Milestone 7.3.0 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]Gameplay Changes:[/p]
- [p]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).[/p]
- [p]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.[/p]
- [p]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.[/p]
- [p]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).[/p]
- [p]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).[/p]
- [p]The game now shows the percentage-based heavy armour Accuracy penalty properly in tooltips and on the Accuracy bar.[/p]
- [p]Updated the non-English languages to include translations for most of the new Milestone 7 text strings.[/p]
- [p]Fixed a crash that would occur if the game could not locate the directory where saves / settings etc are created.[/p]
- [p]Fixed a crash on the Geoscape that could occur when a dropship returned to base.[/p]
- [p]Fixed a crash on the Geoscape that could occur when intercepting a UFO on a Retaliation (base attack) mission.[/p]
- [p]Fixed a crash on the Geocsape that would occur if the Cleaner Base mission was still present on day 113.[/p]
- [p]Fixed two crashes that could occur during the AI turn in tactical missions.[/p]
- [p]Fixed a crash that could occur at end of turn in a tactical mission if you had a Colossus with the Automed Unit.[/p]
- [p]Fixed an issue where open doors could block shots through them (usually if both shooter and target were adjacent to the door).[/p]
- [p]Fixed an issue where you could sometimes not go through an open door unless you saved / loaded.[/p]
- [p]Fixed the soldier portraits not showing in the post-mission debrief.[/p]
- [p]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.[/p]
- [p]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.[/p]
- [p]Fixed being able to have two Power Fists equipped on a Colossus.[/p]
- [p]Fixed suppressed mind-controlled units regaining full TU when mind control ends.[/p]
- [p]Fixed the "enemy activity" UI indicator not showing if the AI turn was very short.[/p]
- [p]Fixed some additional places where error text was displaying in the UI where dynamic text was failing to generate properly.[/p]
- [p]Fixed the "complete Quantum Teleportation research" objective showing before you have the option to actually research it.[/p]
- [p]Fixed a missing word in the Waveform Analysis research text.[/p]
- [p]Fixed a Soviet Town building (a small garage) that had messed-up internal textures.[/p]
- [p]Fixed the Cleaner Base tubes drawing below the shroud.[/p]