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SoftwareSimian

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Everything posted by SoftwareSimian

  1. I noticed this on turn 6, loaded an autosave from turn 3 it was the same, can see inside the central lower room of the Cruiser UFO even though my soldiers have never been anywhere close to the UFO yet, and certainly not inside. I don't know if was like that on turn 1 (the autosaves are overwritten) but I attached the before-combat autosave (untested). auto_groundcombat_turn_3_end-822.json auto_strategy_before_combat-159.json
  2. I got a message that a North American supporter has fallen under enemy control and been reclassified as an Infiltrator. Except I don't see any evidence of any change? My 4 supporters are all still green. Attached savegame is 1.5 hours before the event triggers. bug_report_2025-03-01-22h18_st_5.12.0_user_f11_1.zip
  3. And there are people like me who want to lose zero soldiers across the entire campaign, no impossible decisions, and generally a flawless path to victory. Ideally the game should be flexible enough to support both our gameplay styles.
  4. I think that's the key part. Knowing whether a given item is useful or not. Those of us who have been playing the game for years know what Cleaner Data (or whichever item) is, that it has no further purpose for research and such, and is just junk to be sold. This is not obvious to the new player.
  5. I also think it would flow better if certain mission rewards were simply credited to the player rather than showing up as physical sellable objects. Perhaps as part of the after-mission summary it could include a small section on things you gained from the mission that are being auto-credited. Like bags of money or whatever, and also Cleaner Data, just say "you found 10 bits of Cleaner Data so you're 10% closer to finding their HQ, also we gave you $100k". When the data or moneybags or what-have-you appears in stores, it's not necessarily obvious to the player that the game is finished with this and can be sold. The new Sell Junk button does help somewhat in that regard, but simply avoiding getting it in stores in the first place would be better.
  6. I've noticed on my recent playthrough that my soldiers love to reaction-fire at any enemy they see moving, even if that enemy is at the limit of their vision range and beyond the effective range of their weapon. I see lots of reaction fire with rifles at 25-30 tiles, which leads to some misses but even when it hits the damage drop-off for beyond-range means it takes half a dozen hits to kill an enemy that would be one-shot at 10 tiles. Especially when said enemy (e.g. reaper) is running towards the soldier, it would be better to wait until the enemy is within actual weapon range before shooting and doing so little damage.
  7. Did you mean to attach a picture showing which wall can be destroyed and which one can't?
  8. First time I've seen this map, it's great with all the additional terrain levels. However, my soldier behind the blue building is trying to take an odd route to where I told him to go, it should just be a matter of walking around the building but he wants to climb the cliff and then... fly? He has no jetpack. The top of the ladder became pink when I told him to move (and he didn't move). auto_groundcombat_turn_3_start-1046.json
  9. After-mission summary says I recovered both a Reaper Alpha (alive) and Reaper Alpha (corpse). But back at the base the research choice is to interrogate the Reaper Alpha and autopsy the Reaper Bull. I assume you renamed Bull to Alpha at some point and missed that text(?)
  10. I'm not sure about the flags of other countries, none of them jumped out at me as "wrong" the way the Canadian flag does. In the attached I've overlaid a "correct" Canadian flag to the left of how it appears in-game. The aspect ratio is wrong and the maple leaf is incredibly tiny.
  11. It has always been this way (as far as I remember) -- the UFO's come in waves (every 2 weeks or so I think), with maybe 5 or so UFOs spawning in various parts of the globe at the same time. The idea being you need to decide which UFOs to chase (you might not be able to shoot them all down if you have limited aircraft), and which crash sites to go to.
  12. I got something new from an Alien Base mission. It has no description in the post-mission summary. Also when I get back to base, I now have a <blank> item in Storeroom. Whatever it is, it's flagged as "junk" when use the Sell Junk button. I thought maybe since it was new and exciting it would trigger some research project, but it did not. auto_groundcombat_turn_10_start-951.json auto_strategy_after_combat-190.json
  13. Same thing happened again, Abductor UFO I think this time. As I came here to post the crash log I see v4.4.0 was release literally 5 minutes earlier, but I don't think this is one of the included fixes so maybe another log set will be useful. bug_report_2024-06-04-12h34_gc_4.3.0_unhandled_exception.zip
  14. Major: Alien Leader research unlock "Interrogation: Eternal" research, when I've never seen, let alone captured, an Eternal. When that research is complete the "Operation Endgame: Commence Final Mission" button shows up, although I don't think that's actually supposed to be part of the current builds. Minor: Alien Leader research text says "coming in Milestone 2" user_day_220_manual_save-103.json
  15. I reloaded the savegame and thew a bunch more stun grenades (with other soldiers, I didn't re-try "Pedro Castro") and the level completed fine.
  16. Oh, that's handy, when I restarted the game it told me the game had previously crashed and here's the debug zip file. Well done programmers! trigger UnhandledException message EntityException : Entity 7369 was deleted and cannot be modified after destruction. Please use IsAlive[] when modifying. bug_report_2024-06-03-19h17_gc_4.3.0_unhandled_exception.zip
  17. One alien left on my first Cruiser map, the Sebillian Leader on the top deck. Last turn I had shot him a couple times and hit him with a couple stun grenades, this turn I sent one soldier up with a stun grenade, no problem. Then the second soldier went up and threw his stun grenade and when it exploded it broke the game. I was able to grab a screenshot in the 5 seconds or so before it fully exited, hopefully the attached is sufficient information for debugging. output.log.zip auto_groundcombat_turn_15_start-745.json
  18. The "Sell Junk" button doesn't flag "Alien Psi-Amp" as junk to sell. Is there some future use for these, or is it just an oversight? Also, I'll repeat what I posted in a previous thread (which was hijacked by people posting nonsense) about corpses that have already had both Engineering project done on them have no further in-game use and should also be considered "junk" to sell off. Also, Androns get a pair of Engineering projects, and Sentry Gun Wreckage can be rebuit for some cost savings, but is there any use for Cyberdrone Wreckage or should that also be "junk"?
  19. I unlocked the two upgrades (from Alien Plasma research) around turn 156. I have savegames from 154 (Alien Plasma research in progress, neither project done of course), and 158 (Recharge upgrade done, Damage upgrade not done). Hope that helps. Nothing unusual happened that I remember. All the laser weapons were built before the upgrades. Possibly some of the equipped (or virtually-equipped) laser ammo somehow is missing the upgrade? user_day_154_manual_save-61.json user_day_158_manual_save-63.json
  20. I did start my current playthrough in v4.0.0. I'll assume it's fixed for future campaigns but not existing ones.
  21. I think aircraft armor is not correctly set to "unlimited" (as it should be since you can no longer build it). I think maybe the game is allocating you a "free" one for each aircraft you build, since I just built my third Gemini and noticed I can equip one Gemini with more than one Armor, but then I don't have any available at all for the other one. Notice the "1" quantity in the upper-right of the armor box (this correctly adjusts quantity as you mount/dismount from aircraft). It should show "∞" for unlimited.
  22. Mantid is (presumably) standing on a shipping container, on level 2 in the game. The alien is visible but what they're standing on is not. It looks very strange. I assume the game engine is not capable of displaying just the top of the container the Mantid is standing on, but it would be better to display the whole container (even if we haven't technically seen it yet) than have the alien floating in space. At least I think so. Along with my pet peeve, the ladders up the not-displayed container on level+1 user_day_188_crash_site_manual_save-80.json
  23. Right-click assigning an Unassigned soldier to the dropship tells me there are insufficient Laser Rifle Batteries to fill the loadout, even though those are available in unlimited quantities. user_day_159_manual_save-67.json
  24. Turn 3 End: Previous turn local soldier got shot dead by alien. This turn he suffered another 5 damage from wounds and died again. Turn 4 End: Previous turn a civilian got vaporized by an alien shot, they're just a pile of blood on the ground. This turn during Friendly turn they suffered another 5 damage from wounds and died again. auto_groundcombat_turn_4_end-432.json auto_groundcombat_turn_3_end-430.json
  25. Anecdotal (I have no savegame nor screenshot), but I had something possibly-related where during the alien turn an alien (inside the UFO) walked in front of my soldiers, through a door, and (visually at least) shut the door behind himself, then got reaction-fire shot through the apparently-closed door.
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