Jump to content

SoftwareSimian

Members
  • Posts

    214
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by SoftwareSimian

  1. I've not yet been anywhere near the UFO, its front door is just within my visibility range, and yet I can see all the way through it to the middle of the ship, as well as the external outline tiles all the way to the edge of the map. I can apparently also see off into the north corner as well (train yard) when I've never come anywhere close to there. auto_groundcombat_turn_3_end-764.json
  2. My soldier can walk through the wall. There's a small window in that wall segment, but he doesn't jump through it he just walks through the wall like it's not there. user_paththroughwall-118.json
  3. It still is that way, I'm just pointing out the inconsistency of many turns that takes between the mission briefing (3) and reality (5).
  4. I'm not sure how I broke it :-) I lined up my (woefully unprepared new-recruit) soldiers along the wall for some reaction fire, they fired at stuff in the first turn, and what you see is the second turn. I don't have the autosaves any more (other than the one attached above). I didn't notice the rotated tiles at the time but yeah, that's weird. The tiles don't appear rotated for me when I load the savegame, all looks well except all the blast doors are missing. And when you mouse over a missing blast door it crashes.
  5. Mission briefing says If I kill all the aliens in the UFO, let the aliens have their turn, at the end of the alien turn it pops up: Depending if you count the alien turn that just passed or not, it means that the victory countdown is at least 4 (probably 5) turns, not 3 as it says in the mission briefing.
  6. I would like to see an engineering project of "repair aircraft", where you can task your engineers with speeding up aircraft repair, which normally takes quite a long time.
  7. Soldier cannot climb up ladder right in front of him. No obvious obstruction. user_nopath-100.json
  8. I'm not entirely sure what I did (I may have been rotating the soldier, not sure where I clicked), but suddenly my screen filled with red debug text, and about 10 seconds later the game went away. edit: I've confirmed it's reproducible, just move the mouse somewhere near the cyberdrone and crash. auto_groundcombat_turn_3_end-599.json Logs.zip
  9. I'm starting a base defense mission on my second base. I previously transferred over some laser rifles from my main base and my soldiers are equipped with them, but there is no option to equip them with more laser ammo, and ammo can't be transferred around. I'm able to work around this by swapping the laser rifle for a ballistic rifle, so the laser rifle (and ammo) appears in the inventory, add ammo to the soldier layout, and then swap back (the laser rifle/ammo then disappears entirely from the inventory panel). I would expect that if I have unlocked laser/gauss/etc weapons in my main base, they should always show up in all bases, even with zero inventory count, like they do in the main base. user_day_152_manual_save2-88.json
  10. If a base defense mission starts, you're prompted to equip your soldiers and then to start the base defense mission you click the "Launch Dropship" button, which doesn't really make sense since you're nobody's going anywhere. The button should read "Start Base Defense" or similar. user_day_152_manual_save2-88.json
  11. When I'm selecting lower Equipment Hardpoint for Angel interceptor, Missile tooltip is correctly placed to the side, but Torpedo tooltip appears behind the weapons selection and is unreadable. The Torpedo itself is also about 30px off the bottom of the screen (at 2560x1080).
  12. Alien base, there's a + shaped structure in one room. I've seen almost all the room, but never looked into the inside corner to see those wall segments. It's not so obvious from the screenshot but when panning around those two wall segments (that I've never "seen") are invisible. When I turn my soldier around to see them they show up as normal. I'm not sure what the correct solution is for this, design-wise, it just looks odd in gameplay. user_day_136_alien_base_manual_save6-69.json
  13. Keys 1..10 select soldiers 1..10 as they should. I want the next physical keys on my keyboard ("-" and "=") to select soldiers 11 and 12 but don't see a way to configure that in Settings | Controls?
  14. Many games are smart enough that when the game doesn't have focus (e.g. alt-tab to desktop) the sound is (at least optionally) muted. This is especially relevant in a turn-based game like Xenonauts where I can leave the game literally any time and not miss anything while I go do something else on my computer, but it's annoying to have the music playing in the background. I can go into settings and turn the volume down the zero when I leave and back up again when I return, but that's an unnecessary inconvenience.
  15. I like the campaign difficulty options, but I would like to see expanded ranges of the options into the almost-cheating range (e.g. 200% funding) and where the values are too-easy for even Recruit achievements, achievements should be disabled entirely. Single-player offline games like this should give the player the option to play "easy mode" if they so choose, it doesn't affect anyone else's enjoyment. I would also like to have the option to display out-of-ammo indicators on the soldiers the same way the "bleeding" icon shows up.
  16. I'm not sure if this is a bug or a feature. It may or may not be reproducible from the attached save. Alien turn, wraith comes through door of building, reaction fire kills it dead. Then at the end of the turn the gun drone heals it back to life, ends turn with 33hp. Even if this is a feature, there's at least a bug that the animation shows the wraith's weapons dropped on the ground and also in its hands. (Cosmetic only, when I killed it again there's only one gun and one corpse on the ground.) auto_groundcombat_turn_1_end-352.json
  17. It either wasn't fully-fixed, or has become un-fixed, in 27.6 user_day_61_manual_save-21.json
  18. OnAfterBaseBuild, loop all extant bases, while (duplicate build dates found) baseCreateDate[i]++; That's the simple (imo) hack-fix anyways. But if it's more complex than that then it's probably not a high-priority fix.
  19. Just came back from mission, some soldiers are injured, some wounded. I wanted to organize my squad for the next mission, only to find that I can't remove armor from the wounded soldier. In fact, I can't edit anything on the loadout of Unassigned soldiers, but seem to be able to on those assigned to the Dropship. It wasn't like this in v27.1 Click / drag on any equipment has no effect, can't click on Armour drop-down either. I can click on Loadout and select a new preset loadout, but that's about it. user_day_14_manual_save-3.json
  20. Just started a new game with v27.2, built main base in Africa, and started a second base in Asia (and a third in America). After 12 days I got a popup saying that "The following buildins have finished construction at our facility in Asia: * Access Lift * Access Lift * Hangar "Access Lift" is shown as being built twice. I did not get a second popup talking about the Access Lift being built in America at the same time, so it looks like all the facilities built in the same game-tick are (incorrectly) combined into a single popup. auto_strategy_after_combat-2.json
  21. I may have also run into this. I did kill a Sebillian with a pair of grenades as shown on Turn 6, in both cases the nearer soldier (Lt. Carol Eriksen) should have been 1 tile outside the blast radius, and didn't suffer any obvious damage from either grenade. Autosave at the start of Turn 6 loads, autosave at end of Turn 6 crashes to desktop. auto_groundcombat_turn_6_end-466.json output.log.zip auto_groundcombat_turn_6_start-465.json
  22. Ah, Day 135 -- I just completed an Alien Base mission and got Nanofabrication research project which seems to be the key. It's not clear from the GUI nor Xenopedia entries that this is now locked behind a future research tech. Perhaps the "Resources" tab should be hidden from Engineering until the prerequisite tech is researched?
  23. Maybe more of a missing feature than a bug per se, but I really think there should be some kind of "out of ammo" indicator on the ground combat list of soldiers at the top just like the "bleeding" icon. So many times I've had a soldier not reaction-fire, and then later when I go to shoot I find they're out of ammo.
  24. I have an enemy fully visible to my soldier. But when the camera angle has unrevealed terrain behind that enemy, it half-disappears into the shadows. Since the enemy is visible to my soldier, it should render as fully visible even if the background terrain is unknown/black. auto_groundcombat_turn_4_start-404.json
  25. I'm not sure if there's a research prerequisite that I'm missing, but in previous play-throughs I was able to get Engineering to produce Alienium or Alloys, and the Xenopedia entry for Alienium says they should be able to, but I'm on day 130 and still can't click on the Resources tab in Engineering. user_day_131_manual_save-59.json
×
×
  • Create New...