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Chris

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Everything posted by Chris

  1. Thanks. Yes, the selection square used to be visible behind cover, it's got broken for some reason. We'll look into it.
  2. Thanks. Yeah, this is on our to-fix list. The issue is that the C4 will crash if you load a save after it has been placed, and then try to detonate it.
  3. That seems odd. Did reloading fix it? If not can you send the save?
  4. I imagine the issue is that soldiers only "claim" their equipped items when they are put in the dropship, which is why you can equip all the unassigned soldiers with whatever items you like. If you put them in the dropship then the correct numbers will be used.
  5. Thanks. We'll take a look at this. For clarity, units should only be eligible for survival if their body is recovered from the mission - either by winning the mission, or carrying them to the dropship.
  6. Thanks. Yeah, this is a silly error on my part. It should be fixed in 1.31.
  7. Thanks. Sory for the slow reply here. Just to clarify - did you try to recreate the crash a second time, or did you just play normally and find it didn't crash? We'll take a look at the logs and check if they show what the problem is.
  8. Thankfully this isn't an issue in the actual game. It's just all the Experimental build logging that goes a bit crazy when there's multiple explosions happening at once.
  9. Yeah, you can ignore this. It happens quite frequently in Experimental builds, it's part of the Unity logging process. It doesn't happen in the normal game versions.
  10. Thanks. This is an interesing one - I can't actually reproduce this, even in the Steam version of the game. For me the Automed Module doesn't trigger and the soldier remains at 57HP. There is a semi-connected bug that we do need to fix which is that the max HP on the inventory screen for the soldier is shown as 72, rather than being modified down to 57HP by their injury. Can you check it's definitely happening for you in the latest version?
  11. I really don't know how we can debug this, unfortunately - I've not seen it reported by anyone else and without some way to dial into your PC it seems impossible to see what's going wrong. If anyone else has the same issue then please post in here and maybe we can try and spot common threads.
  12. This is intended - you can't do any engineering work if you're over capacity in the stores.
  13. Thanks. Yeah, we can reproduce this. That's weird. We'll take a look at it.
  14. Thanks. Sorry for the slow reply - we'll look into this and try to get it fixed next week (the coder responsible for this part of the code took a much-deserved holiday this week).
  15. Thanks. Yeah, we're looking into this one!
  16. This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain! This is a small patch for 1.30 which should not cause any new issues. If all goes well we'll push 1.30 onto the main branches for the weekend, and then release 1.31 onto the Experimental branches. Gameplay / Balance Changes: Updated the text and tooltip for the Tactical Mission Timers campaign option so it's more obvious what is does and how it works (this hasn't changed how it functions, just how it displays. Made the Blast Doors in the Xenonaut / Cleaner base maps a lot less durable. Fixed a road tile in the Western Town biome not being clickable as it had a missing collider.
  17. Thanks. Yes, I can reproduce this. We'll log it to get fixed.
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