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Chris

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    Project Lead, Xenonauts

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  1. 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! Please note we've also created a new experimental_release branch, which is this same build in "release" mode with all the extra logging stripped out. This should allow people to compare load times and performance to Milestone 6 to see if our optimisations have actually made any difference! Gameplay Changes: Time Unit modifiers (with the exception of weight penalties) now affect weapon TU fire costs. This means that the Vanguard Armour now simply extends the move range of soldiers, rather than permitting them to fire additional shots (as was originally intended). Conversely, the MARS Heavy Armour now only reduces the move range of the vehicle and does not reduce the number of shots it can fire. Aliens in Terror Sites now start using Fusion weapons at roughly the same time that they appear within UFOs (previously they were getting them later, and some species not at all). Mantids with the upgraded Symbiote launcher weapon should now be more common in late-game missions, as there was a few mission types where they were mostly using standard Plasma / Fusion weapons instead. Further improvements have been made to tactical mission load times. Updated the appearance of the "tutorial notification" UI popups (e.g. how to use doors, etc) so they have proper close button and checkbox art. The game will now notify the player if a unit is unable to reach the target tile because it is unable to climb (i.e. it's a vehicle, or is using a Shield or Colossus armour). Some more updates to the non-English translations. Bugfixes: Fixed a memory leak in the tactical combat. Fixed another crash that could occur in the AI turn of a tactical mission. Fixed AI units not wanting to open doors if smoke tiles existed in a mission. Finally fixed the rare bug where combat shields would sometimes not visually disappear when destroyed - this was occuring if the shield was destroyed by overwatch fire in response to the soldier having thrown a grenade. Fixed the Vanguard armour not actually giving a TU increase. Fixed Colossus armour incorrectly zeroing out Reflexes rather than halving it. Fixed the Probe UFO not having the correct visual appearance in the air combat. Fixed some palm trees not displaying on the lowest camera level. (Hopefully) fixed a number of issues with dynamic text showing error text in non-English languages. Fixed a bug in the AI's "turn towards danger" calculation. Fixed some minor issues with roof destruction frill rotation on the Endgame part 1 mission. Fixed inconsistent naming on the alien Data Cube objects in the UOO Sabotage mission briefing.
  2. 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! Gameplay Changes: Interceptor engine upgrade engineering projects now correctly increase the speed of the aircraft rather than reduce it, as they did in Milestone 6 (these values had not been doubled when all other geoscape speed values were doubled). Fusion weapons now require Alien Fusion Weapons in addition to Ultradense Alloys to unlock. Updated Alien Fusion Weapons research text to not imply human Fusion Weapon would be unlocked immediately. The AI should now better plan its move back into cover after taking a shot, leading to fewer cases where it is stranded in the open. Previously it was assigning a certain portion of its TU to attacking and a certain portion to moving to cover, rather than considering both actions together. The AI should now turn to face expected danger after making a move, which should prevent examples of the AI staring into corners etc after movement. However the code has been updated so the AI will only consider "known" Xenonauts when doing this (so it will not consider soldiers it has never seen, etc). Tooltips are now correctly showing the TU % costs for fire modes like they did in Milestone 6 (in earlier versions of Milestone 7 they were showing absolute values). The game now shows the percentage-based heavy armour Accuracy penalty properly in tooltips and on the Accuracy bar. Updated the non-English languages to include translations for most of the new Milestone 7 text strings. Bugfixes: Fixed a crash that would occur if the game could not locate the directory where saves / settings etc are created. Fixed a crash on the Geoscape that could occur when a dropship returned to base. Fixed a crash on the Geoscape that could occur when intercepting a UFO on a Retaliation (base attack) mission. Fixed a crash on the Geocsape that would occur if the Cleaner Base mission was still present on day 113. Fixed two crashes that could occur during the AI turn in tactical missions. Fixed a crash that could occur at end of turn in a tactical mission if you had a Colossus with the Automed Unit. Fixed an issue where open doors could block shots through them (usually if both shooter and target were adjacent to the door). Fixed an issue where you could sometimes not go through an open door unless you saved / loaded. Fixed the soldier portraits not showing in the post-mission debrief. Fixed an issue where intervening Xenonaut units could actually give a hit bonus to a shot if they had been holding a shield that had been destroyed. Reduced the height of smoke / poison gas, which should fix the issue where the tops of smoke plumes would render black on underground maps like Alien Base / ATLAS Base etc. Fixed being able to have two Power Fists equipped on a Colossus. Fixed suppressed mind-controlled units regaining full TU when mind control ends. Fixed the "enemy activity" UI indicator not showing if the AI turn was very short. Fixed some additional places where error text was displaying in the UI where dynamic text was failing to generate properly. Fixed the "complete Quantum Teleportation research" objective showing before you have the option to actually research it. Fixed a missing word in the Waveform Analysis research text. Fixed a Soviet Town building (a small garage) that had messed-up internal textures. Fixed the Cleaner Base tubes drawing below the shroud.
  3. I'm pretty sure the weapon does only fire 2-shot bursts, and the game data seems to agree with that. If you see another example of your soldiers taking three hits from it, please attach a save and we'll take a look.
  4. Hi - actually, since Milestone 7 will become the 1.0 version of the game so there's a chance that Milestone 7 saves will be compatible with the final version. However it's difficult to say because save games sometimes get broken during the Experimental testing version due to new features or major bugfixes, although we try to avoid doing it whereever possible. So the safest thing to do is to wait. But if you wait another few weeks the game will hopefully be stable enough that the saves will not get broken again. @Alienkiller please don't misinform people about this. Milestone 7 is the final update in Early Access!
  5. 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 soldiers being unable to equip certain items in the primary / secondary slot. Disabled a map that was causing crashes for the Cleaner Base mission. We'll fix and reintroduce the map next week, Fixed various places where text was throwing code errors and not displaying correctly.
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  6. 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! Balance / Gameplay Changes: The light variant of Xenonaut armour now grants roughly 65% of the armour of the Heavy Armour variant (except for the basic Tactical Armour), rather than 50% as in previous versions. Reverted Combat Shields to 100% effectiveness on Veteran and Commander difficulties. This change was originally made to address how powerful the shield & pistol combo was when given to the entire team. After some more testing, we decided that it wasn't quite overpowered enough to warrant a second shield nerf (after Milestone 6 reduced their side protection), so we've returned to the previous values. Cost of the Identify Recruits strategic operation reduced to 35 OP, and cooldown reduced to 1 day. In a future patch we'll set this operation up to decrease in cost by 1 OP per day, so you effectively retain your free monthly soldier pool refresh but also have the opportunity to refresh more often if you spend OP to do so. Colossus should now be able to place items it cannot use in its Primary / Secondary slot into its backpack. Set up the Secondary soldier inventory slot to display grey when the Colossus Power Fist is equipped in it, indicating that it cannot be unequipped. Added a slight visual trail to alien Symbiotes when they are being shot at you. Bugfixes: Fixed the game crashing when trying to load a tactical autosave. Fixed two different crashes that could occur at the end of a tactical battle. Fixed another way of getting the Rescue Soldiers preview soldiers stuck in your dropship if you cancelled the mission preparations, which would cause a crash when you tried to use the dropship. Fixed LMGs not having both burst fire modes. Fixed certain Research projects (like Laser Weapons) incorrectly showing a quantity number after their title. Fixed there being a minor dark flicker on the Geoscape after a dropship reaches a mission site.
  7. Thanks for the suggestion. No, I don't see this as a controversial request. We've tried to leave the Commander's identity ambiguous where possible, as you've already noted. Which specific places make it obvious the Commander is male? You're not mixing up the General and the Commander, are you? That said, I don't think we've got much scope to fix things up prior to launch - but you never know.
  8. If you're reporting this sort of thing we ideally need a save game, as the ambient sounds are chosen based on the map settings.
  9. So it's an intermittent issue? Does it only affect vehicles, or all units on that screen?
  10. Thanks, yeah, it seems like a lot of objects are missing destruction scripts. I'll fix this in the next update.
  11. Thanks. We'll get this fixed.
  12. Looks fine to me when I load the save. What resolution etc are you playing on?
  13. This seems to work fine for me, both in Unity and in the Steam game. Can you double check you're experiencing an issue in that save?
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