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About Pave

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  1. --- (( I noticed this new built also creates a "output.log"-file, so I have attached it just in case. )) At least the lose-condition is in place; I got my team completely wiped out primarily not only bug the AI-exploiting bug but also due the lack of grenades since they employed the super-camping-tactics at the entrance of the UFO. So really hoping the next build includes the grenades to give us players a better fighting chances. (( I know, I know, I shouldn't "test-to-win", except I kinda also have to in order to find rest of the possible bugs. )) --- - Seemingly the "If I can see you - I can hit you"-bug is back, and yet once again only the Alien-Intelligence is able to take advantage of this. Observe first a wall in which I personally can see but not shoot through: And now we have a situation in which the alien was able to see and shoot the wall while my (highlighed-)token was not able to see them: Here is another solider "spotting" the same alien that shot through the wall: In this screenshot we only not are able to see the "Bleach-Splatter"-but mentioned earlier in previous version-thread. But also see Sebillian having shot the solider behind the corner while the solider at the corner was not able to see or shoot them: Here are couple of images showing that yes, you can also spot the aliens in similar fashion. But you indeed are not able to hit them at all: --- - I have also now figured out the "Overwatch"-bug: It isn't that Sebillians / aliens wouldn't have increased view / spotting-range. But that the Overwatch is "delayed". This means that even if I have already moved my soldier tokens away from the spotting-range, they are stilled to reaction-shot my solider. Observed / analyzed in this image: I had spotted with this solider (on the right), and I moved them back to this corner. Either of the aliens (Drone or Sebillian) behind the cactus (highlighted with mouse-cursor) attemted and reaction-shot (without hitting) the solider when he had already gone to the corner. The projectile itself seems to the almost go half-way-through the stone-wall; there indeed are some nasty "holes" apparently. --- - Some more spotting oddities: I have the same tile highlight / "seen", yet the Sebillians stays hidden --- - And, well, combine all the exploits aliens use with overpwoered-camping tactics, you end up getting this quite a impossible flesh-wall to penetrate. Yes, I probably should have just first taken first the folks blocking the door way far behind enough (+3) squares thus use the "door-opening-exploit". But at this point I was simply not enthusiastic enough / was tired. - I looked funny though to stack a corpse-pile though - In the end they just broken the wall next to my last solider with whom I tried to "chip" to victory - Had my machine-gunner been a plasma-magnet yet once again alongside the aliens exploiting the bugs a little bit less, I could have win this battle --- - Removal of self-shooting has also removed the possibility to apply first-aid / bandages by themselves --- --- And that is my report for this version; I doubt I would be able to discover any other bug under these majour-issue-bugs, so back to waiting until the next update. I might do another run at some point to try to get the win-conditions triggered. But it indeed would be super-hard on this current version of the game (obviously some people are going to have easier-times; I am not one of those people). --- --- --- recording_3.rec output.log
  2. --- Well, hmm... Seemingly this version is missing the "winning-condition", or at least the UFO-capturing does not trigger at all (I already send the bug-report via in-game-reporting-tool). I also tried to reveal all the hidden / black-squares without finding any aliens, or any of them even trying to attack my troops. Thankfully the record-files are seemingly written even when the battles don't end and I quit the software via the menu. ((Yeah, apparently there just aren't "recording_X"-files past "10", so it started from "1" again as I mentioned last time.)) Here are some other oddities and annoyances: - The Time-unit-amount is somewhat too little to traverse through the map, or at least was this time since I got probably the biggest map in the game at the moment. --Odd balancing: (all stats) 60 to shotgun-men / "Assaults" and 55 to rest of the troop ---Shotgun snap-fire uses 17 while sniper-rifle uses 16, rest of the guns (SMG, Assault-rifle, Pistols) use 15, expect the pistols the assault / shotgun-men can wield. So these numbers might need some fixing, alongside maybe bump up the time units to compensate the large-maps (or at least maps larger than what we had before two/three-weeks ago. - Not able to screenshot the Tutorial due the fading UI / HUD elements, at least I was not able to do that with "Greenshot" while using ALT+W"-button combination. -- There generally seems to be some glitchiness in the windowed-mode: as seen in the following screenshot, you can see the "Activate Window"-text bottom-right -corner of the first screenshot. In this screenshot the the game-window is in the size of 1440x900 just like is has been said to be set in the "Xenonauts 2 confiqurations"-launcher-pop-up. However, as soon as I open the options-menu to "apply" the audio-volume setting that always resets to max whenever the game launches (even if the slider is still at the minimum, "bottom-left"), the game-window suddenly pops / enlarges the window to fill the whole screen at maximum-resolution, ala like borderless-fullscreen, but with borders to move around the window obviously. After this happen, the "Greenshot" is once again able to screenshots only the content inside the window-borders without screenshotting teh borders or anything else "atop" (notice the missing "Activate Windows"-text and the missing "title-border"). Obviously this could only be a problem happening with "Greenshot"-alone (I've occasionally considered to start using "FRAPS" again, but I am not certain how well it would work on "Windows 10", since last update was on very early 2013; I might just outright have to find an alternative that isn't tied to Steam-client perhaps (yes I also know the GOG-Galaxy is trying to get a screenshot-tool too). More "FRAPS-like" and maybe less-money-costing it is, the better). The sudden-automatic "screen-filling"-transition is rather bizarre too. - I mean, I understand why, and I know I keep showing this "wonkiness" all the time. However, this time it just too funny to me not to showcase: - The "move-path" especially when using the TU-reserving are a little too "shrouded" within the "line-of-sight-fog" - A bit of an odd spotting and shooting angle - Having had my machine-gunner / suppressor gunned down by an "out-of-sight" enemy, I believe the Alien Intelligence is still able to "reaction-fire" via sight of another of their team, or the "Sebillians" have increased sight range. This seems to be similar "alien-intelligence-spotter-bug" I have reported here: - Maybe the arms of Sebillians are a bit too stiff... - The aliens simply refused to interact with the door. (( Or maybe only the Reapers have enough "smarts" to open the doors? )) - The Reapers seemingly just were stuck on this square; when one was killed, another simply step on the square as a replacement while never moving anywhere ( I didn't test this time if they'd even bother to try punching any of my token if they'd stand next to them ). - Here is some more melee / stun-baton wonkiness: In reality the hit-accuracy is affected by the "angle": 40% for diagonal-strikes, and 60% for "next-to-squares". Regardless the number, the miss-chances seem to be "heavily-weighted" considering that this time over 60% of swings missed (just an assumption, but still the hits-missing is too much). -- I still ended up "batoning" the other reaper down though (18+34-stun-damage) - And here is the whole UFO, while I was trying to look for the suppose "stray-one" On the positive: - The initial version of "inventory" / "quick-slots" worked as intended; using tools (med-pack, stun-baton) simply worked. --- And this is all for now. Here is to hope for a hotfix to make capturing alien-ships (in five (5) turns) possible again. The "gun-fight" seems to be working good and maybe better than on 0.8.0, but the lack of winning kinda made me too distracted to allow form further opinions or otherwise notice some more "subtle"-improvements from the previous version (well aside for the bug-fixes obviously). Oh, actually: Try to make a solider to shoot himself / his feet for some extra hilarity, especially with burst-fire-mode activated! I know how funny looking it is, because I tried to shoot one of the stunned Reapers, just in case. --- --- --- recording_2.rec
  3. I suppose this is indeed more of finding someone / some people that are able to make prettier things than you / we are able to. It certainly will be a challenge, as you already have pointed out. But hopefully you'll be able to find one or more people to be more or less permanent to your team, especially if they are multi-talented. It's indeed a luck-issue of finding the right-people for this kind of work, or pretty much any work when it comes drawing and such. But hopefully we players (mainly via "word-of-mouth") also are able to lure some of people you are looking to apply this job. --- --- (( To elaborately-clarify a bit: I am one of those people who heavily endorses making studying at least the "basics". As I've said I have two vocational / trade-education, one being a farmer in which we were taught of (basic) welding (well I actually got to practice some during junior-hight / 7th-9th-grade with "MIG"("metal-inert-gas")-welding-machine. But in that farmer-school we got to use the "old-fashioned-sticks" (or in "pro-terms", "Shielded-metal-arc-welding (SMAW))). Point of mine is, is that I can do very basics when it comes to welding and I know how some of the more advanced equipments work (like the "plasma-arc-welder"). But would I take a high-responsibility-job? Absolutely not, because I know well enough that my skills aren't par with super-experienced-professionals and other naturally-talented workers.)) --- --- ---
  4. --- Well first, we'd need a proper remake of the first "Jagged Alliance"-game; the second game with the expansions and even the "Wildfire" to some extend are actually functional enough for today's standards (as far as I am aware; I've yet to play "JA2", but I've read enough info to understand that it far more playable than "JA1" is, in my opinion). And by remake, I don't necessarily mean "re-imagining" like done with "Resident Evil (1) Remake" which ("slightly") altered the original story, mansion-layout and so on. No, I mean a remake of preserving as much as possible while making the game more functional. Just to name few majour things: - Better control-schemes to support at minimum of 3-button-mice - Making visuals more distinct - Adding more "logical" or otherwise more "fair"-gameplay instead of relying on blind-"trial & error" (lock-picking-dice-rolling and "looting"-mechanics, I am especially looking at you; you two especially are far too "unscientific" to me...). ((And before you ask: Yes, I like "Alderamin on the Sky".)) Heck, the audio for example already is high quality enough it pretty much doesn't need any touch-ups (and probably the reason why the game is +500-megabytes big, at least the ""-version is). (( Yes I am aware of the "Jagged Alliance Flashback"-attempt. But...I suppose third time the charm?.. )) --- --- ---
  5. --- Nice to see this man still being active in this industry. And here's to see if he and his team are able to pull-off "Xcom"-like after +20-years. Competition is always a good thing! --- --- ---
  6. --- (( Now I am aware this "report" is kind of "too late" considering the new-version-Tuesday is almost right at the corner. But I've been "cooking" this post for almost two weeks now; I just didn't find any earlier spot to write and post this. )) --- ( For whatever reason, the newest record-log-file replaced the old "recording_1.rec"-file; new format or just simply reaching the "max-amount" of record-files? ) For the most part my post is just more confirmations to observations of @thixotrop. - Camera free-rotation = yes! - Really liking the "last-known / spotted-location"-markers (the red-circles); maybe in future there could be optionally a "ghost" shown to know what type of enemy there was? - Slight wonkiness with the "flight-paths", but i suppose this shotgunner shot at the toes. - Sneaky hiding spot. But we still survived. - More demonstrations with the problem the doorway has - Bit of an odd spotting angle - The interiors of this specific new UFO (( Also, the "walkway" to the drivers-room is a little too narrow for my likings (I kinda like having at least 2-squares-wide corridors to allow sneaking past; I know "Space Hulk"-games on MS-DOS were like one-square-wide a lot of times. But then again, those are "space-hulks". )) - Got around (finally) testing the stun-baton (had already stunned one the Reapers(?) near the UFO-entrance). Why only 40% hit-chance though? Makes me confused... Still though, the system works as planned / intended. All in all, one of, if not the best build of the ground-combat-demo so far! The battle felt fair□ the AI was "dumb-enough" (as in they did their job and also didn't feel like they were cheating; kinda like the AI in first "Worms" doing the trick-shots that players can imitate with practice). Now to wait until the next Tuesday. --- Oh, but wait; I almost forgot this important bug report! (( I think it was reported at some point early-on, but here it is again. )) Time-unit-reservation doesn't reserve but in reality removes / deletes time-units! In other words, when I for example "right-click" to reserve for a "Snap-shot", as soon as I start moving the character with the TU-reserving enabled, the amount of "reserved"-TUs gets instantly deleted before even the first movement-step is made. This especially happened with my sniper-units, which might show up in the record-file. --- --- --- recording_1.rec
  7. Well, there has been an idea of "Open'fy" Xenonauts with the Unity-engine-edition, once the game is ready for that point and such: --- As for hiding threads, I can see and understand the justification of them being counterproductive; @Chris pretty much said what I would be only repeating. (( And as far as I have been aware, I've tried to stay rather open-minded, especially with lines such as "We'll just have to see the initial implementation" and so on. )) However I genuinely do hope that in the future these threads could be revealed back to public in future, if not only for the archival reasons. Not certain when though, maybe once they are topical again? (You could bring them back as locked threads in their own sub-forums-section like "idea-brewing-foundry" or something similar themed title.) It is no secret though that this "stunt" feels a little "cheap" to me, especially since these threads contained a lot of posts by me to which I put effort and time into. (( I semi-apologize for the "emotional imploring", but I would be lying to / betraying myself if I didn't say the above line. )) --- --- ---
  8. If we are following the "pattern" (as in being spiritual-successor to UFO / XCOM-games): Yes we can fight in "well-known locations" like the capital-cities of the countries (especially if they become under "Terror-attack"). But it's highly unlikely we would be playing on "static-set-pieces", as in we might not be seeing "Statue of Liberty" or "Eiffel Tower" and other recognizable objects, since the map-randomization is to be planned ramped up to at least similar scales as in "(open)Xcom" (I.E. maps wouldn't require to be always constantly made by hands, but instead could be fully allowed to "raffled"). Hiding objects as easter-eggs could happen though. But map-layout-wise we necessarily wouldn't be playing in "New York" or "Moscow" but only as "a name" (this is to also consider the missions would be mostly if only be happening in specific sectors of the cities to begin with). But of course, these are just player-assumptions of mine. --- --- ---
  9. (( For those wondering what I saw / read, there should be a screenshot of the whole "translated"-log at the bottom of this post. )) Hmm, there is certainly a lot of info told here, yes. But if I have read through this correctly, the "Hidden Action" of "Alien Intelligence" or generally the movement of the aliens aren't logged into this file (I do recall this log-file was only meant to record the player-interactions to find pathfinding-issues and such, yes?). There is a lot of useful information told though, especially when it comes to player-interactions (E.G. seeing the spots where the aliens "overwatch" player-tokens). Primarily I was looking for the possible info on the camping-habits of the AI. But pretty much the only spot I understood / hopefully read-correctly is "[AI] PlayerPassTurn", which pretty much translates to me as "AI didn't interact with the player-tokens". Hopefully we can get more detailed / in-depth log-file-system future: I genuiely still hope for the replay-feature I did mention couple of months ago; this game would be one of the few that certainly would would increase both the replay and community-interaction-value (since you could freely share the replay-files; of course this could open up things for some exploits but on the otherhand it could open nice possibilities for talented scripters who would like to make more "cinematic"-replay-files from scratch): --- --- ---
  10. --- (( As usually / always. the recording-file can be once again found at the bottom of the post. )) This was...confusingly written. Here's my experiences in as simple-English as possible: Basically what this toggle-option allows is to either keep the whole discovered / explored-parts of the map lit up and make the interactable-objects and enemies pop-up from thin air (ala. like in "Jagged Alliance 1" sans having the map-layout being pre-discovered / "drawn"), or you can have the already discovered areas but not under friendly field-of-view under grey-shroud. Here is an example image showing how things look out-side "field of view" with this option on (also extra showing how the "capture-timer" shows up inside UFOs): In my opinion, the "classic"-way of having the frey-shroud by default should be considered, if not only to make sure that players are able to notice and learn the "field-of-vision" of their own soldiers. At least in Windowed-mode, it isn't pretty; in fact it almost looked liked game screens almost escaped from the window(-frames). Frankly speaking, it looks too much like that nausea-inducing "lazy-shaky-cams"; far too much disorienting, especially when trying to follow the bullets in real time and such. This could probably work on some 1st+over-the-shoulder-3rd-person-views, but it is simply far too much "out-of-place". If / once there is toggle-option, I am more than likely going to disable this effect (as I for one generally dislike "immersion"-effects of any sorts majority of times). --- --- ((The following is more of following to my previous report found here: check it out for my info: )) Now, the following two screenshots pretty much summarize my biggest peeve in this game at the moment: Aliens exploiting "If I can see you, I can hit you"-rule, which makes them disregard all the cover in this game at the moment. Unfortunately we players can't exploit this, especially when considering that many times even snipers hit rocks or anything else they are taking cover behind of (I've yet to experience any "shoulder-the-shoulder-friendly-fire" though). Here is the same "magic-spot" the Alien-Officer last exploited from another angle, since the "south-side" was impossible to breach now that the "overwatch" is back in game (( which itself is also very wonky on human-side; ~every-second time I am given a chance to "react", my reaction-fire prompt is ignored (as in, no shots shot when I click "FIRE"-button))). Not able to hit at all But how come I am allowed to hit right next to their toes though? During this whole time, he didn't even turn around to scout his behinds, or otherwise move, as if they supposedly aren't able to move from that spot al all. I eventually got this camper downed by having my sniper and machine-gunner shooting near at the entrance of the UFO. (( I am certain that the record-file tells a better story though; I somewhat wish I could use them too see what happened "behind the scenes". )) The Alien-Intelligence perhaps exploits the camping tactics too much. Or at least they camp so much I really wish we could have gotten semi-dysfunctional grenades to try to flush them out of these camping spots. --- Something positive also though: I noticed that the move-markers are now drawn atop the foliage; makes seeing the walk-path a lot more easier --- --- --- recording_10.rec
  11. "At the base"-majour-changes are mentioned on this post: For the game-balance-changes, here are some more details: And if you want even further "expansions" (with some extra bug-fixes that yet aren't implemented into the "base-Community-Edition", there the "X-pansion-pack"-mod: --- --- ---
  12. --- Well I don't have much things to add @Sheepy already mentioned, aside for various confirmations. (( Replay-file can be find at the bottom again. )) Not certain if "Creators Update / Edition" changes something ( I am still waiting in the "queue" for this update), but otherwise the replay-files should be still here: C:\Users\%USERPROFILE%\Documents\My Games\Xenonauts 2\Logs ...And then we have the good'old rock-wall causing line-of-sight oddities aliens exploit (( I am certain you might noticed these things in your internal testings. But here's my observations for re-confirmations. )) ((( I am a little tipsy at the moment, the image-text might a little messed-up from time to time; I'll browse through them later to see if there is some corrections to be made.))) First we are back to this good'old corner causing some nasty'ish line of sight issues. Well, it's just actually repeating what I've said in some of my other reports. But here is another scenario anyways: I think this image was to show that the move-markers are now shown under the foliage? Foliage regardless was really obstructive. Also I think this was also the evolution for classic game called "Find the Muton / Drone". Perhaps the "spot-marks" could cause a slight 2-second highlight-outlines for the targets? Some more spotting-angle oddities. This shotgun-man apparently just got the drone into his "blind-area" of his eye. This is something I wanted to report last time, but I was missing a screenshot. Incidentally this is the exact same spot where this line-of-sight-error happens. A summary here is that this Psyon-Officer exploits this spot, as seen in the images following until his death. I think I was supposed to capture a image here showing completely missing bullets still hitting this drone; You have already confirmed this glitch though. Path-finding oddities?... Showing here the ledges taking priority over character selection. This could also be an issue that I was semi-accidentally activated the game into "Borderless-Fullscreen"-mode with "Borderless Gaming"-application. ( Hopefully you'll implement a build-in-option for borderless-window-mode. ) Anyways, since I accidentally moved this rifle man instead of activating the Sniper, the rifleman ended-up being shot into his back. Sebillian T-pose-ragdolling into "fence-rail-thing". Something to add-on to what @thixotrop talked about camera-angles on this test-ufo; they indeed are troublesome. Now it's been made clear that this "box-UFO" is only for the initial tests. But for the sake of future designings: This corridor is simply too narrow. An extra glitch-mention(s): - When shooting with pistols in point-blank, the solider might suddenly point the gun completely upwards into skies and thus obvious missing the target. More hilariously though it will also miss the roof (if they are indoors that is). - According to this game, even the ground bleeds blood (as in popping-up up the "bleeding-message"-box once hit). - Doors take the priority while trying to turn around near the doors (I.E. "right-clicking" near the doors -> you're most likely going to close the doors instead of turning a soldier-token). --- --- --- recording_9.rec
  13. --- Sound something similar I had reported here as a "sidenote": Anyways, you might want to follow these newer guidelines for the bug report: In other words, we'd (generally speaking we all; I personally am just another player) need some more screenshots and the game-save-files alongside the list of possibly installed mods to have a higher chance to track down this bug. --- --- ---
  14. It does, but at least in the first "Jagged Alliance" the hit-chance is hidden or otherwise not told to players; you only get to know how much action-points you are using for more "precise"-shot; makes me wonder why even have different kind of "precision" in the end though. "Jagged Alliance 1" regardless in a un-favourable spot when compared to UFO / XCOM, mainly because a large portion of players first had played Xcom before Jagged Alliance (I've yet to find exact info which of the games was released first; Xcom was on March 1994 and seemingly the reviews of the time when making comparisons make it sound like Xcom was first published, especially with such comments as "clunkier and vague Xcom" and so on). In end though, "Jagged Alliance 1" gameplay-mechanically speaking has not aged well at all when compared to "(Open)Xcom"; it is simply infuriatingly far too "trial & error" and "cheat-sheet / reference-card (mainly for different kinds of move-command)"-reliant game, in my opinion. --- --- ---
  15. --- In relation to accuracy-numbers and such. we do this in real already as it has been already pointed out. But not necessarily as "binarily" but we still do it. Big difference being of course the availability of the data which especially is influenced by the perspective of the one doing the mental-calculations. "Artillery" as whole is a great example in which the results vary depending on the calculations and skills of everyone, with the slight amount of luck involved of course. (( I think the "mobile command post"-things are called as "artillery reconnaissance vehicles" (ARVs), or the older pulled-ones are "trailers"; I only know the Finnish-word equivalent "tulenjohtovaunu". Some modern'ish examples include "BMP-1TJJ" and "BMP-1TJ "Tuija"". )) Basically you could consider that all the available "calculable"-data is already given to the players ("commanders"), alongside having soldiers that won't question the commander (imagine you select a guy in Xenonauts and they are going to be like "Screw you" and they won't go; special credits to "Rym DeCoster" for making me to semi-quote this line. Well granted, probably the closest to something like this is the "Forgetful"-stat in "Jagged Alliance", although I do recall in some games the units starting to "solo" when the commander didn't have the trust or otherwise control over their units). "Xenonauts" is one those games in general in which "more data is better", if not only to appeal "geeks" or generally people who like to have stats and numbers to begin with (in fact, there is still not enough game with enough stat-pages and such). --- --- ---