash though. It's not creating them in the old location, is it? That's in /Documents/My Games/Xenonauts2/ if that's accessible for you?