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Kouki

Development Team
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Everything posted by Kouki

  1. Not sure if this is intended but this is not a bug. It's just that currently I think the game just randomizes map selection every time prior to entering ground combat, and usually this is not a problem as most missions don't provide the opportunity for retries (only indefinite ones do). Will bring this up with the team though as yeah, it doesn't make sense for base assault's layout to change but no guarantees if we'll make a separate system for it (if ever most likely post milestone 6, so it'll be quite awhile) I'm quite partial to the idea of having missions that might require multiple attempts to clear(I quite enjoyed this aspect in Aliens:Dark Descent). Though again, this is most likely going to be up for consideration post milestone 6 as it'll quite likely require a significant amount of rework
  2. Looks like the bug is caused by a unit getting injured (and entering wounded status) multiple times, we'll get it fixed asap
  3. Yeah, it should definitely work diagonally, we'll fix this bug. For the second one, yeah this is another bug that we'll have to fix (terror mission works like this, just have to make sure all missions work the same way). For the suggested fixes, I've added it to the board of suggestions we've made for all of the community feedback stuff we might implement post milestone 6.
  4. Thanks as always for the bug reports. We've made a fix for this that'll come out with the 5.29 patch
  5. Thanks for taking the time to register and post a bug report! I took a look at the bug report and it looks like the crash happened on the enemy's turn, rather than at the start of a mission. I just wanted to make sure that what we're looking at is the correct bug report and not another one just in case!
  6. Yeah, that's indeed a bug. We'll get that fixed. For the other ones as well 1. Zombies are immune to stun damage (so the stun batons don't deal any damage to them) 2. Iirc this is set this way because this is also how it was with Chryssalids in the OG Xcom. Thanks as always for the reports!
  7. Thanks for the bug report! Do you have a save prior to the mission so I can give it a look and see what's going on?
  8. Regarding these points 1. The skill bar is at the correct length, if the original accuracy is 100 then the green bar should be maxed out. The stat penalty (-5) is just overlaid on top of the actual skill bar. 2. Which means moving it to the right side will make it more readable (showing reduced skill, etc) Will have to double check with the rest of the team first as there might be a specific reason why the penalties are shown on the left hand side here (whereas other penalties like weight and hp reduction are shown on the right side, and in the case of weight, the penalties are shown inside the border of the actual weight cap)
  9. Yeah it kinda does look better if the stat penalties are shown on the right side of the bar, will bring this up with the rest of the team and see what they think
  10. Thanks as always for the bug reports, as GG-unknown has kindly stated above, this is a known issue, and it should be fixed on the recently released 5.28 patch
  11. Hello there, can you send us a copy of your campaign's save? I can take a look at it and see what's going on
  12. Hello there, I've replied to the post you've made on X2 bug reports, just moving this one to the appropriate subforum
  13. Very very late reply, but this has been fixed for quite sometime now on milestone 5. I'm also moving this to the approriate section of the forum (Xenonauts 2 bug reports instead of Xenonauts 1)
  14. This should be fixed now, also moving this to the X2 bug report sub forum
  15. Sorry for the very late response, but I'm replying here just in case as this bug has been fixed for quite a while now. I'm also moving this to the appropriate sub forum.
  16. Hey there, very late reply but this bug should be fixed on the latest version of the game. This should also be on Xenonauts 2's bug report section, rather than X1, so I'm moving it there
  17. Hey there, just wanted to let you know that we've already fixed this bug. I'm also moving this thread to the appropriate sub forum (xenonauts 2 bug reports)
  18. Ah well, asked Chris about it and to be more accurate, while it's not necessarily the intended effect, we're leaving that in place for now as it also helps the player identify where the currently selected soldier is without having to change camera layers. We might change it in the future though, depending on community feedback, etc.
  19. Thanks for the report! We're aware of this crash and we're working on getting this fixed asap
  20. Thanks, will bring this up with the rest of the team
  21. No problem! The UOO line doesn't trigger the final missions, but it does progress the campaign's story. Let us know if you encounter any other problems in the future!
  22. Thanks for the bug report! Can you tell us what happened prior to the crash?
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