Milestone 6.24.0 STABLE Released!
This update contains our first round of balancing fixes for Milestone 6 while we work on the first stability patch. Please do continue to report any bugs you encounter while playing the game and we'll do our best to get them fixed!
** Gameplay Changes: **
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Some weapon tweaks:
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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%.
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Fixed alien weapons having zero recoil, which meant burst fire from alien weapons was more effective than it should have been.
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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).
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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).
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The average missed shot in tactical combat now deviates from the target more than twice as much as before, but the maximum permissible deviation has been significantly reduced.
- 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.
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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.
** Bugfixes: **
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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.
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Fixed some minor visual issues with the cliffs on a Polar Cruiser UFO crash site map.
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