V19 Experimental Build 6:
патч ноты:
Fixes
- When viewing a UFO hull with an open door from any layer above it, you can no longer see the ground under the UFO through the door
- Fixed destroyed sprites re-appearing in some cases after reloading a save
- Fixed issue where a mission might unexpectedly abort when you clicked on "save" (!!!)
- Fixed various crashes on the Geoscape when intercepting multiple enemy UFOs at once (including when autoresolving against them)
- Fixed error preventing Xenonaut base building upgrades unlocking correctly
- Air superiority UFOs will no longer "combat lock" Xenonaut craft by repeatedly re-engaging it in a loop, instead if a Xenonaut craft escapes them once they will be unable to re-engage it for a short time
- Fixed Corvette supply runs having no aliens defined
- Fixed air superiority UFOs getting stuck if they lost their target
- Fixed Geoscape dialogue boxes sometimes not setting their dimensions to accomodate the information they displayed
- Fixed aliens sometimes spawning in walls/props in alien bases
- Flares now immediately update the players line of sight without requiring a unit to move or turn to update the LOS
- Fixed sprites inside a UFO being displayed on top of the hull
- Fixed hypervelocity weapons being unable to aim in diagonal directions (they are now re-enabled)
- Hypervelocity weapons should no longer ignore cover, and their chances to hit are calculated in the same way as normal weapons
Additions
- Added special dialogue for when a Xenonaut aircraft is intercepted by an enemy UFO (you cannot disengage from the fight)
- Alien bases have been completely reworked. There is now different layout for small, medium and large bases and they also have some special rooms indicating the type of aliens in the base. (Unfortunately a bug causes only small bases to spawn right now, but you can at least see the new style)
- Related to above; Alien base maps are vastly easier to make, now you simply place a preset room in the map editor then place door props wherever you need them on it, and hook it up to corridors
- New ground damage tiles! 9 variants of both damaged and destroyed overlays which are randomly selected
- Flares now display an animated sprite on the ground where they land (current sprite is just a placeholder) and play a sound effect
- The doors on UFOs have been completely reworked. They now support manual opening/closing, no longer auto-close and are also destructible
- When you mouse over a soldiers icon on the ground combat "quick select" bar it will now highlight the soldier in green and also display their name, portrait and role. If you click the icon to select the soldier it will center the screen on them.
- New map frame for the Geoscape (first part of the new UI style, so it might not fit in right now)
- Various Xenopedia updates
Balance
- If a Xenonaut aircraft escapes from an alien air superiority flight, then the UFOs will be unable to re-attack them for a short time
- Implemented a new baseline accuracy level for all ground combat weapons, both Xenonaut and alien. In general accuracy has improved to a significant degree, which leads to deadlier combat
- Reduced the number of alien troops present in alien base attack missions, small ones have 12, medium 18 and large 24 (each base also has a handful of non-combatant aliens as fodder)
- Scout UFOs now appear earlier in the invasion in order to provide some variety with light scouts
- The value of heavy missiles in the air combat auto-resolve calculation when against evasive UFOs is now 50% their normal value (was 0%)
- Stealth shotgun buff
(увеличили урон с 45 до 60 у дробовика, вроде только у баллистического)
обсуждение с разработчиками:
http://www.goldhawkinteractive.com/f...6-available%21