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Kontaro

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  1. Did wounds doing damage at start of combat get fixed yet?
  2. Still showing 1.0 for me after just barely dling and installing(as in, a few minutes ago)
  3. Did the new version get posted? I dled it a bit ago and it was still version 1.0
  4. The missing text for buildings fixed itself the second time I ran it....for some reason...but I had the extra building bits then too. So now I just have that(guessing the tech names are there since the base names are...altho since someone else is missing it...hmmm)
  5. I'm not sure if I'm happy or sad that you managed to recreate my bug... Leaning towards happy cause that means it can get fixed.
  6. Must be something in CE then, because Still got the same stuff as the screenshot I posted....
  7. Well, here's my logfile for you to tinker with while I check the new file... sorry but I hadda use DropBox https://www.dropbox.com/s/8pxx7u3ahfhribv/logfile.txt?dl=0
  8. Oh, hey.. Looks like I grabbed the right file after all, wonder why I only had 3 lines tho....
  9. Ok Max, I THINK I found the file you want, it was in the right place, but is just called 'Logfile.txt' and only has 3 lines in it. Sat May 02 22:09:44 2015: Xenonauts, version . Sat May 02 22:09:45 2015: Pixel Shader Version: ffff0300 Sat May 02 22:10:23 2015: ##### : Missing string for label '' Is that the modmerge file? or should I look elsewhere?
  10. Not yet, I'll go get one, then edit this post with it when I got it. Edit - Ok, weird, I went in, and this time, the base structures had names....still available from the beginning for the reduced cost stuff... but were there without research... As you can see, up top is the full price vanilla buildings, and down below is the reduced price buildings....and as you can see, I barely started the game.(Normal difficulty, only additional mod since I last mentioned this was the addition of Instant Grenades from the steam workshop, and switching out and back to CE edition)
  11. Reg version 1.59 steam, no mods, bleeding happens at start of turn.
  12. Yes, steam version, community edition, so whatever steam is using, recently played a game, only with mods included in CE edition, and had 2 guys die at start of turn cause of bleeding. I'll make sure it isn't a CE problem by turning it off.
  13. I'm posting this after not seeing anything else... And because I was sure I read somewhere that bleeding was reset to happen at end of turn, instead of the begining. Yet in my game, both vanilla and CE, bleeding happens at start of turn, giving me a lot of cheap deaths where a soldier managed to survive an enemy turn with 5 or less hp, only to get killed before I can use a Medkit due to bleeding out at the beginin of my turn. Is this a bug? Or am I misremembering the switch to end of turn bleeds?
  14. Stun 'nades do post stun damage if an enemy/ally is in the initial explosion radius. Not sure with the over time bit.
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