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Skitso

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Everything posted by Skitso

  1. I tried the intelligence hub mission again as it seems to generate this issue with my playstyle quite often. I saved the game (save game attached) as soon as I noticed the issue. Here's an image of the situation after I loaded the save. As you can see, reloading the save removes the issue. There was a damaged wall and a bookself at the point of the yellow arrow. I tend to start this mission with MARS shooting two rockets at the main door. This time I had 2 machine gunners both fire full bursts to suppress. Could it be that tiles that break outside of FOV causes this? user_destroyed_wall_bug-2.json
  2. Jumping through windows should cost considerably more TU's to prevent this from happening. It's cool to be able to do it, but it's way too easy atm. Same with MARS. It's cool that it can bash through walls, but there should be a bit more TU cost from doing so.
  3. I've seen it every now and then, last time just now with the 1.29d stable version in the intel gather mission where the building's grey interior walls didn't provide cover. Can't point you in the right direction what caused it unfortunately- just a heads up it's still not fixed.
  4. Corner piece of rock formations block 100% shooting but doesn't block vision. Is this intended? Seems strange you can see the target but can't shoot it.
  5. You are saying there's no interior spaces in crash or terror sites?
  6. Sure, it's semantics what you perceive as a completed mission. I can understand it's completed in a way that it's run it's course just by the game mechanics, but for a player the mission is failed if you lose all your units.
  7. This bug seems to happen in any mission. I tested this now with a random abduction mission and killed all my own units. Still someone seems to get revived in mission debriefing screen. Load the save and just end the turn so MARS is destroyed. user_bug_test-1.json
  8. Force fire (holding CTRL) often requires multiple clicks to register and feels unresponsive. Haven't been able to pinpoint what causes it, but it happens quite often.
  9. Death animations need more variation. Maybe weapon specific animations? (See Fallout2 for reference) Maybe a bit of ragdoll physics? (Didn't the first demo already have ragdolls?)
  10. This part of the wall blocks visibility to roof. I've seen it in other building types too.
  11. Further inspecting the situation: driving MARS through these red walls doesn't change the visual damage state but they are broken (units can walk through etc) Walls do break with other methods just fine as you can see.
  12. Here I just drove my MARS through the wall with a window. Just the window broke.
  13. EDIT: While testing this, I also noticed there's no damaged state for it. Related?
  14. It's also about maps. Reapers should only be found around tight claustrophobic interior spaces and not on open desert.
  15. If you are going to push Cleaners to be more significant part of the game, making them come and clean UFO crash sites after certain time period would also be a nice and organic way to make player choose between night and extra cleaners and also give a tangible reason for their existence. First few cleaners could be added to crash site after 5(?) hours and a couple more after 10(?) hours. Crash sites could also be "cleaned away" from geoscape instead of player being to sell it to local forces until Cleaner HQ is finally destroyed. This kind of additional organic layer of gameplay and choise would IMO add a lot to the game.
  16. Well said. I've tried my best to get this thinking through with Goldhawk multiple times. Hopefully Chris will give in if enough people raise the issue.
  17. As far as I know, starting crew has hard coded 4 women. Other than those 4, it's a 25% chance. This has been fixed in experimental version 1.29.
  18. Goldhawk's project lead @Chris is very active on these boards and refreshingly transparent on how he sees the game and in which direction he wants to take it in the fututre.
  19. Yeah, not tougher but better looking and more moodier and oppressive.
  20. If I remember correctly, In TFTD at least, UFO interiors were all played with night visuals and rules too
  21. I agree. I suggested this to Chris, but he's a firm believer of function before flair, and is afraid that making night missions more moody affects gameplay to much. Here's my thread about it:
  22. Adding a completely new ship biome / tileset would be a huge undertaking which is not happening, I'm pretty sure.
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