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Emily_F

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Posts posted by Emily_F

  1. 3 hours ago, Chris said:

    In any case, to fix it we're going to need to find a save where we can reproduce the bug occurring (it's one of those awkward ones where a save after it happens isn't that useful to us). We'll keep an eye out at this end too, but if you come across one in your playtesting then please let us know!

    So, I'm not sure if you needed my saves but here are all the saves for that combat mission, plus all the logs if they help?

    auto_groundcombat_turn_6_start-410.json auto_groundcombat_turn_5_end-409.json auto_groundcombat_turn_5_start-408.json auto_groundcombat_turn_4_end-407.json auto_groundcombat_turn_5_start-406.json auto_groundcombat_turn_4_end-405.json auto_groundcombat_turn_4_start-404.json auto_groundcombat_turn_3_end-403.json auto_groundcombat_turn_3_start-402.json auto_groundcombat_turn_2_end-401.json auto_strategy_before_combat-215.json output.log output.log.1 output.log.2 output.log.3 output.log.4 output.log.5

    • Like 1
  2. So, previously the shroud issue was confined to something related to doors (or it least it seemed that way) but now it is also the scenery like trees/walls.  The tropical rainforest biome seems particularly badly affected making these missions quite difficult as enemies remain hidden.  Anyway, I don't know if saves are still useful (let me know if not so I don't waste time sending them) but here you go. image.thumb.png.7d44e26abd731c8e954e24d4cef0a76a.png

    auto_groundcombat_turn_2_start-34.json

  3. 2 hours ago, Chris said:

    Being able to see the Strength value of the soldier here would have been quite helpful!

    The carry capacity formula is simple, and is 30 + 1 for every point of Strength the soldier has. Strength is capped at 100, so the most you can have is 130 Carry Capacity. Part of the problem here is that you're putting an item that gives +25 Strength onto a unit that looks like it already has 85 Strength, so the excess 10 Strength is wasted.

    Then because the module weighs 12, you're only effectively getting +3 carrying capacity.

    Part of this is a balance issue; I think I'll reduce the Actuator to give +20 Strength but only have 5 weight. But exceeding 100 Strength still won't be possible as there's a lot of things in the game that assume a soldier caps out at 100 Strength.

    Hi @Chris the original strength was 85.  It was 100 after.  Sorry, I didn't realise I had clipped it out!!  The post didn't make sense without it lol.  But, yeah, now I realise it isn't designed for high-strength trooper. 

  4. 20 minutes ago, nora10 said:

    Hi,

    it's frustrating to invest time and effort in rescuing a downed unit, only to leave their fate to chance. Implementing a system where medical care can influence their survival would add depth and realism to the gameplay, making each rescue mission more meaningful and rewarding. Letting players actively engage in saving their comrades would enhance the overall experience and satisfaction of the game.

    Yeah, it would be good if the advanced medikit had a chance to revive a soldier on the battlefield but they remain unconscious for the rest of the mission, but you know they've been saved. 

    While we're at it @Chris , the weight increase in the medikits has become prohibitive.  Perhaps the introduction of a mini medikit that just fixes bleeding wounds should be introduced that is significantly lighter so can be equipped by most troops, with the full heavy medikit able to repair damage?  

  5. On 2/20/2024 at 7:20 AM, Kouki said:

    Yeah, I tried placing the same soldier on the position you've mentioned. Unfortunately, unless I do the exact same commands you've issued on the turn, I won't be able to reproduce the same scenario on the image you've shown with the buggy shroud. (which makes bugs related to the shroud/shaders difficult to isolate w/o specific repro steps, unfortunately)

    image.png.8252293e69ab98f4165753226b052e7e.png

    Ah, sorry I don't have a save from then.  I will endeavour to send a save when it happens again. 

    • Thanks 1
  6. 3 hours ago, Kouki said:

    Thanks for the bug report! I believe this should be fixed on 3.0.8!

    As for the second image you've attached, can you provide the save with the same position of the soldier you've taken a screenshot of so we can take a look at what's wrong. There are a bunch of known issues w/ the shroud and this seems to be one of them, though it would help us a lot if we can isolate the specific scenario when it happens, thanks!

    It's the same save as in the first pic.  The highlighted solder in the second pic is the same one highlighted in the pic below:

    image.thumb.png.41cb67b8e6bb9863c41f5d2ee000b063.png

  7. 23 hours ago, Kouki said:

    Thanks for the bug report! Although the sergeants you got seems to be a really unfortunate case of bad luck! Only the starting stats are affected for soldiers with the changes in milestone 3 (due to the -5 on the maximum stat cap on, so an average of -2.5) I tested the soldier mission on my end and got these, which are kinda decent?

    image.png.5fa6590b5e0731fa8cdcceebb5934bee.png

    Hmmm, that's weird cos that is MARKEDLY different.  Perhaps they should have fixed stats?  Because to even have the risk of having absolute TOILET troops as a reward for a mission is worse than just getting some naff loot. 

  8. OK, two problems.  The game won't let me do manual saves (I click ok to save and it returns to the game but no save is made).  So attached is the game just prior to the mission.  I don't know if it will be repeatable, but the sniper on the right looking out of the tailgate takes a shot at the cleaner by the wall and hits him, but doesn't kill him. Then I tell MARS to take 2 shots and nothing happens, but the TUs are expended.  Same with the left hand sniper.  Also attached log in case that casts some light. image.thumb.png.2f2d612f672909eb79c15ddde2cb58a6.png

    auto_strategy_before_combat-3.json output.log

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