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None last won the day on October 30 2019

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  1. This happened again when I selected a portrait (specifically #10). When I load the save, it reverts, but it does break the current play.
  2. Description: I moved around with soldiers on different levels, not at the same time. I also might have moved different soldiers around at the same time. To be honest, I am not sure of either and don't believe either to be related to the observation. groundcombat-1.json groundcombat-2.json groundcombat-3.json groundcombat-4.json groundcombat-5.json groundcombat-6.json groundcombat-7.json groundcombat-8.json groundcombat-9.json strategy-3.json user-1.json output.log
  3. Description: On the first ground mission, building walls were see-through. What Happened: Started first ground combat and the buildings were partially see-though. This is likely partially related to a bug with the "see through" feature added in 9.0 - a great addition I might add.
  4. Given a new game was started When you navigate to the Engineering screen Then Plasma Rifle artwork/project is in the project selected area But the project cannot be started. Please note, I made the mistake of not getting a screenshot.
  5. Yeah, I also have had some issues with this particular map, including the one you listed, as well as some additional ones. I think they are on it.
  6. Yeah, I saw afterwards that my assumption was unfounded. Thanks!
  7. Not sure if this is just placeholder art, but when the gundrone is shot down there is no difference between the "living" gun drone and the "dead" gun drone. In addition, when placing a xenonaut over the wreckage and checking the inventory of the fallen gun drone, the image of the gun drone is a pink unarmored xenonaut, not a gun drone. I don't like recording these types of bugs at this point in the build, especially seeing that there is a UI overhaul in v9.0 according to another bug report, but figured I'd mark it down.
  8. After completing a base mission, I commenced a second without returning the Skyhawk to a base. On the start of a second mission, all soldiers who had a converted plasma rifle did not have any ammunition in their inventory and therefore could not use the weapon. Speculation: I love and hate speculating, but from the save groundcombat-154, there are four xenonauts declared inside a ComponentAlias block. In this block, seen below, two are male, two are female, and in the ground combat mission, there are two male and two female xenonauts with converted plasma rifles equipped exhibiting the above bug. Other units declared in this block are NPC aliens and NPC humans. My guess is that somewhere along the way, the assignment of the weapon after the first mission is changing/overriding a property in the xenonauts entities that have converted plasma rifles equipped. "ComponentAliases":[ {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/human/xenonaut/combat^default^male.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/human/xenonaut/combat^default^female.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/human/xenonaut/nanothread^default^male.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/human/xenonaut/nanothread^default^female.prefab","addColliders":false,"dontInstantiate":false,"pool":false},{"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/drone/default/gundrone^default^default.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/wraith/default/small_light^default^default.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/andron/default/guard^default^default.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/wraith/default/small_noarmor^default^default.prefab","addColliders":false,"dontInstantiate":false,"pool":false},{"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/wraith/default/small_light_helmet^default^default.prefab","addColliders":false,"dontInstantiate":false,"pool":false},{"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/human/local_forces/default^boreal^default.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/human/civilian/default^boreal^female.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-actor/combatant/human/civilian/default^boreal^male.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-sfx/death/wraith.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"xenonauts-:-Xenonauts.GameScreens.GroundCombat-::-sfx/death/drone.prefab","addColliders":false,"dontInstantiate":false,"pool":false}, {"value":"Xenonauts.GameScreens.GroundCombat-::-ui/item_container","addColliders":false,"dontInstantiate":false,"pool":false}] groundcombat-152.json groundcombat-153.json groundcombat-154.json strategy-44.json strategy-45.json output.log output.log_1.e18db1ce23a70cf6dc36a29860ea8314
  9. When in the Engineering tab/menu, when adding runs to a converted alien weapon, the stock count is off by one. To put this another way, two converted plasma pistols can be ordered when there is only one available in storage.
  10. When in the armory, the color of female characters' clothing toggles from blue to brown when they are equipped with the nanothread armor.
  11. While int he SOLDIERS tab/menu, when I click on the column header STATUS, sorting does not occur as expected. Instead of sorting alpha-numerically when selecting STATUS, it is sorting by the order in which soldiers were recruited according to the save game. Skyhawk-1 ... Skyhawk-1 Skyhawk-2 ... Skyhawk-2 Unassigned ... Unassigned What happens is that there is no obvious rhyme or reason to the sorting method. I did not find any evidence of the sort attempt in the logs or save files, so I can't say for sure if it is sorting by resource number or not. groundcombat-1.json
  12. I captured two Psyon soldiers in a mission. Upon the Skyhawk returning to base, the informational page about Psyon soldiers popped up. After I closed the first one, another one popped up with the same information. EDIT: Both Psyons captured were Psyon soldiers (i.e. not engineer Psyons, Psyons, etc.). END EDIT From the logs: 2019-10-26 22:23:45,600 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Concepts\FSM\FSMSystem.cs:272) StrategyUISystem Entering: ResearchProjectComplete, with the following parameters: Strategy.UI.Elements.ResearchProjectCompleteElement+Parameters, ResearchProjectComplete, Xenonauts.Strategy.Systems.StrategyUISystem+ShowModalParameters 2019-10-26 22:23:45,602 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:702) Handled StateEnterReport<global::Xenonauts.Strategy.Systems.StrategyUIStates, global::Xenonauts.Strategy.Systems.StrategyUITriggers>: Enter State: source:GeoscapeMain with trigger:ShowModal destination:ResearchProjectComplete ... 2019-10-26 22:24:21,737 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:702) Handled StateExitReport<global::Xenonauts.Strategy.Systems.StrategyUIStates, global::Xenonauts.Strategy.Systems.StrategyUITriggers>: Exit State: source:ResearchProjectComplete with trigger:Hide destination:Modal 2019-10-26 22:24:21,740 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:702) Handled global::Xenonauts.Strategy.Systems.TimeControlCommand: Xenonauts.Strategy.Systems.TimeControlCommand 2019-10-26 22:24:21,742 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Common\Code\Concepts\FSM\FSMSystem.cs:272) StrategyUISystem Entering: ResearchProjectComplete, with the following parameters: Strategy.UI.Elements.ResearchProjectCompleteElement+Parameters, ResearchProjectComplete, Xenonauts.Strategy.Systems.StrategyUISystem+ShowModalParameters 2019-10-26 22:24:21,744 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:702) Handled StateEnterReport<global::Xenonauts.Strategy.Systems.StrategyUIStates, global::Xenonauts.Strategy.Systems.StrategyUITriggers>: Enter State: source:Modal with trigger:ShowModal destination:ResearchProjectComplete ... 2019-10-26 22:24:28,591 [INFO] (D:\Jenkins\workspace\X2 (Build)\hotfix-0.52.3\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:702) Handled StateExitReport<global::Xenonauts.Strategy.Systems.StrategyUIStates, global::Xenonauts.Strategy.Systems.StrategyUITriggers>: Exit State: source:ResearchProjectComplete with trigger:Hide destination:Modal output.log groundcombat-123.json strategy-36.json
  13. I repeated the steps in build 8.3. There was no issue starting a mission with the above criteria on this build. I'm attaching the save on the start of the second misison and the logs in case those are desired. user-2.json output.log output.log_1.a3f5ce3302cb0b5f0c19533039e85695 groundcombat-53.json groundcombat-54.json
  14. Description: I was playing a ground mission, ended my turn, and the game never returns control to the player. What Happened: On a ground mission, I end my turn, and the normal alien / ally turn starts, but control never returns to the player. Other times, the Alien Turn never ends. This only happens on a particular map where the osprey version of the Skyhawk is used and it is an Alien Cache, not an actual Alien Base, and not a crash site. output.log groundcombat-558.json strategy-134.json
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