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Moonfire

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  • Location
    Chinook, Cascadia
  • Occupation
    LRV Controller
  1. The title is an estimate of what happened, but It appeared the aliens in the adjacent field attempted to fire under overwatch and I experienced a CTD. Previous occurences of such reaction fire did not result in CTD and this may not be easily reproducible. output.log user_gcstart-9.json
  2. Deleting a soldier loadout preset doesn't remove it from the list until you close the preset menu and reopen it. This is an old bug and not particularly critical.
  3. Moving items within a soldier's loadout is not permitted for no apparent reason. I can replace items from the menu but moving them to different slots doesn't work.
  4. Back to confirm this is a different kind of bug! I recently had a map where the bus was effectively not there for the purposes of seeing and shooting targets and moving soldiers around, but use of the forced targeting allowed me to target parts of the bus that were otherwise not really there, exactly like your screenshot depicts. Good find!
  5. I love this! I think the bus is probably exploded, though. Vehicles will still be displayed on the map even when destroyed. You'll be able to walk right through it, too, and they won't even bother you about your fare!
  6. Certain map modules have objects like walls and doors that seem to be duplicated in place. This is evident by glitching textures where the duplicate objects seem to be clipping through each other and also some doors and windows that are black when open. I think it's not just graphical because you sometimes have to open a door twice to get through it, like on the 3rd floor of the Abductor UFO. I'll watch for the other ones to appear again in my games. Would it be easier for you to identify the problem maps with a save file or a screen cap?
  7. A ground unit with not enough time units to move to a selected adjacent square may still turn toward that square if they have enough time units to make that turn but it wont actually subtract the units used turning. For example, if I run a soldier down to 4 time units while facing a cardinal direction, then left-click on an empty square to their left or right, that would normally cost 5 units to move to that square (2 to turn, 3 to move), and this is indicated by the UI showing that would leave -1 time units. If I left-click again on the selected square as though to move that soldier, they would then turn to face the square, but would still have the 4 time units. Left-clicking again to move the soldier again results in them actually completing the move for 3 units, leaving 1 left over to continue cheezing the game by allowing infinite turning of the soldier 45 degrees at a time so long as all the adjacent squares are open.
  8. This has continued to be an intermittent issue in 18.2. I usually notice it when unequipping armor from soldiers not assigned to a dropship, though I've also noticed weapons going missing, too. I'll try to watch for it and grab a log file since it seems to be hard to reproduce.
  9. I had noticed sometimes when shooting down a UFO that would normally create a crash site, it wouldn't always create one if I had first encountered the UFO over water and then tailed it. I initially thought it was just a matter of the game detecting the difference between being over land or over water differently based on whether I was initiating combat or creating a crash site upon success. I finally decided to follow a UFO further inland to ensure a crash site creation when I was a bit low on cash and found that it consistently did not create a crash site. Attached is the relevant save file. auto_strategy_before_intercept-40.json
  10. This one crashed 3 times now. Here's the log from the 3rd crash. Gonna try this mission over and see if I can get it to play through. output.log
  11. More data on a CTD that seems similar in circumstance. It crashed once, I reloaded and tried again and it crashed again, though the turn played out differently. I neglected to grab the log from the first crash, but attached are the end of turn autosave and the log from the second crash. output.log auto_groundcombat_turn_4_end-453.json
  12. During the alien's second turn at an Observer crash site, the game crashed to desktop. Attached are the autosave from just before this and the most recent log file. auto_groundcombat_turn_2_end-248.json output.log Update: Loading and continuing did not result in a repeat incident, though the alien turn played out quite differently. I don't know exactly what was happening when the game crashed, but the soldier under mind war had come under alien control and the elite alien next to the crashed UFO had flown to the roof of the building. In the replay, the soldier only panicked and the elite alien stayed nearly put.
  13. My third wave of terror missions dropped, but it was only one site instead of the 3 I started to expect. There were no rewards listed for completion. During the first turn, I tried to shoot at something with MARS after I had shot at one enemy with another soldier and been shot at by another. MARS seemed to miss, but I couldn't tell because it seemed as though the shot got followed off screen somewhere. I still had the usual UI elements and they were fairly responsive, I could select soldiers and such, but I couldn't get the map to reappear at all. I reloaded the level from the first turn autosave and tried again, only to have the same thing happen when an enemy shot at me with overwatch. This time I saved the game in the bugged state and popped out to preserve the log file. Attached are the autosave from the start of turn 1, the save from the bugged state, and the most recent log files (one was really short). Update: Loading the saved file made during the bugged state seemed to make things work normally again. output.log output.log_1.67273395ed23b8ba9d6b5d55cdc12f38 user_shoot_blank-23.json auto_groundcombat_turn_1_start-123.json
  14. Whoops, I missed that. Time to go back and reread all the recent release notes.
  15. It's late January in my first play-through of the V18 series and my first terror mission spawns. Except it was actually 3 at once. Is that supposed to happen? Attached save was made just after they spawned. I forgot to take a log file of it. user_3_raids-4.json
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