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ik1ne

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  1. After clearing Xenonauts with veteran difficulty, I started trying Insane Ironman difficulty. The Insane difficulty explanation is just 'good luck-and so on', so I just thought there will be no changes for gameplay mechanics. But, at the first mission, I shot a sebillian, and there was NO DAMAGE INDICATOR. When I saw that, I thought 'Oh, I installed several mods from steam workshop, and that might be problem!'. And I wasted several hours finding out that missing indicator was not bug, but the feature of Insane difficulty.(thanks to insane difficulty play video from .)I mean, it's good feature to hide damage indicator at higher difficulty, but not mentioning about it a single time is bad. I think it might be better to mention about these changes, like 'There will be some game mechanic changes.'.
  2. Sorry, I've uploaded wrong savefile. Quicksave.sav is here: https://www.dropbox.com/s/f425mbt3x3rqeop/Quicksave.sav?dl=0
  3. Exactly. Just load the attached savefile(Quicksave.sav) and end the turn. A reaper will come, and something will throw grenade to soldier, causing one or more death. And then game freezes. Mods installed 1. Armoured Assault!(by Kabill) v1.2 2. Furies, Terror, and Dreadnoughts Oh My v1.0(deactivated) 3. Random Map Pack Arctic Collection(by Kabill) v1.0 4. Random Map Pack Desert Style(by Kabill) v0.2 5. Random Map Pack Farm Edition(by Kabill) v1.4 6. Khall's More Portraits v1.0 7. Lore+ v1.1c 8. NewCars v0.5 9. X:CE Balance Adjustments v0.32 RC2 10. X:CE Settings v0.32 RC2 11. X:CE Base Mod v0.32 RC2 Quic.sav Quic.sav
  4. Steps to reproduce: 1. Kill something(or one) using teleporter. If teleporter activates and there is enemy at the target location, that enemy will be disintegrated. It seems whether the victim is enemy or ally is not important. 2. After that, every item the victim dropped will become 'destroyed item', which looks like black ashes. 3. Move that 'destroyed item' to hand...and then game crashes. Also, I found that killing mind-controlled ally using this trick calls regular death motion, instead of calling teleport-disintegration death motion. (*confirmation required since I experienced this ally&ally-teleport kill situation just once.)
  5. Oh, sorry. I didn't knew telefrag was new feature added in XCE. I apologize for my mistake, and will report this bug to XCE board.
  6. I know, this is not a board for XCE, but also this bug is not related to XCE changes. Steps to reproduce: 1. Kill something(or one) using teleporter. If teleporter activates and there is enemy at the target location, that enemy will be disintegrated. It seems whether the victim is enemy or ally is not important. 2. After that, every item the victim dropped will become 'destroyed item', which looks like black ashes. 3. Move that 'destroyed item' to hand...and then game crashes. Also, I found that killing mind-controlled ally using this trick calls regular death motion, instead of calling teleport-disintegration death motion. (*confirmation required since I experienced this ally-teleport kill situation just once.)
  7. Okay, another weird experinces. I launched Xenonauts_gc_editor.exe instead of Xenonauts.exe to check if I can get more infos using debugger. But suddenly, the fps drop is completely gone as gc_editor launched! That's weird. Xenonauts.exe with lowest resolution(1024*768) has severe lagging, but Xenonauts_gc_editor.exe with highest resolution(2560*1440) has not a single frame drop.
  8. This bug is simple, so I won't upload my savefile. Steps to reproduce: 1. Start a ground mission with valkyrie. (Oh, with Ironman option disabled.) 2. In deployment stage, You have vision on the drop site only, which is rectangle.(I think it was 6*10 or so?) 3. Reload the autosave of current ground mission. 4. you have not only vision on the drop site, but also the LOS of the every soldiers. 5. This means if you have any soldier with sentinel armor, you will have 360 degree vision of drop site after loading autosave. 6. Reloading makes weird situations, like placing soldier on the grass tile makes the grass stepped.
  9. Version: XCE 0.31 HF1 After some certain point of time, it takes too long time to load and getting massive slowdown during ground combat. Slowdown occurs when I move soldier or change their LOS. I think this was caused by multiple sentinel armors, because this slowdown does not happen when I unequip all the sentinel armor. Do anybody have some clues or tips about this slowdown I'm experincing? savefiles included 1. b.sav(geoscape, equipped every soldier except heavy with sentinel armor. Also has a crashsite, which means you can just send a dropship to create new map.) 2. Quicksave.sav(ground combat, movement or LOS change of every soldier causes massive slowdown.) p.s. I've already tried section 6 in Common Bugs & Fixes in Xenonauts!, but it doesn't seem to solve this issue. p.p.s. While uploading savefiles, I realized that file size of my quicksave is 2.6 MB, which is severely large. Maybe is this the problem of using sentinel armors with valkyrie drop boat? b.sav Quic.sav b.sav Quic.sav
  10. Okay, I know this board is for vanilla or experimental build. However, I'm reporting a bug to this board because it's not related with community edition changes. Unit Placement: (Ceasan A - crouched) (Space) (Ceasan B - crouched) (Space) (Space) (Space) (Soldier) So, if Ceasan A shoots Soldier, it has some chance to hit Ceasan B instead of hitting soldier. I encountered following situations: 1. Soldier shoots at Ceasan A, and hits. 2. Ceasan A reacts, and hits Ceasan B instead of Soldier. 3. Ceasan B looks at Ceasan A. Now the bug begins. 4. Ceasan B looks at Soldier again. 5. Ceasan B takes reaction fire, hitting Soldier. I think at the step 1, both Ceasans passed reaction fire test so if Ceasan A didn't hit Ceasan B at step 2 then step 3 will be Ceasan B taking reaction fire. I mean, step 3&4 are really annoying - when I encountered this I thought Ceasan B reacted at the shot of Ceasan A! I don't know Xenonauts game logic well so I just guess this can be solved by holding unit's line of sight if that unit passed reaction fire.
  11. When clearing corvette-class UFO ground mission, I shot machine gun fire against sebillian. During the shots, a shot hit and after that, sebillian just became invisible. I can see alien indicator at right of the screen. However, when I click the indicator then screen focuses at where sebillian were but there is no sebillian. I didn't hear sebillian dying sound. p.s.1 Before that invisible bug occured, I fired machine gun to the UFO's front door. Then, weird thing occured. The door is not broken, but I heard sebillian hit sound. p.s.2 Also, at the beginning of the mission, I threw 3(or more?) stun grenade to reaper. After a while, when I checked that location, there were nothing... I expected there would be sleeping reaper since there were no reaper movement in alien turn. To make sure(that I haven't thrown other grenades), I checked that purple gas shown up after throwing grenade. Attachments 1.sav: manual savefile after bug occured. (w/ X:CE 0.31 HF1, which is steam "community" branch version.) Quic.sav: quicksave savefile which is made right after mission begun. 1.sav Quic.sav 1.sav Quic.sav
  12. Thank you! I knew melee attack costs 5 TU, but I might be mistaken.
  13. Maybe, you've read the title and now asking me "Don't you know what stun batons do?". Well.... I'm not talking about those shocking sticks. It's just simple - just zap an alien, and watch it fall to ground. What I'm saying is, default melee action which is bound to 'M' by default keyboard settings. I've seen this melee actions do those things: 1. It costs little TU(about 3~4 with maximum TU of 60~70) to activate. 2. If activated and there's unbroken window in front of that soldier, that window will break. 3. When my shield soldier used melee against alien, it sometimes did a little damage and stun damage. However, there seem to be some problems with this: 1. Melee action has no animation. The soldier performing melee just blinks for several frames... and that's all. 2. You can do melee attack when it's totally meaningless. For example, you can do melee attack with no enemy in front of you, or against broken window. This problem gets me annoyed with its just-blink animation, making me to do several melee action by mistake in front of single window. 3. When using it against aliens, it sometimes do a little mixed damage. But mostly, it does nothing, regardless of where i'm pointing with mouse cursor(of course target alien is in front of the soldier, with 0 tile distance). If it's just a missed melee action, that's ok - but there was no "MISS" marking, and I think that's problem. Anyway, regardless of I'm mistaken or not, Thanks for reading!
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