1. Update v7.23.4:
  2. Bugfixes:
  3.  
  4. Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play,
  5.  
  6. Update v7.23.2:
  7. Gameplay Changes:
  8.  
  9. Epic Store now has support for achievements.
  10.  
  11. It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button.
  12.  
  13. Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU).
  14.  
  15. Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so effectively you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible.
  16.  
  17. Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like.
  18.  
  19. Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground.
  20.  
  21. Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashes with the Steam Overlay shortcut.
  22.  
  23. Bugfixes:
  24.  
  25. Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats).
  26.  
  27. Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys.
  28.  
  29. Fixed another rare strategy crash.
  30.  
  31. Fixed an AI crash that could occur during base defence missions.
  32.  
  33. Fixed an AI hang if a mind controlled soldier was killed by reaction fire.
  34.  
  35. Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes.
  36.  
  37. Fixed miss shots being able to pass through walls in some circumstances.
  38.  
  39. Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path.
  40.  
  41. Fixed being unable to target small enemies who were stood on top of teleporter pads.
  42.  
  43. Fixed some small errors in the Hit Chance UI panel in the bottom right.
  44.  
  45. Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen.
  46.  
  47. Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list.
  48.  
  49. Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade).
  50.  
  51. Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project).
  52.  
  53. Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base.
  54.  
  55. Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse"
  56.  
  57. Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy.
  58.  
  59. Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed.
  60.  
  61. Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200).
  62.  
  63. Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead.
  64.  
  65. Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity.
  66.  
  67. Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit).
  68.  
  69. Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
  70.  
  71. Update v7.23.0:
  72. Gameplay Changes:
  73.  
  74. It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button.
  75.  
  76. Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU).
  77.  
  78. Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible.
  79.  
  80. Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like.
  81.  
  82. Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground.
  83.  
  84. Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashed with the Steam Overlay shortcut.
  85.  
  86. Bugfixes:
  87.  
  88. Fixed all remaining known translation issues, except the mission briefing description for Operation Endgame.
  89.  
  90. Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats).
  91.  
  92. Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys.
  93.  
  94. Fixed another rare strategy crash.
  95.  
  96. Fixed an AI crash that could occur during base defence missions.
  97.  
  98. Fixed an AI hang if a mind controlled soldier was killed by reaction fire.
  99.  
  100. Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes.
  101.  
  102. Fixed miss shots being able to pass through walls in some circumstances.
  103.  
  104. Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path.
  105.  
  106. Fixed being unable to target small enemies who were stood on top of teleporter pads.
  107.  
  108. Fixed some small errors in the Hit Chance UI panel in the bottom right.
  109.  
  110. Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen.
  111.  
  112. Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list.
  113.  
  114. Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade).
  115.  
  116. Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project).
  117.  
  118. Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base.
  119.  
  120. Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse"
  121.  
  122. Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy.
  123.  
  124. Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed.
  125.  
  126. Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200).
  127.  
  128. Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead.
  129.  
  130. Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity.
  131.  
  132. Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit).
  133.  
  134. Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
  135.  
  136. Update v7.22.3:
  137. Balance Changes:
  138.  
  139. Reduced miss shot deviation by about 20% for the average shot, and 40% for the maximum deviation shot. This means you're no longer able to hit a diagonally adjacent soldier on a miss if you're shooting directly forward.
  140.  
  141. Humans can no longer use alien grenades.
  142.  
  143. Fixed late-game Wraith terror sites sometimes having enemies equipped with Plasma weapons rather than Fusion weapons.
  144.  
  145. Gemini now has 12 starting armour (previously 15). Shielded Plating for interceptors now offers +24 armour (previously 25). Together these two changes prevent the Gemini getting more than 60 Armour (previously it could get 65), as going above this level breaks the air combat UI.
  146.  
  147. Set the Western Town restaurant exterior wall pillars to not block movement, or offer cover (as they're too small to realistically do either).
  148.  
  149. Gameplay Improvements:
  150.  
  151. The game now indicates on the Campaign Victory / Loss screen if you were playing Ironman mode (it puts it in brackets after the Difficulty Level if so).
  152.  
  153. Added more explanation to the tooltips for the concept of damage drop-off on explosions.
  154.  
  155. Improved the tooltips for Flashbang Grenades and Smoke Grenades.
  156.  
  157. Removed the Roadmap button on the Main Menu, as it is no longer relevant.
  158.  
  159. Bugfixes:
  160.  
  161. Updated the localisation files to incorporate the latest batch of translation fixes. This should fix the bulk of the remaining translation issues in the game.
  162.  
  163. Fixed a rare Geoscape crash that could occur if a UFO took off at the exact moment a nearby radar structure finished contruction.
  164.  
  165. Fixed a crash that could occur when loading a tactical save on particular maps.
  166.  
  167. Fixed a crash that could occur loading a save made after a Cyberdrone exploded.
  168.  
  169. Fixed a crash that could occur if picking up items in the tactical inventory from near an area with interactive objective props (Cleaner Desks, Abduction tubes, etc).
  170.  
  171. Fixed a rare crash that could occur when an AI unit suffered a morale break.
  172.  
  173. Fixed the game detecting the same object twice when clicking an icon on the Geoscape, and asking you to choose from a list that contains two identical entries.
  174.  
  175. Fixed the Engineering Capacity slider on the Manage Engineers screen not displaying correct numbers if you have more Engineers than you have Workshop space available.
  176.  
  177. Fixed unique upgrade projects in the Engineering queue of a destroyed base becoming being permanently inaccessible to the player.
  178.  
  179. Fixed melee weapon hit chance information being incorrect in the bottom left "shot calculation" UI element. It now shows the base accuracy of the weapon as (say) 65% rather than the incorrect x1.65 formatting it used before.
  180.  
  181. Fixed an issue where a planned move (the move + shoot action using Ctrl+Shift) could move the soldier onto a teleporter when using a medkit or melee weapon, causing the teleporter to trigger before the action occurred. The teleporter will now not trigger in such situations.
  182.  
  183. Fixed tooltips showing an error if they are linking a hotkey that the player has unbound.
  184.  
  185. Fixed the reload quick button always showing, even when the soldier doesn't have a clip available to reload their gun with.
  186.  
  187. Fixed smoke being unable to spawn on certain water edge tiles.
  188.  
  189. Fixed dead bodies on the ground showing damage numbers if hit by bullets.
  190.  
  191. Fixed the Colossus Power Fist being dropped on the ground when the wearer is killed or stunned.
  192.  
  193. Various fixes to support modding.
  194.  
  195. Fixed the Tooltip Lock / Unlock Time settings being controlled by the wrong slider if accessed from the Main Menu.
  196.  
  197. Fixed various missing / incorrect button tooltips.
  198.  
  199. Fixed the game automatically rebinding keybinds on startup that had been intentionally left unbound.
  200.  
  201. Fixed the Alien Plasma Machinegun using the same 2d tile art as the Alien Plasma Rifle.
  202.  
  203. Fixed the Aircraft fuel tooltip still incorrectly talking about aircraft running out of fuel in air combat.
  204.  
  205. Fixed a typo in the Alien Plasma Weapons xenopedia entry.
  206.  
  207. Update v7.21.6:
  208. Another fix to prevent saves from several years ago causing crashes when scanning the save game folder.
  209.  
  210. Update v7.21.5:
  211. Re-enabled the Crash Bug Reporter pop-up screen on startup after a crash.
  212.  
  213. Fixed an issue where large numbers of old saves from the early stages of Early Access would cause the Load Game panel to show a blank list for 30+ seconds, making players think their saves had been lost.
  214.  
  215. Reverted a fix to the desert bushes that was causing desert biome tactical saves to crash on load if they were made in v7.20.4 or earlier. The downside of this fix is that any desert tactical saves made in the last 24 hours will now be broken (but obviously that's the lesser of two evils). If you're getting this crash, please just load the pre-mission strategy save and restart the mission and everything will work fine. If you're playing Iron Man and you're unable to continue your campaign, please make a bug report and we'll manually fix your save for you.
  216.  
  217. Added updated translation strings and some improvements to the non-English loading screen trips.
  218.  
  219. Update v7.21.3:
  220. Gameplay Changes:
  221.  
  222. Fixed a crash that would occur if you put JSON files that weren't saves into the game save directory.
  223.  
  224. Added a new Xenopedia popup of Accelerated Weapons. This is unlocked from Alien Magnetic Weapons, but doesn't popup by default - it just appears in the Xenopedia to make comparison with other weapon tiers easier (previously there was no dedicated entry for them).
  225.  
  226. The Delegation Cost for launching a UFO mission is now shown on the Launch Combat Team button when viewing the mission information. This cost isn't actually deducted until you fly to the crash site and start the mission, but we still think this is the most useful place to show it!
  227.  
  228. Missions that do not use a dropship (Base Defence, UOO Sabotage, UOO Bridge Assault, etc) now use a more intelligent system to populate the suggested soldiers. Instead of purely populating the squad by rank, they now copy the assignments from the dropship at the base where possible and then autofill any gaps with other soldiers based on their rank.
  229.  
  230. Selecting an aircraft in the air combat by clicking on it will now correctly update the selection on the aircraft infopanels on the right hand of the screen.
  231.  
  232. Made the Ballistic Pistol 3d model a bit larger so it's more readable when a soldier or civilian is carrying a pistol.
  233.  
  234. Balance Changes:
  235.  
  236. Fixed an error in the Cleaner Data Raid mission which led to all of the starting enemies having SMGs. A portion of them will now be equipped with rifles, and some will have body armour alongside their SMGs.
  237.  
  238. The Defender now spawns one wave earlier as a lone UFO on Air Superiority mission (replacing similar missions that feature Fighter UFOs). This allows players to shoot them down and get Defender UFO research. Previously they were first spawning as escort craft for older UFOs that had usually already been delegated, which was an issue because you needed to win the crash site to get the research (or wait until you saw a Defender as part of an air superiority mission).
  239.  
  240. Using the HEVY will now grant Accuracy progression as long as there is a hostile target within the blast radius of the planned shot.
  241.  
  242. Strategy Bugfixes:
  243.  
  244. Fully fixed the timing issue that was causing some tactical missions to crash when returning to the strategy layer (the fix for this in 7.20.3 worked for most but not all situations).
  245.  
  246. Fixed being unable to change base selection on the Soldiers screen.
  247.  
  248. Fixed an error in the Suppression tooltip that incorrectly stated that units would immediately lose 50% of their TU and all of their Reflexes, as in reality it's the opposite - they lose all of their TU, and 50% of their Reflexes.
  249.  
  250. Fixed the Mind Control tooltip claimining that Suppression removes Mind Control.
  251.  
  252. Fixed the Regeneration tooltip incorrectly only referring to Sebillians (as Eternals also have the ability).
  253.  
  254. Fixed the Soldiers count on the Main Base screen incorrectly also including vehicles.
  255.  
  256. Tactical Bugfixes:
  257.  
  258. Improved the camera tracking for reaction shots to fix various instances where only the target was shown (even though it would be possible to also show the shooter by moving the camera slightly).
  259.  
  260. Fixed AI units not respecting objects tagged as "Do Not Crush", which was causing Androns and Cyberdrones to wreck the inside of their own UFOs when moving around.
  261.  
  262. Fixed an issue in the shot hit chance info panel (bottom right of the UI) that listed the Wraith's Cloaking Field ability too high up the calculation order, which led to the maths not making sense.
  263.  
  264. Fixed the Colossus being given a second Power Fist in their secondary slot on ENDGAME part 2.
  265.  
  266. Fixed one of the footstep sounds having a slight "clicking" noise at the start.
  267.  
  268. Fixed another instance of the move path generating a purple missing path error.
  269.  
  270. Fixed the soldier name drawing below the portrait in the tactical AI (could be relevant for long vehicle names).
  271.  
  272. Fixed the Colossus losing the louder and stompier footstep sound effects when the Automed upgrade was equipped.
  273.  
  274. Fixed the little decorative bushes in the Desert biome triggering the "half cover" indicator on the cursor even though they have a 0% stopping chance.
  275.  
  276. Fixed walkable meta tiles on top of shipping containers remaining behind after the shipping container was destroyed.
  277.  
  278. Update v7.20.3:
  279. Gameplay Changes:
  280.  
  281. You can now double click on a soldier on the Dropship soldier arrangement screen to be taken to the Armory view for that soldier.
  282.  
  283. Updated the translation files to fix more translation errors.
  284.  
  285. Balance Changes:
  286.  
  287. You can once again revive unconscious soldiers with a medikit. This is actually a bugfix, but I'm listing it here because it has big gameplay ramifications!
  288.  
  289. Automed Module (both the standard version and the Colossus variant) now only heal 3 Stun Damage per turn, rather than clearing all Stun Damage each turn.
  290.  
  291. The Colossus: Ultradense Plating upgrade engineering project no longer requires the Alien Fusion Weapons research to construct, just Ultradense Alloys (which brings it into line with what the Vanguard Armour research text suggests).
  292.  
  293. Strategy Bugfixes:
  294.  
  295. Fixed a crash that could occur if you were deleting save game files.
  296.  
  297. Fixed a crash that could occur in the Armory if items glitch and get stuck while being dragged around.
  298.  
  299. Fixed a crash that could occur on the Geoscape after both the interceptor and the UFO are destroyed.
  300.  
  301. Fixed a crash in the pre-mission soldier equip screen for the UOO missions that would occur if you double clicked the "Quantum Gateway" dropship name in the bottom right.
  302.  
  303. Fixed a crash that could occur when placing the Access Lift for a new base.
  304.  
  305. Fixed a rare crash that could occur on the strategy layer caused by a corrupted tactical mission. It would manifest as a sudden (seemingly random) crash on the Geoscape.
  306.  
  307. Fixed it being possible to remove soldiers from airborne dropships (leaving them permanently stuck in the "Airborne" state) by double clicking the Armory soldier list to bring up the assignment menu, and then trying to replace a soldier in the dropship.
  308.  
  309. Fixed the Stalker Stealth Armour incorrectly not showing the jetpack on the soldier paperdoll when equipped.
  310.  
  311. Fixed existing base buildings that had been upgraded by an engineering project not charging upkeep costs (newly built ones worked as normal).
  312.  
  313. Fixed a situation where you could be on the Game Menu (Esc) after an air combat, but be unable to interact with any of the buttons.
  314.  
  315. Fixed the "all Colonels on a team" achievement triggering if the team consisted of only vehicles.
  316.  
  317. Fixed the Data Raid mission briefings incorrectly saying the rewards were 0-200 Operation Points (it's actually 0-100).
  318.  
  319. Fixed the Eternal Observation research project not increasing the Training Rate, despite the description claiming it did.
  320.  
  321. Fixed a variety of tooltips either having typos, having misleading information, or not existing.
  322.  
  323. Tactical Bugfixes:
  324.  
  325. Fixed a crash that would occur if you lost ENDGAME part 2.
  326.  
  327. Fixed a crash that could rarely occur when loading a tactical save after having a "character conversation" play at the start of the mission.
  328.  
  329. Fixed a crash that could occur at the end of the ATLAS Base mission.
  330.  
  331. Fixed being unable to revive unconscious soldiers with a medikit.
  332.  
  333. Fixed an AI hang that could occur if an alien that had mind controlled a Xenonaut fell unconscious during the alien turn.
  334.  
  335. Fixed mind controlled Xenonauts continuing to attack like a hostile unit until end of turn if they were released from mind control during the alien turn (e.g. if the alien was killed by reaction fire).
  336.  
  337. Fixed mind controlled Xenonauts being able to fire their weapons even if they had no ammo in them.
  338.  
  339. Fixed units being able to pass through walls if there was an open door "on top" of it (i.e. sharing the same tile edge).
  340.  
  341. Fixed some roof edge tiles not properly causing units to fall if they were destroyed.
  342.  
  343. Fixed the teleporters costing 0 TU to activate manually if you right-clicked the exit teleporter rather than the one the soldier was standing on.
  344.  
  345. Fixed the camera not following the teleported soldier when you right-clicked the teleporter to manually teleport.
  346.  
  347. Fixed an issue where a teleporter would trigger if a soldier stood on it attempted to make a move that included a turn, but did not actually have enough TU to move off the teleporter, and so only did the turn action.
  348.  
  349. Fixed Reapers not spawning on the tile where the Zombie they hatched from just died.
  350.  
  351. Fixed an error in the alien spawning logic that could cause Symbiotes to spawn on the other side of solid walls from the impact point of the projectile that spawned them.
  352.  
  353. Fixed the Reaper Alpha corpse item being too large for the ground area, which meant that if you picked it up you couldn't put it down again!
  354.  
  355. Fixed the Advanced Medikit not playing a "heal" sound when used (like the standard Medikit does.)
  356.  
  357. Fixed some instances where fire tiles could end up floating in the air (which would occur if they were spawned by an explosion that also destroyed the roof tiles they were spawning onto).
  358.  
  359. Fixed a dockyard warehouse roof destruction edge frill spawning misaligned.
  360.  
  361. Fixed one of the alien props (the purple couch thing) z-fighting with the floor on the upper levels of UFOs.
  362.  
  363. Update v7.19.2:
  364. Fixed a crash that could occur if the user visited the Soldier screen either due to a "soldiers arrived" popup message, or if they viewed the Soldier Recruitment tab and then switched back to the Manage Soldiers tab.
  365.  
  366. Large number of localisation fixes and improvements.
  367.  
  368. Fixed the soldier list on the Soldier screen re-ordering itself after a soldier was fired or transferred.
  369.  
  370. Update v7.18.7:
  371. Gameplay Changes:
  372.  
  373. The "please report this crash" popup shown at the start of the game after a crash has now been removed.
  374.  
  375. Units now get "kill" credit for stunning a hostile unit.
  376.  
  377. Objects like cliff edges will now be revealed if you can see the walkable ground tile on top of them.
  378.  
  379. Fleeing units will no longer attempt to avoid smoke. This prevents issues where fleeing units would sometimes run towards dangerous aliens because they considered that less of a problem than passing through a few tiles of smoke.
  380.  
  381. Base Defence mission AI has been improved, and the aliens should now converge on the rough location of Xenonaut units. They still don't actually know where your units are, but they'll search within a radius of a few rooms rather than potentially spreading themselves out around the entire base (which could make finding and killing the last aliens boring and anticlimactic).
  382.  
  383. There's now a notification on the UOO Bridge mission if an alien unit makes it to one of the squares adjacent to the alien mainframe, which tells the player that they need to clear the alien off by the end of the turn or they will not make any progress towards the objective that turn.
  384.  
  385. In the air combat, interceptors now maintain their target even if all their weapons are reloading (which stops the intercept path flickering backwards and forwards as interceptor cannons fire).
  386.  
  387. If you press R to reload and the only clips you have available contain fewer shots than the one currently loaded, the game will now play an error sound and prevent the action. It will display the error "Fullest clip already loaded".
  388.  
  389. Balance Changes:
  390.  
  391. Alien reinforcement spawner gateways (UOO Bridge Assault, Operation Endgame pt 1) now have 0 Reflexes as they are inanimate objects. This makes them very easy to hit with melee weapons.
  392.  
  393. Frag Grenades now cause 35 Suppression. Previously they caused 0 Suppression due to an error.
  394.  
  395. Strategy Bugfixes:
  396.  
  397. Fixed a crash that could occur on the engineering screen if you locked the tooltip for an engineering project, then quickly clicked the button to begin work on that project before the tooltip disappeared.
  398.  
  399. Fixed engineering projects that are one-off upgrade projects that award unlimited quantities of items (e.g. aircraft missiles, soldier modules, etc) showing a (0) after their name on the engineering screen.
  400.  
  401. Fixed being unable to interact with the Armour tooltips on the Armory screen (e.g. to hover over the links to see what properties like Hardness actually mean).
  402.  
  403. Fixed the research and engineering backgrounds upgrading to the level 4 image once you researched Ultradense Alloys, even if you hadn't run the lab / workshop upgrade projects.
  404.  
  405. Tooltips now show Suppression values for weapons. The Flashbang now has its own tooltip with Suppression as the top value.
  406.  
  407. Updated the Combat Shield tooltip to properly explain how the shield works (it blocks 100% of shots in the front 90-degree arc, but the block chance drops linearly towards 20% as the angle increases towards the outer edges of the 180-degree protective arc).
  408.  
  409. Updated the Air Combat result element "accept results" button tooltip to not imply that it was choosing the autoresolve results. It's actually a generic button that accepts whatever results are currently being shown.
  410.  
  411. Fixed a number of other minor tooltip issues / typos.
  412.  
  413. Fixed the Transfer Scientists and Transfer Engineers panels always incorrectly showing the source base name as "BASE NAME" the first time you access the screen.
  414.  
  415. Fixed being able to construct 7 Geoscape bases even though the UI only supported 6.
  416.  
  417. Fixed the Camera Zoom In / Out labels in the keybinds being inverted.
  418.  
  419. Tactical Bugfixes:
  420.  
  421. Fixed an AI hang that would occur if a Mind Control-capable Psyon went Berserk due to a morale break.
  422.  
  423. Excess carry weight TU penalties now update correctly when items are consumed (e.g. a grenade is thrown, or a weapon reloaded) rather than only when the tactical inventory is opened again.
  424.  
  425. Fixed a visual issue with the large central room in the UOO Data Raid map, where the roof / upper building section would not hide when you opened the door.
  426.  
  427. Fixed various objects inside UFOs being visible as silhouettes in the shroud, even though their models should be hidden as the objects have not been revealed yet.
  428.  
  429. Fixed an AI issue that could occur when an alien unit found its path unexpectedly blocked by a Xenonaut. Previously they would just end their move; they will now recalculate their next action (usually causing them to attack the Xenonaut).
  430.  
  431. Automed unit now properly removes regeneration when dropped, which means it will no longer automatically revive unconscious soldiers. It will also not apply regeneration multiple times if you drop an automed unit and then pick it up again.
  432.  
  433. Fixed grenades thrown on top of UFO hulls being able to damage the aliens inside.
  434.  
  435. Fixed some places where it was possible to throw grenades through Boreal sawmill building roofs.
  436.  
  437. Fixed the crosshair TU cost for healing or using a melee weapon a unit being incorrect if the Xenonaut was crouched and movement or rotation was needed to reach the target (it would incorrectly add in the cost for an unnecessary uncrouch).
  438.  
  439. Fixed the black "floor" of a UFO not always being visible on the upper levels. This could lead to instances where it would be possible to see things on the lower level of the UFO through what should be shroud.
  440.  
  441. Fixed units incorrectly having a chance of being Mesmerised when attacking a Psyon with a melee weapon from behind.
  442.  
  443. Fixed the LMG fire animation having a visual "jump" during the part of the animation where they raise the weapon.
  444.  
  445. Fixed Symbiotes always being visible when spawned, even if the tile they were spawned on was not in line-of-sight.
  446.  
  447. Fixed Symbiotes spawned during alien reaction fire not displaying their red enemy UI square until the start of the next turn.
  448.  
  449. Fixed being able to shoot through the Quantum Decoder large terrain tiles in the base defence mission.
  450.  
  451. Fixed the ENDGAME part 1 sloped building walls having black interior faces if destroyed. They have now have an appropriate purple sand interior texture.
  452.  
  453. Fixed some z-fighting issues with the UOO underfloor support structures.
  454.  
  455. Fixed some additional visual issues in the ATLAS Base mission, where certain wall faces were incorrectly rendering black and some wall sections did not have sidefaces.
  456.  
  457. Fixed the Alenium Generator props sometimes popping in at the start of the base defence missions, rather than being visible from the start like everything else.
  458.  
  459. Fixed the white alien wall screens on the UOO Bridge map not being subdivided into 1-tile sections for destruction purposes.
  460.  
  461. Cliffs now have black sidefaces, so they look a bit more natural when only half of a row of cliffs is revealed from the shroud.
  462.  
  463. Fixed the ARES crosshatch obstruction shader looking like a huge blob rather than a tank, as some of their hover particle effects were incorrectly being shaded when the unit was hidden by terrain.
  464.  
  465. Update v7.18.7:
  466. Changes:
  467.  
  468. If the game crashes for a user who has a mod installed or has unzipped templates (from the .zip introduced in the last update) then the game will display a popup after the crash warning the player that the crash might be caused by modding, as we're getting a lot of crashes reported that are caused by mods!
  469.  
  470. Steam Cloud saves will now also track the backup save folder, as some players (e.g. those on Windows 11) were finding that their saves were not syncing.
  471.  
  472. If an aircraft has the afterburners enabled, their weapons will display their fire arc outlines but the green fill will be removed. Also the afterburner button "on" state has been made a bit brighter. This is intended to avoid the situation where users have accidentally left the afterburners enabled and been confused about why the interceptor weapons are not firing.
  473.  
  474. Bugfixes:
  475.  
  476. Fixed a crash related to tooltips for certain modded assets.
  477.  
  478. Fixed a bug in the modding lifecyle.
  479.  
  480. Fixed some path lookup issues when trying to use Steam Workshop mods.
  481.  
  482. Fixed various other issues to do with mod loading.