XenoMiner 2.5 in Final Test

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XenoMiner 2.5 in Final Test

Postby Gristmill » Thu Jun 26, 2014 11:43 pm

2.16 rolled up and became 2.17 ... Edit Update: 2.5

No you haven't missed an update, 2.16 never released.

2.5 is the same update, just with a bit more and our internal versioning ticked up.

2.5 is now in final test. We have a release candidate that seems pretty solid. Our testing crew is giving it a final run-through over the next day or so, and barring any big issues, we'll then put it up for Review.

Major feature updates include the Air system with Vents, Ducts and Condensers and a new Helmet, which can provide Mineral Ore vision.
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Re: XenoMiner 2.17 in Final Test

Postby JohnnyBlood » Fri Jun 27, 2014 1:18 am

I cant wait to "fill up your vents"....with air.
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Re: XenoMiner 2.17 in Final Test

Postby ARCLIGHT545 » Fri Jun 27, 2014 10:09 pm

JohnnyBlood wrote:I cant wait to "fill up your vents"....with air.

:-? :roll: Its completely offical...He's truly unstable. He's got issues...
Last edited by ARCLIGHT545 on Sat Jun 28, 2014 6:21 am, edited 2 times in total.
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Re: XenoMiner 2.17 in Final Test

Postby still crosshair » Fri Jun 27, 2014 11:49 pm

Sounds good :D cannot wait to find all the little things you added in but not mentioned now.
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Re: XenoMiner 2.17 in Final Test

Postby ARCLIGHT545 » Sat Jun 28, 2014 6:21 am

In addition to adding the Air Pressurization system and the TrueSpecs Helmet, the colored wash inside the Solar Panel/Relay rings is gone. This means that the details that were obscured will now be visible in the mini map.
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Re: XenoMiner 2.17 in Final Test

Postby still crosshair » Sat Jun 28, 2014 7:10 pm

ARCLIGHT545 wrote:In addition to adding the Air Pressurization system and the TrueSpecs Helmet, the colored wash inside the Solar Panel/Relay rings is gone. This means that the details that were obscured will now be visible in the mini map.


So I can finally see some underground areas now that have just been color blotches on the mini map thanks to the equipment there.
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Re: XenoMiner 2.17 in Final Test

Postby BushKillFalls » Sat Jun 28, 2014 7:16 pm

Yeah... 8-) and the rings that remain still give you the Idea of ranges so you don't lose any information just gain some extra map Detail :D
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Re: XenoMiner 2.17 in Final Test

Postby Timpraetor » Sun Jun 29, 2014 12:03 am

Lots of goodness in the latest test builds. Lots of potential problems fixed and new features that make things really fun. Truesight Specs make chasing down that elusive copper vein a new sport :twisted: .
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Re: XenoMiner 2.17 in Final Test

Postby RoadKill » Thu Jul 03, 2014 3:35 am

ALLLLLRRRIIIIIIGGGHHHTTTT!!!!
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Re: XenoMiner 2.17 in Final Test

Postby IceFireXD » Thu Jul 03, 2014 5:49 pm

Is the assault rifle glitch fixed in 2.17?

Without a doubt, that's the most annoying glitch currently in the game.
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