Milestone 6.24.0 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 contains our first round of balancing fixes for Milestone 6. I'm going to release them on this branch now so they get a few days of testing over the weekend while we wait to see if the wider playerbase encounter any stability bugs in Milestone 6.[/p][p]Gameplay Changes:[/p]
- [p]Some weapon tweaks:[/p]
- [p]Alien weapons (including the Cleaner Accelerated Rifle) now gain +2% hit chance per tile of proximity to the target, which matches the equivalent human weapons. Previously they only gained +1.5%.[/p]
- [p]Fixed alien weapons having zero recoil, which meant burst fire from alien weapons was more effective than it should have been.[/p]
- [p]The cheaper fire mode on Sniper Rifles now correctly has +20 No Move bonus, rather than +40 (which was higher than the more expensive fire mode).[/p]
- [p]Laser Sniper Rifle now has the same fire mode accuracy / TU cost / No Move bonus values as other human sniper rifles (it got out of sync a few patches ago).[/p]
- [p]The average missed shot in tactical combat now deviates from the target more than twice as much as before, but the maximum permissible shot deviation has been significantly reduced.[/p]
- [p]This means missed shots will generally have a wider spread, but you should no longer see the occasional shot that flies off wildly at a crazy angle. The reason for this change is that previously miss shots would often deviate by such a small amount that many of them would still pass through the tile of the target unit - and while they were disallowed from actually hitting the target, they could still inflict suppression or take out the intervening cover, etc.[/p]
- [p]Fighter UFO missiles have been reduced in speed by 25%, and the Interceptor UFO missiles have been reduced in speed by 15%, as both were harder to evade than intended.[/p]
- [p]Fixed a bug where AI units would sometimes ignore and not attack Xenonaut units that were clearly visible but did not start the turn directly within in their vision cone.[/p]
- [p]Fixed some minor visual issues with the cliffs on a Polar Cruiser UFO crash site map.[/p]