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Comassion

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Posts posted by Comassion

  1. I was able to repeat the barricade clipping - it just happens if you put a soldier next to that particular barricade, as shown in your screenshot.

    Also, it seems there are corpse clipping issues as well - I had one Xenonaut corpse not appear at all, and at the moment (on that same map with the barricades) I have one xenonaut corpse in front of the living xenonaut standing on it, and the same thing with a Ceserean corpse.

  2. Yeah, it may just be the simple AI, but we'll still list it because it's something that shouldn't be in the game at release..

    Against single UFO's, the UFO always engages the 'top' aircraft in your list, which is the one you selected first, thus enabling you to know exactly which aircraft to use as bait when a combat starts.

    I was able to successfully replicate, so I'm marking it as such.

  3. I'm curious, may I ask why you picked up an alien corpse? While its a good thing you discovered a bug I just don't get why you did it? :S

    It's a good idea to do that kind of stuff while playing - do random nonsensical stuff just to try to break the game, especially during the alpha and beta. For each build I usually do a 'playing the game' game and follow it with a 'do random crazy stuff' game (intercept flying UFOs with a chinook, pick up and drop alien corpses, load troopers with way too much stuff, transfer everything between bases, etc).

  4. We're back in business! Thread updated at 10PM EST, July 9.

    The thread hadn't been updated in awhile because I'm on the East Coast and we got hit by a bad storm the weekend before last - lost power in the blistering heat for several days, so this thread has sadly gotten out of date by an entire build for a week. I'm back up to speed now though, most new bugs were just added tonight - I haven't done any confirming or replicating (I'm still downloading the update!)

    Do not post bug reports in this thread. Post bug reports in their own thread, as detailed here.

    *** A note on AI bugs ***

    I see occasional reports of poor AI behavior. Dumb AI behaviors are well known as the AI is currently a placeholder, so no need to report on AI behavior bugs (unless they're causing additional issues like crashes to desktop or turns that don't end).

    Bugs are color coded as follows:

    Red means reported but unconfirmed. Someone has posted about the bug, but other people haven't seen it and also reported on it.

    Yellow is confirmed, either by screenshot, or me, the dev team, or by at least two other people in the same thread.

    Blue is REPEATABLE, and ideally where we want all bugs to get - that is, someone has written a series of steps you can reliably take to cause the bug to happen, and that's where you can really help the dev team, as being able to cause the bug to happen makes it much easier for them to fix.

    Green will be for any bugs that the dev team claims to have fixed for the next build. (Bugs that are confirmed fixed when the next build comes out will be removed).

    General / Configuration

    Game does not work in Windowed mode

    Memory dump error happens in various places.

    Geoscape

    - Crash to Desktop

    Loading saves that have UFO crash sites causes a CTD.

    Saving while an alien base is on the map causes CTD. 2 Workaround!

    Loading a save from in-game causes CTD, but loading same save from intro screen is fine.

    Alien assault on Xenonaut base causes CTD.

    2nd air combat before reloading / refueling causes CTD

    - UFOs / Aircraft

    Simultaneous intercepts can cause multiple simultaneous combats to occur. 2 3 4

    Finishing a ground mission reports UFO has escaped.

    2nd air combat reports UFO has escaped.

    After loading save, UFO position changes

    Sending fighters to intercept a point on the map doesn't set patrol

    Can't use hyphen when renaming planes.

    Unable to redirect chinook to a terror site.

    - Save Games

    Cannot overwrite save games.

    CTD Corrupts save games

    Corporal training cancelled on loading game.

    - Geography

    Tasmania and other islands are not present on geoscape.

    - Gameplay

    Expenses are deducted before funds are added each month. 2

    Unable to engage in terror missions.

    Going into another window and returning temporarily disables hotkeys.

    Having a UFO and a squadron over each other makes one very difficult to select.

    Unable to cancel out of building base.

    - Cosmetic Issues

    Radar circles appear on mouse cursor.

    Base

    - Controls

    Menu scrollbars do not work

    - Personnel

    Unable to hire new soldiers 2 Workaround!

    Unable to rearrange troopers inside chinook.

    Wounded soldiers lose their equipment.

    Strange training / savegame interactions 2

    Dead soldiers still get paid.

    Troops still in chinook unassigned by game, but still in chinook and duplicated when reassigned.

    Soldiers heal between missions if chinook does more than one mission on a single flight.

    Ghost troopers take up slots in chinook (Workaround - sell the chinook)

    Troops duplicated over multiple bases (Dismissing them causes CTD)

    - Research

    Unable to research first project

    Project doesn't behave properly when starting it at a new base.

    - Items and Production

    Flares appear in stores for free after a night mission and may be sold.

    Alien grenade weighs too much.

    Troops don't always refill weapon ammo after mission.

    Weapons may be duped

    Air Combat

    - Crash to Desktop

    Firing a missile after pressing retreat causes CTD

    - Gameplay

    Aliens attack whichever aircraft was first selected from the intercept screen

    F-17 autocannon not firing in combat.

    Ground Combat

    - Crash to Desktop

    CTD when shooting aliens - especially with 0% hit chance. 2 3 4

    CTD when suppressing aliens.

    CTD after losing quick battle.

    CTD when dropping alien corpse.

    CTD Every second ground combat

    Machinegunner suicide CTD 2 3 4

    Grenading scout generator causes CTD

    Completing scout ground mission causes CTD

    - Gameplay issues

    Combat freezes during alien turn, likely due to alien death from fire. 2

    Sometimes you can target tiles with no alien in them.

    Alien / soldier walks / shoots through wall / door 2 3 4 5

    Odd targeting behavior, stuck in targeting mode

    Hit percentage missing or wrong 2

    Own troops are suppressed even when it doesn't make sense.

    Soldiers unable to walk through destroyed door

    Unconscious units generate an additional corpse.

    Alien located in unreachable tile.

    Alien located in Generator

    Odd behavior of windows in quick terror mission.

    Clicking on the Burst Fire icon often does not work (press 'b' instead)

    Route finding in stairs took too many APs.

    Aliens escape from base assault.

    Concrete cover on industrial scout map not correctly showing cover.

    Grenades during night mission invisible, difficult to select.

    AP Rocket can be fired through scout hull

    Machinegun reaction fires single-shots for no AP.

    Unable to save game during ground mission.

    In alien base, rocket shoots only AP missiles.

    Knocking alien unconscious causes UFO to not be captured on victory screen.

    - Map Issues

    Some terror maps have no buildings (Workaround included)

    - Cosmetic Issues

    Barricade Clipping Issues 2

    Androns use Ceserean death sprites

    Female soldiers use male voices

    Morale bar for soldier 12 too far right.

    All missions show default 'UFO has crashed' screen, even landed UFOs and terror missions.

    Suppression marker visible even if alien is not.

    Alien weapon on ground uses M-16 graphic.

    Crouching while moving causes a constant walking sound. 2

    Alien corpses visible in the fog of war.

    0% hit chance sometimes displayed but inaccurate.

    Invisible Aliens

    Heavily damaged scout shows intact power source, but game treats power source as destroyed.

    We got stickied! Thanks Matthew!

    I'll be trying to update this thread at least once a day, but I do have a job and other obligations, so don't fret if your bug doesn't get added mere hours after you post it.

  5. The script is just horrible full stop. Not only does it contain plotholes and logical fallacies that would embarass a slashfiction writer, there is also little to no expalantion nor continuity to people's actions, capabilities and motivations. Stuff just seem to happen at random as the story progression demands it, never to be referred to again.

    I just saw it, and I came here to make the post Infinitum made, so thanks for making it for me (I literally hit my head when everyone decided that taking off their helmets was a great idea).

    I have some stuff to add though - like the whole sequence with the infected scientist not being allowed to return to the ship. The movie missed a huge opportunity to have sympathetic characters by letting him on board in quarantine and having him turn zombie-evil later as a result. Instead we get the unlikable captain burning him to death and nobody much caring about it except his wife, after which they just leave the body outside instead of analyzing it (missing an opportunity for some exposition about this being a bio-weapon development site), and then when it COMES BACK TO LIFE and they kill it again, they STILL don't think it's worth checking out. They just re-kill him and move on.

    It's one thing when you don't create characters that the audience cares about - it's another when the characters don't give a crap about each other. After the zombie-biologist wipes out a third of the crew, there's no serious reassessment of priorities or arguments about whether to abort the mission or not - they just carry on without much notice of the event. There's only 17 crew here, and at the end of that sequence they've lost about 6 or 7 people.

    The other truly mad thing was Weyland including himself in the ship's crew. We've got cryogenic freezing here, and rather than just stay frozen on Earth for however long a cryogenic system can go for, this guy thinks that his best shot is to fly out to an alien planet referenced by cave paintings in the hopes that they're rockin' the secret of immortality out there? It'd only take another couple years for this 'last best hope' ship to come back to Earth with whatever it found, and he could spend the whole time safe on Earth waiting for the much more likely cure to whatever ails him.

    I'm just floored that people can spend over a hundred million dollars on a movie like this but not hire a scriptwriter who actually thinks about what's happening. The actual plot - explorers travel to alien planet to discover it's a bioweapon facility intended to destroy earth - is not a bad premise at all. But the execution and characters were mindbogglingly stupid. If you're sending a ship on an interstellar journey with the objective of finding alien life, you pick the best people you can find for it - because you don't want a geologist or a biologist who freaks out at a dead alien, let alone a live one.

    Final complaint - the woman archaeologist can't have kids? Really? Look at the fertility treatments and cloning methods we have now. You think in another 70 years there aren't going to be some rather exceptional methods for having a kid?

    The original Alien and Aliens were much better movies, and are still the only two in the series worth watching.

    At least this movie was better than Alien Resurrection.

  6. My men didn't panic, but they did spend most of their time killing civilians who would randomly run into a crossfire, can't wait to see how they respond to a pineapple "punch"

    Also I noticed that Chris wants to implement assault shields into the game. Would it be possible to grab a civilian and use them as a shield.

    We are playing the heroes, you know. :P

  7. It's not a good idea. Especially because some of the bugs in the previous build were related to save games - I would always just go ahead and wipe all your saves and start a new game with a new build, otherwise you could experience issues that aren't truly issues with the game, but are due to some strange interaction between saves from an earlier build and the new code.

    I know people are having fun with the game and that's great, but it's still in Alpha and needs to be treated as such. You should start from scratch in every new build all the way up to release.

  8. Ideally it would fall to Matthew, but if he doesn't have time (and nobody objects) I'm willing to take a crack at maintaining one myself. The one downside to me doing it would be that as I'm not in direct communication with the team, I wouldn't be able to update bugs to state that they've been fixed, but that's not an essential piece of information - the main purpose of a master bug thread is to inform forum goers of the already-reported bugs and direct them to the appropriate thread, thus reducing re-reports on the forum.

  9. Known bug, as reported here and still on the first page, here and probably a few more times as well.

    Should be fixed in next build.

    While people filing bug reports is a lovely thing, please try and see if there's an existing thread on it, helps keep everything together.

    To be fair, the original thread name (After Loading, The Emergence of Scholars) isn't very clear as to what's going on. If something involves a scientist, call it a scientist so the thread is easy for others to find and understand.

  10. Gazz, war is indeed hell but it would be especially hellish early-game, when the scenario I paint is more likely to happen each time a xenonaut gets shot. Having checked the armour values for jackal armour, the damage value for alien plasma rifles and checked that against the damage taken formula, the plasma rifle does on average 55hp of damage per shot. The average HP for a solider (at corp. level) ranges between 56-64, so it would seem on those odd occasions when a xenonaut survives a plasma rifle shot they're going to die anyway, so why bother with medikits?

    That's exactly the point at which you should bring medkits. If the plasma rifle does 55 damage (and it could do less, as that's an average), then your average corporal (60 HP) will have five HP remaining. At 55 damage you'll have on average 1 critical wound that's causing damage over time.

    So the perfectly average shot leaves your corporal with 5 HP and losing 2 per turn, which gives him two turns to live. That's a fair bit of time to get him medical attention if you have someone already close enough.

    Sometimes, sure, the wounds will be too great to get someone there in time. Other times you'll have multiple turns (if damage is low or HP was high), or take hits that don't need medical attention at all. But with those figures, I guarantee you that bringing medkits will save lives.

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