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  1. Today
  2. After trying to relocate an empty aircraft slot I had a lot of issues with menus not opening correctly, and it all ended with a crash to desktop. Attached is a video of the crash and the logs. crash_aircraft_relocation.mp4 output_log.txt
  3. Yesterday
  4. After second ground engagement with Laser Rifles equipped, I noticed on selling the alien stuff that there were suddenly displayed 4 laser rifles in my supplies. despite having produced only 2. After going into armory, I noticed that these 4 actually were additional to the 2 I already had equipped. So I had a total of 6. To make sure it's not just a display bug, I unequipped all the rifles, then equipped 6 team members with them. So, yes, I really had 6 laser rifles. Looks like each time you carry laser rifles into ground combat and complete the mission successfully, it will additionally add the laser rifles to the inventory (treated same as picked up alien equipment).
  5. cardboardMike

    How to you manage losing high-ranking soldiers?

    Thanks. How many soldiers should I look to have in the rotation?
  6. Minor usability issue: Unlike with frag grenades it is currently not possible to know wether it is save to blow up C4 without hurting Xenonauts. The obvious place to display the radius would be when you mouse over the remote detonator like I have done in the screenshot. (GOG galaxy somehow takes screenshots without mouse pointer but it can be seen that the background of the detonator is slightly brighter). Another place where it would be possible is while planting it, but there it is not displayed either.
  7. Found 2 more not climbable ladders. As was already noted in one response in the release announcements I found after creating this thread, ironically climbing works only if placement of ladder looks totally wrong: Not climbable: Place where climbing a building is possible (ladder can just be seen clipping through roof): Same building from the inside:
  8. Finnaly i had time to play the closed beta ,runs fine no crashes on my end yet I think the options below can be implemented without much work if any, other than that im excited to see what future updates bring .
  9. Definitely rotate troops. I can only speak for X-Division, but it is also true for the base game. Soldiers in the rank of around Lieutenant should be good enough for anything, but Privates are mostly useless, so train them up whenever you can. Very light and light UFOs are the best for this. Also, consider retreat if you are about to lose troops. Don't fight a losing battle.
  10. Found yet another UFO-Terrain combination can crash the game: UFO: Scout Terrain: Village (located in a desert region) Load the attached savefile and forward time - it will crash the game about 50% of times. quick_save.json output.log 2018-12-16 12:33:35,362 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\XenonautsMain.cs:441) A fatal error occurred during Update() - System.NullReferenceException: Object reference not set to an instance of an object at Xenonauts.GroundCombat.Systems.Objectives.DefeatTeamGCObjective.<GetTargets>m__0 (Artitas.Entity t) [0x00001] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\GroundCombat\Systems\Objectives\KillTeamGCObjective.cs:74 at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Artitas.Entity,Artitas.Entity].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Artitas.Entity].AddEnumerable (IEnumerable`1 enumerable) [0x0001a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128 at System.Collections.Generic.List`1[Artitas.Entity]..ctor (IEnumerable`1 collection) [0x00025] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65 at System.Linq.Enumerable.ToList[Entity] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  11. I have crashed out quite a few Veteran Ironman runs now. The farthest I have got was plasma weapons, shrike, wolf armour. However I lost 2 continents in January and about 3 high ranking soldiers in one mission. With little cash coming in, the situation didn't seem reversible. My question is how to you cope with losing your best soldiers later in the game? As far as I am aware, there isn't a mechanism to recruit anything but pvts, which are very difficult to keep alive in later missions. Do you just have to try your best to keep everyone alive? Or do you reach a point where technology makes everyone a killing machine? Should I be rotating men through missions more? I generally play with around 14 soldiers but tend to use the same ones every mission.
  12. While what you say might be true, think about that capturing stuff and androns are the 2 biggest factors in the game. Suppression might be applicable to most situations, but for the more dangerous ones it is not. Reapers, Xenomorphs, androns, robodogs and roboreaper are all unsuppressable. So while the use of the SHOCK feature is singular, the situation you can use it in is many. Capturing units alive is not a small part of the game, in fact its what the whole game revolves around. You can apply SHOCK to discs, tanks and androns as these are the most dangerous enemies in the game. So all in all it is but a niche feature.
  13. Still happens in V1.3. After playing around a bit, I noticed that it would sometimes load the larger UFO-dummy on the map (the one with one main room, one backroom and 2 siderooms) despite me definitely having shot down a light scout UFO. I think what happens is that if the game is saved and loaded while there is a crashsite on geoscape - it is does not properly restore the type of UFO that was shot down before and instead randomly selects a new type for the crashsite. And it would just sometimes select one where there was not put any dummy for in the game. Update: could not confirm my suspicion so far - each time I loaded a savegame I prepared, it would still display the same UFO-type and terrain-type after loading the savegame. However there is definitely something weird going on with quicksave and quickload - Sometimes F9 would load an older savefile even if the quick_save was the newest - maybe that's why I got the impression it was exchanging UFO types. Not sure how to reproduce this.
  14. On trying to reproduce something else I have in my savegames and not sure how it happens (broken personnel slot buttons in Atlas base), I found a way that reliably makes the game crash. Start new game Place initial airbase anywhere Click "Main Base" Right click the workshop 4 times - this removes all 3 engineers and brings up the "Confirmation Required" window that asks if workshop should be demolished With the window open, left click the workshop 3 times - this adds all the engineers again In the "Confirmation Required" window click yes Result: Crash To Desktop output.log 2018-12-16 09:46:38,301 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\XenonautsMain.cs:441) A fatal error occurred during Update() - System.NullReferenceException: Object reference not set to an instance of an object at Xenonauts.Strategy.Data.SlotEffects.IncreaseTargetRangeByRatingSlotEffect.Revert (Artitas.Entity mainBase, Artitas.Entity unit, Artitas.Entity slot, Artitas.Entity building) [0x00009] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\Strategy\Data\SlotEffects\IncreaseTargetRangeByRatingSlotEffect.cs:33 at Xenonauts.Strategy.Systems.BuildingsManagementSystem+<UpdatePersonnelSlotFSM>c__AnonStorey6+<UpdatePersonnelSlotFSM>c__AnonStorey5.<>m__0 () [0x0003c] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\Strategy\Systems\Base\BuildingsManagementSystem.cs:458 at Artitas.Systems.DelayedTaskSystem.HandleTimeDelayedEvents (Artitas.Events.DeltaTimeEvent dtEvent) [0x00073] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\DelayedTaskSystem.cs:234 at (wrapper delegate-invoke) System.Action`2<Artitas.Systems.DelayedTaskSystem, Artitas.Events.DeltaTimeEvent>:invoke_void__this___DelayedTaskSystem_DeltaTimeEvent (Artitas.Systems.DelayedTaskSystem,Artitas.Events.DeltaTimeEvent) at Artitas.Core.Utils.ExpressionUtil+<ActionFromMethodInfoFactory>c__AnonStorey1`4[Artitas.Systems.EventSystem,Artitas.Events.DeltaTimeEvent,Artitas.Systems.DelayedTaskSystem,Artitas.IEvent].<>m__0 (Artitas.Systems.EventSystem target, IEvent param) [0x0001c] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Utils\ExpressionUtil.cs:151 at Artitas.Systems.EventSystem.HandleSubscribers (IEvent event) [0x00050] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:49 at Artitas.Systems.EventSystem.Handle (IEvent event) [0x00003] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Systems\EventSystem.cs:26 at Artitas.DefaultProcessStrategy.Process (IEvent event) [0x001c6] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:808 at Artitas.DefaultProcessStrategy.Process () [0x00024] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:751 at Artitas.World.Process () [0x00007] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:621 at Common.Screens.DataStructures.WorldManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Update (Single deltaTime) [0x00032] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\Screen\DataStructures\WorldManagedScreen.cs:49 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000f3] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\Screen\ScreenManager.cs:149 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\XenonautsMain.cs:438
  15. @Charon understood. Of course changes like these need to be tested first. Also I merely wanted to know if there was anything more planned with the SHOCK mechanism. I have occupied myself with both board and video game design over the last year, and one thing that is engrained in my perception of game design is that it generally is not good to have a whole mechanism being gimmicky, i.e. being special to a very narrow set of situations. Comparing SHOCK as it is now to suppression, you may see what I mean there. SHOCK is delivered by two distinct weapon classes of around ten, while suppression can be done with almost all weapons (apart from melee I think), including grenades, rockets, exploding props and ranged weapons that are not in the special role to do so.
  16. Last week
  17. wulf 21

    [v1.1 - Geoscape] Time Froze/Interface Unresponsive

    Still happens in build V1.3 - 10th Dec It is caused by trying to relocate an aircraft to the same hangar where it is already located. Reproducable with the attached saves (new game started in buid V1.3) load the savefile after_buy_hangar.json click the base named "Pacific" click the only plane (hangar 0) click "relocate squadron" - there will be displayed 2 hangars in window: the same where aircraft is already located (Pacific: Hangar 0) + the free hangar (Egypt: Hangar 1) - both selected (yellow) click "Egypt: Hangar 1" - note that this actually deselects the clicked option and "Pacific: Hangar 0" will be the selected option click "Authorize Relocation" Result: time and interface is frozen. It is still possible to close the open windows with ESC but everything glitches, it is not even possible to enter the menu with ESC except for trying fiddeling around with clicking bases and pressing ESC real fast. It is still possible to quicksave in this frozen state with F5: quick_save.json. However, loading this broken quicksave will make time run forward again and crash the game after a few seconds when the window of the "Pacific" base is opened and closed again. output.log 2018-12-15 23:50:33,166 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\XenonautsMain.cs:441) A fatal error occurred during Update() - System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[Entity] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at Xenonauts.Strategy.UI.Components.GeoscapeSquadronInfoController.SetTypeText (Artitas.Entity squadron) [0x0000d] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\Strategy\UI\Components\GeoscapeSquadronInfoController.cs:68 at Xenonauts.Strategy.UI.Components.GeoscapeSquadronInfoController.OnSetup () [0x00020] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\Strategy\UI\Components\GeoscapeSquadronInfoController.cs:54 at Common.UI.DataStructures.UIController`1[T].SetTarget (.T target) [0x0002c] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\UI\DataStructures\UIController.cs:86 at Common.UI.DataStructures.UILayoutController`2[Xenonauts.Strategy.UI.Components.GeoscapeSquadronInfoController,Artitas.Entity].Setup (IEnumerable`1 targets) [0x000aa] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\UI\DataStructures\UILayoutController.cs:101 at Xenonauts.Strategy.UI.GeoscapeGeobaseElement.<OnCreate>m__10 (Artitas.Entity hangar, Boolean isOn) [0x00037] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\Strategy\UI\Elements\Geoscape\GeoscapeGeobaseElement.cs:83 Further update: actually clicking "Pacific: Hangar 0" which deselects it in step 5. has the same effect. The only way to make the relocate work properly is clicking "Egypt: Hangar 1" twice to select it and only it. Yet another update: Turns out that clicking "Egypt: Hangar 1" twice does not work properly either. The interceptor will be no longer assigned to "Pacific: Hangar 0" and get visible in "Egypt: Hangar 1" immediately. However it turns out that it never arrives there and stays in Airborne state forever. ETA in interception menu behaves like it is calculated from the Pacific base. Basically, relocate mechanic is completely broken.
  18. In this round, I wanted to throw a smoke grenade to protect me from the alien fire. Because I had exactly 15 TUs left so no TU spare to turn, I threw it against the cliff like illustrated in screenshot (I took the screenshot after actually throwing it and selected the next grenade just for the purpose of displaying how exactly the grenade was aimed). The result was that the smoke grenade actually exploded inside the cliff, so you see the upper part of the smoke just clipping out of the high ground in the screenshot (the same as if you would throw a smoke inside a building). Expected would of course be that if the cliff is hit that the grenade would roll off it to the tile next to it.
  19. Just found an issue after opening the scout doors, I could not fire through the open doors or throw a grande in there. Any weapon I tried to use was giving 0% chance and the red blockage highlight on the open door. It also seemed to break the end turn button. The alien turn before I think there was a burst fire from the caesan hiding inside so it might be related to the other burst fire issue reported here:
  20. Any changes require a lot of crossover work with other entities and people. Every time we change the shock effect @PALU will have to add the additional information. Im always open to suggestions ofcourse, but if those kind of things make it into a commit or not is something else entirely. I dont know if apDamage would even work on aoe based weapons, but i dont see the necessity to apply them to grenades and rockets. For Phase 1 you have shotguns and smgs, and since it is an tutorial that is enough for the player. Phase 2 has shock weaponry and Phase 3 has Electron Weaponry. Since i deliberately gave them quite good stats recently there is no equivalent weapon category for Phase 4 ( eg. it doesnt matter if they are slightly too strong for their phase, since Phase 4 puts them into perspective again, and Electron Weapons for slowing down enemies is viable even in Phase 4 ). In Phase 4 the strongest SHOCK weapons are shotguns and SMGs again, which should give a slight higher value than before. If you need to capture a Praetor alive -45 tu for the next turn can be invaluable, among other uses. If we spread the SHOCK feature too much we are undermining the outstanding features of other weapons again, which is not the goal. We dont wanna make the shotgun weapon better by applying a new feature and then give this feature to everything else as well. So i would just say we need to complete a whole development cycle with the current changes before making any more of them = we need statistical data on the current ones.
  21. @CharonIs there any plan to expand the SHOCK effect to more items? Like grenades / Rockets? Could be cool on some advanced stun grenades at least.
  22. The Xpedia entry for the armour has a right panel where the stats are listed. If you are talking about the current status of your armour during battlefield conditions i would say that falls under the uncertain conditions of war, which you will have to deal with. Some things can be known ( like the armour values before the mission ) and other things are uncertainties which you will have to work with as such. Having the skill to manage uncertainties in your life is a great skill to have, and extrapolates well from within the game into your life, if you know that you can do that.
  23. It would be nice to have a lot of stuff, but that would not be on my priority list tbh. I think you can't do much wrong with the rule of thumb of "keep the soldiers that got hit more out of harm's way". If that occurs so much that you lose track, you should not survive the mission anyway.
  24. Larry Burstyn

    [1.65/X.CE V0.35.0] X-Division 1.00 Beta

    It would be nice to know the status of my own armor.
  25. There happened crash to desktop right after trying to throw a smoke grenade directly onto another xenonaut. I clicked actually at the xenonaut, not the ground where it is standing on, confirmed by the log: 2018-12-15 13:40:45,870 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:594) Queued global::Common.RPG.AbilityEvent: AbilityID: Prime and Throw, Source: GlobalEntity 4649 Item - Name:Smoke Grenade, Target: GlobalEntity 4759 - Soldier [Name:Klara Bergman - Rank:private] LifeStatus:Conscious ... 2018-12-15 13:40:46,325 [FATAL] (D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\XenonautsMain.cs:441) A fatal error occurred during Update() - System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[Xenonauts.GroundCombat.Abilities.Shoot.Shot].get_Item (Int32 index) [0x00024] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:635 at Artitas.Utils.ListExtensions.Pop[Shot] (IList`1 list) [0x0000c] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Plugins\Xenonauts\Artitas\ListExtensions.cs:39 at Xenonauts.GroundCombat.Abilities.ThrowingAbility.FireProjectile (Common.RPG.AbilityState state) [0x00027] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\GroundCombat\Factories\Abilities\GrenadeAbility.cs:331 at Xenonauts.GroundCombat.Abilities.ThrowingAbility.<AnimateThrow>m__0 (Common.RPG.AbilityState state, IEventEffect`1 effect, Artitas.Events.DeltaTimeEvent arg3) [0x00001] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Screens\GroundCombat\Factories\Abilities\GrenadeAbility.cs:314 at Common.RPG.DelegateSingleEventEffect`2[Common.RPG.AbilityState,Artitas.Events.DeltaTimeEvent].Apply (Common.RPG.AbilityState state, IEvent event) [0x0000f] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\RPG\Ability\Effects\EventEffects.cs:119 at Common.RPG.SequenceEffect`1[Common.RPG.AbilityState].Apply (Common.RPG.AbilityState state, IEvent event) [0x0004e] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\RPG\Ability\Effects\CompositeEffect.cs:154 at Common.RPG.AllEffect`1[Common.RPG.AbilityState].Apply (Common.RPG.AbilityState state, IEvent event) [0x0004b] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\RPG\Ability\Effects\CompositeEffect.cs:118 at Common.RPG.AnyEffect`1[Common.RPG.AbilityState].Apply (Common.RPG.AbilityState state, IEvent event) [0x0003a] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\RPG\Ability\Effects\CompositeEffect.cs:73 at Common.RPG.AbilityState.ExecuteEventEffects (IEvent event) [0x0002c] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\RPG\Ability\AbilityState.cs:244 at Common.RPG.AbilityState.Execute (IEvent event) [0x000d8] in D:\Jenkins\workspace\X2 (Build)\hotfix-v0.34.1\Assets\Code\Libraries\Common\Code\RPG\Ability\AbilityState.cs:207 Attached output.log Update: I was not able to reproduce the crash - it just happened one time so far
  26. wulf 21

    [V1.1 - Geoscape] Engineering list bug

    While the original issue is indeed solved - there is still a minor issue left in build V1.3. I thought I'll post it here rather than create new thread. Reproducable with following save (obtained by researching Laser Rifles adding one to queue and reordering them): 1_laser_in_queue.json load the savefile click Engineering click up one time on laser-rifle (screenshot 1) click down one time on laser rifle (screenshot 2) try to click up again - will not work and downbutton will stay highlighted (screenshot 3, unfortunately does not display the mouse pointer but it was over the up-button again while taking it) Up-Button will be working again after switching to Geoscape and back. Screentshots:
  27. To give Feedback to this: Looks like everything regarding actual TU value increase was solved - did not observe any abnormal increase after mission again. The only thing left now (Build V1.3) is the visual bug that in Soldiers Tab, there is displayed current TU at end of last mission (Kistina Petrova in Screenshot, did the last kill), while the armory correctly displays the max TU value.
  28. If I try to click on the upper floor of the barn, the game does not find any path up the ladder. I could see in desert scenarios that climbing is already implemented in the game (there were places where climbing a cliff is possible), so I am assuming that it's a bug in the map. The ladder looks like it was placed incorrectly (should cennect one side of a lower-floor-tile to another one on the upper floor but actually is somewhere near the middle of the tile) Upper floor: Lower floor (clicked the tile to see there are enough TU left + to see placement of ladder better)
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