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DreXav

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Posts posted by DreXav

    1. The desks with collectibles got weird pink flicker to them;
    2. It disappears for the most part after collection (the printers are still pink), so I assume its related to highlight overlap (in previous version, collected desks disappeared altogether);
    3. It reappears on all desks after reloading the game, even the collected desks;

    Xenonauts2_2022-05-04_09-22-24.png.f88e3bf8c920eaf8d2bc4384f0f4c59d.pngXenonauts2_2022-05-04_09-22-02.png.74babca6dfe4829c2be560ee40712580.pngXenonauts2_2022-05-04_09-34-44.thumb.png.04053272fa4e97f93addd1dda4fc69f7.pngauto_groundcombat_turn_8_start-34.7z

  1. Specific Middle East tiles are not rendering properly:

    1. The one with black stains keeps flickering, also is noticeably thinner than other wall tiles (GIF below);
    2. The other is completely black (like undiscovered tile) until you get on the other side of it, then it turn invisible altogether;
    3. Middle East roads got some weird, box-like lightning render, even when looking away;

    image.thumb.jpeg.9fc9fa94dd129d51c03a573b7856c6aa.jpegimage.thumb.gif.1394f0cdf0df25a5067512cdb7a4f799.gif

    Ground Combat bad render walls.7zimage.thumb.jpeg.7006be4a4738cab5948418af8e3fb8de.jpegimage.thumb.jpeg.e44e799e7f166c05178071cf932c036f.jpeg

  2. Whenever mousing over any ammo in Armory, an error debug window appears for a split second in the bottom-left corner. 

    GIF of the error below:

    image.thumb.gif.0a728385e8822ba4406218274bb93996.gif

    Happens both in normal and debug game launch, happens regardless of whether troops are in base or on dropship, happens for normal and HEVY ammo, but not grenades.

    Logs and save attached.

     

    Geoscape ammo debug flash output_log.7z user_day_8_manual_save-6.7z

  3. +1, I also have the same crash when trying to open the inventory. Rushed the mission to the same point to recreate, thinking it was related to looting enemy body, but it seems replicable at any time:

    BAeDfdB.jpego9wWINg.jpeg

    It seems to be still related to combat knives? 

    Quote

    - Exception occurred during handling of GlobalEntity 5904 Item - Name:Combat Knife for controller gc_items_slots_component[Clone] of type GCItemController - Object reference not set to an instance of an object

     

    output_log.7z

  4. Description: CTD after local (armoured) soldiers die during Terror Site (100% repro) (A fatal error occurred during Update[] - Object reference not set to an instance of an object)

    What Happened: Game keeps CTDing during ground combat a moment after any of the local soldiers drop dead.

    Further information:

    1. I suspect its somehow related to the fact its an armoured-up local as death of the plainclothes ones in previous missions did not result in any CTDs;
    2. Initially I thought its related to the reaper infestation of the soldiers, but wiping the reapers did not help;
    3. I found that the bug can be reproduced on demand by manually killing a local armoured soldier:5iPvypZ.jpeg 

    03 bug - CTD when a local armoured soldier dies.7z

  5. Description: Servosuit's bonus strength does not raise carry weight limit (100% repro)

    What Happened: 

    Equipped Servosuit's +20 strength bonus applies on the stat sheet (strength went from 68 to 88, blue bar extension) but it does not increase the the carry weight limit (remains 98 in both cases)

    Uy00gLt.jpeg

    EcL3psp.jpeg

    Further information:

    1. The bug persists in combat;
    2. The +5 TU bonus applies correctly both on Geoscape and in-combat;
    3. [BONUS] Servosuit sells for only $1, but I have already deleted that campaign so no campaign screenshot, have the .json one instead: BivAsJJ.png
  6. Description: Using SOLDIERS tab to switch soldiers' loadout instead ARMORY tab deletes their worn armour / limited quantity items (100% repro)

    What Happened: 

    1. Created a new BASE ASSAULT loadout on my Sniper, she kept her armour after loadout switch from ARMORY tab; eeoTOtG.jpeg Gm8NVDq.jpeg
    2. As did the 2nd Sniper when switching loadout from SNIPER to BASE ASSAULT via ARMORY tab; EcBmPbo.jpeg2FiBUQh.jpeg
    3. The heavy and all remaining soldiers whose loadouts I switched via SOLDIERS (barracks) tab lost their worn armour; 
    4. OKg1dS9.jpegBeRT4RD.jpegqT7AyR6.jpeg

     

    Further information:

    1. Tried switching back to previous loadouts, but armours did not re-appear;
    2. Checked all soldiers in reserve, but none of them had armours anymore either;
    3. Confirmed there are no armours in any of the storages;
    4. Tried dropping into ground combat to see if its some kind of visual bug, but the soldiers wore their tactical suits;
    5. Checked an earlier save and the issue can be reproduced 100% of the time;
    6. It seems to affects ALL limited quantity items like armours, undersuits, crafted weapons;

    Massive pain because it removes the option of mass-switching of the loadouts but at least now I know how our gear keeps disappearing.

  7. On 7/31/2020 at 8:12 PM, Ruthless Reuban said:

    Everything is OK. All manufacturable interceptors require materials from alien UFO's.

    Gotcha, was just surprised that fairly simple tech foxtrots required UFO equipment to work :)

     

    Do we get access to better stun tools than the basic stun baton and stun grenade/rocket? I'm at start of phase 2 and I find enemies to take obscene amount of baton swings to go down. 

  8. 1 minute ago, Charon said:

    Be patient young padawan. Time will reveal the answer to your question.

     

    1 hour ago, DreXav said:

    EDIT: Nevermind, after few longer ticks (and one ground combat later) it added DSB to workshop and Terror carrier tech that resulted in Firebird... though that's it, can't even use it because none of the elements 'drop' from UFOs flying around.

    Yea, my edit already contained the answer to my own question ;D though it asked more questions...

  9. Quick question, is it intended that on battle summary screen I get "Alien terror carrier datacore" but nothing related in research or workshop DSB?

    Despite all of the downed terror carrier equipment being intact (reactors, anti grav etc, pretty much entire interior bar some aesthetic consoles and crates), I got no techs whatsoever. Does that mean theres no technological gain whatsoever for downing targets way ahead of the phase? Terror carrier downed at 02 Dec 1979, but at the cost of four Foxtrot wings so I would be really bummed out there are no pay outs for such a tough target.

     

    gzv4Tj7.jpg

    qDcN2BE.jpg

     

    EDIT: Nevermind, after few longer ticks (and one ground combat later) it added DSB to workshop and Terror carrier tech that resulted in Firebird... though that's it, can't even use it because none of the elements 'drop' from UFOs flying around.

  10. 12 hours ago, Charon said:

    Same as in the old one, Researches.SebillianphysicianInterrogation.

    The first one which gets available needs these techs: Researches.AlienAlloyFabrication(AND)Researches.AndronDisassembly(AND)Researches.aliensmallshield(AND)Researches.alienminishield .

    Thanks. When about does this Sebilian physician appear? UFO waves just started spawning medium corvettes (is this phase 1 still or phase 2?).

     

    Also odd thing I have noticed: my manufactured grenades keep going missing. I am bleeding the stock regulary. Did I miss that they are one-use only?

    Or perhaps when my soldiers are downed (stun damage), their gear gets recovered but grenades somehow don't?

    Either way, its mighty annoying and I need to find out how to avoid it.

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