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  4. I were suggesting the same thing few months ago. There is a game mechanic, soldier interacts with a PC to retrieve a data stick. Use the same game mechanic to open a simple dialog with civilian. Dialog offers: 1. stop movement 2. go to chopper 3. fallow me 4. do as you like ( reset to default behaviour ) This way, player gets a feeling he can interact with enviroment to a point where result of the mission "number of saved civilians" is not pure random coin toss, but rather result of his own effort.
  5. Hey - thanks for this. As Koki said, the saves would be very helpful here. Was the Cleaner mission you played the Rescue Soldier one? Maybe this guy got left behind on that mission if you recovered more soldiers than you had space in the dropship for.
  6. So I was watching a couple youtubers play through the game, and oddly enough they both said the same thing. "I wish I could tell civilians to move out of the way" or "I wish I could tell them to go to the dropship" So what if there was a right click interaction your soldiers could do with civilians that'd make them flee on their turn? You could display a message about the civilian being told to retreat, and internally you could force them to do the flee version of panic, assuming fleeing forces them to path away from any aliens/cleaners. As it stands the civilians feel more like bait or human shields rather than actual people you're meant to protect, so adding this interaction would go a long way to give them a bit more life.
  7. Thanks for the bug report Bloodwolf! Do you have a save file for the campaign so I can take a look? If you have both, one for before the ground combat mission ended and another for after you've noticed the bug so we can take a look and see what's causing the issue. You can take a look at this guide to see where your saves are located, thanks again!
  8. Hello Team, Just installed the game. Played the tutorial and then 1 cleaner mission. One of my tanks had his shield destroyed and he got beaten up quite a lot. He didn't die, but I had to heal him and remove a bleeding debuff. The transport ship returned to base but this soldier got stuck forever in "Airborne" status. I've gone ahead and played a few more missions and he's always airborne even tho he's not on any ship. I can edit his equipment but I cannot change his loadout. He is also not clickable on the left, which makes him un-dismissable and un-transferable. Any ideas?
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  10. This is actually really good. If you plan your base, and you know the transfer time of hiring a scientist, then you can get them to arrive when it is completed, vs having an empty lab doing nothing while you wait for their slow asses to get there.
  11. The civilian shotgunners remind me of drunk Texas rednecks. I kin of think it is funny how fearless they are.
  12. Nice catch! We'll take a look and get it fixed, thanks!
  13. Thanks for the bug report! Yeah, it's a bit of a niche bug so it's not very high on the priority list, but the heads-up is still very much appreciated!
  14. Thanks for the bug report! We're currently working on fixing this bug and hopefully get it included in the next patch (If Chris decides to push one out before milestone 4)
  15. This will never come up in normal gameplay, but if you loop the map of the Earth with an aircraft twice, its marker will disappear. I suspect it's because it went off the map twice. It happens going in both directions, and I was able to do it with both the Pegasus and Gemini. Strangely, reversing your direction can make your marker reappear.
  16. I've only noticed this on night missions, but sometimes the footprint of the UFO and corpses inside a crashed UFO will be visible when no soldier has actually seen it yet.
  17. I'm not entirely sure myself, but it seems like the UI showing how many crew members the UFO has from Quantum Cryptology overlaps with the UI showing the mission information.
  18. Earlier
  19. Can someone please post the save file from the endgame? I want to check the research again, but I dont want to play to the endgame again.
  20. Hello, I always equip my shield with stun guns and therefore had some alive aliens but I found it currently counter-productive in early games as I was lacking 1 corpse for the engineering task and can't use the alive monster to finish it. So will it be possible to kill one or had an option to use alive aliens to finish testing the weapons on them or is it too cruel to think of using them as living bullet tester ? And speaking about capturing alive, will there be a non lethal weapon on MARS or ARES units ? Thanks for the game so far.
  21. I have noticed, that glowing eyes glows even after death. I assume, that special glow is effect-ability of the live form, therefore killing the alien while he glowing his eyes should be valid method to "switch off" the glow. Thanks
  22. Interesting, tested it with 3+ aircraft and somehow that ended up reversing the keybinds for the selection, I'll bring this up with the rest of the team, thanks!
  23. Thanks, yeah that's definitely a bug, we'll get that fixed! We'll take a look into the 'next soldier' button being cut-off as well
  24. Thanks for the bug report! Yeah we've been getting this bug reported again after the latest patch. We're currently working on getting it fixed!
  25. Thanks a lot for posting a bug report! We'll take a look into it and get it fixed
  26. Absolutely, incorporating mental health aspects into games can add depth and realism.
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