As aliens coming up through the floor proved to be quite a popular idea, in 4.2 this happens more frequently, meaning you are never quite safe from the alien threat! In this patch there are also more weapons, and - finally - the ability to close doors!
MORE NEW WEAPONS
NEW: 8 new weapon types
MORE ALIENS COMING UP THROUGH THE FLOOR!
NEW: aliens now come up through the floor more often and at random (rather than just for missions)
SECURE THE DOOR!
NEW: close doors with 'right-click' or 'o'-key
OTHER
NEW : mouseover info for aliens now includes health, attack damage and attack type if player has previously killed aliens of that type. MOD: shooting an alien on same tile as trap now triggers trap MOD: aliens hatching from eggs are less dangerous types on average FIX: bug where shooting at teleport trap teleports self FIX: incorrect mousehover info for 'open door' and 'floor with hazard markings' FIX: ability to dual-wield no longer affected by 'to hit' penalties, e.g. from illness FIX: error in number of targets in mission description for 'drone virus' and 'plant life' missions FIX: scanner sound effect not playing for some scanner types
---
A NOTE ON MIGRATING SAVED GAMES
It will sometimes not be possible to continue a saved game with a new patch such as this one. If you prefer not to update until you have finished your existing run, either change your Steam update settings, or 'roll back' to the previous version
To do this first quit and reopen Steam, then right-click Xenomarine in your game library and select ‘Properties’. Then go to the ‘betas’ tab and choose the version called ‘lastversion’ from the dropdown. When you close the window Steam should roll back the game automatically.
Then when you are ready to upgrade, follow the same procedure but select ‘NONE’ from the drop-down.
As aliens coming up through the floor proved to be quite a popular idea, in 4.2 this happens more frequently, meaning you are never quite safe from the alien threat! In this patch there are also more weapons, and - finally - the ability to close doors!
MORE NEW WEAPONS
NEW: 8 new weapon types
MORE ALIENS COMING UP THROUGH THE FLOOR!
NEW: aliens now come up through the floor more often and at random (rather than just for missions)
SECURE THE DOOR!
NEW: close doors with 'right-click' or 'o'-key
OTHER
NEW : mouseover info for aliens now includes health, attack damage and attack type if player has previously killed aliens of that type. MOD: shooting an alien on same tile as trap now triggers trap MOD: aliens hatching from eggs are less dangerous types on average FIX: bug where shooting at teleport trap teleports self FIX: incorrect mousehover info for 'open door' and 'floor with hazard markings' FIX: ability to dual-wield no longer affected by 'to hit' penalties, e.g. from illness FIX: error in number of targets in mission description for 'drone virus' and 'plant life' missions FIX: scanner sound effect not playing for some scanner types
---
A NOTE ON MIGRATING SAVED GAMES
It will sometimes not be possible to continue a saved game with a new patch such as this one. If you prefer not to update until you have finished your existing run, either change your Steam update settings, or 'roll back' to the previous version
To do this first quit and reopen Steam, then right-click Xenomarine in your game library and select ‘Properties’. Then go to the ‘betas’ tab and choose the version called ‘lastversion’ from the dropdown. When you close the window Steam should roll back the game automatically.
Then when you are ready to upgrade, follow the same procedure but select ‘NONE’ from the drop-down.
As promised the focus here is on new weapons (10 of them) and there are also 3 new assault missions types. Assault mission targets can now appear anywhere on the map, as the aliens have found a way to come up through the floorboards!
NEW WEAPONS
NEW: 10 new (high-level) weapon types, including new alien weapons, sniper rifle and void laser NEW: improved sound effects for some weapons MOD: rebalancing of all weapons FIX: shotgun and mini-lascannon can now be dual-wielded
NEW MISSION TYPES
NEW: 3 new assault mission types: 'breach from below', 'drone virus' and 'plant life'
OTHER
MOD: add low-battery scanner to starting inventory MOD: crafting costs reduced for ammo and medkit MOD: line of sight for generator-lit rooms increased to 12 tiles MOD: exploding barrels now cause explosive damage and destroy nearby walls etc MOD: hallucination visual effect modified to be easier on the eyes MOD: secret doors are now automatically spotted from within secret passages, even after failing earlier spot test FIX: bug where chests spawn at edge of map in alien caverns (causing a 'tile not recognised' error) FIX: bug where plants and equipment crates spawn on top of large equipment crates FIX: bullets gained from workbench increased to 10 FIX: bug with mission time limit for salvage mission FIX: bug with shadows not updating correctly when destroying walls with explosive weapons FIX: formatting problem when showing 3 or more 'to hit' adjustments in inventory screen
As promised the focus here is on new weapons (10 of them) and there are also 3 new assault missions types. Assault mission targets can now appear anywhere on the map, as the aliens have found a way to come up through the floorboards!
NEW WEAPONS
NEW: 10 new (high-level) weapon types, including new alien weapons, sniper rifle and void laser NEW: improved sound effects for some weapons MOD: rebalancing of all weapons FIX: shotgun and mini-lascannon can now be dual-wielded
NEW MISSION TYPES
NEW: 3 new assault mission types: 'breach from below', 'drone virus' and 'plant life'
OTHER
MOD: add low-battery scanner to starting inventory MOD: crafting costs reduced for ammo and medkit MOD: line of sight for generator-lit rooms increased to 12 tiles MOD: exploding barrels now cause explosive damage and destroy nearby walls etc MOD: hallucination visual effect modified to be easier on the eyes MOD: secret doors are now automatically spotted from within secret passages, even after failing earlier spot test FIX: bug where chests spawn at edge of map in alien caverns (causing a 'tile not recognised' error) FIX: bug where plants and equipment crates spawn on top of large equipment crates FIX: bullets gained from workbench increased to 10 FIX: bug with mission time limit for salvage mission FIX: bug with shadows not updating correctly when destroying walls with explosive weapons FIX: formatting problem when showing 3 or more 'to hit' adjustments in inventory screen
Just a quick note to say - despite pleasant Christmas-related distractions ːsteamhappyː - work is progressing towards another update around the end of the year. This will be include a lot of new weapons, mainly more powerful ones for for higher levels, and a full rebalancing of weapon stats across the board.
Oh, and Xenomarine guy sends all best wishes for the festive season!
Just a quick note to say - despite pleasant Christmas-related distractions ːsteamhappyː - work is progressing towards another update around the end of the year. This will be include a lot of new weapons, mainly more powerful ones for for higher levels, and a full rebalancing of weapon stats across the board.
Oh, and Xenomarine guy sends all best wishes for the festive season!
Time for a pretty big update! 40 new alien types/variants, alien plants, destructible environments and lots more…
NEW ALIENS
NEW: Added 'alien plants' which grow in alien caverns (from level 2; 8 variants) NEW: Added new base enemy type: ‘slicer’ (from level 9; 12 variants) NEW: Added 3 new enemy variants for all base alien types: 1) phase-shifted, 2) dark blue and 3) multicoloured MOD: changed level generation to increase range of enemy variants on levels 1-10 MOD: improved drone AI to allow targeting at up to range 3 MOD: improved alien AI so they find alternative route when blocked by other aliens
NEW ITEMS:
NEW: 3 new base scanner types for detecting traps and secret doors
DESTRUCTIBLE ENVIRONMENT
NEW: Walls, furniture and doors can now be destroyed by weapons with 'explosive' damage type MOD: Weapons with 'explosive' damage type automatically destroy crates and barrels
UI
NEW: ammo now shown numerically for equipped weapons NEW: camera follows player option now uses smooth camera panning NEW: improved map scrolling with mouse (scroll speed frame-independent and relative to zoom level) FIX: ‘no ammo’ pop-up text now shown for weapon equipped in left hand FIX: added info about scrolling map with mouse+alt-key to controls screen FIX: increased width of top-left ammo display text to avoid text-wrapping with more than 99 ammo
GAMEPLAY/BALANCE
MOD: increased rocket launcher to hit chance MOD: power of mind globes increased from level 8 MOD: can now retain battery when scrapping flashlight with full (>=1000) battery power MOD: reduced duration of radioactive damage debuff by 40% MOD: increased weapon range of combat drones
HACKING
MOD: improved display for results of hacking data terminal MOD: more detailed information shown for hacking electronics data MOD: hacking aliens data now includes drones, eggs and alien plants FIX: bug with data shown when hacking electronics data
OTHER
NEW: 7 new random tips added NEW: New Unity splash animation NEW: pressing F1 shows random tip in main log NEW: added log message for when combat drones become hostile on taking damage NEW: character stats screen now shows effect of encumbrance on weapon skill NEW: added support for Mac Retina screens FIX: information panel (e.g. for achievement) sometimes hidden behind terminal/inventory panels FIX: log message for destruction of barrel no longer refers to ‘crate’ FIX: destroying a barrel no longer unlocks the ‘vandal’ achievement FIX: error with item description for blade converter, and for weapons with blade conversion FIX: removed visual artefacts (white vertical lines) while scrolling map on high-spec systems FIX: speed of movement with keys held down now frame-independent (better for high-spec systems) FIX: bug with mechanic for missed thrown weapon attacks FIX: bug with target indicators when using mouse to target area effect weapon FIX: stimpacks introduced in Alpha 3.3 can now be used from inventory FIX: bug with occasionally failing to unpause game after using security terminal FIX: hallucination visual effect not loading from save FIX: improved log message when aliens trigger traps FIX: improved formatting of mousehoverinfo for drones FIX: bug with description of traps in inventory screen
Time for a pretty big update! 40 new alien types/variants, alien plants, destructible environments and lots more…
NEW ALIENS
NEW: Added 'alien plants' which grow in alien caverns (from level 2; 8 variants) NEW: Added new base enemy type: ‘slicer’ (from level 9; 12 variants) NEW: Added 3 new enemy variants for all base alien types: 1) phase-shifted, 2) dark blue and 3) multicoloured MOD: changed level generation to increase range of enemy variants on levels 1-10 MOD: improved drone AI to allow targeting at up to range 3 MOD: improved alien AI so they find alternative route when blocked by other aliens
NEW ITEMS:
NEW: 3 new base scanner types for detecting traps and secret doors
DESTRUCTIBLE ENVIRONMENT
NEW: Walls, furniture and doors can now be destroyed by weapons with 'explosive' damage type MOD: Weapons with 'explosive' damage type automatically destroy crates and barrels
UI
NEW: ammo now shown numerically for equipped weapons NEW: camera follows player option now uses smooth camera panning NEW: improved map scrolling with mouse (scroll speed frame-independent and relative to zoom level) FIX: ‘no ammo’ pop-up text now shown for weapon equipped in left hand FIX: added info about scrolling map with mouse+alt-key to controls screen FIX: increased width of top-left ammo display text to avoid text-wrapping with more than 99 ammo
GAMEPLAY/BALANCE
MOD: increased rocket launcher to hit chance MOD: power of mind globes increased from level 8 MOD: can now retain battery when scrapping flashlight with full (>=1000) battery power MOD: reduced duration of radioactive damage debuff by 40% MOD: increased weapon range of combat drones
HACKING
MOD: improved display for results of hacking data terminal MOD: more detailed information shown for hacking electronics data MOD: hacking aliens data now includes drones, eggs and alien plants FIX: bug with data shown when hacking electronics data
OTHER
NEW: 7 new random tips added NEW: New Unity splash animation NEW: pressing F1 shows random tip in main log NEW: added log message for when combat drones become hostile on taking damage NEW: character stats screen now shows effect of encumbrance on weapon skill NEW: added support for Mac Retina screens FIX: information panel (e.g. for achievement) sometimes hidden behind terminal/inventory panels FIX: log message for destruction of barrel no longer refers to ‘crate’ FIX: destroying a barrel no longer unlocks the ‘vandal’ achievement FIX: error with item description for blade converter, and for weapons with blade conversion FIX: removed visual artefacts (white vertical lines) while scrolling map on high-spec systems FIX: speed of movement with keys held down now frame-independent (better for high-spec systems) FIX: bug with mechanic for missed thrown weapon attacks FIX: bug with target indicators when using mouse to target area effect weapon FIX: stimpacks introduced in Alpha 3.3 can now be used from inventory FIX: bug with occasionally failing to unpause game after using security terminal FIX: hallucination visual effect not loading from save FIX: improved log message when aliens trigger traps FIX: improved formatting of mousehoverinfo for drones FIX: bug with description of traps in inventory screen
Progress has been continuing steadily toward what will be a major update!
It will be a little while longer before this update is released, partly because of the significant nature of the new features/fixes and partly because of less visible work on the back-end. Thanks to a new test machine I am looking into some issues I am aware have been affecting some high-spec systems, e.g speed-related issues with the UI and minor graphical issues.
Some things to look forward to very soon:
New alien variants, including phase-shifted aliens that can walk through walls!
Progress has been continuing steadily toward what will be a major update!
It will be a little while longer before this update is released, partly because of the significant nature of the new features/fixes and partly because of less visible work on the back-end. Thanks to a new test machine I am looking into some issues I am aware have been affecting some high-spec systems, e.g speed-related issues with the UI and minor graphical issues.
Some things to look forward to very soon:
New alien variants, including phase-shifted aliens that can walk through walls!