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Zen

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  1. I mean, I say incorrectly, but I choose to believe instead the thrusters are built into the shield. Regardless, I'm not sure where the shield should be, but center mass and parallel to the ground probably isn't it.
  2. The latter is much more visible in this shot: It seems as though the fade-in / fade-out decal is not mirrored correctly; it seems right when the direction of movement is moving to the left or bottom-left, but incorrect when the movement path ends in any other direction.
  3. This soldier is pretty convinced they can jet through the ceiling of the dropship. Is this intentional? Related but less significantly, the movement direction indicators for vertical motion seem consistently incorrect. In this example, the soldier is preparing to go up and then east, but the indicator in their tile remains pointing north/south, a direction it maintains even if the camera is rotated.
  4. With two aircraft independently tailing a squadron, I entered air combat. The first phantom I sent did significant damage but eventually died. My assumption was that the second phantom would then engage. However, upon closing the air combat resolution screen, the game instead crashed. I went looking for logs, but the only thing I see is 'output.log', which is empty. I've attached the autosave from immediately before the intercept instead. auto_strategy_before_intercept-45.json
  5. When pressing Q or E to rotate the camera, if you tab to a different soldier during the rotation it will stop, leaving the camera at a non-orthogonal angle. Having said that: I don't think this is even _slightly_ a problem. If anything, I would love this to be an option somewhere in the menus (unless it is, and I haven't found it?). Free camera rotation is very useful: I've already used it to line up odd shots past complex terrain. I haven't noticed any outstanding graphical issues with it either, which makes sense considering the tactical actors are modeled rather than sprites.
  6. Thanks. I'll keep an eye out to see if I can reproduce this and get a save. If the game state has a wall like that destroyed, I imagine it'd update to the correct visual upon reloading the turn.
  7. That was my understanding as well, but the cleaner HQ, as well as other missions I've seen this on, is not one of them. This is an 'eliminate all enemies' sort of deal, and it does recover enemy corpses/weapons/etc.
  8. Ahh... then, is this a bug? This soldier also has a shield, but seems perfectly happy to vault this wall.
  9. Oh, really! Thanks. I had no idea. Wish that were in the tooltip info somewhere.
  10. Xenonauts 2 - 1.23: Units at the base of ladders frequently (usually) can't seem to find paths to the top of the ladder. This happens on every mission. It was my assumption that this was simply an issue of getting line of sight to the top of the ladder, but it clearly is not. In the shot below, the pathing issue occurs even when the soldier at the top of the ladder turns around to give unobstructed sight on the arrival point. Potentially related, soldiers frequently refuse to consider the possibility of vaulting a low wall or window. This causes them to only consider an extremely long path winding all the way around, or in some cases, refuse to path entirely. My earlier theory was that this might be caused by units in motion blocking paths, but having tested this is not the case (it can happen on the first action of a turn, when nothing should have moved).
  11. During some missions (specifically including the cleaner headquarters mission), weapons left behind (because they are dropped or traded) are not recovered for re-use. The base inventory is simply out a handful of laser rifles and shotguns, with their corresponding soldiers holding the remaining ammo clips but not the weapons themselves.
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