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Kouki

Development Team
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Everything posted by Kouki

  1. Thanks for the bug report! We'll give this a look and see what's going on. It looks like the game crashed after your machine gun equipped soldier fired their weapon. Was the camera moving just about when the crash happened?
  2. Thanks for the bug report. Very much appreciate the screenshots for the pathing issues! We've made a fix for this in milestone 5 that addresses both the issues with pathing and the protruding pavement tiles on the far end of the ufo. Unfortunately, it's not ready yet but we're working on getting it pushed out asap!
  3. Hello, thanks for taking the time to register and posting a bug report! Can you upload the bug report .zip files that are generated whenever a crash happens? The game should give a prompt to generate a bug report file whenever you relaunch after a crash. It'll contain most of the information we'll need to make sure we get to fix the problem
  4. Thanks for the bug report! Seems like an asset setup issue with the conveyors, we've got it fixed and we'll include it in the next hotfix
  5. Thanks for the bug report! Not sure if this is the same bug, but this is a good find. We'll take a look into it and see what's going on.
  6. Thanks for the bug report! Will bring this up with the rest of the team
  7. Thanks for the bug report! Looks like I can't reproduce the bug on my end either, we'll have to take a look and see what's causing the crash
  8. Thanks for the bug report! I'll have to check with the rest of the team whether the falling mechanic has been enabled on milestone 4 or if it comes w/ milestone 5. For the ladders, yeah that's a known issue caused by the ladders being setup to be a separate from the containers.
  9. Thanks for the bug report! Very much appreciate the save and screenshot, we'll get it fixed.
  10. Thanks for the bug report! This used to happen quite some time ago but got fixed, we'll look into what's causing it to happen again
  11. Thanks for the reply! If you still have the save, that's fine! We'd still like to have it as even though the bug isn't reproducible from loading a save, it might be easier for us to reproduce the bug if we have the same scenario that led to the bug happening, rather than attempting to figure out and setting up a scenario from scratch.
  12. If you haven't changed any of the difficulty parameters, then yeah armour worn by your soldiers will get destroyed when they are downed. You can disable this by ticking the option before the campaign starts (screenshot below). Although I guess the wording could be better as they're not necessarily dead if they succeeded the rng roll. Will bring this up with Chris and maybe we change the wording on the option, thanks!
  13. Thanks for the bug report. That's rather concerning, this is a bug that's been around for quite awhile, though I thought we've already fixed it. I'll bring this up with the rest of the team but it might take a while to get fixed as it's quite hard to reproduce (the only way to reproduce it is by having the exact reproduction steps that led to the bug) EDIT: By any chance, do you have the save file for this? If you have an end of turn save, if not, any save prior to the visual bug happening? We'd like to try reproducing it on our end.
  14. Thanks for the bug report! What difficulty were you playing on? If you're playing on Commander, part of the preset is armour destruction when your soldier gets downed. If this option is disabled on your campaign, then indeed this is a bug. Do you have a save file that we can look into to find out what's going on? Preferably a GC save with the downed soldier before the mission ended, thanks!
  15. Thanks for the quick response! Yeah, it seems like getting a soldier downed is one of the triggers for this bug. We'll look more into this and see if we can find out what's causing it, unfortunately this bug has been eluding us for quite some time now so it's been rather difficult and getting it fixed might take a while.
  16. Thanks for the bug report! I was able to repro the UFO just standing still on the map w/ the unknown altitude but it always is targetable (clicking on it works). I'll bring this issue up with the rest of the team but I just wanted to clarify what you meant by not being targetable by the dragonfly. Were you not able to click on the dragonfly and set the non-moving UFO as the target?
  17. Thanks, I'll give your saves a check. Do you remember anything specific that might've happened to those soldiers, i.e., getting downed in battle but surviving after the mission, etc? It looks like the bugged soldier is on 6% HP, so he might've gotten downed in a battle which might've triggered this to happen. The bug is most likely a corner case as well and that would make it hard to reproduce unless we have an idea of what action led to the bug happening. Btw, we really appreciate the help, thanks a lot!
  18. Thanks for the quick reply! We'd very much appreciate if we can take a look at the save, even if it wasn't a ground combat save it might still help us figure out what's going on. The saves should be in My Documents/My Games/Xenonauts-2/Saves
  19. Thanks for posting a bug report! Do you have a save file before the mission ended? We'll need to take a look and see what's causing the colonel to get stuck in the 'on mission' status to get it fixed, thanks!
  20. Alright cool, thanks for the heads up!
  21. Hello there, thanks for the bug report! We'll look into this, but can you change the drive settings so we can access the file? Thanks!
  22. Welcome to the forums and thanks for taking the time to post here! Unfortunately, being an ironman save, it looks like there is no save file prior to the crash as it seems like the f11 save was after the interception? We'll look at the crash logs and will investigate the cause of the bug from there. Thanks for the bug report!
  23. Talked about the bug with the shield upgrading mid flight with the team last night and the consensus is that we'll most likely leave how it works as is. This is because preventing the shield from being upgraded on soldiers mid-flight is going to end up requiring us to make a bunch of stuff to support this and as such will cost us a lot of dev time (which is always in short supply!). For now we'll just have to make do with Captain America being Chief Engineer in disguise
  24. Hey there, thanks for posting a bug report! The fastest way to solve this would be upload your campaign save file so we can take a look at what happened as to why you're not getting the option to use missiles. I tested this on my end and was able to equip the missiles after the engineering project so something might be going on indeed. I'll link the thread Chris made for looking up your saves below. One small thing to check is, in case you built an early secondary base, is to see whether you might have started the engineering project on a new base that might not have engineers on it. We had a bug report similar to yours quite recently (they weren't able to make laser batteries), and the issue was that they started a project on a base w/o engineers. Might be worthwhile check that one out, just in case!
  25. Thanks for the reply! While the secton running in your turn is intended as part of a random roll when you kill a Psyon, the lack of pop-up that notifies of this event is indeed a bug. We're working on getting it fixed!
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