

Von_Emmy
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Yes, I'm able to load into some Farm Biome Maps. I tried three additional times loading the provided before_battle and by just clicking on Commence Tactical Battle, the first two of three attempts were unsuccessful even after 12min of loading whilst stuck at 90%. But the third time did succeed loading a Farm Biome Map. Additionally I also tried three different ways, but all three succeeded including the folowing: Intermitting the first two attempts, I succeeded loading the before_battle, but instead of just commencing I first clicked on Return to Base in order to check the Biome, which showed as of Farm. In all three of those additional, successful attempts I've been aware that it's supposed to load a Farm Biome Map, because that's what it showed before attempting. My conclusion is, that there seems to be at least one map, that is somehow bugged and can't be loaded. And that it might have something to do with Biome dedication. Because, although possible, it is very unlikely that I made a misstake whilst making my User Save calling it of Tropical Biome.
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Description: It is possible to cap a Harvester despite enemies in Command Room. What Happened: After killing all enemies on all other floors, at the start of the next turn (if i remember correctly) a message appeared, telling me something like "capping in two turns", despite of some remaining enemies in the upper floor where the Command Room is. Further information: There is an inaccessible third floor inbetween the second (where this "capping" message started to appear) and the last (4th) floor (where the command room is and the remaining enemies are). If I remember correctly, then the same thing could happen (i.e. capping despite remaining enemies in UFO) and there would also be such a inbetween floor (like shown on the ScreenShot above) on the Battleship Type of UFOs. Either that or it was the Cruiser Type. This save file user_day_271_bug_har_cap_despite_enemies_in_cmndroom-128.json should be from when I made this ScreenShot, right before I took the chance to wipe the remaining last floor. As for a "before_combat" save file - it's no longer available, but I have this save file user_day_270_cs29_har_farm_rdy-126.json from right before attempting that Crash Site. Campaign started at 5.2.0 Steam Version on fresh reinstall, then continually updated and currently at 5.5.0. For my computer's technical specs and such please check this Attachement which is from this BugReport.
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Description: Wrong "Mouse Over" Description for Advanced Fusion Rifle What Happened: When hovering the mouse cursor over the Advanced Fusion Rifle in Engineering the wrong description (i.e. the one for the basic Fusion Rifle) does appear / pop up. Further information: As for a save check out this SaveFile which is from right before clicking on the Operation Endgame launch button and been uploaded in combination with this BugReport. Campaign started at 5.2.0 Steam Version on fresh reinstall, then continually updated and currently at 5.5.0. For my computer's technical specs and such please check this Attachement which is from this BugReport.
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Description: Starting position in Stage 2 of Operation Endgame is missplaced, leading to the possibility of soldiers being trapped insight of flowerbeds. What Happened: As you can see here in the following ScreenShot and by loading the provided save file user_day_368_endgame_stage_2_t1_end-179.json, Soldier 16 is trapped inside a flowerbed. Further information: Campaign started at 5.2.0 Steam Version on fresh reinstall, then continually updated and currently at 5.5.0. For my computer's technical specs and such please check this Attachement which is from this BugReport. As for a "before_combat" I don't think there was one created (for stage 2) and I have lost the one for Stage 1, but you can check this SaveFile which is from right before clicking on the Operation Endgame launch button and been uploaded in combination with this BugReport. Btw., the staring position in UOO-1 Sabotage was also oddly placed and I'm not shure about how it was on UOO-1 Bridge Assault.
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Description: During Stage 1 of Operation Endgame on a tactical save many invisible Enemies started to appear. What Happened: After taking a short beak I restarted the game and loaded a tactical save of the first Stage of Operation Endgame. While continuing to play I quickly became aware that there were some invisible Enemies around, which were only detectable by Tile Scanning and weren't otherwise shown to be in sight. Their corpses became visible though. There were also many other oddities going on on this map, which may or may not be related: - short (1-2 seconds) lags when destroying any (or at least some) cover object (like stones or those single tile holographical alien control interface devices/desks for example). - some destroyed cover objects didn't disappear (like stones or those single tile holographical alien control interface devices/desks for example). - sometimes not disappearing Combat Shields when destroyed. - map reveal (like being able to see areas that haven't been observed yet) - and beeing able to see hidden enemy movement in all unshrouded areas. - no HP and Armour nor inflicted Damage was shown on any enemy unit. - from second or third turn onwards, spawning enemies every other turn, unlike description / mission briefing (8 Turns if i remember correctly). - maybe more I can't remember Further information: Campaign started at 5.2.0 Steam Version on fresh reinstall, currently at 5.5.0 For my computer's technical specs and such please check this BugReport's specific attachement for example. Included save files: - "user_day_368_operation_endgame_rdy-176.json" from right before clicking the Operation Endgame Button, as the auto save "before_combat" is not available anymore. - "user_day_368_operation_endgame_t6_ongoing-177.json" the bespoke tactical save, just for sake of completion. At the end of turn 6, during the enemy turn, I first became aware of this problem. (ScreenShots should be from at the start of Turn 7): - and finally "user_day_368_operation_endgame_t7_bug__invisible_enemies-178.json" as the save file i made in order to report this bug - ckeck the following ScreenShots for reference and also take note of the missing indicator for enemies in sight (i.e. the orange or red alien head at the bottom center of the screen above the soldier specific UI):
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Description: Loading my very first Battleship Ground Combat in the Tropical Biome is repeadingly getting stuck at 90% - I'm unable to play this mission. What Happened: Loaded the game into the prepared Save "save^user_day_323_cs36_bat_tropical_rdy_created_2024-12-29-04h51-161", skipped time a little to avoid nighttime operation and flew to the crashsite... On my second attempt I loaded the game into "save^auto_strategy_before_combat_created_2024-12-29-19h07-215" -> same outcome Further information: Campaign started at 5.2.0 Steam Version on fresh reinstall, currently at 5.5.0 I'll skip this Battleship and try an other bug_report_2024-12-29-19h16_wn_5.5.0_unhandled_exception.zip
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Starting States for new personal...!!
Von_Emmy replied to Ruggerman's topic in Xenonauts-2 General Discussion
I'd like to see these stats beeing customizable and I therefor suggest the following: 1) Customizable Stats Randomizer: - include two sliders and or number entry fields under customizable options, for: (A) the avarage starting number, say like "55" for example (a number between 30 and 100) and (R) the randomizer, i.e. a function that rolls a number between zero and the number "(R)", say like "11" for example, which then is also randomly either added to or subtracted from (A). example: (A) +/- (R) => stat 55 +/- random11 => [a number between 44 and 66] 55 - 4 => 51 TU 2) More Authentic Default Stats: - adjust the default stats for each difficulty, In order to make them Xenonauts more "authentic". examples: Author's choice (what I would opt for) (diff 1) 66(A), 6(R) => 60 <> 72 (diff 2) 63(A), 9(R) => 54 <> 72 (diff 3) 60(A), 6(R) => 54 <> 66 (diff 4) 55(A), 11(R) => 44 <> 66 or (if you really want to cap it at "65") (diff 1) 60(A), 5(R) => 55 <> 65 (diff 2) 58(A), 7(R) => 51 <> 65 (diff 3) 56(A), 9(R) => 47 <> 65 (diff 4) 54(A), 11(R) => 43 <> 65 or (if "66" is also fine - for nicer numbers) (diff 1) 61(A), 5(R) => 56 <> 66 (diff 2) 59(A), 7(R) => 52 <> 66 (diff 3) 57(A), 9(R) => 48 <> 66 (diff 4) 55(A), 11(R) => 44 <> 66 3) A Re-Roll Function: Whenever I started a new campaign, I did "create a save after troops sorting, recruiting and basic first steps, then exit to menu and restart all over" many times, before I finally commited to one of those saves, just to have an (for me) "acceptable" starting roster, which I did sometimes commit a whole day for doing so. - I therefore also like to suggest to include a re-roll function in form of a button that is only availlable for the very first in-game hour (or so), which will allow to reroll the starting roster, without having to restart a new campaign as described aboth. -
[V3.3.0 - GeoScope] Game crashes at first misson
Von_Emmy replied to tacostan's topic in Xenonauts-2 Bug Reports
784 FPS! At first, I think you should try to limit the FPS to the refreshrate of your monitor. - do that via nvidia's control panel or what ever it is called nowadays - and/or via Xenonaut's video settings -
yeah, the issue is, that the objective state and the funtional state of doors are sometimes reversed. So, if you try to open a door which is objectively open but functionally closed, you need to aim your cursor to where the door is supposedly hidden in order to be able to open it.
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[3.10 experimental - Vehicle] Ares lacks armor
Von_Emmy replied to InCiDeR's topic in Xenonauts-2 Bug Reports
There are currently some issues with the "Planned Loadout", which should vanish when you add the vehicle/soldier to the Dropship (or when you then change the loadout). -
Milestone 3 Mission Briefing and Soldier Extraction
Von_Emmy replied to skortil's topic in Xenonauts-2 Bug Reports
Might that have something to do with them spawning from the Barracks rather then the Dropship, i.e. with "Planned Loadout"? I ask because I have noticed that the Planned Loadout doesn't work correctly. When I plan a Xenonauts Loadout from the Barracks and later add him to the Dropship, the weapons he's planned to bring with him come empty loaded. But I think (I haven't tried to find out, yet) that only happens when a soldier hasn't been added the Dropship before... -
V3.0.8 - Combat] Wraith Cloak is now very powerfull
Von_Emmy replied to zardoz2206's topic in Xenonauts-2 Bug Reports
That's not a bug! It seems like you are misstaking your ShotGun for a Rifle, while trying to hit a Wraith with it beyond its max effective range (which is indicated by the green...) before damage and additional accuracy dropoff (which is indicated by the yellow part in the "LineOfShot")! While ShotGuns are very effective in CloseQuarters (i.e. indoors, or when covering entrances), their limiting short range makes them specialized weapons, intended for just that, which I like to carry on the Back (Vest/BackPack). I'd like to suggest to you to use Rifles and SniperRifles (and maybe MachineGuns if you like to try them) anywhere else (like, most of the time, really). Now, because I see no Shield guy in your Squad, I just want to let you know, that half of my squad (most of the time) and really half of my roster consists of them. It is the most important unit in this game, as far as I'm concerned. So you might want to use them some more, in order to recon, close distances and throw grenades, while generally shielding your units. For reference, here are some impressions (save scummed on Commander difficulty): -
Description: The Doors of the ATLAS Base, when revealed but not actively observed (by Xenonauts), allow to guestimate enemy movement and positioning again, simply by them visually changing state during enemy turns. Further information: - clean installed V3.0.7 - new campaign (commander difficulty) auto_strategy_before_combat-1.json
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Description: Armor Bug on starting Shield and Assault Planned Loadouts (new campaign/Tactical Armor) What Happened: I started a new campaign (commander difficulty) and was configuring my guys loadouts as I noticed that something is wrong. My Shield guys couldn't carry the stuff I would usually load them up with. I quickly glanced at there appearences and noticed that they seem to be equiped with Heavy Armor,... so I tried to untoggle it, then that happend: By further inspection I came to realize that my first assessment was wrong, they weren't pre toggled with heavy armor, but they are equipped with it anyways. So, toggling Heavy Armor seem to glitch something, adding even more Armor (and Weight). The Assault Loadout is also affected. Conclusion: Something is messed up and not just visually, but also Armor HP wise. If you ask me, that's pretty much game breaking. (Edit: It does only affect "Planned Loadouts" in a wierd way (see post below), so I also changed the Title and the Description accordingly.) Further information: - the other Loadouts aren't effected. - new campaign on cleanly installed V3.0.7 (Steam Version) user_day_0_307th_commander_4rec_plus2-1.json output.log
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Description: There are some (two at least) containers that if they are being destroyed remain impassable, on the Pegasus Abductor Dockyard map. (And IIRC it's the same on the map for the Cruiser) What Happened: It did not matter if I also destroyed the hovering container above: Further information: - There's possibly many more on this map, I haven't checked. - I'm sorry, but I have no in mission save for this one. - This is from a continuation of a campaign I started in V3.03 (I think). maybe that matters. auto_strategy_before_combat-188.json
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Description: there is an unnamed "something" as loot from a late game Alien Base [likely the Eternals handheld weapon] What Happened: Further information: - This is from a continuation of a campaign I started in V3.03 (I think) and - Although this Alien Base popped up sometime between day 200 and 300 (on V3.05 or V3.06) I only ever attempted it at day 328 on V3.0.7. ... maybe that matters. Btw. (although I'm shure you are aware): - There was no research projects given by the captured Eternal - nor the captured Sebillian Brute. - Also, no further research nor engineering projects given as a result for either the Autopsy of the Sebillian Brute Corpse nor the Autopsy of the Reaper Alpha Corpse. auto_groundcombat_turn_16_start-1646.json auto_strategy_after_combat-187.json output.log
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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: Further information: Is defence still in the game? - IIRC it was mentioned in the research report as shown here in the Xenopedia:
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[V3.0.6 - Ground Combat] "random" end of mission CTD
Von_Emmy replied to Von_Emmy's topic in Xenonauts-2 Bug Reports
again, this time in Tropical Biome and it had already began to load for a split second auto_groundcombat_turn_15_start-1585.json output.log -
Description: One of dose seemingly "random" CTDs at the end of a mission. What Happened: CTD at the end of a Pegasus Cruiser Desert CrashSite Mission, without red Text flashing (or at least none that I had noticed). Further information: Maybe that been the second mission before RTB has something to do with it or the fact that this is a continuation of a campaign I startet at V3.0.3 (i think)!? Anyways reloading the save and finishing the mission didn't reproduce the CTD, just like the many times before. auto_groundcombat_turn_16_start-1527.json output.log
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[V3.0.5 - Ground Combat] CTD by shift+ctrl aiming
Von_Emmy replied to Von_Emmy's topic in Xenonauts-2 Bug Reports
I'm adding this to here, because it seems related: I just had another "shift+ctrl aiming CTD", this time with the ARES on build v3.0.6. I'm not going to try to reproduce this, yet. But I'll keep a save in case you ask me to. So, let me know If you need saves and repro steps for this one, otherwise I'll just leave you with the output.log -
Description: there is a non destructible, non interactable, purely visible forklift on this Cruiser Dockyard map. What Happened: 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
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[V3.0.5 - Ground Combat] CTD by shift+ctrl aiming
Von_Emmy posted a topic in Xenonauts-2 Bug Reports
Description: Repeatable CTD enforced when repeatably aiming over target while holding shift+ctrl keys and then shifting off target. What Happened: 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 auto_groundcombat_turn_5_start-1399.json