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Kouki

Development Team
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Everything posted by Kouki

  1. Thanks for the bug report! This is a known issue that we've made a fix for which will come out in the next patch!
  2. Thanks for the bug report, might be a map related issue if it's only this one that gets affected, we'll look into it and see what's going on.
  3. Thanks for the bug report! Can you send us the save so we can take a look at what got broken?
  4. Thanks for the report! As Gg-unknown has kindly pointed out, this is an intended fix for a bug, the penalty was supposed to be there, the bug was that there was no penalty, so we fixed that.
  5. Hey there, thanks as always for the reports. Will get back to you next week as most of the team is away today and I'm not sure as to the extent of the fixes done on the camera tracking.
  6. Thanks as always for the bug reports. We'll look into it and see what's going on
  7. Thanks for the bug report! This is a known issue and we've made a fix for this bug that will come out with the next update (5.35)
  8. Thanks for the report, looks like the opened door is blocking the shot here. Will have to check in with the rest of the team as this doesn't look like an intended change, though a more detailed response might come after the weekend as most of the team is on holiday atm.
  9. Thanks for the report! Yeah, I don't think this has been completely fixed yet, but will double check with the team to make sure
  10. Ah, that's fine. Do let us know if you encounter it again, thanks for the reply!
  11. Thanks for the report, we've made a fix for a similar bug that should come out with path 5.35, though I will double check with the rest of the team as this might be a different bug
  12. If you encounter said readability issues and make a post about it(I'm assuming this will be on general discussions), can you tag me so I can check the post as well? We're planning to do a bunch of QoL fixes later on (most of this will come after milestone 6) so I can add your suggestions to the internal feedback list that we have. In regard to the Reduce Panic Operation target being hard to see, we're planning to make the targeting of the operation more visible, though again implementation might take quite awhile, but probably will come out with milestone 6.
  13. Thanks for the bug report! We've made a fix on the experimental build(specifically 5.33) that might've fixed the AI hang happening here. Can you try switching to the experimental branch and see if the game still hangs on AI turn?
  14. Thanks for taking the time to register and post a bug report! This is a rather strange one, can you try loading a save for this base defense mission(ideally on the turn when the crossfire happened after you moved the soldier) and press F11? This will open the bug report tool and will prompt to generate a .zip file. Please send us the .zip file so we can take a look.
  15. Thanks for the response. I can't guarantee that it will get implemented but I'll add that to the list of community feedback that we'll look into implementing in the future.
  16. Thanks for taking the time to post a bug report. Looks like things are working out alright now, but I just wanted to clarify if this was just a case of misunderstanding the mechanics of the game or if the Reduce Panic operation did not work in the start (as this might be a case of a genuine bug that we might need to look into)
  17. Thanks for the bug report. Sorry for forgetting to reply on the thread, but we did go through this bug you've reported. I've done a bit of testing on my end and the abduction tube sfx works fine, albeit a unit you control has to be within a certain aoe of said tube for the sfx to play (I'll double check with the team if this is indeed the intended effect as this might be the bug). If this is not what you experienced, can you send us a save so I can take a look?
  18. Thanks for the report, this is a known issue and we've made a fix for this but it won't be out until milestone 6
  19. Do you have the save so we can give this a check? Will also need it to check which polar biome map this was (and what UFO type). For the ufo being seen in shroud, this is most likely because the top part of the ufo entered a soldier's LOS. Looks like this is one of the ufo types that goes up to 3 levels high, while the pine trees are only 2 levels high, so it's not perfectly blocking said ufo. Will need a save though to verify if this is a case or if we have an actual bug EDIT: Need the save specifically for the ufo (the water one is easy to reproduce)
  20. Hmm, can you do an F11 bug report so we can see why this is happening (try to move the fusion pistol behind the gemini interceptor project before F11 so we get the error logged), thanks.
  21. Thanks, we'll look into it and get it fixed asap
  22. Thanks for the bug report! We're aware of this bug and will fix this as soon as we can (we're currently blocked from fixing this by a separate issue and we're working through that first)
  23. Thanks for taking the time to register and post a bug report. We'll take a look into this and see what's going on.
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