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Kouki

Development Team
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Posts posted by Kouki

  1. 16 hours ago, Bookshelf11 said:

    Battleships aren't spawning after UOO destroyed, likely a similar bug like last Milestone, at day 450+ and nothing.

    Gemini have extremely slow speed and lower range, slower than a Phantom or even a Angel with upgraded engines. Gemini has 3,300 KM/H vs a Phantom with engine retrofit at 4,500 KM/H, Angels with engine retrofit have the same speed. Range wise, Gemini have 5,500 KM range vs a Phantom with engine retrofit range of 6,000 KM.  

    Failed first UOO Bridge Assault and during my second, all of soldiers were invisible, except when one of them died and they became immediately visible and a corpse, but I'm guessing that's because they turned into a item essentially. They still behaved like normal and essentially controlled the same but just they weren't visible. I'm guessing something to do with the cutscene only playing the first time and the teleporting animation not playing. I actually abandoned the mission and tried again and still invisible, then I saved and quit and relaunched the game, still invisible. Didn't think to post save before finishing the mission, sorry. 

     

    iron_man-974.json 1.21 MB · 1 download

    We've made a fix for it that will be included in the next patch, but I'll also attach a modified save that will spawn battleships so you can keep on playing.

     

    iron_man-1.json

  2. 13 hours ago, Bookshelf11 said:

    Battleships aren't spawning after UOO destroyed, likely a similar bug like last Milestone, at day 450+ and nothing.

    Gemini have extremely slow speed and lower range, slower than a Phantom or even a Angel with upgraded engines. Gemini has 3,300 KM/H vs a Phantom with engine retrofit at 4,500 KM/H, Angels with engine retrofit have the same speed. Range wise, Gemini have 5,500 KM range vs a Phantom with engine retrofit range of 6,000 KM.  

    Failed first UOO Bridge Assault and during my second, all of soldiers were invisible, except when one of them died and they became immediately visible and a corpse, but I'm guessing that's because they turned into a item essentially. They still behaved like normal and essentially controlled the same but just they weren't visible. I'm guessing something to do with the cutscene only playing the first time and the teleporting animation not playing. I actually abandoned the mission and tried again and still invisible, then I saved and quit and relaunched the game, still invisible. Didn't think to post save before finishing the mission, sorry. 

     

    iron_man-974.json 1.21 MB · 0 downloads

    Thanks for the report! There's a bunch of stuff here so I'll respond to the issues one by one.

    Battleships not spawning - We'll look into it but yeah it might be the same bug as last time. I can most likely give you a fixed save once we've looked into this.

    Upgraded Phantom being faster than Gemini - Will bring this up with Chris as I'm not sure whether this was intentional.

    UOO bridge invisible units - yeah this is a bug, we'll get it fixed.

     

  3. 19 hours ago, Sandro said:

    Roof switching doesn't work on level 0 for UOO-1 sabotage mission.
    I don't see anything. 
    A new start to the mission helps.


     

     
     

    X2bug.jpg

    Yeah, this is a known issue, we might swap this out for the older map variant that had the roof hiding working.

  4. 23 hours ago, Suroubureau said:

    Its past day 420, UOO is destroyed, everything researched, nothing to do. Should I wait more, or the battleship triggers bugged again?
    Also noticed that UFO spawns are few and far between. A week waiting for a single fighter group or a cruiser. Maybe battleships want to spawn, but cant?

    user_day_421_manual_save-27.json 1.02 MB · 0 downloads

    Thanks for the report, we'll look into this and get it fixed

  5. On 9/6/2025 at 1:05 PM, Skitso said:

    In a rare situation where the last enemy gets stunned by reaction fire on enemy turn, the mission doesn't end. The mission ends only when I end my next turn. Killing him with reaction fire ends the mission correctly right away.

    Just load the save and end turn. (It might need a few tries to get the general to get stunned and not killed)

    auto_groundcombat_turn_8_end-18.json 2.1 MB · 1 download

    Thanks as always for the reports! I tried loading the save a bunch of times but can't get the stun from the reaction fire to happen. Eitherway I'll bring this up with the rest of the team and try to repro this on my end.

  6. On 9/14/2025 at 3:34 PM, Skitso said:

    I've seen this a lot lately where if I plot a movement through the shroud, the game doesn't allow the move command. There seems to be at least two things causing it.

    1. One is that the tile I'm trying to move has a unit that is not yet revealed. Of course in these situations the unit should move as far as possible and only stop when the enemy/civilian is revealed. 
    2. Path goes through a wall that is not revealed yet. Here's an image and save of this issue:

    image.thumb.png.58a50e39c33d9d3eb892503c27206d20.png

    Clicking here doesn't do anything. The game plots movement through shroud (as you can't know if there is a hole) but as there is a wall, nothing happens. Correct behavior would be that the unit starts to move until it sees that the path is blocked and cancel movement.
     

    Save attached. 

    user_movement_issue-4.json 3.47 MB · 0 downloads

    Thanks for the bug report! Yeah, I think this is a known issue but I'll bring it up this case with therest of the team as well

  7. On 9/11/2025 at 11:16 AM, Token said:

    For some reason, when i shoot down a UFO and get the option to attack it, it says that i will loose 75 operation points, as a "victory effects", this seem strange, is it a bug?

     

    Sorry, dont remember what you are supposed to put in in the "Title", so I just added a bunch of stuff there.

    As skrotil has kindly replied above, this is not a bug, but a part of the UFO delegation system that was re-introduced in milestone 6, wherein doing more than 2 crash site missions of a single UFO type (for example doing your 3rd Scout UFO mission), will cost operation point)

     

    13 hours ago, Ruggerman said:

    I thought that the hole point of this game, was ground Battles, if they are charging you operation points to do that, then what is the point, I must have missed something...???

    I suggest posting a feedback thread on Xenonauts-2 General Discussion - Goldhawk Interactive, as we make sure to read through community feedback and changes are more likely to be implemented if that's what the playerbase wants (we do a big round up of feedback and suggestions every few months and then decide on which things to implement or add to our to-do list)

  8. On 9/14/2025 at 3:09 PM, Skitso said:

    Is it intended behavior where after failed interception (auto resolve at least) the UFO teleports to somewhere else? If not, there's a bug. :)

     

    Just load the save and auto resolve. Notice how the UFO jumps to somewhere else after combat.

    auto_strategy_before_intercept-136.json 791.14 kB · 0 downloads

    Yeah, I think this is intentional (part of the AC rework), the same happens if the UFO is able to charge it's jump drive and escape in manual AC combat

  9. On 9/8/2025 at 1:58 AM, Suroubureau said:

    If a cyberdrone dies when the UFO crashes, it makes a corpse, which is just like a damaged drone. Not that big of a problem, but can be deceiving. Got a bit spooked when I opened the door. Since drones dont have a wreck model (yet?) when you destroy them, these "corpses" should be invisible/nothing.
    Just a guess, since I haven't seen them, but maybe the same thing happens with servitor drones too?

    Edit: nope, servitors are fine.

    cybercorpse.png

    cybercorpse2.png

    Thanks for the bug report! This should be fixed on 6.8 but let us know if that is not the case.

  10. On 9/8/2025 at 4:02 AM, Ascylon said:

    Desciption: In milestone 5 when you hovered over a door in a UFO or alien base, the tile highlighter (which shows you what tile you're about to click) did not snap to the door tile when you hovered over a door (when the door icon appears), but now it does, which makes navigation very annoying (hopefully the video gives an idea of what I mean). Additionally despite it snapping to the door tile if you click the tile that gets selected is actually the one where you'd expect based on the cursor.

     

     

     

    Thanks for the bug report! We'll give this a look

  11. On 9/11/2025 at 4:00 AM, Ascylon said:

    Description: Pretty much what the title says, screenshot shows where to throw the grenade to get the hit on the downstairs xenonaut, attached is also the save game to replicate.image.thumb.png.b124ca24051bdee393ddc4de396f7ab2.png

    user_day_238_crash_site_manual_save_nade-69.json 4.13 MB · 1 download

    Thanks for the bug report! Iirc we've enabled grenades to do damage to other floor levels (in preparation for destructible roofs), will check with the rest of the team as to why the damage clips through the floor tiles, which should block the damage

  12. On 9/14/2025 at 2:23 PM, Skitso said:

    Shooting a laser weapon at a target that is further away than what is shown on the screen as the camera focuses on the shooter, the camera won't focus on the target being hit.

    Load the save and shoot the sebillian with unit #7. Notice how the camera doesn't show the enemy being hit.

    user_laser_shooting-2.json 3.26 MB · 0 downloads

    Thanks, we'll look into it.

  13. 39 minutes ago, Alienkiller said:

    Hi, like already in Discord reported, more Xenopedia Problems showed up.

    Please Check all white Info-Lines in the Xenopedia and the Ballistic Weapons. The CTD-Bug shows up mostly by the Aliens and Autopsys when you go to the white Info-Lines. Have found already a lot from it. As well as there are some missing Translations there in the white Info-Lines.

    bug_report_2025-09-15-06h34_st_6.8.0_unhandled_exception_0.zip 10.22 MB · 0 downloads bug_report_2025-09-15-06h34_st_6.8.0_unhandled_exception_1.zip 10.23 MB · 0 downloads

    Thanks for the bug report. Looks like the crash only happens on certain languages on the game, we'll look into it and get it fixed.

  14. On 9/14/2025 at 4:01 PM, Skitso said:

    Hovering on weapons in armory doesn't display it's info. When the weapon is equipped, the info popup is displayed correctly. 

     

    Load the save, go to armory and hover cursor over weapons in the list at the right side of the screen. Notice how there is no info popup. Then hover over a weapon in units hand and how it shows the info popup.

    user_bug-5.json 779.01 kB · 0 downloads

    Good catch, we'll get that fixed, thanks!

  15. On 9/7/2025 at 6:19 AM, Ascylon said:

    Description: In the cleaner HQ mission while one of my soldiers was walking through smoke he went unconscious, and it happened to be on top of a cleaner agent corpse. When trying to revive him using a medikit, the overlay says +0 hp and beeps angrily when trying to revive, I assume it is prioritizing the enemy corpse instead of the soldier. Attached is a save.

    user_day_119_cleaner_headquarters_manual_save_3-33.json 3 MB · 1 download

    Thanks, we'll look into it and get it fixed

  16. On 9/7/2025 at 1:06 PM, Skitso said:

    I had same 2 destroyer maps back to back.

    You'll find a save from the first destroyer mission from my earlier bug report here: 

     

    A save from the second destroyer mission: auto_groundcombat_turn_4_end-174.json
    A save just before the second Destroyer: auto_strategy_before_combat-41.json

    Yeah, this is a known issue with "bad" randomization, we'll get it fixed eventually once we've freed up more dev time from the more serious issues hanging around.

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