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wulf 21

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Everything posted by wulf 21

  1. It was easier reproducable than thorught first, because there is not even needed the UFO. Looks like trying to lob a H.E.V.Y. grenade onto any roof (like in screenshot) will have this effect:
  2. I just tried something out I never tried before and promptly found an interesting way to lock the game. Will check if it's reproducable, but most likely, I think it should be. What I did was: after I completely failed to blow holes in the side of the UFO (don't know if that is wall desctruction logic issue mentioned in other thread, or walls are just too tough against H.E.V.Y. grenades now), I tried if I can blow a hole in the UFO roof, so my sniper could shoot in there from above. The firing path can be seen in screenshot. The immediate result was: Shooting animation played back, I heard the firing sound of the H.E.V.Y. launcher, but the grenade never impacted and there was neither a visible explosion, nor an explosion sound. After that Game was locked up: User Interface was still functional, so I could select other soldiers, try to issue commands and even quit out of the game normally via menu, without need to Alt+F4 However, the soldier with the H.E.V.Y. would not actually do any command - like the game is waiting for impact of the projectile before allowing that it was still possible to move the other soldiers around as long as enough TU are left However, the other soldiers would not do commands like Shoot or open door. It was no longer possible to end the current locked-up turn, like the game completely ignores the end turn button - probably again this is only possible if all fired projectiles did hit I did grab the logfile before quitting the game (you see the H.E.V.Y. firing command and some not successful movement orders in there). Here it is: output.zip Screenshot:
  3. Just found out that it is reproducable with the save from before the ground mission (just load it and start crashsite mission). Wonder why that is. Was there some reproducibilty-enhancing change like setting all map parameters already on the mission in Geoscape, so it will now always start exactly same map? Or maybe it's just that the game just has exactly one probe desert map? Anyway, here's the save: 1st crashsite.json
  4. No problem. I added some arrows and text on the screenshots, and I hope they make clear what I mean. Additinally added a "compass" that explains which directions I referred to as "up", "right" and "upper right" in the text. It was somehow clear in my head when I was writing it, but in hindsight, of course everyone who sees an agled view can have different intuition about naming the directions on the view. Edit: Again to make it clear: I did not acutally see the reaction fire animation, only blood pool appeared during alien turn. I just concluded that it must be reaction fire of the marked soldier because noone else viewed the direction.
  5. Thanks for the info. I indeed never built second workshop, yet, since V4 and kind of jumped to the conclusion that the numbers are not working at all. Still strange that the initial slots from beginning of the game are not counted...
  6. Found some more wrong numbers on some screens (additional to the infamous TU on soldiers screen): On Research Screen it always says "Laboratory Scientists: 0/0", no matter what the real numbers are (Screenshot 1) likewise, on engineersing screen, there is always displayed "Workshot Engineers: 0/0", "Alenium: 0" and "Alloys: 0", no matter what the real numbers are (Screenshot 2) on Storage Screen, items display value "0$" (Screenshot 3) until the "move to sell" arrow is clicked 1 time for the item. After that, the correct value is displayed (Screenshot 4). The correct number then stays (even when switching to other screens and back) Edit: As oldgator 6 said, only the personell of the inital buildings is not counted. Screenshot 1: Screenshot 2: Screenshot 3: Screenshot 4:
  7. Regarding the aircraft just with cannons: They had missiles from the start in previous builds. However it kind of makes sense that you need to research them first, assuming backgound fiction says that the UFOs cannot be tracked by standard thermal or radar seeking missiles and a new tracking technology specifically for UFOs needs to be developed first. (Or as we have UFO tracking radars from the start, maybe the new technology needs to be miniaturized first to fit in a warhead). As Chris said somewhere - they try out what works and is fun first. And pretty much everything they design into game can be then explained with some detail in the background fiction after that.
  8. I've already seen this in previous versions but never found a reliable way to reproduce. Additionally I was never quite sure if it just was a camera perspective thing. But now I have an occurence that convinced me, this is really happening. Note: Was really V4 from before the hotfix and didn't get around to report it, yet , but I assume the Hotfix changed nothing about it. What you see in the first screenshot is that there is a xenonaut in the upper right facing to the gap in the trees. But the view cone in the fo of war looks like he is facing to the upper right. Some alien blood appeared there during alien turn (fog in the gap between the trees). On second screenshot, taken after turning the xenonaut 45 degrees more, it can be seen that there really is standing an alien in the blood pool. EDIT: Just to avoid confusion: I am talking about the alien that is behind the trees from the perspective of second screenshot (because there is a dead alien with blood in the Screenshots, too. This is not the one I mean!). So the game logic correctly decided that the Xenonaut could see the alien and did reaction fire (and hit). However the fog of war/visibility calculations determined somehow that he was facing 45 degrees away from the gap in the trees. As already said, found no way to reproduce reliably. The only thing I am pretty sure is that it can happen if a soldiers last action before ending the turn before was using right-click to change the viewing direction of the soldier.
  9. There was some time ago mentioned somewhere that we should report bright purple textures as they are a "missing texture" replacement. Well I've found 2: (note: It actually was V4 but didn't get around to report it. I assume hotfix changed nothing about that). The movement path texture for "turn 45 degree left and start climb" seems to be missing: Some ground texture in the corner of the same jungle map:
  10. A stray shot hit the outside wall of the UFO and it looked like destroyed, so I expected to walk in there, but I couldn't. After turning camera around, I saw why: The inside part of the UFO wall actually was not destroyed but it was completely transparant from outside. I guess it's a feature that UFO walls can be half destroyed. However in this case, it is necessary that both parts of the wall actually do have a texture facing to the middle of the wall that becomes visible after destroying the other part.
  11. Hello, just had a ground mission against Psons. It was a shot down probe UFO. Before starting the mission it showed Probe UFO, Desert Terrain and "5 Unknown" (Psyon Soldiers) + "3 Unkown" (Psyon engineers). Here is the savefile: 1st crashsite.json However I searched whole map and found no aliens. Then I opened the UFO door and half expected to find all 8 inside but there were only 3 inside. I suppose that this specific map is completely missing the alien spawn points outside the UFO. I hope the screenshots are enough to identify the map (It is the one where you can soo a bit sign pointing to diner+gas station right at the beginning near the heli landing spot)
  12. Sounds just like this issue that was in there right from version 1:
  13. Hmm, Im pretty sure the screenshot button is from GOG Galaxy (or Steam?), not the game itself, so the developers likely will not be able to do anything about it. GOG Galaxy tries to save the screenshots into C:\Users\<User>\Documents\GOG Galaxy\Screenshots\Xenonauts 2, so something might prevent GOG galaxy from accessing your personal Documents directory. (For me such issues were caused by the Bitdefender Antivirus Personal data protection function - where I would need to explicitedly allow each program to access the personal data folders.)
  14. Yes, getting this, too. Looks like the steps before are not necessary to make the game crash, seems enough just to click the combat knife...
  15. The changelog says it was fixed in V4. (At least I assume this thread was meant) But appearantly, it's not. Got it randomly again, shooting alien after moving around obstacle with Shift+Click: output.zip After that, reproduced it intentionally with above reproduction steps: output (2).zip
  16. Hmm, this actually made me wonder... because in the closed beta the TU cost for firing laser weapons are much higher (mostly 2x) than for firing ballistics (accelerated ballistics are the same as ballistics) for example accelerated rifle vs. laser rifle TU cost: snap: 14 - 28 normal 20 - 40 aimed 28 - 55 burst 30 - 60 Did somebody already put this balancing feature into the game and not tell you? Or is it actually not intended that laser weapons have such high TU cost (and therefore technically a bug)?
  17. Well, as I am testing the closed beta, I can say, that it really already is like that. And I find it pretty intuitive as it is. And yes, role names are still pretty much a suggestion, you can still modify loadouts after role assignment. The thing is that the whole loadout is even then still bound to the dropship slot. So if someone has, say, a laser rifle, you don't need to manually remove the rifle from a wounded soldier and give it to another one, you just assign another soldier to the slot and that's it. You can for example find a screenshot how the overview looks in this bug report thread: Additionally you always get to see the overview before launching the ground mission. Hence my suggestion to put the information if a soldier is wounded directly there, too. The only thng I am wondering about is how this system should work in base defense when you can use all the soldiers, not just the one in dropship. The others need to spawn with some loadout, too, after all, and it is logically not possible just to give them the last loadout they had assigned, because it might contain limited items (such as laser weapons, armour).
  18. It's a known bug, which only happens under some specific circumstances. See: (If it happened to me I loaded a savefile from before the laser research again, usually it worked correctly on second try)
  19. Well, if we are discussing User Interface here, I would like to throw a thing in I am missing much: In Xenonauts 1 you were immediately seeing in the armory if a soldier was wounded (red name and percent in brackets behind name + big bar over soldier if wounded). Since you now first get to armory before launching any mission in X2, the overview with the "launch mission" button would be the perfect place to immediately hint the player that some soldier is wounded and you might want to exchange him/her before launching the mission. Suggestion - Paint soldier Icons in Skyranger yellow for wounded and red for badly wounded. Additionally display the health bar directly under the small soldier portrait if soldier is not at full HP (like you see the helth bar in the assign soldier popup already)
  20. From Post (in thread with other main topic) After seeing one more report with savefile like this I tried it out and it turns out there really still is some issue with savefiles. Reproduced it the following way start new game place the initial base in North America make a new savegame (I called it testa.sav) load the savefile just created quit to main menu start new game place the initial base in Asia Pacific overwrite the savefile created before (testa.sav) load the savefile --> base is back in North America load the savefile again --> base is back in Asia Pacific So, there still seems to be the issue that some data still gets cached in RAM and not properly loaded from savefile. Might be the reason why I can only reproduce the "only one laser battery" issue one time after starting from desktop and loading the prepared file.
  21. There may not be an interactive tutorial that explains things while playing - but there are at least in the Ground missions some written instructions that explain some basic mechanics (press ESC and choose Tutorial button). These key bindings in the startup box are pretty much not relevant as it seems - the game can be entirely controlled by mouse without any keys (I guess these key bindings are some generic ones from Unity that were never replaced). There are some useful keyboard shortcuts however - not sure if the full tutoral instructions contain a full list however as Ive only read the "changes since Xenonauts 1" part. On Geoscape there are a lot of things self-explanatory I think - for example the game is built in a way that you have already a research ongoing right from the start and you cant produce anything in engineering. So you are not required to look at any of these other screens in the beginning and can just let time run forward and see what happens - messages do automatically pop up as soon as you actually can do something on the other screens (for example new researches, things to build) and offer you to go to the other screen directly. When an UFO appears on radar the game automatically suggests that you should launch a fighter etc...
  22. Yes, I know this option. I rather had something in mind which I saw in an XCOM 2 video where the camera would do a close-up in the face or over shoulder while firing or being hit/death. The limiting the view to 45 degree down + free horizontal rotation certainly makes sense while issuing orders but there is no good reason to have this limit of perpective while player has no control. However, this is just some "would-be-cool" thought that came to my head after reading the post I answered to - it's nothing that the game really needs.
  23. Hmm, there was some post about this before, but it was removed because it was a little outdated. But basically it looked like most species will be back if, I remember it correctly - we'll probably see the reapers again, for example...
  24. So, after having played through whole 30 day period in closed beta V3.2 again, I give my current rating: Stability 8/10: There might still be some unknown crashes in the game, but I did not encounter one. Since I know how to avoid the existing crash on firing, I played for hours without the game crashing. Quality 3/10: The content already in game looks good and is fun to play, but there is obviously still missing a lot (like some researches do nothing, some items (cannons) can be produced but not used) Additionally, some things need optimization (especially short lags on loading some sounds before playing them or models that were not in view + "bounciness" of aircraft on Geoscape)
  25. Just encountered it on a sebillian again. I guess I'll stop adding screenshots as they really don't tell much more at this point than they already told. What was noticalbe about this one is that I killed it in one turn (which kind of invalidates my assumption that the sebillians needed to regeneratre first). However this kill was in multiple small hits, each of which did little damage, which lowers the max HP which potentially can regenerate. So my assumption that some "will the target die on hit?"-calculation can be wrong under these circumstances might still be right. Edit: Actually the bug does not require the "current max hp" to be lowered before the hit. I just tried what happens if I let a grenade explode in the skyranger right on first turn of first mission. Result was the 6 Xenonauts died, 2 stayed standing and after aborting the mission it said that 4 survived. So while its random, it does not seem too hard to reproduce actually. It might be as simple as that the part of the code that checks if a hit will kill, assumes a little more damage than is actually substracted after the hit, so it has wrong result in some border cases.
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