Jump to content

wulf 21

Members
  • Posts

    248
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by wulf 21

  1. Strength was only recently added again. AFAIK the original plan for X2 was to get rid of strength attribute completely, so if you set up a loadout, every soldier could carry it. The idea was to limit the fiddeling around with inventory each time there needs a soldier to be swapped because he was wounded or died or other reasons. Obviously, the players did not like it, so we are now stuck in a situation where strength is added back in but cannot be improved, yet. If I remeber correctly, Chris commented somewhere that they are looking into ways how strength can be improved - which I understand as a hint that they do not want this attribute to be trained the same way as the others, so the strength differences between soldiers would not become as big as they were in X1.
  2. New thread, because this seems to be something different than the previous shooting previous crash both from point of time when it crashed and error in in log (that seems to imply that the crash is inside the TU cost calculation) Will try to figure out what happened exactly, but for now the log might help: output.zip What happened was: I shot a wraith 2 times in a row with aimed shot (so I expect the TU left after that should be close to or exactly 0) crash happened, after second shot was complete i.e. alien was wounded and all animations finished playing (including lowering gun after shot) - according to log right when the control should be handed back to player EDIT: Turns out I made a quicksave right before the 2 shots. The screenshot shows how I shot. But no matter what I do, it does not seem to crash again. Either it is RNG dependent or I don't remember something important (maybe some mouse movement after second shot etc.) Quicksave.zip
  3. After destroying this wall where a alien was hiding behind, it was still somehow perfect cover (Screenshot). Additionally, I noted some other parts of buildings on maps that seem to be incorrectly set up (in this building it is impossible to look through the windows on the left wall in screenshot. The window in barns looks like it is supposed to allow someone in the inside to look and shoot out + not offer perfect cover from outside, but it behaves like a wall, ie. not possible to look or shoot through before destroying it)
  4. Issue can be seen in screenshot: There are 2 buttons on the right as if the remote detonator would have 2 fire modes, but actually both buttons do exactly the same (they detonate the remote charge). Additionally, they both say that detonating the remote charge costs 0 TU (same shown in TU preview when mousing over button) - but of course it does costs some TU. Maybe the icon should be changed, too (from crosshair to small remote detonator). Edit: additonal note: It is somehow not possible to place the breaching charge on a straw texture.
  5. I wanted to answer in UI discussion thread, but I ended up writing a longer paragraph and see it deviating from the main topic, so I decided to put the answer into a new general discussion thread: Good point. In Operation Flashpoint it worked like this and you were supposed to remember that one of your magazines was not longer full (as just the info how many bullets in current magazine and number of magazines left were displayed), but then you were only directly controlling one soldier on the battlefield in this game (even if you could edit the whole squad equipment before mission), it is porbably not practical to remember this for whole squad. If a magazin on belt is not full, maybe there could directly on magazine icon appear some info, for example red number in upper right corner or maybe some "progress bar" integrated into the magazine icon, for example the upper part of a magazine could become half transparent the transparant part getting bigger if magazine is more empty. The same info should be availabe in inventory window as well as reload button if the next magazine to be reloaded is not full. Speaking of next magazine to be reloaded: If there are more magazines on the belt of same type, some of them partly empty this introduces some design choice, which one should be reloaded by the reload button. I see several options here: 1. some cycling logic, ie. the most recent unloaded magazine will always be the last in queue to be loaded again (this is how it worked in Operation Flashpoint) 2. always load the fullest magazine 3. split the buttons on UI, so only completely identical magazines get stacked into one button and a magazine with different number of bullets gets displayed as a seperate button The last one of course has the theoretical issue that it could clutter the UI with up to 5 buttons if someone decides to carry 5 magazines into battle and empties them differently. (I do not know why anyone should play like this, but of course all cases that can happen need to be considerd). Oherwise I would think option 3 the best.
  6. So, I am not entirely sure if this crash is due to an error in the map or something I have done. What I did was on small farm map (probe UFO), put a sniper next to the window in the barn in the corner try diagonally aiming nearly across whole map with Ctrl-key to see what I could theoretically hit (how far behind hedges/low buildings I would need to aim to shoot behind them) this involved several time scrolling and pressing/releasing Ctrl key crash happened (I think) right after releasing Ctrl key. Maybe I also moved the mouse while doing so. Logfile seems to indicate that the collision check algorithm tries to check a tile that does not exist: output.zip Edit: Actually managed to reroduce the crash a few times now. I now think that it happens when I get the game somehow to calculate a trajectory to the outside of the map. The fact that this is even possible, might be related to the broken shot preview. What I did to reproduce: load the Quicksave.zip - it is from near the beginning of the mission before reaching the barn with the selected soldier (seems not to matter who), aim upwards (relative to the camera-perspective in the savefile) in the darkness by holding the Ctrl key, like seen in screenshot at some point, there will be the edge of the map in the north (noticable by crosshair disappearing) now try to get close to the edge (might involve some releasing and pressing to Ctrl key) at some spot (difficult to tell exactly), if there is pressed and held Ctrl while pointing still inside the map and then the cursor moved upwards outside of the map, the game will crash
  7. The alien in the screenshot is unconscious from gas but still displayed standing. Notably it was walking there before going unconscious, so it might be some kind of leftover of the issue that lead to the alien ai lock in earlier versions. I sent an F11-Report, too in this state. Additionally I made a savefile, but after loading the savefile, there were suddenly all 3 of the unconscious aliens standing again, not just the one in the screenshot. (might be a seperate bug with the Ground combat save, similar to the soldiers not being crouched after loading). Seems only dead aliens/Xenonauts get their correct animation after loading a GC save and everything not dead will be play the standing idle animation even if another one would be correct. Savefile: unconscious_alien_standing.zip Screenshot:
  8. Seems there was introduced some new logic how smoke / gas clouds spread (so they can get higher if there is more gas etc). However combinations of touching clouds of different types produce weird graphical glitches now. In this example the area where my soldier is standing is smoked, while the area where the aliens are standing is gassed. I seperated both areas with a line. However after throwing the gas near my smoke (smoke was there first), it suddenly looked like the smoke area would contain gas, too. Additionally, this was not like some mix with transparancy, but rather more some disco-like blinking where somtimes the smoke clouds were in foreground, somtimes the gas clouds. (in second screenshot what is in foreground is different). It seems just graphical though, non of my soldiers dropped unconscious. just aliens. I made a savfile in this state: touching_gas_smoke_bug.zip Later I did add some more gas and HEVY smoke to the mix which made the chaos complete. Still the only fire burning really is the one from the first screenshot (came from HEVY explosive grenade), but the graphics showed more fires burning near my soldiers now (and blinking, too) - last 2 screenshots:
  9. This happened after some soldier died. Most of the UI looks correct, but there is no generic placeholder texture where the flag is displayed if a soldier is selected, so it is just the bright purple:
  10. As opposed to X1, the secondary weapon can be fired without spending additional TU to move it to primary slot (which is impossible as you found out, the weapons have a designated slot type and cannot be moved to the other slot). With the new UI, you need to use the crosshair buttons above secondary weapon to fire it and it should automatically be used for overwatch when appropriate and you can disable the overwatch for primary weapon via the eye-symbol if you want overwatch fire only from secondary weapon. However this does not seem to be fully implemented, yet. See this post (the second part where chris answered my post): I already asked a follow-up question because it is not quite clear to me, what part exactly is not fully implemented, but I guess in current version there is no way to get overwatch fire from secondary weapon.
  11. This was indeed answered in same thread Chris linked already. (question asked by Bobit). Maybe they have to rephrase the introduction sentence in release announcement in a way that everyone knows how it is meant without telling the whole game release story again. But to recap: first only kick starter backers who were eligible for closed beta got a Steam/GOG key (depending on preference) then when the announced early access date could not be met, the other kickstarter backers who were promised it got their Steam/GOG key Xsolla deal was intoduced to allow interested people play the closed beta before early access release on Steam/GOG. The deal is you can play closed beta via Xsolla and get a Steam/GOG key as soon as the game is released to early access (and I believe this was made clear before buying hopefully). So you see, the sentence that "closed beta Version X was released on Steam GOG and Xsolla" is there because some people already have their Steam/GOG keys, but it does NOT mean that everyone who bought the game can play it on Steam right now.
  12. There happens now a crash (according to Log inside the UI code) when selecting soldier that has combat shield as primary weapon. Logfile: output.zip Can be reproduced with the Autosave from start of mission: Autosave01.zip Simply click the soldier with shield in the screenshot --> crash
  13. Somehow did not notice before, but following buildings already do have gameplay effect before being fully constructed: access lift (possible to build new room on the previously not accessible level right after starting of construction) training center (solder training in soldier tab immediately jumps up from 0% to higher number after start of construction) Maybe there are some others I did not find, yet.
  14. Another small bug in new Ground Combat save system: After loading this quicksave from before blowing holes in UFO where I crouched everyone before, everyone is suddenly displayed standing. I noticed however that the status bar displays soldiers in crouched state (the button is toggled), so it seems that they are just playing the wrong animation. Savefile:Quicksave.zip Screenshot: EDIT: I found more examples of wrong animations after loading GC save. Both the wraith and the gun drone in screenshot are actually dead, but appear in idle animation (gun drone hovering) or basic stance of the model (wraith with arm to the side) after loading the save file. Same thing happens to sebillian brutes, too. Save file: Quicksave.zip Screenshot:
  15. Bumping this, because this is somehow still not fixed in V5. I half expected that this would go away with the UI rework, but it didn't. Additionally I found some ways how this bug can really make the game crash: in V4 (which I did not bother reporting because I half expected it to be fixed now) I noticed that the game will crash if it tries to regenerate laser ammo while no battery is attached to weapon. I think this would probably be still the same now in V5 there was a crash, where after some fiddeling around with grenade launcher ammo, it would crash upon firing. Maybe I will find some more exact reproduction steps later, but from what I remember, I first abused this mechanic to reload for free. In a later turn I would try the normal reload button, which would not work correctly (subtracted TU but I noticed next turn grenade launcher was empty), so I dragged the ammo from the primary slot to belt and one I had in backpack to primary slot. When I tried to force fire, the game crashed. Here is the log: output.zip Maybe these crashes will go away when the underlying bug is fixed.
  16. Hello, as you may have seen, I am active since Xenonauts 2 closed beta started here and I am often uploading files, especially for bug reports. I have some issue with file upload, which I sometimes added in remarks. The issue is: I cannot seem to upload files with 2 MB or more. That's why I zip nearly everything and scale down screenshots to 75% of the original height/width which usually puts them under the "limit". However it does not seem to be intended, because I do not get any error message about max file size. What happens if I try to upload such file is that it would simply stay in "queued" status forever and never get to uploading state. There is no way to post in this state (as it says there is upload in progress) and the only way to get out is to refresh browser page (luckily forum software remembers the entered text and uploads so far). I noticed from some comments that others have this issue, too. On the other hand, I saw posts with much bigger file size (4k screenshots and videos that were not embedded from youtube but directly uploaded to forum). So questions: Is there any intended file size limit, maybe even set per user? Is this a known issue with the forum software? Does it maybe depend on browser version and/or active addons. I am using Firefox 66.0.5 (64 Bit) at the moment It would be nice if a forum admin could comment on this. It is not a big issue as I can work around it, but it would save me some time if it could be solved.
  17. Chris did anser that some posts before, but these posts were deleted/moved/hidden. Answer is no: People who preordered on Xsolla will get Steam or GOG key (whichever they choose) when the game is publicly sold as early access on these platforms. Only kickstarter backers do have Steam/GOG keys right now.
  18. I actually reported point 1) as a bug already, This is the answer post: And I think the thing that time to complete is independent from the number of soldiers (your point 2) was discussed somewhere else either and the answer was similar: Large parts of this system simply are not yet in their final form at all. If you did not read yet, I would recommend reading the post in the features forum that explains this feature and what the developers want to achieve with it: Basically, the reason why you have to send soldiers is that you have to kidnap scientists/engineers because your organization needs to stay hidden. Soldiers are just sent to the Xenonauts by the world's military powers that know of their existence, but you cannot publicly search for scientists/engineers. The part that you can just choose a reward at the end seems to be odd at the moment, but I would guess that this is just very generic at the moment and in the final game it would be something like: The employer of the engineer offers your soldiers money if he does not have to come with you and that you can either take the money or just take the engineer. So some in-game story telling that explains why there is a choice and probably not the same for each mission. And to make sense of it, probably you should not see that you will get this choice before start of the mission, ie. you maybe get displayed what the goal of the mission is before and then you maybe unexpectedly get the choice. Or the mission goes completely wrong and you get nothing and all that is achieved is spoiling the region relations. Simply some ways in which the mission outcome is not already clear before the start and make sending soldiers on these missions some kind of risk/reward rather than just free stuff to grab.
  19. We have ground combat saving now and I already got a case where it can be reproduced with such a savefile. Here is the file: Quicksave.zip It is right before end of mission, with just one alien to kill that is already wounded. In my tests, I killed it with the sniper as can be seen in first screenshot (if he does not hit, simply load the savefile again and retry - or maybe you have some dev cheat that makes him always hit perfectly or it could be reproduced by using the instant win cheat even?). The result is that according to debrief screen 5 soldiers were promoted to corporal, but in barracks and armory, only 3 of them really are corporal after that.
  20. Thereis a new crash while shooting that seems to be RNG-dependant. With the following, it can be reproduced about 1 of 2 times: load the savefile in shooting_crash.zip shoot the alien with shotgun snapshot like shown in screenshot If the crash happens, it happens before playing any aiming/shooting animation, right after click. I suspect that is is related to the new handling of missed shots. Here are 2 logs with the crash: output.zip output2.zip Screenshot:
  21. Issue is reproducable with Savefile: Load the savefile: Quicksave.zip --> solder 7 (PVT. RUBEN PRETORIUS) is selected and his info displayed at bottom select soldier 1 (PVT. HU HAOCHENG). Method of selecting (1 on keyboard, click on small portrait, click on him on map) does not seem to matter --> his infos are displayed at the bottom position mouse over soldier 8 (PVT. VALENTINA ROMANO) --> her infos are displayed at the bottom move the mouse down again --> info of solder 7 (PVT. RUBEN PRETORIUS) is displayed at bottom (expected: info of current selected soldier 1 should be displayed again) position mouse over soldier 8 (PVT. VALENTINA ROMANO) --> her infos are displayed at the bottom move the mouse down again --> info of solder 1 (PVT. HU HAOCHENG) is displayed at bottom Last steps are indefinitely repeatable, it alwasy switches back and forth between 1 and 7. Additionally I noticed that keyboard buttons (like Ctrl for force fire and C for crouch) will always affect the soldier whos infos are displayed at bottom, not the one who is selected. That is how I noticed the issue in the first place: Pressed C - and another soldier than the one selected crouches. Movement commands however still affect selected soldier. Can be nicely seen on following screenshot, where I could prepare a movement command for selected soldier 1 and holding the force fire button at the same time which is displayed from soldier 7:
  22. Since the new UI, shot preview function not longer works like it used to. Some part of that change might be intended or part of the bugfix, but some things are probably wrong as they contradict the ingame tutorial: As first step prepare a movement command with a left click on ground. In this state holding/releasing the shift button while pointing on alien no longer switches between shot preview/normal shot like it was working before. The only way to get a shot preview on alien is by holding shift first, then mouse over the alien. It will not work by mouse over alien first, then hold shift. Releasing the shift button while seeing shot preview does not longer cancel it. I found no way to get a forced fire shot preview. Holding Shift+Ctrl (like explained in tutorial briefing) on a tile does nothing. Holding Shift+Ctrl+move mouse produces weird results (like targeting completely unreleted tiles) but will always view the firing line from xenonaut position, not from position where move ends left click while seeing the shot preview no longer causes the Xenonaut to move to the selected position where you want the Xenonaut to shoot from - instead the Xenonaut shoots simply from current position Edit: Another thing I noticed is that if I get a shot preview, it will no longer display the combined TU cost of move+turn+shoot, but just turn+shoot (which is the same that is subtracted from the new preview of the left TU)
  23. Just loaded the first autosave after mission start again, because I wanted to undo something I accidently did with new interface. Result can be seen on screenshot - you cannot see everything xenonauts , just the start around Skyranger can be seen. There needs to be moved/turned xenonauts to update view. There was really and alien in view after mission start, so the icon on he right is correct. It seems to affect only the Autosave though. When I did quicksave/load later the views looked correct. Here is the savefile: Autosave02.zip Screenshot:
  24. The delevopers already commented in other places to points 4 and 5 4) grenades are not yet properly implemented. They just use the same blocking mechanic as a direct shot at this point. This is still something on their todo list: 5) The thing with firing angles was already reported in V1. Chris saird it was supposed to be fixed "in the next few builds", however appearantly they did not get around to fix it and the people that tested since V1 just got used to it and did not report it again... Regarding the other ideas: 1) why not? It is a realistic thing. It may look dumb but save the life. However I guess it would be a lot of work to implement it properly if the developers would decide to do it. Some things to consider: turning as fast as standing/crouched should not be possible. There should be a TU penalty of turning in crouch stance, or even make it impossible if soldiers can prone, they should be able to crawl forward rather than getting up for each small move. This would need to be balanced out that crawling should cost more TU than running, so crawling one or 2 tiles would save TUs against standing up, running and going prone again, at further distances it needs to cost more Someone who is prone on the ground right before you is just as easy to hit as he was standing. So it should not just have a fixed hit chance modifier it needs to change with distance in a way that prone makes no sense in a close quarters situations Therefore I don't think the developers would implement such new feature at this point. 2) Wonder why bobit answered with "?", I understand the issue. A bush might block the view by 100% but bullets just go through it unobstruced unless they by chance hit the wood. Don't know how hard this would be to implement at this point, since the game currently seems to assume that you can't shoot what you can't see. Regarding fences, I was not aware they had 30% block chance. In X1 it was like 10%. 3) Xenonauts 1 had an advantage to viewing distance by height which made climbing up with a sniper worth it. But I am not quite sure I understand the bonus/penalty you suggested. Damage bonus would not make sense. I think there already is a penalty to hit chance (I.e the edge of a cliff has a blocking chance if you shoot up but not other way round.), this could be polished further. Or are you talking about TUs? This could again kind of make sense (i.e. needing less TU to raise the gun if you shoot down but more if you shoot up).
  25. Have not tried them myself, yet, but according to the research text, they are supposed to do just 20% more damage than ballistic ones. I think, this should later be balanced by different aliens having different resistance values to damage types. The research text for psyon autopsy says, they have a suit protecting them from ballistic impact, so it would appear quite natural for me if lasers do more damage against them. Not sure if there is currently any alien in game that has increased resistance against laser, though. Maybe sebillians have a natural heat resistance if they originate from a hot planet? Or maybe drones with a shiney metallic surface should just reflect part of the laser? Don't know because the research text for sebillian autopsy is still a copy+paste from X1 and there is no gun drone disassembly research, yet.
×
×
  • Create New...