Milestone 7.11.0 Released! (Experimental)
[p]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![/p][p]This update breaks save games - if you have an existing Milestone 7 campaign you want to continue, you can switch to the Experimental Legacy branch to continue playing 7.10.0. Although we can't make firm promises, we're expecting this to be the final time we break campaign saves![/p][p]Gameplay Changes:[/p]
- [p]Smoke / poison gas has been darkened somewhat as it had become hard to see which specific tiles contained smoke after we recently lightened it.[/p]
- [p]Terror Sites now contain an average of 50% more Alenium, as we've fixed an issue that was causing each Alien Bomb in the map to only have a 50% chance of spawning.[/p]
- [p]The fire costs of the Mantid Bio-Rifle and Bio-Cannon (which spawn Symbiotes) has been increased to 51% / 60% (from 36% / 51%), preventing the weapon from being fired more than once per turn. Accuracy of the weapon has been raised a littlle to compensate.[/p]
- [p]Symbiotes can no longer be Suppressed, but can also no longer vault or climb.[/p]
- [p]Reaper melee damage increased by 10%.[/p]
- [p]Basic Cyberdrones now make blue explosions that do 50 damage, Heavy Cyberdrones have green explosions that do 75 damage (previously both had 60 damage green explosions).[/p]
- [p]Cleaner Soldiers in the second Abduction site now have Ballistic Rifles, rather than Magnetic Rifles.[/p]
- [p]The Psyons in the Cleaner Base now have Plasma weapons, rather than Magnetic weapons.[/p]
- [p]The Evasive Roll cooldown of the Gemini has been increased by 0.6 seconds to 2.2 sec, which means the Gemini can now roll as often as a Phantom.[/p]
- [p]Added the new style of UI arrows to the Engineering project queue.[/p]
- [p]Fixed two crashes during the AI turn.[/p]
- [p]Fixed a bug in the tactical AI that was causing aliens to incorrectly continue to know the positions of spotted Xenonaut soldiers even after they had moved to a new position that was no longer visible.[/p]
- [p]Fixed a bug in the tactical AI that was causing aliens to sometimes face away from Xenonauts in combat.[/p]
- [p]Fixed a bug where the Mantid Bio-Rifle would not spawn a Symbiote if the shot hit a tile corner rather than the center of a tile.[/p]
- [p]Fixed a bug where attempting to change weapons when a soldier was moving would visually update their 3D model, but wouldn't change the equipped weapon in game terms - this could lead to players accidentally using the wrong weapon.[/p]
- [p]Potentially fixed an issue where it was not possible to start engineering projects even if you had the required materials - we weren't able to reproduce this, but we fixed something that could have caused it.[/p]
- [p]Fixed adjacency values for new Generator buildings not showing immediately, even though the base Power generation of the structure was added immediately.[/p]
- [p]Fixed a bug where items / buildings that had been upgraded by an engineering project would always display their name in English, even if playing in another language.[/p]
- [p]More minor visual fixes for tactical maps and tiles.[/p]