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Lord Yanaek

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  1. Same here. Tried reporting using the in-game bug reporter but not sure how it works so reporting it here. For it happened after i moved a soldier to a cover just on top of an alien body (it was a Psyon in my case) and crouched there. When i tried moving the next turn i couldn't, i could still stand up, crouch and rotate but not move. Not sure whether the crouching step is important. I thought i would have a save but it looks like the game only auto-saves at the start of a mission and i forgot to manually save. It was really late "yesterday" (should i say early today) EDIT : And just to confirm this does happen to Civilians effectively blocking the turn (with the main menu unavailable). Still unsure what's causing it as i've been unable to cause this glitch when i tried to. A temporary workaround for the civilians lock could be to allocate a max time to friendlies turn.
  2. This would also make sense from a logical PoV as moving sideways isn't exactly what our legs are made for. I think the amount of extra TUs per tile should be balanced so that moving 1-2 tiles this way saves you "time" (hopping to the side quickly would be faster than turning away, taking a single step and turning again) but moving several tiles this way costs you more (but might still be useful if you somehow expect to be shot and have a shield - not that i can imagine a situation where you want to move sideways from a visible alien, but i'm sure some players would find a good use to such a move)
  3. So i'm late to the show but i think sidestepping is an important (essential maybe) mechanic in a "2 actions" system such as Firaxis XCOM but not in a TU system like Xenonauths where soldiers can move one tile away from cover, shoot and move back to cover. Being able to make those moves as actual "side" steps without changing orientation however would be, as explained by Charon, extremely useful in some situations. A button to toggle fixed orientation or a modifier key are both valid options and i would advocate using both so players can use whatever works best for them but <ctrl> is already used so it has to be another one.
  4. Thanks Chris for very quick feedback but have a breath, the Beta is only just starting So i decided to have a look at that LoS indicator (i didn't even notice that eye icon), made a 7zip backup of the previous state in case you need the save for the Skyranger bug and sent the skyranger at a slower speed. This time i got a CtD each time when the mission is about to start. Here is the relevant part of the log. Full log (7zipped) is attached. 2018-11-29 12:41:24,515 [FATAL] (D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:511) [INITIAL CRASH] System.NullReferenceException: Object reference not set to an instance of an object at Xenonauts.Strategy.Systems.BaseStoresSystem.GetItems () [0x00029] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Strategy\Systems\Base\BaseStoresSystem.cs:240 at Xenonauts.Strategy.Systems.BaseStoresSystem.GetUsedCapacity () [0x00009] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Strategy\Systems\Base\BaseStoresSystem.cs:94 at Xenonauts.Strategy.UI.BaseStoresBuyElement.SetCapacityText () [0x00015] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Strategy\UI\Elements\BaseStoresBuyElement.cs:148 at Xenonauts.Strategy.UI.BaseStoresBuyElement.SetBottomBar () [0x00024] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Strategy\UI\Elements\BaseStoresBuyElement.cs:138 at Xenonauts.Strategy.UI.BaseStoresBuyElement.<OnCreate>m__A (Artitas.Entity item) [0x00001] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Strategy\UI\Elements\BaseStoresBuyElement.cs:85 at Artitas.Family+<EntityRemove>c__AnonStorey1F.<>m__0 (Artitas.Family family, Artitas.Entity entity) [0x00007] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Family.cs:831 at (wrapper delegate-invoke) System.Action`2<Artitas.Family, Artitas.Entity>:invoke_void__this___Family_Entity (Artitas.Family,Artitas.Entity) at Artitas.Family.RemoveEntity (Int32 entityID, Int32 componentID, IComponent previous, IComponent next) [0x00097] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Family.cs:507 at Artitas.Managers.FamilyManager.UpdateComposition (Int32 entityID, Int32 componentID, IComponent prevComp, IComponent newComp, Boolean added) [0x00145] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Managers\FamilyManager.cs:312 at Artitas.World.MutateComponentOnEntity (Int32 entityID, Int32 componentID, IComponent previousC, IComponent nextC, Boolean added) [0x000da] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:322 at Artitas.World.HandleDelayedMutations () [0x000c5] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:280 at Artitas.World.DeleteEntityImmediately (Int32 entityID) [0x0003a] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:184 at Artitas.World.DeleteEntity (Int32 entityID) [0x00061] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:172 at Artitas.Entity.Delete () [0x0000d] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\Entity.cs:177 at Xenonauts.Strategy.StrategyScreen.DisposeStrategyWorld () [0x00129] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Strategy\StrategyScreen.cs:249 at Xenonauts.Strategy.StrategyScreen.OnExit () [0x00024] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\Strategy\StrategyScreen.cs:208 at Common.Screens.DataStructures.ManagedScreen`2[Xenonauts.GameScreens,Common.Screens.DataStructures.IScreenParameters].Exit () [0x00026] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\DataStructures\ManagedScreen.cs:216 at Common.Screens.ScreenManager`1+<CreateMoveToAnimation>c__AnonStorey2[Xenonauts.GameScreens].<>m__1 (UniversalTweenEngine.Timeline t) [0x00012] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\ScreenManager.cs:334 at UniversalTweenEngine.BaseTween`1+<OnEnd>c__AnonStorey2[UniversalTweenEngine.Timeline].<>m__0 (Events event, UniversalTweenEngine.Timeline source) [0x00007] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\BaseTween.cs:203 at UniversalTweenEngine.BaseTween`1[T].CallEventHandlers (Events type) [0x00044] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\BaseTween.cs:437 at UniversalTweenEngine.BaseTween`1[T].UpdateStep () [0x00288] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\BaseTween.cs:590 at UniversalTweenEngine.BaseTween`1[T].Update (Single delta) [0x00054] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\BaseTween.cs:477 at UniversalTweenEngine.Timeline.OnUpdate (Int32 step, Int32 lastStep, Boolean isIterationStep, Single delta) [0x00076] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\Timeline.cs:270 at UniversalTweenEngine.BaseTween`1[T].UpdateStep () [0x00281] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\BaseTween.cs:589 at UniversalTweenEngine.BaseTween`1[T].Update (Single delta) [0x00054] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\BaseTween.cs:477 at UniversalTweenEngine.TweenManager.Update (Single delta) [0x00090] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\TweenEngine\Code\TweenManager.cs:114 at Common.Screens.ScreenManager`1[Xenonauts.GameScreens].Update (Single deltaTime) [0x000d1] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Libraries\Common\Code\Screen\ScreenManager.cs:146 at Xenonauts.XenonautsMain.Update () [0x00066] in D:\Jenkins\workspace\X2 (Build)\release-0.33.0\Assets\Code\Screens\XenonautsMain.cs:436 output.7z
  5. User Interface issues Keyboard mapping Hello. I just started testing this build, shot my first UFO and went to the first map. I'm somewhat unable to play it as i can't remap the navigation keys to my AZERTY keyboard. I changed the keys in the launcher but it didn't seem to have an impact in-game, and didn't include rotation keys anyway ... seemed like a placeholder settings from the underlying Unity engine. Now, working around this by using only the mouse to navigate and rotate with Q (located at A) is somewhat possible, but very annoying and definitely not something that would be tolerated in a finished game. I suppose it's something that has to be added, but as a non-qwerty user i consider that an essential feature. Even if you don't have an UI for remapping available, simply exposing those in a config file would definitely help during the beta. Armory I noticed the same issues reported above. Besides those issues i find the armory clunky and unintuitive to use I think it's very annoying that we can't see a list of soldiers with their stats in the armory screen and/or we can't change a soldier "class" in the recruits screen (where those stats are visible). I don't wan't a slow moving assault but if i want to select the soldiers with the most TUs as assaults, i have to either look at the recruits screen, remember who has the most and change their class in the armory or look at each soldier individually in the armory screen and try to remember the stats of the previous soldiers. Even simply being able to go from the recruits list to the armory with a double-click on a soldier's name would be a nice improvement. Drag-and-drop is good for mobile interface or when there is multiple places to put something. A weapon that can only be put in the primary slot shouldn't require drag-and-drop. Being able to equip/unequip using double-clicks would save a lot of time for important things (such as actually fighting aliens). Belt-slot items should also automatically go there when double-clicked if there is some empty space. It's only when putting something in the backpack that drag-and-drop is justified. Graphics Glitch Graphics quality set to simple (3/5) i got some ugly artefacts around the edge water bodies in the snow landscape as you can see in this picture. My video card is a GeForce GTX 750 Ti. Shadows were very blocky but maybe it's normal at that quality setting. Saving In order to see how the water would look at higher quality i saved (or thought i did) in-mission under the name "Beta1" and exited. When i tried to load the save i didn't see any and it's nowhere to be found in my saved game folders either. There is an auto-save from before the mission started (and i can load it using the "continue" button) but the manual save i attempted to create failed without any error message. Strategic map bug Reloading the last auto-save i encountered a fun strategic bug. I sent the skyranger to the mission site again and switched to fastest speed. The skyranger almost teleported from the main base to the mission site and then jumped back-and-forth above the mission site while the time was flowing until it was out of fuel and then returned to base. I could reproduce it again after exiting and restating the game so i won't try to play further in case you want to have a look at that save. The mission site is approximately at the same latitude (longitude?? the horizontal level on the map, can't remember which one it is) as the base. Tactical missions Not sure whether it's a planned feature that haven't been implemented but it seems like a "core" feature to me. The lack of LoS indicator in the tactical missions is really annoying compared to X1 where you had some sort of "shading" over areas not covered by the vision cone of your soldiers.
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