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Chris last won the day on April 3
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No customization ? Is that some kind of joke ?
Chris replied to grumpy's topic in Xenonauts-2 General Discussion
If it’s a dealbreaker for you then feel free to refund. No point spending money on a game you’re not going to enjoy. But the game isn’t stripped of any features. It’s a spiritual successor to classic X-Com and it permits the same level of character customisation that that game did. If by “games like this” you mean Firaxis XCOM then you’re probably going to have a bad time with Xenonauts, because X-Com and XCOM share DNA but are quite different experiences and you’ll probably be confused by a lot of our design decisions if you’re expecting them to be the same. -
We've released the 7.18.7 hotfix patch onto the main branches for everyone. The consolidated patch notes for the three Experimental builds can be found below. Changes: If the game crashes for a user who has a mod installed or has unzipped templates (from the .zip introduced in the last update) then the game will display a popup after the crash warning the player that the crash might be caused by modding, as we're getting a lot of crashes reported that are caused by mods! Steam Cloud saves will now also track the backup save folder, as some players (e.g. those on Windows 11) were finding that their saves were not syncing. We're working on a proper fix for the same issue on GOG and Epic, but unfortunately those services don't seem to support multiple cloud folders so it's not as straightforward as it is with Steam. If an aircraft has the afterburners enabled, their weapons will display their fire arc outlines but the green fill will be removed. Also the afterburner button "on" state has been made a bit brighter. This is intended to avoid the situation where users have accidentally left the afterburners enabled and been confused about why the interceptor weapons are not firing. Bugfixes: Fixed a crash related to tooltips for certain modded assets. Fixed a bug in the modding lifecyle. Fixed some path lookup issues when trying to use Steam Workshop mods. Fixed various other issues to do with mod loading.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Another hotfix with mod-related issues. Changes: Fixed some path lookup issues when trying to use Steam Workshop mods. Fixed "this game has crashed with mods enabled" popup showing on every game exit if game is modded, even if the game hasn't actually crashed.
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Hi - these kind of intermittent crashes are most commonly caused by there being some outdated or corrupted files in your game install directory, as the logs say there's some missing data when the AI is checking for hazards like smoke etc as part of movement. Could you go to the game install directory and delete the whole thing in File Explorer (not through Steam) and then reinstall it, and see if that helps? It can also be worth deleting the Documents/My Games/Xenonauts 2/ folder too, but if you do that then back up the /Saves/ folder first if you've got an ongoing campaign! If that doesn't fix it then let us know and we'll dig into it a bit more.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is our first major patch since release, which rolls together a bunch of changes and bugfixes made over the past couple of weeks that we felt might potentially introduce new bugs and therefore needed a period of testing on the Experimental branch before release! This update may break tactical saves if you happen to be playing a tactical map that has been updated by one of our changes (the saves will just crash on load, or crash during the first AI turn after loading). If this happens, loading the pre-mission strategy save and beginning the mission again should allow you to continue! Gameplay Changes: The "please report this crash" popup shown at the start of the game after a crash has now been removed. Units now get "kill" credit for stunning a hostile unit. Objects like cliff edges will now be revealed if you can see the walkable ground tile on top of them. Fleeing units will no longer attempt to avoid smoke. This prevents issues where fleeing units would sometimes run towards dangerous aliens because they didn't want to inhale a bit of smoke. Base Defence mission AI has been improved, and the aliens should now converge on the rough location of Xenonaut units. They still don't actually know where your units are, but they'll search within a radius of a few rooms rather than potentially spreading themselves out around the entire base (which could make finding and killing the last aliens boring and anticlimactic). There's now a notification on the UOO Bridge mission if an alien unit makes it to one of the squares adjacent to the alien mainframe, which tells the player that they need to clear the alien off by the end of the turn or they will not make any progress towards the objective that turn. In the air combat, interceptors now maintain their target even if all their weapons are reloading (which stops the intercept path flickering backwards and forwards as interceptor cannons fire). If you press R to reload and the only clips you have available contain fewer shots than the one currently loaded, the game will now play an error sound and prevent the action. It will display the error "Fullest clip already loaded". Balance Changes: Alien reinforcement spawner gateways (UOO Bridge Assault, Operation Endgame pt 1) now have 0 Reflexes as they are inanimate objects. This makes them very easy to hit with melee weapons. Frag Grenades now cause 35 Suppression. Previously they caused 0 Suppression due to an error. Strategy Bugfixes: Fixed a crash that could occur on the engineering screen if you locked the tooltip for an engineering project, then quickly clicked the button to begin work on that project before the tooltip disappeared. Fixed engineering projects that are one-off upgrade projects that award unlimited quantities of items (e.g. aircraft missiles, soldier modules, etc) showing a (0) after their name on the engineering screen. Fixed being unable to interact with the Armour tooltips on the Armory screen (e.g. to hover over the links to see what properties like Hardness actually mean). Fixed the research and engineering backgrounds upgrading to the level 4 image once you researched Ultradense Alloys, even if you hadn't run the lab / workshop upgrade projects. Tooltips now show Suppression values for weapons. The Flashbang now has its own tooltip with Suppression as the top value. Updated the Combat Shield tooltip to properly explain how the shield works (it blocks 100% of shots in the front 90-degree arc, but the block chance drops linearly towards 20% as the angle increases towards the outer edges of the 180-degree protective arc). Updated the Air Combat result element "accept results" button tooltip to not imply that it was choosing the autoresolve results. It's actually a generic button that accepts whatever results are currently being shown. Fixed a number of other minor tooltip issues / typos. Fixed the Transfer Scientists and Transfer Engineers panels always incorrectly showing the source base name as "BASE NAME" the first time you access the screen. Fixed being able to construct 7 Geoscape bases even though the UI only supported 6. Fixed the Camera Zoom In / Out labels in the keybinds being inverted. Tactical Bugfixes: Fixed an AI hang that would occur if a Mind Control-capable Psyon went Berserk due to a morale break. Excess carry weight TU penalties now update correctly when items are consumed (e.g. a grenade is thrown, or a weapon reloaded) rather than only when the tactical inventory is opened again. Fixed a visual issue with the large central room in the UOO Data Raid map, where the roof / upper building section would not hide when you opened the door. Fixed various objects inside UFOs being visible as silhouettes in the shroud, even though their models should be hidden as the objects have not been revealed yet. Fixed an AI issue that could occur when an alien unit found its path unexpectedly blocked by a Xenonaut. Previously they would just end their move; they will now recalculate their next action (usually causing them to attack the Xenonaut). Automed unit now properly removes regeneration when dropped, which means it will no longer automatically revive unconscious soldiers. It will also not apply regeneration multiple times if you drop an automed unit and then pick it up again. Fixed grenades thrown on top of UFO hulls being able to damage the aliens inside. Fixed some places where it was possible to throw grenades through Boreal sawmill building roofs. Fixed the crosshair TU cost for healing or using a melee weapon a unit being incorrect if the Xenonaut was crouched and movement or rotation was needed to reach the target (it would incorrectly add in the cost for an unnecessary uncrouch). Fixed the black "floor" of a UFO not always being visible on the upper levels. This could lead to instances where it would be possible to see things on the lower level of the UFO through what should be shroud. Fixed units incorrectly having a chance of being Mesmerised when attacking a Psyon with a melee weapon from behind. Fixed the LMG fire animation having a visual "jump" during the part of the animation where they raise the weapon. Fixed Symbiotes always being visible when spawned, even if the tile they were spawned on was not in line-of-sight. Fixed Symbiotes spawned during alien reaction fire not displaying their red enemy UI square until the start of the next turn. Fixed being able to shoot through the Quantum Decoder large terrain tiles in the base defence mission. Fixed the ENDGAME part 1 sloped building walls having black interior faces if destroyed. They have now have an appropriate purple sand interior texture. Fixed some z-fighting issues with the UOO underfloor support structures. Fixed some additional visual issues in the ATLAS Base mission, where certain wall faces were incorrectly rendering black and some wall sections did not have sidefaces. Fixed the Alenium Generator props sometimes popping in at the start of the base defence missions, rather than being visible from the start like everything else. Fixed the white alien wall screens on the UOO Bridge map not being subdivided into 1-tile sections for destruction purposes. Cliffs now have black sidefaces, so they look a bit more natural when only half of a row of cliffs is revealed from the shroud. Fixed the ARES crosshatch obstruction shader looking like a huge blob rather than a tank, as some of their hover particle effects were incorrectly being shaded when the unit was hidden by terrain.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). It's another small hotfix mostly intended to support modders while we work on a larger patch due tomorrow. Changes: If an aircraft has the afterburners enabled, their weapons will display their fire arc outlines but the green fill will be removed, which should make it more visually obvious what state an aircraft is in. Fixed a crash related to tooltips for certain modded assets. Fixed another bug in the modding lifecyle. If the game crashes for a user who has a mod installed or has unzipped templates (from the .zip introduced in the last update) then the game will display a popup after the crash warning the player that the crash might be caused by modding, as we're getting a lot of crashes reported that are caused by mods!
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Full Release 7.18.4 STABLE Released!
Chris replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
Yeah, I think this is the problem. The alien autopsies are only available after completing Xenobiology and Waveform Analysis might be required for that. -
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Changes: Steam Cloud saves will now also track the backup save folder, as some players (e.g. those on Windows 11) were finding that their saves were not syncing. This should fix that issue for 99% of players! The afterburner button "on" state has been made a bit brighter, as quite a few users have accidentally ended up leaving them enabled and then being confused why interceptor weapons are not firing. We'll be making some additional changes to make this more obvious in the next patch, but this is a quick change that might help. Fixed various issues to do with mod loading.
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We've released the 7.18.4 hotfix patch onto the main branches for everyone, as we didn't get any major new bugs during its time on the Experimental branch. However, if you're tyring to mod the game, you'll probably want to to switch to the Experimental branch as the newest hotfix 7.18.5. contains some additional fixes that address some issues with mod loading in the current version! PLEASE NOTE THIS PATCH IS NOT AVAILABLE ON GOG - the upload to GOG failed, and it's quite awkward to try and re-upload it. The next hotfix (7.18.5) is already out on GOG's Experimental branch and will probably be released to everyone in the next 24-48 hours, so we're just going to leave it as is because GOG will be back in sync with Steam when that happens. Changes: A number of players were upset that the 1.0 launch removed the ability to mod the .json game data templates, as these had been moved inside Unity asset bundles for performance reasons. The game now contains a .zip file called "all_templates.zip" in "Xenonauts2/Assets/Assets/xenonauts/" that contains all these templates, and modders can just unzip them to return to the previous setup (as the game will always look for a file on the file system before checking inside the asset bundles). Be aware that unzipping all these templates negates all of the performance increase that came from putting the files into asset bundles, so you should only unzip the files if you are actively working on a mod! Bugfixes: Fixed a crash that could occur when swapping between soldiers in the tactical inventory. Fixed a crash that could occur when a file for a new language was added but not all data was present. Fixed an issue that could cause the game to save over existing saves if you created a new campaign using the same name as an existing campaign. Fixed the buttons on the Mod Manager screen all displaying the same text. Fixed the Mod Manager "Developer Mode" checkbox not working. Fixed the game permitting 7 Geoscape bases rather than 6.
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Constant popping sounds in tactical mode
Chris replied to Xayrlen's topic in Xenonauts-2 Bug Reports
Could you mark specific points in the video where it's happening for you? Is it maybe the UI button hover sound? Or the sound made when you click the mouse? It's a little hard to understand from just the video what you're referring to. -
This is seemingly because you're running a modded game - can you try removing your mods and see if it works?
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Changes: A number of players were upset that the 1.0 launch removed the ability to mod the .json game data templates, as these had been moved inside Unity asset bundles for performance reasons. The game now contains a .zip file called "all_templates.zip" in "Xenonauts2/Assets/Assets/xenonauts/" that contains all these templates, and modders can just unzip them to return to the previous setup (as the game will always look for a file on the file system before checking inside the asset bundles). Be aware that unzipping all these templates negates all of the performance increase that came from putting the files into asset bundles, so you should only unzip the files if you are actively working on a mod! Bugfixes: Fixed a crash that could occur when swapping between soldiers in the tactical inventory. Fixed a crash that could occur when a file for a new language was added but not all data was present. Fixed an issue that could cause the game to save over existing saves if you created a new campaign using the same name as an existing campaign. Fixed the buttons on the Mod Manager screen all displaying the same text. Fixed the Mod Manager "Developer Mode" checkbox not working. Fixed the game permitting 7 Geoscape bases rather than 6.
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Hi - this crash is apparently caused by your graphics card not being powerful enough to play the game. Do you know if it meet the recommended minimum specs for the game?