Jump to content

Chris

Administrators
  • Posts

    10,942
  • Joined

  • Last visited

  • Days Won

    499

Everything posted by Chris

  1. Hmm, to me those two words are pretty much interchangeable. Does anyone else feel like this change would make a difference to how they see the missions?
  2. @SoftwareSimian @Melee I think we're able to fix this one purely from the logs, thankfully. If you see any other similar crashes then please do make sure you report them with the logs, as it's possible the same bug might exist in other interactions.
  3. Thanks. Yeah, I think it's a good idea to report CTDs even if they're not replicable, especially if you're playing on the Experimental branches and you can post up the logs. Sometimes it's possible to fix issues from the logs alone, but if not then it's good to know that these crashes exist even if there's no way to immediately fix them.
  4. Another of our regular updates to Milestone 1, which does not break save games. No balance changes here, mostly just stability / usability fixes. Changelog: Hopefully fixed a crash that could occur when you interacted with abduction tubes during Abduction missions. Added a batch script to the game directory that allows you to play in Borderless Fullscreen mode (this requires Fullscreen to be set to Disabled in the options). Made some general performance increases across all of the strategy screens. Made some specific performance increases to the Armory when switching soldiers. Some updated research text for Cleaner Origins and the Quantum Beacon projects. Added a slight fade to the research popups on completion, so there's less of a screen flicker if more than one of them is queued. Updated the names of the translations to be localised. Fixed a bug where the tactical combat inventory Primary / Secondary items were not updating the carrying capacity weight when dropped to the ground.
  5. Yeah, the bug we fixed earlier was a different issue. We'll hopefully take a look at the one you've reported in this thread some time this week.
  6. I think you've encountered a long-standing bug there. Sometimes objects will be destroyed but their visual state won't update correctly; we're not sure how or why it happens though and we've never been able to reliably reproduce it. The actual train car asset is fine though.
  7. Yeah, they’re already in the game. There’s a box at the bottom of the Settings page where you can search for the soldiers by name, which will add them to any new campaign you start.
  8. Another of our regular updates to Milestone 1, which does not break save games. No balance changes here, mostly just stability / usability fixes. Changelog: I think we've fixed the annoying bug where loading a tactical sometimes freezes at 90%, but then the mission loads fine if you exit and reload the save. However we don't know for sure as we couldn't reproduce it reliably. Fixed a crash if you tried to reload a weapon during tactical missions by dragging the ammo onto the weapon in the inventory. Esc now closes the keybind panel of the Settings menu like it does every other panel. "i" now closes the tactical combat inventory screen, as well as opening it. Removed the white flash that would occur the first time you access the Soldier Equip screen. MARS is no longer listed as "recovering from its injuries" in the log. The filing cabinets in the office maps no longer become incredibly shiny when damaged. Fixed the dockyard portacabin doors opening along the wrong pivot point, and fixed portcabin windows not playing a sound when they shatter. Fixed the Stores screen number entry field not being wide enough to support three digit numbers. Fixed the Alien Alloys xenopedia project displaying incorrectly in the tactical combat Xenopedia. Fixed various issues with some of the translations.
  9. I'm guessing you prioritise armour research over weapon research, then? Because you can research accelerated weapons as your very first non-starting project, in which case you do get them pretty early. I think there's certainly arguments not to research Lasers as soon as they unlock either; Xenobiology and Quantum Teleportation give a funding increase that you really want to get ASAP and Alenium Power heads straight into the Dragonfly and Phantom. I think you're right about the cost, though. I did the same on my own playthrough and I ended up short on Alloys - and I found the Warden a far more significant upgrade over the equivalent armour than Accelerated weapons were over the equivalent weapons. I think part of the issue is that Laser Weapons have the same Alloy cost as Lasers, so if Alloys are a bottleneck (and they probably will be given Warden Armour seems really solid) then there's no penalty to go for Lasers instead, whereas there should be because they're way more futureproof. So I think I probably need to bump Lasers up in Alloy cost a bit, and reduce Accelerated weapons a bit too.
  10. Ah, right - yeah, I can reproduce the crash now. I was trying to reload it using the fast reload icon in the UI. Thanks for the report, we'll get this fixed for the next hotfix.
  11. I've unbanned you now. Try not to get hacked again
  12. Thanks. If I load this save in the game then it doesn't crash on reloading for me. I've tried both sniper #9 and sniper #1 after pressing End Turn (as she doesn't have enough TU to reload on that turn). Can you just check if it crashes for you if you load the save?
  13. Crash Site difficulty is a bit harder to balance than other missions, because there's a 25% chance each alien will have been killed on impact. But randomisation means on some missions the aliens will have lost more than 25% of the crew, and on other missions they'll have lost less. I'll have a look at the numbers of units involved compared to Abduction sites and see if the maths checks out. I'll also take a look at the distribution and see if the numbers inside the UFOs relative to those spawning outside potentially need increasing. But it is possible you just got lucky and had an unusally easy mission.
  14. Hi - thanks for the bug report, can you please provide the save and the logs? Details on how to do that in the thread below. If the crash happens every time then it should be easy to fix.
  15. Yeah, I think that's a bug. We've got an option to force it on certain projects even if they don't unlock anything but it's not working for some reason. We'll take a look.
  16. Yeah, it's a known issue with transparent materials and the shroud. Maybe we'll see if there's an obvious fix for it prior to Early Access as it's a bit ugly in various places.
  17. I'm not sure those would address the fundamental issue, really. The Cleaner Cell missions just aren't interesting enough for it to be exciting to fight three of them, even once they have proper map variation. One is fine, and two is probably okay too, so I've reduced the number of Cells down to 2 to stop players feeling like they have to grind the missions too much. You can wait as long as you like to take out the Cleaner Base, but it's constantly spawning anomalies that inflict Panic across the world and when it's completed you get $500k and your monthly funding is increased by ~$450k too. So I think you're already incentivised to take it out ASAP (although perhaps those incentives aren't communicated very well).
  18. Thanks. This issue has been around for a while. I think we have a reproduction case for it somewhere but we've just not got around to fixing it yet.
  19. Roughly how many missions and what playtime was that, if you can remember?
  20. Thanks. Yeah, it was. We were a bit puzzled by this one but we figured it out a few hours ago and it'll be fixed in the next hotfix. It happens if you manually fight an air combat mission.
×
×
  • Create New...