Hotfix #1 - Stability & JSON Modding
Hello everyone - we're now one day after the big 1.0 launch day, and things have gone relatively smoothly so far. Welcome to all of our new players, we hope you're all having fun!As a few issues have arisen with the 1.0 update, we released a hotfix (v7.18.4) to deal with them onto the Experimental branch. If it does not introduce any new bugs, it'll be released onto the standard branches tomorrow.SAVE GAMESThere have been two main issues with save games. The first is that the 1.0 update breaks save compatibility, which has left some people upset that they seemingly cannot continue their existing Milestone 6 campaign - however, you can still access the older build on our Legacy branch if you want, and that would allow you to continue playing.The second issue is that the 1.0 update caused some players to "lose" their old save games. What has happened here is that the game will now automatically choose a backup save game location if the default save game path is within OneDrive or Dropbox (as these services can cause stability issues).In this case, your save games are not actually gone - the game is just looking for them in a new place. If you revert to the Legacy branch (which is the only way to play the older saves) then they will reappear.JSON MODDINGA number of players raised concerns over the last day that the 1.0 launch build "removed" modding. We initially found this a bit confusing as the 1.0 build actually expands mod support, but once we properly understood the issue we were able to find a solution that should work for everyone.The problem is that the 1.0 release build packs the .json data files into Unity asset bundles. We did this because it significantly speeds up load times, but a side-effect is that the files are no longer accessible to modders unless they first use a tool to extract the contents of the asset bundle.After the 7.18.4 hotfix, the game will contain a .zip file called all_templates.zip in Xenonauts2/Assets/Assets/ that contains a copy of all the .json templates in the game. Unzipping this will allow modders to resume editing the files with text editors as they did in previous versions (the game will always try to load a file directly from the file system before it starts looking in the asset bundles).This means that the average user can continue to enjoy the increased performance that comes from using asset bundles, while modders no longer have to use additional tools to get access to the .json files. Anyone who wants to test this can do so immediately by switching to the Experimental branch.FURTHER PATCHESWe'll continue to monitor bug reports over the weekend and release hotfixes for any serious issues. Fixes for less critical issues are being rolled into a larger patch (v7.19.0) that will be released for testing on the Experimental branch early next week, and will be rolled out onto the standard branches a few days later if stable.Once stability is in a good place, we'll be able to start moving onto larger tasks such as the dedicated mod tools - but it's still a bit too early to say when that might happen. We'll keep you updated as we move forward!
Hello everyone - we're now one day after the big 1.0 launch day, and things have gone relatively smoothly so far. Welcome to all of our new players, we hope you're all having fun!
As a few issues have arisen with the 1.0 update, we released a hotfix (v7.18.4) to deal with them onto the Experimental branch. If it does not introduce any new bugs, it'll be released onto the standard branches tomorrow.
There have been two main issues with save games. The first is that the 1.0 update breaks save compatibility, which has left some people upset that they seemingly cannot continue their existing Milestone 6 campaign - however, you can still access the older build on our Legacy branch if you want, and that would allow you to continue playing.
The second issue is that the 1.0 update caused some players to "lose" their old save games. What has happened here is that the game will now automatically choose a backup save game location if the default save game path is within OneDrive or Dropbox (as these services can cause stability issues).
In this case, your save games are not actually gone - the game is just looking for them in a new place. If you revert to the Legacy branch (which is the only way to play the older saves) then they will reappear.
A number of players raised concerns over the last day that the 1.0 launch build "removed" modding. We initially found this a bit confusing as the 1.0 build actually expands mod support, but once we properly understood the issue we were able to find a solution that should work for everyone.
The problem is that the 1.0 release build packs the .json data files into Unity asset bundles. We did this because it significantly speeds up load times, but a side-effect is that the files are no longer accessible to modders unless they first use a tool to extract the contents of the asset bundle.
After the 7.18.4 hotfix, the game will contain a .zip file called all_templates.zip in Xenonauts2/Assets/Assets/ that contains a copy of all the .json templates in the game. Unzipping this will allow modders to resume editing the files with text editors as they did in previous versions (the game will always try to load a file directly from the file system before it starts looking in the asset bundles).
This means that the average user can continue to enjoy the increased performance that comes from using asset bundles, while modders no longer have to use additional tools to get access to the .json files. Anyone who wants to test this can do so immediately by switching to the Experimental branch.
We'll continue to monitor bug reports over the weekend and release hotfixes for any serious issues. Fixes for less critical issues are being rolled into a larger patch (v7.19.0) that will be released for testing on the Experimental branch early next week, and will be rolled out onto the standard branches a few days later if stable.
Once stability is in a good place, we'll be able to start moving onto larger tasks such as the dedicated mod tools - but it's still a bit too early to say when that might happen. We'll keep you updated as we move forward!
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