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Everything posted by WhoCares
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Cleaner HQ mission, and enemy units stats (and presence) revealed in unexplored areas. See below. They disappears after clicking "Commence Mission." Where is save game folder, it is gone? I can't provide a gamesave....
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[4.9.1. Exp - Tactical] Observed and walked to area stay dark
WhoCares replied to WhoCares's topic in Xenonauts-2 Bug Reports
Here is the save before blowing up the gas station. auto_groundcombat_turn_1_start-202.json -
[4.9.1. Exp - Tactical] Observed and walked to area stay dark
WhoCares replied to WhoCares's topic in Xenonauts-2 Bug Reports
Here is the save. I had to retry a couple times for reproducing it. I noticed that only occurs after I blow up the gas station. So, it seems to be graphic resource issue. user_dark_bug-1.json -
I had a similar issue when trying to build the Alienium missile.bug_report_2024-06-15-18h58_st_4.8.1_unhandled_exception.zip
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I am at day 458, and the objective is to capture an Eternal (has been for over 150 days). However, the alien base where one could find the Eternal never shows up. I have seen the Eternal in a previous version, at Milestone 2 if I remember well, so it is coded already. See game saved.user_day_458_manual_save-5.json
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Can't load log file. Getting error -200?output.logoutput.log
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I have also a door issue in the alien base, but it is different. The door is closed but the Xenonauts can walk through it as if they are ghosts. See game save, just pick a soldier that has not moved yet and make him reach the others beyond the closed door straight ahead. output.logoutput.logoutput.log user_day_166_alien_base_manual_save-4.json
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[3.3.0 Exp - Geoscape] Cleaner mission not selectable
WhoCares replied to WhoCares's topic in Xenonauts-2 Bug Reports
A bit more background. I launched the chopper with the Cleaner mission as target, but when the other mission in California popped-up, the system seemed confused. The "commence mission" form did not popped up on arrival. Yes, the way you showed works (and so there is a work around), but if you click on the Skyhawk and then click "Select new target" and then try to click on the Cleaner mission on the geoscape it does nothing (the chopper does not get a new target). I tried at the highest zoom-in resolution on the geoscape, still does not work. I guess it is because they are too close to one another (including the other Xenonaut base). -
[3.3.0 Exp - Geoscape] Cleaner mission not selectable
WhoCares replied to WhoCares's topic in Xenonauts-2 Bug Reports
Here is game save. user_clear_mission_bug-2.json -
On the geoscape, a cleaner mission appeared near Miami, and as the chopper was on the way another Cleaner mission appeared in California. Once the chopper arrives in Miami area, the cleaner mission there cannot be selected by the chopper. See attached game save and log file. user_clear_mission_bug-2.json output.log
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[3.2.0 Exp - Tactical] Animation off map
WhoCares replied to WhoCares's topic in Xenonauts-2 Bug Reports
output.log Here it is, but I played since, so it might not show on the log file, as it seems to refresh itself every new day. -
[3.2.0 Exp - Tactical] Animation off map
WhoCares replied to WhoCares's topic in Xenonauts-2 Bug Reports
It was grenade launcher that missed and went through the end of the map. Oddly, the location of the animation is off the line-of-sight of the grenade's trajectory. -
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V3.2.0 - More shroud issues (scenery caused, not doors)
WhoCares replied to Emily_F's topic in Xenonauts-2 Bug Reports
Same here. Xenonauts literally walking in the dark. -
Was declining damage with distance added to the code?
WhoCares replied to WhoCares's topic in Xenonauts-2 General Discussion
OK. Thanks. Just seems worse this time around, and at times only with a green path from a sniper. Maybe sniper shots need to have their randomized damaged modified with the minimum damage increased, as they can only shot once per turn. I am at times wondering if it is worthwhile to have a sniper on a team. -
Although load times have been declared 30% faster, and I did observed a small improvement from previous milestones, but it is closer to 10%.
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I notice since Milestone 3 that successful long shots barely make any damage. This makes snipers quite useless, and gives huge advantage to the aliens. I have not seen any discussion about this in the release information, including the patches. Am I dreaming? If so, please be at least upfront about it in the documentation.
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I am not sure why the Medkit load was increased, but this is really problematic. Combined with the nerf stats for soldiers, then one is facing a situation where: is it grenade or medkit; can't have both as it is too heavy. If you pick medkit, then with poor stats where your soldiers miss their shot very often, you can't have a grenade to "soften" the aliens before hand, and you will have far more dead soldiers, replaced by poor stats soldiers. If you pick the grenade, then you loose many more soldiers because you can't heal them, so you have to keep getting new soldiers with poor stats anyway. This is a vicious circle. Please reconsider, and at very least the advanced medkit should be less heavy.
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I finally got to produce the top tier aircraft, the Gemini, and it is . . . red? Looks like a toy to be honest. Does the xenonauts are playing "red barons" with the aliens? Would it be possible to give it a serious look, either blue/gray or blue camo? This is really anti-climaxed. Just a thought anyway.