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Posts posted by Kouki
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On 1/26/2025 at 8:03 AM, Zwane said:
same bug i hope will be fix with the 5.8
The bug has already been fixed, but it won't fix campaigns started on an earlier version. If you can hand me over a Geoscape save, I can manually trigger the battleship to spawn so you can continue playing your campaign
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On 1/18/2025 at 8:28 PM, Skitso said:
Yeah, the briefcase of cash is supposed to reflect on the monetary reward but the UI doesn't really work well for that. We're planning to change part of the UI to better accommodate rewards that come in items (like the briefcases), but that might come a bit later in time as our UI artist has a lot of work lined up for them at the moment!
For the cash reward itself though, this might be a genuine bug, I thought the briefcases sold for 75k each? If it's selling for 50k I'll have to clarify it with Chris whether the briefcase rewards were changed or affected by difficulty -
9 hours ago, sax said:
I seem to have the same issue. Game created in 5.5, and no Battleships appearing :/
This should work
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On 1/18/2025 at 7:43 PM, Skitso said:
Do you still have the GC save before this bug happened? I tried to repro it on my end but unfortunately couldn't get the visual bug, sadly
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On 1/18/2025 at 8:26 PM, Xeferah said:
I let my first timer for orbital bombardment expire, due to all my soldiers being wounded. However, the games says another bombardment comes in 14 days (I set the game on fast, a new bombardment does come after 14 days), but there is no timer on screen anymore. So I have no way of knowing when the next one comes, see screenshot. Save file added: auto_strategy_before_combat-193.json
Yeah, the orbital bombardment timer is bugged right now, it also doesn't update when you finish one of the orbital station mission. We're working on getting it fixed as soon as we can (just squashing out more urgent bugs first!)
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17 hours ago, FOARP said:
Yup, this is a known issue and we'll get it fixed
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19 hours ago, FOARP said:
Description: I'm playing in the UOO-1 sabotage mission, and none of my colossus suit guys can reload their weapons.
What Happened: I'm playing in the UOO-1 sabotage mission and decided to stick around and kill all the alien reinforcements. However, none of my colossus suit guys can reload their weapons so it's about to get quite embarassing. My game is unmodded and is the latest build, my guys each have spare clips. I assume this isn't WAD since as far as I can see it's not mentioned anywhere that colossus suit guys can't reload their weapons (nor does it appear to be mentioned on the forum) - if this is WAD then it should be mentioned.
How to reproduce: Try to reload any of the heavy machine guns held my my three colossus suit guys in the attached save file by dragging the clips to the weapon - nothing is happening when I do this, the clip just returns to the belt without the gun being reloaded.
Yeah drag and dropping mags seem to be bugged right now. Although can you reload by click on the mag icon on the bottom UI? We'll get this bug fixed, but at least there's still a way to reload for now.
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16 hours ago, Beltorn said:
Hello
Tested this over 5.5.0 > 5.6.0 > 5.6.1 > 5.7.0. If your own soldier causes suppression on a friendly soldier, that soldier's Reflex stat is permanently reduced by half.
Easiest way to test are suppression grenades, machine gun fire or shotguns over the head
This shouldn't be the case anymore as it was fixed in one of the earlier patches, however if you're playing a campaign during a version when this bug existed and your soldier's stat got reduced, then it will persist throughout the entire campaign.
If you're still encountering this problem in the current patch, I'll need to get a handle on a save file as suppression seems to work normally when I tested it on my end, thanks! -
14 hours ago, Xeferah said:
The red messages on screen, see screenshot. Save file added.
user_day_256_soldier_loadout_bug-47.json 1.03 MB · 0 downloads
Thanks, we'll give this a look
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14 hours ago, Beltorn said:
This should work, let me know if it doesn't
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On 1/15/2025 at 6:31 AM, vaBchRog said:
Went back into game moved when AI turn came crashed
bug_report_2025-01-14-17h27_gc_5.7.0_unhandled_exception.zip 13.83 MB · 1 download
Thanks for the bug report. Like the other post, this is most likely caused by a bugged asset painted in the map, loading a before combat save should fix this issue.
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On 1/15/2025 at 6:24 AM, vaBchRog said:
Resumed game after several days layoff, made one move and crashed
bug_report_2025-01-14-17h21_gc_5.7.0_unhandled_exception.zip 13.72 MB · 1 download
This is most likely due to a bugged asset used in the map that was fixed in between patches. I suggest trying to load the before combat mission as that should fix the problem
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16 hours ago, Lawman079 said:
Chris,
I have this same issue. I did not complete the Bridge assault until I had 5.6.1 installed already. Here is a copy of my save file (last turn of bridge assault). Any advice? I'd love a battleship to shoot down so I can capture the eternal! Also if it helps, my endgame progress remains stuck on 25% immediately after researching the eternal corpse
Here you go, just fast forward a few days and a battleship should spawn.
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1 hour ago, Lathanda said:
Minor Bug. If your first UFO is a probe you can research Quantumteleportation. In the research report you get the mission to capture a living mentarch, mentioning a mentarch corpse will not communicate.
But in this scenario there is no mentarch corpse.
Nice catch. Do you still have a save for this by any chance? I think the first UFO you'll intercept will always be a probe so I'm rather curious if this happens everytime or if it's just a niche scenario (will also have to check with Chris as he could've changed how quantum teleportation is unlocked)
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2 hours ago, Lathanda said:
When moving through a door game crashes to desktop.
bug_report_2025-01-13-08h07_gc_5.6.0_unhandled_exception.zip 6.35 MB · 0 downloads
Thanks for the report, the save is very much appreciated! We'll get this fixed asap -
On 1/10/2025 at 2:32 AM, Beltorn said:
Accuracy calculation for Small objects is incorrect - had a Sniper shooting at a drone. Sniper's accuracy is 96, quick shot gives 0.8 multiplier, resulting into 76.8 ~77% which is what was shown. However for small targets one more multiplier of 0.9 was shown, which should have resulted into 69,12 -> 69% hit, but at least it's not shown
Thanks for the report! Do you have a save file for this so I can give it a quick look?
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On 1/12/2025 at 5:59 AM, ChrisB said:
Thanks for the report! Unfortunately, I couldn't reproduce the crash on my end so will have to bring this up with the rest of the team before I can give any decent answer.
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On 1/11/2025 at 1:08 AM, Bud Svencer said:
Thanks for the bug report! Will have to bring this up with the rest of the team as I couldn't reproduce the crash on my end.
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On 1/9/2025 at 11:34 PM, SW28 said:
Tried to load saves from pre v5.6 , but crashes after any scrolling of screen, red text in background says something like entity missing. Pre v5.6 could not complete this mission as aliens were "invisible" but soldiers could "see them" and reaction fire.
bug_report_2025-01-09-15h27_gc_5.6.0_unhandled_exception.zip 13.39 MB · 0 downloads
Ground combat mission saves in 5.5 are not compatible with 5.6 due to the various fixes we've made with the maps (which basically breaks the save when it deserializes), if you can load back to a geoscape save (before combat autosave), it should work fine.
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On 1/10/2025 at 11:53 PM, Bookshelf11 said:
Yeah got this too, any workaround to transfer or just wait till a hotfix?
This should be fixed in the 5.6 update released during the weekends btw, let us know if that is not the case and you're still encountering issues w/ transferring aircraft.
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21 hours ago, Bud Svencer said:
Vielen Dank, dass Sie sich die Zeit genommen haben, diese Fehlerberichte zu veröffentlichen. Dies ist ein bekanntes Problem und wir arbeiten daran, es so schnell wie möglich zu beheben.
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On 1/7/2025 at 3:56 AM, svidangel said:
It has occurred in a variety of situations, from UFOs to bases, but it shows up far, far more frequently in bases. Not sure if it has anything to do with my use of the space bar to increase unit travel speed.
Yeah that is indeed the visual state bugging out on doors, we're working on getting that fixed as soon as we can!

V5.7 Tactical - Crash after launching grenade with launcher
in Xenonauts-2 Bug Reports
Posted
Thanks for the report, we'll give this a look and get it fixed