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Kouki

Development Team
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Posts posted by Kouki

  1. 17 hours ago, cwamartin said:

    Hi,

    I am not entirely sure if this is a bug or intentional but I want to report it just in case.

    In both 5.16 and 5.17 after I have done the UOO1 sabotage mission to delay the next bombardment (i.e. the lower decks mission) the geoscape objective still says that I need to Sabotage UOO1.  Also, the box that allows you to launch the mission has disappeared so I can't do it again - this is the bit I am not sure is a bug or not - are we only supposed to do that mission once? I thought it could be repeated so that we could continue to delay bombardments?

    Many thanks for the ongoing work - I am spending far too much time playing this game...!

    There was a bug in 5.16 that caused the UOO bridge mission to not trigger if the sabotage mission isn't done by day 283 I think. This was fixed on 5.17, but requires you to load a save prior to day 283 to complete the uoo-1 sabotage mission. If you don't have that save, you can hand over a save file post uoo-1 and I can enable the bridge mission to fix it

  2. On 3/19/2025 at 1:43 AM, thewesbritt said:

    UPDATE:

    My C: drive seemed to be completely full, so I went through and did a bunch of cleaning on my SSD. After doing so, I was able to load into the mission just fine, but when I went to select an older save to load to make sure it was autosaving prior to the mission, the program froze.

     

    I completely reinstalled the game and now everything seems to be working.

    Good to hear that it's working fine now. Let us know if you run into trouble again

  3. 9 hours ago, cwamartin said:

    Thanks,

    I have started a fresh campaign on 5.17 just to avoid any possible problems from continuing a campaign from an earlier version; so far so good but it is early days yet, so far I have not had any terror missions or alien base missions. Everything seems to be working fine so far though!

    Good to know that it's going well so far. Let us know if you encounter any issues!

  4. On 3/19/2025 at 3:49 AM, silencer said:

    So I threw a demolition charge at a Sebillian on a elevated ground. The charge destroyed the walls and the floor. Sebiliian casually like Willy E. Coyote decide to retaliate and then fall to his death. I think that some checks are in wrong order. Also are floor drops leathal? After the fall the Sebillian went unconcious implying a lot of damage was done. auto_groundcombat_turn_4_start-933.json

    Also the blood splatter remained on the elevated level. Should be either removed or fall down too.

     

    image.png.dfd89d2113ce2eb222f545397846c5e8.pngimage.thumb.png.2287b633f2ca6c5bf53ef0ed525d533c.pngimage.png.18b5571a6fc44c42902ee4817b0a78a6.pngimage.png.7c20f9e94650f153b7d1cf6c554de80d.png

    Ah yeah, the overwatch fire prior to falling is indeed a bit clowny, we'll get this fixed but we might move it to milestone 6 as we're aiming to release milestone 5 to the general public soon. We'll get the blood splat fixed too

  5. On 3/17/2025 at 7:05 PM, cwamartin said:

    Hi,

    I am continuing to enjoy the game and thanks for all the updates and ongoing development!

    With 5.16 I have found some odd things happening around the UOO1 missions.

    1st, the first orbital attack comes while the counter says there are still 30 days to completion.

    Then, after I did my first UOO1 mission to the lower decks, the option to do that mission again disappears so I can only do the mission once. I'm not sure if this is intentional or not so maybe it is not a bug.

    Third, after doing the research to attack the upper decks the option to carry out that mission does not appear, so basically I have no way of delaying the bombardments or preventing them altogether.

    I should probably say that this was a 5.15 campaign that I continued after the 5.16 update so possibly that has something to do with it?  I have not, as yet, started a new campaign with 5.16 although I may do so now since I have encountered the Terror Mission bug that others have reported (something to do with reaper zombies?) and since skipping the terror mission will push that continent over the 100 panic limit with nothing for me to do about it I think I will give up on this campaign!

     

    One or two other things:

    There are still objects that are not disappearing after they have been destroyed and thus fooling you into thinking you can use them as cover when in reality there is nothing there.  This has happened with some of the long consoles inside a base or UFO and also with tall rocks if outside.

    Doors in bases are still behaving weirdly; it is really draining TU's when a soldier has to use up 8 to pass through double doors which have been closed automatically by the previous soldier walking through them when they were open. Also there are still some instances where MARS or ARES units will not go through open doors; the only way to guarantee that they can is for the MARS unit to smash through the door. This creates two problems: first, if there is an alien waiting behind the door and the MARS crashes through it, the alien gets an immediate free shot at the MARS (whereas if one of my troops opens the door the alien does not get to shoot at the MARS but then the MARS cannot travel through it). Second, it means I have to make sure the MARS crashes through every door because otherwise I will suddenly discover that to path through a door opened by one of my soldiers the MARS is planning to travel half-way round the base!

    Many thanks

    Thanks for the bug report (and continuing to play our game)! It's a bit of a lengthy post so I'll have to address the issues separately.

    For the issues with the UOO mission, this should be fixed on the 5.17 update. However, you'll need to load from a save on day 283 or earlier as the prerequisite for the uoo bridge mission to trigger will get broken on day 284, and the fixes on 5.17 won't be able to fix a campaign in a bugged state.

    The reaper zombies should be fixed on 5.17, please let us know if that is not the case!

    For the objects remaining after being visually destroyed, when you encounter it again, can you send the save over (or send a screenshot), this will allow us to check whether there's a bigger problem with the destruction states or if it might be just an asset setup issue.

    The doors are still a bit buggy as we've recently changed the way they work. We're still working towards a fix for the currently reported bugs. Although for the MARS/ARES still not being able to pass through, can you hand over the save when this happens? I tried testing this a bit and they work fine on my end

  6. On 3/16/2025 at 4:04 PM, Skitso said:

    This is a new annoying issue where units stop their movement for no apparent reason, just like if they revealed a new enemy. Here's a save where the issue can be easily reproduced:

    Load the attached save and move the selected unit in the marked location. Notice how the unit stops for no reason before reaching it's destination.

    image.jpeg.13c0bf4fbeedf606f23cbd089cb8e5f9.jpeg

    user_movement_bug-4.json 2.36 MB · 1 download

    Thanks for the report! We'll get this fixed

  7. On 3/16/2025 at 4:21 PM, Skitso said:

    Doomsday counter's tooltip states I have one Security supporter and two Security supporters(Elite) where in fact I only have one Security supporter (Elite)

     

    Also, is it intended behavior for the doomsday daily change to go negative? 

    image.thumb.jpeg.0a6d8f4b069f2110e905249b3fb90b56.jpeg

    user_doomdsday_tooltip_bug-5.json 429.89 kB · 1 download

    Good catch, we'll get it fixed. Thanks as always Skitso

  8. 22 hours ago, SoftwareSimian said:

    That's not my experience -- every single tech I ever researched in my v5.x playthrough had exactly the same behaviour: prompt for new research, only show report after getting back to geoscape.

    Ah that's interesting, the results on our end has been pretty random(loading the same save has random results on which person is trying to repro the bug), but we're working on getting it fixed.

  9. 12 hours ago, bah said:

    During one of those abduciont missions, I managed to get one of my units stuck in the same tile as a friendly unit.

     

    The steps that led to that were:

    • I had two of my units relatively close to one of the capsules holding the civilians
    • With one unit I freed the civilian and immediately switched control to the other unit (I didn't wait for the civilian to appear and start moving)
    • I ordered that other unit to move, and as it turns out it collided with the civilian while it was walking

     

    When that happened, both units ended up sharing the same tile (see the attached screenshot) and that unit could no longer move even though it had plenty of time units remaining. After pressing end turn, the game got stuck on the friendly units stage (I assume because it can't move its own unit either).

    x2.png

    Thanks for taking the time to post a bug report! We've fixed this issue in milestone 5, which you can access by following a guide I'll link below. Do note however, that milestone 4 campaigns are not compatible with milestone 5. So you'll need to start over, and one more thing is that the experimental branch tends to be a bit buggier as this is where we test new changes and etc.
     

     

  10. On 3/16/2025 at 5:19 PM, Skitso said:

    These farm tileset barn doors are missing the new LOS and auto-close system.

    image.jpeg.5c5fc804f44ddc4c8f834608b67c94ad.jpeg

    Thanks, we'll get it fixed.

     

    6 hours ago, endersblade said:

    I've noticed all sorts of bugs with doors - doors opening and closing getting out of sync (end of turn, the door graphic opens, but the door is actually closed, on my turn, open the door, the door graphic closes, but I can freely move through it), opening or closing a door and the door graphic disappears, as well as the LOS issue you're posting about.

    We're working on getting these bugs fixed asap! Although if you manage to find a reproducible way to trigger the door visual state being inverted (open door looks closed, etc.) please let us know! Unfortunately, it's one of those bugs that couldn't be reproduced from loading saves so it might take a while for us to pin it down.

  11. 10 hours ago, endersblade said:

    Attached save it at end of my turn.  During enemy's turn, you can hear a biter moving/attacking and shortly after the game crashes.  I've tried reloading the save several times and it crashes in the same place each time.  I've also tried reloading before landing at this mission, but eventually it crashes again after hearing the biter noise.

    bug_report_2025-03-16-16h53_gc_5.16.0_unhandled_exception_0.zip 10.05 MB · 0 downloads

    Thanks for the bug report, we're working on getting this issue fixed asap! 

  12. On 3/15/2025 at 8:42 AM, Mungojerrie said:

    bug_report_2025-03-15-02h33_gc_5.16.0_unhandled_exception_0.zipCrashing every time after ending Turn 2. It goes on fine for a while then crashes every time. Attaching both the automatically generated .zip and a handy save file that leads to just that situation.

    auto_groundcombat_turn_2_end-4.json 4.61 MB · 0 downloads

    Thanks for the report! The reaper zombies are causing said crash, we're working on getting a hotfix asap to get this crash fixed.

  13. On 3/16/2025 at 3:51 PM, Skitso said:

    My unit can't see right next to him as seen in the image. Save attached.

     

    EDIT: it seems to be a visual bug. When reloading the save, there is a door blocking the view. But as seen in the image, it wasn't visible at that time.

    EDIT2: playing further from that save, the door vanishes again after the next AI turn.

    EDIT3: It seems to be a prevalent issue where all opened doors vanish. 

    image.thumb.jpeg.400b57ad7e728aabc1e8267a69da723d.jpeg user_day_56_cleaner_data_raid_manual_save-2.json 2.35 MB · 0 downloads

    Thanks for the report! We'll look into it and see what's going on

  14. On 3/16/2025 at 10:11 AM, Csatrad said:

    https://www.twitch.tv/csatrad/clip/AliveSeductiveSnakeEleGiggle-xbJETSUnmz4FONhw

    i was looking for my gear (that was destroyed by robot blow up) my guy accidently fall unconcious in smoke. Autoheal got him up tough. Which it shouldnt have because it was droped on ground.
    In clip you can see i pick it up from ground and equip it.
    Also on clip end you can see that now 2 autoheal goes trough, so the item effectivelly got duped and both working. This could open up potential serious exploit in game i belive. Or horrible stuff from enemy side we are not aware of.

    Thanks for the report! We'll look into it and see what's going on

  15. On 3/13/2025 at 12:16 PM, SoftwareSimian said:

    When research is completed, you get the prompt to start new research, so you into research and select something else, and only when you come back to the geoscape do you get the report for the thing you just finished researching. That's backwards. When the research is done, the first thing that should pop up is the report, then prompt you to research something else.

    It's been the same in all the v5.x builds I've tried, I assumed it would be fixed but apparently not.

     

    On 3/15/2025 at 8:49 PM, Skitso said:

    I can confirm this is still a thing.


    Yup, it's still currently bugged and we're working on getting this fixed as it tends to be inconsistent on reproducing the bug (some techs pop ups are not bugged and some are, but may not be reproducible on loading the save, etc.)

  16. On 3/15/2025 at 4:31 AM, silencer said:

    Oddity nr1.

    Despite the container being destroyed, and the throw shows 100%, the grenade will always explode on the container. Technically it should suppress the thrower but it didn't as it sort of exploded a level above or "inside" the container. The containers were destroyed via reaction fire by the AI.

    image.thumb.png.37c979297e389229319dae04db6dcd47.pngimage.png.18cb5337b145d467bd53f2fe8b86775d.png

    Secondly the game sort of still thinks the container is there. I can travel through it, but the cursor wants to go up a level. Not always but in some spots.

    image.png.80ff6af099409b98394d0ce3d69bf13b.png

     

    Oddity nr 2. 

    From this angle, the Sebilian hit a soldier behind the wall. Soldier that he couldn't see. The reverse angle shows 100% blocked.  Shouldn't be there a rule: "If you see me, I see you?" Otherwise it means AI is cheating in LOS and angles.

    image.png.34f2b9e047345d1845043310d08e559d.pngimage.png.3e5376c0ee5bea7d737d4167297c68b3.png

    Yeah, the destroyed containers seem to block grenade throws, we'll get that fixed.

    As for the other bug, do you still have the save file for that by any chance? It might be specific to the way the assets were painted on that barn as it seems to work alright when I tested the same angles on other walls

  17. On 3/15/2025 at 8:27 PM, Skitso said:

    I tried to just fast forward the game to see what happens if I don't shoot any UFOs down. First the game generated two automatic crash sites (I suppose this is intended, but it might make more sense for them to be landing sites instead?) but if I just disregard them, I still get the Quantum teleportation (PLOT) research after Xenobiology (PLOT) is completed. (Study of the several important components within the captured UFO...) 

    EDIT: ah, the captured ufo needed for this is probably the Probe. 

    Yeah, I think the downing a probe unlocks quantum teleportation research, does it still unlock even without shooting down one?

  18. On 3/15/2025 at 4:25 AM, silencer said:

    No. Nothing unusual, unless we count the autoclosing doors on passing by.

    Ah I see, thanks for the reply, we'll have to look into it a bit more to see what's going on (the autoclosing doors should be fixed on the next patch though!)

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