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Chris last won the day on December 15
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Project Lead, Xenonauts
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Items dropped upon unconsciousness
Chris replied to DrHavoc's topic in Xenonauts-2 General Discussion
The problem with not dropping everything is that the items would essentially be lost if we didn't. They drop onto the ground so other soldiers are able to pick them up if they want (same logic as if the unit was killed) - e.g. players would be very annoyed if the soldier with the medikit in their backpack was stunned, and nobody could pick up the medikit to revive them. It might be that the TU cost of picking up items is too high though. -
6.27- Geoscape- Crash with Tutorial for NEW GAME
Chris replied to Sandro's topic in Xenonauts-2 Bug Reports
Thanks. I just tested the tutorial on Commander and I started with $3m both with and without completing the tutorial. Maybe the change was based on the where you placed the base? It costs different amounts to place the base in different regions. -
Thanks. It's always useful when players post up something this detailed, and I'm also glad to hear you enjoyed the campaign overall. I've read your feedback, and I've added a few notes below: Your difficulty curve feedback tracks with what I've heard from some other players too. The big spike in difficulty on day 240 comes because we're introducing alien Fusion weapons at the same time as a new rank of aliens that are tougher and more accurate than previous ranks (we'll be addressing this in Milestone 7). But it might also be that your natural level is Commander difficulty; I personally think the Cleaner missions in Phase 1 are about the right difficulty so if you're finding them too easy then it might be worth moving up. Can you explain further why you found the missions too easy in month 2 onwards? Was the problem that the aliens never had a chance to shoot at you at all because you could always kill them immediately? Or was it that you did take hits, but your upgraded armour was strong enough that it was easily mitigated? Could you describe your overall strategy in terms of what you prioritised on the strategic layer? Out of interest, did you run all the story missions as soon as they appeared (e.g. the orbital missions)? I think it's quite unusual to finish the UOO Sabotage mission that quickly. But I've not played it since the last balance pass. Thanks for the feedback on the alien abilities. Oh yeah, the alien base vents were cool. I'll create a note to see if we can add a few vents to the base maps if we have time. Depends how much time the level designer has free. You can still clear the command room in the alien base to get vision over the whole base. But yeah, having the AI make an effort to reclaim the command room would be interesting. I'll note that down as something to look into for Milestone 7. Yeah, the mission variety is a bit constrained by the structure of the game unfortunately - given that the aliens are massively outnumbered by the humans and fighting on hostile territory once the overt war starts in Phase 2, most of the mission types don't make logical sense any more. I do have some ideas for how to add more mission variety to the mid-game but that's probably DLC content at this point, because it's so time-consuming to add new missions. We've spent quite a lot of Early Access on that sort of thing already - the ATLAS Base, Cleaner Ambush, Extract VIP, Rescue Soldiers, UOO Sabotage, and UOO Bridge Assault missions were all new additions at various points during Early Access.
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Had_a_great_campaign.before_this
Chris replied to Doshniel's topic in Xenonauts-2 General Discussion
Well, I'm glad you enjoyed previous versions of the game at least. Thanks for writing a nice message. If you don't like the changes with UFO Delegation then there's already a campaign option to turn that off when you make a new game, so it's easy to go back to the old setup where you can run as many UFO crash sites as you like. There's nothing wrong with preferring to play with that system disabled. I'm surprised that you feel reducing the number of soldiers has that much of an effect on the game - it hasn't reduced the numbers of soldiers THAT much, especially in the first half of the campaign. But if that's a big thing for you then I can't really argue with that. Unfortunately there's no simple option to change this back, but once the mod tools are done I imagine someone will mod that (or maybe make a Long War style mod). Hopefully that would give you the best combination of all the things you want from the final version of the game. -
Milestone 6.28.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed a lot of crashes related to our increased error-detection in 6.27.0 Experimental being too strong. This should hopefully fix all the crashes in parts of the game that were working fine in the previous build. Fixed a genuine crash related to constructing base buildings that could occur in some rare circumstances.-
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[v6.26.0 Tactical] X-120 Gemini wall walk through
Chris replied to Griefer's topic in Xenonauts-2 Bug Reports
Thanks. This is a weird one. If I load the save I experience that issue too, but if I start a new map then the walls for that dropship work as expected. Is it maybe the mission was started in an older patch? Let me know if you experience it in any further missions. -
Milestone 6.27.0 Released! (Experimental)
Chris posted a topic in Xenonauts-2 Releases & Patch Notes
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain! Bugfixes: Fixed a crash that could occur on strategy when changing the dropship soldier arrangement on the aircraft screen. Fixed a crash that could occur if a blank "construction complete" notification appears. Fixed a crash that could occur if a Mind Control capable unit (usually an Eternal) going berserk. Added extra logging around a couple of crashes that occur on the soldier equip screen, and set the error not to crash in non-experimental builds. The game will no longer crash if you attempt to create a new campaign with the same name as an existing one, but the game doesn't have the required permission to delete the old files. Fixed doing a F9 quickload during the air combat messing up the UI. -
Option to turn off ops points for missions?
Chris replied to Sisyphean's topic in Xenonauts-2 General Discussion
No problem. To be fair, the tooltip that explains what that option does was missing until very recently! -
Option to turn off ops points for missions?
Chris replied to Sisyphean's topic in Xenonauts-2 General Discussion
There's a campaign option at the start to turn off UFO Delegation, but unfortunately you can't change it mid-campaign - you either do two crash sites per UFO and get bonus cash each month for delegation, or you don't get the bonus cash and you're expected to make ends meet by running all the crash sites. But we can't turn off the bonus cash once you start a game with it enabled. It's opt-out rather than opt-in because most people find it really grindy and repetitive to fight loads of crash sites each month, but if you'd prefer to play it that way then the option is there to do so. -
[V.6..25] - Ground Combat issues with smoke
Chris replied to Gevudan's topic in Xenonauts-2 Bug Reports
Yeah, that's the problem - it'll be fixed in Milestone 7. But yes, the AI should use the 30% threshold for all shots - at the moment it's not using it correctly for overwatch shots. There's also a bug with the smoke where if you're shooting into smoke (but not out of it) then it counts one less smoke tile as being part of the shot path calculation than it should, which is probably also feeding into this issue. That'll also be fixed in Milestone 7. -
This update contains the next round of fixes for Milestone 6. Please continue to report any issues that you encounter and we'll do our best to fix them! These hotfixes can sometimes break tactical mission saves, so if you experience unexpected crashes playing an existing tactical save immediately after the update please try restarting the mission by loading the pre-mission strategy save. Gameplay Changes: Operation Points can now fall below zero and turn negative if you pay the UFO Delegation cost while not having enough OP available to cover it. Temporarily removed the air combat ambience track, as some people were complaining it contains a painful high-pitched whine that makes the air combat almost unplayable. Sadly I'm in my late thirties and I apparently lack the auditory range to be able to hear this (ouch), but we'll add the sound back in once our sound engineer has had a chance to strip out the offending whine. Added a tooltip for the UFO Delegation campaign option that explains what the system does. Removed the obsolete "Evasive Roll: Enabled / Disabled" tooltip line from the various air combat weapons. Bugfixes: Fixed an issue where you could see round a wall in the Battleship UFO. Fixed the Sentinel Module tooltip not displaying the correct vision angle increase.
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[v4.4.1] Nationality flags - Canada
Chris replied to SoftwareSimian's topic in Xenonauts-2 General Discussion
Sure. I'm happy to update the image if you make a more correct one for me. However it does need to stick to the aspect ratio / dimensions of the existing flag image because it's a UI image and we expect it to be a certain size. So you'll need to bodge it a bit if necessary. Here's the existing file: If you make an updated file then please DM it to me to ensure I don't miss it. -
Seeing city names on zoomed out map
Chris replied to st3fan21's topic in Xenonauts-2 General Discussion
I don't think this would be a good idea, because there's a lot of cities and the names take up a lot of screen space when you're fully zoomed out. It would look very cluttered (which is why we don't do it). -
AI Mechanics - Line of Sight and Tracking
Chris replied to Stricknine's topic in Xenonauts-2 General Discussion
Not at the moment, no. Right now all aliens know exactly where all your soldiers are once they go into "combat mode" after sighting a hostile unit. We're looking to implement a fairer system in the next major update.- 1 reply
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