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Melee

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Everything posted by Melee

  1. Description: Interface control lost. What Happened: Clicking through tutorial quickly to get back to point of another issue and interface control lost. Game restart needed. Further Information: I'm going to clean reinstall v1.00 and retry my last few bug posts. This is getting ridiculous. [Update] Clean install seems to resolve. output.log
  2. Description: Soldier would not throw charge on indicated tile, but would throw on adjacent crate, resulting in cleaner being left alive. What Happened: Soldier refused order to throw charge where indicated. Started pixel hunting and clicked crate and charge was thrown. Leaves partially damaged Cleaner alive. Inside edge of targeted tile with nothing in front of it must be clicked for it to work correctly. The barrels and cleaner 'in front' of tiles seem to block clicks to the portion of the tile 'behind' them. Update: Clean install seems to resolve less the barrel blocking target tile. Unobstructed area of tile still must be clicked.
  3. Description: Invite not accepted. What Happened: Clicked 'Accept Invite' and received 'Whoops...Unable to accept invite.'
  4. Description: User interface becomes unusable during tutorial. What Happened: Clicked on game menu gear then clicked on game menu 'Resume Game'. The game menu button tooltip somehow appeared in-between the clicks. Further information: ESC doesn't work. ALT-F4 works. Clicking buttons in game menu does nothing. This is second or third time this has happened on first run starting a new game after a version update. Issue doesn't repeat after game restart. Update: Clean install seems to resolve. output.log
  5. Description: Game must be ALT-F4'd if let run to UFO appearance during tutorial without clicking to increase game speed. What Happened: I let game run at speed 1 during tutorial after game speed prompt appears until the UFO appeared. Game speed prompt and UFO Detected dialogs became shown concurrently. Clicking on any 'UFO Detected ' dialog buttons doesn't do anything. output.log
  6. I liked the janky unnatural Adron animations. I thought they made the mechanical monstrosities terrifying when they came for you. Pure fearless soulless machine with your death as its primary objective.
  7. Description: Saving during initial research project assignment results in 'Day 0' labeled save. Geoscape says 'Day 1' What Happened: Saved game at first opportunity starting new campaign.
  8. Description: During the tutorial, the game speed buttons do not appear and cannot be clicked on when prompted by tutorial. What Happened: Started new v27 campaign. Reached tutorial point where speed button needs to be clicked. No buttons visible to click. Further information: v27 was initially installed over v26.3 via Steam update. Upon button issue, v27 was clean installed and still has the button issue. F4 or skipping tutorial via game menu allows game to continue. Clicking where the button should be has no effect.
  9. Description: Was in load dialog and "Oops..." messagebox appeared. What Happened: Not sure of exact steps leading to crash. I was looking at save files and selected one or two for deletion and got the "Oops" dialog either checking selection checkbox or when I clicked "Delete save". Further information: "Oops" folder attached. 2023-04-15_224120.zip
  10. Description: Morris can't open blue door. What Happened: Tried to open door saw flash of development console. Further information: Load attached and use Morris to open door. Door can be walked and shot through like it isn't there. quick-2.json _output.log
  11. So then the release announcements are for the backer build and experimental backer = none playtest?
  12. Gah, I spoke too soon. I don't have an 'Experimental' option listed in Steam's Betas combobox dropdown.
  13. I usually take one sniper each mission and aim for them to have a secondary knife, stun baton, pistol, or lots of 'nades so they can do support or close quarters work once UFO is reached. Before that I try to stick them in a spot where multiple flanks are covered and they are out of alien weapon range. They only move a few times during the mission. Most of the time, I'm trying to capture everything so I can sell the captives. Snipers help the first few months killing aliens that must die this turn and later for damaging armored aliens and Sebillians. They are situational, like the Cleaner data mission where I take two to cover the building sides. Often the recruits with best accuracy have no strength to do anything else. Once they strengthen up, I move them to other roles. I usually take one machinegun each mission too, but I don't like the machinegun as much. Using one to suppress at distance doesn't seem to work as well in X2 and they usually just get shot in return. In an "assault" type role they are good one-bursting drones and mentarchs if close enough, but they seem to miss alot even with high acc and str. Overall, meh.
  14. Just looked in-game, the tooltip is pretty clear saying 'provides... additional armour in 180-degree frontal arc'. I've been trying to use shield guys as a tank like in X1 that don't get damaged with shield blocking shots. I don't think 16 frontal armour is worth 50 weight and lack of firepower; having 10 more smoke in lieu of shield would be more effective. I now don't see what utility a shield guy has over any other class that has to stay out of sight to avoid getting hit. The soldier didn't actually bleed though. The animation just showed a blood spurt from his chest without any damage. It looks scary but the soldier is fine. It is unclear if the shot was a miss that looked like it hit or was a hit that caused no damage. Maybe x/y/z damage text is needed where x is total, y is absorbed by armour, and z is real damage.
  15. I don't understand the shield calculations. They seem to block less than X1. I've had soldiers shot when the shield was positioned perpendicular to the shot. Text for shield says 180 degree frontal coverage. There are also non-hits through smoke that cause a soldier blood spurt but no damage - unclear what is happening there. I think the pistol damage is improved compared to X1. The pistol is no longer reliable for non-lethal capture damage on the early aliens.
  16. I understood. I've tried unsuccessfully to move bodies via backpack to prevent them being blown up by flashbangs before, or to stack neatly in the corner out of the way. I don't think moving is disallowed only on the data mission. Accepting this scenario, then why don't they teleport their dead, stunned, and advanced weapons too to prevent capture by the Xenonauts. The aliens are flaky.
  17. Moving bodies isn't possible anywhere I've tried (alien base, alien favorite cover spot, etc). Could they in X1? Maybe that was X-Division thing.
  18. Yes, from a roleplay angle, but the normal retreat mechanic isn't used. I think I've had everyone but snipers in the dropship and didn't get asked about leaving. The mission just ends when everyone is in. Abduction missions just end too, but they yield loot(?). I thought it was to prevent infinite cleaner farming. I'm always out of money.
  19. v25.5 Playtest Days 1-140ish [Veteran] v3.03 Demo Days 1-40 [Veteran] General Loading screen gameplay tip never changes. v3.03 - Is there a reason why the 'Wishlist Xenonauts-2' banner is not centered? v3.03 - First time through introduction, it wasn't immediately obvious tooltip had to be hovered on to continue. v3.03 - First time through introduction, it wasn't immediately obvious a click was needed to have the Chief Scientist continue talking. I sat there wondering if the game had hung. I don't think clicking is needed for each sentence. The C.S. could just say his spiel and have the Operations Director respond automatically like they are having a conversation, which they are, with a natural delay for reading and maybe vertically offsetting each sentence's speech bubble like on a phone with a proceed button at the end. Base placement radar range still disappears past center of Pacific in either direction depending on which side of center map is positioned. Why no captures and corpses on Cleaner data mission? Xenopedia entry for 'UFO Scout' missing speed value. Xenopedia entry for 'UFO Destroyer' missing speed value. Also, 'Destroyer Beam' weapon text has comma after it which seems superfluous if 'Destroyer Cannon' has additional 'Weapon' label. Xenopedia entry for 'UFO Fighter' missing speed value. Also, 'Fighter Laser' weapon text has comma after it which seems superfluous if 'Fighter Missiles' has additional 'Weapon' label. Xenopedia entry for 'Heavy Laser Weaponry' speaks of an aircraft Laser Cannon that did not become available when research finished. Topic is also under 'Soldier Weapons' instead of 'Aircraft Equipment'. Xenopedia entry for 'Sentry Gun' speaks of a 'disaster that... befell our organization'. What disaster? Objective to 'Complete alien hyperdrive research project' appears before alien hyperdrive is recovered or UFO destroyer appears. 'Autopsy: Sebellian' 'Sebillian Claws' tooltip lists claws as having a range of 30 with +12% hit bonus per tile. What? 'Autopsy: Mantid' 'Mantid Bite' tooltip lists bites as having a range of 30 with +12% hit bonus per tile. What? 'Alien Magnetic Weapons' Xenopedia entry, 4th paragraph, the word 'resemblence' should be spelled 'resemblance' unless it is a UK English thing like with the 's's and 'z's. Transferring items to a base with a storeroom over capacity yields message 'Base [name of base] does not have a storeroom' instead of 'Base [name of base] storeroom is full/has no room/etc.' Completing 'Cleaner Headquarters' research project yields 'Cleaner Base Mission' which when completed yields 'Quantum Transmitter' research project which speaks of an 'analysis of the Cleaner infiltrator' and locating 'headquarters' of Cleaner organization. What infiltrator? What headquarters that we just destroyed? The Cleaners feel like a momentary bother lacking depth. Maybe it is because I don't get the quantum transmitter researched before a new build comes out and I start over. Wishlist: I have a hard time distinguishing the selected aircraft on the 'Aircraft' screen. The grey highlight is too close to the unselected grey background. Might be my monitor. Maybe add a thin black border or other distinguishing characteristic on the selected? Storage capacity x/y indication on 'Base Stores' 'Transfer Items' screen for both locations. If there is going to be a sell price penalty each time something is sold from a base, a provision is added for selling the items in aggregate across all bases.
  20. It works normal if you do what the tutorial wants you to do. If you don't, it derails the tutorial.
  21. Its fun poking your hard work trying to find a crack.
  22. Tonight U.S. EST. The crash happened shortly before midnight based on timestamp of image file. #1 I managed to do only once as I was trying to quickly get back into the ground combat portion to fiqure out the shotgunner behavior. I wasn't able to repeat it trying a few times. I think there is a very small window of time it is possible between clicking proceed on the radar dialog and clicking the time speed buttons before the prompt appears to press the fourth button.
  23. Issue #1 - Fast forwarding time before prompted in tutorial results in not being able to launch interceptors when UFO detected. Clicking 'Launch Interceptors' does nothing and UI is no longer usable forcing an ALT-F4 exit. Issue #2 - The soldier portrait for Petr Ivanov isn't fixed in the 'Launch Dropship' armory, is sometimes female, and doesn't match his image in the following ground combat. Issue #3 - The highlighted tile to click to rotate doesn't have to be clicked. The one diagonal to it between the barrels and fence also works. Same thing with highlighted tiles for flashbang and smoke - some of the adjacent tiles to the highlighted tile also work. Issue #4 - When changing fire modes with shotgunner Williams, moving mouse off Cleaner before right-clicking to change mode doesn't change mode, but enables fire while TU cost is still that of normal shot. If she then fires, she lacks the TU to fire a second time, but can dry fire and the tutorial thinks she fired and killed cleaner. Issue #5 - When pistoling the first soldier with Chang, he can shoot the second soldier first, but then he cannot shoot the first soldier and must shoot the already dead second soldier again to continue. It's also possible to target the box in front of the second soldier with the demolition charge and leave the first soldier undamaged. #4 and #5 combine to leave two Cleaners alive. Issue #6 - Loading tutorial ground combat autosave crashes game: _output.log
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