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  3. Hey there halftea, thanks for taking the time to register and post a bug report! Do you happen to have the save file for this bug? I tried reproducing it on my end but unfortunately it seems that it doesn't seem to be reproducible from our build.
  4. Sorry, no save. But I've had it happen more than once or twice. Seems to happen when you have the soldier selected when reaction fire kills him
  5. Interesting, does this happen everytime a soldier dies on your end, or only this time? Also, if you have a save file where we can repro it, that'd be great too
  6. Thanks for the bug report, yeah this might be an issue with how the cleaner reinforcements were setup, will give this a look, thanks!
  7. Thanks, although I'm not sure if we have the assets for the triangulation ability, will have to check with the rest of team
  8. Will have to bring this up with the team, but the icons should update whenever a unit gets in or out of shooting LOS, rather than just once per turn
  9. Yeah, destroyed cleaner trucks shouldn't give cleaner supply, we'll get it fixed
  10. Thanks for the bug report Skitso! Yeah, this can easily lead to losing multiple TUs, I'll bring this up with the rest of the team!
  11. Just updated from 3.2.0 Stable to 3.3.0 Stable. Nice job fixing the double heavy armor bug! Anyway, I loaded into the 'Rescue three soldiers' mission, in the pre-mission, it showed the three soldiers with a loaded rifle each - single magazine. but once the actual mission began, their rifles were unloaded. Unfortunately that makes them too vulnerable to last long behind enemy lines as they are. As they also are missing color skin sprites - looking like a bunch of pale Casper the ghosts in tactical armor - that might be something to do with it. I can upload screenshots/save file if needed. Mission was fine in the 3.2.0 build, so not sure what changed.
  12. Last week
  13. I agree with several points raised. Once the cleaners are eliminated, the game seems to revolve around a somewhat similar loop in terms of mission. We could perhaps find intelligence capture or capture an alien VIP to obtain information and not just go to crash sites. At the air level, the game is more difficult given the price of planes and weapons. I understand the benefit of paying for weapons individually, but that seems excessive to me for missiles. Seeing civilians trying to enter a ship with a shotgun makes me laugh. If there are things I would like to see, it would be an improvement to the stun stick and a little more variety in terms of music. I can't wait to see what happens next and test the Gemini plane with the fusion cannons. I wrote this post using google translate so I hope everything is understandable.
  14. Took the time to start a new playthrough with 3.40 just to feel how the difficulty and balance feels after latest changes. Here's my random thoughts. I played with veteran difficulty with increased starting funds. Start of the game and plot might not make much sense for the players that have disabled or skipped the tutorial. Maybe add a text box or dialog scene at the beginning of the game that summarises events that are otherwise told in the tutorial. Most game tutorials don't have any story content, so people might really miss out here. I had a Cleaner VIP mission very early in the game (first or second cleaner mission, right after the first abduction) and it felt really difficult. I tried to push forward as fast as I could while looting one side building for extra intel and I had no business trying to capture the VIP. There's just too many cleaners and the time limit is too tight. It's way more difficult than any other cleaner missions while they should be about the same IMO. Reduce enemies and add one or two more turns. Also, might be a good idea to force the mission to spawn later and/or be one time persistent mission. It has no business being that tough so early in the game. New jungle (escort) maps are way too clutterd and dense. Makes them difficult and annoying to play. Soldier progression feels spot on now. Cleaner mission repetition annoys me still. Had a second (too tough) VIP mission before even one intel gather. I'd gladly have it the other way around: 2 intel gathers and then a VIP mission. Would make more sense difficulty curve, progression and story wise too. Resources were quite well balanced but even with the increased starting funds I had, I felt the money was a bit tight. Alenium/alloy seemed fine. I hate to build basic air weapons. Why is the logic different than with troop weapons? Air game felt too punishing after day 100. I only had three angels with laser lancers and needed to transfer them around the globe to try to keep panic down. It didn't end well. I would have needed at least 2 more airplanes at that time but had no means funding them and their weapons. Also, as I need to complete a destroyer crash site before I can research Ufo Hull plating and only then I can research Phantom and after that, I still need to build and arm them. This all takes like a month or more and by that time, destroyer waves have raised the panic to 90-100 at least in some regions. AI still leaves a lot to be desired: They waste a lot of TU's moving back and forth for no reason, don't stay put when in optimal positions, don't take multiple shots when close to a clear target, but move into shroud instead and take a quick snapshot from there etc. AI doesn't seem to be aware of where each side's frontlines are, so they often move into unoptimal locations behind my lines. My third abduction at day 87 was brutal. Wraiths and servitors in dock biome and I just had to save scum my way through it. Waaaay too difficult. Huge difficulty spike. After the Cleaner HQ is destroyed, the game starts to repeat itself and becomes somewhat boring. The plot to reveal Cleaner HQ has so cool progression that when it's finally resolved, I feel the game starts to become stale. It might be a good idea to introduce some similar large scale objective for the player to strive towards a month or so after the Cleaner HQ so advancing the plot wouldn't feel so linear and predictable where you just shoot bigger and bigger ufos down. Mid/late game needs cleaner style mission variety too. Make alien base similar mission objective as cleaner HQ with multi-tiered proggression maybe? Civilian turns take too long. Do they all need to move so much and every turn? Do we need to have a civilian turn at the end of the mission when all the enemies are dead and we could just call it a day? End of mission screen should also show changes in panic and the amount of broken/lost gear Shotgun civilians are still super aggressive and raid ufos completely fearlessly. Abduction missions start to annoy me - too much repetition. Maybe after completing a few, unlock an abductor alien base mission where you need to rescue already abducted people or something instead. Other that that, the game felt good. Somewhat buggy, but still great fun.
  15. I've updated my rifleman loadout to have warden armor. Now that I recruited soldiers to my new base #2, in which I don't have any warden armor available, all the new soldiers seem to wear warden in armory. It's only visual though.
  16. I got 100% Cleaner HQ progression at 00:00, Day 63 but Cleaner HQ gets revealed two days later at 00:00, day 65. Also, research report concerning the said HQ is revealed only 10 hours after the mission is placed on the map. The report should come immediately before the HQ gets revealed as this could potentially lead to situations where the player has completed the HQ mission before the report is displayed. The save has Cleaner progression at 99%. Just wait to see the issue. user_day_61_revealing_the_cleaner_hq-15.json
  17. Load the provided save, select Jimin Kim and throw a flashbang as shown in the image below. As she turns to throw the grenade, she'll spot a new sebillian but still commits to the original action. auto_groundcombat_turn_1_start-185.json
  18. Hello, On a recent playthrough, I stopped to zoom in and appreciate the map. First I would like to say that the in-game map is gorgeous! However, then I noticed how the spread of cities is very unusual. I'm making this post today to open up a dialogue about the best method of choosing cities on the map. Currently, the map doesn't seem to have much rhyme or reason. I don't want to sound rude, I just find it confusing that China has two cities but New Zealand has three. It's nice that all Central American cities have their capital on the map but why not the same for Africa? Why is Monico on the map but not etc... I hope to start constructive Criticism and perhaps improve the map before release. Thank you for taking the time to read this, -AG
  19. It happened to me a couple of times as well. I like this feature, it took me by surprise first time when the secton went berserk on my turn and killed one of my soldiers hahaha. I was a bit more careful next time!
  20. The dialog cutscene is displayed one turn too late at least on cleaner data raid mission. The first three gas mask units spawned to the far end of the map without triggering the dialog. Dialog cutscene is played the next turn when the 2 x 2 reinforcements arrive on both sides of the map. Just load the save (notice how there are already reinforcements on the map) and end turn. EDIT: or did the first three reinforcements come one turn too early? auto_groundcombat_turn_5_end-173.json
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