Full Release 7.18.4 Released! (Experimental)
[p]This update is only accessible by switching to our Experimental branches (instructions on how to do so here).[/p][p]Changes:[/p]
- [p]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/" 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). [/p]
- [p]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![/p]
- [p]Fixed a crash that could occur when swapping between soldiers in the tactical inventory.[/p]
- [p]Fixed a crash that could occur when a file for a new language was added but not all data was present.[/p]
- [p]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.[/p]
- [p]Fixed the buttons on the Mod Manager screen all displaying the same text.[/p]
- [p]Fixed the Mod Manager "Developer Mode" checkbox not working.[/p]
- [p]Fixed the game permitting 7 Geoscape bases rather than 6.[/p]