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aeon

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Posts posted by aeon

  1. Hi,

    Saving game during a mission actually aborts the mission.

    To reproduce do the following: click abort mission, chose no, then click save game, pick an existing savegame and confirm. At this point the mission is aborted.

    To make the issue stop quit the game (exiting to geoscape is not enough) .

    Another interesting thing, if after going to abort menu you save on a new slot everything goes as expected.

  2. As much as I understand the emotional value of the "hidden movement" screen for x-com fans, it is simply a terrible game mechanic.

    It's intrusive, breaks game immersion, and most importantly it is completely useless; a simple box beneath the "alien turn" text that says "(hidden movement)" would work so much better.

    I'd like this too. Just because it was in old x-com(s) doesn't mean it has a place in a remake. Music + instant deaths were the source of the tension.

  3. Hi guys I'm playing v19 experimental and encountered the following new bugs (at least i didn't read anything about them):

    Medikits start with 1/50 charges, don't heal wounds and seem to heal only 1 hp or so. Does anyone know how to avoid or fix this ?

    When trying to build a new airplane without an empty hangar there's an alert window that keeps popping up. The alert window informs me I don't have an empty hangar and keeps popping up after I click ok.

    When trying to load a mission savegame during a mission the game crashes. Quiting the savegame then loading the savegame from geoscape seems to work.

    Aliens in ufo keep shooting the ufo walls although they don't see my soldiers (and they never did)

  4. Well, not exactly on dev's computers. This post mentions an experimental version that might not be stable or balanced but is the latest thing.

    However, Steam allows users to opt-in to different branches for a game that they own. We will allow users to opt-in to our Experimental branch, which will contain the newer releases that have more features but will be less stable. We can upload, patch and mess around with builds on that branch without ever affecting the stable branch. This is where we will go through the numerous iterations to reach V19 Stable.

    This will be the best of both worlds - people who just want to play the game don't have to put up with crashes, and those who want to help us test can access the new features as soon as we release them.

    The only disadvantage is that you will need to be on Steam to get access to the experimental builds...but there's no way around that, I'm afraid...

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