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Kouki

Development Team
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Everything posted by Kouki

  1. We'll take a look into but it's very likely that the crash was caused by one of the older bugs that persists from your save because it was started on an older milestone version. If you come across a crash like this on a new campaign though, do let us know!
  2. I'll have to bring this up with Chris to see what he thinks, but thanks for letting us know!
  3. Are you using custom keybinds (using mouse scroll wheel to move camera left and right?) or do you mean that moving your cursor to the edge of the screen doesn't move the camera? If it's the latter then can you check if you're playing in Windowed mode? if that's the case, then switching to either full screen mode should fix your problem!
  4. Thanks for the bug report, screenshot was especially helpful in pinning down what map it is, I'll take a look and see what's wrong
  5. Thanks for providing very detailed info + logs & saves, this'll help us a lot!
  6. Thanks for the reply! Yeah, turns out it's not a bug reproducible on Unity, but is consistently present on Steam. We'll get it fixed!
  7. Is the bug still present on 3.0.5 on your end?
  8. I'll take a look at the prop's HP and see what Chris thinks, thanks!
  9. Thanks for the bug report, we'll keep an eye out for this one as well!
  10. Oh wow, we'll keep an eye out for it and attempt another fix once we have repro steps. Thanks for the heads-up!
  11. Yeah, we'll get this fixed. Atm, yes you can still research the interrogation project even after the captured mentarch was sold.
  12. Yeah, we're working on getting it fixed but it's unfortunately hard to get a lead on as it loading from a save doesn't repro the bug
  13. We'll check this and get it fixed. Although the doors are going to be quite complicated as we're not really sure what's causing it to be open, the shelves though is just wrong assets used on a map, should be a fairly simple fix
  14. Yeah we'll change it so it doesn't cause gibbing on melee attacks, thanks!
  15. Yeah the problem seems to be is that each cabbage head in that field is it's own object, so while the polygons aren't that high per cabbage (~200 triangles or so), the entire cabbage field tank the fps because of the amount of draw calls. We'll work on getting the meshes merged so that it doesn't affect performance as much.
  16. Thanks for the bug report! We're aware of this bug but unfortunately it's been rather hard to pin it down as there are no errors on the log as well. We'll keep on the lookout to get it fixed!
  17. This is not necessarily a bug, the prompt leading you to your research projects is intentional. although we might change this in the future once we have more time. Thanks for letting us know though!
  18. Thanks for posting the bug, we've made a fix for it that should come out on the next build
  19. This should've been patched on 3.0, but I'll have to double-check with the team to see what approach they've taken towards addressing this issue, thanks!
  20. Thanks for the bug report! Yeah this is a known issue with how the shroud (fow) handles vision, not much we can do atm as it'd require significant work on tackling this problem, but we'll keep this in mind!
  21. That's really weird, I'll have to check the dockyard maps if something got changed with their biome category. Thanks for the heads-up though! Yeah, the current tropical abduction maps are also using the dockyard biome assets. We're currently working towards splitting those maps into a separate dockyard and tropical biome map sets but it's still WIP.
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