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Kouki

Development Team
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Posts posted by Kouki

  1. On 2/18/2024 at 1:41 AM, Von_Emmy said:
    • Description:
      Stalker Armor properties popup windows don not mention the supposed Defence effect
    • What Happened:
      When hovering the mouse cursor over the Stalker Armor Engineering Project
      or when hovering the mouse cursor over the Stalker Armor as choseable armor in the dropdown list of the Armory,
      the appearing popup windows don't mention the defence effect that this armor is supposed to have.

      Shown here in comparison to the Exosuite Armor, for reference to what is missing:
      20240215205550_1.thumb.jpg.d9767960070fda39f61fbccc6c3a0732.jpg
      20240215205557_1.thumb.jpg.be059211bb62d0419882c6ccbe96ccb8.jpg

      20240217035552_1.thumb.jpg.8b25a752ba2980cc7ed03c9b18519092.jpg
      20240217035531_1.thumb.jpg.4fba89a4259ef840b0b69cbfd488e067.jpg
    • Further information:
      Is defence still in the game? - IIRC it was mentioned in the research report as shown here in the Xenopedia:
      20240217183217_1.thumb.jpg.4b031d1c1df3e9af09847ba4b21a8c7e.jpg

    Ah yeah, that's a good point, thanks for bringing that up!

  2. On 2/17/2024 at 11:40 PM, zardoz2206 said:

    when completing a corpse study project in engineering workshop) you are getting a new research option just as if you had completed a science lab research.

    should give you options to get a new engineering project instead.

    Thanks for the bug report! We're currently working on getting a fix for this, hopefully it'll come w/ the next patch :)

  3. On 2/17/2024 at 8:34 PM, zardoz2206 said:

    Hello, when using a riffle the burst mode accuracy seems broken, (it s been a while i noticed this so it s not on that release specifically)

     

    no matter how close you are, you are still getting like 30/35% chances to hit  : at close range it should really be closer to 100%

     

    as a result rifle guys are mostly only used as snipers.

    Not necessarily a bug, but I get what you mean. We've received feedback from the burst shots as well, will bring this up with Chris just to see what he thinks, thanks!

  4. On 2/17/2024 at 6:47 AM, zardoz2206 said:

    Hello,

     

    so i have 3 bases, one in America where i put all american/Canadians (south americans don t fight aliens ?) , one in north africa where i put all the european and south africans - a bit more variety as an option wouldn t hurt ! ) and one in asia where i put Russians/ukrainians (ouch)/asians/Oceanians.

    when recruiting i like to sort by bravery level (i usually try to recruit only 50+ Bravery folks (with 60+ time unit and 55+ accuracy))

     

    usually there are 20ish soldiers to recruit but if you recruit and dismiss everybody you get 40ish people there : redo the same and you have 80 people to chose from (which starts to be more effective to get the nationality you want with the stats you want. (yes i know money hack is EVIL :D )

     

    my problem is that when you switch base, the recruiting viewing order is lost  so if you were going from top to bottom to recruit you have to sort again and find again where the soldier is that you want to recruit in that specific base.

     

    so i would appreciate no reset of view/sort order there when switching base =) 

     

     

     

     

    I don't think this is necessarily a bug (and more of a feature request), we'll keep this in mind for the future, thanks!

  5. On 2/17/2024 at 7:56 PM, Emily_F said:

    The door in the centre of this image is not animating properly when walking thru it.  Also, as an aside, I haven't had any data collection missions this run through - have they been taken out?

    image.thumb.png.4df33680444c29ea2f29a6517ec3b8e6.png

    auto_groundcombat_turn_3_start-214.json 2.01 MB · 0 downloads

    Thanks for the bug report! I believe this should be fixed on 3.0.8!

    As for the second image you've attached, can you provide the save with the same position of the soldier you've taken a screenshot of so we can take a look at what's wrong. There are a bunch of known issues w/ the shroud and this seems to be one of them, though it would help us a lot if we can isolate the specific scenario when it happens, thanks!

  6. 9 hours ago, Von_Emmy said:

    again,
    this time in Tropical Biome
    and it had already began to load for a split second

    auto_groundcombat_turn_15_start-1585.json 3.56 MB · 1 download output.log 5.29 MB · 0 downloads


    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!

  7. 11 hours ago, hags1944 said:
     
     

    Mouse scroll is broken in 3.04. Have to use keyboard to scroll tactical battle screen left or right, up or down. version 2.21 didn't have this bug.  Please fix this. Game is much slower to play in tactical battles now.

    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!

  8. 7 hours ago, Von_Emmy said:
    • Description:
      there is a non destructible, non interactable, purely visible forklift on this Cruiser Dockyard map.
    • What Happened:
      20240213025432_1.thumb.jpg.40a7be2165c0e89a31e16eb2ebb63b76.jpg
    • Further information:
      Unfortunatly I only have several manual saves (Cruiser Crash Sites with Dockyard Biome) from before attempting them.
      And if I'm not misstaken, then there is only this one Cruiser Dockyard map in this build (3.0.5), so you probably wont need it but here is one of my manual saves anyways.

      Btw. there is also a strangly placed (Container-)Ladder directly placed onto the right site of the Cruiser

    user_day_269_cs29cru_dockyard_rdy-165.json 1.01 MB · 0 downloads

    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 :)

  9. 9 hours ago, Von_Emmy said:
    • Description:
      Repeatable CTD enforced when repeatably aiming over target while holding shift+ctrl keys and then shifting off target.
    • What Happened: 
      20240213235031_1.thumb.jpg.97b314e408efc08b614486288763fc62.jpg
    • Further information:
      Repro steps:
      - move ShieldGuy "COL. H T D3" 2 tiles forward (towards the UFO) in order to reveal the target (Psyon)
      - set a destination from which the Sniper "COL. M P S2" could fire at the target accuratly (by single left click) [provided PrintScreen should clarify]
      - hold shift in order to preview a shot from destinated position, aim over the Target and it's surroundings [doing that so far didn't cause a crash at my end]
      - then add holding ctrl (shift+ctrl) while aiming at the target and its surroundings
      - in my attempts to reproduce this CTD I had to repeatadly add and remove ctrl to holding shift while aiming over target and shifting off of it.

    output.log 2.48 MB · 0 downloads auto_groundcombat_turn_5_start-1399.json 3.34 MB · 1 download

    Thanks for providing very detailed info + logs & saves, this'll help us a lot!

  10. 10 hours ago, InCiDeR said:

    "Is the bug still present on 3.0.5 on your end?"

     

    Yes, it is. Myself haven't bothered to report the bug, because... laziness I guess?!... but probably because the bug didn't affect my gameplay in any major sense. 

    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!

  11. On 2/1/2024 at 7:29 PM, Xeferah said:

    The very first time I want to change the loadout of the aircraft to transport  my troops, the loadout looks like this, see screenshot. Once I move the green soldier once, the rest jumps into normal places and I can move them around as normal.

     

    image.thumb.png.fcf51c3048d6b594bcc9dd59bece5b61.png

    image.thumb.png.1bf54ee0aa3f5f33b418d8dbb982dbcd.png

    image.thumb.png.4e23d89e289e77dd9208a8173bbb1820.png

    Is the bug still present on 3.0.5 on your end?

  12. On 2/4/2024 at 2:20 PM, Skitso said:

    Sell junk button tags captured Mentarch as junk before I've interrogated it. 

    user_mentarch_interrogation-7.json 346.85 kB · 1 download

    Yeah, we'll get this fixed.

     

    On 2/4/2024 at 8:14 PM, Xeferah said:

    Curious question, I noticed this too, but if you sell them, does the research still stand? I did have a mentarch captured, and after the interrogation I got a corpse to disect, so that part does work correctly.

    Atm, yes you can still research the interrogation project even after the captured mentarch was sold.

  13. On 2/9/2024 at 1:32 PM, InCiDeR said:

    Doors show the opposite than what they truly are, e.g if they are open the visual shows closed and vice versa.

    This occurs on several maps why it is hard to pinpoint a specific problem.

    It is also hard to recreate due to it is fixed by reloading  a save. Therefore I did not add a savefile.

    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

  14. On 2/10/2024 at 4:01 PM, Skitso said:

    For example these, but there are a lot more. Also, some small shelves block movement in the same map.

     

    EDIT: had the same issue in polar mission so it seems it's not a biome dependent.

    image.thumb.jpeg.2140c77877ad99615b598bb4f9f04b96.jpeg

    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

  15. On 2/10/2024 at 6:07 PM, Skitso said:

    Sebillian melee attack gibbed my unit and he lost all the equipment including his weapons (in addition to his life, naturally). Is this intentional?

     

    EDIT: I'm aware gibbing destroys all gear, but I just found it odd that one Sebillian claw swipe could cut every single piece of equipment carried in half.

    Yeah we'll change it so it doesn't cause gibbing on melee attacks, thanks!

    • Like 1
  16. On 2/11/2024 at 5:00 PM, Skitso said:

    These cabbage fields tank my FPS to 30. Normally I have the fps hovering around 120.

    Image1.jpg

    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.

  17. On 2/3/2024 at 2:24 PM, Skitso said:

    Had A blast door go out of sync in Atlas Base. It seemed to open at the end of my turn and it was repeatable. But when I walked through it the next turn it glitched and opened again so it was only visual.

    Unfortunately saving and loading fixed the issue, so no save for this. It was only one door, so I'll attach an image in case it might be some kind of a map setup issue.

    door glitch.jpg

    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!

  18. On 2/6/2024 at 2:12 AM, Xeferah said:

    I noticed this a few times, but was always too late to screenshot it, when you get a popup for new engineering options, the button sends you to research. See screenshot. This does not happen all the time, but often enough that I noticed it.

     

    image.thumb.png.aa90ad127dd2526165f5cc6555b57c40.png

    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!

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