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Kouki

Development Team
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Everything posted by Kouki

  1. Thanks for the bug report! Will bring this up with the rest of the team!
  2. Thanks, we'll get it fixed!
  3. Thanks, these wall segments usually have an invisible wall to block vision to another room, which is probably missing in this screenshot, we'll get this fixed. Will have to double check but might be an asset setup thing, thanks for the heads up!
  4. Yup, it's usually just the extra logging that's enabled in experimental builds, still appreciate going through the effort of posting a bug report though, thanks!
  5. Nice catch, we'll get it fixed, thanks!
  6. Thanks for the bug report! We're aware of this issue and this will be fixed on the next patch
  7. Thanks for the report! Yeah, at the moment this could soft lock you out of completing the game, the ufo spawns are set manually in the timeline so if the game progresses far enough, eventually you kinda run out of UFOs. I'll bring this up with Chris and the rest of the team and see if there's an easy to implement solution for this problem. For the meantime, I'm attaching a save you can use to get with some active battleship UFOs you can shoot down so you can complete endgame. Let me know if you need anything else! EDIT: Nvm, there might be a bug, we implemented a system that should allow UFOs to spawn infinitely and it looks like it wasn't working here, we'll look into it. user_day_661_manual_save-1.json
  8. Thanks for the report! Ah it's possible the entry isn't generated when the escorts (defender in this case) are killed separate from the main ufo. Not getting the xenopedia entry when you get the bounty might be intended, I'll have to double check with Chris about this one
  9. Iirc the funding is split and added for every region. Will bring this up with the team and see what they think.
  10. That is really strange, can you repro this one more time and press F11 when the bug happens. I can't reproduce this bug on my pc both in Unity and build versions of the game unfortunately, but getting logs would give us an idea of what is happening.
  11. Hmm strange, the door should break normally (confirmed this on testing), can you send us your save file of this ground combat mission so we can take a look? If you can reproduce this on your end, ideally an F11 bug report would help us the most as the logs will give us some info even if the bug isn't reproducible.
  12. Thanks for the report! Pretty sure this is a known issue but will bring this up with the rest of the team.
  13. Yeah, I encountered this as well, still in the list of stuff to fix for now.
  14. Looks like the sebillian corpse model is larger than a tile, will bring this up with the rest of the team.
  15. Ah, I see what you mean now. Is this also the case for the non alenium generators?
  16. Thanks for the bug report, very much appreciate the save before the secton became unconscious. I tried to reproduce the bug but the secton goes visually unconscious fine on my end. Were there any specific steps you've done prior to firing the grenade launcher? In my case I just fired the grenade launcher at the secton on the 2nd floor, it fell down after the roof was destroyed and it became unconscious. Was the process different when you encountered the bug?
  17. Thanks for the bug report! By any chance do you have the save for this one? An end of turn save would give us the best chance of figuring out what happened
  18. I think most of the first few cleaner missions have a specific map set to it(rescue soldier set in a polar map, abduction in desert, etc). For the cleaner hq mission I'll have to check, but this might be the same case for your first terror and alien base map too.
  19. Hey there sorry for the late reply but thanks for the report, we're looking into this now but it looks like the enemy activity indicator is not showing when enemy units do not do anything on their turn.
  20. Thanks for the bug report! I see two issues being reported here so I'll go over both below. Unable to modify equipment of soldier to be rescued - In this case, this is not a bug. These are the generated soldiers you'll be rescuing in the mission, so they only their current equipment for use. Crash when unassigning soldier - This one definitely is a bug which we'll fix asap. As a workaround, you can unassign without crashing by right clicking on the soldier or double clicking and assigning a different soldier. Looks like specifically unnassigning from the dropdown menu is causing the crash.
  21. Yeah, this is relatively minor in the grand scheme of things, we'll take note of this though and hopefully we'll be able to fix it in the future. Thanks for the report!
  22. Hmm, were some of the generators being constructed, or were they all completed? If you have a save game for us to look into we'd very much appreciate it.
  23. Thanks for the report, am not sure if it's intended so will have to check in with the rest of the team.
  24. Hey there, thanks for the reply. Had a chat with the rest of the team and the plan is to basically implement a way for spawned enemies (symbiont) to be counted as kills. Captured enemies will also be changed to count as kills as well (which will give the related stat exp that come along with it)
  25. This should be fixed as of 6.23.2 which is currently on experimental, let us know if that is not the case in your game, thanks for the report guys!
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