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Posts posted by Kouki
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On 5/16/2026 at 3:15 AM, Shotcrete said:
Ah yeah, this is a known issue with the diagonal walls. Unfortunately not a very simple problem to fix, we're working on one but that might come at a much later time.
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On 5/16/2026 at 6:52 PM, tlg55 said:
Thanks for taking the time to post a bug report! Did this only happen once or does it happen every time you rearrange projects in the engineering screen?
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On 5/16/2026 at 1:06 AM, Shotcrete said:
Ah, now I understand. So both smoke and fire are properties of a ground tile, not properties of a voxel. Got it, they live in the same space as map doodads. Water counts as ground, space doesn't. I wonder if smoke spawns on destroyed floor tiles.
They are objects that basically do not spawn if there are no floor tiles. They will still spawn on destroyed floor tiles as the tile itself still exists, but not on destroyed roof tiles I think?
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22 hours ago, M F said:
Laser Lances are not firing; I noted this when equipped with 2 missiles as well on a phantom.
Thanks for the report! What version of the game is this on? Stable (7.21) or Experimental (7.22)
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On 5/15/2026 at 6:06 PM, Gam said:
Once I updated the game to the latest experimental version, the issue was fixed.
Thanks for the update! Good to know that it works for you
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4 hours ago, Shotcrete said:
A cyberdrone exploded after getting machinegunned from behind. The explosion destroyed two map objects, but their debris seems to be floating.
bug_report_2026-05-14-22h04_gc_7.22.3_user_f11.zip
Thanks for the report! We'll look into this.
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9 hours ago, Shotcrete said:
Usually when you're about to unlock a new weapon tier, it compares with the previous tier. Here the Tier 4 Fusion weapon is being compared with the Tier 1 ballistic weapon, instead of the Tier 3 Gauss. Not very useful since I haven't been able to even equip the Tier 1 weapon for a couple in-game months already.
Ah thanks, we'll look into it.
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9 hours ago, Shotcrete said:
The reason I was looking into it was because I was trying to figure out if there is any benefit in equipping an Advanced Tactical Module (+8 ACC) on a soldier with 100 ACC. I've concluded that it does still have a benefit.
Medals and combat experience cap out at 100, but modules allow you to go past.
Ah, interesting. This might not be intended actually, I'll bring this up with the rest of the team just in case.
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9 hours ago, Shotcrete said:
I disagree, but hey, as long as it's not a bug, I can adapt my tactics. If I see any more smoke generation that I find odd, I'll post it here.
Ah I get your reason why smoke should spawn, was just explaining how the smoke/fire tile mechanic worked. It basically does not spawn on "floorless" tiles as, which is what happens here and on upper levels w/o floors, etc
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6 hours ago, Shotcrete said:
Hah, yeah this is a niche bug but it should probably be fixed anyway (eventually), we'll look into it! Fix
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2 hours ago, SoftwareSimian said:
Local soldier is under alien control. Once he moves, reaction fire kills him and also appears to kill the AI logic, the game gets stuck. Doesn't crash or freeze (animations still play) but the Enemy Activity never ends.
edit: if I kill the local soldier during my turn the AI turn does not hang, only if he's killed with reaction fire during alien turn.
Thanks for the report! This is a known issue that will be fixed in a future patch!
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On 5/13/2026 at 11:37 AM, Shotcrete said:
I captured the command center of the Alien Base, so I expected to have visibility everywhere inside, but depending on when and where the unit in the command center moves, sometimes it's all visible, and sometimes it's all in fog.bug_report_2026-05-12-20h40_gc_7.22.2_user_f11.zip
Thanks for the report! Just to clarify, there are spots on the command room that will cause the map to not get revealed?
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On 5/12/2026 at 11:23 PM, Shotcrete said:
My Sniper spotted a Mentarch through the wall in this Crashed Harvester mission.
bug_report_2026-05-13-00h18_gc_7.22.2_user_f11.zip 28.45 MB · 0 downloads
Thanks, probably missing some invisible walls that blocks vision. We'll get it fixed.
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8 hours ago, emanil said:
Looks like it's crashing because the game is looking for a modded item ammo_volt_battery.json even if the mods were disabled. Maybe you have it equipped on your soldiers in the mission? Does it crash if you try to restart the uoo mission with mods turned off?
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10 hours ago, TheAmazingRatboy said:
Description:
I was trying to load a saved game to pick up where I left off in a ground mission and the game crashes at 90% on the loading screen.
What Happened:
I was playing an alien abduction mission vs cleaners and some skittering 4-legged thing. The save games for the ground mission have suddenly stopped working. I can load the very start of the ground mission, but I can't load the last turn I was on. I can't load manual saves, nor can I load autosaves. I can load the geoscape save prior to the battle just fine, including the pre-battle autosave.
Further information:
I am playing a brand new game on version 7.21.6 so these are not old save files and they are not in the old directory (or, at least, they shouldn't be).
Please find attached logs, etc.
No mods are installed.
Thanks for the report! This is a known issue that should be fixed in a future patch
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On 5/10/2026 at 7:21 AM, Shotcrete said:
Interesting, I'll bring this up with the rest of the team
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On 5/10/2026 at 1:39 PM, PillBox said:
This has happened three times in a row. Whenever I try picking up the Ballistic Rifle from a fallen squad mate. I have tried it with different squad members and get the same result.
bug_report_2026-05-10-02h44_gc_7.21.6_unhandled_exception.zip 6.37 MB · 0 downloads bug_report_2026-05-10-02h46_gc_7.21.6_unhandled_exception.zip 6.35 MB · 0 downloads bug_report_2026-05-10-02h48_gc_7.21.6_unhandled_exception.zip 6.38 MB · 0 downloads
Thanks for taking the time to post a bug report! We'll look into this and get it fixed asap
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On 5/9/2026 at 11:01 AM, Shotcrete said:
I'm playing extended mode, but I noticed Perun was able to do three ground assault missions of a certain UFO type without paying OP cost by sending the drop ship directly from one crash to another without returning to base.
Maybe it's not worth patching since it's rather difficult to pull off, especially if your squad is injured. Keep it in as an advanced tactic.
Yeah, probably not worth patching out as it is relatively minor but I'll bring this up with the team and see what they think
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[7.21.6] Crash on start of base invasion
in Xenonauts-2 Bug Reports
Posted
Thanks for the report! This should be fixed in the next patch (7.23) that will be released in experimental quite soon.