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DaReaperZ last won the day on July 23

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  1. I think I've run into this bug myself playing V 23.7. Although for me it happens on day 255 2:26 AM and I believe I know what caused it based on the description above. I shot down a cruiser after choosing to "tail until over land", when I shot it down, if I remember correctly around cuba, it didn't spawn a crash site. I thought it was weird, but thought it must've somehow landed in the ocean. I'm not sure about this though because I cannot find the "After Interception" auto save. I saw something in the development console about "Unable to find an anomaly definition for the following parameters: [MissionType: Construction (A lot of different biomes) Severity: Major]" I can upload a save here if it would help in any way.
  2. I noticed this too, panic level does not decrease when winning battles or shooting down alien craft. I didn't play long enough to notice it becoming a problem because I gave up after a while because of the lack of a medical room The monthly orbital bombardment will certainly be a problem if there isn''t any way to reduce panic except for command centers and agents.
  3. I've got the same issue as you (well, I reckon everyone has the same issue), but my soldiers seem to be recovering their stress values. I just watched them go from 52 on all soldiers I used in my first mission down to 48.
  4. Yep, it's the medical room! The training center finished without any issue. So that's what EntityMutation was, "mutating" a build slot into a building. That's definitely the issue then. Here's a small excerpt from the log file. 2020-12-29 04:11:43,479 [WARN] (F:\Jenkins\workspace\X2 (Build)\release-0.63.0\Assets\Code\Screens\Strategy\Data\EntitySelectors\Specific\MyGeoBaseSelector.cs:37) Target is not set. 2020-12-29 04:11:43,482 [WARN] (F:\Jenkins\workspace\X2 (Build)\release-0.63.0\Assets\Code\Screens\Strategy\Data\EntitySelectors\Specific\MyGeoBaseSelector.cs:37) Target is not set. 2020-12-29 04:11:43,486 [INFO] (F:\Jenkins\workspace\X2 (Build)\release-0.63.0\Assets\Code\Libraries\Artitas\Artitas.Core\Code\World.cs:632) HandledExceptionReport: ExceptionReport: Exception : Newly construct building can't transition to the enabled or disabled state. --> EntityMutationException : A crash occurred during delayed entity mutation - Mutation [ID: 1332, ComponentID: 12 - TaskComponent, Next: Task:Artitas.Systems.EntityAction, Added: True] --> EntityMutationException : A crash occurred during entity mutation - Mutation [ID: 1332, ComponentID: 589 - ProgressPoints, Next: ProgressPoints [0 - 90 - 90], Added: True] I'm guessing the ProgressPoints thing is related to the building progress of different constructions in the base. I will update the main report with the relevant information.
  5. I am building a training room and a medical room. It could be the same bug, though it is strange that it happens exactly at 18:00:00. I will try cancelling the medical room!
  6. Description: I finished my first ground combat mission of this campaign, got my soldiers back home and got the autopsy research, then at exactly 18:00:00 in-game time the game encounters a fatal error and crashes without warning. What Happened: The medical room finishes constuction and is what causes the crash. Further information: It seems to be an error occuring due to the medical room not being able to transition into a enabled or disabled state. Apparently the MyGeoBaseSelector script doesn't have a target, could be related. Reproduction steps: Load up the save, play along at the second highest speed. Just close any research that pops up and keep playing time until it hits 18:00:00, which is when the medical room finishes. output.log user_after_ground_combat_geoscape_ctd-1.json
  7. I think they're called boots. Or at least, that's what I've heard. I really don't see the "webbed feet" unless you thought they weren't wearing shoes.
  8. I've had this as well, you can reload them by manuall drag-and-dropping ammo onto them and they seem to "turn" into advanced lasers again (i.e. their ammo capacity goes up again). As a result of this I mostly stay away from laser weapons and go straight from accelerated to gauss.
  9. I've also had this happen to me in the current build. The hidden movement screen is up and I hear someone firing, hitting (sometimes killing) a human. Then I have to wait and see until it's my turn and it turns out it was one of my guys that was hit.
  10. Description: Straight up crash when using burst fire mode with the electroshock gun to stun the tentacleman. What happened: I moved up Christopher as the picture shows, then fired a burst to stun the poor tentaleman. He turned around, furious at my attempt to probe his netherrealms, and promptly crashed my game. Further Information: This might be one of those obvious bugs that are already known, but I couldn't find anything on it. It's easy enough to reproduce, just load up the save, move Christopher and try to three-round burst the thing, it should result in a crash, with a quick flash of a null reference in the error log. I should also mention, I almost accidentally won this one before being able to capture the Bossman McTentacleboy overhere due to the turn timer for "capturing the area" almost screwing me. user-65.json output.log
  11. It is always missing on all those walls on every UFO. I believe it's a known bug. The Exosuit is also missing textures.
  12. Yup, the aliens probably just clicked accept on everything ^^ Yeah I've seen the name being that way, seeing as it's very common it's probably known, it looks like the picture could show this bug, the UFO is very far away I'm guessing? Considering the heading of that Falcon I should add a picture too, don't know why I didn't think of that.
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