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SoftwareSimian

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Everything posted by SoftwareSimian

  1. I can confirm that 1.10 does load my 1.07 savegame. I didn't try playing any further yet.
  2. Tried continuing my campaign I started on 1.06 and continued on 1.07, got up to day 153 last night. Tried to load it just now on 1.08, loading goes up to 87% then crash-to-desktop. I noticed by then Chris has just released 1.09 so tried with that too, same problem. user_day_153_manual_save-97.json output-log.zip
  3. I was also initially suspicious that these kinds of research could make the big-scary stuff come faster. If it was labeled "Funding" or similar it might be more clear that it gives you good (more money) and not bad (tougher aliens sooner).
  4. Found a posing cyberdrone after reload in v1.07 in alien base mission. auto_groundcombat_turn_5_start-572.json
  5. I've seen this numerous times. Since it's non-replicable I haven't reported it. Often happens with releasing abduction tubes, but I've had similar non-replicable crashes as well. Reloading the game and doing the exact same move again works just fine in all cases so I'm not sure how easy it'll be to track down the cause.
  6. You probably don't need it, but I'm attaching a couple screenshots and a savegame. I'm not sure if it's reproducible from the savegame. I sent my soldiers upstairs one by one tossing stun grenades, some threw forwards, some sideways, some backwards. auto_groundcombat_turn_10_start-415.json
  7. In v1.06 I research Psyon, got Xenopedia popup, then near-immediately after closing that got the popup about "You have no research project, would you like to assign one?", exactly as it should. So I picked Wraith interrogation, couple days later got the Xenopedia popup for that... but no prompt for next research project. So it's inconsistent. user_day_76_manual_save-60.json
  8. Landed UFO mission, boxcar is "invisible" for pathing, soldier can walk straight through it. auto_groundcombat_turn_3_start-301.json
  9. Definitely. Nothing is more important than getting that upgraded armor ASAP. You can always shoot the alien several times with a lesser weapon, but only if you're not dead. On another topic, I just played the 2x Cleaner Cell + 1x Cleaner Base missions, and the Cells were easy enough (by chance I captured the VIP both times although I wasn't really trying for that), but the base mission seems tougher than before. Partly because you can no longer avoid the sentry guns, but there also seemed more enemies than previous playthroughs. And going at it with ballistics vs plasma was tricky. But I got it done.
  10. This playthrough I made an effort to aim quickly towards Accelerated weapons. But by the time I got Accelerated research done and ready to build, I had unlocked Laser research. Sure it'll take 10 days now, but Alloys are so precious that I'm not sure it's worth it to spend the alloys (and money) on weapons I'll use for 1-2 missions and then discard when I upgrade to laser, especially for a relatively minor boost over the free ballistic weapons. If they were cheaper (e.g. 2 alloys, $10k) I probably would.
  11. I can't say I've noticed I've noticed that in my playthroughs. Maybe this could be tied to difficulty scaling. Not just modules but all items could be scaled to 0.8-1.2 (or whatever) weight multiplier based on game difficulty (personally I'd prefer to see it broken out like the other custom-difficulty sliders on New Campaign). So people who want to punish themselves can make the modules heavier. But please don't forget that not everyone likes punishing difficulty level in their games, please at least leave the option for "very easy" for those who wish it.
  12. I wasn't really paying attention, sorry. And while I legitimately played up to about day 110, I very much hurried through the last 70 days (ignoring uninteresting crash sites, cheat-winning new UFO crashes to get research items) just to see how the mid-game plays out before my savegame broke.
  13. Sometimes, not always, I've seen my soldier angle their body perpendicular to the direction they're throwing and throw the grenade straight out sideways from their body while they face 90° away. The grenade goes to the right place, just the soldier facing the wrong way. Once I even saw the soldier face the complete opposite direction and throw it behind him (at the intended target, while he faces away). This is something I only started seeing in v1.05 I don't have any screenshot or savefile to show, as the bug is intermittent and hard to catch, and I'm not sure if any particular prerequisites to reproducing it.
  14. The latter. I don't much care about the Xenopedia entries, but I do want to see "Research finished on <topic>, what would you like to research next?". Several times I've been researching something and it apparently finished (hours? days?) ago and nobody told me anything so my research lab was sitting idle. And there's always too much to research so can't afford to have it idle. What I'd really-really like to see is the ability to queue research tasks, but I assume that's not the direction you want to go with the game so that's fine.
  15. Still seems to be happening with live alien interrogations. Also with the Cleaner Device research.
  16. I restarted from the Before Mission (auto) save and re-played the Terror mission and no crash afterwards.
  17. The problem is that research takes far too long (or the game progresses too quickly) that by the time I might even consider researching Accelerated weapons I can already research lasers, so why should I bother with Accelerated?
  18. Changelog for v1.05 said "Fixed a crash that could occur after finishing a tactical mission and returning to strategy" which I assume refers to this issue. Unfortunately, it still crashes exactly the same in v1.05 output_log.zip
  19. Finished a Terror Mission, got back to Geoscape, saw post-combat report no problem. Until I click on "Accept", then the game crashes. Once the game has crashed PrtScn doesn't capture the screenshot anymore, so I took a photo. Text appears to be replicated in output.log, also attached. Savefile is start of last turn, it's easy to kill the last alien to replicate the problem when you get back to geoscape. Possibly relevant: I started this mission in v1.03 and by the time I finished it we were patched to v1.04 auto_groundcombat_turn_11_start-262.json output_log.zip
  20. I'm also not keen on a healing grenade. An incendiary grenade (for HEVY too) would be nice though.
  21. I've never really gotten around to researching mag weapons, research is slow and by the time I can research mag I can do laser instead.
  22. Those are some looong claws! Not sure if thermal damage makes story sense, maybe it needs to be to give the armor low-pen/high-destruction stats?
  23. Is that a thing? I haven't seen a keybinding for that in the settings, nor do I recall seeing it mentioned anywhere before?
  24. It's not working in v1.02 (despite the above quote from the v1.02 changelog). I renamed "Rifleman" to "Ballistic", assigned all soldiers to that, but I cannot delete Assault (but I can delete the rest of them). I have some freshly-recruited in-transit soldiers incoming that say they're assigned to "Ballistic" (I think ideally from a user side of things they wouldn't be assigned any role before they arrive, let me choose when they get here). user_day_1_manual_save-1.json
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