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XenoneX

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  1. 9. [v1.09 Ground Combat] - Displaced Images of Thrown Grenades and Flares If you throw a frag grenade or flare onto a rooftop, the image goes down to the ground (level zero). Nevertheless, the effect(s) (explosion, smoke, fire, light, etc) will correctly take place in the intended spot (roof). This bug doesn't happen with the C4 charge (see picture 1: Rooftop) or when the grenade is tossed on the same floor (eg the second floor of a building). I don't know whether this bug occurs with more advanced explosives. Rooftop: Lower Floor:
  2. 8. [v1.09 Ground Combat] - Broken Shield Still Carried If your combat shield absorbs or blocks 80 damage points (that exact number), the shield resistance will be lowered to zero. Even so, it's still carried by the soldier.
  3. Thank you, Chris. I purchased the game on GOG.com and unfortunately I have no access to the last experimental builds as the Steam users do. I'll be submitting my last batch of bugs, though (maybe you've already fixed up some of them but better safe than sorry). Bugs regarding corpses: 6. [v1.09 Ground Combat] - Alien Blood Displayed When An Alien Robotic Unit Is Blown Up If you blow up a robotic unit (the unit itself or its wreckage), you will get the typical alien spill for organic or living units. This is an inventory-only issue (for the ground combat map, the burnt debris are displayed correctly). 7. [v1.09 Ground Combat] - Duplication of Corpses a) If you try to put a body into your primary weapon slot (grab it with your hands), you won't be able to do it (except for destroyed corpses). However, that corpse will be duplicated after that try (move it again and you'll get a copy of it). In this way, you can clone bodies indefinitely. b) On the other hand, you can place a destroyed alien or human corpse in your primary weapon slot. Afterwards, if you take a second spill in your secondary weapon slot, those remains will be wielded as a two-handed gun (!) and another bloody spill is stored in your backpack, that is, you'll get a third new spill (therefore duplicating again the number of corpses). c) If otherwise you place a destroyed item in your primary weapon slot and then put a destroyed corpse into the secondary weapon slot, you will start filling your belt and then your backpack with similar destroyed items as you put in and take out that spill from your secondary weapon slot. d) Moreover, bug #3 can be reproduced by placing either a destroyed corpse or item (instead of a gun clip or rocket) in your primary weapon slot.
  4. Yep. I've already reported that here (Point 6 - Observations) http://www.goldhawkinteractive.com/forums/showthread.php/12333-v1-09-Geospace-Various-Bugs-Typos-Exploits And your vehicles or tanks will be fully repaired too. Regards
  5. 5. [v1.09 Ground Combat (Sound)] - Wrong Burst Sound Effect When One Or Two Bullets Are Shot When there are two or just one bullet (or charges for beam weapons) left in your magazine and you fire them in automatic mode (burst), you can still hear the usual burst sound effect for three shots.
  6. 4. [v1.09 Ground Combat] - The Game Crashes After A Building Is Demolished If you demolish a building with C4 charges (or any powerful explosive), the game will crash when your soldiers face the ruins or move around the map (if they're already looking at the building). Here's a savegame showing this situation. Just click the end of turn button and see how the barn crumbles. Make one of the soldiers face the building or perform some movement and the game will crash. [ATTACH]5803[/ATTACH] Demolition.sav Demolition.sav
  7. How's it going? I've decided to put together some ground combat bugs instead of posting several mini-threads for each one. 1. [v1.09 Ground Combat (Sound)] - No Footsteps Sound While Walking/Running On A Farm Wooden Floor No footsteps sound is heard if your soldiers tread on this planked wooden floor located in the farmlands (see the screenshot). 2. [v1.09 Ground Combat] - Infinite Ammo Exploit If you put a depleted (or half empty) weapon/used medpack/programmed C-4 explosive charge into your soldier's inventory (backpack or belt), save your progress and then load this map, that weapon/medpack/C-4 charge will be now reloaded/full/deactivated. This doesn't happen if you keep these objects in your hand slots. 3. [v1.09 Ground Combat] - Disappearing Items From Hand Slots If you put any ammo clip (or rocket) in your right hand slot (primary weapon) and then wield any other item (pistol, combat shield, medpack, grenade, another magazine, etc) in your left hand slot (secondary weapon), this second object from your left hand will disappear when closing the inventory window. However, this fact doesn't happen if you do it vice versa, that is, you can hold in your right hand a pistol or anything (except for magazines) while holding a gun clip in your left hand. Once you have placed a magazine in your primary weapon slot, you can move any single-handed item from your inventory or laying on the ground to the secondary weapon slot at a cost of 0 TUs (!). Furthermore, if your primary weapon slot is empty and you put a magazine into the secondary weapon slot, it'll vanish. ***SPOILER: DO NOT READ THE FOLLOWING IF YOU HAVE JUST STARTED PLAYING "XENONAUTS"*** And a last question. Do you have any plans to change the inventory artwork for the Andron corpse? It looks the same as the Light Drone wreckage. That makes sense since both units are mechs or robots but the current inventory artwork for the Andron corpse doesn't reflect the body lying on the ground combat map. Best Regards
  8. The best TBS games for me are: -- X-COM series: UFO: Enemy Unknown (1994), TFTD and Apocalypse. -- Xenonauts -- Silent Storm series: SS1, Sentinels and Hammer & Sickle -- Master of Magic -- Master of Orion 2 -- Heroes of Might & Magic (I-IV) Regards
  9. If one of your soldiers takes a ballistic shotgun from a dead civilian (farmer), the weapon isn't displayed in the HUD (see attachment #1) and the soldier can shoot barehanded (!). This doesn't happen with the AK-47 which is displayed properly (attachment #2). Shotgun (Wrong): AK-47 (Right): Cheers
  10. I'm glad I can help, Chris . By the way, here's another little bug I have encountered recently: 7. [v1.09 Geospace (Research)] - Alien Invasion Project Info Keeps Appearing After Commencing a New Topic Once you've selected a new research subject and hit the commence button, the text referring to the Alien Invasion issue (the first research project in the game) will appear in the description box instead of showing any other option (eg a blank box or the info about the first project on the list).
  11. Hi there! I haven't played much -yet- but I've found a few minor flaws I'd like to report: 1. [v1.09 - Geospace (Xenopedia)] Caesan Autopsy Typo The Caesan autopsy debriefing says they're 170cm = 5'7'' tall. However between brackets it reads they're 5'6'' = 167cm tall. 2. [v1.09 - Geospace (Xenopedia)] Scout UFO Typo This entry reads: [...] 8mm thick but rising to double that in a some areas [...] Somebody should revise the other Xenopedia entries looking for typos 3. [v1.09 - Geospace (Store Management)] Worthless Civilian Firearms Stored When armed civilians, militia or local forces are killed and drop their weapons (pump-action shotguns, AK47, etc), these weapons are retrieved and kept in your base storeroom. Nevertheless, you can't make any use of them after the battle and their selling prices are $0 (obviously because you have an unlimited amount of weapons/ammo) which is rather pointless. 4. [v1.09 - Geospace (Soldier Equipment)] Shock Baton without Description Tag When you hover your pointer over the shock baton, the tag only shows the name of this weapon and doesn't give any description about its stats (eg stun damage) like the rest of the gear. 5. [v1.09 - Geospace (Soldier Equipment)] The "Forgetful" Rocket Launcher If you equip one of your soldiers with a rocket launcher loaded with a stun rocket, save your progress and then load this game, you'll find this rocket launcher is now armed with a standard frag rocket. 6. [v1.09 - Geospace (Barracks/Soldier-Vehicle Equipment)] Ubiquitous Soldiers/Vehicles Exploit and Game Crash When you deploy your dropship loaded with soldiers/vehicles, you can still manage them from the barracks screen. You can bring back to the base a soldier/vehicle that is being transported in a Charlie chopper (by setting his/her/its status unassigned), re-equip him/her/it and even transfer him/her/it to another base while (s)he/it is clearly away from the base; thus, you can modify your squad freely (add, remove or transfer soldiers/vehicles and re-equip them) even if the transport has taken off. If you send a dropship to a crashsite and remove all the soldiers and vehicles from the transport, the game will crash while loading the ground combat map. Other observations: -- Badly injured soldiers are instantly transported to the base instead of staying with the others after the mission. -- The same thing regarding the mission loot: alien technologies, resources, etc are instantly submitted to the research division and storerooms. -- If you go to a crashsite right after another one, your squad will be equipped as it was in the first mission (same weapons assignment and full of ammo and grenades; tanks will be repaired as well). Though we may think the dropship has enough supplies. Regards
  12. Hey, new recruit here. My name's Marc and I'm a big fan of the X-COM series. I've recently discovered "Xenonauts" and I really love it. So hello everybody!
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